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Official KaM Remake Ideas topic

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Ben

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Post 20 Dec 2015, 15:58

Re: Official KaM Remake Ideas topic

I'm assuming that you mean this for pvp multiplayer only? This would seriously damage any single player/co op missions.
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Esthlos

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Post 20 Dec 2015, 16:25

Re: Official KaM Remake Ideas topic

I'm assuming that you mean this for pvp multiplayer only? This would seriously damage any single player/co op missions.
Correct. :)

(P.S. I can agree that it'd be a lot less useful in singleplayer and coop, but why would this damage them? (?) )
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Ben

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Post 20 Dec 2015, 22:40

Re: Official KaM Remake Ideas topic

Hiding the enemy's base and just removing map exploration in general would ruin them. It's not hard to imagine it if you think about it.
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Esthlos

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Post 21 Dec 2015, 12:57

Re: Official KaM Remake Ideas topic

Hiding the enemy's base and just removing map exploration in general would ruin them. It's not hard to imagine it if you think about it.
Do you mean "ruin" as in "make less fun"?
Well yeah, I guess you could say that, but it's probably subjective... in case though you did not mean that, I'm sorry but I have to ask you to be more explicit. (?)

Anyway, what do you think about adding it to MultiPlayer games?
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Ben

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Post 22 Dec 2015, 04:54

Re: Official KaM Remake Ideas topic

If you can't understand why that would be bad for single player... then there's no point in trying to explain it.
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Esthlos

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Post 22 Dec 2015, 18:09

Re: Official KaM Remake Ideas topic

If you can't understand why that would be bad for single player... then there's no point in trying to explain it.
Well, I exclusively play in single player, and I think this would not "break" it in any sense except in optionally taking away map discovering, which someone may find fun (I do) and who could simply disable that option.

Also, would you please give up with that elitist attitude of yours?
It was funny at first, but it's beginning to feel pretty annoying...
If you don't have anything to say you can refrain from posting, you know.
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Krom

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Post 22 Dec 2015, 18:53

Re: Official KaM Remake Ideas topic

I think semi-fog is great for multiplayer, helping amateurs. It just means we don't need to enable it in singleplayer.
On our todo list iirc, among hundreds of other items we don't have time for ..

Technical issue is that KaM Remake does not deal with terrain changes made under fog. This is not a big problem in SP and MP with PT, since once you reveal anything for the first time - the terrain stays much the same till the games end.
Due to that, revealing terrain in MP right from the start will reveal roadworks and houses being made by other players - hardly a good idea, unless fog implementation is reworked - which is quite a task in itself.
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Totengraeber

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Post 27 Dec 2015, 21:05

Re: Official KaM Remake Ideas topic

I dont know how I feel about semi fogging all map at the beginning. Would take a little from the KaM feeling, if u dont have the black minimap. :)
This could be fixed by semi fogging a bigger area around the starting locs. So u still see all important stuff but not all map?

by the way is it possible to add waypoints for units? like shift+click? just like in any other stragety game?
and for scripting the option to set beacons on the map? this could be quite handy for SP to show next objective (as map maker).
there is still the bug with archers and crossbows stopping to attack when they look "to the side" can be seen when they target a citizen who walks out of there range in a bad angle.
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Esthlos

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Post 31 Dec 2015, 12:59

Re: Official KaM Remake Ideas topic

Technical issue is that KaM Remake does not deal with terrain changes made under fog. This is not a big problem in SP and MP with PT, since once you reveal anything for the first time - the terrain stays much the same till the games end.
Due to that, revealing terrain in MP right from the start will reveal roadworks and houses being made by other players - hardly a good idea, unless fog implementation is reworked - which is quite a task in itself.
Can't just the tile type and rotation (and maybe presence of fish and trees) be revealed at start and then semi-fogged? (?)

I mean, the point of this idea was to give amateurs a general idea of terrain conformation and resource location; why is it a problem that you can't let them see terrain changes made under the fog?
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Krom

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Post 01 Jan 2016, 11:47

Re: Official KaM Remake Ideas topic

Technical issue is that KaM Remake does not deal with terrain changes made under fog. This is not a big problem in SP and MP with PT, since once you reveal anything for the first time - the terrain stays much the same till the games end.
Due to that, revealing terrain in MP right from the start will reveal roadworks and houses being made by other players - hardly a good idea, unless fog implementation is reworked - which is quite a task in itself.
Can't just the tile type and rotation (and maybe presence of fish and trees) be revealed at start and then semi-fogged? (?)

I mean, the point of this idea was to give amateurs a general idea of terrain conformation and resource location; why is it a problem that you can't let them see terrain changes made under the fog?
That is the point. Currently theres one terrain for everyone and individual fog. For what you say the terrains should be reworked, every player will needs his own copy of terrain as he allowed to see it.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Esthlos

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Post 01 Jan 2016, 17:29

Re: Official KaM Remake Ideas topic

Technical issue is that KaM Remake does not deal with terrain changes made under fog. This is not a big problem in SP and MP with PT, since once you reveal anything for the first time - the terrain stays much the same till the games end.
Due to that, revealing terrain in MP right from the start will reveal roadworks and houses being made by other players - hardly a good idea, unless fog implementation is reworked - which is quite a task in itself.
Can't just the tile type and rotation (and maybe presence of fish and trees) be revealed at start and then semi-fogged? (?)

I mean, the point of this idea was to give amateurs a general idea of terrain conformation and resource location; why is it a problem that you can't let them see terrain changes made under the fog?
That is the point. Currently theres one terrain for everyone and individual fog. For what you say the terrains should be reworked, every player will needs his own copy of terrain as he allowed to see it.
Oh... got it, thanks.
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Esthlos

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Knight

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Post 14 Feb 2016, 16:01

Re: Official KaM Remake Ideas topic

What about showing the number of idle serfs in the statistics tab in-game?

It would be a meaningful indicator of the serfs' saturation, andwould be easier to check than counting them... especially if they are not idling all in the same spot.

As for applying this, it could be a counter that is updated every time a serf takes up or completes a task.

Also, what about an "auto feed" check for troops (that calls for food whenever the troop is hungry), so that defending warriors require less micro-management?
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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thunder

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Post 31 Mar 2016, 13:35

Re: Official KaM Remake Ideas topic

Hello,
Nowadays I started to play the again and I've got some ideas and I know there were lots of discussion about them in other topics. I know basicly just fixing bugs and no more developements in Remake :( But hope to see some in the future!

Some ideas suggesions:
-Speciel beacons, signs. Warning, Need Help etc...
-more than 2 spectators (I know the lobby mechanics not allow it.)-what if a 9th player would be shareable between the spectators?
-integrating description editor into the mapeditor. Just for comfort, lots of new maps doesn't have scripts.
-A slightly slower iron production. Slower iron ore mining time or slower weapon making.(comapring axefighters and sworsmand creating time.) It is mabe the most serious village balance question. There were lots of changes. The woodcutters and the farmers let be more effective then were before. These changes allowed the legal ironrush which kill some leather strategies and give only one good option to play very well. Before growing the effectivity of the basic Wcutters and farms the iron rush was equal with death in hungry. Was hard to find and rich strategies which allowed iron rush withouth hungry village. This won't be unit balance, rather be resource balance. (If I know well Remake is using the original values of TSK, but there are lots of other values also which not as same as in TSK)
-weaker fish. reducing 100% --->75-80%. Players forgot to play without fish;) Still not open maps to play where not see water :D It is funny, but true.
-the vine should give a bit more feed. Players rather make 7milities then build those timber into vinefarms. Or give double vine in one turn. But vinefields are also not really in the game.
-signing labourers: only build houses, only build roads. (Okay the game would be much easier and should focus less on the state of the houses)
-Barrack's 'backdoor'- Barrack backdoor is enabled only for serfs/only for troops-some gamemodes would need it. Not rarely to see 150++armies after PT in 120PTmode.~3 minutes or longer walking out time.
-Slightly cheaper tax for market. MArket is good only in very late game, when all main resources are exhaust. No other useful strats are there. Would be great to see it in the middle games earlier then the late games.
-More precise values for market. (mentioned it before.) For example: an iron shield gives 2 corns now, but should give 2.5. Would be good if the market say okay set 2 and you will get 5corn. There are many this kind of values.
-an effective fog of war script which not slow down the game when there are million units. (Enable/disable function in the lobby if somebody don't want it)

Thats all at this moment:D
I love this topic. As like birthday wishes:D or list for Santa Claus
With Regards!
t
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Ben

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Post 01 Apr 2016, 13:40

Re: Official KaM Remake Ideas topic

On Teamspeak, I see wine used in every game.

Interesting idea to slow iron production. Not sure if it's needed though.
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Esthlos

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Knight

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Post 01 Apr 2016, 15:45

Re: Official KaM Remake Ideas topic

-Slightly cheaper tax for market. MArket is good only in very late game, when all main resources are exhaust. No other useful strats are there. Would be great to see it in the middle games earlier then the late games.
As far as I know, this is on purpose: the Market is there for those times when, for example, you want just 1 horse; with the Market, you can have it without having to set its production up.
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"

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