Map Database  •  FAQ  •  RSS  •  Login

Ideas - New Units and Buildings (Brainstorming)

<<

Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 29 Dec 2011, 12:22

Re: Ideas - New Units and Buildings (Brainstorming)

READ: KaM is situated in the early medieval period, therefore they didn't have holy knights because religion wasn't that far developed.
Where do you have this from? KaM uses knights as the strongest unit, so it's rather situated in the High Middle Ages. Considering the pikemen, it's late middle ages or even the begin of modern era.

But I don't think, that this is important - I dislike the idea of a monk as a military unit as presented before. I doubt it fits to kam. But maybe the idea improves with time.
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 29 Dec 2011, 12:32

Re: Ideas - New Units and Buildings (Brainstorming)

My idea:
It isn't realistic.
But, if we'd implement it, here is my opinion about the stats.

Cavalry archers:
Attack: 35 (bow)
Defense: 70 (Iron armor)
Hit points: 1 or 2
Accuracy: 1 out of 2 shots are miss at a 10square range, 1 out of 3 at a 7square range, 1 out of 4 at a 4square range.
Can only fire while standing still.
Fire rate: 0.75 (IF bowmen is 1 and crossbowmen is 0.5)
Speed: 1.75 (2 if we increase normal cavalry speed)
<<

Kridge

User avatar

Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 29 Dec 2011, 12:46

Re: Ideas - New Units and Buildings (Brainstorming)

Did they have cavalry archers in early medieveal Europe? In wikipedia it says they had them in Central Asia and later some "cavalry crossbowmen" in Europe. But the cavalry crossbowman in KaM sounds a little bit overpowered :D
I agree with you because they would be able to dodge the knights, after destroying a lot of enemies. I had some sprites made, some time ago, not very smooth but anyway. They are hard to make:
Image
(horse archer with leather armor)
The rest is gone.
I don't know.
<<

Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 29 Dec 2011, 12:50

Re: Ideas - New Units and Buildings (Brainstorming)

Mounted archers are a very bad idea. Everyone is already crying that archers are overpowered, so now we're going to make them move fast?! :O That means you can't chase them down with your cavalry which is one of their few disadvantages.
Seriously, if a few bowmen can get people so upset about balance, how will bowmen moving at x2 speed make them feel.

I'd also like to say that I dislike "mashups" where multiple sprites are mixed together to make a new one. For example your "woolery/tannery", or putting a lance carrier on a horse, or archers on a horse. It looks so obviously mashed together.
<<

Kridge

User avatar

Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 29 Dec 2011, 13:32

Re: Ideas - New Units and Buildings (Brainstorming)

Mounted archers are a very bad idea. Everyone is already crying that archers are overpowered, so now we're going to make them move fast?! :O That means you can't chase them down with your cavalry which is one of their few disadvantages.
Seriously, if a few bowmen can get people so upset about balance, how will bowmen moving at x2 speed make them feel.

I'd also like to say that I dislike "mashups" where multiple sprites are mixed together to make a new one. For example your "woolery/tannery", or putting a lance carrier on a horse, or archers on a horse. It looks so obviously mashed together.
Well then I had to draw every single sprite from nothing. I'm not a wizard, and I certainly can't draw the style of KaM. So it'd be impossible, to do something without mashing up.
And I agree on the archers on horses.
<<

themyth

Laborer

Posts: 10

Joined: 25 Dec 2011, 13:47

Post 29 Dec 2011, 14:47

Re: Ideas - New Units and Buildings (Brainstorming)

i think first melee units must improve. i use allways cavalry in game but they hit and stop when archer or crossbow walking i click allways to attack and cavalry only one hit and stop crossbow continue walking. killing rangers hard for melee :D
<<

caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 29 Dec 2011, 15:45

Re: Ideas - New Units and Buildings (Brainstorming)

God, make it stop!
This way it isn't KaM anymore!

READ: KaM is situated in the early medieval period, therefore they didn't have holy knights because religion wasn't that far developed.

READ AGAIN: KaM is situated in the early medieval period, therefore they didn't have holy knights because religion wasn't that far developed.

NOW CARVE IT IN YOUR MIND: KaM is situated in the early medieval period, therefore they didn't have holy knights because religion wasn't that far developed.

Those blessings are nonsense. No magic involved in KaM.
A man fights for his money and under certain circumstances for his family or life.
NO F*CKING BLESSING TO CHANGE THAT!

An arrow cannot reach a longer distance just because some monk blessed the archer.
GWB, you know something of morale?? it was one of the most powerful weapons you could get. Increase an army moral, they could do practically anything against a greater army with lower morale :D
A man does not fight for his money. A sellsword/mercenary fights for his money. A man fights for his honor, his family, his liege/sovereign and mostly duty. And monks/priests (whatever u want to call'em) had quite an impact to the people, with those stories of salvation and all. Religion was seen very seriously in the middle age. Civilizations like the Franks had important bonds with the Christian Church.
I'm not a history teacher or anything, but thats what i remember from my basic knowledge ;)

Thats why i thought it would be interesting to have something churchy... About the holy knights, well, you're probably right on that, however the crusades occur on something like the 11th century... thats the border between early/high middle ages, so i don't see a problem. ;)
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 29 Dec 2011, 16:12

Re: Ideas - New Units and Buildings (Brainstorming)

OMG, can't you read?

KaM is situated in the early medieval period, religion wasn't that far developed.
My dad has studied history at the university and is history teacher.

Soldier fought because it was his duty to fight.
The church didn't bless the soldiers because the church disapproved on war against each other.
If they fought the pagans, then the church would bless the soldiers.

Early medieval period:
500-1000 You could say 6th till 10th century, NOT THE 11th century.

* MODBREAK *

Watch your mouth.
Thank you.
Last edited by GreatWhiteBear on 13 Sep 2021, 14:06, edited 2 times in total.
Reason: Cursing
<<

caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 29 Dec 2011, 16:30

Re: Ideas - New Units and Buildings (Brainstorming)

ok, ok... i'm not here to argue.
i didn't even say i approve exactly of all these things, i was just trying to keep people open minded ;)
anyway, i don't like the archer cavalry thing for the same motives as lewin's.
<<

Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 29 Dec 2011, 16:50

Re: Ideas - New Units and Buildings (Brainstorming)

OMG, can't you read?

KaM is situated in the early medieval period, religion wasn't that far developed.
My dad has studied history at the university and is history teacher.
Come on, stop blaming other to not read if YOU are the one who does not read. Look at first post on this page and see, that you 'early medieval period' is heavily doubted.

Ask your dad about knights and their antagonists, the pikemen. The latter were not used to counter cavalry attacks on a grand style until 13xx. This was even after the latest medieval crusade, so yes, religion was a topic. Believe me, I also know a bit about those things and yes, the numbers are correct. Did you ever wonder why I made the Bannockburn map, not any other battle?

Seriously guys, we can't discuss if we don't read other people's posts and think about it. Think about it!
<<

Encaitar

User avatar

Lance Carrier

Posts: 63

Joined: 13 Oct 2011, 22:00

Location: The Netherlands

Post 29 Dec 2011, 18:14

Re: Ideas - New Units and Buildings (Brainstorming)

Actually I don't understand why we need those units. I do understand it is cool to add something to the game (that is why I like the market, it really adds something new to the game, and also gives the gameplay more variation). But there is no need to make new graphics because it is possible. If there are new unit(s) added, they should add more variation to the gameplay + fit in KaM style of course.

To me all the ideas expressed here are just because we like to add something to the game. But that should not be the approach if we want to add something. First thing: does this idea/unit/building/etcetar really enhance the gameplay and does it not interfere the balance of the game (both battle and city building)? If yes: do we need some sprite for that? If yes: Krigde can do his job, if he wants to :D.
<<

Kridge

User avatar

Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 29 Dec 2011, 18:54

Re: Ideas - New Units and Buildings (Brainstorming)

wo wo wo, I just explained myself further, I didn't say id should be implented. Tomorrow I will read the other replies too. I don't have time now.
<<

caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 29 Dec 2011, 19:31

Re: Ideas - New Units and Buildings (Brainstorming)

Actually I don't understand why we need those units. I do understand it is cool to add something to the game (that is why I like the market, it really adds something new to the game, and also gives the gameplay more variation). But there is no need to make new graphics because it is possible. If there are new unit(s) added, they should add more variation to the gameplay + fit in KaM style of course.

To me all the ideas expressed here are just because we like to add something to the game. But that should not be the approach if we want to add something. First thing: does this idea/unit/building/etcetar really enhance the gameplay and does it not interfere the balance of the game (both battle and city building)? If yes: do we need some sprite for that? If yes: Krigde can do his job, if he wants to :D.
Thats why the topic is called brainstorming
<<

The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 29 Dec 2011, 22:08

Re: Ideas - New Units and Buildings (Brainstorming)

I'm not going to reply, I am NOT going to reply, I am sooooooooooo not going to r-
Okay then.
I disagree with all mentioned ideas. Lewin explained why a cavalry archer is a very bad idea and I agree with GWB about the priest/monk idea. Wool to make clothes? Meh...

Surely we have some beautiful unused sprites of buildings and units, but I think it would be wrong to SEEK a way to use them. We must think of something new for the game and THEN think 'Hmmm, hey, perhaps we could use this old unused sprite...?' Otherwise you are likely to end up with bad ideas.
Then again, I am pretty opposed against almost any addition whatsoever so you should probably just ignore me. I'm actually still finding it hard to accept the way the marketplace works. ;)
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 30 Dec 2011, 00:01

Re: Ideas - New Units and Buildings (Brainstorming)

Almost the same as The Dark Lord, except for agreeing with GWB because it is obvious I agree with GWB.

Try the marketplace at my map "River of Gold"
@Lewin
Is there any way you can turn certain trade able goods off in the market?
I don't like seeing a knight on my River of Gold map, but I don't like removing the marketplace either.
It is so useful to have 2 pigfarms and 3 mills working with only one farm, just trade all your coal for corn. :)

Return to “Ideas / Suggestions”

Who is online

Users browsing this forum: Bing [Bot] and 2 guests