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The player inside the fortress on siege maps always had a fixed CP value since the base game.
Sadly, something like that does not work.
1) You need a clean installation with only patch 2.01 for RotWk.
This system does not work correctly in BfME.
Highly dependend on the spell, but yes that is possible for summons for example.
In such a case it would be important for us, that the spell still feels like 1 spell and not x different spells with the same button, because the spellstore button and text can't be changed.
Yes such things would not be possible.
Yes, that's everything that I remeber.
As nearly the whole DVZ team is part of Edain, it should be possible to use some elements. But I don't see a possibility for anything concerning the CaHs.
Yes, it could make sense. But sadly the spellbook can't be changed for the dwarven realms.
That is sadly a problem with fortress maps. The AI needs to build siegeworks, which it rarely does. Furthermore the gate bug is due to pathfinding problems in the engine. If the movement command was given before the gate closes, it will be finished.
You also need the asset.dat in the BfME2 folder and all the files in the lang folder.
We knew pretty soon, which spells to keep, but not in which way. In particular the first to defensive spells are the ones we are discussing the most, and where the 3 iterations are happening (we even discussed much more versions).
Just copy those files that are changed by Edain. If you do this with a clean installation, everything will work.
You should not copy the folder and instead install the game new. Copying will trigger the anti-copy-protection of BfME, which results in a loss after 3 minutes.
No big changes for the dwarven spellbook planned, but we are currently planning our third iteration of Lorien's spellbook.
Try to copy a map.ini of a normal Arnor map. That is probably the simplest way.
We don't give release dates. It will be released, when it's finished.
You understood it correctly.
We got a new talented modeller, who fills at least some of the gaps.
The reason why Angmar is in the game, is, because it was added in the base game, and it would be a shame to remove it. So Angmar isn't the best example.
It is possible, to copy the files from another computer, where Edain is installed, but it isn't that easy if you don't have much experience. For that you have to copy all the Edain files, including the asset.dat in the BfME2 folder.
We don't give any information on future factions.
BfME Modding has sadly hardly anything in common with normal programming. Also it is really hard to do it with more than one person at the same time. Of course you could learn modelling or graphics and supply a bit help in that way.
The goblins will the added in one of the nexts patches, but not in 4.5.
It is not a big surprise in particular, even on the contrary as most of the changes can be predicted from Gondor. But exactly therefore we don't want to spoil it, that atleast some surprise is left ingame for players to find it out themselves.
And because we use a forum, different time zones aren't a problem.
It isn't made by us, therefore it is neither a fix nor a patch, but just an unallowed submod.
And from what I have heard, besides some bug fixes, and some usefull balance changes, most changes make the balance much worse.
Basically there are two possibilities for becoming a Beta-tester and a third for getting the Beta. Writing a PM to a team member on your own, to apply for being a Beta-tester, or sometimes we write an announcement that we are looking for testers, then you should write a PM, too. Just for the Beta access there are sometimes events like tournaments, screenshot competitions and other things that will temporarily grant the winner(s) Beta access.
Furthermore, for becoming a tester there are of course some more requirements. The person has to be a user on Modding Union and has to speak either German or English well enough to be able to communicate with the rest of the testers and the team. The user should have shown some activity in the last year, so that we can get an impression of the user. Furthermore, a future tester should have actively participate in the bug reports or the balance discussion.
If we are looking ourselves for new testers, the chances of acceptance are usually a bit higher.
We have shared as many information as possible and haven't answered hardly any questions concerning that.
The problem that I see with such a map is, that basically there are just two big armies who will fight each other until one of them is dead. Even having lot's of heroes such a map hardly offers any decisions or strategies.