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This is just a demo. Read this for further information:
Well, there are just different creeps on the maps...
There are already different troll creeps (hill-trolls, snow-trolls, cave-trolls).
Similarly there will be different warg creeps. So you can't really say that it's a map-feature... There are just other creeps on the map.^^
With the worldbuilder. Just search for "bases" in Bfme. There should be some tutorials.
You mean the level of your faction?
There are none. It just shows you how often you've played that faction.^^
Really? Your own troups or the enemies archers?
Because I never had the problem that my archers attacked him, but I haven't tested it with the AI.
This is the new version of Edain and there are still the same modders here as 5 years ago. ;) (one or two new came to us, but mostly we are still the same)
Edain is never finished - we are always working on new versions.^^
But thanks - glad you like our mod. :D
Afaik there are a lot of fans who don't want them. (you know... the forum on moddb is not the only place where things are discussed :P )
Additionally some in our team like the riders. Probably they will be in the game at some time - I can't promise that they will be in the first version, but at some time they probably will be. ;)
Sauron won't die. When you kill him he becomes a shadow and can't attack anymore - but aftersome time he regains his strength and revives. Therefore yes: He can't die.
You can read everything here:
Nearly all maps will get small reworks for the next version (currently there are ~110 maps changed, the last ones will probably be made in the next week) Mostly the positions and amount of settlements and outposts are changed. Helm's deep is one of those maps. (there are 8 settlements added) :)
Beacuse the designs for all other factionsa re finished - what's unfinished is the gameplay, therefore all the numbers and sometimes special abilities, upgrades and similar things. (and of course some skins and models, even though they are mostly finished)
So it makes no huge difference - all factions would need a similar amounf of time.
We don't know. When we manage it, then we'll implement it.^^
Okay, this should NOT happen... :D At least I know no other people with that problem.
Are there any additional graphical problems?
Do you use sweetfx or any other "third party"-program?
Have you tried to play on lower settings?
(Have you tried reinstalling the mod/game?^^)
What exactly do you mean with "most of the screen goes blackened"?
Do you zoom in?
Can you please make a screenshot?
We can't change the ring issue. We managed that the AI tries to give the ring to the ring hero - but then the game crashes. So we disabled the ring mechanics for the AI, as a running game without crashes is more important than a not working try with the ring hero.^^
Arnor won't be a subfaction of Gondor, there are too many technical problems for that.
It's a map-special for Gondor and will stay like this.^^
Problems are for example:
- the amount of heroes, there is a maximum amount of heroes for each factions. Arnor+Gondor heroes would be too many.
- Spellbook: We can't change the spellbook after the game has started
- timeline: Having Arnor- and Gondorheroes at the same time is something we don't want.^^
Yeah, we're working on that. Sadly the AI is a difficult area and sometimes it's very luck based if the AI is doing what it should or not.
Well, they DO need some time. Just because all the models and skins are implemented does not mean that you can already can have fun playing the faction.
The demo witht the for factions was made to give you an inside look in the new version and to give feedback for us. Now we have to implement the feedback.
Now we just have to change four factions and can build up all the other factions on the experiences we got from this demo.
If we'ld just create the new factions we would have twice the amounf ot the work and further factions would need much longer.
This is why we are currently working on the four factions and won't already implement new factions in 4.02.
No, you can always just have one mod active at a time. So you always have to deactivate one mod before you activate the other one.
Have you ever played Bfme I?
Isengard and Mordor had no walls there, but they still were as strong as the other factions.
Such factions just have a different gameplay than the other factions.
Those factions are weaker in their defense, but stronger in their offensive and siege-power. :)
We are currently working on 4.02, which will fix all of the bugs and make the game a bit more dynamic. I don't know when exactly this version has been finished, but we have already done a lot of stuff.
Does this always happen or only on special maps?
Please write on which maps this happens to you.
Well, it'S 1:1 the Bfme I Version.^^
But yeah, they are not very useful... :D
What exactly do you mean?
It's technically not possible to changes this. Sorry.^^
He will always remain a drake and won't be changed to a wyvern, if you mean this change.^^ (drake = 4 legs+2 wings, wyvern = 2 legs+2 wings)
Well, that's not balance - that's AI.^^
Are you playing 4.00? There was a bug with the spellbook, try 4.01, the bug has been fixed there. Isengard AI still is really strong, but the current Isengard AI is as strong as we want the AI to be - we are still working on the AIs to make them all stronger.
Online has been shut down by EA Games, that's why we are supporting Tunngle. You should be able to play via Tunngle (it's a network-simulator)
Of course Bolg - he is the only named goblin hero (all others just have titles) and is the leader of the faction.^^