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Re: Official KaM Remake Ideas topic
PostPosted: 26 Oct 2015, 18:38
by Esthlos
What about two additional general game options or checkboxes in the building's interface for mines?
[]Auto demolish when the mine is depleted and empty
[]Don't give empty-building-warnings for mines
This way, when a mine is depleted you only have to build another one (if you wish and haven't already).
This can be a solution for one problem but start of other.
When player thinks about build something else in the place of old mine, but after autodestroy, woodcutter plant trees in this place, or when you want to have them as the strategic point in your city (blocking enemies between the buildings)
... in which cases you just uncheck the box?
Sorry, I don't see how this would be a problem.

Re: Official KaM Remake Ideas topic
PostPosted: 10 Nov 2015, 21:16
by Ben
I have an idea for a "King of the Hill" script. Most King of the Hill scripts in KaM are meant to deter camping by rewarding armies that are not camping by giving the aggressor supplies in his storehouse. I have an alternative idea where the player on the "hill" doesn't receive resources, but instead his armies won't starve. This creates a very small advantage at first, but quickly becomes stronger later on as enemy armies starve while the "king" doesn't.
Might be interesting.
Re: Official KaM Remake Ideas topic
PostPosted: 27 Nov 2015, 11:17
by KNoeDL
how about a "test map" button in the editor?
Re: Official KaM Remake Ideas topic
PostPosted: 27 Nov 2015, 11:46
by Krom
Already proposed a number of times.
Accepted.
Added to todo list.
Waits for implementation along with dozens of other things.
Re: Official KaM Remake Ideas topic
PostPosted: 30 Nov 2015, 19:19
by Esthlos
I wonder: would it be difficult to implement different AI profiles?
Maybe as editable text files, a la Dynamic Scripts, so that users can create new ones or mod the included ones?
Re: Official KaM Remake Ideas topic
PostPosted: 01 Dec 2015, 06:00
by Krom
AIs in Remake are not that configurable.
Some AI settings are already in the MapEd UI. Others are hardcoded because they are quite fragile.
Is there anything specific you would want to change?
Re: Official KaM Remake Ideas topic
PostPosted: 01 Dec 2015, 09:16
by Esthlos
Is there anything specific you would want to change?
No, not really.
It's just that I was thinking: even if it was possible to make the AI more challenging without having it cheat, it couldn't be done anyway because then nobody except the best players would be able to enjoy a game vs AI.
This could be easily fixed if it was possible to add more AIs... but it was more of a curiosity than anything else.
Thank you for your answer.
Re: Official KaM Remake Ideas topic
PostPosted: 01 Dec 2015, 11:26
by Krom
If you are comfortable with code, you could take a look at AI source codes on github

Re: Official KaM Remake Ideas topic
PostPosted: 08 Dec 2015, 19:06
by KNoeDL
pause build up of houses? im sure this must have been discussed already.. but i dont see it here
Re: Official KaM Remake Ideas topic
PostPosted: 09 Dec 2015, 05:26
by Krom
Already implemented - called "dont add road piece below the entrance till you want to resume the house"

Re: Official KaM Remake Ideas topic
PostPosted: 09 Dec 2015, 08:14
by Da Revolution
I guess he means pausing while the building already has some materials. Which would be a feature that basically does nothing most of the time since the materials are probably already on their way.
Re: Official KaM Remake Ideas topic
PostPosted: 09 Dec 2015, 10:01
by Nibo The Destroyer
Already implemented - called "dont add road piece below the entrance till you want to resume the house"

what he said.. why would you even want to wait for a building to finish?
This idea tackles the entire building strategy.. Next

Re: Official KaM Remake Ideas topic
PostPosted: 09 Dec 2015, 10:11
by KNoeDL
i mean this more to have control over laborers and serfs.
Re: Official KaM Remake Ideas topic
PostPosted: 09 Dec 2015, 11:35
by Lord Dan
Originally, you could press 1,2,3,4 on the keyboard to open the build menu and the other 3 menus. Now I believe you can't do that. Would that be something easy to re-implement in a patch?
Re: Official KaM Remake Ideas topic
PostPosted: 09 Dec 2015, 12:46
by Krom
1-2-3-4 are either available or moved to F1-F2-F3-F4, iirc.