if you're a experienced programmer, the use of libraries already out there would make the advanced stuff that c++ offers less important, but with a little less understandable syntax than java. I think it would be pretty easy. also, scripting via python (and lua I think) is possible, so maybe that could be a possibility for the campaignmap. that would make the campaign map part very maintainable, and the great speed isn't really required here. (could always make c++ libraries for the python to make at crucial places, I know how to do that).
it's nice to know there are people here that might join if I could get something going, but I would'nt assume too much. A major point, is that if the engines out there can handle so many units in an acceptable way. I really don't know, but I'll find out. I have tried out one, and got up some pretty nice landscapes and skies, but no animated units yet. I have also found some really easy ways to make the game gui, and handling the physics of the game.
anyway, I just I could just write down some more ideas I have found the engine to be capable of...
- large(!!) landscapes... wouldn't do much without the gameplay in place, but I've also concluded that the map generation we know from rtw will be very easy. (would use smaller scale though) No need to design "levels".
- multiple textures at models... this would mainly apply for the face, every unit loads their face from a "face database". this way it would be less work to get the animated textures I've planned, giving the units emotions. (only rendered at pretty close range though)
this isn't meant to be any hype and making false hopes, or me just talking and doing nothing. it's the only way it's going to happen. It's a longshot.
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