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Official KaM Remake Ideas topic

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Lewin

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Post 27 Feb 2013, 23:23

Re: Official KaM Remake Ideas topic

RMB on a queue square doesn't have to replace the current function for training all units, since RMB on the train button would continue to train 5 citizens, and RMB on the queue squares would be the swap feature. It's really simple, really ;)
RMB on the queue currently cancels all units to the right of the one you right clicked on. That's a useful feature if you e.g. train a full order of serfs then notice some idle ones and want to cancel them all. You can just right click on the first unit to cancel all of the ones after it. If you had a farmer at the start of the queue and the rest serfs you could right click on the serf to cancel all the serfs.

This is undoubtedly a useful feature, but maybe your "move to front of the queue" feature is more useful?
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Jeronimo

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Post 28 Feb 2013, 04:08

Re: Official KaM Remake Ideas topic

This Post is a simple small idea with good benefits for KaM's starting phase (single or multiplayer).
I have been thinking in the "houses unblock natural order" at beginning, and I find it quite unnecessary long for NO reason.

Current Game's Unblocking: School -> Inn -> Quarry -> Tower/Woodcutter -> Sawmill -> ETC

Proposed Game's Unblocking: School -> Inn/Quarry -> Tower/Woodcutter -> Sawmill -> ETC

My idea is about unblocking Inn/Quarry at same time, so you keep the option to build/wait for Inn, and begin the chain of materials production sooner.
This positive idea saves 5 minutes for all players during starting phase (no early waiting due running out of stones and faster Sawmills).

Remember yet that you have to complete School to unblock Quarry (different to unblocked Quarries from Map's start).
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Debaron

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Post 28 Feb 2013, 04:21

Re: Official KaM Remake Ideas topic

I like this idea!
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Krom

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Post 28 Feb 2013, 06:28

Re: Official KaM Remake Ideas topic

I remember discussing similar feature, to allow to unlock Inn+School at once (and Quarry+Woodcutters).
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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Jeronimo

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Post 28 Feb 2013, 06:48

Re: Official KaM Remake Ideas topic

I remember discussing similar feature, to allow to unlock Inn+School at once (and Quarry+Woodcutters).
I see... but [School->Inn->Quarry] is where I find an unnecessary hiatus related to "base growth".
The segment where you can "only build INN" doesn't aport anything significative at first minutes.

For instance when Tower/Woodcutter appear, you skip towers and go woodcutters straight.
I recommend similar after School is built: Inn+Quarry (where you skip Inn, then you calculate when to build it up).

:idea: I don't imagine someone having strong motives to reject this positive idea. :idea:
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Krom

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Post 28 Feb 2013, 07:28

Re: Official KaM Remake Ideas topic

@Jeronimo: I've posted a plan viewtopic.php?f=24&t=927&start=15 please take a look
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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Ben

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Post 28 Feb 2013, 14:14

Re: Official KaM Remake Ideas topic

RMB on a queue square doesn't have to replace the current function for training all units, since RMB on the train button would continue to train 5 citizens, and RMB on the queue squares would be the swap feature. It's really simple, really ;)
RMB on the queue currently cancels all units to the right of the one you right clicked on. That's a useful feature if you e.g. train a full order of serfs then notice some idle ones and want to cancel them all. You can just right click on the first unit to cancel all of the ones after it. If you had a farmer at the start of the queue and the rest serfs you could right click on the serf to cancel all the serfs.

This is undoubtedly a useful feature, but maybe your "move to front of the queue" feature is more useful?
I did not know this! :o Never-mind, then. I don't think that my idea is needed then; as this is more useful (and can be used for my idea, too).
I used to spam this forum so much...
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Krom

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Post 28 Feb 2013, 14:59

Re: Official KaM Remake Ideas topic

Would be interesting to start an opposite topic for features we need to remove. *except Market ;)
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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The Dark Lord

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Post 28 Feb 2013, 16:02

Re: Official KaM Remake Ideas topic

Would be interesting to start an opposite topic for features we need to remove.
Image
*except Market ;)
Image
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Ben

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Post 28 Feb 2013, 22:58

Re: Official KaM Remake Ideas topic

LOL! Well played, Dark Lord :D
Would be interesting to start an opposite topic for features we need to remove. *except Market
An interesting idea. It could always be locked if it gets out of hand. The only problem might be that conversations may get split between this proposed topic and the current idea topic.
I used to spam this forum so much...
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dargonslayer

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Post 01 Mar 2013, 13:56

Re: Official KaM Remake Ideas topic

HAHAHAHAHAHHAA :mrgreen:
You've made my day TDL :mrgreen:
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Ben

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Post 01 Mar 2013, 17:03

Re: Official KaM Remake Ideas topic

In continuation of my thoughts on using RMB to preform advanced functions, I have come up with another idea. Ever since the days before the Remake, I always thought that you should have the option to remove wares from a storehouse and place them in a different one. Right now, LMB when clicked on a ware in the storehouse, will place a red triangle indicating that the respective ware will no longer to shipped to that storehouse. This is good, and it is actually one of the most useful features of KaM. But what if RMB placed, for example, a blue triangle. This would indicate that this ware is not only going to not be placed in the storehouse, but also removed by serfs when possible.

This could be useful with barracks, too. Say you had a barrack and you wanted a separate one for leather. You could build another one and then remove any weapons that don't belong in their respective barracks (two barracks probably wouldn't be practical in multiplayer, but bare with me). Also, say that you are short on gold/ time and you just build a bunch of towers that need recruits. You have a bunch in the barracks, so you click RMB on the recruit button and then your recruits will leave the barracks and fill the towers. Just like with wares, you recruits won't leave the barracks if they have no other place to go (they'll sit and wait as apposed to just standing outside).

This could also be expanded to other things, too. Say you don't want timber in your armory workshop, but forgot to turn the deliver of timber to it? Fear not, for merely right-clicking on the timber in the UI will give it the blue triangle, and you serfs will remove the timber when they get a chance. Perhaps this could also apply to the worker inside the building. Don't want that ugly destroyed gold mine, but want the gold miner to move on to a new job? RMB on the miner icon on the gold mine's UI and there you have it: the miner will leave the exhausted gold mine and will find a different job.

Another example: say that sawmill you built early on is getting in the way of your storehouse. Right-click on all his wares and you don't need to worry about losing anything when you destroy the building.

I personally, don't see any significant reasons not to implement this. It surely will be handy in a few specific situations. Of course, I may have not thought of something, so please feel free to share your thoughts :)
Last edited by Ben on 02 Mar 2013, 03:58, edited 2 times in total.
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FeyBart

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Post 01 Mar 2013, 23:31

Re: Official KaM Remake Ideas topic

...and this might solve a problem people have been complaining about before (at least, I think they have). Whenever a mine would run out of resources, you could put down the blue arrow to get the resources out of there, it would have a higher priority for the serfs, and you can destroy it more quickly. Or if you have a food shortage, you can make the priority higher for your serfs to get fish, sausages or bread to the inn, instead of first carrying wood, for example.

Yeah, I quite like this idea, Ben. This would give the player more control, and could indirectly increase the possible amount of micro-management.
Nice coffee is always nice.
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ChrisEggII

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Post 02 Mar 2013, 13:05

Re: Official KaM Remake Ideas topic

I have small question about languages. I know you are open to new translations, but what about languages which aren't official in any country? I mean languages like esperanto, interlingua, ido, slavio, etc. Would you add this translation into game if someone made this?
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Krom

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Post 02 Mar 2013, 16:25

Re: Official KaM Remake Ideas topic

Expelling resources is planned in a future.

@Chris: Of course. We will be happy to :)
*except for languages whose locales dont fit into ANSI charset, because this is our limitation and taking it off is a great amount of work..
Knights Province at: http://www.knightsprovince.com
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Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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