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Thread: Assassins and Rebels

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  1. #1

    Default Assassins and Rebels

    Hi all,

    I'm curious as to why you cant assassinate your generals that rebel against you?

    stupid little blighters are rebeling all over the show

  2. #2

    Default Re: Assassins and Rebels

    Maybe because is hardcoded?

  3. #3

    Default Re: Assassins and Rebels

    ah.... maybe that is the reason then!!

    there is SOOOO many things i miss from MTW 1

  4. #4

    Default Re: Assassins and Rebels

    Makes you wonder what any future M2TW expansion would allow. Assassin's bumping off unfavourale generals and clergy being able to burn them as heretics, not to mention spies able to blackmail them into quitting.

    If at all moddable - I would dearly like to see the small keeps and fortified manor houses from the battlemap useable for garrisons like the current simple fort style camp. Maybe in an expansion - CA develop seige warfare (on the borders) and greatly improve fighting in urban builld up and cities - they bleeding need to!

  5. #5

    Default Re: Assassins and Rebels

    Quote Originally Posted by Tokus*Maximus View Post
    If at all moddable - I would dearly like to see the small keeps and fortified manor houses from the battlemap useable for garrisons like the current simple fort style camp.
    I was thinking to hack the exe to allow them to be not destroyed on the map so much I'd like them

  6. #6

    Default Re: Assassins and Rebels

    Quote Originally Posted by Tokus*Maximus View Post
    Maybe in an expansion - CA develop seige warfare (on the borders) and greatly improve fighting in urban builld up and cities - they bleeding need to!
    Yes, I was also hoping to be able to build small stone forts, maybe taking multible turns and quite expensive?? Are maybe with a max of one to three forts per settlement. And a moat would have been nice, except it would probably complicate things to much, having to fill them in and all.

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