Regarding siege workshop and town hall
Re: Regarding siege workshop and town hall
tldr; leave my scripts alone siege people ;o
Re: Regarding siege workshop and town hall
KaM Remake at: http://www.kamremake.com
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Re: Regarding siege workshop and town hall
Before all siege fans make their own agree posts, I hurry to explain that dynamic scripts are something that doesn't break normal maps, and normal gameplay.
And they are magical but they cannot be seen, unlike the "nobody moves the catapult" issue.
tldr; leave my scripts alone siege people ;o
Dynamic Scripts are there to be used by mapmakers. How they use them - is their choice. One can make a script where making a barrel of Wine blows up neighbor village and selecting a house summons 10000 barbarians. (should I remind you about scripting maps competitions with RPG maps?). That however does not justify introduction of atomic bombs or cloning into standard "tech-tree"
...they can move by themselves and this is not natural.
I know I went to far with this, but I'm sure you got my point.
King Karolus Servant
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Re: Regarding siege workshop and town hall
Dynamic Scripts are there to be used by mapmakers. How they use them - is their choice. One can make a script where making a barrel of Wine blows up neighbor village and selecting a house summons 10000 barbarians. (should I remind you about scripting maps competitions with RPG maps?). That however does not justify introduction of atomic bombs or cloning into standard "tech-tree"
Sieging fortresses and castles is just not the same without siege weapons.
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Re: Regarding siege workshop and town hall
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Re: Regarding siege workshop and town hall
What if we would have a unit (recruit or something) just walk behind the catapult?
We wouldn't have to redraw a ton of sprites, and the illusion would be created it is pushed. Also nerfs the food problem, since you need to feed the unit walking behind it.
Problem here is: is it possible to do this code wise?
Maybe an easy option would be (I have no idea if this is possible) to do something with like the add to group? Like it is part of the unit, and then code it to always walk behind it.
Of course, this would bring up the discussion about what if the recruit is killed? But then you could maybe have the recruit replaced?
End of crazy ideas.
Re: Regarding siege workshop and town hall
You gave us command: Because of that buildings can be made by themselves. Now my question is: what is the difference between self making building and self moving machine?
Second question: if you don't see a difference why can't you add a command for adding siege machines(exactly the same way like town hall units are right now). I know many people would like to make machines more balanced, but it is not a matter now. Now I only try to tell you that self moving machines is not a problem here.
I would really appreciate if this topic wouldn't be ignored by creators of Remake .
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Re: Regarding siege workshop and town hall
What if we would have a unit (recruit or something) just walk behind the catapult?
We wouldn't have to redraw a ton of sprites, and the illusion would be created it is pushed. Also nerfs the food problem, since you need to feed the unit walking behind it.
Problem here is: is it possible to do this code wise?
Another problem is that if a recruit is shown pushing it, then the image might be too large to take only one tile. Siege equipment might have to take two tiles. I wager that would cause conflict in both gameplay and mechanics.
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Re: Regarding siege workshop and town hall
It's been suggested many times. Whether we need 10,000 images or 100, we still need something drawn, and as far as I know, we have no active members on this forum right now who can draw KaM sprites.
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Re: Regarding siege workshop and town hall
We're not saying we will implement siege equipment, however, it is certainly something we would think about after this release. Siege equipment certainly won't be implemented for this upcoming release which we are currently beta testing.
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Re: Regarding siege workshop and town hall
I don't know how to do that in mp games... Maybe that if one is made by the weaponmaker you can move it 1 time to the spot you want? As a defensive weapon?
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Re: Regarding siege workshop and town hall
Rebalancing and implementing siege equipment is a big task. If we do it, we would want to add it as a core game feature not some optional thing that can be enabled by scripts. Our idea would be that the siege workshop is available in multiplayer and singleplayer maps by default (but could optionally be disabled by the map author like any other house).
I don't know ANY game where singleplayer and multiplayer are exactly the same! And what about the difference between town hall units and siege equipment? Why add the town hall units without the town hall, but not the siege weapons without siege workshop? What's opposed to that?
Maybe we should start a poll to see how people think about it.
Also, I really hate the 'magically moving' argument. It seems to be the biggest reason not to add siege weapons to the game, yet you did add a marketplace where wares are being transformed into others. And nobody asked for a marketplace that works that way, yet again we do ask for siege weapons. Not even mentioning that 'having the sprites available isn't a reason to implement them', although that's exactly what happened with the marketplace, a building that has been and will be subject of discussion for eternity since it turned out to be game-wrecking.
Re: Regarding siege workshop and town hall
I keep wondering... WHY?!Rebalancing and implementing siege equipment is a big task. If we do it, we would want to add it as a core game feature not some optional thing that can be enabled by scripts. Our idea would be that the siege workshop is available in multiplayer and singleplayer maps by default (but could optionally be disabled by the map author like any other house).
I don't know ANY game where singleplayer and multiplayer are exactly the same! And what about the difference between town hall units and siege equipment? Why add the town hall units without the town hall, but not the siege weapons without siege workshop? What's opposed to that?
Maybe we should start a poll to see how people think about it.
Re: Regarding siege workshop and town hall
I can understand that balance is a thing here (someone can tell that town hall units are not that powerfull as machines) and it needs time to make it balanced. Anyway I can't understand why machines can't be implemented in dynamic scripts after those balance changes.I keep wondering... WHY?!Rebalancing and implementing siege equipment is a big task. If we do it, we would want to add it as a core game feature not some optional thing that can be enabled by scripts. Our idea would be that the siege workshop is available in multiplayer and singleplayer maps by default (but could optionally be disabled by the map author like any other house).
I don't know ANY game where singleplayer and multiplayer are exactly the same! And what about the difference between town hall units and siege equipment? Why add the town hall units without the town hall, but not the siege weapons without siege workshop? What's opposed to that?
Maybe we should start a poll to see how people think about it.
if you make for example 4 siege engines this costs 10 iron units and 10 leather units/militia, which means the enemy has a stronger melee position which in that case makes it harder for you to hold position. in this knight meta the knights can easily outmaneuver and destroy enemy ranged units. on top of that the superior numbers of the enemy melee will make sure to win the battle on the main line. for reasons like this it would be wise to make only 1 siege engies to power up your army in order to not sacrifice to much power in the rest of your army composition. and since this meta requires fast support/attacks due to the knights being dominant in support and in rare cases as main army the siege engines only slow your army down.
in conclusion i think it would not be a bad idea to include the siege engines in the next next upcoming release( it has been stated they won't come this next release), because i do not think it will shake up the current meta and balance too much. on the contrary, i actually think they will make a minor difference at most.
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