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PostPosted: 28 Feb 2010, 10:56
by Humbelum
Hey, thanks a lot Harold! I implemented that and it seems pretty good. Still some improvements to be done but I've had some major battles and they went quite well. :)
By the way, do you know if the Horse Bonus is a replacement or an addition? e.g. do lance carriers against horses have 55 or 25+55=80? I used the latter.
Thanks again for your help.
Lewin.
I wonder why I have created this thread--> http://www.atfreeforum.com/knights/viewtopic.php?p=6357&mforum=knights

That should answer most of your questions.

The demo looks great! Good job!
Another minor bugs:
Image
The serfs take food from storehouse instead of the bakery to refill the inn.

The priority of the food supply to units is also wrong. At your demo they took the food from the nearest house, but at KaM they took first wine from vineyard, then fishes, then breads and the last choice are sausages.

PostPosted: 01 Mar 2010, 11:18
by krisdw
I know I am a nobody in the Knights & Merchants community so I don't know if my suggestion will be appreciated by many but I'm very interested in this project and find it a fantastic idea.

In the original game, imagine you have a solid economy and 12 workers. You're building another farm or whatever in the heart of your town, and after that's done, you're happy with the way your town is rolling. You decide you don't have to build anything extra for the time being.

This means that until they get hungry, your workers will keep on standing on the spot where they are, often in the middle of your crowded city. They'll stand on the roads and block your serfs. I know that eventually they get pushed off the roads, but they still keep standing in the way or at the least give you a very "cluttered" feeling.

Would it be possible to add a command that lets you move your idle workers to an out-of-the-way location so they don't stand in the way?
I don't know anything about programming and how difficult this would be but I think it could be done in two ways:
a) add a button to the main screen (where you choose between statistics, resource, statistics, and the load/save menu) named "Idle Workers Move Here" and when you click it your cursor changes and you can right click someplace on the map where you like, and your idle workers will go stand there
b) make your workers controllable individually (like a normal soldier: select him and tell him where to go.

Personally I think option a would work best since you won't have to select every individual worker, and it still wouldn't give you full control over your workers, which is not intended in the game mechanics (workers think and decide for themselves, you only control your army and I think it should mostly stay that way).

If this is possible, why not take it a step further? Often I'm building at two different places in my city at the same time. One building in the north just got 2 pieces of wood but no stone yet, so the workers will build that building as far they can, but in the meantime the building in the south gets wood supply, causing all the workers to immediately make the long trip south, while only 2 seconds thereafter the other building in the north gets the rest of its wood and stone. This causes the building in the north to take a lot longer to be finished than it could be and that's sometimes annoying. Would it be possible to decide for half of your workers to stay where they are, while you let the other half go down to the south? This way, you could effectively be able to build in two entirely different places at one time without all of your workers running between two constructions all over again.

I don't know if this is possible at all or maybe very difficult, but it would be a gigantic improvement to the original game in my opinion. Let me know your thoughts.

Other than that, great work on this game so far, without people like you Krom, there would be no KAM community!

re krisdw

PostPosted: 01 Mar 2010, 13:26
by smoula2
I think, is good idea what you wrote. New worker options would be better. If is possible can you add priority of workers (e.g. road, field, wine, buildings and repair...) ? sometimes it come it useful...

sorry for my english :(

PostPosted: 01 Mar 2010, 14:18
by harold
As for moving working out of the way: I often put some roadplans somewhere far away for a couple of seconds and then remove them when the workers have moved enough out of the way

PostPosted: 01 Mar 2010, 15:39
by H.A.H.
Yes, because otherwise you could use a worker to scout the map very early. This would be suck in multiplayer.

But a better AI that only the 5 nearest worker build a house would be great! More then 5 just block therselfs.

PostPosted: 01 Mar 2010, 16:19
by krisdw
Yes, because otherwise you could use a worker to scout the map very early. This would be suck in multiplayer.

But a better AI that only the 5 nearest worker build a house would be great! More then 5 just block therselfs.
Or how about you can move your workers, but only within a select area within your starting position so you don't take them to the enemy indeed.

Althought your idea is pretty good too, a maximum of 5 workers per construction. And probably much simpler than my idea.

PostPosted: 01 Mar 2010, 20:20
by Humbelum
ehh wasn't logged in :/

Right! A radius like the view range of buildings would solve that problem!

PostPosted: 02 Mar 2010, 17:55
by Litude
@Litude: Can you send me the beta 7 LIB files for each language to save me downloading all of the files? Also the font files if any of them have changed since you last sent them to me. (beta 6)
All right, the Dutch build should get done real soon I hope and I'll send you the updated files then.

PostPosted: 03 Mar 2010, 20:05
by The Knight
set a "special priority" of a construction site would be very useful and important!

Another feature request: there is a "struggle" song in TSK. If the units are fight, the background song could be stopped and "struggle" begins to play. So you have fight music in fight situations. :D Nice idea is think...

PostPosted: 04 Mar 2010, 14:28
by kuba11100
As there are so many feature requests... What do you think about adding the new way of selecting road/field construction plans? The current way, clicking every tile is a bit boring, especially when building many farms at one time. Something like dragging mouse pointer over area would be nice.

What do you think about it?

PostPosted: 04 Mar 2010, 21:49
by Siegfried
Could you send me a copy? (is it a PDF or what?)
Sorry, it's a bound book only.

Well, most of the information can actually be seen ingame like the feeding values of the different food. So no new things there.

PostPosted: 06 Mar 2010, 16:25
by TRB
I've been playing the demo again and I encountered 2 errors. I sent both bugreports to Lewin.

Apart from that I found out that the city hall and the siege workshop do not have their menu's yet. Is this correct?

Idea's

PostPosted: 06 Mar 2010, 20:23
by eznieh
Hi,

I have no idea whether the project is still active, but i have a couple of idea's to improve the game, or at least the ability to play it faster.


- drag road's construction, you select the starting point, and the ending point and in between road construction spots are also made.

- a radius for collecting constructions showing what their range is up to where they collect materials, that could save materials. (farms, stone cutters, mines etc)

- when canceling a construction, you can reclaim the materials that the serfs have delivered already, so you don't waist them

- when deconstruction, have a option to select a longer lasting deconstruction (reversed construction animation) in which the constructors can reclaim the used materials. it would take more time and people to deconstruct, but you would be able to reuse or relocate constructions. (real money savers with mines)

- have the ability to select what the serfs should do first, collect food, materials or weapons, and what to deliver first. in case there is a food shortage they should deliver food first, else they could deliver the weapons first.

- give the constructors the ability to collect their own materials, at least for the road and the vineyards so they don't die waiting on the materials, or at least after they get them

- if your town is being attacked, allot the serfs carrying weapons to wield them, at least for the time being, and if they don't have them , at least let them fight to defend themselves.

- allow the constructions of (wooden) walls

-have the ability to select not allowed area's, for instance when you're in a fight, the serfs don't go to the part of the town where the fight is going on




I might think of more while i play, i know its an early stage to give add-on ideas, but i though of em now, and i know I'm going to forget em if i don't write them down

PostPosted: 06 Mar 2010, 20:27
by eznieh

The serfs take food from storehouse instead of the bakery to refill the inn.

The priority of the food supply to units is also wrong. At your demo they took the food from the nearest house, but at KaM they took first wine from vineyard, then fishes, then breads and the last choice are sausages.


That's becouse u checked the bread icon, that way they wont deliver bread to that storehouse

PostPosted: 07 Mar 2010, 00:43
by Humbelum
That's becouse u checked the bread icon, that way they wont deliver bread to that storehouse
You dont understand what I mean. They should take the food not from the storage to refill the inn. They should take the breads from the bakery to the inn etc.

Look at the screenshot, the bakery is full of breads, but they dont take them to the inn(they go to the storage).

This fix is important for a effectiv running village.