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Eastereggs are hidden units/events in the game, which can be found by accident or because you know how to find them. :P
You can recruit the overlord, spiderman, the lichking or the dark elves. (there are more units)
They can be found while you're just playing a normal skirmish game.
You are playing with gondor and have gandalf at less then 50% hp. If you are now using his wizard blast and afterwards recruit a troup of gondor soldiers in the next 10 seconds, there will be some dark elves instead of the normal gondor soldiers. (of course this is NOT true. It is just an example, how we hide them)
Some eastereggs need can just be found on special maps, others can just be found with special factions.
But, similar to normal eastereggs, you don't know where they are at the beginning, but you can find them either by searching or by simple walking over them. :P
Somewhere in skirmish - but we won't tell you. Eastern would be pretty boring if your parents tell you where all the eggs are hidden, wouldn't it?^^
That's why we won't tell anyone, where those eggs are hidden. More fun for us and more fun for you if you finally manage to find them.^^
Nothing - that's why they are eastereggs and difficult to find. There are a lot of eastereggs in the mod - for example the lichking and spiderman are two more known eastereggs. They are just jokes of the edain team. ;)
Das ist doch zur Zeit auch so - mit normalen Truppen kann man nicht wirklich die kleinen Kämpfe um die Mapcontrol führen, weil sie dafür viel zu langsam und anfällig sind.^^ Darum baut man auch jetzt schon ein paar Batallione Reiter, um diese Kämpfe auszutragen.^^
2 more factions are planned, but we can't say you when they will be added and which they'll be.^^
I personally like our version more.
This is just another copy of "word of power" - he already has many abilities, which are similar to gandalf's abilities. With this ability he would be even more like Gandalf - but with our ability their abilities have a bit more differences.
Additionally I like the fire balls ability more, as it is not just a simple aoe spell, which kills units, but is a time based aoe attack - so you can use it, but you can't run away at the same time, but the enemy can run away - so he can flee from your ability, but you can't just run to the enemy - use the ability and run away again.
neue Völker wrid es in der nächsten Version nicht geben - zusätzlich haben wir nur noch platz für zwei Völker mehr. (mehr verschiedene Völker sind aufgrund einiger technischen Einschränkungen leider nicht bugfrei möglich)
Die Festungen werden immer begehbar sein - das ist ja gerade das, was uns gefällt - wenn man eine Festung hat, dann soll man sie so verteidigen können. Und zwar auch immer und nicht erst irgenwdann.^^
Grenzen erweiternw ird man nicht können - hier gibt es mehre Probleme - man kann nicht einfach neue Bauplätze im Nachhinein zu einer Festung hinzufügen und es ist auf den meisten Karten nicht genug Platz, um die Festung größer zu machen. Es wird halt so wie in SuM I sein - teilweise muss man sich vielleicht auch entscheiden und kann nicht einfach alles bauen.
3. Das ist so nicht möglich (wieder technische Einschränkungen), jedoch sind die Waldelben bereits in Wäldern getarnt und werden nur enttarnt, wenn sie angreifen oder wenn der Gegner ganz nah bei ihnen steht.
Unsichtbares Angrifen würde bei der KI zu einigen Fehlern führen, die würden deine Einheiten dann teilweise komplett ignorieren und im MP wäre es auch nicht so grandios, da dann ein Teil der Spieler es fast überhaupt nicht bemerkt, während gute Spieler damit keinerlei Probleme haben - das führt nur dazu, dass es frustrierend für Anfänger ist gegen bessere zu spielen.
4. Warum sollte Bruchtal das?^^ Bruchtal hat eigentlich auch sehr starke Infanterie, zumindest ist es bei uns darauf ausgerichtet und ich finde das passt auch deutlich besser.^^
5. Bruchtal hat bereits sehr starke Bogenschützen - sie wirken nur evtl. etwas schwächer, weil Bogenschützen allgemein OP sind und die der anderen Völker halt noch ein paar Sachen haben, weshlab sie "noch mehr op" sind.
Aber Bogenschützen werden allgemein etwas geschwächt in der nächsten Version, damit man wieder mehr. Die Dunedain wurden komplett überarbeitet und weg vom direkten Kampf und dafür hin zum "Hit and Run" verändert.
We already said that the next news will show you the goblin faction. :P
So we won't wait with redoing the factions until the movie comes out. And Lorien won#t be shown in the movie - only mirkwood.^^
You can also try to lower it on middle - often this helps very much, too.^^
Probably the ram is the only thing that helps a bit, but not very much - the problem is that the engine can't handle many of our new models/animations/whatever at once. And we can't change the engine of the game. Therefore the only possibility to fight huge, more or less lagfree battles is to reduce your details in the game.
It's alrady in another language - german and version 4.0 will be in this langauge also. :P
BUT the mod will be in a second language available... as said in the first "road to 4.0" news we will release version 4.0 in german AND english.^^
It is not completely done - the problem is that we are creating new things all the time. Therefore we have to change the file a lot of times.
It won't be possible to download it before version 4.0 is released, as it probably won't be finished much earlier.^^
same answer as always:
We are always trying to add things from the movies - but we can't say yet, if we like all the new details and if the movie gives us enough good pictures to create good skins. And we don't know if there is enough time before 4.0 to add all those skins.^^ (just look at the first movie - we added the dwarven heros, the azog skin, etc.... but we will never add the mountain giants as they were shown in the movie.^^)
No, we won't.
Some people like the hero submod, others hate it. (I'm no big fan of it either)
Edain tries to make a game which is as close as possible to the books - BUT we are also working on good gameplay and balance. The submod is nearly unplayable for MP, as heros are even more op, than in the normal edain mod.^^
Additionally it is very difficult for new players to get into the game. There are too many things, so they are completely overstrained. We are trying to give every unit an own style and a special place in the faction - therefore we can't add multiple similar units to the same factions. (we are trying to use units, which are too similar to others for summons or other abilities)
We don't know. We aer working very much on the new version, but as it is a lot of work, we can't give you any release date. probably it won't be this year, but I don't know exactly how much time the other members can invest while the next few months.
When there are any news we'll tell you. :P
In the last weeks we worked on many different things, which can't be shown (tons of texts^^) and have reworked another faction (goblins)
But as we don't want to show you things we haven't completely finished, we are waiting until we are sure, that everything is working. :)
No, it is no glitch that Smaug looses no health.
As you can read in the books or see in the movies, Smaug stomped the dwarves and they had no chance to fight him - their only chance to survive was: "RUN AWAY" :P
In the west is a small outpost - you have to reach it with your heros, than you've won the battle. But at mission 3 is another bug, which stops you from getting any further. There is somewhere a fix, but I don't have a link for it. (and afterwards in map 5 and some more maps are similar problems) - in the next version the whole campaign will be normal playable. We've changed a few things, which gave us the possibility to continue modding without making the campaign unplayable. (the campaign was playable the last versions - only in 3.8.1 there are those bugs)
You can build all soldirs at the inn.
Mumakils can be recruited in the mumakil tent, which can be summoned by Suladan.
The Dwarven campaign has about has... 12 Levels I think, the Angmar campaign 9 - but in 3.8.1 there is a bug in the second angmar campaign, which will be fixed in the next version.
Nope, there is no map, which gives goblins a bonus - Cirith Ungol is a fortress of Mordor. :P The goblin faction is setled in the misty mountains.^^
Angmar is really strong, that's correct, but atm Isengard, Mordor and the goblins are much stronger. They are the overpowered factions in 3.8.1 (which will be changed in the next version)
But 98% sounds nice. =) Glad to hear that you enjoy the mod so much. :)
So the ring problem is solved?
isengard can only build buildings near to the fortress or a citadel - but there are some problems at fortress maps. (in the next version there will be no problems, as all factions will have the new building system)
You need to build more forges - the more forges you have the more buildings are enabled.
And have you got the saruman spell?
I don't know who this troll is, but "Gnomii" is another account and is no member of the edain team.
We don't know...^^
We are working as hard as possible, even when we're not presenting new stuff... but I don't know when the work will be finished. Most maps are ready for the new building system. (hurray^^)
We still need to finish the work on the left factions and we need to integrate the unit changes for the new gameplay. (we can't just use all units as theyare atm. Some types or even factions are getting buffed just by changing the building system, some are nerfed)
Additionally we wanted to change the spell system:
At the moment there are many abilities which can kill your entire army within seconds. We don't like those abilities, as in our opinion you shouldn't be punished so hard when you're building a big army and try to force a huge epic battle... (in the current version the enemy just laughs at you, uses 2 abilities and 90% of your army is dead :P )
Those changes will need some more time. Probably we won't manage it this year, but perhepas we manage to work much faster than I expect. xD
We haven't integrated such a Rohan camp, because of following reasons:
1.) It is true, that both should have helped each other - but in the wotr rohan just helped gondor, not reverse.
2.) We are always trying to have a well-arranged amount of features per faction - some faction have more, because it fits to their style, but Rohan is a very simple faction. Therefore we are also trying to make very few and very simple features for this faction. (you don't really notice it while playing... but we had much more features for rohan 2-3 years ago and it was horrible - the faction just felt much too complicated to be rohan)
3.) We're trying to give every faction a unique gameplay. Rohan is a faction which has many knights and many peasants, but only very few armored troups. With such a building it would be easy to get strong gondor soldiers, which doesn't really fit into the gameplay of Rohan. While fast knights are always good and can always help you, some strong melee soldiers won't really help a rohan player, who needs fast troups in the EG-MG. Because of this it would be very difficult to balance such a building.^^
The stone throwers are already strong.^^ Of course - one catapult isn't that strong, but you can spam them as they are really cheap.
But yes, I understand your point. The next probelm is that siege weapons can't be a part of a batallion, therefore the threall master would have to vanish. And I personally don't know if it's good to add a battering ram to another faction, as there are already many factions, which have rams and catapults. And Angmar also has walls - most factions with walls have strong defense, but less siege potential. If a faction has both, it will be automatically very, very strong.^^
We are discussing atm how we're integrating dunlendings.^^ But we will integrate them, as they have always been a very big part in edain's isengard.^^
such redesigns (as I have done with Isengard) is always a lot of work - I personally don't think that Dol guldur is that bad, so if noone else in the team wants to redo it, it will probably not be done in the nearer feature. Carn Dûm is a horrible map, we will probably make a completely new map in the future, but I don't know when we have the motivation and time to do it.
There are many things we can't present you, as you wouldn't like some news which just show you thousands lines of code, wouldn't you? :P
Most of the maps are now reworked for the new building system and we are working hard on the next faction. *cough* goblins *cough*
But as long as haven't finished the work we won't show parts of it, as we want to present you only the perfect final version.^.^
Such bigs maps always cause problems:
1.) The game will be much slower and there will be more lags.
2.) The game would be very boring - other games are made for huge maps (as AoE), but Bfme II isn't made for big maps - the game always feels a bit... strange when the map is too big. Just play with 2 players on an 8 player map - it will always be the same. both players build thousands of buildings and afterwards everybody is just spamming units... That has nothing to do with strategy and the player is doing nothing more than just watching the (very laggy) battles without doing anything but recruiting more and more troups...
That's why there are no huge 2vs2 maps... If you want to play 2vs2 on a bigger map you can also just play a 6/8-player map with just 4 people. :)
You don't have to ask that for every single design...^^ We've already seen the pics (and I personally hate the look of beorn, but everybody has a different opinion), and until now we have integrated most of the designs of the movie... :P There are only very few designs we aren't using and we probably won't tell you our decision in the comment section. Just wait for a news concerning this topic.
There is no release date for the next version.^^
Version 4.0 will be in english and german (the texts - the sound will remain as it is.)
We aren't trying to make other translations, as it is way too much work for us t translate it in more than one language. But if you manage to make a good translation of your own, we can try to help your translation become more famous, so that other people can use it too.
We won't just copy another mod. We have our own systems and we use them, as we like it.
We can't add custom heros. We deleted them, as the game crashed all the time because of this feature. Even if we wanted to - there is no chance for them to become part of the mod again. (the game would crash every skirmish after 5 minutes)
Arnor will never be an own faction, as it is very similar to gondor and we have technical limits for the amount of race - there is only room for two more factions and we want this space for other factions than arnor. But as there are many fans of arnor we decided to implement the faction as map feature. ;)
We deleted angmar's trolls, as angmar had everything and was much too strong because of that - a wolf-wolfrider-troll spam was impossible to beat and as there are already two more factions with trolls we decided to give angmar another style without trolls.
We won't give any release date, the most accurate date we're telling you is "In the future".
3.8.1 is only available in german, but there is an unofficial englihs patch, made by klem. The edain team did not take part at this translation, but it helps you to get a small overview.
In version 4.0 all texts will be in english. :)