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You have to make a map.ini, search for the ini file of the wizard tower and then change the module/weapon of the ability.
If you search for "map.ini Bfme II" or something like that you should find tutorials in the internet. :)
It was a final power in an earlier version. You summoned it and it spawned a lot of different creepy creatures who fought all units, enemies and allies, which come to close.^^
A modification is never late, nor is it early, it arrives precisely when it means to.
Well, I'm also in germany and it worked for me - You just have to open the router settings and look up the ports As long as you know the password of your router it's no big problem, as there are dozens of tutorials for that in the internet.^^
You can't use the online mode - EA Games shut down there servers a long time ago. You can use programs like Tunngle (which is advertised in our starter) to simulate a network with other people and use the network area in the game to play with other people. :)
You can try to play it without a legal version, but we can't (and won't, because it is illegal :P ) help when there are problem with your version.^^
Of course, we are currently working a lot to fix all the bugs.
The AI cheats, as in every other RTS.^^
Buildings from the living world map aren't avilable anymore in the battles.
Additionally you an't build camps or castles in the wotr - in the next version they'll all be replaced by outposts.
Press CTRL + B for a beacon :)
This is an old part from 3.81. There you can get them in the tavern, in 4.0 you can summon them with your spellbook. :)
Yeah and their 1.09 Community patch(which is part of the download or at least supported, as you can see on the page) has a lot of stuff from other guys which they use without having the permission for it. (f.e. they are using more than 20 maps from edain without asking us and even keeping them after we asked them to delete them)
So we aren't really friends with the makers of the 1.09.
Theoretically it should work with that version.
Well, at least here in germany the version of forshire is illegal. ;) But have fun with the mod.^^
It depends on the country, mostly it's just a dark zone and it can be said either way - as we've heard from other websites who had a lot of problems with such things, we are always telling everyone:
We only support legal games and we can't promise you that it works on illegal versions. But that does not mean that it won't work with images/cracks... ;) You can always try it out. As said: There are no changes made by us, the whole copy-protection is from the vanilla game.^^
We are always trying to fix the bugs, but we normally can't promise that everything will be fixed/is fixable. But this should be able to fix.
1. Afaik it was like that since the vanilla game.
2. Nope, you won't have a fortress - those buildings aren't available on the map, they are mostly for the possibilities in the world map.^^
Heroes are not 1 man armies.
Heroes aren't strong anymore because of their stats - hate are strong because of their abilities and therefore they are stronger the better you play with them - but weaker when you don't use them correctly. Mostly you have to send troups with them and then they are REALLY strong... just don't let them fight alone. ;)
Should be fixed for the next version, thanks for the help. :)
The problem with the AI would still be really difficult. It's not really possible to say something like "if the AI is strong enough to defend then open the gate, otherwise close it."
So when exactly do we close the gate?
When there are more than 20 units?
Then I came as Mordorplayer and attack with 19 trolls and the AI won't close their gate.
When there are more than 10 troups?
Then it's enough to send Mordorbatallion there and the AI won't do anything.
Many of the scripts don't work good for the AI and cause problems there.
Additionally it's not easy possible to calculate which troups the enemy sends - probably it is possible, but you will notice it as the game will slow down A LOT when you play with more than 1 AI.
Therefore the AI can't differ between 100 orcs or 100 dol amroth fighters.
So it is not really possible to tell the AI to "only close the gate when it can't fight". (additionally many of the Bfme I scripts which helped a lot there doesn't work the same way in Bfme II)
So sorry. But this way would also always cause bugs, which is why we haven't used it yet. When we manage to find a good way, we will do it, but we already talked about something similar as your suggestion and it did not work.
Not possible, sorry. That's the problem.^^
Let's all hail Feanor the troll everyone thought he has been an elf, but NO! In truth he had always been a troll, who wanted to smash everything.
Fortress maps will remain the same.
Well, in my opinion the absence of castles will feel much better.
We will see how it will be as soona s we've released the version with outposts and afterwards we can discuss further changes. :)
It's also intentional that the AI doesn't close the gates - we managed that the AI closes their gates... but well... then all battles were really boring. The Ai is not intelligent enough to use the walls properly, which caused the game to slow down a lot and make sieges really boring, as you just moved your siege weapons to the enemy, destroyed the wall and attacked.
Additionally you could also just place someone like Merry in front of their castles, make him invisible and the AI won't open the gates (and therefore won't leave the base) forever.
When the AI doesn't close their gates you can walk in, yes - but the AI also can walk out and attack you. The AI is much more fun and challenging to play against without closing the gates. Which is why we did it this way.^^
I'm glad that you still like the mod beside of those 'bugs' or other rough spots. :) It's sometimes difficult to mod such an old game where you can't change a lot of things because many things are 'hard coded' (therefore not changeable for us).
it's always a pleasure to know that players still like the mod even though they notice some bugs.^^
Have fun continue playing! :)
The bug only existed because we did not want castles.^^
As hoho already state we were no fan of the old wotr principe - the battles in wotr were the same as in the skirmish, just with a starting army. Not really something we thought was very exciting.
We wanted the player to build his army in the war of the ring and think about his armies, so:
What units do I build? How many of each type? Which armies do I put where?
These thoughts were pretty non existent, because you just started a game and build everything there. (your wotr troups were mostly just 10% of the troups you build ingame, as you built a lot there)
We want you to think about your armies and the worldmap is the place where you decide how you build your army - while on the map battles you fight with the armies you build up previously. Of course you can still strengthen the army with some buildings. but you can't just build everything on the map.
Additionally it happened very often that 4-5 players started on a 2 player map.
Therefore there were 2 fortresses... and 1-2 outposts.
Those games were always really frustrating, especially when you had no fortress. There were two strong players on those maps and the other ones were pretty much useless and after the first 5-7 minutes they just waited for elimination... hurray...^^
That's another thing:
We want to make the game less frustrating when you're not starting near a fortress.
We also think that it's better with this 'bug' than without fortresses - which is why we deactivated them in the first place. So it's not easier to just add the fortresses again - because this brings the game just back to beta status which was really frustrating and boring.^^
(note: it's NOT a bug that you can't build there. We just did it, as the outpost thing caused some bugs, f.e. game crashes, but reshef and me found a method yesterday to do it in a very fast way)
Correct. All fortresses and camps are replaced by outposts. (I think I've said that about 10 times now xD)
We wanted to integrate it in the current version, but shortly before the release we noticed that it causes bugs. Therefore we did not change it and just made fhe fortresses unavailable. (as said: with fortresses it's even less fun than without building opportunities)
As said... read the books...
And as you're mentioning the siege.
If you've read the books you'ld know that he was not mentally weak - it was just the madness which overcame him, when he believed his son dead and the armies of Mordor in front of his gate.
As you might know he used the Palantir to see Mordor's plans and always tried to force the palantir to show him places - what he did not know was that Sauron just allowed him to see the places and therefore Denethor believed that Sauron's armies were much bigger than they actually were.
Denethor was a really strong minded guy - it was just the madness which destroyed him at the end.
As already said:
The goal was that all the camps and castles are replaced by outposts. But there were some bugs with it, which is why we just just deactivated the castles. We are still working on it and are trying some stuff at the moment.
Where exactly have you seen that Denethor is a coward? Please read the books again, he always had a sword by his side, knew how to fight and also fought against Sauron in the Palantir.
As I don't play the submod I can't tell you: I haven't played it and therefore don't know the system there.
Which system exactly do you mean? Because it's more or less the same as in 3.81.
Of course it's probably similar to the hero submod's system, because it's just a submod for 3.81 and if we use our 3.81 system and the submod didn't change the system... well, then I'm not surprised that it's similar. ;)
Probably as a spell yes. Not as a regular buildable hero.^^