[ian-reeds-games] Re: some suggestions for age of warlords

  • From: dan cook <dan.scook@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 29 Oct 2014 23:43:09 +0000

LOTR could certainly be doable, what with games such as tactics on the
PSP essencially being similar to TB.
The only thing I would love really in warlords is a way to transport
units, like artillery.  though I do understand why this might not be
implimented, and I've specifically placed my inn in a more useful
place for that purpose.

On 29/10/2014, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
> I completely see your point Al on the difference between RTS and TBS.
> Command And Conquer, as you may know, is a real time strategy (RTS)
> game. And I'm not sure if it really fits turn based strategy so well. So
> I see what you mean. I have started to look into the possibility of a
> C&C mod for SOundRTS, I already have a Blitzkrieg mod out there. But
> that's a topic for somewhere else!
>
> I think you could do a LOTR in turn based style. You'd just have to look
> at different situations and/or make the units fit turn based rather than
> real time. Real time seems to handle swarms and swarms of units better
> than a turn based strategy does. So turn based you might have less units
> and trickier situations that you can't just swamp your way through,
> unless the situation calls for it, of course.
>
> Just a few thoughts.
>
> Craig
>
> On 27/10/2014 01:47, Allan Thompson wrote:
>> Actually, no. I based age of warlords on an old amiga 500 turn based
>> fantasy
>> wargame called warlords.
>>
>> I think any LOTR mappack should get it's own folder and sounds, since it
>> is
>> such a classic story that requires excellent sounds and  a different game
>> play and style I think. Just my opinion.
>>
>> Warcraft games are good for real time, but in TB it is hard to simulate
>> those types of games. We can come close, but  sme things just don't
>> translate well. My starcraft mappack is slow going cause of  the
>> diffrences
>> between real time and turn based gameing, but I am getting there   ,
>> hopefully.
>>
>> al
>>
>>
>>
>>
>> -----Original Message-----
>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Josh k
>> Sent: Sunday, October 26, 2014 9:16 PM
>> To: ian-reeds-games@xxxxxxxxxxxxx
>> Subject: [ian-reeds-games] Re: some suggestions for age of warlords
>>
>> or are you trying to make age of warlords the ultimate fantasy map pack
>> game
>> like a combo of lord of the rings and dota2 and world of war craft and
>> minecraft?
>>
>> On 10/26/2014 7:22 PM, Niklas Rittinghaus wrote:
>>> Hi al,
>>>
>>> hmm, that's a good question. I thought about making destroyable or
>>> movable strucktures in a situation were the enemy or you try to move
>>> to a unit in order to attack. And you could use objects on the map
>>> like rocks for example to make a barrier the enemy has to deal with
>>> first. This would protect your unit, for example. I had no special map
>>> in mind, like I said i hadn't played so much till yet. I only imagined
>>> that could add new strategical possibilities. You know, just objects
>>> you can use for some tricks like in the zombie house as well, were you
>>> can
>> use Objects to distract the enemies.
>>> best regards
>>> Niklas
>>>
>>> Best regards
>>> Niklas
>>>
>>> --- Ursprüngliche Nachricht ---
>>>> Von:         "Allan Thompson" <allan1.thompson@xxxxxxx>  Wichtigkeit
>> Normal
>>>> Gesendet am: 26.10.2014 23:04:07
>>>> An:          ian-reeds-games@xxxxxxxxxxxxx;
>>>> CC:
>>>> Betreff:     [ian-reeds-games] Re: some suggestions for age of warlords
>>>>
>>>> Hi Niklas,
>>>>
>>>> I will have to think about these suggestions. I can see a rogue or
>>>> assassin unit making a trap of some sort.
>>>> Destroyable structures are currently in certain maps. Do you mean you
>>>> wanted destroyable structures to be available in the dual maps, for
>>>> instance in the player's cursor? Or do you mean you want a unit to be
>>>> able to create a destroyable structure on the map?
>>>>
>>>> The stack script makes the grouping of units possible. The problem is
>>>> that I think it would  do serious balance damage, and  the computer
>>>> can't use it, making it a one sided affair. I am also not sure which
>>>> units should be able to stack and  how  the different units  would make
>> different stacked units.
>>>> For example,  if I stack three infantry together, is it different
>>>> with  2 infantry and 1 cavalry, or 2 infantry and 1 wizard? It is a
>>>> lot of  balance issues like that that concern me.
>>>>
>>>> al
>>>> -----Original Message-----
>>>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Niklas
>>>> Rittinghaus
>>>> Sent: Sunday, October 26, 2014 3:12 PM
>>>> To: ian-reeds-games@xxxxxxxxxxxxx
>>>> Subject: [ian-reeds-games] some suggestions for age of warlords
>>>>
>>>> Hi,
>>>>
>>>> i haven't played through all maps in age of warlords but have some
>>>> suggestions wich could be added if they aren't implemented already:
>>>> - the ability for you and the enemy to set up different kinds of trabs.
>>>>
>>>> - some places were you or the enemies can be hidden to start a
>>>> surprising attack. Trees, rocks, caves or something like this could
>>>> be used for such things.
>>>> - Using objects as baricades so that enemy units have to destroy them
>>>> or to move them away in order to get to you.
>>>> - The ability to attack in groups, i mean not to give an order to
>>>> only one unit but to a group of units so they can attack at the same
>> time.
>>>> Maybe that could extend the strategic possibilities even more. What
>>>> do you think? Only a few ideas that come to my mind.
>>>>
>>>> Best regards
>>>> Niklas
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>
>>
>>
>
>
>

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