Hi Craig, Yeah, you hit it right on the head. The real problem is that the two different genres of game play just don't easily mix. The value and availability of the individual unit is the crucial point for me, not to mention the concept of time in both genres as well. RTS is all about speed, while turn based is all about strength. I don't know if I would ever do an LOTR map pack. I don't think I could do it justice. I think it would just end up as a warlords map add on, sigh. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett (Redacted sender "craigbrett17@xxxxxxx" for DMARC) Sent: Wednesday, October 29, 2014 7:15 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: some suggestions for age of warlords 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 >>> >>> >>> >>> >>> >>> > > >