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Re: Official KaM Remake Ideas topic

PostPosted: 02 Apr 2012, 19:24
by kocsis1david
I have a minor idea, coloring players' name in game chat could be helpful.

Re: Official KaM Remake Ideas topic

PostPosted: 02 Apr 2012, 21:49
by Lewin
We've been planning coloured chat for a while, we could also have different colours for team and global chat. Currently our memo control has no way to support it. I guess we'll have to use some kind of markup like html.

Re: Official KaM Remake Ideas topic

PostPosted: 03 Apr 2012, 05:38
by kocsis1david
I meant that if you say something in game chat and you are red, your name would be red, so everybody would know who is talking.

Re: Official KaM Remake Ideas topic

PostPosted: 03 Apr 2012, 05:58
by Lewin
That's what I meant too, I was just saying we could also colour team/global chat. It still requires some way for the memo control to know which part of the text is in which colour each to print things, and a markup seems like a reasonable way to do that. I'd rather not make a specific chat memo control, I'd like it to be generic so we can use colour in other places.

Re: Official KaM Remake Ideas topic

PostPosted: 03 Apr 2012, 06:48
by Krom
Markup idea sounds fine to me :)

Re: Official KaM Remake Ideas topic

PostPosted: 07 Apr 2012, 17:09
by Garnu_Thorn
For the matter of scouting during peacetime, what about having a start unit to do just that, non-combat, and can only go so far from one of your own buildings instead of laborers making fields to explore during peacetime? The unit could be killed, and has to be fed like any other combat unit. It would also have to be coded properly not to crash the game if he survives and no buildings serve it's radius limiter, maybe a flag to die if that happens.

I know you are working on territory during peacetime, but I thought I'd toss that out. Maybe there's a beta unit still kicking around that could be used for that.

Re: Official KaM Remake Ideas topic

PostPosted: 07 Apr 2012, 23:49
by The Dark Lord
I just saw the minimap preview and it looks great, but don't you think only multiplayer maps should have everything revealed? It kinda spoils single player missions as you can see everything your enemy has.

Re: Official KaM Remake Ideas topic

PostPosted: 08 Apr 2012, 07:41
by Lewin
@Garnu_Thorn: We don't want to add a scouting unit because then people will be able to explore all of the map during peacetime. We might as well reveal the entire map at the start.

@The Dark Lord: The minimap preview is only fully revealed in multiplayer. In singleplayer you see the same as you do at the mission start, so usually most of the map is black.

Re: Official KaM Remake Ideas topic

PostPosted: 08 Apr 2012, 08:04
by Remake 2012
Hi All. I have some ideas:

- The second type of marshes (Units can go after him, but are 40% slower) maps using the marshes, they will be more difficult and more varied. I should add that this does not require taking any new graphics!

- Folding of land, mountains and hills are formed. Units that come up the hill should go slower. A unit that descend down the two options should go normal, go faster. (because normal is that as you walk from the mountain (and down) you go faster)

- Larger maps than 192x192
- Multiplayer maps up to 12 players. (When they introduced larger maps)

////////////////////////////////////////////////////////////////////////////////////////////////
- Change in the number of boards and stones on the individual buildings:

Quarry -
wood - 2x
stone- 1x
why ?
As you can see the entire building is made ​​of boards. The stone is just at the entrance, The structure is so lightweight wood consumes little

Woodcutter's
wood - 4x
stone- 1x
why ?
As you can see the entire building is made ​​of boards. The stone is just at the entrance. The building has a lot of planks of wood.

Sawmill
wood - 4x
stone- 2x
why?
Almost the entire building with wood, stone found on the floor and the walls.

Schoolhouse
wood - 4x
stone- 6x
why?
Building entirely of stone, wood keeps the stones in the middle.

Inn
wood - 5x
stone- 6x
why?
One of the larger buildings in the game. A large number of stone and wood.

Farm
wood - 5x
stone- 4x
why?
One of the larger buildings in the game. A large number of stone and wood.

Mill
wood - 4x
stone- 3x
why?
3x stone will suffice. optimal resources

Bakery
wood - 4x
stone- 4x
why?
adding one stone. The building contains a lot of stone.

Swine farm
wood - 4x
stone- 3x
why?
no change

Butcher's
wood - 3x
stone- 5x
why?
change of raw materials. The stone building is more than wood

Fisherman's
wood - 3x
stone- 3x
why?
small building, few resources

Vineyard
wood - 4x
stone- 3x
why?
no change

Gold mine
wood - 2x
stone- 2x
why?
small budilding

Coal mine
wood - 4x
stone- 2x
why?
+ wood

Metallurgist's
wood - 3x
stone- 5x
why?
tall building made ​​of stone, less wood

Weapons workshop
no change

Tannery
no change

Armory workshop
no change

Stables
no change

Iron mine
no change

Iron smithy
no change

Weapon smithy
no change

Armor smithy
wood - 4x
stone- 4x
why?
add stone

Barracks
wood - 6x
stone- 7x
why?
largest building in the game, a large number of stone.

Town Hall
wood - 5x
stone- 6x
why?
small building that barracks

Storehouse
wood - 4x
stone- 6x
why?
the building is more stone than wood

Watchtower
no change

Siege Workshop
wood - 5x
stone- 1x
why?
wooden building in the whole. I dont see stone...

////////////////////////////////////////////////////////////////////

and..... upgrade buildings !

Watchtower v2.0
stone 3x
wood 4x
HP = 350 ( + 100 )
This same tower but most HP

- assistant throwing the tower should have a greater range !!
- archers standing on the hill should have a longer range. Mountains should have two degrees of increasing coverage + 1 and + 2

////////////////////////////////////////////////////////////////

Change Characters

Barbarian:
4x attack
0x defense
chatchet ( make in Weapon smithy (!) )
chatchet = 1x iron + 1x wood
Town Hall

Warrior
4x attack
3x defense
chatchet ( make in Weapon smithy (!) )
chatchet = 2x iron
armor = 2x iron armor
Town Hall

Rogue
1x attack
0x defense
bow ( make in Weapons workshop )
bow = 1x bow
Town Hall

Rebel
1x attack + 3x attack chorses
0x defense
peak ( make in Weapons workshop )
peak = 2x peak
Town Hall

Vagabond
2x attack
0x defense
1x horse
ax = 1x ax ( make in Weapons workshop )
Town Hall



interface Town Hall should resemble that of Barracks !!!

Re: Official KaM Remake Ideas topic

PostPosted: 08 Apr 2012, 10:09
by GreatWhiteBear
It probably will result in a no.
WHY? Every construction material is 50 hp.
AND it has always been like this and it doesn't contribute to game balance.

Archers standing on hills was already an idea, but it would be hard.
Also, if units on a hill have +1, then they would be able to shoot other units on a hill, height would be equal but range would differ.

Re: Official KaM Remake Ideas topic

PostPosted: 08 Apr 2012, 11:31
by Lord_Stronghold
Guys, I wanna offer to discuss idea of new special unit. This warrior will have 2 abilities - shooting and fighting in close fight. I think that its name will be somthing like "hunter" or "forester" and he will be training in house of mercenaries (with Vagabond, Outlaw etc). I think he will look like old woodcutter Image

He will be armed by a hunting long bow and axe or shot sword.

what do you think about it?

Re: Official KaM Remake Ideas topic

PostPosted: 09 Apr 2012, 10:10
by kocsis1david
Not a bad idea, but I think If there would be an universal unit, it might make the other units unnecessary and the game less interesting.

Re: Official KaM Remake Ideas topic

PostPosted: 10 Apr 2012, 02:33
by Lord_Stronghold
I think if they will be more expensive - it will decide this problem. However, maybe they will be unnecessary in that case) So. they could be just a bowmen. Maybe not good protected as original bowmen, but maybe a little bit better in shooting)

Re: Official KaM Remake Ideas topic

PostPosted: 10 Apr 2012, 12:03
by kocsis1david
We can't even train units from the Town Hall that already have graphics, even though vagabond would be great, so I don't think this idea will be implemented soon.

Re: Official KaM Remake Ideas topic

PostPosted: 10 Apr 2012, 13:10
by Krom
As it was said many times - we don't have decision on how to implement Town Hall yet. I doubt we could add any new units before sorting out old TPR ones.