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We have already tested similar problems and they sound really good at the beginning, but if you try to play it, it is really frustrating. It is difficult for the player and very frustrating. (You're always frustrated when you forget it and you forget it really easy.)
Additionally it is always a bit buggy. F.e.:
You can upgrade all of your troups if you have one troup near to the armory. If you choose all troups of this type (shortcut: 'e e') you can just upgrade all troups.
Same as I said above:
Not possible. The ring would always stay in the fortress, if you take the ring to your fortress, the ring will stay there until the building is destroyed or a ring hero has been built from this building. (then this hero will carry the ring)
You have to destroy the camps outside of the fortress.
Then the player would also be able to put the ring in the fortress. But already built heroes won't change, you would just be able to build a new hero. Therefore you wouldn't be able to build Gandalf for Gondor, Galadriel for Lorien... and we don't want that.^^
Afaik nothing of that has changed yet. But a lot of players already have managed to beat the map.^^
At the moment the witchking of angmar is already really strong (afaik banned in the last few tournaments) and as ring hero he is considered as one of the strongest of all factions.
I don't really understand your idea, what exactly do you want?
We are a mod of the wotr. The Valar never fought in that time period. Additionally a Valar would be super-overpowered. Just imagine the power of 20 Balrogs combined... even in the spellbook it would be totally overpowered. (that's why we are only referring to them, f.e. lorien has the ability "tears of the valar")
No. Downloading Rotw is ILLEGAL. You have to buy it or find your own way to download it.
THen you have installed something wrong.
If you have installed the newest patch (Rotw 2.01) and no other mod it should work without problems.
Depends on the dwarven faction you take, there are three different possibilities, every faction has different heroes. (you choose ingame which dwarven realm you want to command)
I don't have all in my mind, why don't you just play the current version? But you can also read about the changes in our news section. :)
No, Thror won't be added, as he doesn't fit into the time.
All factions are placed in a certain time window, as otherwise it could happen that you have two heroes under your comment at the same time, who have lived hundreds of years apart from each other.
The edain-team creates the mod, not a single person. I'm part of it, so you can just ask me, I can transmit everything to our intern forums.
You can't download version 4.0 yet. The last published version (edain mod 3.8.1) is downloadable on this page. You just have to click on "downloads".
Gorthaur is strong, but in no comparance to the Balrog. The Balrog is a completely different story.
The Balrog was discussed quite often. We are NOT integrating the Balrog as a normal hero. He will remain a spellbookpower.
Have you ever played a mod with a buildable Balrog?
It sounds cool and is really fascinating for the first 2-3 times, but afterwards it gets boring - the Balrog looses its special place and becomes just a normal hero, with totally overpowered abilities.
If we would integrate it, the Balrog would be either a "buy the Balrog and the game is won"-feature or really weak. At the moment he is strong vs everything, he can escape easily, is VERY strong against troups AND heroes and he can even reach archers within seconds. Therefore he would need a weakness, even as an ultimate ability.
Heroes? It would look stupid, if he would deal no damage against them/get a lot of damage from them. Units? This would look really horrible ingame.^^
The Balrog can be so overpowered and can have this incredible feeling because you can't control him forever, but only for a small period of time. Otherwise he would loose much of his coolness-factor.
Additionally we're trying to get away from expensive heroes. All heroes will cost between 50 and 3000 ressources in the next version. (this makes the balance for us much easier, the AI better and the gameplay is much more fluently)
It will be released when we've finished the work on it.
We think that the design doesn't fit to the Beorn which was described in the books AND doesn't fit into the world of Tolkien.
As said before:
We don't like the beorn design and will stick with ours.
Thrain and Thror will NOT be in the skirmish mode, as they don't fit too the factions. We will probably rework their looks in the campaign, but probably not for the next version, as there are much more important parts.
We are currently working on some news, I think at least one will come in the near future (next couple of weeks). :)
We will give him the skin (colors etc.) of the movie, BUT we will use TOlkien's version of Smaug. Therefore it will have: 4 legs and 2 wings.
Jackson's Smaug was not a dragon, but a wyvern.
Yeah, there were some dwarves... some, but not many. We have discussed that a long time ago and decided not to integrate dwarves, as they don't really fit.
Probably there were even more different nations (perhaps even hobbits), but that would just be too much. It wouldn't look like a strong army, but like a randomly compiled cluster of people. That wouldn't fit for an ultimate power.
No, there is nothing. But you can't get further than the third map, as there is a bug.
We will try everything to make it work. Of course all of your points are important and we have thought long about it.
Concerning 1) and 2):
They have a small advantage because they aren't just bounded to the normal spots, that's correct.
The fortresses, camps and outposts have less build plots. Therefore you need around 2-3 additional camps for a similar amount of buildings on a normal map.
Those camps also have a minimum distance to other camps, therefore you can't build them as close to each other as the current Isengard buildings.
Therefore you already have to defend much more camps (which aren't very strong without you defending them) on a wider area, which makes them very vulnerable. If you build even more you have to pay 4000 just for 3 more build plots. That is a lot of money and your enemy can put 4000 in his troups , therefore his army should be much stronger afterwards and he should be able to get some advantages elsewhere on the map.
In a normal game you will hardly ever build more than 2-3 of those points, as it is much too expensive AND it will be very difficult to defend all of them and you will loose a lot when your camps are destroyed (more than 4000 ressources just because he has destroyed a camp with 3 plots... other factions just loose around 1000-2000).
With the minimum distance between the camps you also can't build endless camps.
I wouldn't say that the balance was destroyed. Bfme II 1.06 had a good balance. But you're right that we never liked the barrack spamming... the problem in edain was:
You had the possibility to build endless farms and endless barracks. Even with the additional camps you won't be able to build so many farms and barracks, you always have to decide what you want to build. But as said: You won't be able to build many additional camps.^^
You have to level up Sauron. As long as he is alive he gains experience when the Nazgul or the Mouth kills enemies. With Sauron gainig level 3,6,9 you have the possibility to choose one more domain.
Edain 4.0 will not be the final version, we will continue working on the mod afterwards.
It has not been released yet, so you can't download it. You have to wait until we've finished the work on it. :)
Dark King has explained it really good.
Additionally you are the leader of your faction. I personally wouldn't like it to understand my own inferiors. When I'm playing as goblins I think I'm a goblin who's leading all of them, not a human. Why should I not understand the goblins? I give them all orders... how do I give them orders when I don't understand them?
(finally: We don't have enough voice-sets to make so many different voices in different languages)
Dwarves will have the possibilities.
Why should it be easier to place them on walls? In the current version I have no problems.
Catapults will be similar strong against walls. But we are weakening them against units.
Catapults are so strong atm, as most players are clumping all of their units on a small spot - catapults deal aoe-damage. It is possible, but very difficult to forbid your units to clump up in small spaces.
Yes, that is normal.