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The Hero Submod has nothing to do with the Edain Team. So I see no reason, why we should translate it.
As we are continuously developping the mod, the current version is the one, which is the improvement of all older ones.
I think it is very likely. And I'm pretty sure we will already have released 4.5 at that time xD
Really unlikely and Ered Mithrin just were updated.
Depends what unique stuff you have in mind.
No, not really.
The three hunters are a candidate for an own update, as they include some pretty cool stuff. The same for the Gondor Signal Fire.
But thanks to The_Necromancer we have a lot of other small videos.
Mainly teleportation, but there are some other spells too, which break the map really bad. And I have neither time nor knowledge of the wizard class to balance them the same way I've done with the other classes.
It is a cheat prevention against the Wizard class as that one can complete clitch the whole map otherwise, because the Map is only made for the Edain CaHs.
No, every one of them has a different long cooldown, but they can theoretically be summoned at the same time.
No, most of them are old units that we recycled, such that they won't get lost.
They will be readded in a future version.
It is great that someone understands us.
Then you did something wrong. Did you create a new Big File for the changes, or did you change it directly in the edain_data? Where did you edit it?
Just replace Pippin by Theodred and Merry by Beregond and it should work. As you leave the total number of heroes the same for both factions, you don't need to create extra revive slots.
Open the edain_data.big with FinalBig and look at the playertemplate.ini. There is a buildable hero-list for every faction.
The latter is not possible. The easiest way is to create an own map and place them there. Else you might exchange an existing hero in the player template for the new one.
Moreover you can add the Hero in the playertemplate to the hero list, but that requires changing commandsets, too.
Seems fair to me
Thanks, and I'm really sorry that we wrote it the wrong way.
Sorry, that was a communcation problem and was supposed to mean in the next weeks. So, it doesn't have to be today, but it will take far less than the normal distance between updates.
Allies share vision, so yes.
The Last Alliance needs much more time to be effective then a pure damage spell as the mine. But we payed attention that every faction has some kind of siege possibility in the spellbook.
Edain works only with the official patch, 2.01.
Mordor has just so many units that at some point most computers can't keep up with it anymore and therefore the game crashes.
Have you tried to reduce your graphic settings?
We have changed a lot of the values behind all the spells.
I'd say it is mainly good news.
Fearresistant is only very limited available while there are a lot of fear effects. Due to the fearless effects the player using fear has to do more than just permanently fear his enemies but instead has to pay attention, if the enemy has already used his counters to fear.
For example Rivendell. Hobbits are only a temporary summon, so you won't have them all the time. And the Travelling Camp is stationary. So in the first case, you can use your fear after the hobbits are gone. And in the second one fear can used somewhere else.
What you mentioned sounded good so far. What you should pay attention to is that you don't edit the files in your Return of the Witch-king folder directly or there might be some problems.
They start at level 2
Gondor will be the only faction with the Eagles Spell.