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Multiplayer knights
PostPosted: 04 Nov 2011, 01:01
by CuDi
Title says it all. I've been wanting to use them in my army but I never find time to fit a stable into my village. When I do it ends up taking too long to even produce the horses. Does anyone have any useful strategies?
PostPosted: 04 Nov 2011, 07:58
by T*AnTi-V!RuZz
Useful strategy?
Create a sh*tload of farms
No seriously, that's the only real solution. I always have a minimum of 4 farms for food, and when I need horses, I build 2 extra farms and put my stable right next to the 2 new farms. Works pretty well..
And of course, make sure your stable gets 5 corn (not the default 2).
PostPosted: 04 Nov 2011, 14:25
by GreatWhiteBear
but how many fields do you use?
When the farms are close to each other I use 1farm:20fields, 2farms:45fields, 3farms:70fields, 4farms:95fields, 5farms:120
PostPosted: 04 Nov 2011, 14:28
by Krom
Right, make sure you have Stables ratio of corn 5 - thats gonna improve the speed a lot.
PostPosted: 04 Nov 2011, 22:56
by Ben
Well I still believe that keeping your farms separated is a good idea. If they are right next to each other, then farmer A will "claim" a square and if farmer B is working on that square, the farmer A will just stand next to farmer B until farmer B finishes working. If this happens several times in a row, then your farm production will plummet.
I've been able to have 20+ farm tiles properly managed by a farmer. Experiment. If I have room and time (in easy single missions) I just make more tiles then the farmer can handle (within reason).
For other pepole's opinions, you can look at this thread:
http://www.atfreeforum.com/knights/viewtopic.php?t=697&mforum=knights
PostPosted: 05 Nov 2011, 02:25
by T*AnTi-V!RuZz
Well I still believe that keeping your farms separated is a good idea. If they are right next to each other, then farmer A will "claim" a square and if farmer B is working on that square, the farmer A will just stand next to farmer B until farmer B finishes working. If this happens several times in a row, then your farm production will plummet.
I've been able to have 20+ farm tiles properly managed by a farmer. Experiment. If I have room and time (in easy single missions) I just make more tiles then the farmer can handle (within reason).
For other pepole's opinions, you can look at this thread:
http://www.atfreeforum.com/knights/viewtopic.php?t=697&mforum=knights
As far as I know, this is not the case in the Remake. When the farmer detects 'his' field is already in use by another farmer, he goes looking for new field

PostPosted: 05 Nov 2011, 02:39
by Lewin
As far as I know, this is not the case in the Remake. When the farmer detects 'his' field is already in use by another farmer, he goes looking for new field

That is correct. All harvesting units should do this. It might still be a slight slow down because he then has to walk to a new field, but nothing like in KaM.
PostPosted: 05 Nov 2011, 03:29
by Ben
I didn't look for this in the remake. Thanks.
I've noticed lots of things improved here and there. Serfs deliver wood to building sites first, laborers don't continue "building" a structure after it is done...things like that.
By the way, will you8 be adding a feature to remove roads? I think you should...it would be useful if your ally quit and you needed some room for farms, for example.
PostPosted: 05 Nov 2011, 12:10
by Lewin
Yes we're trying to make little improvements like that as we go, it can really make the game feel nicer.
I think we will allow you to destroy roads. A labourer can come and dig it up and leave the ground appearing dug (like when you demolish a building site in the Remake the road goes to this) Same with fields I think, I don't see any reason you shouldn't be able to remove them.
PostPosted: 06 Nov 2011, 00:28
by Ben
One question: how will a laborer remove a field? Will he just dig it up again?
PostPosted: 06 Nov 2011, 00:48
by Lewin
One question: how will a laborer remove a field? Will he just dig it up again?
That was my plan, and the tile will still appear dug, (like when a labourer is waiting for stone building road over the field) it will not return to its original state (e.g. grass)
PostPosted: 06 Nov 2011, 00:56
by Ben
Oh, silly me. I was thinking you wanted the terrain that was underneath the field to reappear.
Sorry about that

PostPosted: 06 Nov 2011, 10:06
by Krom
I like this idea. Maybe we could allow to place "Remove field" markers above roads and fields and laborers would go there and "unbuild" them

PostPosted: 06 Nov 2011, 10:48
by The Dark Lord
Yes but I think you shouldn't be able to 'unbuild' roads or fields made by other players while they are still in play.
Also I wonder how it will look if a labourer digs into stone roads.
PostPosted: 06 Nov 2011, 16:43
by Lewin
I like this idea. Maybe we could allow to place "Remove field" markers above roads and fields and laborers would go there and "unbuild" them

That was my thought too
Yes but I think you shouldn't be able to 'unbuild' roads or fields made by other players while they are still in play.
Also I wonder how it will look if a labourer digs into stone roads.
Hmmm that's an interesting point... I agree with you, it won't be hard to implement

It will look as odd as when they build a house over roads and dig the road tiles. I think it will look fine.