Source video:
All questions and answers are praphrase and summary.
@ 4:11
Q: You are a company which is making their own engine, can you tell us about this more?
Armağan: The most beneficial thing of making our own engine is we know what kind of engine our game needs so for example when you look some new games, they look pretty good on screen but when 30 or more npcs start to be spawn, game starts to slow in performance but ours doesn't.
@ 5:39
Q: You said you are improving AI and you don't want to see all AI are doing the same thing in battlefield. How can the game involve this amount of npcs at the same time? Can you tell us about this more?
Armağan: We want to make very huge battles but while we do this, we don't want sacrifice certain things. For instance, even an AI of one soldier or movements of one of the horse's mane are important for us. We can make battles which involve 10000 soldier but as I said we don't want to sacrifice certain things. In sinleplayer, we can do battles like 300vs300 sometimes 400vs400 with ease but we don't know the highest limit.
@ 9:15
Q: Why is taking so long to make this game?
Armağan: Our game is a complex game and maybe we are very perfectionist company. When these two factor comes together, some process can be prolonged. For example, our UI were made from scratch for
3 times but we are so happy about the third one. Another example is that we made our main map from scratch with a new techonology just a few months ago. So we can remake some features from scratch again and again until we are happy about it but I think we are at the end of the process of remaking things again and again.
(I just translated the parts which are important for my point of view.)