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Re: Official KaM Remake Ideas topic

PostPosted: 05 Mar 2012, 13:15
by Florek
In my opinion, the best way to get rid of towers is to (re-)introduce siege equipment.

If someone wants to dig in, he should be able to without any problems other than the obvious lack of building space.
100% agree, if we have digging we should have counter for them so.

Re: Official KaM Remake Ideas topic

PostPosted: 05 Mar 2012, 15:35
by Krom
Militia rush and archers are a good counter :)

Re: Official KaM Remake Ideas topic

PostPosted: 05 Mar 2012, 19:46
by FrozenFlame
I know the remake has a lot of player colors already, but why not add some more? It should be easy to implement, since they're in the game, but only playable/accessable through the map editor. I know it might not seem a big thing, but player colors for me are a big deal :) Though maybe some restrictions are neccessary, because a lot of colors are almost the same..

Re: Official KaM Remake Ideas topic

PostPosted: 05 Mar 2012, 20:04
by GreatWhiteBear
Maybe this has been said before, but... Queue for the market.

Re: Official KaM Remake Ideas topic

PostPosted: 05 Mar 2012, 20:51
by pawel95
Yes, frozenfield. I have already said the same thing with the colors. Also some colors are really cool, like the "water blue "color.
However Lewin says to me (maybe 2-4 months ago) That the colors are enough and these are mostly simple the same.

Red...Dark red...cherry red ....

Re: Official KaM Remake Ideas topic

PostPosted: 05 Mar 2012, 21:26
by Lewin
I know the remake has a lot of player colors already, but why not add some more? It should be easy to implement, since they're in the game, but only playable/accessable through the map editor. I know it might not seem a big thing, but player colors for me are a big deal :) Though maybe some restrictions are neccessary, because a lot of colors are almost the same..
For multiplayer we must restrict the available colours because otherwise they will become too similar (e.g. you can't tell the difference between dark red and cherry red without looking closely). In multiplayer we want players to be distinguishable at a glance. The current colours is about the limit if we want to keep them very easily distinguishable, I have tried adding more but they always turned out too similar.

For singleplayer we don't need any restrictions, if the guy making the map wants to make two teams look similar, that's his choice. Currently the map editor only lets you choose colours from the original KaM colour palette, (for backwards compatibility of missions) but we can support any RGB colour. I imagine we'll go with HTML style hex colours (e.g. FF0000 = red) and a graphical colour picker, but it doesn't seem like a priority now. (especially when most of the editor features are incomplete)

Regarding a tower limit: I find I am repeating myself so I added it to the FAQ:
http://www.kamremake.com/faq/#towers

Based on several tries to conquer TSK mission 8 with legit play through, something has come upon my attention on that mission. A quarter of the time I make enough towers to fend off the initial waves, but after the enemy is held at bay I'm left with what, no stone? Seriously, of all of the two building resources, my stone goes in to my towers after the fight leaving me without enough to build a road to my stone cutter and it's building material requirement. I know I know, I should just tick off on each tower not to have stone delivered for a bit, but my serfs are already carting off the precious stone.
I didn't find this a problem in KaM TSK/TPR. If you used all your stone on the watch towers, then you probably made too many. Try building a few less towers and using your troops to defend behind the towers. Try building the towers at a different place, try making them more spread out or closer together. Experiment with tactics until you find a way that works well.
I think it is an added challenge to manage your stone supplies, if you build too many towers it will all be wasted. You might also like to turn off delivery of stone during the battle.
Increasing the stone supplies will just lessen the challenge/tactics. We might as well add 200 extra bread to every mission so that people don't have to worry about running out of food at the start. Managing resources is just one of the challenges of playing KaM.
Maybe the map needs more starting stone. With the next release, I've heard towers miss less often, lessening wasted stone. And another thing about towers is: why do two or three towers throw their stone at one enemy unit when only one is necessary? I could hear it now amongst recruits, "This one's mine!" or "I'm out, he's yours!"
That's pretty complicated to implement, it's hard to tell whether someone else is already throwing a rock at a target. Also I'm not sure the recruits would be that organised in the confusion of battle. But maybe we can add this eventually, because I agree it is frustrating when stone is wasted. This might actually make towers too powerful because in KaM they did this as well.

Re: Official KaM Remake Ideas topic

PostPosted: 06 Mar 2012, 08:12
by Siegfried
Regarding a tower limit: I find I am repeating myself so I added it to the FAQ:
http://www.kamremake.com/faq/#towers
OK, but people don't ask for strategies go take down towers but for an optional mode without towers.

The FAQ doesn't cover this question.

Re: Official KaM Remake Ideas topic

PostPosted: 06 Mar 2012, 10:48
by The Dark Lord
But people ask for a tower limit because they are struggling to get through a wall of towers. The strategies described in the FAQ could help them. And it actually does answer the question.
  Code:
Q: Will you implement a tower limit in multiplayer to stop tower spam?
  Code:
No. If a player chooses to spam towers, then he won’t have enough space/resources/time for weapons production, ...
The first word answers it. :P
And I do indeed think that towers would become too powerful if they would all pick different targets. However, I also think the chance towers hit should significantly increase when multiple recruits throw stones at the same unit.

Re: Official KaM Remake Ideas topic

PostPosted: 06 Mar 2012, 14:57
by pawel95
One question to an older thing. Do you already start the project, or will start it, to give the multiplayer new mode´s like we said a few months ago: The recource mode, the player wins, who at first has 150 bread, for example.
This would be a really great new feature to a next demo, so i only ask of interest.

Re: Official KaM Remake Ideas topic

PostPosted: 07 Mar 2012, 06:22
by Krom
We have added Events, which are described in neighbor topic. You can read it and add your ideas on to which triggers/actions need to be added. With that system mapmaker could write an event "if Corn > 500 then Victory" or "if Tannery built then Defeat".

Re: Official KaM Remake Ideas topic

PostPosted: 07 Mar 2012, 09:51
by Lewin
OK, but people don't ask for strategies go take down towers but for an optional mode without towers.

The FAQ doesn't cover this question.
Actually people are asking for a tower limit, not an optional mode without towers. I think a mode without towers is ok, after all some maps block towers, depending on what tech and resources are available to you. My point in the FAQ is that if you play with towers, spamming them doesn't advantage you and it's not hard to counter that tactic, so I don't think a limit is necessary. I like that KaM doesn't have stuff like a population cap.

I've talked about having "modes" for multiplayer which apply certain rules. Some examples would be: No towers, no archers, no iron, double starting resources, etc.

Re: Official KaM Remake Ideas topic

PostPosted: 08 Mar 2012, 07:55
by Garnu_Thorn
Based on several tries to conquer TSK mission 8 with legit play through, something has come upon my attention on that mission. A quarter of the time I make enough towers to fend off the initial waves, but after the enemy is held at bay I'm left with what, no stone? Seriously, of all of the two building resources, my stone goes in to my towers after the fight leaving me without enough to build a road to my stone cutter and it's building material requirement. I know I know, I should just tick off on each tower not to have stone delivered for a bit, but my serfs are already carting off the precious stone.
I didn't find this a problem in KaM TSK/TPR. If you used all your stone on the watch towers, then you probably made too many. Try building a few less towers and using your troops to defend behind the towers. Try building the towers at a different place, try making them more spread out or closer together. Experiment with tactics until you find a way that works well.
I think it is an added challenge to manage your stone supplies, if you build too many towers it will all be wasted. You might also like to turn off delivery of stone during the battle.
Increasing the stone supplies will just lessen the challenge/tactics.
Thanks for the advice, tonight I had much better ability to save enough stone, and most of my starting military survived, too.

Re: Official KaM Remake Ideas topic

PostPosted: 13 Mar 2012, 06:27
by kamil
I think it's a good idea would be possible elevation of (take) the boards from the workshops if we if you don't use these boards.

Re: Official KaM Remake Ideas topic

PostPosted: 13 Mar 2012, 20:33
by Lewin
I think it's a good idea would be possible elevation of (take) the boards from the workshops if we if you don't use these boards.
Yes we're planning an evacuate button to remove all wares from a house

Re: Official KaM Remake Ideas topic

PostPosted: 14 Mar 2012, 12:20
by Thomas
I think it's a good idea would be possible elevation of (take) the boards from the workshops if we if you don't use these boards.
Yes we're planning an evacuate button to remove all wares from a house
That's a great feature I always liked to have :D