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Enarwaen

WFG Retired
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Posts posted by Enarwaen

  1. this is another example of outdated information :shrug: as things are standing now - every civilisation will be unique in its own way. if you choose to play say a small civ ala Bree or the Shire you will have all kinds of options that are defined in your civ's profile (meaning unit types, trade goods, diplomatic stances/allegiences, economic capability ...) - although your potential survival amidst your stronger neighbours is completely something different. (e.g. an more or less autonomous Shire caught into the conflict of Angmar vs. Arnor ...)

    but this game mode (code named "Strat Mode") is still a loooong way off B)

  2. @Deacon & Thumbs!

    sorry - that was an oversight on my part - i meant to reply to you - but i somehow forgot about the whole issue due to my turbulent real-life then (wedding preparations, buying a new appartment ...)

    as it is now - the project is currently not in need of new Game Designers - we've got pretty much everything covered by our existing GD's. What we *do* need are people who like to have a hands-on-approach on the game-engine itself and start creating content for TLA (e.g. modifying .xml files ...) and people who can model/texture/animate - thats our current focus now.

    again - mea culpa - for not responding properly to your applications :)

  3. questions ... questions ... questions that need answering ... :banana:

    sorry for the long delay - but i was away on honeymoon for three weeks and didn't have proper time to answer all the questions you've posted in here. i will remedy the situation beginning now ... stick around!

    What will the weapon switches be? Sword and bow, or a different combination, and is it player or AI controlled, or both?

    that will depend on the unit - a warrior unit will most likely be able to switch between a spear and a sword/axe combination. an archer will be able to switch between bow and sword or any other melee-weapon. the unit system that is in place within the engine already will let us be quite flexible when it comes to unit types (keep in mind our prop randomization feature as well).

    about AI controlled - that remains to be decided - currently it's all manuall - but that can change further down the road.

    And are company fomrations still in, one of my favorite features in the game.

    of course :blush:

    It would be interesting to include all of the Orc subtypes: Goblins, Snaga, Uruk, Uruk-hai and so forth. That would add a nice variety to the gameplay.

    there *will* be different kinds of Orks available ...

    True, but I'd like to see a "Wild Orcs" race - Orcs out from Sauron/Saruman's thumb. For example the Orcs in the Misty Mountains in the Hobbit, I already mentioned. I seriously doubt they were under anyone's control.

    currently we are working exclusively on the First Age - although you can picture a more or less independent Ork faction that flees the destruction of Beleriand and ends up in the northern reaches of the Misty Mountains and begins to pester both the Dwarves from Mt. Gundabad and the Northmen (akin to the House of Hador) who reside in northern reaches of the Vale of Anduin. Although those Orks would later again be under Sauron's thumb as he overran Eriador in SA 1695 ff and used them to close down any passes over the Misty Mountains. But in the first half of the Second Age they would be pretty much independent. I can already picture some nice campaigns and scenarios for that ;) *ahem*

    Are you going to have the wolfrider units work the way Night Elf cavalry works in WC III, where the animal and rider are separate units that you couple together during play? Wargs I think could exist as independent units, they are intelligent (or semi-intelligent) after all. Would it be possible to make the randomised appearance of the warg, and of the orc, carry over into the combined appearance of the wolfrider unit? Likewise, would individual warriors/archers/whoevers retain their randomised appearances when grouped together into groups or companies? That would be cool.

    yes we are planning to use that type of unit behaviour. and yes - there will be 'stand alone wargs' - although don't pester me about mounting/dismounting :drunk: - that's something that hasn't been decided upon. and yes of course - wargs will also have their random appearance - same goes for horses and other ingame fauna.

    more later ...

  4. Is TLA controlled in any way whatosever by religious fundamentalists?

    fear not! we are advocating a neutral approach on this topic. everybody is free to pursue (or not) his/her own religious leanings. i can only speak for myself when i'm saying that i am an atheist.

    internally it is an 'un-written' law that team-members should not participate in an controversial religious or other sensible discussion - and if they do they should mark the oppinion as their own, which has nothing to do with the rest of the team.

    Because if so I want out right away. I was literally flamed out of the last Tolkien community I tried to join because my religion is different from theirs... I'd prefer not to repeat the experience.

    perfectly understandable - but to sum it up - we are in no way religious zealots ;)

    Maybe I'd like to help a bit.

    -> our Application Form

  5. the unit lists have been reworked - so the current ones are not 100% accurate anymore.

    the concept of having Orc Warriors has already found it's way into the Design Document - we are going to have warrior units that can switch weapons - also with the prop randomizing (as you can see on 0 A.D.'s screenshots) we can do a pretty generic looking orc horde :P

  6. @Ellen: Welcome to TLA!

    Rest assured that the design team takes utmost care to portray Arda as it was envisioned by the Professor. We have some threads in the internal team forums that address exactly those points that you have listed and you can expect that it will be built that way into the game.

    Anyway - enjoy your stay here @ WFG :P

  7. I'm the bringer of sad news today - it seems over the past few months some individuals found it funny to put their spam into our Ardaquenta. We've now taken steps to avoid this misbehaviour and this misuse of our Wikipedia by only allowing registered users to commit any changes to Ardaquenta.

    Due to this measure, I have disabled now all previously registered AQ users who are not TLA team members. If you would like to have your edit-priviledges back just reply in this thread.

    I know it is a harsh step - but it was necessary.

    If you do not want to directly contribute to our AQ you can always post your ideas and drafts in the AQ Article Draft Forum

  8. a little update from the personnel front ... this last week alone we've been hit with 4 (!) applications ranging from concept artists, 3d modelers and one essayist.

    we will keep you updated when we do welcome new members into the team

    cheers

    -bernd

  9. we are currently working behind the scenes on stuff like 'The Look of TLA' as well as getting our hands dirty with 3d modelling ... as soon as we have something to show we will post it in the news :)

    in the meantime - if you are bored - feel free to register on our AQ and fight back the apparent spam that has creeped in there :P (or alternatively - make some new articles :D )

  10. currently we are focusing on NE. it is still undecided what will become of the old concepts (including economy, research ...).

    we will consider this once we've progressed a bit more with our current plans and find some time to do some planning ahead. but currently this is not an issue for us.

  11. i'd say pre-pre-alpha :) we are currently assembling all the needed tools and manpower to start cranking out content.

    and yeah - as i've written in the other thread - the information on website is outdated in most cases - you'll have to wait until we've established the forum-driven content. currently the most uptodate info on the project can be found in the public forums

  12. the civ list is currently undergoing some changes - meaning we currently expand the base civs to include the distinct sub-factions. one other thing that is happening - we'll probably make the former 'minor civs' playable as well.

    you'll learn more of this once we've established the forum-driven content.

  13. So, for instance, the Houses of the Noldor would each have the basic stock of Noldorin units, but each house might have a few additional units unique to itself, or at least non-uniformly distributed among the various Houses?

    exactly - e.g. the House of Fingolfin will have access to Mounted Archers

    If guards are being removed, is the concept of Home Area also being removed? Do Citizens have a militarization feature?

    correct - the Home Area concept was ditched. concerning the militarization of civilian units no decision has been made yet - although i dare to predict this gameplay concept won't find it's way into Nern Ennorath.

  14. @Beren - the above unit list is more or less still intact - although you might scratch off the Songweaver as it is now - also the Guard/Sentinel/Soldier unit will be combined into one basic soldier-unit.

    the thing is - civilsations like the Noldor will come in different flavours - determined which (Sub)Faction you are playing. For example if you choose the House of FĂ«anor you'll be treated with a slight different unit-list than e.g. House of Fingolfin. This 'modular' setup allows us to include many more specialised civilsation sets such as the Gondolindrim as well as the folks from Nargothrond.

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