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Official KaM Remake Ideas topic

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Krom

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Knights Province Developer

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Post 22 Aug 2012, 04:57

Re: Official KaM Remake Ideas topic

This looks like a good idea - group all messages by type and show 1 button per each class. When you click that button you have your alerts in a List. If list is empty - hide the button, if list is updated show and flash the button. I like it )
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Nayot

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Post 22 Aug 2012, 05:33

Re: Official KaM Remake Ideas topic

How about set the serf priority? Someslike in the Settlers2 - Photo Image

I imagine it like. I will be able to mark off button like (change priority order) If I won't it will be gray and serfs will be working as usual, if I do, I will be able to set priority for example.
I have got 20 serfs and I set them 1. Wooden planks 2. wooden logs 3. stone 4. towers. So I have got:
10 wooden planks in the sawmil
4 wooden logs in the woodcutters hut
12 stones in stone masons
5 towers = 25 stone

So from the 20 serfs 10 will go to sawmill 4 will go to woodcutters hut and 6 will go to stone masons.
Then 6 will go to stonemasons and 14 to towers

In default I think they would go randomly.

Same with laborer.

What do you think? is it even possible to set more AI settings in MP?
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King of War

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Post 22 Aug 2012, 07:07

Re: Official KaM Remake Ideas topic

Hi,

update hotkeys ?

left mouse click = +1 weapons
right mouse click = +10 weapons

Something like this
Shift + right mouse click = +100 weapons
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Krom

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Knights Province Developer

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Post 22 Aug 2012, 08:41

Re: Official KaM Remake Ideas topic

We had an idea to increase weapons queue by clicking and holding mouse button. While being hold the queue would increase by +1/+10 depending on mouse button once every 0.2sec.

Which solution is better - Shift+Click to place +100 or holding the button pressed?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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T*AnTi-V!RuZz

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Post 22 Aug 2012, 08:43

Re: Official KaM Remake Ideas topic

We had an idea to increase weapons queue by clicking and holding mouse button. While being hold the queue would increase by +1/+10 depending on mouse button once every 0.2sec.

Which solution is better - Shift+Click to place +100 or holding the button pressed?
I vote for holding the button pressed, since I always make specific amounts of armor / weapons.
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ExecutioneRRRR

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Post 22 Aug 2012, 09:53

Re: Official KaM Remake Ideas topic

I dunno if it's mentioned but this wolf keeps running around. How much is it to get a hunter around these parts?
Knights and Merchants in Australia is Roo-Riffic!
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Krom

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Post 22 Aug 2012, 10:10

Re: Official KaM Remake Ideas topic

Not sure if wolfs meat is any good compared to pigs sausages ;)
Maybe duckhunter instead? )))
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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xxx

Post 22 Aug 2012, 12:16

Re: Official KaM Remake Ideas topic

Not sure if wolfs meat is any good compared to pigs sausages ;)
Maybe duckhunter instead? )))
guys , i dont get you , first you deny any idea of making new units and now tease people with duck hunters yourself ...
We had an idea to increase weapons queue by clicking and holding mouse button. While being hold the queue would increase by +1/+10 depending on mouse button once every 0.2sec.

Which solution is better - Shift+Click to place +100 or holding the button pressed?
I vote for holding the button pressed, since I always make specific amounts of armor / weapons.
I vote for shift + right click . during multiplayer game it lags to much so by shit clicking you know exacly what are you doing . Anyway , why dont put both options ?
How about removing notification messages and replace them with information beacons above houses? If there's a beacon - that house needs your attention for some reason, maybe it has no owner? Not sure if that will fit KaM though - map view is very realistic and adding artificial symbols to it will break the style.
I do like idea with "cloud" about the house just like the cloud about the serves and other merchants . i dont see how it should break kam style. though it should be put properly

btw, what is your desision with vagebond ? I personaly think it would be good counter to archers or to make suprise atack :) its like an enemy prepare to atack your base and put all his froces near your walls, but you send a mas raiding party and by dodging enemy troops inflik a lot of damage .
however , there shouldn't be any rebalancing on stable - if player wants to go on mas vagebonds he should build 3-5 stables and loss time on pigfarms or other buildings .

ok , and here is my big "question" for you - dont you think making swordsmans is to expensive ? i mean for the price of of two swordsmans you can train 3 pikemans .
personaly i dont know why axe or swords fighters are carying shields . does it adds more defence ? NO . More atack ? NO. more price ? Hell yeah
while its isnt a big problem for axefighters (1 wood for wood shield isnt a big problem ) iron shields makes swordsman too expensive so I rarely see them on kam PRO play . dont you think it should be fixed ? like shields add bonus defence agains archers ( maybe +0.25 for axefighter/scouts and 0.5 for sword fighters/knights ) this way another problem - archers being too strong may be fixed.
or maybe making iron shields cheaper - iron armory could make 2 shields for the price of 1 ( well , theoricaly , shield takes less materiels then body armory)

thanks for reading

xxx

p.s. Krom ,how is it going programing Kam AI ? will we see it soon ?
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T*AnTi-V!RuZz

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Location: The Netherlands

Post 22 Aug 2012, 12:24

Re: Official KaM Remake Ideas topic

ok , and here is my big "question" for you - dont you think making swordsmans is to expensive ? i mean for the price of of two swordsmans you can train 3 pikemans .
personaly i dont know why axe or swords fighters are carying shields . does it adds more defence ? NO . More atack ? NO. more price ? Hell yeah
while its isnt a big problem for axefighters (1 wood for wood shield isnt a big problem ) iron shields makes swordsman too expensive so I rarely see them on kam PRO play . dont you think it should be fixed ? like shields add bonus defence agains archers ( maybe +0.25 for axefighter/scouts and 0.5 for sword fighters/knights ) this way another problem - archers being too strong may be fixed.
or maybe making iron shields cheaper - iron armory could make 2 shields for the price of 1 ( well , theoricaly , shield takes less materiels then body armory)
Wow, you're completely wrong here.

A shield does add defence to a unit. And I'd rather have 2 swordsmen than 3 pikemens. In 99% of the cases, those 2 swordsmen will defeat the 3 pikes. Swordsmen are really strong units, it's just that pikes are better vs cavalry.
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Da Revolution

Knight

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Post 22 Aug 2012, 12:31

Re: Official KaM Remake Ideas topic

About the duck hunter, i think Krom was just joking there.

He also says that archers are too strong. Well xxx they'll get better next release! Although crossbows will be less accurate.
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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Lewin

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Post 22 Aug 2012, 12:34

Re: Official KaM Remake Ideas topic

guys , i dont get you , first you deny any idea of making new units and now tease people with duck hunters yourself ...
Pretty sure he was just joking there.
I vote for shift + right click . during multiplayer game it lags to much so by shit clicking you know exacly what are you doing . Anyway , why dont put both options ?
The lag in multiplayer will hopefully be a lot less in the next update. I guess doing both is an option, doesn't really do any harm.
ok , and here is my big "question" for you - dont you think making swordsmans is to expensive ? i mean for the price of of two swordsmans you can train 3 pikemans .
personaly i dont know why axe or swords fighters are carying shields . does it adds more defence ? NO . More atack ? NO. more price ? Hell yeah
while its isnt a big problem for axefighters (1 wood for wood shield isnt a big problem ) iron shields makes swordsman too expensive so I rarely see them on kam PRO play . dont you think it should be fixed ? like shields add bonus defence agains archers ( maybe +0.25 for axefighter/scouts and 0.5 for sword fighters/knights ) this way another problem - archers being too strong may be fixed.
or maybe making iron shields cheaper - iron armory could make 2 shields for the price of 1 ( well , theoricaly , shield takes less materiels then body armory)
Pikemen has just 35 attack (same as a militia), swordsmen have 55. That's quite a big difference, in a battle of swordsmen vs pikemen the swordsmen would probably win every time. Yes it would make more sense for a shield to give you armour not attack, but I think the guys who made KaM did it for a reason, and I think it's fairly well balanced. At the end of the day it doesn't really matter whether it increases attack or defence, all those numbers just go into the magic "fighting system" and give out a result. Either way the swordsmen is better than the pikemen, and increasing armour could have some nasty side effects nobody thought of.
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Jeronimo

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Knight

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Post 22 Aug 2012, 13:11

Re: Official KaM Remake Ideas topic

Quick idea I had this morning: Soldiers Menu has new button -> Withdraw.
When pressed unit or squad will move towards your closest Barracks.

Very disperse troops will gather/rally at the Barracks they find closer... so it's an interesting excuse to build an extra Barracks close to your towers (a PRO tip so they dont walk all the way inside your base).

As benefits I can see now:
*In critical moments you can "Withdraw" for fast retreat of troops, later you acommodate their paths (you can still order them to change direction, and even return to frontline after simulating a general retreat).
*While feeding troops, they go closer to the serf bringing the food.
*Re-organization: New soldiers trained join the troops returning to Barracks. All together are ready to march towards frontline.

Withdraw (hotkey: W)
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xxx

Post 22 Aug 2012, 13:25

Re: Official KaM Remake Ideas topic

Quick idea I had this morning: Soldiers Menu has new button -> Withdraw.
When pressed unit or squad will move towards your closest Barracks.

Very disperse troops will gather/rally at the Barracks they find closer... so it's an interesting excuse to build an extra Barracks close to your towers (so they dont walk all the way into your base).

As benefits I can see now:
*In critical moments you can "Withdraw" for fast retreat of troops, later you acommodate their paths (you can still order them to change direction, and even return to frontline after simulating a general retreat).
*While feeding troops, they go closer to the serf bringing the food.
*Re-organization: Small squads walking towards Barracks while new soldiers trained join. Everyone together and ready to march again towards frontline.

Withdraw (hotkey: W)
the withdraw fuction was already diclined ( said in top post ) but I actualy think its not a bad idea ( in midle ages , soldires do withdraw)
ok , and here is my big "question" for you - dont you think making swordsmans is to expensive ? i mean for the price of of two swordsmans you can train 3 pikemans .
personaly i dont know why axe or swords fighters are carying shields . does it adds more defence ? NO . More atack ? NO. more price ? Hell yeah
while its isnt a big problem for axefighters (1 wood for wood shield isnt a big problem ) iron shields makes swordsman too expensive so I rarely see them on kam PRO play . dont you think it should be fixed ? like shields add bonus defence agains archers ( maybe +0.25 for axefighter/scouts and 0.5 for sword fighters/knights ) this way another problem - archers being too strong may be fixed.
or maybe making iron shields cheaper - iron armory could make 2 shields for the price of 1 ( well , theoricaly , shield takes less materiels then body armory)
Pikemen has just 35 attack (same as a militia), swordsmen have 55. That's quite a big difference, in a battle of swordsmen vs pikemen the swordsmen would probably win every time. Yes it would make more sense for a shield to give you armour not attack, but I think the guys who made KaM did it for a reason, and I think it's fairly well balanced. At the end of the day it doesn't really matter whether it increases attack or defence, all those numbers just go into the magic "fighting system" and give out a result. Either way the swordsmen is better than the pikemen, and increasing armour could have some nasty side effects nobody thought of.
well maybe. but the truth is - its more beneficial to train pikemans than swordmans . and there is no "swordsman vs pikemen "batle . There is "crosbowmans with pike meatshield vs crosbowmans with sword meatshield " . if you will make archers even less poverfull , maybe it has point.
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Kridge

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Crossbowman

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Post 22 Aug 2012, 14:31

Re: Official KaM Remake Ideas topic

The problem with messages is that you end up with a massive pile of them that is impossible to manage. We can improve this in a number of ways:
1. Repeated messages should NOT send a new message, it should make the old one flash again. (e.g. if the house is still unoccupied).
2. Messages should have more information in them, instead of just saying "these troops are hungry, say "these Pikemen are hungry". Not sure how that will work with translations because just inserting "Pikemen" from the troop names might not work in languages where nouns change depending on the circumstance (do any languages even do that? :P) Similarly say "This mill is not occupied" not "This house is not occupied". That should make it much easier to manage messages

Even just those two fairly small changes should make a big difference IMO, most of the message spam is due to repeated messages as far as I've seen.

Other ideas to improve it further:
3. Maybe combine "house not occupied" messages into one message you can't delete that appears at the bottom of the list when there is at least one unoccupied house. It could say: These houses in your village are not occupied: Mill, woodcutter, stables" and the message is updated live as you train the units and disappears when all the houses are occupied.
4. Something similar for troops? (would need a "go to" button next to each group)
I like this. A lot. What could work is the following for the houses: All houses have a flag, if im not mistaken. What if the flag would be up when the house is occupied. Down when there is something wrong, or the owner is not there? (maybe not for owners going to eat(could be halfway :P))?

Because, honestly, I do think it is a better idea then putting flashy clouds and stuff like that all over the houses. I do not know, if it is possible, but I can still suggest it. I'm curious to see if it is possible and what you guys think of it.

Oh and also, priorities, withdraw and so on, have been discussed in the past. I know it are a lot of pages, but if you filter the important stuff out when reading, it goes pretty quick to be honest. It really helps to know everyones opinion. That's why I ask for it.
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Lewin

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Post 22 Aug 2012, 15:51

Re: Official KaM Remake Ideas topic

I think there needs to be a message alerting the player, not just something on the house itself to show that it is unoccupied. Maybe I built my fisherman's hut away from my village and I didn't look at it so I didn't notice it wasn't occupied?

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