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Viewing 15 posts - 46 through 60 (of 65 total)
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  • in reply to: Paul´s Art Corner #15566
    Avatar photoLove Gun
    Participant

    Very nice, very nice.

    Heres a preview of the inventory/roster screen. That sucker really needed a lot of work.

    Does that mean this is the final look of the inventory/roster screen?
    There is pretty much brown without a structure on the roster part, the stash and the equipment part.I think, that is a little problematic. Is it supposed to be hide or leather stretched over a wood frame? After some inspection that’s what I would guess.

    One also can see 18 slots for mercs. Does that mean there will be up to 12 mercs fighting and 6 will be in reserve, since it was said that one won’t be able to control more than 12 on a battlefield?
    Will one be able to decide how much of your mercs have to fight or will always 12 mercs fight, if one has 12 at least?
    And the tent slots are for camp followers; up to 9 one can have?

    That would make sense, but I decided to have the same border for alle injury icons to tell them apart from the other icons like traits and backgrounds.

    I thought something like that, that their look is supposed to be unified.

    While some of the former temporary blunt injuries depicted bruises, the updated image shows only bone fractures.
    Are those icons supposed to display the same degree of damage, where the only difference is their source? If so, I would say the blunt injury icons should display bruises rather than fractures, because in my understanding a fracture is more severe than a cut or a stab wound and takes longer to heal.

    in reply to: Paul´s Art Corner #15554
    Avatar photoLove Gun
    Participant

    I reckon, a missing nose belongs to the also-bonus-granting ones then. ^^

    Well, it could be done. Like cause fear in all humans next to him. Or all humans who can see him (there are helmets that obscure view). But only when he doesn’t wear a helmet or wears a helmet that doesn’t cover his face. Could also affect allies (and by the way – I think that all brothers have too strong starting morale).

    I thought more of he does not have to smell all the foul-smelling stuff like Swamps, Wiedergängers, Orcs, Goblins, Direwolfs, Thugs and Bandits. ;P

    Hey Paul,

    have you got anything to show? I’d even take WIP.^^ Come on don’t leave us/me high and dry like Jan did last Friday. ;P

    PS: Have you thought about putting less or no blood around the temporary blunt injury icons? Since blunt injuries aren’t (as) bloody (as cutting and percing ones).

    in reply to: Paul´s Art Corner #15535
    Avatar photoLove Gun
    Participant

    If I may – Mordheim: City of the Damned made an interesting implementation of wounds: some of them granted certain bonuses on top of giving heavy mallus (for example: losing an arm made a character harder to hit). It was a good idea to incentivize keeping wounded characters in play.

    Permanent

    I reckon, a missing nose belongs to the also-bonus-granting ones then. ^^

    in reply to: Ork Warlord Helmet #15479
    Avatar photoLove Gun
    Participant

    But there is a lute as a weapon so crushing a lute on orc’s head is eventually possible =P

    http://images.akamai.steamusercontent.com/ugc/271716374316419571/9815C21341F1C2C7A1DC102E6486F28003DC8320/
    http://images.akamai.steamusercontent.com/ugc/271716374316420285/CFE0E97DDE4A01B4354CBA6777D11CA60F73CEF7/

    It came with the Minstrel. Upon hiring, seeing it the first time, I thought it was just a visual addition to the Minstrel background, because it is somehow painted different from the other weapons; I guess it is the missing bold, black contour.

    I never used it though; I deemed it to valuable to waste it in a fight(since, as far as I know, it cannot be bought and is kind of rare to find on Minstrels) and secretly hoped for another usage(unfortunately it is not tied to the Minstrel singing event, boosting its result; instead the Minstrel suddenly has a Lute). So it filled an inventory slot for pretty long until I sold it, because I needed space and it seems to be more a gimmick than anything else; too bad.

    PS: Maybe someone active on the Battle Brothers Wiki could make a melee weapon entry for it, since up to now it has none. http://battlebrothers.wikia.com/wiki/Melee_Weapons

    in reply to: Paul´s Art Corner #14556
    Avatar photoLove Gun
    Participant

    Far more interesting: Objects occupying more than 1 combat tile. Due to the way our game engine works we had to be creative to find a solution to make this work. Heres how we are doing it. We are cutting up the object into pieces and put them back together when the combat map is generated.

    Hey Paul,
    is this also the solution for multi tile enemies?

    And another thing: Seeing the pictures, I thought, it would be a cool thing, that would add to the atmosphere, if sometimes fitting weapons, that would be usable, would lie next to certain objects(or could be “looted” from them), e.g. a wooden stick from a camp fire, an axe from the split-wood-object or a knife or butchers’ cleaver from a table.

    PS: Have you got more info about the Goblin Longaxe http://vignette2.wikia.nocookie.net/battlebrothers/images/7/7c/Goblin_weapon_05.png/revision/latest?cb=20160328164328 and the Shaman Staff http://vignette2.wikia.nocookie.net/battlebrothers/images/d/d6/Goblin_weapon_06.png/revision/latest?cb=20160328164243 ? ^^

    in reply to: Paul´s Art Corner #13266
    Avatar photoLove Gun
    Participant

    Superb!
    Would it be possible to create some overlaying additions to trees and bushes to expand the diversity without the need to draw everything from scratch? For example tree holes, parasitic plants(misteltoe), ivy, carvings, cuts or even partly missing bark, old bird-nests, dens at the roots, mushrooms, fruits, berries or nuts.

    What about making complete flower tiles?
    I think, fighting on flower meadows, that would have something.

    Since it can rain on the battle maps, what about puddles?

    Will the ancient skeleton models and their equipment completely replace the current ones? In my opinion it would be nice, to have both.

    in reply to: Something I found very clever #12901
    Avatar photoLove Gun
    Participant

    What happens, if you name your company just “The”?

    in reply to: Paul´s Art Corner #12900
    Avatar photoLove Gun
    Participant

    You are right, the merc on the left has turned his head a little too far to be looking at the city. I started out with him facing the city directly but it looked kinda awkward with the mail coif if you cant see anything of the face.
    I also liked the pipe on the sitting merc, but was a little hesitant because it may have looked relaxed or peaceful :)

    In my opinion you had it spot-on on the picture with the smoking merc.
    All three looking at the city, would have had a sense of unity, although they appear to be quite different characters(due to their different poses and by association their mindsets), they have a common goal.
    With the sitting merc smoking it has a semblance of calm, the calm before the storm considering the dark, overcast sky, and underneath a peaceful town(smoke rising from the chimneys) making me think they will have to do an inglorious job there, in this unsuspecting town. And now they are resting for the last time, but there are no jokes, no talking, just pondering: Will we make it; How many will survive this time; Will I survive; Is it really worth it? Considering the castle and only some sunrays breaking through the clouded sky, there is little hope for success.

    Heres what I have been working on yesterday (still wont be shown officially until tomorrow, so keep quiet ?
    A new look for the Direwolves (formerly known as werewolves)

    What drove those fellas mad? Did they got their heads banged too hard? https://www.youtube.com/watch?v=TaivSqwgAvk

    Apart from that I just started work on the combat tiles. Nothing spectacular to show yet as I start out with repainting the old tiles (grass etc).
    Cheers!

    Don’t let us wait a month again.^^

    in reply to: a team with 12 xbows is just too op #12783
    Avatar photoLove Gun
    Participant

    The knock back should not work on Orcs. They are supposed to be immune to knock back.

    You sure about that? Was it not only the big orcs immune?

    Yes, I think you are right. I had the big bad ones in mind.

    in reply to: Paul´s Art Corner #12764
    Avatar photoLove Gun
    Participant

    Nothing new? ^^

    Having the old and the new starting screen in direct comparison, one can see the huge improvement made.
    I think of the merc depicted on the left, that he must have or had a leading position, since he stands so upright(he has to act as a model after all), compared to the other two, who seem to be a little more worn out.
    But exactly that is awesome. It shows that such a way of living comes at a cost – it wears you out, emaciates you. That is why I would have loved it, if you would have kept the sitting merc smoking (He does smoke a pipe, doesn’t he?). It would have emphasized, the wearing-out effect, but also makes him appear to brood about something(perhaps about recent events or he is questioning the live he chose, and with the look at the city in the distance, maybe even hoping for a better future).
    As it is now, with his torso bent forward while sitting but his head held high, he seems to be apathetic, the only one, that is not looking at their destination. If the two do look at their destination, then, I think, the head of the one with the boar spear is turned a little bit too far to the right; nothing of his face should be seen, but one can see the right eye slit of his helmet, so he must look at something more to the right – the ocean?

    But I guess, it is finished and won’t be touched again, will it?

    in reply to: a team with 12 xbows is just too op #12684
    Avatar photoLove Gun
    Participant

    Well, if you can get the Goblin leader crossbows, they work great on Orcs. Not only do they do more damage, but they will knock them back one.

    The knock back should not work on Orcs. They are supposed to be immune to knock back.

    in reply to: Paul´s Art Corner #12683
    Avatar photoLove Gun
    Participant

    I see. Then maybe one day.

    What are you working on at the moment? Can you give us a sneak peek? It has almost been a month since you posted some of your art – You have to do something about that. ^^

    in reply to: Suggestions; Impressions; Compliments #12277
    Avatar photoLove Gun
    Participant

    Pre-selecting the Skills would be neat, but i don’t consider it essential.

    More essential than toggable helmets. ;P
    I did not mean it to be designed for skills only, but also for the attribute points. Or do you remember how many points you have put into which attribute of one of your mercs, let alone 12 mercs? If you do, I can only imagine, that you always pick the same attributes anyway or you note it.
    With the option of pre-selecting, you do not have to think of the distribution of points for every individual merc again and again(especially when you continue a playthrough after a break) and one can create new and altering builds easier.
    Sure it works without my described addition. It would be a convenience; much in the same line of not needing to manually follow caravans, that some people complained about. But while caravan contracts are only one type of contract of several, the point distribution is omnipresent.
    I think the game would benefit from such a system.

    Maybe a good way to improve the Flail could be reducing the difficulty of hitting shield bearing enemies, as the chain allows it bending before hitting, i believe. Not sure about it, but is one of the first thing Wikipedia claims in it’s article.

    That’s already the case for the flail’s basic attack “flail” by ignoring the shield defense bonus of targets bearing shields.
    ( http://battlebrothers.wikia.com/wiki/Melee_Weapons )

    in reply to: Along the Road: A Day at the Fair #12255
    Avatar photoLove Gun
    Participant

    No-fan here again. ;P

    Some ideas, that cross my mind right now:
    (The return of the anteater^^)
    Since the anteater is also a part of the hunting story. Maybe you can make it that after you saw the show, and when you visit the fair another time, it is stated, that “The Amazing Aardvark” escaped.

    There could be goblins coming to free their kin/shaman.

    One of the merc could ride a pony/donkey and is thrilled.(much like the passage about “I wish we had horses”)

    Or the band could act a little bandit-like. Stealing one of the prize winning animals(or make a snatch buying the second place cow from her disgruntled owner at an extraordinary low price), getting food. Take revenge on the scammer, by robbing him in the evening/night.

    Furthermore you could write something about a juggler, a fire-eater, some ambigous talk about a sword-swallowing artist, a theatrical performance, who-dares-to-challenge-the-strongman (in a fight), strongman games or a merc losing his heart to the belle of the village or anything else relating to the village, that could be transferred to the fair(e.g. robbers that use the fair to clear the villagers houses of all their valuables, while they are enjyoing the fair. And maybe it turns out, that the robbers work together with the travelling people or that is what the village people do believe and you as the merc captain have to judge.).

    in reply to: Suggestions; Impressions; Compliments #12254
    Avatar photoLove Gun
    Participant

    My thoughts on some of your notes:

    1) Toggle Helmets
    Very nice and original idea.

    2) Casualties
    Same here! It’s hard to remember how the attribute points and the skills for every single brother have to be spent, so that they do end up how you want them to be. For this reason it would be very nice, if one could not only see the character sheet of a fallen brother, but also see how many points you already have spent in which attributes and even pre-select how one wants to distribute the points/skill-points for each merc and then just confirm, if the points indeed shall be spent as predetermined or if one wants to differ at level up. In addition, it would be great, if one could save such builds and load them to each merc at will.

    5) Half Swording
    Good idea for a perk-to-be.

    6) Melee with Throwing Weapons
    I think the same. It would make sense; to have at least the (degraded) basic attacks of their respective melee weapons. (They do lack a second skill anyway. ;P)

    7) Goblins are Overpower
    I think it would be enough to restrict the goblins’ unit mix and their weapon usage, to create weaker goblin units meant for early to mid game.
    Something like, if they have poison arrows, the melee units don’t have nets or vice versa; or if they use nets, the shaman does not cast this roots spell.

    8) Skill Fatigue Cost
    -I think that is more a problem of the flail’s special skill. Why choose “hits one of three targets”, when you actually always want/need to hit one specific target. I suppose it has a higher hit chance, given that it is targeted at three instead of only one entity. But if you want a higher hit chance a spear is the, more accurate, better choice. Maybe a (chance for a) morale check, that is tirggered for the units, the lash is targeted at, would make its use more appealing, because they all fear to be hit or a foe using a flail, constantly swinging it above his head is kind of intimidating.
    Another way, I can think of, could be to reduce the lash’s fatigue cost, below the one of flail; or to add a melee defense bonus of 5 for one turn, so that it is more appealing for tank builds; or add a third skill, that is only usable together with a shield equipped, that rises the bonus of the shieldwall by another 5 or 10, simulating that enemies don’t dare to attack.

    PS: The edit button is new, isn’t it? ^^ …I love this button already.
    PPS: For some reason empty lines are not transferred from the post to the editing window. I hope this can be changed.

Viewing 15 posts - 46 through 60 (of 65 total)