Trig's Replies

Forum Replies Created

Viewing 8 posts - 106 through 113 (of 113 total)
  • Author
    Posts
  • in reply to: Paul´s Art Corner #1816
    Avatar photoTrig
    Participant

    I actually tried to make some of them “half converted” to wolves. But man did that look like a stupid 80s movie haha.
    Variations for the heads is something we want to do for all enemies, especially the wolves and orcs would greatly benefit. The ghouls as well.

    Hey! Nothing wrong with cheesy 80’s movies! And if you throw in Molly Ringwald too, then it’s pure win! :D

    But I didn’t mean such radical variations as wolf or semi-wolf faces, but rather teeth length, level of opened mouth, different position of ears, scruffiness of fur, etc…

    in reply to: Paul´s Art Corner #1814
    Avatar photoTrig
    Participant

    Nice! :)
    But if yer changin’ ’em, maybe change their faces around a bit too? Anything which makes units look less like clones is a good thing.

    in reply to: Paul´s Art Corner #1805
    Avatar photoTrig
    Participant

    No rush…

    in reply to: 'The Beast Faction' #1779
    Avatar photoTrig
    Participant

    Certain creatures could inhabit certain areas of the map. For example up in the north, the snowy vast landscape could be home to dire wolves and the fabled yeti.

    I suggested single four- or seven-hex enemies to the team before. But since you mention the “European” orientation of the game, what would a Yeti (Asian) be doing there? If anything, Norse mythology has Frost giants.

    Personally I am against cramming everything into games, all possible manner of monsters and game/movie clichés, but instead prefer when they stick to some concept. Even if it’s a mythological concept, it better be thought out and consistent…

    in reply to: More suggestions/questions #1772
    Avatar photoTrig
    Participant

    Since tiles are mentioned I’d ask something here too.
    In one of your screenshots the brothers and monsters are standing next to some sort of shack or barn. But in all the Let’s plays all fighting, even when assaulting some hideout, takes place in the wilderness. So, does the procedure to generate a battlefield ever take nearby buildings into account and will any of these be in the game? Defending an actual village with huts and shacks does open a lot more tactical possibilities than the wilderness each time, nicht wahr?

    hut

    in reply to: Ideas for a "Full Experience" #1756
    Avatar photoTrig
    Participant

    Not sure if we mean the same thing, but I also recommended to the devs, that they enable selecting one of your brothers as the company “captain” and his picture in his current armour would then represent your company on the strategic map, as well as give him some leadership/morale bonus (and malus if he’s killed in combat, of course).

    in reply to: Paul´s Art Corner #1749
    Avatar photoTrig
    Participant

    Check out the reworked monster cave and the all new “buried castle” :)

    Who dwells within?

    Avatar photoTrig
    Participant

    Tactical strategy are probably my favourite game type. I’ve spent a lot of time playing these:

    UFO:AI, the community-built version of X-COM, http://ufoai.org/wiki/About

    Expeditions: Conquistador, http://store.steampowered.com/app/237430/

    Fallen Enchantress, http://store.steampowered.com/app/228260/

    Legends of Eisenwald is also shaping up, though still has some way to go, http://store.steampowered.com/app/246760/

    7,62: High Calibre, not exactly turn-based, but very fun still, http://store.steampowered.com/app/289890/

    But now I’m very enthusiastic about Battle Brothers. :)

Viewing 8 posts - 106 through 113 (of 113 total)