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Ideas - New Units and Buildings (Brainstorming)

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Lewin

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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 30 Dec 2011, 02:17

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
Yeah that will be fixed, but we need to redesign the code for soldiers in order to fix this. (and other "bugs") I'd like to do it during January while I'm on summer holidays, we'll see whether I get to it. We're currently redesigning deliveries and building queues to optimise them.
@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. :)
Yes, use the command !BLOCK_TRADE <Ware_ID>
Of course you need to edit this with the script because it's not supported by my editor (and it will be removed if you edit it with my editor after changing it)
Which resources did you want blocked for trading on your maps? I can do it for you, that's probably easiest. (any other map maker's let me know if you want this too)
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Kridge

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Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 30 Dec 2011, 10:52

Re: Ideas - New Units and Buildings (Brainstorming)

I might have found a way to use walls in game, I'm sure you guys won't like it, but you might be inspired...
Anyway:
Image
No I'm not using the editor in Mac, I'm using Windows on Mac. And I'm using Map Editor on windows. So the laborers dig up some dirt, from the tiles around the wall, that's why there's a ditch. The wall can't be build within 3 tiles from any builing, and in range of the tower. (I took 5 tiles here). It takes a long time to create a wall.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 30 Dec 2011, 11:17

Re: Ideas - New Units and Buildings (Brainstorming)

@Lewin
Iron ore, Iron, Swords, Crossbows, Pikes, Iron Armor, Iron Shields
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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 30 Dec 2011, 12:03

Re: Ideas - New Units and Buildings (Brainstorming)

@Lewin
Iron ore, Iron, Swords, Crossbows, Pikes, Iron Armor, Iron Shields
Done. Let me know if any of your other missions need this.
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 30 Dec 2011, 18:00

Re: Ideas - New Units and Buildings (Brainstorming)

I might have found a way to use walls in game, I'm sure you guys won't like it, but you might be inspired...

No I'm not using the editor in Mac, I'm using Windows on Mac. And I'm using Map Editor on windows. So the laborers dig up some dirt, from the tiles around the wall, that's why there's a ditch. The wall can't be build within 3 tiles from any builing, and in range of the tower. (I took 5 tiles here). It takes a long time to create a wall.
Is that really a wall?? it looks more like a lump of dirt :P
and that would be a problem on open maps, where the point is to be hard for people to defend. If you do this, you will close all the player's entrances. Some guys hate closed entrance maps :O
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Lewin

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KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

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

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Location: Australia

Post 30 Dec 2011, 22:03

Re: Ideas - New Units and Buildings (Brainstorming)

Is that really a wall?? it looks more like a lump of dirt :P
and that would be a problem on open maps, where the point is to be hard for people to defend. If you do this, you will close all the player's entrances. Some guys hate closed entrance maps :O
LOL I agree. If we wanted to do walls we'd at least do them properly with the wall sprites from the KaM alpha or the terrain walls.
And yes, that is the reason why we won't want to allow walls. People complain a lot about not being able to break through towers because maps have just a few narrow entrances. Now imagine if you could wall up those entrances as well... The game would be too defensive and always lead to stalemates. I do not think walls (even destructible ones) are a good idea.
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krisdw

Pikeman

Posts: 158

Joined: 22 Feb 2010, 23:00

KaM Skill Level: Average

Location: Belgium

Post 31 Dec 2011, 13:26

Re: Ideas - New Units and Buildings (Brainstorming)

I pretty much agree with most that has been said regarding the new ideas so far. Yes, the prospect of having other things added to the game always sound very interesting, but when you try to fit it in the game, it just doesn't work all that well (monks, templars, walls, cavalry archers).

BUT, and this message is pointed at Kridge for the most part, PLEASE do not stop trying! Really, I'm going to speak up for you here.

I think some of your ideas are getting shot down in a rude manner, and you absolutely do not deserve that! It's not like you're forcing your ideas on us, you're being very open minded with them, which I appreciate immensely.
My opinion is that if you stop thinking of ideas, that would be a huge loss for this community. You're obviously a guy who can work with the sprites and well... who knows how handy that might come in later! So, ignore the rude comments and keep at it if that's what you like to do! I personally love reading about new ideas, seeing old unused images show up and start pondering on what we could do with it etc. So just tell yourself this: haters gonna hate.

Nice work you're doing, keep at it!
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Kridge

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Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 02 Jan 2012, 12:08

Re: Ideas - New Units and Buildings (Brainstorming)

I pretty much agree with most that has been said regarding the new ideas so far. Yes, the prospect of having other things added to the game always sound very interesting, but when you try to fit it in the game, it just doesn't work all that well (monks, templars, walls, cavalry archers).

BUT, and this message is pointed at Kridge for the most part, PLEASE do not stop trying! Really, I'm going to speak up for you here.

I think some of your ideas are getting shot down in a rude manner, and you absolutely do not deserve that! It's not like you're forcing your ideas on us, you're being very open minded with them, which I appreciate immensely.
My opinion is that if you stop thinking of ideas, that would be a huge loss for this community. You're obviously a guy who can work with the sprites and well... who knows how handy that might come in later! So, ignore the rude comments and keep at it if that's what you like to do! I personally love reading about new ideas, seeing old unused images show up and start pondering on what we could do with it etc. So just tell yourself this: haters gonna hate.

Nice work you're doing, keep at it!
Thanks! Really appreciate it!

@Lewin & @Carkroyd
I didn't say that the wall should look like that. But did you read what I posted next to it. I suggested a way, to still keep maps open. Read again.
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 02 Jan 2012, 17:12

Re: Ideas - New Units and Buildings (Brainstorming)

@ Kridge - You meant this?
The wall can't be build within 3 tiles from any builing, and in range of the tower. (I took 5 tiles here). It takes a long time to create a wall.

Even so. I pointed out that some people only like open up maps, and if we add walls like this we are closing those open up maps so some people will really hate it. Thats what i meant by this frase:
that would be a problem on open maps, where the point is to be hard for people to defend. If you do this, you will close all the player's entrances
(What i meant by closing is reducing in size, not totally blocking it) It would be hell to have to fight into entrances 3 men wide.

But by the way, as krisdw said, i also think you should keep up with the ideas!
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FeyBart

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Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 03 Jan 2012, 14:09

Re: Ideas - New Units and Buildings (Brainstorming)

This is just one little, stupid idea, but wouldn't it be nice to have a happiness rate (much like in the Stronghold series)? Maybe you could have buildings to increase that rate like a pub.
Nice coffee is always nice.
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Lewin

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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 03 Jan 2012, 14:19

Re: Ideas - New Units and Buildings (Brainstorming)

This is just one little, stupid idea, but wouldn't it be nice to have a happiness rate (much like in the Stronghold series)? Maybe you could have buildings to increase that rate like a pub.
I don't really think that's in the KaM style. It worked nicely in Stronghold, but the economy was really quite centered around it. (e.g. you only get new units when people are happy) Even if we didn't do it like that, it would still be a huge change to the game and I don't think it would fit.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 03 Jan 2012, 14:24

Re: Ideas - New Units and Buildings (Brainstorming)

normally I would say that no idea is stupid, but on this one I agree.
I did like the happiness idea on stronghold.
But in KaM it would require too much work and it wouldn't really fit in the KaM playing style.

I'd say mechanics need to be improved first.(deliveries and stuff like that)
Then maybe add some units or buildings.(siege and walls)
Last edited by GreatWhiteBear on 03 Jan 2012, 14:33, edited 1 time in total.
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FeyBart

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Knight

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Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 03 Jan 2012, 14:29

Re: Ideas - New Units and Buildings (Brainstorming)

normally I would say that no idea is stupid, but on this one I agree.
I told you it was a stupid idea... :rolleyes:
Nice coffee is always nice.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 03 Jan 2012, 14:31

Re: Ideas - New Units and Buildings (Brainstorming)

damn edit didn't work, or I closed tab before it was submitted
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FeyBart

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Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 03 Jan 2012, 14:33

Re: Ideas - New Units and Buildings (Brainstorming)

damn edit didn't work, or I closed tab before it was submitted
What did you want to edit?
Nice coffee is always nice.

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