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Re: Official KaM Remake Ideas topic
PostPosted: 13 May 2013, 10:22
by sado1
The range would probably be a semicircle

Anyway, I agree that
Range for towers and archers has always been something that plays on your intuition.
If you can't intuitively feel what the range is, then you should be walking in small steps with your archers to find out. If the range was visible all the time, then people wouldn't make mistakes.
Re: Official KaM Remake Ideas topic
PostPosted: 13 May 2013, 12:23
by Ben
If the range was visible all the time, then people wouldn't make mistakes.
And then we wouldn't have sado! What's KaM without sado?!
If anyone cares for my two sense on the question at hand, I would be totally against having a range indicator on screen for soldiers such as bowmen and crossbowmen.
I also see no need to rearrange the barracks menu. Nobody's losing games because they can't find a pike

Re: Official KaM Remake Ideas topic
PostPosted: 13 May 2013, 13:31
by The Dark Lord
If the range was visible all the time, then people wouldn't make mistakes.
And then we wouldn't have sado! What's KaM without sado?!

LOL
If anyone cares for my two sense on the question at hand, I would be totally against having a range indicator on screen for soldiers such as bowmen and crossbowmen.
I also see no need to rearrange the barracks menu. Nobody's losing games because they can't find a pike

I agree with this; no need for these features.
Re: Official KaM Remake Ideas topic
PostPosted: 13 May 2013, 16:29
by Galahad
Archer range indicator: please attach a screen and explain how it works, maybe it will be a good fit for KaM? or maybe not
I would imagine Galahad means something like this:
Of course with a better looking graphic than a simple MSPaint oval
It would indicate the targets the front line archer can reach in a radius around him. Honestly, I don't know if it fits in KAM? Range for towers and archers has always been something that plays on your intuition. Maybe it would be nice, I honestly don't know

Yeah thats exactly what I had in mind, just that it would cover the entire group. Im not sure if it will fit for KaM and intuition is working too but prone to failure, but it could be useful in knowing where to place archers and how far you can move them. Should only be visible when selecting the group (else all the circles would crowd the screen and be annoying more then helpful) and imo only for your own or allied troops (or?).
Ofcourse its something that would help weaker players more then veterans, which is fine in my personal opinion as veterans have enough edges already ^^ But well this is just a suggestion, if it doesnt get implemented I can fully understand that.
Re: Official KaM Remake Ideas topic
PostPosted: 14 May 2013, 08:24
by Islar
Hi
There are some buildings discovered in the last years but i know they can't be played. But could these buildings add to be a object. Like trees and stones. Some buildings can make a town or city in example a campaign or single player more citylike and there are more different buildings.
Is this possible and what do you think?
Re: Official KaM Remake Ideas topic
PostPosted: 14 May 2013, 14:04
by Ben
Are you asking if we can implement beta graphics of buildings to be implemented for aesthetic purposes only? This might seem like a nice idea, but what if we actually have need for those graphics (however unlikely this may be) for a practical use later on in the future? In addition, Lewin says that he doesn't want to use the alpha graphics just because they are there.
Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 07:39
by krisdw
I have returned, with yet another suggestion! =) I seem to be making suggestions on a near daily basis now. Sorry!
What would you think about in-game statistics?
What I mean is: each building you click shows how much products it has received and what it has created over the course of the game.
Example for the Butcher:
Example for the leather armor maker:
Reason: It helps you to keep track of how efficent your buildings have been. In the picture's case, I have two butchers. By those statistics, I could find out in the glimpse of an eye if the second butcher was unnecesary, or maybe they have both been performing a big amount of work and maybe I should consider constructing a third. I think it could be helpful to both new and experienced players, though admittedly to a lesser extent for the latter. So, whaddaya guys think?

Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 08:07
by T*AnTi-V!RuZz
That's a pretty cool idea, imo

Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 08:49
by dicsoupcan
I like the idea, but only if it is over a certain timeframe. For example wares receieved and produced over the last 5 minutes.
Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 09:02
by Krom
I remember Diablo 1 has similar feature, you had a kill count on monsters, so you knew that e.g. you killed 432 skeletons, but the number was absolutely useless, it did not affected anything, just a nice stat for a player. It filled the UI nicely.
In KaM I believe that would be unnecessary clutter. If house is undersupplied you will see it often without resources in input. If house is oversupplied - resources input will be 4-5 items.
Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 09:37
by krisdw
In KaM I believe that would be unnecessary clutter. If house is undersupplied you will see it often without resources in input. If house is oversupplied - resources input will be 4-5 items.
I see what you mean, but you aren't constantly looking at every building. Most of the times, for me at least, I just get a sudden urge like: "Oh, right, gotta check how my swine farms are doing" when I haven't been there for a while. Perhaps, by coincidence, by the time I'm looking there none of my swine farms have corn and they are all idle. So I might think: Oh, darn, something's wrong with my corn production. But the truth would be: all the swine farms had had lots of work just prior to me checking, and they all just happened to have finished their work, and serfs were just a bit too busy to deliver fresh corn because they were feeding the army.
Seeing how much work they have performed could tell me that it's just a coincidence and that my corn production is good enough. It doesn't seem completely useless to me

Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 09:52
by Krom
This is unlikely because corn production is pretty stable (check results graphs). So if you see 2 swines are empty on corn - you have low corn production and/or logistics problems. As simple as that )
Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 12:55
by The Dark Lord
Maybe then just an efficiency percentage?
Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 14:03
by Ben
I've actually thought of something this before, and like TDL just said, I would prefer a efficiency percentage. Anno 1602 had a workrate percentage, and I really found that feature most useful.
I think that it would be tricky to figure out how to set the max efficiency of farmers since their idea conditions seem to be unknown...
Re: Official KaM Remake Ideas topic
PostPosted: 16 May 2013, 15:39
by The Dark Lord
Maybe only efficiency percentages for buildings that don't produce primary resources (corn/coal/iron ore/gold ore/tree trunks/stone)?