xdj1nn said:Terco_Viejo said:578 said:Terco you are much more successful in indirect trolling and answering to others, take my place, I need to lay low from the forum cops (I am being watched, shhhh)
Oh, I'll take that as a compliment. I also tell you that you have to know how to dance with the devil under the moonlight. It is also true that having the advice of my James Gordon particular in the city Uxkhal, sometimes speeds things up.
xdj1nn said:Frostic said:TaleWorlds removed those features because they didn't work in the gameplay. I take their word for it. I don't want to see any of this back
I don't, I think they've removed those because they couldn't figure out a way of making them work properly, likely due to technicalities rather than "unfitting" or "not fun"...
We have already commented it in several occasions; under my point of view the explanation of why they decided to eliminate the castle building was much more forceful and qualifying by means of the contribution of weighty reasons that the "explanation" of why the ambushes were not included.
Both features are problematic to implement due to how they should work. Castle building can be made, and it won't affect the game if they do it the same way that 1257ad modders did. Only a single castle per game. And there lies the problem imo, they would either force such castles into generic ones, or they'd have a massive overflow of unused resources from possible castles that were not picked for "building". Imho I'd totally support it even if it meant having a single spot only in which we could build one, but seeing as the community usually reacts to things, there would be a massive cry-out against that too...
Ambushes, well, they should at least add them as an game option imo... Let the player decide when and if they want to get bothered by it... Cutting seems rather weird.
I expect it would have been one generic buildable 3 level castle per faction. Even so they would soon seem samey when sieging those constructed everywhere by the ai.