Re: Speeding up the early game
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Save your breath complainers, and obey the right attitude towards improved tech-tree.

I do agree, though. This will probably decrease unnecessary game time.
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Save your breath complainers, and obey the right attitude towards improved tech-tree.
King Karolus Servant
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Does anyone knows other RTS games where at mission start there was only one option to build? And only one option after that? And only two after that? And only one after? And only one after? And only then there was multi-choice. I'm not kidding: School>Inn>Quarry>Tower/Woodcutters>Sawmill> ...
What fun is in building same houses in the same pattern all over again .. IMO variety of tactics should be presented earlier in the game. That's why unlocking few more houses early.
Save your breath complainers, and obey the right attitude towards improved tech-tree.
@sado1: The change has been proposed by me almost a year ago. If RC shows that this is a bad change we will revert it in public release. That is one of the reasons we do testing before releases
KaM is not like a standard RTS game where you wait to have enough resources and just click on a building and place it somewhere on the map.
I haven't heard anyone complaining about variety in early game.
And how would it show that it is 'a bad change', since all it is supposed to do is speeding up the game unnecessarily?
To all: as far as I know, 1-2 people wanted to have this implemented and it got implemented without further questions or discussion; there is no reason to speed the game up because there is enough to do, map makers can decide themselves if they want to unlock these buildings or not, and that statement about improved balance is just not true, especially when it comes down to single player missions.
To me it seems that KaM Remake is more and more becoming a KaM Mod. I love fixes, but this is just a good example of 'lets change it because we can'.
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King Karolus Servant
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Please describe what is it enough to do in a game for the first 10-13 minutes. If possible with different strategies. You start with a Store, 3 serfs and 3 workers.
Houses are unlocked the same way as before, just earlier. If some house is blocked it will remain blocked. No change here. Mapmakers are in control. I'm not aware, are there any specific maps that really rely on classic unlocking order? So that if player builds a Woodcutters before Quarry the mission story breaks? (town tutorial barely fits, but which else?)
If what you said was true, then imagine the game would be spammed with ALL suggestions that were posted in past 4 years. If we didn't add anything - see original game 1280x1024 on FullHD screen - not a pleasant sight I'd expect.
So I do agree, KaM is catching up with time, it gets more modern in looks and feels, yet all the classic is there in it.
I completely agree with Krom's last post. When I'm playing I find the first 10 minutes very slow and uninteresting compared to the rest of the game, after you build the sawmill all hell breaks loose while you try to get gold, farms and iron at the same time. I often find myself checking emails while the school/inn are being built, because there's really not much to do, which is in stark contrast with the rest of the game where I'm busy 100% of the time.
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To me it seems that KaM Remake is more and more becoming a KaM Mod. I love fixes, but this is just a good example of 'lets change it because we can'.
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There's loads of builder-micro to do. Planning the location of your buildings in your head, making the roads towards them already, cancelling roads and making them again so labourers that are closer can go to these instead of labourers that are far away, make sure your serfs are bringing stone to roads in construction when the inn is about to be finished, etcetera, etcetera, etcetera. When it comes to 'different strategies', obviously you have to make a school, an inn, a quarry, a woodcutter and a sawmill; but your strategy should kick in much earlier and it all depends on your location on the map and starting resources. Is gold far away? Maybe you should start building a road towards it very quickly and build woodcutters along the way. Maybe I want a very fast woodcutter and thus a very fast sawmill and I'll build only one quarry and build the woodcutter/sawmill very close to my storehouse so they are finished much quicker. Maybe I want my first woodcutter in an open space so trees can be planted there and I need a long road for that?
When the woodcutter/quarry gets unlocked, you should already have the roads towards the location where you want to place the building. And you do that while building materials are being brought to the inn or the inn is under construction.
So yeah, no reason to 'wait' in my opinion.
Also, the reason single player missions might get unbalanced is because this will also speed up the way players build in single player, whereas the AI gets no bonus at all. In other words, missions will be a bit easier.
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Yeah and I really love some of the changes, although I disagree that 'all the classic' is still in it, the marketplace obviously being the biggest abomination within the Remake.
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King Karolus Servant
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But why aren't you going to give the players the choice? Maybe they'd like to do it the same order as it's presented in now, or they could go and build the (by then) newly unlocked buildings earlier. What would it matter?
The marketplace doesn't take any of "the classic" away. It only adds features, and doesn't take them out. And I know it's meant as a joke, but even with the tonguey face, I still don't think that "obviously the biggest abomination" is a usable argument. It kinda sounds a tad bit arrogant, doesn't it?
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@Ben: The map maker CAN'T make it the way Krom has implemented it now. All the map maker can do is release the woodcutter and stonemason right at the start. The way it is now it the stonemason and woodcutter are released by the school, so it's quite different (you can't build stonemason/woodcutter at the start). The map maker still has this choice of releasing the woodcutter/stonemason right at the start (before the school) if you want an accelerated start on your map, so I don't think that's a problem.
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Oh by the way, I forgot about this: people have been asking for 'F8' to be working in multiplayer as well; Wouldn't this make everyone happy as it doesn't require a faulty tech tree?
Well this will just cause hell to break loose earlier, because you will try to get gold, farms and iron at the same time but only quicker than before.
I realize this, but the effect is close to the same. At least it is something. With this update, nothing will be up for choice.
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I don't understand what you are saying. Why will nothing be up for choice? In this update the map makers can choose to have the woodcutter/quarry allowed at the start or let the players wait until after they are unlocked normally (after the school).I realize this, but the effect is close to the same. At least it is something. With this update, nothing will be up for choice.
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We agree in general that is good to slightly speed up the initial game's phase.
I would to hear opinions from complainers respect this:
*Krom's way: Storehouse enables Inn+School / School enables Quarry+Woodcutter.
It's the fastest proposal, but to compare I'll remember mine below which speed is "average" in comparison.
*Jeronimo's way: Storehouse enables School / School enables Inn+Quarry.
This chain only allows Quarry, but not fast Woodcutter (anyway you need to build at least 2 quarries, even if you have woodcutters unlocked).
My proposal maybe is more attractive for mapmakers who still can speed their maps enabling woodcutters/farms.
Do we prefer option K or J?
For me any is fine, just want to skip Inn in every map.
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