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Re: Official KaM Remake Ideas topic

PostPosted: 19 Aug 2012, 21:07
by stijn263
i've got another suggestion. after playing a couple of multiplayer games, i think it would be great to have a scout/explorer type unit to do some.. exploring :P
it's pretty hard sometimes to plan your base/town when you don't know exactly where the resources are. if you have a explorer unit from the start (or if you can train one from the school), you can explore some more of the area and it would be easier to make an effective town. especially for new players (like myself) and players that are not so skilled. because there's so many maps and each has 4-8 different locations, it would be much easier to plan your town according to locations of resources. ofcourse, the unit would not be militairy, so it would have very low hitpoints (like bowman) and no attack. perhaps, give it a high need of food (like it needs to eat twice as quick as other units) so it cannot walk to the end of the map.
I agree with the why: Most of the times I'm playing for the first time on a certain map/location, so I find myself looking for gold/iron/coal by building in random directions. This is quite annoying and puts me at a disadvantage against players who already played the map. What do other people think about this problem?

However I do not like the solution given. It allows one to scout enemy bases during peace time.

A different solution would be to give laborers (or serfs or buildings) a bigger line of sight. Or simply increase the initial visible area?

Re: Official KaM Remake Ideas topic

PostPosted: 19 Aug 2012, 21:19
by Lewin
Increasing it to 50% seems pretty extreme because then wine is better than bread, I'd rather just increase it to 30% and make the fields grow twice as fast so you need half as many... although then we'll have to update the tutorial to say he only needs 8 fields instead of 16.

Wine is better than bread/sausages because it only takes one house to make it instead of 3, so even though bread is produced faster, you can start a wine production very quickly. If you only needed 12 wood and restores 30% it's quite an attractive option compared to a farm, mill and bakery.

I agree it's good that only 1 wine is made, because it's different to bread/fish/sausages.
i've got another suggestion. after playing a couple of multiplayer games, i think it would be great to have a scout/explorer type unit to do some.. exploring :P
it's pretty hard sometimes to plan your base/town when you don't know exactly where the resources are. if you have a explorer unit from the start (or if you can train one from the school), you can explore some more of the area and it would be easier to make an effective town. especially for new players (like myself) and players that are not so skilled. because there's so many maps and each has 4-8 different locations, it would be much easier to plan your town according to locations of resources. ofcourse, the unit would not be militairy, so it would have very low hitpoints (like bowman) and no attack. perhaps, give it a high need of food (like it needs to eat twice as quick as other units) so it cannot walk to the end of the map.
That's a problem because people will scout the enemy villages and by the end of peacetime you will have explored every inch of the map, so the "fog of war" is effectively removed from the game. I think maps should have a large enough area explored so you can see where each resource is (only part of the hill needs to be visible). Also we'd like to change peacetime to divide the map into "territories" for each player based on how close it is to your storehouse. In that case we could make peacetime still allow you to move soldiers within your territory.
You can open up the map in the map editor to see where things are. In the next release it's possible to run the game more than once, but only one copy can be in multiplayer mode (to prevent cheating by looking at where your enemies are in the save file)
also, i would like to bring my previous suggestion back to your attention because no one has responded to it yet.
please let me know what you think of it. thanks.
Selecting multiple saves to be deleted is probably a good idea but means we have to implement that into our list control.
Aggressive/defensive stances might not be necessary because we have other plans to make it easier for knights to chase down archers (if you tell them to attack the archers they should continue pursuing them instead of stopping after killing 1-2). Still it could be an interesting game mechanic.
I've added both to our proposals list.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 07:56
by sado1
In the next release it's possible to run the game more than once, but only one copy can be in multiplayer mode
Great, I won't have to make a screenshot of the minimap (and to try to figure out anything from it) in lobby anymore. :mrgreen:

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 10:02
by thunder
The food isnt problem, just need to play little more peace time (5-10mins).

Wine problem: -maybe if the vineyard could make 2wine per turn be much better. wine is the weakliest food in the game, and made only one per turn, and very costly(timbers).

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 12:30
by Thomas
I was just playing the new RC with a friend and we also did some little brainstorming. We thought it would be pretty good to have a respective button to place a beacon instead of typing always the 'B' key on your keyboard. As from other games I would suggest to put it somewhere near the minimap. I think it's more easy/faster to use and it would give the beacon its final polish :)

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 12:34
by Bo_
I think the B key works just great, it's way faster than when you have to select it first.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 13:02
by Mulberry
Can you make "seperate one unit from the group" button? It is usefull to manage armies during the battle and for scouting porpouses.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 13:20
by Lewin
I can't see a place near the minimap to put the beacon button that won't look funny. There's nothing else near the minimap so the button will be stuck out on its own.

A "seperate one unit from the group" button sounds good. We have extra space because we can remove the unused move and attack buttons (only useful if you don't have right click). I've added it to the proposals list :)

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 14:31
by stijn263
What about a double click to place a beacon?

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 14:37
by Krom
Beacons is not the kind of thing you want to allow to spam by multiple clicks ;)
Really, B+Click is the best way. It's convenient for 1-2 occasions, does not takes extra button near minimap and discourages you quickly if you want to draw something obscure with beacons ))

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 15:40
by stijn263
I guess you're right :)
Also we'd like to change peacetime to divide the map into "territories" for each player based on how close it is to your storehouse. In that case we could make peacetime still allow you to move soldiers within your territory.
Sounds good. Do you also intent to use this to restrict where a player can build? (making it impossible to build towers in enemy territory during peace time)

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 16:22
by Lewin
Sounds good. Do you also intent to use this to restrict where a player can build? (making it impossible to build towers in enemy territory during peace time)
Yes probably, although that could have issues on some maps where player areas are close or one player is intended to have a smaller or larger area than another player (like 2 vs 1 maps).

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 16:28
by Bo_
Maybe something like there needs to be a minimum distance between 2 buildings, like 25 tiles. This means that you can still cover the whole map, but you can't just build a road to the other side of the map and start building there.

Or maybe, but it's a bad idea, like in settlers with guard towers?

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 17:29
by Garnu_Thorn
Maybe something like there needs to be a minimum distance between 2 buildings, like 25 tiles. This means that you can still cover the whole map, but you can't just build a road to the other side of the map and start building there.
Well, that short of a distance to build a building is a bit too close. There are maps with locations where the iron and gold are far away. Rise of Nations has a feature, though, to prevent buildings being built in enemy territory by showing how much territory you have at the time, and where you could build based on your own territory. Maybe a building in KaM could influence your territory and where you can build except also to share your alliance territory, too. With this kind of feature implemented, pt could also influence where your troops are limited to go on the map.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2012, 17:56
by Kridge
Sounds good. Do you also intent to use this to restrict where a player can build? (making it impossible to build towers in enemy territory during peace time)
Yes probably, although that could have issues on some maps where player areas are close or one player is intended to have a smaller or larger area than another player (like 2 vs 1 maps).
1. Isnt it possible to enable mapmakers to divide the map?
2. IMO, allies should be allowed to build in eachothers territory.

That was all.