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T*AnTi-V!RuZz

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Post 26 Oct 2011, 14:32

@antivirus
No, but if you think about it then you would know that TPR brought new stuff, this remake brings more new stuff and maybe will bring even more stuff.
TPR is an expension. KaM Remake is...? Right, a remake (of TSK with TPR buildings and units.) :wink:

And besides: the original developers had all the tools they needed for new units / buildings (sprites, etc.). We do not.
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Lewin

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Post 26 Oct 2011, 14:37

@antivirus
No, but if you think about it then you would know that TPR brought new stuff, this remake brings more new stuff and maybe will bring even more stuff.
Guiding the units from your village to your ally's is not KaM's style. It is a mostly indirect control game. That would be like telling your serfs exactly which deliveries to do...
I think a road between villages works well because it allows the player to chose a safe route and adds a cost to setting up trading. If this were the case we wouldn't have any tax on trades as your own serfs would be doing it and the cost of the road would be enough. (although in most missions you are fairly close)

And yes we're trying not to change the game much in terms of style, (indirect control economy) balance or gameplay, although we'll be adding a few new features like the market. New sprites is pretty much out of the question unless you find a graphic artist for us who can do a professional job for free.

In other news, I just reduced the market loss from 3 to 2.5 after Krom and I agreed to it. So hopefully that'll be better in the next release and the market will be more useful, but not exploitable.
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Ben

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Post 26 Oct 2011, 19:57

The road sounds like a good idea. Kind of like setting up a trade route. Yes, sir, that is where I would stand.
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Ben

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Post 05 Nov 2011, 05:05

Come to think of it, we will need a building for this, huh? Perhaps a "Trading Post" or something?
Perhaps another one of the old graphics will suffice? Maybe the old metallurgist's or something?
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GreatWhiteBear

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Post 05 Nov 2011, 09:23

Or the market?
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Lewin

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Post 05 Nov 2011, 11:53

The old metallurgist's looks like a haunted house :P

I like the idea though, it'd be nice to keep the market's functionality as it is now and add a new building for multiplayer trade. Then serfs can carry wares from your storehouse to your ally's trading post along the road you built between your villages. I'll keep that in mind, but I'm not sure when we'll get to implement multiplayer trade (we have lots of other things to work on)
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Krom

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Post 05 Nov 2011, 18:17

What about a building several players can construct together? Something like a 8piece puzzle, when you attach your part to other players part you can trade
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GreatWhiteBear

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Post 05 Nov 2011, 19:31

I would like to have the outpost implanted along with the fog of war and then have the towers line of sight reduced.

Remember, this is just my personal opinion.
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Ben

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Post 06 Nov 2011, 00:42

The big thing about adding new buildings is making the graphics for them, and as far as I know, there are not very many beta buildings that would look good. (A lot of them are dark and don't feel "alive" as Lewin pointed out.)
Is it possible to mix the graphics of one building and add it to the other? (for example, could we add the roof of a farm to a swine farm?)
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Lewin

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Post 06 Nov 2011, 02:16

What about a building several players can construct together? Something like a 8piece puzzle, when you attach your part to other players part you can trade
Interesting idea, but it would be harder to implement and you'd probably end up with many of these buildings to make it efficient as the players could be quite spread out. The middle player might have one on either side of his village to trade with his neighbours who are too far away to trade efficiently.
I would like to have the outpost implanted along with the fog of war and then have the towers line of sight reduced.
That's the plan when we have fog of war. Reducing the LOS of other buildings might be necessary, although I was planning to make the outpost see a long way. (2-3 times further than normal buildings)

@Ben: You can try copy and pasting, but I think it will just look bad. I don't like mash ups.
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Krom

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Post 06 Nov 2011, 10:05

Yes, we need to think about it and plan very carefully.
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GreatWhiteBear

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Post 06 Nov 2011, 10:37

I noticed that the outpost was supposed to be 1x1 squares and then they made it 1x2, what do you think would be best?
I'd say 2x2 minus the top right square.
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GreatWhiteBear

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Post 06 Nov 2011, 10:39

O, and when you are going to implement the fog of war, could you like have the fog of war section a bit shaded?
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Lewin

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Post 06 Nov 2011, 16:56

I noticed that the outpost was supposed to be 1x1 squares and then they made it 1x2, what do you think would be best?
I'd say 2x2 minus the top right square.
We'll definately be using the 2x1 sprite, and either 2x1 or 2x2 minus the top right square as you suggested, I'm not sure yet.
O, and when you are going to implement the fog of war, could you like have the fog of war section a bit shaded?
Yes it will be shaded. So there will be unseen areas (black), visible areas which are near units/houses, and fog areas which are shaded.

And once again in case people don't remember: Fog of war will be OPTIONAL, players can choose whether they want it. (and the host in multiplayer games)
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pawel95

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Post 06 Nov 2011, 17:58

Yes...if I think about the programming progress. I would say, that TEAM 1-- 5 serf?s put in the marketplace stone (5stones) and than from TEAM 2-- 1 serf, bring a bread(for example) and than one of the five serf?s take the sword and run away :D

Maybe it is programmable, like other houses... put in one wood...and take 2 "finish" wood?s :?: :idea:
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