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Official KaM Remake Ideas topic

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šmoula

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Farmer

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Post 10 Jun 2013, 09:31

Re: Official KaM Remake Ideas topic

I have idea (already sent to krom and lewin), but need to discuss about it. TAB button can switch between buildings/units of same type. it is useful when you want to check/add orders in school,weapon workshop,smiths etc...

2nd idea - show number of idle citizens (serfs/labourers) in statistics (maybe in corner of game play windows (on/off this feature in game options)) , it can help in dimensioning (numbers of each them).

3rd Progress bar in pig farm/stable (maybe in more buildings), so you can know when pig/horse will be ready and how much corns you need to 1 pig/horse (because is not 1corn)

Thanks for discuss this suggestion :-)
tomas
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krisdw

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Post 10 Jun 2013, 12:00

Re: Official KaM Remake Ideas topic

First idea sounds very nice, second idea doesn't sound that helpful to me but it surely won't hurt anyone, and I don't really see the point for the third idea because you don't know when the worker in the Swine Farm will finish a pig and deliver its skin and meat.
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Bence791

Knight

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Joined: 20 Jul 2012, 20:25

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Location: Hungary

Post 10 Jun 2013, 12:26

Re: Official KaM Remake Ideas topic

I have idea (already sent to krom and lewin), but need to discuss about it. TAB button can switch between buildings/units of same type. it is useful when you want to check/add orders in school,weapon workshop,smiths etc...

2nd idea - show number of idle citizens (serfs/labourers) in statistics (maybe in corner of game play windows (on/off this feature in game options)) , it can help in dimensioning (numbers of each them).

3rd Progress bar in pig farm/stable (maybe in more buildings), so you can know when pig/horse will be ready and how much corns you need to 1 pig/horse (because is not 1corn)

Thanks for discuss this suggestion :-)
tomas
First idea: I don't think it's necessary. You can use hotkeys for this purpose (Ctrl + number <-- assign an "opened" building to a number 0-9).
Second idea: I guess you won't look at the stats to know if you have idle builders. You rather go and build. About serfs, I think you can know how much you will need already at the start of a game, since you know your villages built in the past. Rely on your last game (if you go the same strategy), and if you think it is necessary, train some more. I usually use 70-80, there are players with 90+ as well. The needed amount depends on the size of your city, but I guess you already know it, so let me not go too offtopic.
Third idea: Pigs need 4 corn, horses 5 (there was a discussion about it to reduce, and tbh I don't usually build stables, so idk, sorry :D ). If you want to know when a pig is ready, just look at them. If they are big, it is likely that they will soon be slaughtered :)
The Kamper is always taking my colour!

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šmoula

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Farmer

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Post 10 Jun 2013, 12:37

Re: Official KaM Remake Ideas topic

OK, thanks for number of corn for pig/horse. I think its not possible to assign all houses to 0-9 (3schools, few weapon + armor workshop ... no for troops) . Ok, secont idea, is only idea from other RTS and I mean on statistics tab (F3) .
But thanks for your opinion :-)
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Lewin

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Post 10 Jun 2013, 12:40

Re: Official KaM Remake Ideas topic

I think the first idea could be useful, we'll consider it.
The second idea isn't really needed, you can quickly look over you village to see if any serfs are idle. In other strategy games like Age of Empires you need that button to find idle workers because workers must each be manually controlled. In KaM they do their own thing, so it's not so necessary.
As Bence said, you can see how big the pigs are. Each time a corn is used it randomly feed one of the pigs, making it increase in size. When the pig exceeds maximum size it is slaughtered. It takes 4 corn to grow each pig to be slaughtered (stables is exactly the same)
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Bence791

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Joined: 20 Jul 2012, 20:25

KaM Skill Level: Beginner

Location: Hungary

Post 10 Jun 2013, 12:46

Re: Official KaM Remake Ideas topic

OK, thanks for number of corn for pig/horse. I think its not possible to assign all houses to 0-9 (3schools, few weapon + armor workshop ... no for troops) . Ok, secont idea, is only idea from other RTS and I mean on statistics tab (F3) .
But thanks for your opinion :-)
I don't see the point of assigning all weapon workshops, smithies and armor workshops to hotkeys, I think you can decide whether you go this strategy or that. And personally I always know where I put them, so it's not hard to find them either (for me). Ofc I'm not against the idea, just told you my opinion ;)
The Kamper is always taking my colour!

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sado1

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Post 10 Jun 2013, 13:10

Re: Official KaM Remake Ideas topic

šmoula's idea doesn't seem that bad for me, it'd be a very nice thing for people who tend to forget to turn on the production. Just click on a building and tab through all the buildings of the same type. And I don't think this will remove some difficulty from the game; more like, it will just make the life less annoying.
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dicsoupcan

Moorbach's Guard

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Post 11 Jun 2013, 20:28

Re: Official KaM Remake Ideas topic

This might be a small idea for convenience:

How about a checkbox i the mapeditor to let you raise resourcesin all storehoues all at once? then you have to give one storehouse starting resources and all storehouseswill have the same amount when you have the checkbox checked. If you do not check it you can still give each storehouse different resources.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Bence791

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Post 11 Jun 2013, 20:54

Re: Official KaM Remake Ideas topic

Good idea, the same as "Wares to All" in Lewin's editor.

I wonder why it wasn't added before though :p
The Kamper is always taking my colour!

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Krom

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Knights Province Developer

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Post 12 Jun 2013, 05:25

Re: Official KaM Remake Ideas topic

That's a good idea, something like a "Sync all Stores" checkbox
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
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dicsoupcan

Moorbach's Guard

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Post 15 Jun 2013, 16:00

Re: Official KaM Remake Ideas topic

I renember something else i wanted to ask, is it possible to save hotkeys? because everytime we rehost i need to set up my hotkeys again and there are times we rehost more then once.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Lewin

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Post 16 Jun 2013, 04:06

Re: Official KaM Remake Ideas topic

That's a good idea, something like a "Sync all Stores" checkbox
I agree, I'll add it to the todo list.
I renember something else i wanted to ask, is it possible to save hotkeys? because everytime we rehost i need to set up my hotkeys again and there are times we rehost more then once.
Unfortunately that's complicated for multiplayer (hotkeys are already saved in singleplayer). Hotkeys are only used on your client, the others do not know about your hotkeys. So if they were included in the save it would make your save different from other people's, because yours would have your hotkeys and theirs wouldn't. This is the same reason why messages aren't saved in multiplayer, others don't know which ones you've deleted/kept. We need a way to synchronize this information in the background, so every client has the same master copy of what the other client's messages and keyhots looks like. This doesn't have to affect responsiveness, since you can keep your current local copy of your messages/hotkeys but your master copy won't be updated until it's synced through the network (so if you save right after you set a new hotkey it won't be included in the same because it hasn't passed through the network yet and your master copy won't be updated). This isn't a high priority, but hopefully it will be implemented before too long :)
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woloszek

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Sword Fighter

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Post 17 Jun 2013, 13:45

Re: Official KaM Remake Ideas topic

Hey :P

I would like to introduce two ideas to remake.
I do not know if someone already posted earlier about them.

1. Adding flames to the editor as objects - at the moment we can only look at the burning buildings .. Is the only buildings can burn? No. Such an addition would be something interesting for Mapmakers. We could see such as burning forests, fields, wooden bridges, and even ships. I have a few ideas for missions to the campaign, but these objects flames are necessary ... Only from Mapmakers will depend on how the map will look like.

2. The introduction of the night's game - most recently spending time in the editor, I came across an option: "show avoid bulding". The following screen shows a good view of the game. Why would it not be used as a "night" in the game?

Image

What do you think guys? Lewin, Krom and others?
I would not want these ideas were ignored, it's why I ask for honest feedback.

:D
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Krom

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Knights Province Developer

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Post 17 Jun 2013, 14:01

Re: Official KaM Remake Ideas topic

I like both ideas :)

With some work fires could be added to terrain objects, however it may look unrealistic ig they burn like forever. Maybe limit the timelength somehow?

Night mod looks nice, Small wonder the existing overlay made it look so nice :)
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
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Lewin

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KaM Remake Developer

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Location: Australia

Post 17 Jun 2013, 14:24

Re: Official KaM Remake Ideas topic

Burning things sounds like a good addition :)

I don't think night time will add much to the game. It makes things darker/harder to see, but what else happens? People stop work and go to sleep? That would be a very boring game mechanic. I guess some missions could be set to night mode so things look dark, but tbh I don't think that adds much, the terrain is darker and hard to see, so I adjust my screen brightness... What role do you think night time would play in the game?
By the way, TSK had night time during the beta (the fisherman's hut was a house where citizens slept during the night) but it was removed because it was a boring game mechanic (not much to do at night while everyone sleeps). Here's a screenshot
Image
More information here:
http://www.knightsandmerchants.net/inde ... y/features

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