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 02 Oct 2014, 18:05

Re: Official KaM Remake Ideas topic

They look different because they are already cut ;)

Another idea: When using the visibility slider on "grassy" maps, it is often hard to see which tiles are highlighted in green. Same goes for lots of deserts because green is so close to yellow. Could we have an option to change the color of the visibility? Red seems to harsh and clashes with "block movement" so perhaps we could use blue?
I used to spam this forum so much...
<<

Michalpl

Sword Fighter

Posts: 318

Joined: 10 May 2014, 21:46

KaM Skill Level: Fair

Post 04 Oct 2014, 10:32

Re: Official KaM Remake Ideas topic

How about adding tile hight info to F11

Tiles packs that would allow custom tiles placed inside maps folder
This would include
Tile texture
and its settings

IsStone
IsIron
IsGold
AllowsBuilding
AllowsWalking
IsWater would function for placing fishes
AllowsMakingFields
<<

Esthlos

User avatar

Knight

Posts: 676

Joined: 23 Jun 2013, 16:02

KaM Skill Level: Beginner

Post 13 Oct 2014, 08:50

Re: Official KaM Remake Ideas topic

I doubt that you would like this idea, but here it is...

Premise: do you know Tzar?
In that game, it is possible to assign to the game AI the management of your army, of your town, or both.
It isn't that good, but it does let you focus better (for example, you can let the AI manage the ordinary defence while you build your army).

Now that the AI of KaM Remake is improved, couldn't we have something similar, maybe by bringing back the Town Hall?

Something like this: any Troop can be Linked to a single Town Hall, with a limit of one troop per Town Hall; then, every troop linked to a Town Hall is managed by the game AI.

Selecting one of those troops selects the linked Town Hall, and selecting a Town Hall (either directly or by clicking on the linked troop) opens the a "General's orders" or something like that, a normal unit screen with
  • The hunger level of the troop
  • The Feed button
  • An "auto feed" switch, that simply allows the troop to ask for food automatically when hungry
  • General settings for the general: for example, his aggressivenes, whether he should focus on exploration, on attacks, or on defence
Of course, if in the future the game AI gets too good this may need to be balanced by dumbing it down when used for this...

It should be possible to achieve something very similar through Dynamic Scripting, but I think that this would be a nice addition to KaM Remake: nobody is forced to use it, it has clear drawbacks (less efficiency, needs multiple buildings), and can be useful.

What do you think about it?
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
<<

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 Oct 2014, 18:08

Re: Official KaM Remake Ideas topic

Why is this needed? Isn't "focus" a part of any game? We don't need to handicap ourselves like we are incompetent lobotomites or something :S

EDIT:

Ahem, an idea of mine:

In the future, could there be an option for copy/paste to work in a way similar to Photoshop's lasso tool? I.e., you draw an outline of an area you wish to copy, rather than "en-square" an area.
I used to spam this forum so much...
<<

Esthlos

User avatar

Knight

Posts: 676

Joined: 23 Jun 2013, 16:02

KaM Skill Level: Beginner

Post 13 Oct 2014, 19:43

Re: Official KaM Remake Ideas topic

Isn't "focus" a part of any game?
Nope, that's "multitasking" you're thinking of.
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
<<

Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 14 Oct 2014, 10:05

Re: Official KaM Remake Ideas topic

@Ben: Thats a good idea, I think we could try it :) *added to todo list
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
<<

Tiank

User avatar

Knight

Posts: 592

Joined: 15 Sep 2013, 13:11

KaM Skill Level: Skilled

Location: Poland

Post 14 Oct 2014, 13:28

Re: Official KaM Remake Ideas topic

I suggested it before, but I have a feeling, that it wasn't noticed, so I write it again:
Here's an idea: to make show fog disabled at start for SP replays. It's important, if you want to see some part of the replay without having the whole mission finished and don't want to see the whole map to spoil the fun :). And it's kinda hard now to disable show fog with your eyes closed...
It shouldn't be that hard to implement, right?
Without honour, victory is hollow.
<<

Argo

Post 15 Oct 2014, 15:02

Re: Official KaM Remake Ideas topic

Hi there,
I'd like to remind you about allies trading and contributing. I resemble it has been an adopted idea yet. This will be great improvement in co-operative tactics in multiplayer games.
(By the way - I suggest allowing trading without need of having market built. Let's place trading menu in a storehouse. I dunno if any decisions have been made so here I give you my suggestion).
<<

šmoula

User avatar

Farmer

Posts: 24

Joined: 04 Jun 2013, 10:30

KaM Skill Level: Average

Post 15 Oct 2014, 15:41

Re: Official KaM Remake Ideas topic

Hi there,
I'd like to remind you about allies trading and contributing. I resemble it has been an adopted idea yet. This will be great improvement in co-operative tactics in multiplayer games.
(By the way - I suggest allowing trading without need of having market built. Let's place trading menu in a storehouse. I dunno if any decisions have been made so here I give you my suggestion).
Yes, I agree with you :-) , serfs can bring wares from my storehouse to teammate's storehouse. It can work with right click to ware in storehouse and below the wares list can be +/- (how many - like in market) and list of players (where serfs can bring wares). Same can be at barracks (via right click on ware icon) . Then its not necessary to do new building/sprites , and I think/hope its not too hard to programming...
Thanks Argo for remind :-)
<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

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

Post 15 Oct 2014, 20:23

Re: Official KaM Remake Ideas topic

Market should be needed in my opinion. Besides, it already has a trade UI and implementing this into the storehouse would be...ugly and annoying.

ALSO!

Please don't forget Tiank's idea. It is very good :)
I used to spam this forum so much...
<<

Argo

Post 15 Oct 2014, 20:47

Re: Official KaM Remake Ideas topic

I see it this way: you separately choose resources you want to give (I have too much food or I mine for iron but do only leather army), receive (I'm getting short in wood or food) and exchange (in this case you click a pair of materials). The chosen goods are added to a list where propositions from all the teammates will be listed. When you chose an offer listed on a list it just happens immediately (i suggest this solution) or via serfs.
<<

Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

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

Post 17 Oct 2014, 05:43

Re: Official KaM Remake Ideas topic

So instead of sending tributes, you make trades? Uhhh sounds too complicated. Besides, why should it work that way? It makes it seem like you are competing with your teammates.
I used to spam this forum so much...
<<

Argo

Post 17 Oct 2014, 14:28

Re: Official KaM Remake Ideas topic

Ok than - so just remove trade option. That's all. However trading gives you chance to send and receive in one click - one player is engaged (if only the idea of trading/sending/receiving list will be accepted).
Of course you can resolve this by adding option "send res to" only, just like in HoMM III. But in my opinion idea of mine is more suitable for RTS (in opposition to "send res to" alone solution which is best for turn-based games).
<<

krisdw

Pikeman

Posts: 158

Joined: 22 Feb 2010, 23:00

KaM Skill Level: Average

Location: Belgium

Post 27 Oct 2014, 10:43

Re: Official KaM Remake Ideas topic

Hi guys. A small suggestion here, regarding serf AI. Don't know if it's possible at all, but here goes:

This is about when you're constructing buildings, and your serfs are already bringing wood and stone to the building site. If you are constructing a shortcut road from the storehouse to the construction site in the meantime, and the shortcut is finished while the serfs are already underway with their wares, they will still take the long route. Would it be at all possible to let them recalculate their route, to pick the newly constructed shortcut?

Sorry if my wording is a little weird, I find it hard to describe these kinds of things :)

Cheers!
<<

Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 27 Oct 2014, 11:10

Re: Official KaM Remake Ideas topic

@Krisdw: This is controlled by overall pathfinding mechanics. When unit walks out he builds his path in advance, even to the farthest place on the map. If unit encounters an obstacle, he tries to build a path around it. But how do we let unit to look for better paths? Straightforward approach would be too wasteful (trying to re-build a new path every N tiles).
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

Return to “Ideas / Suggestions”

Who is online

Users browsing this forum: Amazon [Bot] and 3 guests