
Horse
Re: Horse
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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Re: Horse
Re: Horse
It`s not about how much you need play but when you need trade like 11stone for 1 wood it`s means you need 11 serfs to do that and its too much no point of market if you need much serfs to trade. Roads are blocked and other problems. It`s not right to me.
Re: Horse
Making it cheaper is bad,... but making it more expensive is bad as well (from my point of view).
I agree with Krom's comment.
2 farms + 1 stable, or 3 woodcutters + 1 market (based in horse = 6 trunks).
And think in the large space wasted because of 3 woodcutters forest.
I disagree with some comments I have read respect horses.
Early exploration is not decisive, it only helps to anticipate a big rush right after PT ends, and probably destroy towers blueprints from a player who builds defenses late.
Besides those 2 functions the rest of game is about armies and tactical decisions.
Some people is arguing hard for making tree trunks practically useless at market, not considering the really sucky base it already means choosing this trading path.
Re: Horse
2nd: Current production of horses is 4 corn -> 1 horse.
My suggestion is to decrease them to 3 corn -> 1 horse.
The reason is the comeback of the lancers/pikemen in a tactical way, not seen yet keeping 4 corn x 1 horse.
I'm not the only one who prefers 4 corn for 1 pig -> 2 leather/3 sausages.
1 horse means a slight increase in 1 soldier's speed and a "miserable" +1 hp which sometimes doesn't even serve (because get trapped in waves of infantry/rain of arrows). All in all, at 4 corn... 1 pig is obviously better (leather soldiers + good food).
Breeder working rate can be the same, I just think that 3 corn by horse is the solution (basing on the REAL benefits to the civilization). Btw, just another curiosity is the expensive Stable cost... 5 stone/6 timber... sadly not worth... yet

Re: Horse
1st: This topic should be moved to Feedback/discussion because is good to have this thread apart to focus in propositions or analyzing Horses in general across the many versions of KaM Remake.
2nd: Current production of horses is 4 corn -> 1 horse.
My suggestion is to decrease them to 3 corn -> 1 horse.
The reason is the comeback of the lancers/pikemen in a tactical way, not seen yet keeping 4 corn x 1 horse.
I'm not the only one who prefers 4 corn for 1 pig -> 2 leather/3 sausages.
1 horse means a slight increase in 1 soldier's speed and a "miserable" +1 hp which sometimes doesn't even serve (because get trapped in waves of infantry/rain of arrows). All in all, at 4 corn... 1 pig is obviously better (leather soldiers + good food).
Breeder working rate can be the same, I just think that 3 corn by horse is the solution (basing on the REAL benefits to the civilization). Btw, just another curiosity is the expensive Stable cost... 5 stone/6 timber... sadly not worth... yet
the 2nd suggestion is in my opnion also up for a debate, since i think that mounted units are flexible since a few of them can be deadly in the right hands, but on the other side not many are produced due to their (in my opinion) justified costs and many ranged units +some melee units can easily kill them. Yes pikemen and especially lansers are hardly used, but mounted units are not used as often aswell.

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Re: Horse
...and a "miserable" +1 hp which sometimes doesn't even serve (because get trapped in waves of infantry/rain of arrows).
I agree that horses are expensive, but I don't support decreasing their costs. The reasons you presented were not strong enough for such a drastic change.
Making swine-farms is desirable in many situations, but "all-iron" rush tactics don't need them. Also, with enough farms, you can easily spare corn for a stable.
Re: Horse
If there are more horses, then there will be more lances/pikes as well.
Umm, excuse me? This "miserable" 1hp puts knights at the strongest in the game. It makes a huge difference. That's why knights counter everything except for pikemen.
I agree that horses are expensive, but I don't support decreasing their costs. The reasons you presented were not strong enough for such a drastic change.
Scout doesn't represent a real "threat"... I saw some replays where Mulberry trains some Scouts but... nothing is possible to achieve with such low quantities of horses. Foot troops are replaced fast, but horses produced very slowly.
Ben if you say horses are expensive but you don't prefer decreasing cost, then the other option is to increase Horseman performance (some stat or whatever), and I'm personally against that solution... to solve "lack of horses ingame".
Note that this change is "not so drastic" as you affirm, since you have to consider the simple work of 1 early Stable during PT... for example instead of 10 horses, you will have 13 (40 corn invested).
Well guys... 3 corn x 1 horse, ideal offer

PD: It would have been really drastic suggesting [2 corn x 1 horse], a true tragedy of 20 horses for 40 corn, but [3 x 1] formula somehow seduces me, because you get 13 horses instead of 10 [4 x 1].

Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Horse
Scout doesn't represent a real "threat"... I saw some replays where Mulberry trains some Scouts but... nothing is possible to achieve with such low quantities of horses. Foot troops are replaced fast, but horses produced very slowly.
Knights can be beaten by good macro of Lancers or Swordmen as well (not just Pikemen).
Re: Horse

King Karolus Servant
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Re: Horse
Re: Horse
Castle Guard Swordsman
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Re: Horse
Now when you go for horses, after pt you can have 10-18 horses (with one stable)
And when you really want to have 18 horses with one stable, you just must build the stables after 20-30 min,right?!
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