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Hi guys,
I wanted to let you know about a mod for this game that we (the online community) has developed over 3 years. The game engine has been rewritten from scratch but without aiming to change the look or feel of the game. There are many improvements including fully functional online multiplayer, windowed mode, more resolutions, lots of translations, etc.
The overall aim of the Remake is to fix bugs in the game, add proper online multiplayer, add a map editor, and improve aspects of the game such as AI, fan-made map/campaign support, etc.
It is still being developed and improved, but is currently stable and can be played.

You must have the original game installed to install this mod, and the version available here at GOG is fully compatible with it :)

Watch the trailer on Youtube
Visit the website (with downloads)

If you have any questions please let me know :)
Lewin.
KaM Remake developer.
I have to ask, having tried this game for a bit - does the mod help with the back-breakingly stupid AI? I get the need for efficient city design, my problem is more with combat and my troops being unwilling to challenge an enemy that just walks right past them.

Regardless, I'll give it a go nonetheless. I think that it's beyond neat that people are still interested in and modding out games that haven't been at the top of the list for years.
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organmike: I have to ask, having tried this game for a bit - does the mod help with the back-breakingly stupid AI? I get the need for efficient city design, my problem is more with combat and my troops being unwilling to challenge an enemy that just walks right past them.

Regardless, I'll give it a go nonetheless. I think that it's beyond neat that people are still interested in and modding out games that haven't been at the top of the list for years.
The AI is not improved much yet. We are writing the code from scratch so it's a lot of work just to get the game to where the original is! We plan to improve the AI a lot, but it will take time to do so. The current AI is better than the original in some aspects, and worse in others. So overall it's not improved.

Troops not fighting when they walk past each other has improved, (it happens a lot less often in the Remake) and we plan to continue to improve it.
Remember that the Remake is still heavily under development so more features and improvements will be added. It's still very playable at the moment, especially online.
Lewin.
You guys have done a very good job. The frustrating AI issues remain frustrating AI issues, but, well, that's the way it is, I guess. The alternative might have unattended troops jumping at the opportunity to start a fight and dropping the hammer on something just in their line of vision - and thus walking straight into a trap. Perhaps better, if you can figure out a way to do it, is to have unattended troops automatically attack anything that they "see" attacking an ally or a friendly building; not being a programmer, there's not much I can offer by way of practical help, unfortunately.
Mind you, I could rail on all day about my archers who refused to join the fight because it was happening right behind them and they were facing the wrong way (who designs games like that?) - but that's not your fault or doing, because they do that in the unmodded version, too.
And all other things being considered - the zoom-out feature is brilliant. The ability to see the network of roads and chains of supply as a whole is extremely useful, as is being able to work on my town while monitoring the potential front line of engagement.
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organmike: You guys have done a very good job. The frustrating AI issues remain frustrating AI issues, but, well, that's the way it is, I guess. The alternative might have unattended troops jumping at the opportunity to start a fight and dropping the hammer on something just in their line of vision - and thus walking straight into a trap. Perhaps better, if you can figure out a way to do it, is to have unattended troops automatically attack anything that they "see" attacking an ally or a friendly building; not being a programmer, there's not much I can offer by way of practical help, unfortunately.
Mind you, I could rail on all day about my archers who refused to join the fight because it was happening right behind them and they were facing the wrong way (who designs games like that?) - but that's not your fault or doing, because they do that in the unmodded version, too.
And all other things being considered - the zoom-out feature is brilliant. The ability to see the network of roads and chains of supply as a whole is extremely useful, as is being able to work on my town while monitoring the potential front line of engagement.
We do plan to improve the AI, the current system is just a placeholder really. But that will be a lot of work and require me to sit down and spend a whole summer holidays working on it or something :p

To make your archers join the fight turn them around, but yeah we'll also improve troop control as it has a few issues at the moment.
I agree zoom is very useful.
Have you tried multiplayer? That's one of the key features we've been focusing on recently and it works quite well.

Thanks for your compliments. It's far from perfect but we're improving it all the time. There's a great community supporting this game and I think we can make it into something much better, and "give it new life".
Lewin.
Have I tried multiplayer? No, not yet. I'm not much for it to begin with. Maybe sometime later. My schedule is not a happy one for random netplay, sadly!
The alternative might have unattended troops jumping at the opportunity to start a fight and dropping the hammer on something just in their line of vision - and thus walking straight into a trap.
Man, I think this can be worse than unresponsive troops. Or units that are set on attack endlessly pursuing their target, which is giving me grief in Company of Heroes right now. I feel like there should be some option to make that not happen, but I can't find it.

Some kind of stance control options might be a good idea for this in the KaM remake -- set your units to attack on sight, attack when friendly is attacked, or hold, and then also controls for how much they pursue -- although I don't know how difficult that would be to implement.
Post edited January 07, 2012 by amccour
Darn, I am going to try this out for sure :).
My congrats as well! I might check this out if I have the time at some point.

Right now I suddenly find myself knee-deep in things to do, and I'm sort of loving it.
This. So much this.

Me and my littlebrother have been playing Knights and Merchants occasionally when we have hours to spare, but we always found it odd that we couldn't add AI to our LAN games and we had other issues like games ALWAYS desyncing (And we didn't realize/notice until just recently,) etc etc. But this?

This rocks so darn much. For the guys in charge, thanks for taking the time to make this! We enjoy this a -lot-!
Post edited November 14, 2012 by asaguda
A small bump considering there is a new release in the works according to the website.
Congratz for the mod
Great mod i also have the HD copy on steam and this mod blows it out of the water i would not call that steam version HD hell it does not even have a speed up button. The great thing about this mod is the villagers are a lot better and no longer jam up the stockplie or inn has easily.
Very good mod that I highly recommend, even for newcommers like me :)
I am really a little uncertain about what version of the game to play... I have started the campaign with the remake, but now I don't know if this is such a good idea as the remake changes a lot of things about the balancing... but it has many improvements over the original as well that I may not want to miss.

Has anyone played the campaign with the remake, or even both and can make a recommendation to me?

edit: I just found these fixes for the campaigns with KAM Remake: http://knightsandmerchants.net/forum/viewtopic.php?f=5&t=2414

I already made it to mission 7 without them, so I don't know if I will restart the campaign again or what I do...
Post edited July 22, 2016 by Pherim