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  • in reply to: Taking of Cities #25512
    Avatar photoBatBro
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    ANOTHER issue about taking cities: how can I tell is “cityname” capital or not? For example, my company cooperates with a noble house whose neighbour has an awesome castle (placed closely to wilderness, has blacksmith, armorer, temple, iron vein and both furnaces nearby!) and another one which is squeezed in a corner and has nothing more than a tavern, kennel, fletcher and quite crappy blacksmith. When a crisis will start and lords start fighting, I’ll take great pleasure conquering the first castle. But what if that one is capital??? As far as I know, capital cannot be taken. Description of that noble house just says they are sort of inbred psychos, nothing useful. Both castles look identical.

    in reply to: Suggestions Forum #25509
    Avatar photoBatBro
    Participant

    I’ve just realized that human enemies don’t have any sounds. Greenskinz and both types of undead have their own “voices”, but we, humans, the most vocal of all species, are completely mute, and that’s weird. Game already has some phrases as part of urban ambient; so maybe you, developers, add some more? Battlecries, orders, taunts, heavy breathing… well, you got it. I don’t suggest that all types of human enemies (soldiers, brigands and barbarians) should have their own sounds – no, it would be good enough if they just have something.

    in reply to: Suggestions Forum #24377
    Avatar photoBatBro
    Participant

    Hi devs! Can you add an option for oncoming DLC, so that player can deal with all three crises in a single run? Or four, if you’re planning to make some invasion of Northmen a-la Warhammer FB. First one should be nobles’ war, I guess, so towns wouldn’t be lost forever too early. After that – whatever. Player’s crew should be cool enough to handle greenskins, undeads or vikings, regardless of circumstances.

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