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Messages - Fëanáro

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Total War Mods - The Engineer's Shed / Re: Fourth Age: Total War
« on: May 02, 2014, 09:44:10 PM »
I added some pics of the newer units.

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Total War Mods - The Engineer's Shed / Re: Fourth Age: Total War
« on: April 30, 2014, 12:34:29 AM »
I added some images to the OP.

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Total War Mods - The Engineer's Shed / Fourth Age: Total War
« on: April 29, 2014, 10:55:51 PM »


Fourth Age: Total War is a mod for Barbarian Invasion 1.6 that tries to bring a vision of the Fourth Age of Middle-earth as close to Tolkien's vision as possible. It is one of the oldest mods for Rome: Total War, having started development shortly after the release of the game.

It is an innovative, original mod that conforms to the highest standards of graphical and coding quality.

The mod follows a modular approach which means that the team develops small, playable portions. Thus far there have been three modules. Corsair Invasion, Forth Eorlingas and The New Shadow, with the fourth and final module, The Dominion of Men in development.

Dev Diaries

Dev Diary #1

Spoiler (click to show/hide)

Dev Diary #2

Spoiler (click to show/hide)

Previews

Unit Screenshots

Spoiler (click to show/hide)

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RTR 0.5 Imperial Campaign / Re: Faction Reforms
« on: March 30, 2014, 11:54:43 PM »
Europa Barbarorum had a very good Reform system. For example, when playing as the Seleucids and you lost against a Cataphract-using army, Cataphract reforms would activate. Would it be possible to have something similar?

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RTR 0.5 Imperial Campaign / Re: Discussion: Historical Battles
« on: March 17, 2014, 12:12:24 PM »
Preview battle of Cannae , part 2

Summary of locations and information about the battle

http://www.dailymotion.com/video/x1hpruj_preview-canae-2_videogames



Marvelous!

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RTR 0.5 Imperial Campaign / Re: Workshop: The Map
« on: March 15, 2014, 11:25:19 PM »
That would be good if we didn't had hardcoded limits like 199 provinces, 21 factions and 7 cultures. With that map, the provinces would be way to big and the rebels would hold most of it. The original map seems to be the best compromise.

I agree. Most would also never be able to see the more cast-off parts. Which would mean that a lot of effort would have gone into something more that is more likely than not; going to be ignored.

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RTR 0.5 Imperial Campaign / Re: Discussion: New Faction Units
« on: March 11, 2014, 09:49:53 PM »
I prefer using "d" instead of "c", it gives a greeker (if that's a word) inflection, like Antigonid or Seleucid. :P

And yes, Pontus definitely needs some kind of lighter Cataphract cavalry.

Actually, in that case the "c" would b more appropriate :)

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RTR 0.5 Imperial Campaign / Re: RTR Score
« on: March 11, 2014, 03:44:45 PM »
Ok, so to give an idea of where I'm going so far. This is something that is very short and very barebones. It's mainly an idea.

In this tiny bit we have thunder drums,cinematic toms, the double basses, a mandolin, french horns & trombones in this little tidbit only. A lot more instrumentation of course will be added and paired up where needed. :)

So remember, its a VERY EARLY work in progress.

We Battle Ever On - Take #1
https://myspace.com/godless_reactor/music/albums

PS. Let me know if you guys can hear it.

It sounds amazing!

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RTR 0.5 Imperial Campaign / Re: 0.5 - Observations
« on: March 09, 2014, 12:39:27 PM »
Well, I don't think it would be possible to fight with a spear overhand. You wouldn't be able to strike with as much precision or force. Also, I imagine it would be rather fatiguing.

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RTR 0.5 Imperial Campaign / Re: 0.5 - Observations
« on: March 08, 2014, 12:24:23 PM »
Why do the hoplites use their spears in that stance?

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RTR 0.5 Imperial Campaign / Re: Drop Box
« on: March 08, 2014, 11:46:32 AM »
Alright, I've made my account. johngiannis1998@gmail.com

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RTR 0.5 Imperial Campaign / Re: Historical Battles - Proposals
« on: February 28, 2014, 06:39:50 PM »
I'd like to see the battle of Cannae, Hannibal's masterpiece, although it could be hard to replicate in-game.

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RTR 0.5 Imperial Campaign / Re: Discussion: The Map
« on: February 28, 2014, 04:35:38 PM »
That'd be good.

@ Feanaro Aye we have to split this into mines, agriculture, trade etc. But if we are getting a new map for the final version anyway, it's a bit early to discuss this now.

Had the mines of Laurion ran out by the time the mod takes place? They could be a source of income for that area. There are also the gold mines of Pangaion, which Phillipos II used to mint his coins.

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RTR 0.5 Imperial Campaign / Re: Discussion: The Map
« on: February 28, 2014, 12:27:19 PM »
We should also revise the quality (as Sloth said)/ wealthiness of all cities in detail again later on. I'm convinced we should have a densely populated Greece for example, but regions like Aitolia, Epiros, Lakonia or Thessalia should at best be mediocre in terms of the income they provide.

Well, Thessalia is actually one of the most fertile places in Greece. Epeiros has always had an economy based on animal husbandry (It is the rockiest place in Greece after all). Lakonia isn't as craggy as the rest of Greece, so it should have a decent agricultural income.

Maybe the areas in Attika should get most of their wealth by trade?

Quote
As for the city models, as I said I could probably get a load of plans, but obviously we also need someone who can mod that into the game.

Sadly, there aren't many who can make custom settlements for Rome. I know of Jarlaxe, who has worked on Fourth Age and Hegemony, but nobody else.

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RTR 0.5 Imperial Campaign / Re: Discussion: BETA to Full Version?
« on: February 12, 2014, 04:07:10 PM »
I think I agree.

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