SuperCaffeineDude's Replies

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 92 total)
  • Author
    Posts
  • in reply to: Paul´s Art Corner #19188
    Avatar photoSuperCaffeineDude
    Participant

    -sobs- Beautiful! And yet you tease us with the promise of cooler still hidden content lol, look forward to seeing the rares eventually.
    You and your team have been doing a wonderful job, and as little time as I get to play BBros these days it’s delightful to see the progress you guys make :D
    Hope all’s going smoothly!

    in reply to: Paul´s Art Corner #19136
    Avatar photoSuperCaffeineDude
    Participant

    That’s interesting dude, a shame it doesn’t work too well making distinct colour differences.

    But what’s with the southfarthing hobbits smuggling their pipeweed over the border, think of the children!
    Nah looks great, the billman looks particularly good!

    in reply to: Paul´s Art Corner #19093
    Avatar photoSuperCaffeineDude
    Participant

    Sorry as a follow-up technical question, do you apply a hue changer to some items (shields and armour), or are they individually textured?
    It’d be great if there were some kind of way to cheaply randomise the saturation/colour/brightness of some of your items with some sort of mask, just to add a bit of variety without you having to draw and import hundreds of designs.
    Or would that take more time? idk if it’s been suggested or discussed, all the best!

    in reply to: Paul´s Art Corner #19091
    Avatar photoSuperCaffeineDude
    Participant

    A vanity slot would be awesome! these all look fantastic, they have a lot of distinct character and you’ve really given them luxurious vibe.
    Great work man, can’t wait to see it in game

    in reply to: Enhancing Negotiation #18912
    Avatar photoSuperCaffeineDude
    Participant

    I like the idea of damaging a relations by being greedy, maybe even improving it by being altruistic

    in reply to: Paul´s Art Corner #18862
    Avatar photoSuperCaffeineDude
    Participant

    Cheers! generally I use GIMP when I get the opportunity to draw.

    (I upscaled my suggestions here)

    I take it you use adobe photoshop? The victory screen is looks real nice, very intricate. Look forward to seeing what you do for the Greenskin & Undead events!

    in reply to: Paul´s Art Corner #18835
    Avatar photoSuperCaffeineDude
    Participant

    Cheers! Just as another suggestion some lower tier weapons might be pretty sick for tradesmen, peasants and zombies.

    The scales look fabulous though :D, I can only imagine how much effort goes into the larger pieces, is that the last big image you’ll be doing, or do you plan to do more?

    in reply to: Advice on Direwolves #18823
    Avatar photoSuperCaffeineDude
    Participant

    They’ll almost always move first, so unless you have the armour for it, you’ll have to be able to kill them on the 1st turn they spend closing the gap,

    Honestly though there’s no profit in fighting them. You’re just better of taking up quests against the undead and bandits that’ll yield you the loot you’ll need to guarantee you won’t take loses against “fast” enemies.

    I guess you could try going without ranged attacks, go shield and club & spear, have your spears fend them off, and your clubs stun them, while your polearms work behind whatever shieldwall you can muster. Since wolves get about 3 attacks a turn, a swordsman might do well using the Riposte with a shieldwall. Shields are most important though.

    But best advice is to avoid them till you can take hits

    in reply to: Boss Enemies #18697
    Avatar photoSuperCaffeineDude
    Participant

    Really like the idea of an albino wolf, I think that’s some nice low-hanging fruit. There are some boss enemies already in game, the greenskins and undead have leader units, I would dig some less intense bounty quests for particularly nasty individuals though like direwolves and petty murderers.

    in reply to: Paul´s Art Corner #18696
    Avatar photoSuperCaffeineDude
    Participant

    That’s looking really cool, I just wish this wasn’t the only time I’ll see the victory screen :D

    “Battle Sister!”, Hopefully later in an expansion going by the FAQ, would buy just for a run-away nun outfit ha.

    Just to reiterate my suggestion, an entertainer costume would be fun if there’s time :p (knife bundle = 4 tile light option??)

    in reply to: Paul´s Art Corner #18638
    Avatar photoSuperCaffeineDude
    Participant

    Nice, look forward to having a manmade heavy-crossbow, and the high-tier dagger and low-tier bill-hook sound very useful. Some cool steam achievements btw.

    Whilst unique items are cool, what might be nice is a motley jester outfit for the entertainer backgrounds, and maybe some throwing daggers for the jugglers :3

    I really like improvising with the early game equipment and seeing living/undead peasants use their tools of their trade as weapons, perhaps we could see more of those? Low-tier weapons like slings, tool hammers, scythes and sickles maybe?

    in reply to: Patrol Contract balancing #18583
    Avatar photoSuperCaffeineDude
    Participant

    I tend to take them, I demand higher prices pair head twice, then meander my way to each village, low risk and fantastic if you find a horde of units. The contracts I never really take is anything involvings orks, followed by goblins (RNG on ironman makes them more frustrating than orks at times), it just never seems worth it when the Undead and Bandits are easier to beat.

    in reply to: Wildmen as enemies #18228
    Avatar photoSuperCaffeineDude
    Participant

    I agree with having wildmen, I think it’s low-hanging fruit the devs could implement easily.

    A viking sub-faction of bandits would also be cool.
    Classic round-shield chain-mailed small-arms brutes.

    With both less worried about them bringing something unique to the table, I’d be into it just for the visual variety.

    Perhaps for wildmen I’m thinking add wildmen as a massive force of individually ineffective skirmishers.
    Weak reed/bone armour and headdresses, if anything, with some wood/stone/bone/bronze weapons would also be nice though.
    Perhaps with a druid that can empower allies or sap enemies will, and a skin-shifter that can maybe turn an ally into a tank or control an enemy.

    in reply to: Paul´s Art Corner #18109
    Avatar photoSuperCaffeineDude
    Participant

    Mechanically they wouldn’t add a lot, but contextually I feel they’d be great.

    Throwing few wives/daughters/maids/whores into the mix of civilian battle encounters would be cool.
    And they could feature in rescue/defend quests (men too). And more offensively in unregulated armies, infrequently in mobs and commonly in zombie-hordes.

    With female recruitment; I’m sure there are many reasons a woman might flee their oppressive or mundane life (i.e. a witch hunt), and their stories would be interesting to read and could create interesting events around their backgrounds and how men might react to a woman in the ranks.

    But that’s a lot of artwork to do female bodies/heads, hair, clothing, icons, etc.

    in reply to: Some conceptual ideas #18077
    Avatar photoSuperCaffeineDude
    Participant

    I like the idea of units being trained organically with a weapon via use, maybe track 3 weapons per mercenary; current, best, 2nd best. For me a more organic training system over the level-up system would be awesome, not sure how that would play though.

    I would prefer an upgradable wagon that unlocks merc and inventory slots. But I honestly don’t think this game suits allowing players to collect more than your troops can carry. Imagine how much it would cost you to keep troops on standby, or have supplies sent to a warcamp. I understand the desire to accumulate loot and upgrades to track progress, but with procedurally generated loot it just seems like you’re never going to have enough space.

Viewing 15 posts - 16 through 30 (of 92 total)