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Well, the misty mountains are a faction, which combines the wild factions under one banner - therefore I personally see no problem with having so many beasts there. I have answered the thing about yazneg and fimbul earlier. We can't integrate them at the moment, as they are just two names with no real character behind them - we will see if this changes in the next movie, but atm they are just two names jackson invented without giving them any kind of backstory.
We have seen this picture long ago. It was one of the first pictures, which was shown for the whole hobbit trilogy, but we can't use it for skinning, as many parts are shown in a curios way - therefore we have to wait for more pictures to make a good skin. ;)
We will inform you later about this - such big changes will be shown in the news - not answered in the comment section.^^
And as long as we haven't seen him doing anything we can't give him any specific role => won't add him. ;)
And Yazneg just commanded the wargs of Azog - Azog was the commander, Yazneg just his officer, therefore he would have the same role as the defiler ingame, just in a weaker version and with less extras.
There are some huge differences between lurtz, sharku, wulfgar and yazneg/fimbul...
Lurtz was the antagonist of the first lotr movie - while the two main antagonists, sauron and saruman, were far away he was the direct enemy of the fellowship, who tried to kill all of them and partially managing to do so.
He was the "leader" of the uruk hai in the first movie.
So he was a hunter, but not only that - he was also the leader and the first uruk hai.
Sharku was the leader of the warg riders and nearly killed Aragorn in the movies.
Wulfgar is the leader of the wild men of dunland.
So they all had unique and important(!) roles and we were able to implement them in a unique and important way for the faction. (Lurtz is the hunter, ugluk is the leader of the uruks, sharku is the wargrider and wulfgar the leader of the dunlendings)
Additionally at least Lurtz and Wulfgar have a "history".
But what are yazneg and Fimbul?
Those two are orcs with no history and they aren't the big antagonists, as they were just slaves of azog - who was the big antagonist in the first movie (together with the great orc).
As Azog fought against the dwarves himself, there was nearly nothing those two heros managed to do, Yazneg was just a charakter whose job was to get killed by azog to show how brutal he is. What else has he done in the movie? There was no other role, than to show how brutal Azog is.
And hwo should we implement them ingame?
Yeah, we could put them as a summon to azog, but then another ability would have to be deleted and (imo) summons are always a bit boring. ("hey look! I have two more heros for a short period of time!")
The misty mountains don't need those heros and they bring no new gameplay or anything else to the faction. Additionally they are just two more orcs, while there are already some cooler and more important orc heros in the faction.
Perhaps they will be implemented in the future, but atm we have no plans to do so.
It should be possible to find them also in wotr.
And no. There were some poems a fwe versions ago, but as we changed the place of most oeastereggs they won't help you at all.:P
Agandaur lived (according to war in the north) while the wotr - angmar is placed hundreds of years before that. => it would not fit at all.
The normal speed is 30 fps - if you increase the fps by editing the big files you will have problems ingame, as everything will be faster. f.e. if you have 60 fps everything will be double as fast as with 30 fps. (units will run faster, arrows will fly faster and so on)
And even with a good computer you can't play bfme II so fast. The engine of bfme is very bad, that's why the game will always slow down as soon as there are some troups on the battlefield, even if you have a good pc.
We don'T plan the same amount of heros for every faction - in fact that would be nearly impossible. The dwarves, f.e. can only have about 1/3 of the maximum amount of heros, as the heros have to be divided in the three different tribes. Therefore the single tribes can't have much more heros. But it would be ridiculous, if Gondor would also just have so few heros.
We are not planing to add more single units - in fact we're trying to reduce the amount of such units. The reason is, that it is very difficult to control a large amount of single units and very difficult to fight against them. Units, especially archers, focus one batallion - if there are 5 berserkers they would always just focus one of them after the other and not all at once. this makes a spam of siingle units very powerful and additionally it looks ridiculous, if hundreds of archers attack one target and it doesn't die. :P
We are trying to remove the big strength-difference between the units, as it is unrealistic and sometimes looks very curios in the game. Some single units will stay, but all in all we will reduce them for better gameplay, balance and more realism.
We won't stop on version 4, we've already said that we hvae plans for future versions - at leat we're not planing to stop modding. We will continue modding as long as we have fun and time.^^
Uhm... Bolg was also in version 3.8.1 and it is long known that he will be also in 4.0...:P
So: Nothing new.^^
I personally don't like any of this charactrs. :P
Agandaur lived, according to the game, while the wotr and was the king of all goblins - so we can't make him a champ of angmar (which was destroyed hundreds of years ago), but have to make him a champ for the goblins... but the goblins are a wild faction with no humen. Also they already have leaders, which fit much better to this faction. (Bolg, Greatorc,...)
They would never follow a human. :P
Therefore we can't put him into this faction either... and he doesn't fit into Isengard or Mordor as well.
1. The spiders will be at mordor - as they are at the moment already.
2. There will be most likely no new faction in the next version, but we are planning tow more factions. (more aren't possible because of engine limitations)
They will be implemented in later releases. We won't tell you yet which factions we'll make, but we already have made our decisions :)
Tolkien doesn't live anymore... :P
So he can't like or dislike the movies, but his sone (who is continuing his fathers work by collecting his scripts and publishing them) dislikes both, the lotr trilogy and the hobbit movie.
Just wait for the next few news. - we won't tell you anything about special units in the ocmment sections. ;)
Wait for the next news. :P
The ringhero will be the same as at the moment: Smaug.^^
Rise of the Witchking 2.01.
It's the newest version of the game.^^
Wait for the other goblin news. :)
We work hard for it and probably the AI will be able to use the system without errors. :)
Same answer as last time?
Same answer as every time!
We have only room for two more factions and Arnor is too similar to Gondor. Additionally there are many more reasons, but I don't want to repeat them every two days.^^ (I have answered the questions a few days ago in the comment section)
It's quite difficult, that's correct - sometimes you can get a cheap version at ebay, but it's nearly impossible to get a version for <20€.
We won't integrate Arnor, as we have only space for two more factions and want to use them for other factions. Additionally it is very similar to Gondor, that's why we integrated it this way. Originally we wanted to have no Arnor in the mod, but as there were so many fans of Arnor we integrated it as it is now.
Angmar is a normal faction, as it was a normal faction already in the game (and most people would have us for just deleting existing things) and because it fought against much more of the other factions.
Arnor and Angmar are both settled at the time short before arnor fell -
Which factions fought with or against Arnor? Imladris and Angmar. (Gondor came too late)
Which factions fought with or against Angmar?
Imladris, Angmar, Arnor, Gondor, Goblins (the witchking forced them to help him)...
There are some more factions they fought against, therefore it has more of a "right" to be a whole faction.
To the unique towers (Orthanc and Barad dur):
We will never integrate the orthanc or barad dur again. The movie is of one of our older versions, that's correct, but we deleted the possibility to build those unique buildings, as it always just looked a bit stupid to build the barad dur in the shire or in the misty mountains - you're not playing in whole middle earth, but only at a small place and the orthanc wasn't build there. Those biuldings existed at ONE place and not somewhere else. Additionally Saruman was not the builder of the orthanc. And it took dozens of years to build the barad dur - it was just a bit curios to see them being build up in a few seconds, while there are some hobbit buildings right next to them.
Yeah, it's a bit of a problem, but wasn't fixable. I personally don't think it looks that bad, but that's just my opinion and it wasn't possible to make it better.
And as we are working on a completely different building system and won't use the current system anymore we won't look at those problems.^^ Because of the new system they don't exist in the new version anymore. :P
We have discussed the wall a few times, but no.^^
We want every faction to have a unique gameplay and we want every faction to have a recognition value. If every faction has walls the gameplay would be very similar... But this way we can give some faction walls, but other factions other strengths, for example better siege weapons etc. without giving them a big advantage. Additionally Most of the evil factions have no archers who are strong enough to defend their fortress - the range is very low and it wouldn't fit to give goblins the same range as f.e. imladris elves.
Another point is that we want to be as close to the books as possible - yes isengard and mordor had walls there, BUT:
Isengard never defended their castle, they always brought the war to their enemies and probably build up some small camps there (without any walls)
When Isengard was attacked (by the ents) it fell immediatelly.
The black gate of mordor was not build by sauron and there was never a battle there or at minas morgul while the wotr. He also just fought open battles or sieged good castles.
Therefore all battles where either in the open field or Mordor/Isengard sieging the free people.^^
That are some of the points why we don't want to give every faction a wall.
We have discussed Saruman as Ring hero for Rohan quite a few times, but there are many points why we won't integrate him:
(1) We want every faction to have its own ring hero - we don't like to double heros and we like even less to double a ring hero. That's why Angmar can't summon Sauron and Rohan doesn't have Gandalf as ringhero.
(2) Saruman is an evil person while the wotr - perhaps he was a good person ages ago, but everyone knows Saruman as an evil person and noone would believe us, if we are integrating him as a "good" saruman. He became evil because he studied the rings, why should he become less evil when he gets the ring? (he wanted the ring all the time to become more powerful, not to be an ally of rohan)
Therefore we would need an evil Saruman, who dominates Rohan...
Now let's see... You are getting the ring (hurray, you found it!) and use it... damn, suddenly all of your troups are getting dominated by your archenemy - Saruman. Suddenly you're not playing Rohan anymore, but an evil person, who forces your earlier faction to do whatever he wants. Or - what was alraedy suggested many times - you will get a whole new faction and won't play rohan anymore, but corrupted Rohirrim, etc... still not a nice idea, as you are playing rohan and not Isengard.
Therefore we will never integrate Saruman as the ring hero for Rohan.
No, we can't just add maps from other mods - and aditionally they use many models, which are added in this mod - we would need all those models, too.
We are using as little material from other mods as possible, as we don't want to copy other things, but have an own mod. We want the people to remember when they are playing our mod and when not. That's also the point why we give only very few mods permission to use some of our models.^^
Voices will be only in german - the work we would have to put into translating all sounds would be immense. I think it would be much more than 300 hours of work just for the sounds. If we make this also, the release date would probably be in 2015 or even later.^^
We inform you abut things as soon as we have enough material to show - as said... we are working and have done a lot of things, but those are mostly things we can't show you. (or doyou want to see 30 pages of source text? :P )
At the moment we are working on the next news, but I can't tell you when we have finished the work.