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Official KaM Remake Ideas topic

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T*AnTi-V!RuZz

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Post 14 Aug 2012, 09:29

Re: Official KaM Remake Ideas topic

I see no problem in rapidly clicking 3-4 times on a unit in a queue to remove it and everything past it. Just 3-4 fast left mouse buttons clicks ) It's not like a 10 or 20 ))
I see no problem in implementing such a small feature..
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Krom

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Post 14 Aug 2012, 09:40

Re: Official KaM Remake Ideas topic

Hehe, okay, I agree, as it was said - having it will do no harm :)
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T*AnTi-V!RuZz

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Post 14 Aug 2012, 10:08

Re: Official KaM Remake Ideas topic

Hehe, okay, I agree, as it was said - having it will do no harm :)
Awesome ;)
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Lewin

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Post 15 Aug 2012, 01:35

Re: Official KaM Remake Ideas topic

It's implemented :)
IMO it's a good feature that saves a bit of time, same as right clicking to fill up the school queue.
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XXX

Post 15 Aug 2012, 22:31

Town hall

Well I strongly believe townhall should be added to the KAM remake .
I know it was discused a lot before and the developers think it is unbalanced but here i want to give my opinions and sugestions.

Okey , the main reason why Town Hall wasnt added was that people could actuly rush and build army fast . Since there is already a peacetime i doubt its a problem.
With a 1 hour peacetime its posible to train 50 iron souldiers + 50 militia in your own . Going only for weak soldiers ... i doubt it is a good idea.

So in short REASONS for Town Hall
1. Ability to train more diferent units ,
2. More batle tactics - need horses ? Train vagebonds. Run out of archers ? train rogeus . Run out of troops ? Rebels and so on
3. Some fan made maps are based on TownHall ( unplayable in Remake , yet in Vanila game Drunk Soldier bug egzist)
4. Even in original games campain one mision was based on Town Hall ( The Pesion rebelion , mision in wich you retake your own castle)
5. It is already design , so it should be a child work for developers to implement in to the Remake
6. There should be an altenative to Baracks if it was blocked ( egz. few enemy troops brough through and are blocking your baracks)
7. It nicely fils the gap in 1/2/3 level soldier system alowing training 1 level soldiers - (train fast/ train cheap/ and train worst troops)
8. Just more fun


Then again some REBALANCING should be done.
To my mind , only ONE Town Hall per time should be alowed. Moreover, it should take time to train troops - just like school.
I believe this way masing an army just using a Town Hall would be imposible.

Also , Barbarians/Warior shouldn't be implement in town hall - they are too good (lets call then level 4 soldiers ) and could actualy chalange iron troops.

In reply to some arguments Against Town Hall

"Rebels are too good for they price. Everyone would be training masses of them " .Its true they have good price/value rating ( 1 gold ) ,but they are just too weak- if balances weren't changed , rebel only has 2 lifes while militia has 3.
Sending them against pikeman+ crosbows would be suicidical , and even knights arent afraid of them . They dont even poses serious threat to militias - militias easily beats lancers.So you get the point - they aren't so good actualy.


For those who say it doesnt fit with the game stile (you should make wepons first) then why we dont make tools for workers first as well ? what do you think ?


Guys , i know that some of you dont like it , but if you dont like it doesnt mean other shouldn't enjoy it . Just don't use it.

Well I think i said all i wanted too. Oh one more thing - using Town Hall should be optional - like checking a box on multiplayer loby .

And sorry for my "good" english :D I didnt use it for ages

XXX
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Lewin

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Post 15 Aug 2012, 23:47

Re: Official KaM Remake Ideas topic

Thanks for your post, unfortunately I'm still not convinced the town hall fits in the game.

Something that bothered me about the town hall was that you have to train one unit, wait for more gold to arrive, train another, wait, and so on. In my opinion that's a really boring gameplay mechanic, the town hall is inherently frustrating because you spend so much time waiting for gold to arrive. The school and barracks allow you to train/equip lots of units at once. However, this was also one of the factors that balanced the town hall, it was not possible to churn out hundreds of soldiers from the town hall simply because nobody could be bothered and you'd have to neglect the rest of your village by always checking the town hall and training new units if the gold had arrived. If we did add the town hall we'd give it a queue like the school so you can order in lots of units and not have to wait and keep clicking. But then the balance could be poor because there would be no limit on the number of units you could make except for your gold supply and speed of your serfs.

We don't want to have any artificial limits on the number of a unit/building you are allowed to have. That's not at all in the KaM style, limits should be naturally enforced by factors like needing to feed your army means you can't keep 200 troops, spamming watch towers isn't effective because then you lose a lot of time that you could have spent building weapons producing houses. There should be no reason that requires limiting it to one town hall per player, in fact building more than one town hall should be a build order choice that has advantages (in the same way that building an extra school has advantages and is used by some players).

The problem is that if a troop just costs gold then gold is suddenly the most valuable resource and other resources are just used to trade for more gold. The multiplayer maps are currently balanced to have enough gold to last the average player for 1-2 hours before they run out. There really isn't enough to share with the town hall. In maps with lots of gold you will end up with huge numbers of town hall units, in maps with less gold you will end up with some players rushing town hall units, and if they die they'll quit because they don't have enough gold to make normal soldiers.

I would rather see the townhall reinvented a little bit, for example mercenaries hired there could only last for 30 minutes and require you to hire them again if you want to keep them (although that encourages all out rushes and more quitters), or the town hall could convert your peasants into soldiers when you desperately need more troops to defend with. Neither of those things really work, but maybe someone can come up with a better idea.
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sado1

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Post 16 Aug 2012, 12:10

Re: Official KaM Remake Ideas topic

It's a shame that except Vagabond, most of these units couldn't be just added to the Barracks, so you could produce them as every other unit. While Vagabond has a horse and an axe and is basically "militia on horse", other units (Rebel, Rogue, Barbarian/Warrior) have weapons that can't be produced (sling, trident?, huge axe). I don't see Townhall in its current form in the game, I'd rather just use its image for a completely new building (for sending stuff to other players, perhaps?)
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Private.NL

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Post 16 Aug 2012, 13:18

Re: Official KaM Remake Ideas topic

(for sending stuff to other players, perhaps?)
The image of the Townhall is perfect for something else then the original Townhall. The Townhall just doesn't fit into the Remake with it's map, as Lewin said.
So it comes down to trading. We have got people who don't like the market at all, the put it on fire on the picture they got, i won't mention names ;)
I think trading with your teammates is a good idea. It will take strategy to a whole new level. On top of that people who lived back in the Middleages did trade with their mates I presume. I think that there is a good possibility to use the market for this idea, and we get rit the orginal market, so players can't just trade all there coal to weapons (cause you won't trade your weapons, wouldn't you :P ) :)
The new market should be having an option to post the resources you want to buy/sell, and the trading rate. This could really improve gameplay on a map like Lake Wololo which hasn't got enough gold in the upper locations. They could trade it for coals which they got more then enough.
Teammates could discuss the rate and trade 1:1, but I think an option to trade with the enemy is funny as well, you can bluf a bit, that you have got much gold, and try to trade it on any other rate. And trading with the enemys makes it the market a bit more realistic. You can sell your stuf lower then another player, but if it gets to low the profit will be gone and the enemies could get some profit...
Always look on the bright side of KaM! :D
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Jeronimo

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Post 17 Aug 2012, 04:48

Re: Official KaM Remake Ideas topic

Is it possible to change timber/stone costs from buildings?
I don't know if that would make a crash due to "building animations" or Hit points...
But if possible I have better costs for some buildings (+new HP value = 450).

*Vineyard from 4/3 reduced to 3/2 (almost never built)
*Inn from 6/5 reduced to 5/4 (+fragile than storeH/school)
*Stables from 6/5 reduced to 5/4 (will promote horses?)
*Market from 5/6 increased to 6/6 ("must have" for many)

This balances "Buildings Hit Points" ingame, having 450x2 (Inn/Stable) and 600x2 (Market/Barracks) buildings.
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Da Revolution

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Post 17 Aug 2012, 08:58

Re: Official KaM Remake Ideas topic

Changing the cost if the buildings will probably not promote the use of them.
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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T*AnTi-V!RuZz

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Post 17 Aug 2012, 08:59

Re: Official KaM Remake Ideas topic

Changing the cost if the buildings will probably not promote the use of them.
QFT
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Krom

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Post 17 Aug 2012, 09:11

Re: Official KaM Remake Ideas topic

The only material cost that makes me think twice before building - is timber for winefields. Everything else gets built without looking at stone/wood cost.
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Mulberry

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Post 17 Aug 2012, 09:14

Re: Official KaM Remake Ideas topic

Yeah. But you can promout using horses by changing amount of grain to feed one horse. I am not sure how much is it now. But it would be interesting if we can try -1 grain for horse.
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Jeronimo

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Post 17 Aug 2012, 09:22

Re: Official KaM Remake Ideas topic

The "building costs" suggestion still gives +1 balance to overall game. :)
I know is not a great change... more a detail with justification.

Horses need 4.5-5 corns... if amount goes down to 3.5-4 corns that will also help.
If Vagabond is added to Barracks, you will wish having horses cheaper (unit is fast but very weak).
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xROELOFx

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Post 17 Aug 2012, 10:18

Re: Official KaM Remake Ideas topic

I don't know if someone suggested this before, but what would you think about an aggressive/defensive button for units?
For example for horses/footsoldiers. When they are on defense, they only attack enemies that are on the tile closest to them and don't iniate the attack further (they only defense). When on aggressive they attack enemies 2 tiles away and follow them until they're killed.
For archers this could be, defensive: don't shoot unless you're shot at or when the enemy is too close (< 5 tiles?). Aggressive: shoot when enemy is in range (just like it is now).
This could open a couple new strategies, like better ambushing. For example, hiding you archers behind a mountain wich the enemy has not scouted yet. When the enemy is really close, let your archers fire and block the enemies from escaping by sending in the rest of your troops. Because the archers are on defensive, they won't fire when the enemies is in range (like 20 tiles away), but wait until they're closer. So they don't give away their position.
For knights this can be great too, put them on aggressive and let them move to a group of enemy archers. They will do the rest and hunt them untill there's none left.
For footsoldiers this is also nice, it will be much easier to keep formations.


Below request is from a couple of weeks ago. I guess it got burried with other request:
hi guys, a little feature that might be helpfull is the ability to select multiple save games (with shift and/or control) in the 'load save games' section for deletion. this way you don't have to select each savegame and confirm it when you want to delete it. it's a little usability thing, nothing too important :)

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