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Re: Official KaM Remake Ideas topic
PostPosted: 19 Jun 2012, 13:02
by Zippo123
Dont know if it is possible but: build a force field around your village... its to avoid the games to be over 10 min after PT... so make a force field for like an extra 10 or 15 min but meanwhile you can already make an army....but you cant enter his village with your soldiers...
Just an idea to prevent games from ending 10 min after PT ...
Zippo123
Re: Official KaM Remake Ideas topic
PostPosted: 19 Jun 2012, 13:04
by Teun
Is there any chance the campain modes get a choise menu for: easy, normal and hard?
Because i'm having a struggle from mission 8 TSK onwards. I realise i'm not the best player but i can't imagine i'm the only one with this problem.
Re: Official KaM Remake Ideas topic
PostPosted: 19 Jun 2012, 13:04
by Guest
This force field you obviously cant build during the game... but for the game devoloppers of KAM remake ofcourse

Re: Official KaM Remake Ideas topic
PostPosted: 19 Jun 2012, 19:01
by sado1
Dont know if it is possible but: build a force field around your village... its to avoid the games to be over 10 min after PT... so make a force field for like an extra 10 or 15 min but meanwhile you can already make an army....but you cant enter his village with your soldiers...
Just an idea to prevent games from ending 10 min after PT ...
Zippo123
1. It doesn't really match the medieval theme to have forcefields
2. If you lose after 10 minutes, your army is too weak, or your opponents are too good (Don't worry, happens to me all the time as well

)
3. Why would that help making the games longer? What it would change except increasing PT? If anything, it would help only in situation when the enemy attacks you before you produced and aligned your army (and it takes 1-2 minutes max to do that) And the enemy would produce even more soldiers in that time
Sorry, but the only way to have a long (>2h) game is to make the teams even by player skill.
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 00:13
by Lewin
Campaign difficulty is planned and can probably be achieved by scaling some of the AI parameters like time between training soldiers. Please note that the campaigns aren't really well balanced yet, singleplayer hasn't been our primary focus so its not unusual for experienced players to struggle with the campaigns.
A force field around your village and serfs flying in spaceships will be added in our KaM Remake: Star Trek expansion.
Seriously though, we have considered having territories around your village so during peacetime people can't move or build in your territory. After peacetime it would have no effect. Of course you would be allowed to move soldiers during peacetime if we did it that way.
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 10:25
by T*AnTi-V!RuZz
A force field around your village and serfs flying in spaceships will be added in our KaM Remake: Star Trek expansion.
Campaign difficulty is planned and can probably be achieved by scaling some of the AI parameters like time between training soldiers. Please note that the campaigns aren't really well balanced yet, singleplayer hasn't been our primary focus so its not unusual for experienced players to struggle with the campaigns.
I got to mission 8 TSK so far, but at the start I'm completely being butchered by those barbarians

Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 11:02
by Plaguesworn
First I thought adding some kind of boundary around villages during peace time would be great. But my opinion has changed on that. I think it'll be way too abusive since players will now equip there soldier during peace time and instal them as far as their boundary permits them to go. So when the peace time will expire, they are very, very close the the enemy villages. You can already imagine the horrific results this will cause. I liked the old system better, where you could not equip any soldiers nor move them during peace time. This actually gives players more time to defend their villages, e.g.: just enough time to finish some towers.
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 11:31
by Krom
@Plaguesworn: These two systems are meant to work together. We plan to both block army controls AND boundaries during pacetime. First to block military actions and second to block those players who build their houseplans across enemies towns. We have not decided on boundaries yet, maybe there's a better alternative (e.g. to allow workers to demolish/ignore enemy buildplans)
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 11:44
by Lewin
Well players complain about having to explore with laborers not e.g. a starting scout. Perhaps we could allow you to move soldiers within your own territory, and have a "no-mans-land" between territories? Although Krom's idea is simpler/neater and exploring with laborers is not so bad.
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 12:09
by The Dark Lord
I dislike scouting with labourers. Why not block recruitment of new troops, but allow players to move troops they already have at the start?
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 12:22
by GreatWhiteBear
And disable fighting
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 15:37
by Mulberry
Better to make it like To doing on his maps: open vision to all your resources points from the start
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 15:45
by GreatWhiteBear
no, I like to have the advantage of preparation.
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 15:47
by Mulberry
Btw. I have never scouted my base(location). DOnt know why do you need it
Re: Official KaM Remake Ideas topic
PostPosted: 20 Jun 2012, 15:56
by Jeronimo
I just read very... very twisted ideas... why overcomplicating so hard about such a tiny problem.
First... with the current standards, you can "observe" the map before playing a game, so you memorize the location of your important resources (coal/iron/gold) from the room lobby.
A quick solution (by modifying) is to increase the line of sight of labourers to the standard of military units (8 tiles).
It saves you a lot of time, since you will build towers further (while exploring), and requires much less micro.
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If developers ever implement the "fog of war" then I strongly suggest the values below for lines of sight.
Serfs / Citizens: 4 tiles
Labourers / Foot soldiers: 8 tiles
Cavalry: 12 tiles
With Serfs almost blind

, imagine going to feed your troops in long journey... they might be ambushed!.
Labourers will explore faster the surroundings, in case you aren't familiar with the map. Won't take much time.
And... 12 tiles gives Cavalry a major role in exploring, preventing ambush, and allowing archers to shoot first.
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I already thought in To's wider line of sight (but from Storehouse) as a possibility.
I discard it... because to maintain "balance status", then all Storehouses built afterwards should also have that enormous line of sight.
Conclusion: Slight changes in
Units lines of sight increase game's value (and solves many guys problem of map's ignorance).