@ Mobius, I'm not sure to be honest, those images where just trying to show people how the battle side of things would look rather than it beign a 3D or RTS game.
The game wouldn't really be super complex or huge in scale. You wouldn't have hundreds of units on the grand strat map, maybe 50 tops, each comprising of 10 to 15 formations. It would all be down to the UI to streamline the whole thing. Dominions 3 gets it to a point, just the abttle engine is poor. Thats what I'd change with the thoughts above.
I suppose saying it's a monster game is possibly going to far but it certainly would be a Fantasy wargame which I feel would bring in the Fantasy lovers and Wargamers, plus the 4x folks. Dominions managed, enough for them to make three game sin the series. I just feel it could be imporved, not so much the expand and conquer side but definitely the way the battles play and look.
As for modding, doubtful, automated combat where you give orders then watch the show set in a fantasy setting with 4X gameplay. Modding a game already is great if you have solid ideas of what you want todo i.e a LOTR total war mod. I haven't got an desire or particular subject i wnat to see in a game. It's more an idea on how I'd like to see a fantasy wargame made lore and canon being secondary.
I suppose you could take Distant Worlds, set in on land, change the whole setting to fantasy based and see how to work the combat...though you may aswell make it from scratch. I can't think of a single game that plays out combat how I've described expect maybe Les Grognards from what I've read. I've seen screenshots of the overall battlefield map in that game looking how I've described this, yet you have no Grand Strategy element to it.
I think what would have to happen is get the combat down and working properly even if it's just basic to start with and then playaround with it. Then go onto the 4X gameplay. You see I'd have to have help in doing the lore and all that side of things as I haven't thought about that only the tech aspect of the overall design. I'd like to see the Shape\Formation gameplay running though. That maybe be good enough to expand on it's own into a straight wargame without all the 4x side of things or make that side basic. Lets put it this way if you think of formations in ancient and middle age warfare they are all about shapes. So if you researched all the different formations and analysed the strength and weaknesses I expect you be able to apply mathematical formulas to them, so in effect as you change the shape the formulas will change for it's over all strength of it's sides, a circle obviously being average all round with no real weak side but no hard hitting side either so great if surrounded, a wedge would work ou as being great to cut and divide a formation. A rectangle will be great forward power but very weak sides so rubbish if flanked, in effect the smaller surface area the weaker the side. Then you'd have some odd shapes like the roman turtle for great protection from all sides and above from arrows (you'd have to work out a shape for that one!). You have to factor in armour and weapon type aswell once you've got the shape behaving properly.
I have to reiterate though again the battles would be played out once you've set he formations and given the commanders initial orders, after that you have no input, or maybe get say two chances to issue orders at a time of your choosing. So the grand strategy part of it could either be turn base or wego.
The biggest headache would be balance, however some great Fantasy games weren't balanced that well but offered so much in tinkering and content it didn't matter like Master of Magic. However obviously nit all games can get away with it.
Also it would live or die on how good it's TAC AI was. It would have to be good.
Anyway it's all pie in the sky.
< Message edited by wodin -- 4/27/2012 8:38:17 PM >