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Re: Official KaM Remake Ideas topic
PostPosted: 24 Jan 2014, 07:00
by Lewin
Interesting to hear that chat isn't used much in random games. I guess there isn't too much harm in a mute feature then.
@Ben: Italics aren't possible because they fonts are still raster not vector.
Re: Official KaM Remake Ideas topic
PostPosted: 24 Jan 2014, 07:19
by Krom
@Ben: We are open to suggestions about the font! Please make a topic if you have any ideas or candidates
note: the fonts need to cover at least all European codepages (every language KMR has, except for Chinese/Japan)
Re: Official KaM Remake Ideas topic
PostPosted: 24 Jan 2014, 07:24
by Ben
My first suggestion is Wingdings

Seriously, though, I appreciate it Krom. I'll open a topic if I collect some good ones

Re: Official KaM Remake Ideas topic
PostPosted: 24 Jan 2014, 08:22
by Krom
I just took the Arial MS Unicode because it has the most Unicode chars and if free to use AFAIK.
Re: Official KaM Remake Ideas topic
PostPosted: 26 Jan 2014, 22:51
by Ben
How about being able to set all AI players with the same color in multiplayer lobbies?
Re: Official KaM Remake Ideas topic
PostPosted: 26 Jan 2014, 23:19
by Lewin
How about being able to set all AI players with the same color in multiplayer lobbies?
Why?
Re: Official KaM Remake Ideas topic
PostPosted: 27 Jan 2014, 07:00
by Ben
Ah, never mind. I was thinking today that it would be better for missions like TSK 20 where all the opponents represent one "person." However, I see that the game now automatically configures this correctly
Something else: Can we please be able to generate a new map from inside the editor itself? I find it annoying to have to go back to the main menu to generate a new map.
Re: Official KaM Remake Ideas topic
PostPosted: 29 Jan 2014, 05:05
by CuDi
Might I suggest adding hot-key integration into the map editor? I think it'd be convenient to utilize ctrl-z and ctrl-y for the undo and redo function. I often press the keys without even thinking that it won't work. I'm sure there are other hot-key combinations that could be implemented as well for various functions, but none come to mind at the moment.
Re: Official KaM Remake Ideas topic
PostPosted: 05 Feb 2014, 03:32
by Lewin
Might I suggest adding hot-key integration into the map editor? I think it'd be convenient to utilize ctrl-z and ctrl-y for the undo and redo function. I often press the keys without even thinking that it won't work. I'm sure there are other hot-key combinations that could be implemented as well for various functions, but none come to mind at the moment.
Good idea, I added undo/redo shortcuts. I also improved the shortcuts for changing tabs. Now F1-F5 selects the main tabs (like in-game), and keys 1-6 select the subtabs.
Re: Official KaM Remake Ideas topic
PostPosted: 05 Feb 2014, 04:32
by Ben
In conjunction with Cudi's post, I recommend being able to use "delete" to remove something selected. I especially found the lack of this hot key annoying while removing area revealers, as there were quite many of them and moving the cursor to the delete button over-and-over was quite tedious.
Re: Official KaM Remake Ideas topic
PostPosted: 05 Feb 2014, 07:43
by CuDi
Might I suggest adding hot-key integration into the map editor? I think it'd be convenient to utilize ctrl-z and ctrl-y for the undo and redo function. I often press the keys without even thinking that it won't work. I'm sure there are other hot-key combinations that could be implemented as well for various functions, but none come to mind at the moment.
Good idea, I added undo/redo shortcuts. I also improved the shortcuts for changing tabs. Now F1-F5 selects the main tabs (like in-game), and keys 1-6 select the subtabs.
Sounds good, thanks!
In conjunction with Cudi's post, I recommend being able to use "delete" to remove something selected? I especially found the lack of this hot key annoying while removing area revealers, as there were quite many of them and moving the cursor to the delete button over-and-over was quite tedious.
I second this notion!
Re: Official KaM Remake Ideas topic
PostPosted: 06 Feb 2014, 02:28
by noname
I think the game needs to "rebalanced" in terms of soldier attack/defense rating. I honestly don`t know how the damage is calculated exactly so I wrote these lines without the knowledge of the damage calculation.
Axe fighters should receive + 1 defense, because of their shield.
Sword fighters should have 3 armor instead of 2, (the halberdiers and marksmen all have 2 defense, and swordsmen are carrying a shield too)
Soldiers on horseback should receive +1 defense or + 1 attack. (cavalry is meant to tear apart infantry raging across their lines, but as the game engine works it completely negates the mobility of the cavalry and always a pitched battle ensues)
So:
Archer: 1A/1D
Axe Figher: 2A/2D
Pikeman: 1A/3vsH/1D
Scout: 2A/3D or 3A/2D
Marksman: 2A/2D
Sword figther: 3A/3D
Halberdier: 2A/4vsH/2D
Knight: 3A/4D or 4A/3D
Re: Official KaM Remake Ideas topic
PostPosted: 06 Feb 2014, 04:23
by Ben
Hmmm, well it seems that you don't understand much about the stats of soldiers in this game.
Axe fighters should receive + 1 defense, because of their shield.
Actually they do, but only against ranged attacks. This also counts for other shielded units, such as knights or sword-fighters.
Sword fighters should have 3 armor instead of 2, (the halberdiers and marksmen all have 2 defense, and swordsmen are carrying a shield too)
In the original game, I agree that this makes no sense. The only difference was that swordfighters were stronger. The shield basically did nothing. Anyway, swordfighters in the Remake are much more powerful than pikemen because of their increased attack and their shield bonus (which I just mentioned)
Soldiers on horseback should receive +1 defense or + 1 attack. (cavalry is meant to tear apart infantry raging across their lines, but as the game engine works it completely negates the mobility of the cavalry and always a pitched battle ensues)
Maybe mounted units are immobile in your hands or other players who are not skilled in micromanaging their soldiers, but skilled players can use mounted units to crush a routed army, or flank unguarded bowmen. An army with just a handful of knights (as little as 3) is much more powerful than one without them. But back to your suggestion: mounted units already have the shield bonus (with the exception of the vagabond!) and have an impressive +1hp (much better than it might sound. Basically, they take ≈25% more hits to kill them).
In summery, don't pay attention to those stats that you see in-game. They are very misleading. If anything here needs to be "rebalanced" it is the stat UI

Re: Official KaM Remake Ideas topic
PostPosted: 06 Feb 2014, 14:11
by noname
Thanks for your answer, it was enlightening. :p

You told about knights having + 1 hp, that sounds okay for me.
I know what cavalry mobility is, and the possibilities how to exploit them (on a sidenote I would like to do these in an online game -or get crushed easily-, anyway I would like to try the game online, are they any beginners, or not that good players around?), I just meant that if they are engaged in a fight the mobility is gone, I didn`t stated that they aren`t mobile.

I`m really interested in that how the damage dealing works, and if they are misses (missing chances) with certain attacks (melee/ranged), unit hp-s, if you could elaborate, or give me a link, that would be nice.

Re: Official KaM Remake Ideas topic
PostPosted: 06 Feb 2014, 15:53
by Ben
I don't know the exact numbers, but combat does work with a "random" chance to hit. Each hit takes away 1hp. Obviously, units with more attack have a higher chance to hit. Also note that it is possible for ranged attacks, including towers, to hit your own men!
As for online play, don't worry, most players online are downright terrible (no offense to them). There are several "private" groups of players who are quite skilled, but most of the people you encounter online are nothing to fret about. KaM online is very beginner friendly
