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That is a strange bug. I guess that nonetheless, something messed up with your files. Reinstalling Edain would be the best way to fix it.
Don't know anything about that.
In that case the faction limit would be much higher. I don't know the actual restrictions, because I had to test them, but I guess something like 20 should be possible, as I have seen mods planning to include that many factions.
Of course there are some other indirect limits. For example the upgrades. Due to 4.0 we could decrease the total number of upgrades, which reenabled the CaHs. By adding other factions, the number of upgrades would drastically increase such that probably the CaHs couldn't be supported anylonger and afterwards Saving Games wouldn't be possible either.
But can tell you that we will never stop supporting the AI.
Yes, that is based on a photo of me. I always use myself for my avatar or profile picture.
The border is the number of Players that can be added to a map. Every AI that should work on that map has to be added. Subtracting the standard players that have to be there, 11 spots are left for the AIs. And as every faction should have a working AI, only 11 factions can be made.
When the next version is released, it won't be possible to install 4.4.1. Installing will always update the mod to the newest version.
You can just copy all the files from 4.4.1 to an own folder, and replace the newer files by them.
I missclicked and messed up the main page.
We are currently experimenting a bit to improve Saurons system in Wotr.
They will probably be included again in the future, but can't say when.
All statements on all elements of the empty set are true.
Thank you for your kind offer. But coding is our least problem.
Also coding can be done only by one person at the same time, so having more than one coder doesn't have any real advantage.
Isengard caused massive bugs and crashes, therefore it was removed.
Gnomi is still part of the Edain team.
I think we have fixed some bugs on that map.
I recognize the details from the source. But the whole building feels mainly too bulky (guess that is the best word) for me. Also I'm not that fond of the round shape, because that only appears in Rivendell for buildings which are see-through, or am I wrong?
But I guess it is mainly that I'm not used to it.
Out of interestet, by what is the roof inspired? That is the only detail that I don't recognize.
Looks great, but I honestly wouldn't assosiate this building with Rivendell from the movies.
Feedback to show your mood or give your opinion is always welcome here.
But if the feedback is intended to do something, for example critize something, or bring changes, then it belongs to Modding Union. Giving it here has no effect at all, because it will be gone in less than a day. So people who really want to change something, should always try on Modding Union.
That we don't give answers on the concept forum is just a general guideline for us, which has been working on the German part for years without real problems. The reason behind it is that it would take more time than we have to comment on every single concept. In particular because after we give a comment to a concept, the creator of the concept would expect us to comment again after every single change. That just isn't possible. Secondly, it has no purpose at all, if we just say that we personally like a concept, if it isn't implemented in the end. So, first we have to discuss concepts internally, and implement and test them, to say, if something is accepted. So answering on comments is hardly possible due to development issues.
Most interestingly those complaining that we spend enough time for modding, are requesting at the same time, that we spend all of our time commenting on concepts.
Hasn't noone told you that I am a zombie?
You should present your submod in that board according to the submod rules, so there is a first impression. Then you can send us a request in the forum via PM, so we can internally discuss about the request.
(Can't speak about the rest of the team, but atleast I don't see anything speaking against the submod so far.)
I agree with this.
There is much more music than in the basic game. We even have music extra created for Edain.
You can get the latest version directly here at ModdB Moddb.com
Also there is an installation video: Youtube.com
It is discribed in the Siege Update.
There was a campaign where they appeared.
Doesn't Gandalf mean "Staff Elf" in English? Nonetheless I agree that the weapons are better than a staff.
Thror was dead alredy, so it would only be Thrain.
Also both the Earthquake as the Citadel are much more fitting powers for the dwarves in my opinion. And the most important hero of that battle can't be there, because Dain is already a recruitable hero. That would make the spell a bit pointless.
The designs of Thror and Thrain are already implemented for the Dwarven CaH. So every player can create his own heroes with these designs himself.
It is not important were they are from, but were they are now. And hardly anyone of them is left in Middle-Earth except in Rivendell.
Erebor is set at the time of the War of the Ring. That means only heroes who were alive at that time should be included. Every faction has its time frame and that shouldn't be broken.
So do you suggest we remove Angmar as a faction completly? If we had made a completly new game, Angmar wouldn't have been part, but we just can't remove an existing faction.