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Hmm... really? I personally have looked at it multiple times and never saw it. I always had to switch back to Bfme II.
Start Bfme II without the addon, change it, go back to the addon.
EA Games forgot to put a button in the addon menu, therefore you have to change it in normal Bfme.
Go to the option.ini (in the Romaing-Bfme Folder) and add:
AllHealthBars = yes
if there is no such line there. (if you have AllHealthBars = no, just change it to yes)
We think that such elite units wouldn't fit for Isengard.
While Gondor is similar to old civilisations in th real world and therefore has a long traditin and different type of soldiers (there are the normal soldiers, than there are the veterans which had a special training and so on), Isengard is an industrial faction - isengard's army was made within a very short period of time and therefore all units were rather similarly trained and equiped.
So we made the stadard troups of Isengard stronger with upgrades, but gave Isengard no elite units, as we think that this shows the character of the faction much better.
You're using a crack. We don't support cracks. You can try it, but we won't be able to help you.
What exactly do you mean with "improve"?
We won't make him much stronger, as we don't think that it would fit for a self created hero to be as strong as Gandalf or Aragorn - those were the main heroes of the lord of the rings and a self created hero shouldn't be able to be stronger than them.
No, we won't make an option to include builders, as it would be way too much work and there has to be changed MUCH more than just "adding builders".
Isengard isn't op, many people consider isengard as one of the weaker factions.
Balance is mostly made for the multiplayer, I think that you're playing SP?
It'll always be difficult to make a good balance for the SP and our main goal is to make the game balanced in MP.^^
The question is: When is the mod done? Probably never. When all factions are integrated we cann still rework old models which aren't as good as other things, can work on the balance, change small things... we have been working on this mod for 10 years now and I believe we can still work on 10 more years :D
No problem. :D
As the hero submod is not made by the team, but by a fan of us, we can't give you any ifnormation about it. But he said a few weeks ago that he will probably make a releays when all factions are added, so you probably have to wait a bit.
Check the forth hero class - it's called "servant of Darkness" and you can choose between the commander of Carn Dûm and a black numenorean.
And they have those abilities, you just have to scroll down a bit in the ability menu. :)
The question is more:
Why should they be able to recruit troups?
Nearly all settlement buildings can't recruit troups - only Rohan can build a ressource building which also produces troups, as it fits perfectly for the peasants.
Angmar just has normal buildings as every other faction on their settlements.^^
Additionally we like the mechanics of the thrall masters and don't plan to remove it, therefore the troups will stay with him.
So we don't see why they should be able to do so. Why do you think that it fits for Angmar in particular to produce troups which can also be summoned by the thrall master?
We won't answer this question... :P We will work on the version and release it when it's finished. Currently some of us still have exams (I have my last one next tuesday) and afterwards there is still summer and we won't sit inside all the time. Modding is only one of our hobbies. Therefore we're mostly not doing so much stuff in the summer, but more in the winter.
We will let you know when we have further ifnormation. ;)
Those factions will be added. You're just playing a DEMO, so it doesn't have all factions... It's all explained in our "plans for 2015"-news.
He can't switch, but I think you can make this with codes. :) (but I'm unsure because of the bunnies)
Don't open 3.81 with the launcher, but with a direct link to the exe in the 3.81 folder.
Make a map.ini which removes the timer. (search for the the name of the timer-module in the ini of radagast and then write:
Object 'insert objectname'
RemoveModule 'insert modulename'
Do you remember any other maps where the dwarven AI doesn't work? It can be that we forgot to add them on those maps. I'll do this as soon as my tests are over.
They can move through gates or walls when the AI gave a movement-order before you closed the gate. This also happened in Bfme II very often and is sadly unfixable. The "jumping" also existed in Bfme I and is also sadly not fixable.
What exactly is your problem? It works without problems for me, while gameranger causes many problems at my computer.^^
We're alwys working no new maps and you can see many new maps since 4.0 (Midgewater Marshes, Mitheithel-spring, Carnen-Spring, Mountains of Angmar, Morgai, Dor-en-Ernil, the rework of Golf of Lhûn, Tol Morwen, Woods of Lorien, Brandywine and Plateau of Gorgoroth, many of the old Bfme I maps which weren't added before...
There are currently around 150 maps if I'm not mistaken. :P Do you really think that you've played them all already multiple times?^^ But yeah, I'm working on some new stuff, but I don't know when it'll be finished. :)
Again: If the next patch would be only a couple of days away there would be no reason to release another patch right before it. We could just have waited this 1-2 weeks, but we wanted you to have a playable version without huge bugs.
No. Why should we release a small patch right before another patch?^^
Patch 4.2 will need some more time.
But we haven't used Glorfindel's animations, as he uses only one sword, but we wanted Thranduil as a fighter who has the possibility to fight with two weapons. Therefore Glorfindel's animations wouldn't fit, as he puts both hands on his sword. Eowyn on the other hand has a different style and it can be used for two weapons. :)
Dwarves yes. Gondor... As I don't have much time atm, I haven'T read everything, so I don't know. Afaik Reshef (our AI programmer) is deactivating the fortress for the AI until we've fixed it.
Don't play with dwarves as AI.
The dwarven AI causes those lags, if you don't use it everything should work fine. (you can play dwarves yourself, just don't use it as AI)
I think everyone knows that, but I think everyone knows that we won't say anything about that. :D
Probably we'll also release a small Bug-Fix for the current version before we release the Lorien-update.
Therefore you don't have to hope for Lorien coming in the next couple of days.^^
You can always wait for another update. :)
Noone forbids you to wait.
We don't want fortresses or camps in the game, as we wanted the player to build troups outside of the battle and to fight in the skirmish. Our main problem with the with the wotr in in the original game was that you started a battle with ~6 batallions and then recruited more than 50 while you fought and ended the game with 20 troups. So you god most of your troups not by building it outside of the battle, but by fighting.
Therefore we removed the fortresses and camps.
Of course we're always trying to improve the war of the ring and make it more funt o play, but here we need community feedback: What do you want? How do you think that the wotr can be improved?
Sometimes Gondor-AI crashes the game when it's trying to build the Dol Amroth fortress. We're still trying to find out what exactly the problem is.