Page 160 of 179

Re: Official KaM Remake Ideas topic

PostPosted: 19 Feb 2015, 23:16
by Ben
F1-F4 sounds more like a bug, does it occur only for depths of Settings menu?
For all menus: Distribution, stats, and settings. Barracks, market, unit selection, etc. are fine.

Also, thanks for your response. I will update the topic.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Feb 2015, 05:18
by Krom
Added to our buglist. Thanks for reporting!

Re: Official KaM Remake Ideas topic

PostPosted: 23 Feb 2015, 16:17
by Ben
I've been reading through this topic, trying to find out old ideas and add them to the list in the OP.
Anyway, Krom/Lewin, what is the status on being able to have more commands for soldiers? For a while, people have cried out for the ability to split hungry troops. Right now, it's so hard to figure out which troops are hungry, it's easier to just not feed at all, or just send soldiers to death:P

Also, most of the time when I am using the split command, I am trying to separate a single unit from the group (scouting, e.g.). Could we have a split a single unit command, too?

I think that these are actually best implemented by using shift + button click. Or even better RMB. We have a little extra room for commands on military units, but better not waste space ;)

Re: Official KaM Remake Ideas topic

PostPosted: 23 Feb 2015, 18:05
by Krom
Splitting units by "hunger" is a tricky thing from UI standpoint. We would want to preview to the player how the split is going to happen and allow to control the dividing factor. Thats all hard to fit into UI and make it handy to use.

Split-1 is a good idea, I think shift+click should be fine. We need to revise our shortcuts first though, to see what Shift and Ctrl and LMB / RMB do for the most of the time.

Re: Official KaM Remake Ideas topic

PostPosted: 23 Feb 2015, 18:41
by Ben
I think splitting-from hungry could just split units that have a hungry status (cloud above their heads). That's quick to see and understand and very useful :)
Also:

-Where do you stand on giving units to ally (transferring ownership)
-Controlling ally's after they disconnect
-moving vegabond to barrack (cost: 1 horse 1 axe)

I want to know if I should move these to "declined"

Re: Official KaM Remake Ideas topic

PostPosted: 23 Feb 2015, 19:11
by Krom
Hunger split is troublesome because some units could be already hungry and others being there in 5-300 sec. It's hard to preview and draw a line at the split.

Giving units to ally sounds unusual for an RTS game. UI solution for that is troublesome too.
Controlling allies after - not sure about that either, though we have a groundwork layed in code.
Vagabond - highly doubt, because he's riding a cow ;-)

Re: Official KaM Remake Ideas topic

PostPosted: 23 Feb 2015, 20:31
by Ben
Imo, units who are hungry need the food all within a similar time. The extra 2 minutes are hardly making a difference in the grand scheme of things (unless it's the difference between a butcher going hungry, but that's not exactly worth noting ;)). This has been proposed for a very long time and I imagine people were wishing this existed back in TSK/TPR days, so unless you already know of a better solution, I think that there isn't one, and that the one I provided should be implemented. :)

Re: Official KaM Remake Ideas topic

PostPosted: 23 Feb 2015, 21:51
by dicsoupcan
Hunger split is troublesome because some units could be already hungry and others being there in 5-300 sec. It's hard to preview and draw a line at the split.

Giving units to ally sounds unusual for an RTS game. UI solution for that is troublesome too.
Controlling allies after - not sure about that either, though we have a groundwork layed in code.
Vagabond - highly doubt, because he's riding a cow ;-)
i think the ui solution is not the problem with transfering troops. you have 2 empty buttons now which could be filled. it could work if you could press the button and select an ally.

Re: Official KaM Remake Ideas topic

PostPosted: 26 Feb 2015, 12:55
by bagger0405
What about a statistic for APM (Actions per Minute) at the end?

It would give a vague estimation of the player's playing speed (if he is not spam-clicking too much).

Furthermore, it could be easier to find out when fights took place. I would assume that the APM-rate would go up for players during fights. With the help of the APM-graph, you could note down the time of fights. This would maybe help analyzing/watching replays, especially 4v4, because there can be a lot of fights simultaneously causing the viewer to miss a decisive fight.

Re: Official KaM Remake Ideas topic

PostPosted: 26 Feb 2015, 13:14
by Everstill
That's why too complicated.
Well, it's just complicated in the explanation, were I detailed the most. In pratice it is this simple:

- Leaderboard with players and speeds. If everyone ticks one speed, that speed will be choosen.
- If someone have a different speed, the speed resets to default.

Simple as this.

@Sugestion

Can we have a "Enlist" button on non-Recruits civilians? For example: You have 4 stonemasons, the stone mine exaust and you have plenty of stones, you can select the Stonemason and click in "Enlist", he will go back to a School and start turning into a Recruit. For balance, you can even make this cost one gold to do, the important thing is to not have useless civilians that you don't need consuming your food. And it is much more realistic and immerssive than 'killing' your unit, because you are in the medieval times, you can recruit civilians to your ranks :)

Re: Official KaM Remake Ideas topic

PostPosted: 26 Feb 2015, 19:44
by Nibo The Destroyer
In case of leaving teammates maybe it would be nice just to be able just to control their schools and barracks..

Splitting up troops that are hungry would be a good upgrade to the game. And maybe an option for you to give your teammates army food? Or when you connect your roads together the ability to move food to his warehouse.

Forgive and ignore if this has already been said..

Re: Official KaM Remake Ideas topic

PostPosted: 26 Feb 2015, 19:48
by Ben
They've all been said already :)

Currently Krom and Lewin are debating on how to implement those ideas, though controlling ally's city is very unlikely.

Re: Official KaM Remake Ideas topic

PostPosted: 26 Feb 2015, 19:54
by Nibo The Destroyer
Okay i will read the requested idea's on the first page first next time before i post :P

Re: Official KaM Remake Ideas topic

PostPosted: 28 Feb 2015, 13:52
by Michalpl
Can the AI place more towers in general?

Cos its seems not too effective defence

Just reduce space between them.

Re: Official KaM Remake Ideas topic

PostPosted: 04 Mar 2015, 05:10
by Ben
Absolutely ridiculous I know: Could we please change the woodcutter's "checkboxes" (plant and cut/ cut only) to "radio buttons"? Like so many, I've been polluted by the environment Windows has risen me in, and I find it very odd being restricted to a single checkbox :)