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Announcing The Dwarf Holds


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#21 kennethain

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Posted 07 July 2009 - 02:00 AM

Highly encouraging. I must admit that Dale was my most anticipated factions for RA, but the Dwarves were a close second, especially since their architecture was inspired by the Dwarves. Perhaps my head will be removed for this, but what was/is Dain's stance on this new plan (since I noticed he is no longer a team member)? Anyways, it's good news, and good luck.

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#22 Florisz

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Posted 07 July 2009 - 07:37 AM

THAT'S THE CAMP!? Hell...That'd be a hard camp to destroy....Even to get inside with a gate...
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#23 m@tt

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Posted 07 July 2009 - 09:47 AM

Yes the camp... did you not see the sneak peek we released of it last year?

@ Kenny - no idea. Dain was part of the decision to close RA (as it was) down, but that was via MSN. I haven't spoken to him since last year, and he hasn't posted on the forums in months.

He has probably spoken to Nertea, seeing as they are some of his Dwarf art in the Alpha which I've never seen before (as in the physical files).

We are hoping to include Dale stuff in one form or another. Though maybe not in the first release. A lot depends on how quickly we can get the first release out.
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#24 Florisz

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Posted 07 July 2009 - 11:35 AM

Apparently I did not :p
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#25 Taralom

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Posted 07 July 2009 - 12:48 PM

@Matt:
I'm sure lots of people around here would die if you ask them to help out. So perhaps you can get some of them to work on getting the dale faction to work, while you concentrate on TDH?

*I'm probably being stupid by suggesting this :p
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#26 m@tt

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Posted 07 July 2009 - 01:11 PM

A monumental amount of effort has gone into the Dwarves. I doubt that amount of effort could be applied to Dale now, considering the lack of coding talent available. Plus, though the buildings Andros did for Dale are spectacular, there are quite a few left, plus walls and wall upgrades. Then there's the units...
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#27 Mathijs

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Posted 07 July 2009 - 02:18 PM

@Matt:
I'm sure lots of people around here would die if you ask them to help out. So perhaps you can get some of them to work on getting the dale faction to work, while you concentrate on TDH?

*I'm probably being stupid by suggesting this :p

We could ask some people, but it's doubtful they have the required skills to help us out. Erebor is already extremely detailed and polished while in alpha stage, more-so then I've ever seen in another mod in a released stadium.

So yeah, the only way I could see us using the Dale things are in mapping...

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#28 mike_

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Posted 07 July 2009 - 02:42 PM

Hmm... I have an idea, but I'll need to talk to either/both you and Nert about it, Mathijs.

#29 Gfire

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Posted 07 July 2009 - 03:05 PM

Erm, right, as I said: How do you get into the camp on the siege-restricted map(s)? Is the gate attackable by normal units?
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#30 Mathijs

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Posted 07 July 2009 - 03:09 PM

There is no such thing as siege-restricted maps. There are maps on which ladders and mumakil etc are forbidden, but catapults and ents are available on every map. Don't believe me? Check it out yourself.

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#31 Gfire

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Posted 07 July 2009 - 03:30 PM

Well, there are maps with descriptions that say siege restriction.
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#32 Mathijs

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Posted 07 July 2009 - 03:43 PM

They restrict certain things only, read it over.

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#33 Gfire

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Posted 07 July 2009 - 06:04 PM

Yeah, I believe you. Anyways, I will be looking forward to this... I hope the faction isn't too complex, cause it sounds really cool.
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#34 Kwen

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Posted 08 July 2009 - 04:46 AM

I thin k that the camp, even with other factions being able to use siege might be over powered... I mean What other faction has such an impenetrable camp? I suppose as long as you don't have defensive plots then it's ok...

Also a thought, If the walls for the castle are in similar height to those in the camp, would mordor/isengard be given some sort of ramp thingy to allow units to raid the walls? because without that dwarves will have an advantage over all other good factions in that their only true weak point is the gate. Other factions can be attacked from behind :p

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#35 Taralom

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Posted 08 July 2009 - 10:25 AM

Just catapult the buildings from the other side of the wall :p
I don't think the wall will be such a great obstacle for flying boulders. :)
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#36 mike_

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Posted 08 July 2009 - 02:40 PM

Or arrows. The game doesn't allow for them to not shoot over the wall (or so I recall), making it pretty difficult to defend even with the wall and gate :tongevil:

#37 Gfire

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Posted 08 July 2009 - 03:27 PM

Well, structures have always been unrealistically weak against arrows. The armorset used for the dwarven structures could be adjusted a little to help that, if needed.
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#38 Taralom

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Posted 08 July 2009 - 03:36 PM

Well, structures have always been unrealistically weak against arrows. The armorset used for the dwarven structures could be adjusted a little to help that, if needed.

And Swords, and Spears... A building cannot be attacked by a man, armed with nothing more but a sword. The sword gets harmed, not the building :tongevil:
But, that's why it is an RTS-game
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#39 Gfire

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Posted 08 July 2009 - 04:13 PM

Yeah, I was going to mention those, but I thought it was unnecessary. The point is, if it's too easy to destroy the structures with archers, the armor could be adjusted a little.

You can shoot over Gondor and Rohan's camp "walls" too, right?
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#40 mike_

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Posted 08 July 2009 - 05:26 PM

I don't think so..




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