Kingdom Builder Mod

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

New version with minor changes.

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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

Minor changes to scenario.

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GrandMarshalEmil
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Re: Kingdom Builder Mod

Post by GrandMarshalEmil »

Is there any way to select what kind of keep/castle you build and randomize/specify the type of villages built, too?

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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

GrandMarshalEmil wrote:
March 26th, 2020, 11:49 pm
Is there any way to select what kind of keep/castle you build and randomize/specify the type of villages built, too?
Not currently, while I believe it is possible, it would be a hassle to code the ability to choose an "architectural style" for each side.
Something similar existed at some point, the ability to make cosmetic changes to villages to make them look like mines, windmills or lighthouses, adding farmlands around them, etc, however it is not currently enabled. I thought it was irrelevant since it has no actual influence on gameplay, so for the sake of simplicity I removed the menu, it still exists amongst the add-on files though.

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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

I published the alpha of a separate a sister project called Kingdom Builder Advanced (not a mod atm). Said add-on was what supposed KBM supposed to look like when I first imagined it before it took a turn for a simpler and more fun design, I''ll be using this topic for feedback of both add-ons.

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GrandMarshalEmil
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Re: Kingdom Builder Mod

Post by GrandMarshalEmil »

Have just downloaded and am currently using the Advanced version. Does it not have a slider settings options yet? Getting the hang of the resource-gathering phase, but I have to admit it heavily slows the pace of the early game. Would it have an option to increase the production gained from peasants, in the future?
.
Don't get me wrong, I personally love the mod(I'm all for slow-progressive campaign-style games),and if we're talking upgrading structures, similar to the gameplay of Age of Empires 2, then is it possible to include a feature that unlocks faction-specific level 2 units when you upgrade from an encampment to a castle?(I understand no such feature exists at the moment, but I think that would be cool)

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PapaSmurfReloaded
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Re: Kingdom Builder Mod

Post by PapaSmurfReloaded »

GrandMarshalEmil wrote:
May 3rd, 2020, 6:32 am
Have just downloaded and am currently using the Advanced version. Does it not have a slider settings options yet? Getting the hang of the resource-gathering phase, but I have to admit it heavily slows the pace of the early game. Would it have an option to increase the production gained from peasants, in the future?
.
Don't get me wrong, I personally love the mod(I'm all for slow-progressive campaign-style games),and if we're talking upgrading structures, similar to the gameplay of Age of Empires 2, then is it possible to include a feature that unlocks faction-specific level 2 units when you upgrade from an encampment to a castle?(I understand no such feature exists at the moment, but I think that would be cool)
The issue with resource gathering is that if I increased it in the early game, that would lead to than overproduction and abundance of resources in the mid and late game when you have more workers.
About faction specific units, the idea is cool, I'll look into it someday.

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