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Re: Official KaM Remake Ideas topic

PostPosted: 16 May 2013, 16:38
by Ben
Actually, having a workrate for corn would be very useful (to help players improve their farm placement). In addition, other primary-resource-gathering buildings that work whenever they are in the building (I.e., the mines) don't actually work at 100% efficiency either, because the workers have to leave the building in order to eat. Time taken for lunch breaks should be included! ;)

What we need is idea workrate for buildings. I think that the idea workrate should be the "perfect" circumstances. For example, the perfect working condition for a stonemason:
Image

The Stonemason on the left cannot be 100% efficient because-- although his house is directly below the deposit-- he has a horrible stone blocking his path. He needs to take a half-second to walk around it (this obstruction also represents other units that might get in the way, such as serfs). The Stonemason in the middle is too far away from the deposit to work at 100%. In contrast, the stonemason on the right can enjoy the benefits of 100% workrate (as long as there are enough serfs to pick up his produce!): He has an unobstructed path to a close deposit, and also an inn that is as close as it can possibly be. The inn is also loaded with fresh sausages and bread: The most filling meal. The stonemason will therefore not have to eat as often as he would with wine and bread, for example.

This is just an example of what figuring out what ideal workrate would is; though, this method would be different for other buildings. Once we figure out the ideal workrate, we can then develop a maximum efficiency percentage. Again, this is just the way that I imagine this feature to work. There are other people's opinions, too, and I'm willing to see them as well ;)

P.S., considering the stonemason picture, I think that it might be closer if the stone deposit was to the side of the building rather than on top; however, I am too lazy to test/change the picture. I'm sure that you all understand what I am trying to explain anyway :P

Re: Official KaM Remake Ideas topic

PostPosted: 16 May 2013, 17:27
by Lewin
I really don't think an "efficiency percentage" is needed, and I don't think it would fit into KaM's style. KaM is not presented to the player as a game of maths and numbers, things are presented in very simple form, for example ware distribution is 0..5, instead of percentages.

I think it wouldn't suit KaM's style to have efficiency percentages and it could put off new players by making the economic side look way too complicated (it's not exactly obvious to a new player what the efficiency percentage is or how they can improve it).

In KaM you observe the efficiency by watching serfs walking around and see resources piling up. It's presented to the player in an intuitive way where the player must get a feel for how the game works. It's not presented in a mathematical way like "your butcher is operating at 87% efficiency". That would seem completely against KaM's style to me.

Re: Official KaM Remake Ideas topic

PostPosted: 16 May 2013, 18:05
by Ben
Lewin, don't be so negative!

Just kidding :P

If we were to have efficiency implemented, I do like my idea/thoughts. Yet I agree with a lot of what you say; although I think that
...things are presented in very simple form...
is very untrue. The distribution of wares is an exception, but everything else you said goes against the "simple forum," such as serfs running into each other and resources pilling up. My grandpa always used to tell me, "If you have more than three of a ware in more than a couple of buildings that needs to be picked up, train more serfs!" This is very abstract to in my opinion.

But that's beside the point. In the end, I agree. We don't need this in KaM. It is inconsistent with the rest of the games mechanics.

Re: Official KaM Remake Ideas topic

PostPosted: 17 May 2013, 03:41
by Lewin
It might not be simple but it's presented in a "real life" kind of way, not a mathematical way. That's a completely different kind of abstract. You have to look and see for yourself where the serfs are walking and what they are carrying. You don't just consult your list of percentages to see what's happening. There are currently no percentages in the user interface at all. The interfaces avoid "mathematical" stuff like that because it doesn't suit the natural feeling of the game.

We could start adding percentages everywhere, percentage of usage for each square of road/field, percentage of arrows that hit from an archer, percentage of wood going to construction sites vs weapons, etc. But then we'd have a game which presents itself like SimCity: Lots of numbers rather than a village where you must look and see how it's working for yourself.

Re: Official KaM Remake Ideas topic

PostPosted: 17 May 2013, 04:20
by krisdw
Very fair points and completely agreed.

Re: Official KaM Remake Ideas topic

PostPosted: 17 May 2013, 04:58
by Ben
But then we'd have a game which presents itself like SimCity: Lots of numbers rather than a village where you must look and see how it's working for yourself.
Oh my gosh, Sim City :mad: You are so right. gg for that idea, I'm with you all the way, Lewin :D

Re: Official KaM Remake Ideas topic

PostPosted: 17 May 2013, 05:32
by Krom
Agreeing with Lewin, well put :)

Re: Official KaM Remake Ideas topic

PostPosted: 20 May 2013, 15:12
by Ben
I came up up with idea while playing last night: I always think that it is quite ugly when you build a new house over ruins; which is necessary at some point in many games. What when a new building was constructed over ruins, the ruined terrain would be restored? This would only make sense in my opinion, and would certainly look better.

Re: Official KaM Remake Ideas topic

PostPosted: 20 May 2013, 15:53
by krisdw
I agree that it would look better. :)

Re: Official KaM Remake Ideas topic

PostPosted: 20 May 2013, 23:18
by Lewin
That seems unnecessary. The rubble and burnt ground is left as a record of where the destroyed house was, and adds to the look of the game. I actually quite like it, for example in TSK 1 it really felt like you were rebuilding your town on the ruins of the old one.

Re: Official KaM Remake Ideas topic

PostPosted: 21 May 2013, 02:48
by Ben
I suppose that I could say that removing the rubble makes me feel that my town had progressed from a previous state of despair!

I morn for your choice, Lewin, but I respect your opinion since you are a developer ;)

Re: Official KaM Remake Ideas topic

PostPosted: 28 May 2013, 18:01
by Islar
Hi

What is the exact reason that the you cannot make the catapult and the ballista. Is this because their are to strong or because, that they walk with ''magic'' or some other reason.
I don't know if this already is discussed ( i could not find a topic of it)

But if the reason is the first one you can make it weaker. Also i don't eat but it need something to throw with. so instead of giving it food you can give the catapult a stone and the ballista a pike. Also (and i don't know how difficult this is) but could it be possible to make a person who is pushing it. If it could than this person need also some food once in a while. This makes it more difficult to have one.

what do you think?
if this never going to add in the game and this was already discussed i also like to hear :wink:

Re: Official KaM Remake Ideas topic

PostPosted: 28 May 2013, 18:13
by Ben

Re: Official KaM Remake Ideas topic

PostPosted: 29 May 2013, 14:18
by Elis.jane
Hi, I have been playing multiplayer co op missions and I am missing information about its difficulty - like 1/5 5/5 etc. There is one mission I am not able to win even I choose just one enemy instead three. It would be great if I could know it before the game. I have just showed the game to a friend and he played it for the first time so we would choose easier mission for start. The second thing I am really missing is information about what buildings are not allowed (maily towers but also coal mines or iron mines). The mission we lost does not able us to build towers and that would be great to know ahead.

= 1) show difficulty and what buildings are not allowed

2) space button
I was playing and intuitively pressed space button and it did nothing, I have not realized since now that it does not work :). The original purpose of space button was to move the screen at the place of the attack. Could you please consider adding it into the game? :)

Re: Official KaM Remake Ideas topic

PostPosted: 29 May 2013, 14:23
by Ben
2) space button
I was playing and intuitively pressed space button and it did nothing, I have not realized since now that it does not work :). The original purpose of space button was to move the screen at the place of the attack. Could you please consider adding it into the game? :)
Good point. The Remake does have an option to jump to the location of an opened message, but not an option to jump to the point of attack. Still, the minimap flashes on the area of the warning, so it isn't has needed as it was in TSK/TPR