LOL, I guess you would like to mount catapults on the backs of dragons? That would be a WMD of terrible proportions! Yeah, I purposefully wanted artillery to be powerful, but slow. It was a game balance thing, sorry. Good use of the inn though! al From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of dan cook Sent: Wednesday, October 29, 2014 7:43 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: some suggestions for age of warlords 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 >>>> >>>> >>>> >>>> >>>> >>>> >> >> >> > > >