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You have to select the english installation.
In Bfme I you NEVER pointlessly sent many weak units to fight each other. I think I played another Bfme I than you. o0
Bfme I was a lot about NOT sending troups pointlessly and caring for the troups a lot. (much more than in 3.81)
This is just a false statement.^^
I never said that you are the only one - it's just because you just talked about crying. I just explained that you're not just crying because someone doesn't agree with you, but because of your word choice.
Additionally your reasons are just reasons why Mordor is strong - not why is it op. (I know that Mordor is one of the stronger factions atm, but similar reasons can be used for the other factions/for all factions in Bfme I/Bfme II. Every faction has some specialities and then the faction is strong at it. But just because a faction has some strengths doesn't mean that it can't be defeated)
We are talking about MP - a balanced AI strength is no evidence for a good game balance.^^
But thanks. :)
You are crying because of your word choice. When someone is just talking about '********' and similar things, then it's not just feedback or your opinion - it's crying.
As far as I can see your points are:
Mordor can get orcs for free and can nullify the leaderships of their enemies, am I correct?
Well... yeah, that's why they are strong in the LG and why they are nerfed in the next version.
But as I have written below orcs are not just for free and you have to think about MUCH more than just the obvious parts.
This can't be fixed - the engine is overstressed sometimes because it's very old. Try to play on lower graphic settings.
The enormous damage was a bug and there was no way to fix it. This is why we removed it.
I don't say that Edain is perfectly balanced, I know that there are a lot of problems. But it's completely false to say that it's not possible to balance free orcs or that orcs does not cost the player anything. There are also dozens of other things you have to consider. F.e: if one builds elite troups and the other one is spamming orcs, the player with the elite troups will get spellpoints much faster and therefore has a spell-advantage. And he can diversify his strategy much easier, because he can just build another barracks and use the money of his 4 ressource buildings to build other troups there - the mordor player can't just stop building orcs and build another unit, because he has 5 buildings which do nothing but produce orcs. On the other hand the Mordor player can just spam orcs and as soon as he has money he can use it for other things and doesn't has to use it to strengthen his spam as other factions have to.
Those are only some examples you have to consider. Those things are really difficult to calculate in theory and you ahve to test them in praxis for a long time. (and in Bfme I the mordor orcs were also really strong and managed to kill a lot and they were for free and Bfme I was the most balanced game of all 3 Bfme parts/addon.)
No, Orcs are not completely free.
In Bfme tehre are two ressources:
1.) the normal ressources
I have tried to explain this already a few times:
Imagine following scenario:
One faction has a batallion which is free, but needs 5 minutes to be build.
When you build 5 barracks you get about 1 batallion per minute.
A second faction has a batallion which costs 200 - and is build in one minute. Further imagine that 4 ressource buildings grant you 200 ressources in 1 minute.
Therefore you also get about 1 batallion per minute.
Both factions need 5 building plots to get 1 batallion per minute. Would it be balanced if the unit of faction 1 would be weaker? NO.
Both players have to invest ressources, just different ressources. Of course my example is very special and in truth you have to go much further in details, but it's just a simplified example to show that just because a unit deos not cost normal ressources, it doesn't mean that it should be useless.
Because it is a demo. We have announced multilpe times that the demo just contains 4 of the 9 factions - the other 5 factions will be integrated via upgrades.
You weren't playing the normal mode - you probably played a mode were you win when you have more than half of the settlements/outposts. If you want a normal game don't use this mode, but normal skirmish mode. ;)
Because it was overpowered as hell.
Isengard AI belongs to bugfixes. It should be fixed (together with tons of other bugs)
Then you're mostly playing with people who have other versions than you.
Timeouts happen when there are problems with the connection.^^
There is a bug with the isen AI, which makes them too strong.
But you have to accept that all AIs are MUCH stronger in 4.0 than 3.81^^
No, it will always remain as a map-special of Gondor.
We can't add limitless new factions, we have only about 2 spots left after the 9 old factions. And we want those 2 spots for other factions.
By integrating them on some maps we have the possibility to let them be a playable faction without using one of the two spots.^^
We are currently discussing and working on wotr, but I can't promise anything yet.
Nope, sorry. We managed that the AI closes the gates... but then it will have the gates closed 90% of the time and you can cheat very easily by putting Pippin or someone else right in front of their gate and hide him. The gate won't open again and the fight is really easy afterwards.
We have experienced that the fights are much more exciting and intense when the AI doesn't close the gate to often.
What exactly happened before the game crashed?
Did you build a specific unit/hero/building, used a spell or something else?
That's thte crack-protection of EA Games, we can't change anything about it. Try not to use a crack/image or something else. Sometimes this also happens when you're using a legal version - then it helps to reinstall the game.
We think that it wouldn't be too good if two maps of the same fortress would be in the game which show completely different architectures. (we don't have anything against maps showing the same area in different ages, but if all the rest doesn't fit anymore, as the orthanc of the walls being completely changed... well, that's not very realistic^^)
The black gate in the Bfme 1 campaign did nothing. It was the same as it is at the moment.^^
This is just a demo. You can only play 4 factions yet - other factions will be added with updates.
For me they have plots to build towers or catapults. Which faction have you played?
They are always spawned on the head of the mumak. :P
This only happens on some of the new maps. Try other maps out, it will build normally outside of the fortress there.
Exactly what I think.
will be fixed in the next hotfix
Well, many people like it, therefore it can't be just 'all wrong'.^^
Of course it's said that you don't like it, but in 3.81 there were other problems which (in our opinion and in the opinion of all of our testers) were more important than many current problems.^^
1.) We try to fix it
2) Known and fixed
3.) Well, this is because some heroes are strong against heroes while other heroes are weak against heroes, but have different strengthes. Yeah, Grima is really strong, but he's a hero-counter, therefore he is much stronger against heroes than other heroes.
5.) Nothing we can change here. The AI will always work differently on different maps. It depends on the places of settlements and outposts. Grey Heavens.. yeah, we've heard of it and try to fix it.
7.) Which exts exactly? Everything should be english.
10.) Nothing we can change here - if you close the gate but the AI started moving before the gate is closed, it can move through the gate. It's a bug with the engine and we can't change that.
11) Because some players wanted the original FdI map from Bfme I (in sake of the good old memories), while FdI II is the one from Bfme II which has our new creeps and more edain specific changes.