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Official KaM Remake Ideas topic

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ThibbyRozier

Post 19 Dec 2011, 09:08

Re: Official KaM Remake Ideas topic

Hello again, the first 11 songs are finnished.
They include various styles of music genres.
Some are covers of modern folk bands, some are real old paper music or just shared by familly/friends.

Kind regards,
ThibbyRozier.
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Kridge

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Crossbowman

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Post 19 Dec 2011, 14:50

Re: Official KaM Remake Ideas topic

Hello,

I had this idea how to fix the "magic" moving of the catapult. The ballista could be moved like this as well. They should indeed be balanced, they do way to much damage when you ask me. The only thing that bothers me, is how to create the recruit operating the catapult/ballista. A quick Photoshop sketch:
Image
Maybe this solves the problem or gives another reason why not? :D

Edit: This way (recruit), the catapult isn't protected by some heavy guard like swordsmen.
Last edited by Kridge on 19 Dec 2011, 15:56, edited 1 time in total.
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GreatWhiteBear

Knight

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Post 19 Dec 2011, 14:57

Re: Official KaM Remake Ideas topic

NICE!
I'd say it would solve it, if there are enough sprites to make it seem in motion.
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Kridge

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Post 19 Dec 2011, 15:39

Re: Official KaM Remake Ideas topic

NICE!
I'd say it would solve it, if there are enough sprites to make it seem in motion.
The sprites for motion are not that hard, but as I mentioned before (I thought) it would be harder because there are no of a recruit operating the siege unit. There are however sprites for walking, since the recruit walks to the barracks (and so on).

Edit: And thanks, for the like. (to quote fb).
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Kridge

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Post 19 Dec 2011, 15:53

Re: Official KaM Remake Ideas topic

And, like Ben did on page 1, I'll give my opinion about the 'open for discussion' topics to.

1) Country flags.
I wouldn't really care about this. Nice function, but I like those (maybe) old-fashion color as well.

2)Walls
I think on one hand it would be nice, and on the other hand it would be stupid. Since KaM originally didn't have walls, it would look weird. Second, it might make defending a town to easy. Third, like others already said, you would be forced to create siege units, while you don't like using siege units. Big conclusion, for me, no I'd rather prefer a big army. But, when built-in, siege units should be built-in to.

3)Town Hall
I think the original mercenary concept sucks. In my opinion.
It's expensive and to easy. You don't have to create barracks and weapon producing buildings, only gold.
The building itself is nice, but it's purpose should be changed.

4)Siege equipment
When balanced, nice, but indeed needs to be propelled by a recruit or something, see my last post.

5)Shared control
I don't know what you mean when you say this, so no opinion. I couldn't find it in the topic, but I'm quickly bored and might have skipped some pieces.

6)Take over disconnected...
First one to get there obtains control? Hmm, maybe. I think it would be hard monitoring both 'cities'.

7)Labourerteams
I like the idea, and I think it would be nice if they operate in let's say different areas. At least on different projects, like discussed.

8)Ally vision square
Nice idea, since your working as a team. I think this would work.

9)Vagabond to barracks
I like the idea, but I read somewhere in this topic about the fact that they would be used to scout villages and cavalry units would loose their special status. I agree on that. The only thing I can come up with is let the Vagabond need to times a leather armor: 1 for his armor and 1 for his cape. That's completely different then other units, but it's the only thing I can come up with. When you would give the Vagabond a leather armor of course. If you wouldn't in the first place, do so?

And I know this is accepted already but:
with every piece of road created, no matter dragged or clicked there should be the old THUMP! sound. Like a machine gun, but we should keep that in my opinion.
And the fog of war is the good old black or something like AoE? The 'mist'-thing.
And, like some already said, adding is a lot of work. isn't always so nice. But for the catapult and ballista could it be done, because the relative small job. It'll be only two units so...
BTW, the market building is very very very (and so on) nice!

Thanks,

Kridge
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Kridge

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Crossbowman

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Post 19 Dec 2011, 16:17

Re: Official KaM Remake Ideas topic

(Small offtopic remark)

Everytime I look what guests are doing on the forum, its always: Reading a topic in the KaM Remake section.
I think the Remake is/gonna be famous!
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The Dark Lord

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King Karolus Servant

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Post 19 Dec 2011, 17:04

Re: Official KaM Remake Ideas topic

I forgot to say this but it has been bothering me quite much!
I played a game on Oasis Struggle and it was my allies' first multiplayer game. This meant I had to focus on military right away because he didn't have any soldiers when peace time was over. Of course I ran out of food.
I don't care when militia die of hunger, but feeding my crossbowmen should be number one priority. Instead, they brought all food to the inns and my crossbowmen died (and I had 5 wineyards, 2 fisherman's, a bakery and a butcher's). In the end I even closed my inns but it was already too late...
In other words, I think military units should be number 1 priority if there is food somewhere. Especially when they are starving (skull above their head rather than knife and fork). A player will always notice when there is not enough food in his town, so if he clicks on the 'feed' button he is aware of the risks.

Oh btw! Teriffic job on the catapult! But obviously we also need it to move. One nice picture won't be enough. :P
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Lord_Stronghold

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Location: Russia, Kazan

Post 19 Dec 2011, 18:06

Re: Official KaM Remake Ideas topic

btw during the multiplayer game player can load the save in another remake window and see forces and locations of opponents which he not being able in 1st window. Should this be "fixed" or not? :)
Image Image
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caykroyd

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Location: Brazil

Post 19 Dec 2011, 18:35

Re: Official KaM Remake Ideas topic

1) Country flags.
I don't know what that means really.

2)Walls
Not stone walls. Possibly wooden palisades like I said earlier, if it were possible to destroy them with normal units and not only siege equipment;

3)Town Hall
I agree that the purpose should be changed.

4)Siege equipment
When balanced, nice, but indeed needs to be propelled by a recruit or something.

5)Shared control
Very cool. It would be nice to have a player paying attention at the town while the other does military affairs.

6)Take over disconnected...
I agree its hard to monitor two cities. I'm more to the concept of giving it to the AI (after the AI's become self sufficient and developed)

7) Laborer teams
Very good. I also like the idea of having serf teams assigned to different storehouses, that way a player could have multiple villages.

8)Ally vision square
I think this would work. The only problem is that on 4x4 games you would see 4 squares and that might confuse you a bit (maybe allow people to hide their allies squares if they wish?)

9)Vagabond to barracks
I liked Kridge's the idea. Maybe that could be done with a few other units also if town hall is to be permanently removed or changed of purpose?

// Fog of War: shouldn't be the good old black. I would prefer "the mist-thing".

//Market: Change exchange rate? (Reminding people that trade between allies and enemies should also be possible, with NO COST at all.


Thanks,
caykroyd *-*

Sorry to have copied your "format", Kridge.


In other words, I think military units should be number 1 priority if there is food somewhere. Especially when they are starving (skull above their head rather than knife and fork). A player will always notice when there is not enough food in his town, so if he clicks on the 'feed' button he is aware of the risks.
I have another idea.
I think it would be nice and wouldn't screw the game if we had more options about priorities in the kam toolbar.
Currently, kam has the max limit of some resources to buildings like armor/weapon smithy, metallurgist's, etc. If we had a new tab where the player could set priorities for the serfs - including taking things to barracks, getting food, stone from the quarry, etc - it would lead to a much more STRATEGY-INVOLVED game.
Or maybe that should be done individually on each building... (Setting a priority on a certain woodcutter's for example - for serfs to get resources from there always that's possible.)
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Lord_Stronghold

Crossbowman

Posts: 209

Joined: 18 Dec 2011, 11:23

Location: Russia, Kazan

Post 19 Dec 2011, 18:52

Re: Official KaM Remake Ideas topic

Hello,

I had this idea how to fix the "magic" moving of the catapult. The ballista could be moved like this as well. They should indeed be balanced, they do way to much damage when you ask me. The only thing that bothers me, is how to create the recruit operating the catapult/ballista. A quick Photoshop sketch:
Image
Maybe this solves the problem or gives another reason why not? :D

Edit: This way (recruit), the catapult isn't protected by some heavy guard like swordsmen.
however I saw another picture but yours is cool too
Image
Image Image
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 19 Dec 2011, 19:02

Re: Official KaM Remake Ideas topic

Lol, that guy would be shot in the back of the head when the catapult fires.
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Lord_Stronghold

Crossbowman

Posts: 209

Joined: 18 Dec 2011, 11:23

Location: Russia, Kazan

Post 19 Dec 2011, 19:11

Re: Official KaM Remake Ideas topic

horse can stay away :)
Image Image
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Jeronimo

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Knight

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Post 19 Dec 2011, 20:57

Re: Official KaM Remake Ideas topic

I had the funny idea to trade Slaves at the Market. Polemic maybe?

They would be idle Recruits from Barracks, taken to Market by a Serf.
The value would be similar to a "Gold Chest", just a bit better (since Recruit has to be trained and move to Barracks).

By the way, I would like a small graphical Ranking at the end of a game? Based in final score position starting from Knight/Swordman in 1v1, then adds next grades if more players were in. Archer/Crossbowmen aren't in the list.

Knight: 1º, Swordman: 2º, Pikeman: 3º, Scout: 4º, Axeman: 5º, Spearman: 6º, Militia: 7º, Recruit: 8º

Multiplayer Construction matches: Please stablish Victory upon a Kingdom when you DESTROY all its Warehouses.
Its basically the main building which recollects all economic goods.
I dislike having to destroy entire bases of players who "doesn't surrender".
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GreatWhiteBear

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Location: The Netherlands

Post 19 Dec 2011, 21:13

Re: Official KaM Remake Ideas topic

meh, they didn't have that much slaves in the (dark) middle ages.
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Lewin

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KaM Remake Developer

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Post 19 Dec 2011, 22:36

Re: Official KaM Remake Ideas topic

Indeed it wouldn't be too much work to combine the recruit and siege equipment walking sprites into one, although the ones for when the catapult fires would need to be made (the recruit would need to step aside or he'd be hit by the arm, and he should be shown winding back and releasing the rope, or something)
The one with the horse would be VERY complicated to implement, because it takes multiple tiles at once and the Remake engine has no way to handle that. (units take 1 tile at a time, there is nothing moving which takes more than 1 tile) The sprites would also be more work to make.

It's great to see other people share our opinion of the town hall :)
It would be good to eventually make a way to create these soldiers, but just placing them in the barracks is a bad idea in my opinion. They look like rebels, raiders and wanderers, not the kind of people a king would train and equip from his barracks with his other noble soldiers.
And I know this is accepted already but:
with every piece of road created, no matter dragged or clicked there should be the old THUMP! sound. Like a machine gun, but we should keep that in my opinion.
Yes that's how it works. So when you drag a line, it makes a THUMP THUMP THUMP sound, same as by placing each one individually.
In other words, I think military units should be number 1 priority if there is food somewhere. Especially when they are starving (skull above their head rather than knife and fork). A player will always notice when there is not enough food in his town, so if he clicks on the 'feed' button he is aware of the risks.
Thanks for pointing that out, I'll tweak the priorities so feeding troops is considered highly important.
btw during the multiplayer game player can load the save in another remake window and see forces and locations of opponents which he not being able in 1st window. Should this be "fixed" or not?
How do you suggest we "fix" it?
//Market: Change exchange rate? (Reminding people that trade between allies and enemies should also be possible, with NO COST at all.
What do you mean? How should the exchange rate be changed? I think it's good at the moment.
Trading with other players will probably be done by connecting a road to their village then your serfs delivery wares into their "trading post" building. Then the serfs of that player can take them out of the trading post to where ever they are required.
I think it would be nice and wouldn't screw the game if we had more options about priorities in the kam toolbar.
Currently, kam has the max limit of some resources to buildings like armor/weapon smithy, metallurgist's, etc. If we had a new tab where the player could set priorities for the serfs - including taking things to barracks, getting food, stone from the quarry, etc - it would lead to a much more STRATEGY-INVOLVED game.
Or maybe that should be done individually on each building... (Setting a priority on a certain woodcutter's for example - for serfs to get resources from there always that's possible.)
We will probably improve these sort of things when we optimise the deliveries.
I had the funny idea to trade Slaves at the Market. Polemic maybe?

They would be idle Recruits from Barracks, taken to Market by a Serf.
The value would be similar to a "Gold Chest", just a bit better (since Recruit has to be trained and move to Barracks).
I dislike the idea of slaves in KaM, they don't suit the game style. KaM is a "nice" kind of game, there's no blood, people die by turning into a ghost skeleton and everyone always seems very happy even when they are beating each other to death. ("Into the battle!" says the swordsman cheerfully as the barbarian beats him over the head with a giant axe) And why would a recruit which was trained at the king's school be a slave? :? And then you give the slave a sword, shield and armour to make him a swordsman? The "slaves" would revolt.
Multiplayer Construction matches: Please stablish Victory upon a Kingdom when you DESTROY all its Warehouses.
Its basically the main building which recollects all economic goods.
I dislike having to destroy entire bases of players who "doesn't surrender".
You don't have to destroy their entire village, the goals are the same as in most of the campaign missions. You must destroy the storehouses, barracks and schools. I have seen players rebuild and continue playing after losing their storehouse and barracks (but saving a school) and I don't see a problem with this, it's kind of cool in a way.

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