
Official KaM Remake Ideas topic

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Re: Official KaM Remake Ideas topic

Castle Guard Swordsman
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Re: Official KaM Remake Ideas topic

In some other modern games the spectators are completele seperated. That means, the players don´t have any performance problems even when one Spectator is lagging. However this is a huge amoun of work I guess to implement such a system (GOTV in cs go, External Spetating in Dota...).

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Re: Official KaM Remake Ideas topic
Castle Guard Swordsman
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Re: Official KaM Remake Ideas topic

You can always call any post "junk" or "that´s not what I wanted to hear" but then I also can tell you that you could look up for the answer and not ask a question PUBLICY and then asking for a pm because of speculating

Map size
The map size limit is probably not going to go above 256x256 for a few reasons:
- Performance: Some older computers already struggle to run maps of that size, and pathfinding from one side of the map to the other can cause lag with large groups.
- Minimap becomes too small/unreadable.
- Walking from one side of the map to the other takes ages, you end up having to feed your troops before you even get a message about them being hungry for the food to arrive in time, and then the serfs starve on the way home
Map size will restrict the multiplayer player limit because you need a certain amount of space for your village. If you look at existing 256x256 maps, there's probably room for another 2-4 players at the most. So I don't think the multiplayer player limit will go above 12.
Performance
If you add an extra 4 players to your average multiplayer game, that's 50% extra units and houses, and so a significant increase in CPU load. I think a 256x256 map with 12 players at x3 speed could cause lag, but it would need to be tested. Certainly older computers would struggle with it as they already struggle with 256x256 8P x3. More players also means more chance of dropouts, ping spikes, waiting for everyone to click ready, etc.
Overall I think we could consider an increase of the multiplayer player limit to 10 or maybe 12 to add some more variation to the game. And I think we could consider increasing the global player limit to 16 to allow for really big co-operative missions and better control of the AI (could be especially useful with dynamic scripts). It would be another nice feature for the next release.
P

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Re: Official KaM Remake Ideas topic
Anyway, this quote of Lewin's doesn't answer my question either. Thanks anyway. I'll wait for a response from Lewin or Krom.
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Re: Official KaM Remake Ideas topic
I'll wait for a response from Lewin or Krom.

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Re: Official KaM Remake Ideas topic
Hey why is there a limit of 10 players in a game? That is, what is holding the current limit of 2 spectators in 8-player games? I it would be great if there could be at least 4, because spectating is very fun
It's not performance as in CPU performance or frame rate. Spectators barely affect that since they don't own any assets like houses and units. However, spectators must stay in sync with the game like normal players, so if a spectator lags or has a ping spike/other network issues it will affect everyone. The more spectators (or players), the more likely lag/ping spikes are.

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Re: Official KaM Remake Ideas topic
I suppose that a "scrolling bar" (what the heck I can't remember the name) appearing to support additional spectators is too sloppy...?

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Re: Official KaM Remake Ideas topic
Re: Official KaM Remake Ideas topic

F11 is undocumented thing. What exactly is wrong with changing active player while changing players in F11?
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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Re: Official KaM Remake Ideas topic

Castle Guard Swordsman
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Re: Official KaM Remake Ideas topic
Re: Official KaM Remake Ideas topic


King Karolus Servant
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Re: Official KaM Remake Ideas topic
@Krom, Lewin: ever thought about co-op campaign compatibility (CCC

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