Town Hall
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Moorbach's Guard
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Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Re: Town Hall
Will you add the Town Hall to the next update Kam Remake?
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Town Hall
Will you add the Town Hall to the next update Kam Remake?
I used to spam this forum so much...
Re: Town Hall
As long as it can be turned off during mp its all good
Re: Town Hall
In my opinion, it's very likely that the town hall units will be trainable in the next version.
Question: would it be too strong if Town Hall units made their own weapons?
i.e. a recruit enters, serfs bring in 2 wood and 2 iron, and after a long time a Barbarian pops out?
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"
Re: Town Hall
i dont think that is so strong. barbar which is strong as swordman but -1 armor cost 5 gold. if you want create army with 20 barbars you need 100 gold and you have still only 20 units. is more practical create weapon and train classic units. ton hall is good in critical defensive as last chance to win game but not for full-fledged attack
Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Re: Town Hall
I had a dream last night ...a vision ...a saw world full of rebels...Everybody was fighting, screeming loud... they were just there n drinking blood... it was true...it was on the battleground...They lived for the gold...
Re: Town Hall
I suggested in another topic, that units coming out from townhall could have only 2 mins life condition, since rebel costs 1 gold, a legit tactic could be to have 1 TH by the end of PT and train these guys to explore the map-> rebel will eventually die from hunger or engaged by a knight.
Respect barbarians, you can train them at 5 gold but be forced to use 1 food to keep them alive (only 2 mins life at start).
Another tactic is using TH for let's say, have a pack of feeded vagabonds (3 gold each one + 1 food)-> fast moving alternative for those who don't go to stables and want a "pack of hunters" to use against isolated small groups/units.
It will certainly not be main strategy to spam townhalls, but it could see play due the 3 examples mentioned above.
Respect barbarians, you can train them at 5 gold but be forced to use 1 food to keep them alive (only 2 mins life at start).
Another tactic is using TH for let's say, have a pack of feeded vagabonds (3 gold each one + 1 food)-> fast moving alternative for those who don't go to stables and want a "pack of hunters" to use against isolated small groups/units.
It will certainly not be main strategy to spam townhalls, but it could see play due the 3 examples mentioned above.
KaM Skill Level: Jeronimo
Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Re: Town Hall
Well Jero,
Based on this goldchest feeding and/or shorter lifetime theory I could imagine similar as like a shorter lifetime and they could stay alive/feed only with wine. In this case a not frequently used type of ware could get a very good reason to build. So the Timber would be also very important ware next to the goldchest.
Personaly I would say 2 minutes is very short time, on some maps its even not enough to walk to the other side. Be 5-8minutes and can feed TH units only with vine. This time is also not enough to camping so would have to act as fast as possible.
Based on this goldchest feeding and/or shorter lifetime theory I could imagine similar as like a shorter lifetime and they could stay alive/feed only with wine. In this case a not frequently used type of ware could get a very good reason to build. So the Timber would be also very important ware next to the goldchest.
Personaly I would say 2 minutes is very short time, on some maps its even not enough to walk to the other side. Be 5-8minutes and can feed TH units only with vine. This time is also not enough to camping so would have to act as fast as possible.
Re: Town Hall
It can be scripted for a test, if it looks okay for multiplayer balance, Rey might implement it.
For example, use OnWarriorEquipped and set that unit condition level to X minutes if its type is TH unit.
For example, use OnWarriorEquipped and set that unit condition level to X minutes if its type is TH unit.
Last edited by Jeronimo on 31 Mar 2018, 04:36, edited 2 times in total.
KaM Skill Level: Jeronimo
Re: Town Hall
The game is fine, just leave it as is and create some more maps/campaigns. As everyone can agree the biggest issue in this game is the community, getting a game to start can be one of the most frustrating things sometimes.
Re: Town Hall
Is there still no townhall and siege workshop in multiplayer? or am I having a bad version?
Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Re: Town Hall
Hi,
You are looking for r12485++ versions.
Quoted from Teamspeak channel KamTs.eu server:
'
https://bit.ly/kmr-r12485
KMR Beta r12485
Citizens stop walking to the Inn if it was destroyed
Changes in game save:
- greatly reduced save time, its about 3 times faster now.
- fixed huge lag after end of PT (up to couple of seconds)
- fixed lag when go to lobby or stop the game
- compress .sav and .bas save files
Overall all save files are compressed and made by asynch thread
Game settings changes:
- game settings are saved in XML format
- move settings into %MYDOCUMENTS%/My Games/Knights and Merchants Remake/ folder, so they will be reused between game versions
- split all settings into server settings (in the .ini file) and game settings (in the .xml file)
- move hotkeys into the settings, reused between versions as well
Added hotkeys to control sound/music volume, mute, music shuffle
Added support for multimedia keys on keyboard
Fix some keys were caught by KMR app and other apps could not handle them (f.e. keyboard media keys)
Fix game sound could not recognise new device, so music and sounds could be heard on different devices
RMG minor fixes
Rename script util functions RoundToUp / RoundToDown to CeilTo / FloorTo. Add RoundTo and TruncTo util functions
Options menu: set default resolution to currently used resolution in OS
Fix campaign video / music / briefing audio interaction
Set starting video as upscaled version of TPR Logo video
Campaign builder is no longer need any dll's
Updated Overbyte to version 8.64 with better support of Delphi 10.4 Sydney
Its not allowed to change speed pace setting from the KaM Remake Settings file
Fixes for TPR / TSK: do not block pigs delivery to AI storehouse on TSK04. Minor fixes for mines placement on TSK14, TPR09, TPR 12
Minor fixes to coop maps TSK09 and TPR03 by @andreus
'
Best Regards,
You are looking for r12485++ versions.
Quoted from Teamspeak channel KamTs.eu server:
'
https://bit.ly/kmr-r12485
KMR Beta r12485
Citizens stop walking to the Inn if it was destroyed
Changes in game save:
- greatly reduced save time, its about 3 times faster now.
- fixed huge lag after end of PT (up to couple of seconds)
- fixed lag when go to lobby or stop the game
- compress .sav and .bas save files
Overall all save files are compressed and made by asynch thread
Game settings changes:
- game settings are saved in XML format
- move settings into %MYDOCUMENTS%/My Games/Knights and Merchants Remake/ folder, so they will be reused between game versions
- split all settings into server settings (in the .ini file) and game settings (in the .xml file)
- move hotkeys into the settings, reused between versions as well
Added hotkeys to control sound/music volume, mute, music shuffle
Added support for multimedia keys on keyboard
Fix some keys were caught by KMR app and other apps could not handle them (f.e. keyboard media keys)
Fix game sound could not recognise new device, so music and sounds could be heard on different devices
RMG minor fixes
Rename script util functions RoundToUp / RoundToDown to CeilTo / FloorTo. Add RoundTo and TruncTo util functions
Options menu: set default resolution to currently used resolution in OS
Fix campaign video / music / briefing audio interaction
Set starting video as upscaled version of TPR Logo video
Campaign builder is no longer need any dll's
Updated Overbyte to version 8.64 with better support of Delphi 10.4 Sydney
Its not allowed to change speed pace setting from the KaM Remake Settings file
Fixes for TPR / TSK: do not block pigs delivery to AI storehouse on TSK04. Minor fixes for mines placement on TSK14, TPR09, TPR 12
Minor fixes to coop maps TSK09 and TPR03 by @andreus
'
Best Regards,
Re: Town Hall
Buenos dias , ¿cual es la ultima version? ¿todavia es beta ?
saludos
saludos
Re: Town Hall
Buenos dias , ¿cual es la ultima version? ¿todavia es beta ?
saludos
You do not seem to read the message I wrote you in PM.
Once again - please post in the appropriate topics in the appropriate language.
Regarding your question - check the Discord - https://discord.gg/UkkYceR
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
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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