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Posts posted by Radagast

  1. I thought that Professor Tolkien's grand vision (as related in the letter used as the preface to The Fellowship of the Ring) was that he was merely providing the base mythology and that others were to be inspired to create the music, art, and all other elements of a culture! We are not allowed to do what Tolkien wanted of us?! Ridiculous- where does Christopher stand on this issue?

  2. I think that the campaign against Quintus Sertorius would make an awesome Iberian Campaign. Some ideas for factions:

    *(player) Quintus Sertorius, brilliant Roman general who rebels against Lucius Cornelius Sulla's government and flees to Iberia; combination Roman and Iberian troops.

    *(enemy) Quintus Caecilius Metellus Numidicus Pious, methodical Roman personally selected by Sulla to contain Sertorius. Shrewd, but does not have the reputation of a great general.

    *(enemy) Gnaeus Pompeius "Magnus", overconfident son of a barbaric general; still, he might prove to be a major problem if he can keep his veterans alive.

    *(potential ally) Mithridates VI Eupator, king of Pontus and a man with a keen interest in distracting Rome from the East.

    *(neutral) Hellenic colonies, potential supply or navy bases, assuming they can be persuaded to join you or are conquered.

    *(potential interloper) Ptolemy V Alutes, ruler of Macedonian Egypt (not Pharaoh, much to his chagrin). Has ambitions to make Alexandria the new Carthage and rather resentful of Sulla, his "benefactor".

    Historically, Quintus Sertorius did not loose the war, but was murdered by his ex-Roman collegues. This could be a "what if" scenario, namely "What if Sertorius's legates were loyal?"

  3. Sorry to revive the dead thread, but I have some belated input. :)

    The evil Dwarves were mentioned in The Hobbit- the Goblins occasionally had dealings with them. Besides, evil is seldom a quantifiable condition- I have no doubt that Elves and the more ethical of the Men would find some Dwarven actions reprehensible, while the Dwarves themselves are expected to jealously guard their wealth and avenge any offense. Tolkien asserts (through Elrond) that "...nothing is evil in the beginning; even Sauron was not so." This has the twofold meaning that there is always a chance that evil will not be found where it is expected, and that all creatures have the ability to be evil. Therefore conflict between or within races is entirely plausible. After all, you are not controlling your entire faction, just a single outpost in whatever contested region you may be occupying.

    Edit: Sorry, I didn't see the second page ;)

  4. I thought that there is a fair degree of development already in place, at least for the First Age. Look at the features page; there are unit rosters for at least four civilizations.

    I think that it would be a good idea to start a forum subcategory specifically for community contribution- concept art, proposed game mechanics, and reminders of potentially useful bits of Ardic (is there an adjective for Tolkien's world?) lore would probably all be useful to our pending development team, and it would keep us interested in the meantime.

  5. Aldandil is a bit nearer the mark with what I intended- the citizen-soldiers don't necessarily level up into a new unit, but gains proficiency at certain tasks. A citizen who has spent over 1 game-minute of building gains a mark in the 'construction' category and consequently builds 5% faster; subsequent marks hike that bonus up as he/she becomes more proficient. This would not have to be a very overt occurrence, perhaps not even being visible to the player at all- just a tip of the hat to the fact that initial training is the starting point, not the apex.

  6. It would be neat if a unit could gain experience in specific skills rather than a making a generic level; Farmers gradually get better at farming, builders at construction and repair, and warriors at melee/archery/horsemanship... etc. This could conceivably allow units such as elite engineers- citizen soldiers that perform equally well at living off the land, constructing siege works and fortifications, and still fight superlatively- the Roman Legionary springs to mind. Anyway, I'm not sure if that kind of detail could be implemented in this engine, but just in case, I think it would make for some pretty impressive gameplay.

  7. The Last Alliance and 0 AD will both be using the same game engine. As 0 AD has a larger dedicated team and far more community interest (in terms of forum activity), TLA is mothballed until the 0 AD reaches a manageable level of development. If anyone else has taken a look at the pre-alpha release, they will know that it may be a while. Personally I am still stoked over even that much development- I wasn't expecting a release for some time yet!

  8. There is a much older thread describing how resources work; basically, everyone has access to iron, wood, and stone for general construction. Every race also has its own set of trade goods that they alone can procure. For example, only the dwarven houses can obtain mithril directly, and only the Sindar can make lembas. The only way for other races to gain access to these special resources is by trade; they recieve a slow trickle, the magnitude of which is determined by the amount of trading infrastructure they have built. This makes alliances and trade routes very important, as some of the best faction units are likely to require or at least be improved by special resources. Keep in mind that this is all from memory, I may be mistaken. I will try to find a link to that thread.

    On the fire, I thought the point of the story was that Eru was surprised when the dwarves cowered in fear because they wouldn't have if Aule had made them as mere extensions of his will. I thought that he decided to be merciful because the dwarves exhibited independant will.

  9. Even if the process is carbon neutral, it still contributes CO & CO2 to the atmosphere, where they would have remained earthbound in solid form. Yes, technically it doesn't add anything to the pollution system, but shifting our land waste to the air is not the answer. Finding a fuel with less harmful byproducts should be our top priority, not finding new ways to produce our current destructive one.

  10. Yes, but think about it. If you were raised in such a setting as an orc, you may not turn out so different from them, even if you are a nice person. Orcs are surrounded by terror and death their entire lives. Any sign of mercy from one and he would immediatly be set upon by his comrades. Morgoth and Sauron have no use for mercy, as it would gain them nothing, so they do not tolerate it in their servants. I do not think it is possible for an entire species to be evil, because there is no species free from notions of envy, revenge, and other "evil" feelings.

  11. If it's not too much work, could resources be stored on the map? That would make raiding tactics much more effective than they are in other RTSs. You'd charge in, raze a warehouse or two, then run before the bulk of the defending army can respond.

    Better yet, you could raid a storehouse and steal all the food, and then run away with it, bolstering your own supplies for that final push, leaving the hapless defenders without the resources to train more units.

  12. I like how Rise and Fall Civilizations at War uses ships. In that game, ships are basically mobile platforms for archers, infantry, and siege equipment. They can board other ships, ram them, or shell them with artillery. While they are not ideal (variety stinks, there are only three types of ships of which the only difference is their size) Rise and Fall's ships are a gigantic step foreward from say, Age of Empires.

  13. The Romans were supposed to be the greatest engineers in history, so why not add someting to the game to show this? Assuming terrain plays a significant role in 0AD, Roman legionaires should be able to actually alter the land and make earth walls, trenches, and all the other useful little things that they put around their camps to make them so impregnable. The Roman armies, particularly under Julius Ceasar, used this to their advantage: remeber the siegeworks at Avaricum? Ceasar blocking underwater rivers to cause the wells to dry up at numerous Gaullic towns? I'm not saying that the Romans should start out with these abilities, just have the possibility of getting them. After all, how can you replicate the seige of Carthage without the earthworks.

  14. When you talk about Celts, you leave out one very important character that makes many of the Celtic problems dramatically less; Vercingetorix. He united most of Gaul, and invaded those who did not join his confederacy against Rome. He made the Celtic armies carry sheilds and wear chainmail, and greatly reduced the tension between tribes. Suddenly you goes from huge screaming hordes of Celtic and Belgic warriors to one huge screaming horde of armored, disciplined Gaullic warriors. Sounds like one big headache for Rome, doesn't it?

    Also, I think that Roman Legionaires should be able to actually alter the terrain and build ditches and earth-walls, assuming that terrain plays a part in 0AD.

  15. Perhaps Islamic Arabs? They were around that timeframe I belive. They would have the best ironworkers, so that means very high attack! However, most didn't wear very much armor...

    I completely agree with the AOE thing. there has been no good game that does those ancient civs any credit since then. Even AOE has been lacking in diversity.

  16. I like the idea of cavalry moving during their attack. It could be taken much farther, though, if cavalry units carried their charge streight through the enemy formation and attacking as they go. Once they are all behind the formation, they should wheel around and charge again form the back. This would make cavalry charges much more realistic in that once they reach the front line, they wont just stop and attack until that line is dead and then move on to the next one. This would also limit the effectiveness of cavalry and make infanty and archers nessecities to finish off the enemy after its formations had been scattered and damaged by the cavalry. This would eliminate the "Super Cav. Rush" that had so dominated the Age of... Game Series.

    The prices for good cavalry units might even drop a little bit because they have to cost what their worth. This solves the Persian War Elephant problem, because in reality, it is no more difficult to maintain a mahut and his elephant than a chavalier and his horse.

    If morale were to have a substancial effect on the game, it would be fun to have cavalry charges weaken moral as well.

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