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FG15
FG15 11hours 51mins ago replied:

At the beginning of the game, the AI will continuously attack, but in the later game it will also collect armies before attacking.

+2 votes   mod: Edain Mod
FG15
FG15 12hours 15mins ago replied:

The black numenoreans have been renamed to "Men of Carn-Dum" some versions ago, because that fitted much better.

+3 votes   media: Improved Widescreen Interface
FG15
FG15 14hours 48mins ago replied:

CaH means Create a Hero, the possibility to create your own custom hero.

+1 vote   mod: Edain Mod
FG15
FG15 14hours 58mins ago replied:

The community mentioned that it might look weird if rams would attack the citadel, but visually would only attack the hole. So, we changed it. Also, the hole caused some laggs, when having more than one Isengard in the team.

+4 votes   media: Improved Widescreen Interface
FG15
FG15 15hours 21mins ago replied:

Please read the update, there is everything explained.

+1 vote   mod: Edain Mod
FG15
FG15 15hours 22mins ago replied:

Of course, we can subtract the days that have already passed ;)

+2 votes   mod: Edain Mod
FG15
FG15 15hours 23mins ago replied:

There will be many new maps.

+2 votes   mod: Edain Mod
FG15
FG15 15hours 24mins ago replied:

Just nerfing the accuracy won't help making them less effective against units. If you have huge armies, then they will still hit something and deal much damage. Also, it would depend too much on chance, and the propability-values calculated by the engine seem to be really bad. If a capult would only hit it's target in one of ten times, this tenth time is important, because you might loose your whole army due to it. And a game which is only won by luck is not a good game. It would be much better do multiply this propabilty directly to the damage dealt to units. If a catapult should hit enemy units only in 10% in theory, practically it will hit them every time, but deal only 10% damage, which is much better to rely on.

+3 votes   mod: Edain Mod
FG15
FG15 19hours 53mins ago replied:

We will wait until we have material to work with like the DVD, to decide which features we will include. By the way, in Germany the movie was launched a week ago.

+1 vote   mod: Edain Mod
FG15
FG15 Dec 16 2014, 4:06pm replied:

In the last map-update there was already shown a new map for Arnor.

+2 votes   article: The Road to Edain 4.0: The Maps, Part 2
FG15
FG15 Dec 14 2014, 3:53pm replied:

The Edain Mod is a modification for "The Rise of the Witch-King". Make sure you have a fully updated copy of both "The Battle for Middle-Earth II" (Version 1.06) and "The Rise of the Witch-King" (Version 2.01) installed before proceeding. Also ensure that you have no other mods installed. We don't support any cracks.

The download contains all required files to play the mod - no previous versions are required. It is recommended to uninstall all previous versions of Edain before installing this latest version.

Edain is automatically installed by an installation program which extracts all required files into the appropriate directories.

+1 vote   mod: Edain Mod
FG15
FG15 Dec 14 2014, 3:04pm replied:

Download it, then start the installer and then start the game.

+1 vote   mod: Edain Mod
FG15
FG15 Dec 14 2014, 2:33pm replied:

The Moria-Chieftain has a black armor, and his weapon is a mix between a sword and a spear. As far as I remember the original model of Gorkil is not used for quite some versions.

+1 vote   mod: Edain Mod
FG15
FG15 Dec 14 2014, 9:39am replied:

If you read the update, you will see that Gorkil will be removed in 4.0. Instead there will be the Moria-Chieftain, who is mentioned in the LotR, and who will basically keep Gorkils unmounted design and abilities.

+5 votes   mod: Edain Mod
FG15
FG15 Dec 13 2014, 10:28am replied:

Archers deal quite much damage to catapults, and they are also not bad against structures. In particullary if they got an arrow upgrade. The archers of Lorien are also one of the stronger ones. So, this is not perfect but it's not a bug. And the Nazgul are extremly strong against anything but ranged attacks.

In the inn of Mordor, you may find some Haradhrim and Easterlings. Also Suladan can summon the Mumakil-tent at a hihger level. The giants are still in the faction of the Misty Mountains, Angmar has got Werewolves instead of Trolls.

Also, there are evil-factions with strong archers. The scouts and Crossbows from Isengard, the Carn-Dum archers from Angmar, and the Black-Uruk archers from Mordor. Also Mordor archers are powerfull if huge masses of them are combined with huge masses of orcs.

+2 votes   mod: Edain Mod
FG15
FG15 Dec 13 2014, 10:20am replied:

Except the three trolls al the heroes will be available in the main citadel as well as in the other citadels, too.

+3 votes   mod: Edain Mod
FG15
FG15 Dec 13 2014, 5:02am replied:

The updates of the ring-heroes will be very likely presented in one update.

+2 votes   mod: Edain Mod
FG15
FG15 Dec 13 2014, 5:01am replied:

How much do you know about modding? Have you ever worked with FX and FX-particlesystems? Look at the object TheFiresOfDoom and there at the ParticleSysBone entries in the draw-module. This you have to give your new ability.
But honestly I'm really bad at FX-coding.

+2 votes   mod: Edain Mod
FG15
FG15 Dec 12 2014, 5:40pm replied:

Angmar has always been an own faction, while Arnor hasn't. Also Arnor is too similar to Gondor, and there is only a limited capacity of new factions that we can add, so we don't won't to use it for a faction being hardly the same as an existing one.

+3 votes   mod: Edain Mod
FG15
FG15 Dec 12 2014, 3:05pm replied:

Arnor will stay a map feature on some maps.

+2 votes   mod: Edain Mod
FG15
FG15 Dec 12 2014, 3:04pm replied:

Yes, the custom heroes have to be disabled. That is very likely the reason for the crash.

+1 vote   mod: Edain Mod
FG15
FG15 Dec 12 2014, 12:59pm replied:

What has appened exactly before the game crashed? Have you or the AI done anything special?
Of course I have sometimes crashes too, without any reason, but these are very rare.
Did you mix Edain with any other mod?

+1 vote   mod: Edain Mod
FG15
FG15 Dec 11 2014, 3:05pm replied:

Congratulations, keep on the good work.

+3 votes   mod: BFME: Tactics
FG15
FG15 Dec 11 2014, 2:04pm replied:

1) The upgrade only exists on farms and is a button to get more commandpoints ;)
2) The catapults fit the design of the LotR movies very well in my opinion, and I also like the rams.
3) No, there won't a description, the player has to find it out himself.
4) Yes, the AI will use the spellbook as well as different outpost buildings and sub-faction units. Also, the AI will be much stronger than in the current version. The BfME1 building system helped the AI quite much.

+5 votes   mod: Edain Mod
FG15
FG15 Dec 11 2014, 1:28pm replied:

No, that is not possible. If the AI gives the ring to his heroes, this will cause a game crash.

+1 vote   mod: Edain Mod
FG15
FG15 Dec 11 2014, 7:44am replied:

Units and heroes get experience for killing enemies as in Bfme2 / RotWk. The spellbook gets experience when damage is dealt.

+3 votes   article: Edain 4.0 Preview Livestream Now On Youtube
FG15
FG15 Dec 8 2014, 11:50am replied:

Are you allowed to use Peasants with the Axe-Upgrade? They are far too strong and might help you, if you play offensive at the beginning.

Also the Galadhrim from the Inn are very important for Rohan.

+2 votes   mod: Edain Mod
FG15
FG15 Dec 8 2014, 7:25am replied:

Yes

+12 votes   mod: Edain Mod
FG15
FG15 Dec 8 2014, 7:14am replied:

Yes, 4.0 will be in English with English voices and text.

+1 vote   article: The Road to Edain 4.0: Lothlorien, Part 2
FG15
FG15 Dec 8 2014, 5:37am replied:

We are happy that you enjoyed the livestream.

There are too many things that are not ready to release the mod yet. Most of it would still be unplayable.

+2 votes   article: Edain 4.0 Preview Livestream
FG15
FG15 Sep 7 2014, 12:54pm replied:

No, because the Defiler is not Azog. He just uses the design and the hero of the character shown in the movie, but Azog died, as you said, at the battle of Azanulimbar long ago, so Azog won't be part of the mod.

+2 votes   media: The Defiler
FG15
FG15 Jul 5 2014, 6:20pm replied:

Yes, it would look nice for sure, but it would not fit the character of the faction. They are both very aggressive factions, for whom attack is the best defensive. So, a wall of orcs is far better than a wall of stones.

+5 votes   media: Mordor's base
FG15
FG15 May 26 2014, 7:28am replied:

The voices were provided by RadagastTheFool and Snobgoblin.

+7 votes   media: Lake-town in Edain 4.0
FG15
FG15 Feb 25 2014, 7:06pm replied:

In the books this big eye is not Sauron himself, it is just a symbol for him. So, we decided that it would be ok, if both are on the map at the same time.

Ok, I will look into the Angmar update section.

+2 votes   article: The Road to Edain 4.0: Isengard
FG15
FG15 Feb 25 2014, 7:06pm replied:

Rohan has been completly presented, too. (Expect their ring hero :P)

+3 votes   article: The Road to Edain 4.0: Isengard
FG15
FG15 Feb 25 2014, 5:07pm replied:

Yes, these fortress abilities will be gone.
Gondor's seeing will be included in Denethor, but Gondor won't have anyother fortress upgrades.

Imladris has already be announced, you mean Lorien ;)

+4 votes   article: The Road to Edain 4.0: Isengard
FG15
FG15 Feb 25 2014, 2:56pm replied:

A hero you could get for no cost, has to be worth "no cost" or he would be far too strong. The necromancer is so much handycaped, that it is ok for him to be so cheap, but a Saruman who would cost nearly nothing would have been far weaker than now. so, I prefer having an expensive Saruman who can deal damage.

What exactly do you mean with offensive capabilities? The fortress upgrades?

+2 votes   article: The Road to Edain 4.0: Isengard
FG15
FG15 Dec 20 2013, 11:16am replied:

Oh no, just compare the original buildings with this new model and you will see many differences. But I believe it is compliment for us, if it looks as good as if it were an original grey havens building ;)

+6 votes   media: Lindon Spire
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