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We have already worked on them and gave most factions their own shps. But we won't change more, they will just stay in the game.
I think yes, because the shipyards won't be removed. (only the inns)
As SkaarjX said there will be build plots in the whole fortress. :)
I care what saruman thinks. It's never wise NOT to care about wizards.
There are not a billion features - we just want every faction to have its own system. So we are adding the standard systems for every faction and release the game afterwards. Otherwise it would take us much longer time:
First we would need to make everything with a normal system. Then we need to balance these things.
Then we need to make all the new systems and balance it again.
So it would nearly double the amount of our work.
So it is much easier to give every faction an own system at the start and in later patches just go more in the details.
No. Most people I know hated that system, as it just encourages you to build Sauron, let him stay in your base and afterwards just fight with your nazgul. Also sometimes it happens that the nazgul don't strike the killing blow, but only damaged the enemies - that way sauron got nearly no experience and leveld very slowly.
So the old system made the player to spam heroes and not troups and made it much harder for us to balance the system:
Sometimes Sauron got really fast on high levels, sometimes he needed ages. Additionally the enemy had a very easy time to stop you from getting your strong units by just forcing your heroes out of the fight.
This system is much more reliant for the mordor player and the enemy can also calculate much better what mordor can bring to the table.
1.) I can just repeat myself:
Most things of the movies are integrated in the one or the other way. Especially if you look at the designs: You can find nearly everything in our mod. I can't promise that it will be in the next version (as I'm not sure if the footage is good enough for high detailled versions for our skins).
2. We'll see how the faction will be designed in the movies. I don' t think that we will include rams., but perhaps soemthing changes in the future. (Rams are more or less trees... and for me it doesn't fit to the wood elves to cur trees down for rams)
If you want to learn modding:
1. Step: Learn english, otherwise it would be very hard.
2. Step: Google for tutorials
3. Step: Try things, get errors, try to notice why there is an error and learn from it.
4. Step: If 3. Step still doesn't help after trying for 30 times the same thing: ask someone.
By asking how you're learning it you're already on the wrong path:
You have to learn to do things by yourself.
You have to show your own initiative.
I learned mapping, scripting and most parts of coding without a single tutorial or a single person helping me. (I read a tutorial for fx, but that was it)
By noticing what works and what doesn't work you#re learning MUCH more than by asking how you learn it.^^
Thrain, I will start further comments. Dani already said it:
It is useless, waht exactly do you want to do?
For me you're just a troll which searches attention. You seem like a kid who has NO idea of modding and has nothing to do but to stay some hours in school per day.
We all have jobs, university and other things to do. We are working as often and as fast as we can, but we are more or less creating a completely new mod, as we are making 9 new factions (as all need a complete overhaul for the new building system), we are working in two different languages (as we want english and german versions), we have to rework all maps (which are much more than 100), we have to rework the whole gameplay and balance, as all of our previous changes are now more or less useless, as the new building system needs completely other priorities and we don't want knights and archers to dominate the game again (as in the current version).
Therefore we need to make a ton of changes. We are currently sitting at Beta 16 (and many additional small betas, which doesn't count as 'big' beta).
I can tell you why I can't work at the moment for edain:
Next Monday: 2 exams
I'm just learning about 12 hours per day and afterwards I don't have energy to continue modding. The other people in our team also have exams.
Modding is a very complicated and exhausting hobby. If you are already worn out because of your other things, you can't do it. If you're angry at us: Don't wait for the next edain version, noone forces you to play edain. We are doing this as a hobby and not for you. We don't owe you anything, nor the new version, nor some date or something else.
We're always trying to show as much of Tolkien's work as possible. But as our mod is mostyl about the wotr, it is very unlikely that we integrate more stuff from earlier ages. Sometimes we're intetrating some of the stuff in the spellbook (which is something magical).
But I don't think that we will integrate much more of the first/second age.
I think we will always have some changes to do. Even when there are no nw movies we will probably have a lot of stuff we want to try out/integrate in the edain mod.
Concerning the movies:
I think C.Tolkien would give no director the rights of the other books. As far as I know he doesn't like movies of the books at all. It's kinda sad, but I can understand it: Before watching the movie, everyone can use his imagination to see how all the different locations or people look like. After you've seen a movie... well, you can't just use your imagination, as you'll always remember the design of the movie.^^
Trying again to answer all the questions:
Corsairs and the Mote heroes won't be in this version, but we have plans which integrate them in later versions (probably 4.1).
We will most likely (as usual) integrate all of the dwarven armours, BUT we don't see many details in this trailer and most of the footage is not usable for us. Therefore I can't promise that those skins will be integrated in the next version. (same things count for the iron hills and Thranduil)
We haven't discussed the riding dwarves yet, but I personally don't like them sooo much. It seems as if they're just added as knights always look bombastic and to make a reference to the rohirrims at MT. But we'll see how it really feels as son as the movie hits the cinemas.
There won't be further tolkien related movies. Tolkien's son has all the rights concerning the Silmarillion and the other stories - and he won't give them away. He disliked the lotr triologie and I don't think that he fancies the hobbit triology. Therefore: No more stories. (and I'm very happy about that. The lotr movies were really good, but until now the I don't like the hobbit movies.^^)
As usual: As long as we don't say anything in an official update, you won't here anything about that in the comment section. :P
We've said a few times that the next version will have all texts translated into english and most of the sounds are also in english. Nearly everything is translated yet, so as soon as we release version 4.0 you'll have your english version.
We won't release it for 3.8.1 as many descriptions are completely different in the new version and they don't help you for 3.8.1.
Every faction has scouts.
And yes, currently our plan is that all abilities are at y,x,c,v,b, the moving commands and stances are a,s,d,f,g (nothing changed here) and the other commands as 'target all units', 'move away in a circle' and'target all units of one type' are at q,w,e.(only the circle move was changed from x to w)
We are trying to make it easier for the players to use the shortcuts, that's why we are standardizing many of the commands. :)
Those things aren't possible that way. As far as I remember the system only works because you don't buy him as a normal hero. So it would NOT be possible to buy those heroes and give them a similar system afterwards. Sorry, that is technically not possible. (and we don't think that the ability would fit to any other character as good as to Sauron - it would always look like copy of Sauron. We have used it, as Sauron is not only a hero, but Sauron 'is the whole faction'. That was a problem in the current version: You need Sauron to level up to develop your faction, but what happens if he dies? You can't continue in your develloping progress until you have revived him - but other factions can't be stopped so easily.)
As soon as we have time for that. :/ At the moment many of us have much to do in RL, therefore we can't tell you more.
As an example:
Two weeks ago I got the dates for my exams...
4.8. (2 exams)
Seems as if my professors don't want to give me any free time until the second week of august. :D (I hooped for better dates with more time between them... but well. I won't be able to do anything for the next few weeks^^)
Nope, that was a replay to Tienety.
The snowtrolls are for example on some of the mountain maps close to angmar.^^
Concerning your Lorienquestion:
Just wait for the Lorienupdate. ;) We won't tell you anything in the commentsection about a faction we haven't had a news-update yet. ;)
That's exactly what we're doing.^^
Looks really nice. :)
(The problem was that people might think that this is the original edain mod intro...^^ but it's more a descriptive movie of your channel, so it's more a "channel intro" =P)
You need to install the patch 2.01 of the game, before you install the game, as it is the latest official patch.^^
And? Every units need a counter in the game. At the moment the whole conter system is very strong. If the mumakil would survive longer it would need to be much more expensive.
The Mumakil dies fast, but also kills all other troups within seconds.
In the next version the whole counter system will be changed. (all counters will be a bit weakened - at the moment it is very extrem (the same as in the vanilla game) at the moment, which leads to much frustration and luck in the game. In the next version there will still be the same counters, but all the units will have less bonus damage/damage reduction against the other units. Battles last much longer that way (and are much more epic :D ) and you feel much less frustrated, as the enemy still can counter your units, but you also don't loose your whole army in a second.
I would miss it.
I don't remember how exactly it was in version 3.8.1.
But did you have all spells from the spellbook?
Yep, the CP thing was changed, they don't give CP anymore, just strengthen the troups.
There is an unofficial english version. We will add an english version in 4.0.
Just google for it or use our starter. But it is not made by us, but by a fan.
You can summon Grond in the current version.
We won't give Gondor's Gandalf the abilities of Ered Luin's Gandalf.
At the beginning we had only one Gandalf on both factions – there were many complains about having the same hero with the same abilities at two factions being boring.
That's why we made a unique Gandalf for the dwarves.
If we'ld give Gondor's Gandalf the same abilities, we'ld have the same problem as at the beginning:
Ered Luin's Gandalf would just be Gondor's Gandalf with less possibilities.
Additionally we won't give him ALL different sets at once. It would be impossible to balance. He would have so many abilities available that he could easily destroy everything.
Just use the first ability. Enemies alive? Use the second one. Still alive? Use the third one, etc. He could just combo all of his abilities.
Additionally Gandalf is a VERY strong hero and (as already mentioned) banned in many games.
The problem is mostly his first ability. He can easily kill 2-3 batallions with only one hit. Afterwards he just falls back for 30 seconds and uses the ability again. After getting access to shadowfax you can easily just harass the enemy all the time: Ride to their army, use the ability, ride back again. It#s very difficult and nearly impossible to stop him. Of course he is dead very fast when you manage to attack him – but mostly you just have a few seconds and he should be able to survive that without problems. As shadowfax is the fastest horse, no other unit can outrun Gandalf.
So he won't be strengthened, as he is one of the strongest charakters ingame.
Sauron and the witchking have good melee attacks, that's correct. But they are not so fast, so they can't just run away. ;) That's the difference.^^ When they are fighting they either win or die. (or you have to use a massive amount of orcs to protect them and the enemy can still overhaul them much easier)
As I don't have mucht ime atm, I always just answer every few days.
I will try to answer all of the questions/comments of the past days, so sorry if I'm writing very much, but I try to explain all of our thoughts and answer all the questions.^^
Concerning the AI:
It is very difficult and we already made the AI much stronger and gave them much more advantages than in the vanilla game. Sadly the AI is very stupid in bfme and therefore has problems with our features. But for the next version we will create a completely new AI, which is based more on the Bfme I programming than the Bfme II AI. That way we have some more possibilities and beside of some bugs the AI is really strong in our current beta.
Concerning Imladris archers:
They are already strong. Yes, they aren't as strong as other archers, but Imladris should not be a faction, which has the strongest archers ingame. They already have very strong infantry troups and very strong knights. If we make the archers stronger they'ld also have to be much more expensive. But that would be bad for the game. But Imladris will get some tweaks here and there. :)
Concerning the favorite dwarvenf action:
Ered Luin :D I just love to have the strong units.^^
Concerning the outposts:
The castles are different fromt he normal Bfme II fortresses.
The buildable castles are stronger than a normal outpost, but give you less flexability, therefore less money and less units, but they give you a good defence. It is more difficult for the enemy to conquer them than to conquer a normal outpost.
So it gives you a saver spot than a normal outpost, but less from everything else. You can build it when you try to hold an area, but it will always gives you less than a normal outpost.