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Enarwaen

WFG Retired
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Posts posted by Enarwaen

  1. Mae govannen, worthy readers!

    It has been a long road and we thanks go out to those individuals who still believe in our common dream. The Project has been hit with many a stepping stone and unexpected twists and turns.

    Nevertheless we continue (mostly) behind the scenes.

    As a treat, let us present you with one of the many great pieces of Concept Artwork by our very talented Naurwen Telemnariel.

    In this particular case you can see Fingolfin, High King of the Noldor, wearing his light armour and holding a blade (which is *NOT* Ringil).

    FingolfinEquestrianportraitBlackBackgroundConceptArtworkThumbWM.jpg

    Click to enlarge

    We will bring you more Concept Art over the next few weeks - so keep those eyes peeled.

    TLA is also in need of a few more good men and women for the following positions:

    • News / Human Resources Manager
    • Game Designer / Design Consultant
    • 3D Modeler
    • 3D Animator
    • Texture Artist
    • Concept Artist

    If you are interested please read the according Job Descriptions carefully. If you feel confident enough, please fill out our Application Form.

  2. mae govannen Rowan!

    ltns ... saw your (edited) post today ...

    TLA is currently focusing on a more scenario-based approach called

    Nern Ennorath (for more info-> http://www.wildfiregames.com/forum/index.php?showtopic=9203 and

    http://www.wildfiregames.com/forum/index.php?showtopic=9734 )

    hence we wont have something like an economy or a comparable building-system as in other RTS games soon.

    your assumption about basing the First Age Elves close to our real-world classical civilisations is a good one though - we are using this approach currently to rework our ingame units.

    but i must stress again - Nern Ennorath *wont* have anything like an economy and a building-system. you will get pre-deployed units as well as already existing buildings within the scenario.

    if you are serious about your involvement, please contact me at my mail-address for further discussion

    cheers

    -bernd

  3. we dont have a release date yet - i'll just put it this way ... "when it's done" :)

    the site will be replaced soon ... this is one of the things that's currently on our plate.

    content-wise we are currently working on revising the Noldorin civilisation (with all their sub-factions e.g. Sons of Fëanor, House of Fingolfin, House of Finarfin and even Gondolin). so once the new website goes live you'll find all the info there.

  4. i've bought it last week - although didn't have the chance to start reading. the artwork by Alan Lee is great though :).

    One thing that kind of irked me - i was somehow under the impression that the Wanderings of Húrin would also be part of the book - sort of as an epilogue ... oh well - we still got HoME for that though :)

  5. oh my - revived ancient topics :)

    as i said some years previously (2003 i think) ... i'm still under the impression that Gothmog was the leader of the horsemen that poured from the gates of Minas Morgul directly after the WiKi.

    All that host was clad in sable, dark as the night. Against the wan walls and the luminous pavement of the road Frodo could see them, small black figures in rank upon rank, marching swiftly and silently, passing outwards in an endless stream. Before them went a great cavalry of horsemen moving like ordered shadows, and at their head was one greater than all the rest: a Rider, all black, save that on his hooded head he had a helm like a crown that flickered with a perilous light.

    the question is - of what race would those "horsemen" be ... i think we can rule out Orcs and Trolls :)

    they did probably consist of Sauron's numerous human subjects from the East or South. but only an individuum with a long service record would be granted the title "Lieutenant of Morgul". so again my gut-feeling leads me into the direction of a Black Númenórean. (compare this to the Mouth of Sauron - Lieutenant of Barad-dûr - also a Black Númenórean)

    The Nazgûl can be taken out of the equation - because *all* remaining eight scramble off towards Mordor after their leader gets it ...

  6. let's start a fresh round of Q&A in here ...

    1. Does the rate at which your manpower is replenished depend upon the difference between your current manpower limit (determined by population) and its current value, or does it just increase up to your limit?

    2. Does building settlements consume manpower, or only producing/healing units?

    ad 1 ) hmmm ... in the "old" system it would just increase to the limit - but since having this Q&A with you here, there might be another possibility :) *hint*

    ad 2 ) the idea here was to "build" a trek of settlers (which would of course diminish you current manpower pool of available population) and send it on its way.

    i don't quite understand what you mean with "producing/healing units" ?

    cheers

    -bernd

  7. The impression that I get from what you are saying is that your population basically determines your unit limit. Is this correct?

    well only the portion of your population that gets assigned to military service (the x % from above).

    even if you don't create new units - and some of our already active troops die in combat - you will see your "manpower" dwindle due to reinforcements.

    example: you have 10 companies á 100 soldiers on the world map (distributed throughout your provinces) and a "manpower-pool" of 500 (which means you could raise another 5 companies from that) - you make battle with your enemies and afterwards have 3 companies at say 50% strength. then your "manpower-pool" will be depleted by 3x 50 new recruits that get drafted to reinforce the depleted companies. which leaves your "manpower pool" at 350.

    the "manpower pool" gets filled slowly again after X time - whenever new recruits come available. so maybe after 10 minutes you would be at 360 and slowly increasing further.

    1. In most RTS games, buildings also have population-type functions (e.g. somebody has to breed those soldiers or shoot those projectiles). Will there be a building limit?

    of course - building settlements and expanding them overtime will yield more population. although our "Global Strategy Mode" will treat this similiarily as e.g. Rome TW does - meaning you can improve your settlements over time. the only difference is - you can found your own settlements on the world map. building limit per se - only on how the advance of your settlements limit you (and the needed resources of course)

    2. Will deaths of units reduce your population (and need to wait

    to be replenished)?

    of course - see my answer above.

    if an army comes raiding a settlement - of course the villagers are also at peril.

    3. Will units otherwise cost commodities as is usual with RTS games, only with a more dynamic and sophistocated unit-limit?

    this has to ironed out yet. but if we look at the old design - yes you would need some economic muscle as well to upkeep your armies as well as civilians. although i'd like to have an open ended system where you don't have a set unit-limit but merely your own economy limits to what amount of armies you can field.

    4. Suppose you have no population in a provice, and thus a unit limit of zero, but you want to send in an army. How do you manage that?

    a province does not have a pop-limit at all. you can move your armies (or even your settlers/engineers) across the worldmap. having armies in unoccupied / hostile provinces of course puts a strain on your logistics. once you found a settlement you take possession of an (unoccupied) province.

    Heh, thanks. I'd only be happy to help - the only reason why I haven't applied to become part of the team is that I understand realistically that I'm too busy to contribute hours per week to the project. :)

    well there are always options of having you as an "Consultant" when it comes to design the Population System.

  8. alright - here's my long promised reply to your very interesting post.

    i must admit the population system for our "Global Strategy Mode" is not very refined - not the least in any way close to the formulas you presented here.

    it is more of a mix of a "fixed" procreation constant for each race/civilisation and a maximum allowance of inhabitants per province. having more settlements in a province added to that procreation constant. having specific resources (e.g. fertile land, huntable game, access to the sea ...) in a province also gave a specific bonus for that province.

    the total amount of max. inhabitants of all of your provinces determines your population limit.

    from your pop limit you can assign x % to your armed forces (thus limiting the amount of unit training), y % to resource gathering (food, wood, stone and such - which are in turn needed for sustain your populace, building new outposts/settlements/fortifications as well as keep your armed forces operative), z % to your work-force (producing goods, building structures/settlements ... even researching new techs).

    we don't have anything like immigration/emmigration planned - although i think it's an interesting approach.

    the death-rate would similiar to your formula function in such a way to take into account deaths on battle-field but no accidental deaths ( :) ) as well as take into account natural deaths.

    i find it quite fascinating nonetheless to have someone with your knowledge regarding population dynamics in our midst. maybe when the time comes to actually create that part of TLA in our "Global Strategy Mode" - i think we might have use of your expertise ;)

    :)

  9. Some measure of randomness to the damage I think would be realistic - although also to be realistic, an average hit with an average weapon should be fatal to an average soldier (none of this nonsense of a unit with 100 hp causing 10 points of damage on a typical strike).

    yep - thats one thing that we have planned as well.

    although your mentioned 100hp/10damage example stems from a quite different approach - namely that one unit on screen actually represents a "stack" of units - meaning e.g. 10 units. this is the RTS's legacy from their ancestors -> board games.

    but they way we want to represent our version of Arda would be quite a "realistic" approach - including one-hit kills ;) although the player will get some say in this with choosing protective armour as well as defensive stances for his units.

    about the "super"-natural elements of Arda - rest assured we've got that base covered. i was merely listing the "physical" damage types.

    some exotic units will sport something like an Aura - which has certain effects on nearby units with all the effects that Tolkien described in his texts.

    same applies to "global" or better called "external" events - that also have certain effects on your units.

  10. @Beren - concerning the combat model as it will be used in the game.

    we don't have anything TLA-specific programmed yet - so basically it's all still theoretical.

    we can't simulate something like you said in an earlier post about target-zones (e.g. head, body, arms or legs) - that's more what current RPGs do. but we will make a difference when a unit is attacked from the front, sides and rear.

    we also do differentiate between hack / pierce / crush damage (and some more exotic forms i.e. when it comes to dragons, balrogs and such). every unit gets assigned the respective damage types (according to their weaponry) and in the same time get assigned certain armour-types that do or don't protect against the different damage-types.

    what we'll also do - is to portray the units on screen in various formations - all with their pros and cons.

    your example of a surrounded elf-warrior against multiple orcs is just an example on how our attack-direction system will work. the orcs from the side and rear will of course have a large advantage and a high chance of taking out the lone elf rather quickly.

    regarding incoming arrows - every unit will have a base-stat (depending on unit type, armour ...) that will deliver its chances of being hit by an incoming arrow. so it's basically all down to numbers ;)

    hope that helps!

  11. Ugh - everything else aside, that kind of poetic description leaves an impression that defies disbelief. (Sorry, Tolkien!)

    but these kind of description is the stuff that we'll stick to - even if they would defy (our) reality - but this is ME ... so different "rules" do apply

    regarding Elves and guerilla warfare - yes to a degree - you'll find examples of this behaviour lots of times (Laiquendi, Marchwardens of Doriath, Finrod's Guards on Taleth Dirnen - just to get some examples from the First Age) ... but even more often you'll have open warfare (i.e. Noldor) who are going head to head (and most of the time vastly outnumbered) but still due to their power (of their fëa) and their vastly superior equipment they *do* make a difference.

    so i'm afraid - basing my orientation on the texts - i'll have to disagree with you ;)

  12. I would think that the Liaquendi would have some spearmen to help out also, but yes.

    well that is exactly the problem that we are facing alot when defining our civilisations. we do not have any proof or textual references on the type of units deployed by the Elves of Ossiriand - only that they were "light-armed". our assumption is that (looking at their behaviour/lifestyle/background) they would only have access to the weapons ( or better said "tools") of the hunt - thus making them mainly using bows and daggers as secondary weapons. having some spearman might be a sensible idea though ;)

    But the victory of the Elves was dearbought. For the Elves of Ossiriand were light-armed, and no match for the Orcs, who were shod with iron and iron-shielded and bore great spears with broad blades. And Denethor was cut off and surrounded upon the hill of Amon Ereb; and there he fell and all his nearest kin about him, ere the host of Thingol could come to his aid. Bitterly though his fall was avenged, when Thingol came upon the rear of the Orcs and slew them aheaps, the Green-elves lamented him ever after and took no king again.

    After the battle some returned to Ossiriand, and their tidings filled the remnant of their folk with great fear, so that thereafter they came never forth in open war, but kept themselves by wariness and secrecy. And many went north and entered the guarded realm of Thingol and were merged with his folk.

    regarding your pop.dynamics thread - not yet sorry - too swamped at work currently - but it's on my todo-list :D

  13. @Beren - yes ... thats pretty close to the current plans. e.g. if you feel bold enough you can play as the Laiquendi of Ossiriand (under their leader Denethor) who can only employ unarmoured archer-units. so don't expect to fare well, when going toe-to-toe with some of Morgoth's orcsies. but in the same time you can expect some help from your allies like the Sindar under Thingol. (provided that there *IS* such an alliance in place)

  14. @Rober: yep thats how i perceive all the heraldric designs in ME as well.

    regarding the game - you'll be glad to hear that you'll have *many* different sub-factions of our civs at your disposal.

    e.g. the Noldor alone do currently have 14 distinct heraldric emblems - and thats not including Gondolin and it's Houses (add another 12)

    we just recently got a new artist onboard, who'll tackle the increased need for new heraldric emblems ;)

  15. @CT - application received and answered

    @Tathar - sorry for not replying earlier (or "pulling a Barliman Butterbur" ;) ) - but since it's just me currently dealing with recruitment - i beg you to have a little more patience since i'm currently totally busy with my job and the fact that i just moved to a new appartment with my family ...

    regarding your application as texture artist - i'll hook you up with a base texture that we are using within the game and you'll do your best to impress us, right? - expect an email within the next 48 hours. thanks for your patience!

  16. just a quick update - before the Entings get restless ;)

    we've hired two new people - a conceptual artist who will work on TLA's heraldic emblems and we've managed to coax an experienced fellow to act as our Sound/Music Deptartment Leader. so be prepared to hear something from then when they've settled in.

    but we're still searching for Texture Artists and 3D Modelers ... *hint* :D

  17. it's not only down to resources ... there will be many more factors to take into account for the potential powermonger - e.g. your population growth, your logistic & economic capability ...

    to put it short - our Strat.Mode isn't AoK anymore :shrug: (but it's still a looooong way off)

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