Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Official KaM Remake Ideas topic
All you need the market for is shown in my profile picture. Good day!
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
All you need the market for is shown in my profile picture. Good day!
Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
I am playing now r9700 and I am wondering why the fisher guys still fishes two fishes instead one!?? It should be one fish.
I find it funny that you bring this up now, as I was just thinking about this the other day. For those that don't know the history behind this, in original TPR, the fisherman caught one fish. I don't know the reasoning behind the following decision, but it was determined by the community that fish ran out too quickly in the original maps and campaigns. Fisherman were patched in SR2 to catch 2 fish (even though one fish would disappear from the lake) and wait twice as long before going to fish again. This was kind of a hacky method, but it worked to serve the community's goal.
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Sword Fighter
Posts: 263
Joined: 01 Sep 2013, 10:51
KaM Skill Level: Skilled
Location: On my chair
8. Coal mines. This was a really big "WTF?" back when I first saw that miners only clear (completely) squares next to the mine. Why would someone come up with an idea like that? Making the player "demolish and build" mine over and over again, to get all of the coal from a certain place? This is just stupid and tedious. I'd agree that mines shouldn't have to big radius, but still... it should be more then 1sq on every side (personally I'd give it a 3 sq radius
despite that others have come up with similar suggestions.
Welcome to the forum as well.
2. Turning obsolete citizens into someone else. There should be some re-educational option for obsolete citizens. At the very least we should be able to change them to serfs.
3. (already on the "to do" list) Taking resources from obsolete buildings so they don't get wasted (ex. coal from the smith if there is no more iron on the map).
10. Add a 10x (and maybe a 5x or even 50x) increment to weapon and armor manufacturers.
12. Not very important but it would be nice to put a road sign to build a road later. Good for reserving ground for roads to be built later and to better plan a city.
13. Just an aesthetic feature but maybe... female serfs and craftsman? (randomly coming out of school when training is done)
14. Last but not least . Wheelbarrows and/or carts. Long distance mine, woodcutter, stonemason or whatever? Go with a cart or something! If a serf is planning to go a certain distance to a production building (calculated from the nearest storehouse) he should go with a cart or a wheelbarrow and take everything that is waiting to be picked up. This would be probably hard to implement as it would affect the whole AI steering the serfs (who goes where).
Afaik both are already in the latest "discord" version of KaM Remake.2. Turning obsolete citizens into someone else. There should be some re-educational option for obsolete citizens. At the very least we should be able to change them to serfs.
3. (already on the "to do" list) Taking resources from obsolete buildings so they don't get wasted (ex. coal from the smith if there is no more iron on the map).
10. Add a 10x (and maybe a 5x or even 50x) increment to weapon and armor manufacturers.
There already is, and has been for a long time.
10x: right mouse click
100x: [ SHIFT ] + left mouse click
12. Not very important but it would be nice to put a road sign to build a road later. Good for reserving ground for roads to be built later and to better plan a city.
Is it really necessary though?
You could simply use the farm tile and "reserve" the crossroads... later on, you can simply build the road on top of that farm tile.
13. Just an aesthetic feature but maybe... female serfs and craftsman? (randomly coming out of school when training is done)
14. Last but not least . Wheelbarrows and/or carts. Long distance mine, woodcutter, stonemason or whatever? Go with a cart or something! If a serf is planning to go a certain distance to a production building (calculated from the nearest storehouse) he should go with a cart or a wheelbarrow and take everything that is waiting to be picked up. This would be probably hard to implement as it would affect the whole AI steering the serfs (who goes where).
No sprites for them
Return to “Ideas / Suggestions”
Users browsing this forum: No registered users and 0 guests
Powered by phpBB® Forum Software © phpBB Group Designed by ST Software |