Indeed it wouldn't be too much work to combine the recruit and siege equipment walking sprites into one, although the ones for when the catapult fires would need to be made (the recruit would need to step aside or he'd be hit by the arm, and he should be shown winding back and releasing the rope, or something)
The one with the horse would be VERY complicated to implement, because it takes multiple tiles at once and the Remake engine has no way to handle that. (units take 1 tile at a time, there is nothing moving which takes more than 1 tile) The sprites would also be more work to make.
It's great to see other people share our opinion of the town hall

It would be good to eventually make a way to create these soldiers, but just placing them in the barracks is a bad idea in my opinion. They look like rebels, raiders and wanderers, not the kind of people a king would train and equip from his barracks with his other noble soldiers.
And I know this is accepted already but:
with every piece of road created, no matter dragged or clicked there should be the old THUMP! sound. Like a machine gun, but we should keep that in my opinion.
Yes that's how it works. So when you drag a line, it makes a THUMP THUMP THUMP sound, same as by placing each one individually.
In other words, I think military units should be number 1 priority if there is food somewhere. Especially when they are starving (skull above their head rather than knife and fork). A player will always notice when there is not enough food in his town, so if he clicks on the 'feed' button he is aware of the risks.
Thanks for pointing that out, I'll tweak the priorities so feeding troops is considered highly important.
btw during the multiplayer game player can load the save in another remake window and see forces and locations of opponents which he not being able in 1st window. Should this be "fixed" or not?
How do you suggest we "fix" it?
//Market: Change exchange rate? (Reminding people that trade between allies and enemies should also be possible, with NO COST at all.
What do you mean? How should the exchange rate be changed? I think it's good at the moment.
Trading with other players will probably be done by connecting a road to their village then your serfs delivery wares into their "trading post" building. Then the serfs of that player can take them out of the trading post to where ever they are required.
I think it would be nice and wouldn't screw the game if we had more options about priorities in the kam toolbar.
Currently, kam has the max limit of some resources to buildings like armor/weapon smithy, metallurgist's, etc. If we had a new tab where the player could set priorities for the serfs - including taking things to barracks, getting food, stone from the quarry, etc - it would lead to a much more STRATEGY-INVOLVED game.
Or maybe that should be done individually on each building... (Setting a priority on a certain woodcutter's for example - for serfs to get resources from there always that's possible.)
We will probably improve these sort of things when we optimise the deliveries.
I had the funny idea to trade Slaves at the Market. Polemic maybe?
They would be idle Recruits from Barracks, taken to Market by a Serf.
The value would be similar to a "Gold Chest", just a bit better (since Recruit has to be trained and move to Barracks).
I dislike the idea of slaves in KaM, they don't suit the game style. KaM is a "nice" kind of game, there's no blood, people die by turning into a ghost skeleton and everyone always seems very happy even when they are beating each other to death. ("Into the battle!" says the swordsman cheerfully as the barbarian beats him over the head with a giant axe) And why would a recruit which was trained at the king's school be a slave?

And then you give the slave a sword, shield and armour to make him a swordsman? The "slaves" would revolt.
Multiplayer Construction matches: Please stablish Victory upon a Kingdom when you DESTROY all its Warehouses.
Its basically the main building which recollects all economic goods.
I dislike having to destroy entire bases of players who "doesn't surrender".
You don't have to destroy their entire village, the goals are the same as in most of the campaign missions. You must destroy the storehouses, barracks and schools. I have seen players rebuild and continue playing after losing their storehouse and barracks (but saving a school) and I don't see a problem with this, it's kind of cool in a way.