Map Database  •  FAQ  •  RSS  •  Login

Official KaM Remake Ideas topic

<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 09 Sep 2014, 13:21

Re: Official KaM Remake Ideas topic

Number 1 seems fine; although maybe not all that useful (for me at least)

Number 2 was suggested by me a while back, but I believe that takes something out of the game. I know Dark Lord will be sad that he can't sneak a knight behind enemy lines anymore :P

Number 3 would be way to abusive. It will totally ruin any possibility to "push" on an enemy position. Currently, it is possible to make an enemy lose ground by sending one of two knights to "dance" in front of your ranged units in order to deflect enemy arrow fire. He will suffer loses if he doesn't move back; resulting in a way to gain ground in multiplayer maps.
I used to spam this forum so much...
<<

simpelekees

Woodcutter

Posts: 16

Joined: 29 Aug 2014, 16:23

KaM Skill Level: Average

Post 10 Sep 2014, 12:40

Re: Official KaM Remake Ideas topic

Number 1 seems fine; although maybe not all that useful (for me at least)

Number 2 was suggested by me a while back, but I believe that takes something out of the game. I know Dark Lord will be sad that he can't sneak a knight behind enemy lines anymore :P

Number 3 would be way to abusive. It will totally ruin any possibility to "push" on an enemy position. Currently, it is possible to make an enemy lose ground by sending one of two knights to "dance" in front of your ranged units in order to deflect enemy arrow fire. He will suffer loses if he doesn't move back; resulting in a way to gain ground in multiplayer maps.
I think no2 is reasonable. Archers also fire automatically when units come into their range. But no matter, Im happy with the current game.
No1 is a must for me. Having small groups makes chasing archers easier, but microing them is terrible.

I just think enemy units should be clear to notice on minimap and on the map. With Fog of War the game can become more tactical, it should not be tactical by lack of functionality, i.e. lack of Agressive stance. This way good scouting will pay off, not the constant direct observation of every corner of the map for 1 knight.
<<

pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 10 Sep 2014, 12:53

Re: Official KaM Remake Ideas topic

Well I never heard from any guy before that he has problem with clicking on the units in KaM :P Well true you have to click ON the person from a group, but there are ways to fix it if you can´t "aim" :mrgreen: Increasing/Decrasing the mousespeed, zooming in Game if you have a smaller monitor :P I mean maybe I just understood it wrong, but why the flagsize should be increased, because you cannot click/find the unit that you want?
<<

dicsoupcan

Moorbach's Guard

Posts: 1314

Joined: 12 Feb 2012, 21:36

KaM Skill Level: Fair

Post 10 Sep 2014, 13:30

Re: Official KaM Remake Ideas topic

Number 1 seems fine; although maybe not all that useful (for me at least)

Number 2 was suggested by me a while back, but I believe that takes something out of the game. I know Dark Lord will be sad that he can't sneak a knight behind enemy lines anymore :P

Number 3 would be way to abusive. It will totally ruin any possibility to "push" on an enemy position. Currently, it is possible to make an enemy lose ground by sending one of two knights to "dance" in front of your ranged units in order to deflect enemy arrow fire. He will suffer loses if he doesn't move back; resulting in a way to gain ground in multiplayer maps.
I think no2 is reasonable. Archers also fire automatically when units come into their range. But no matter, Im happy with the current game.
No1 is a must for me. Having small groups makes chasing archers easier, but microing them is terrible.

I just think enemy units should be clear to notice on minimap and on the map. With Fog of War the game can become more tactical, it should not be tactical by lack of functionality, i.e. lack of Agressive stance. This way good scouting will pay off, not the constant direct observation of every corner of the map for 1 knight.

well some guys tried to create fog of war, but there were problems when allies got involved so they gave up eventually.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
<<

Freddy

User avatar

Vagabond

Posts: 92

Joined: 29 Nov 2012, 14:06

KaM Skill Level: Average

Post 10 Sep 2014, 18:10

Re: Official KaM Remake Ideas topic

well some guys tried to create fog of war, but there were problems when allies got involved so they gave up eventually.
I can't fanthom a reason why the problems would be too difficult to solve.
<<

Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 11 Sep 2014, 00:34

Re: Official KaM Remake Ideas topic

well some guys tried to create fog of war, but there were problems when allies got involved so they gave up eventually.
I can't fanthom a reason why the problems would be too difficult to solve.
I think he's talk about people who tried doing it in dynamic scripts. The only potential problem I can see with doing it in dynamic scripts is that it might impact on performance too much. But if you spread the processing out over multiple ticks it should be possible. I'm always happy to help with advice for dynamic scripting.

In regards to official development: We half-implemented proper semi-transparent fog of war (we didn't get the terrain under the fog to freeze though, so you could still see trees being cut and hills being mined). We didn't pursue the idea because it didn't see to fit the gameplay, and at the time we were more focused on getting the core game mechanics like fighting working.
<<

pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 11 Sep 2014, 11:59

Re: Official KaM Remake Ideas topic

Yep. For example Sado edited a few tactic maps with FOW, but it didn´t work too good (yet).
<<

RandomLyrics

User avatar

Sword Fighter

Posts: 298

Joined: 21 Jul 2013, 02:15

KaM Skill Level: Fair

Post 11 Sep 2014, 14:51

Re: Official KaM Remake Ideas topic

FOG made by script flashes like hell (i think it could work well only in SP missions). I think it should be done internally. Kinda "FOG check button" in map editor, including house, unit, group reveal radius. What do u think?
<<

cmowla

User avatar

Knight

Posts: 446

Joined: 04 Aug 2013, 19:59

KaM Skill Level: Expert

Location: United States

Post 13 Sep 2014, 22:59

Re: Official KaM Remake Ideas topic

If a building is in the process of construction, how about a button to "pause building" so that you can have your laborers build other things?

For example, if you place a building fence and build a road to the front door, only the serfs will bring stone and wood to the building fence, but the laborers (when the button is clicked) will not build that building until the button is unchecked. Why I'm thinking of it, how about a second button to prevent serfs from bringing stone and wood?

I'm guessing that the "pause building" button might be able to be implemented using the same code for repairing/not repairing a damaged building.
Invasion won: with 0 losses and without save reloads|TSK 20 in 4.47 minutes|Border of Life Co-op Won in 1h33m55s|The Official KaM Speedrun Page
What makes me an Expert isn't my skill in of itself but my desire to win big.
<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 13 Sep 2014, 23:47

Re: Official KaM Remake Ideas topic

Mmm, having serfs stop delivering wares to certain buildings would be okay, but having something to stop laborers from building would be great! Seriously, I can't tell you how many times I have had a laborer block the entrance, preventing the last stone from making it to the building site. Then all my freakin laborers run off to build a coal mine on the other side of town as the last stone makes it to the building they are now abandoning. Now wait! All the laborers who were supposed to build the coal mine are now going to the other side of town to build the first building -.- it's a mess that is very frustrating to control and often just requires luck.
In short, being able to disable laborer work on a building would be grand in my opinion.
I used to spam this forum so much...
<<

Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 14 Sep 2014, 08:27

Re: Official KaM Remake Ideas topic

Sounds like a lot of micro-management especially with the two block buttons. Does not it?

Although I kind of like the idea, we could reuse same Block delivery / Block repair buttons.
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
<<

simpelekees

Woodcutter

Posts: 16

Joined: 29 Aug 2014, 16:23

KaM Skill Level: Average

Post 14 Sep 2014, 16:38

Re: Official KaM Remake Ideas topic

Sounds like a lot of micro-management especially with the two block buttons. Does not it?

Although I kind of like the idea, we could reuse same Block delivery / Block repair buttons.
A priority might also do the trick. This was implemented in Settlers 3 and worked wonders.
<<

Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 15 Sep 2014, 14:12

Re: Official KaM Remake Ideas topic

Dear Lewin

Could you add options that would cut off the red squares?
Image

Quickly fix Lewin ? :)
<<

Tiank

User avatar

Knight

Posts: 592

Joined: 15 Sep 2013, 13:11

KaM Skill Level: Skilled

Location: Poland

Post 15 Sep 2014, 14:17

Re: Official KaM Remake Ideas topic

If you want to remove those red tiles, use objects' deleting button ("x"). If you mean something else, then please explain it more clearly...
Without honour, victory is hollow.
<<

Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 15 Sep 2014, 14:23

Re: Official KaM Remake Ideas topic

If you want to remove those red tiles, use objects' deleting button ("x"). If you mean something else, then please explain it more clearly...
I would like to have the option -disabling view red boxes. (On / off)

Return to “Ideas / Suggestions”

Who is online

Users browsing this forum: Ahrefs [Bot] and 2 guests