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Thread: Stainless Steel 7.0 Preview II: Gameplay Features II

  1. #321
    Torak's Avatar Libertus
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Cant wait

  2. #322

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Panties = Wet

  3. #323
    Daddl's Avatar Libertus
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Is there a current development status? Yes, I know, its done when its done, and it will be done brilliantly

  4. #324
    Byg's Avatar Read The Manual
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    I'm fairly sure you will have to wait months so enjoy what there is now, try out some submods etc.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  5. #325

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Sorry to ask this again...but how much of the mod is complete? say, 40 %?


  6. #326

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    since topic is lately "offline" I would say surely not this summer, perhaps Xmas present

  7. #327
    strife1013's Avatar Campidoctor
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Maybe before Rome II :-)


  8. #328

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    just awesome

  9. #329
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Can someone restore the pics please to allow us all to see the wonderfull things that described?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  10. #330
    Ferdiad's Avatar Patricius
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Quote Originally Posted by strife1013 View Post
    Maybe before Rome II :-)
    Woah there, thats a deadline.

  11. #331

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Quote Originally Posted by Ferdiad View Post
    Woah there, thats a deadline.
    Nah man, that's called a "reasonable expectation"


  12. #332

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Be awesome to see 40 units in the next patch if the engine allows it.

  13. #333
    Chazz1225's Avatar Miles
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    I remember in April you talked about a release date saying you'd decide on one after the release of Diablo 3 which was in April/May, well........... it's been 3 months, you got our release date? don't make me go Stewie Griffin on you xP

    That aside still epicly geed for 7.0 can i ask there there going to be any roster changes to any factions, the Cumans could use a wider unit selection and i also remember an earlier post by someone commenting about the Mongol/Cuman voices is it remotely possible in you infinite superiority above us (gee up) that you could provide a new voice sample for them? Maybe give the teutonic order a slight change to their speech so they don't sound like German lovers. Up to you, and looking forward to it coming out!!!!

  14. #334
    Dior Eluchil's Avatar Foederatus
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    I like the controllable inquisitors!

  15. #335

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    I don't usually chip in, just quietly enjoy the work. However considering how much I've played/whored SS over the years I felt compelled to say thanks for all the great work.

    The new features in 7.0 look utterly fantastic too, can't wait.

  16. #336

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Just wondering, do re-emerging factions only appear if they have some of their starting territories, or what? And would that mean it would be possible for the Mongols and Timurids to re-emerge, despite not having any starting territories?

  17. #337

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    I would love to get more interesting Victory conditions. The never ending and rather boring "Take 50 settlements" are outdated. I have not though that much about what an alternative might be, but I believe it is natural that the conditions are different for every faction since they have different starting positions, number of provinces etc. Difficult to make perhaps, but you seem to be able to do the most incredible stuff.

    All the best
    Less is more

  18. #338
    Chazz1225's Avatar Miles
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    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    I think with 7.0 they really need to fix up some units values, for example the Burgher Pikemen of the Teutonic Order, you might as well call them Pike Militia cause they are the exact same in attack and with a blacksmith they are the same in defence, they should at least have a 2 in attack and a 3 in charge bonus when recruited, i mean it says in the unit description that they are one of the better trained militias, make it so then!

  19. #339

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    Can I throw money at this to make it come faster?

  20. #340

    Default Re: Stainless Steel 7.0 Preview II: Gameplay Features II

    The preview's pictures are no longer there.

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