One thing you could do in TGII was train up your children so their stats would be better by adulthood. They can still be commanded to do everything a slot person can. I mention this because thats one of the main problems with giving a cart to an employee is when they die and it doesn't get returned to your business :/ (Should really be put into the general storage, warehouse or converted to gold value since it wasn't technically the employee's property)Ĭurrently you can control more than three characters if you micromanage, the three character slots seems to be more about having three main characters to concentrate on controlling, otherwise you'll have to hunt the map, use a house or use people list to find those family members that you haven't got slotted. They should really be part of their estate either deposited back in the businesses storage where possible, given to their offspring/family or at the very least broken down into a monetary value and some taxed by the city. Items on characters however are still lost when a character dies. (Although community mods might have fixed that) The carts don't do "spinnies" where they just turn on the spot and don't go anywhere like TGII occasionally would do. The professions available are a little different from TGII, and they can still appear a little imbalanced with some making alot of coin/XP/fame while others produce very little. Perhaps those placeholders could of been turned into statistic information or something useful so it wouldn't trigger people so much. It doesn't have the interiors of the prior and I think that tends to upset some (especially when they click a building and told they can't look inside :/) I'm guessing the message might of been there originally for further development like a placeholder but it never got fleshed out. Ideally it should really be look at as is it a game that fills the void of such economic citybuilding rpg elemented dynasty type game that can be played both cooperatively or competitively with others.Ĭurrently it plays well in the sense that it's stable. I wouldn't try comparing The Guild II with The Guild III, mainly because people find disappointment in such comparisons.
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