CastleBuilder
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Maybe it's just me, but the military units seem to be moving faster than your average civies. With knights DEFINITELY being slow as nails while moving around in defensive positions.
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@DrWhoCares Maybe they can make the trees have more "gravity" to them. In the simplest words I can muster, for those who are lost, many games out there have engines that let you determine just HOW MUCH gravity affects entities that exist within a r…
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" I am at wave 30 and when it is 30-40 seconds left before wave start I press call to arms and they get their gear, place them at their positions, clear the wave and then move them back to their work tasks. But the time with micromanagement to get a…
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For exapmple: Time Between Waves, easy means 10 minutes and medium means 7 minutes and so on. Since I've played alot of RTS games, specially those of the 4x variety I figured this is what you meant already to be honest...
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Oh you were talking about building stuff. Yeah the current arches we have right now are pretty weak aesthetics wise, however I think the builder AI would have to see a major revamp before these are realistically introduced.
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Multiple RTS games with the ones being most notable to me being Empire Earth 1&2, Rise of Nations and Age Of Empires let you tweak difficulty settings in various ways. From map load out, to resource distribution, to victory conditions, starting …
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@DrWhoCares "The issue with doing that is the stairs have no support." Why not have the bricktons dig out said support then? I've never tried to carve out elaborate structures with dirt however so correct me if it's currently impossible to do this.
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It's been said multiple times by the team that they have been fiddling around with the idea of water, however a solution on how to implement it has not been reached. This is for both performance wise and gameplay wise. Honestly I don't think they ev…
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"Want me to change it" ¯\_(ツ)_/¯ I mean, if you want bro, it's your thread and suggestion, I'm glad you agree with my opinion on said suggestion in all honesty though.
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WARNING LARGE WALLS OF TEXT INBOUND 1) Kind of agree with this 2) While I myself am comfy with the current time limit it does seem rather silly that the only thing that seems changed between difficulty modes is the load out you're given at the sta…
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@DrWhoCares Oddly enough the knockback would RARELY make archers fall forward, rarely. But yeah building design freedom and the current state of the micromanagement meta game is why I'm against knockback physics right now. If anything maybe we can …
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Oh I'm wholly with you, the game's UI IS NOT using the space properly and is filled with clutter that doesn't help functionality.
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Agree with this idea, but additionally I think the planks should be dropped neatly tied with a knot and stone bricks be left as is. Edit: Forgot to mention that the reason why is simply for simple identification purposes. Hell additionally you cou…
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3rded this is a good idea
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Honestly I don't like this idea for two reasons, one important, the other one not so much: First one because it ruins Castle Story's infantry and tower defense dynamics. Meaning what's stopping players from using the Samurai as a late-game unit they…
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Instead of having them be a boring microing specialty unit that will die in a few hits and only serve to distract; Why not have the ninjas be a support unit who is able to sabotage structures by making them unusable for a limited amount of time? Add…
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Why not have the sword's blade and the center of your shield be your team's color? If a sketch is needed I can provide one...
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Then the GUI for the game would have to be redesined as well. Since right now the HUD only has room for the priority system right now.
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It's not really about difficulty buddy, I just think that with the current troop movement mechanics it would become an extra chore to do. If the current troop mechanics allowed us to set a permanent defensive position which archers could take withou…
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Not gonna lie, having to baby a task and then set said task to medium after you create it is rather annoying.
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Hmmm it would be interesting if there was a setting that would let us manually decide the number of workers we could add to a task. But I think that would add more needless tedium to the game.
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Honestly I DO NOT miss this feature at all. The reason why is because having to MANUALLY reposition your archers in the middle of a wave, or after is a pain in the ass to be honest. The game is already plagued with micromanagement and I do not welco…
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Are you talking about the menu that gives you stock on all the resources you have inside your stockpiles? If so, man I rarely use that so I didn't even notice its absence. But since you're a conquest player I do realize just how important such a men…
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Thanks man, while I don't use slowing walls too often it is pretty annoying to see these guys get preoccupied on destroying them instead of searching for shorter paths to traverse whenever I decide to do so. I'm more of a grand entrance filled with …
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Totes, I was just about to make a thread about this! Posting to bring he post count up!
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I am one of many necromancers and shall bump this thread, I can't believe we reached 1.0 without this implemented!
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Instead of crappy ascii art, have some crappy MS Paint art that better illustrates the problem and a screen cap of what's going on
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Here's two saves in the same map replicating the error, and now I know what triggers the erratic enemy AI behavior. IT's not just a 1 high brick wall, but rather when you build slowing walls in a Meso-American pyramid style, which is the best I can…
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So basically a light reskin with a few economics tweaks here and there? You know it'd be cool if there was a Curroptron mode you could play that's inherently different to the current Bricktron gameplay. So the curroptron mode would be that you sta…
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Good ideas here, which I will flesh out, feed back is welcomed. Personally I think King of the Castle and King of the Hill should be two seperate game modes not one and the same. One where players defend an old derelict castle they have to repair an…