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Dare WolfParticipant
I would like to add that even in cases than settlement is not placed on shore but just relatively close to sea the absence of harbor seems quite unnatural. Especially for “large trading hubs” ans so on.
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Dare WolfParticipantWell, nice to hear this. If somebody likes lore’s update it seems more legit for me.
But another thing which disturbs me is historical realism especially. We have north then its nice to have nords, okay. But why another bones-wielding semi-nude barbarians? They seems okay if being placed near Celtic warriors or Roman legionaries but for classic or late medieval setting isn’t vikings would be more appropriate? Maybe some kind of fantasy-norman-rus-like vikings, with nice armor and double-edged war-axes or something? C’mon, we don’t have The Wall with Night’s Watch here! I was hoping for something like advanced raiders with shore landing sites.. :(
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Dare WolfParticipantDoes game support such an attack outcome like target was hit without real damage delivered? This is one of the most realistic result if you hit armored or quite robust and thick-skinned enemy, btw.
If not then looks like this is the cause of issue.
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Dare WolfParticipantI remember calling out dogs already was suggested before same as many other features. Despite of such a command seems quite useful I would like to draw attention to some natural limitations which should be taken into account.
I have very limited personal experience of operating dog in a situation roughly comparable to combat but, as for me, it’s not really much you can do after having dog unleashed. Theoretically, yes, you can call dogs back while they are surrounding target looking for the right moment to launch an attack. But trying to communicate a dog when it’s already engaged in combat is quite silly and rather useless idea.
Second if you have your dogs chasing prey beyond close vicinity to you, without direct visibility and further than bow shot distance then… good luck for you and your dogs. You better count on their ability to hang on by themselves until you arrive and finish the job. If you can’t then you better reconsider the idea to unleash you dogs on a prey you can’t get. Otherwise be ready to have your dogs just distracting enemy with futile and likely suicidal attacks.
As it currently is in the game if I’m not mistake.
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Dare WolfParticipant1. Not adequate indeed. It was a couple of mods about pause:
Pause after leaving town (https://www.nexusmods.com/battlebrothers/mods/39)
Mount n Blade Pause (https://www.nexusmods.com/battlebrothers/mods/55)I consider second one the most useful though not tested them on latest versions.
2. I’m not sure what are you talking about but I still occur enemy already shown on global map being “unknown” in before-battle decision window.
3. As for adaptive enemy equipping this may be not bad at all or even more realistic than it looks. Before going to battle player supposed to change brothers’ equipment to choose the better gear to fight particular enemy so why can’t enemies do the same?
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Dare WolfParticipantBy the way, it would be nice to make characters in “fleeing” status drop their weapon on ground, especially large and encumbering items when character’s fatigue level is high.
The fleeing characters carrying weapon they don’t even try to use for self-defense looks quite awkward. Since they just running away everything that can lower run speed should be thrown and dropped. Worth to be suggested separately.
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Dare WolfParticipantJust signed in to support this suggestion.
Puncturing “fleeing” surrounded enemy is not fun at all. It’s boring, stupid and stupidly cruel. I would glad to have them surrendered and stripped from armor exactly as it said in existing after-battle event.
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Dare WolfParticipantAwesome graphics, so nice, neat and lovely! Sometimes I pause the game just to enjoy the view.
It’s quite sad that no battle in locations are implemented (
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