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I personally think that it is possible to conquer a fortress - especially as the AI doesn't really use the defenses of the fortress.(walls, gates)
It is difficult if you try it alone, as the defender has some economy buildings at the beginning, but it is not impossible. As soon as you have survived the early stages of the game, it is not as difficult as it is on a normal map.
The problem are not the pikemen.
Swordmen are underpowered, that's correct.
But the main problem are the archers.^^
Archers are strong vs all infantry troups (they kill pikemen without any problems), monsters and upgrades. Additionally they are only weak vs knights and you can easily defend them vs knights.
Pikemen aren't that effective vs buildings, as they can easily be killed by archers when you try to harass with them. Mostly the current version is about archers, knights and pikemen. (and monsters when playing some factions)
The biggest problem is that archers in LG are very strong, as they destroy most armies very easily. Huge archer armies can only be countered by other archers or catapults. (knights don't help you as you can defend them with pikemen)
But we're working on it.
As said, this is not possible. Those rohirrim cost a lot of money and when mordor just uses some pikemen with his orcs, all the rohirrim die. Rohan is one of my favorite factions, as you have very good possibilities to harass and disturb your enemy - but when you can't harass your, but have to fight him directly, you're in big trouble in most of the times. (only the galadhrim are really strong in those fights)
Mordor can't build so many orc pits, therefore it can still build a huge army, but when an amry is destroyed, mordor can't just rebuild it within a second. (so a won fight against mordor can finally hurt mordor :D )
Probably the orcs are also a bit buffed, as we all don't like the weak orcs. If you just look at the movies, quite often the orcs killed gondorian soldiers without any problems... in the previous versions we needed to make them very weak. Now we can buff them a bit, so that it is more realistic and better balanced. :)
Wir haben da schon häufiger drüber geredet.
Ich wiederhol nochmal die wichtigsten Gründe:
1. Die Arbeit
Viele Konzepte funktionieren nur für eines der beiden Bausysteme. Zum Beispiel das derzeitige Isengartsystem funktioniert wunderbar im derzeitigen Stand, jedoch wird es nicht in dem System mit dem festen Bauen funktionieren. Wir müssten also quasi zwei komplett verschiedene Mods erstellen. Das wäre jedoch etwas, was wir nciht vorhatten und nicht machen wollen. Wir wollen EINE Mod.^^
Wir müssten auch zwei komplett unterschiedliche Versionen im Bezug auf die Balance erstellen, da die Balance niemals für beide Versionen gleich wäre. Im freien Bauen kann man z.B. 20 Orkkasernen bauen und aus allen die kostenlosen Orks spammen, beim festen Bauen ist das jedoch nicht möglich. Das ist ebenfalls eine Heidenarbeit und würde dazu führen, dass es sehr schwer ist von dem einen auf das andere umzusteigen, weil man dann immer das eine gewöhnt ist und beim anderen sich dann komplett umgewöhnen müsste. (und es würde sich finde ich auch sehr komisch anfühlen)
3. MP Community
Die MP Community ist bereits sehr klein. Wir haben uns deshalb (und aus anderen Gründen) auch immer gegen eine direkte Unterteilung von manchen Gameplaysachen geäußert. Wir machen eine Mod und das ist dann die einzige offizielle. Wenn wir hier sowas erlauben, wie geht es dann weiter? Nochmal eine Unterteilung mit keinen und normalen Creeps? (was auch schon gewünscht wurde)
Eine Version mit Helden, eine ohne? Eine mit Spells, eine ohne?
Da hat man dann am Ende 16 verschiedene Versionen und man findet niemals einen Mitspieler, da jeder nur mit seinen Einstellungen spielen will.
Wenn du deutsch schreiben willst kannst du auch einfach zu unserer richtigen Website gehen und dort schreiben. Die meisten News kommen dort auch ein paar Tage früher (da sie anschließend noch übersetzt und von den Admins auf moddb genehmigt werden müssen) und wir sind dort manchmal auch etwas aktiver.^^
First of all, it is not only my opinion, but also the opinion of the best edain players.^^
There are some good factions atm, but more or less the strongest are goblins, mordor and isengard.
The problem with those three factions is that in MG-LG they can build gigantic armies without any problems.
Mordor especially has the free orcs - In MG you can have easily about 10-20 orc pits and with those buildings you can build 1000 cp of orcs within 30 seconds. Therefore you can always rebuild a complete army in less than a minute and don't care at all. While the enemy always have to pay much for his troups, you can just spam your units and he has no chance to leave his castle. Even gigantic aoe spells, which can kill your whole army doesn't help him, as you can just rebuild all of your troups in less than a minute.
The orcs alone are strong - but not the main problem. You have a never ending meat shield with them. In addition to them you also can spam very cheap catapults and archres. As you always have hundreds of orcs in front of them, no enemy will be able to attack them and they can easily deal all the damage, while your orcs just stop the enemies from attacking your distance fighters. Especially the cheap catapults can be deadly. 10-20 catapults in LG are build easily and with them your enemy has no chance, as they deal a lot of damage to both troups and buildings and the troups can't attack, as they always get thrown back.
The only chance to stop Mordor is in EG, but even there it is difficult when you aren't goblins. As soon as you have survived the EG you can't really loose against most factions.
Only siege weapons and monsters can attack walls and gates. Same as in Bfme I :)
We are working on it and it will be better in the next version, but the AI for fortresses is always a very difficult part of the AI programming. (if not THE most difficult part)
That is not possible... You have the normal terrain, which has a fixed height. The texture of the terrain can't be made just 100 feet higher. It is always exactly on the terrain.
Where is the link between nerfs and cool things?^^
Mordor is one of the strongest factions, therefore it has to be nerfed as we don't want a faction to be stronger than another one.^^ Additionally Mordor already has many cool things. :P (the orcs, sauron, nazgul, mouth, trolls, etc.)
But we are always trying to make every factionc ool and unique. As all factions, Mordor will have more than one economy building, etc. So Mordor will get some new stuff.
There is more than Mordor missing... ;) f.e. Lothlorien is also missing. Additionally we haven't shown you all yet implemented systems. Furthermore the gameplay changes and many smaller changes are also not shown yet.^^ There is still a lot we could show before we release the next version.^^
That's a problem with the engine. It has nothing to do with edain, it has already appeared in Bfme II. As we can't change the engine we can't change that, sorry. But in the next version this problem doesn't appear anymore because of the new building (and wall^^) system. :)
We are trying a few things, we can't tell you exactly how it will be done finally. The new building system itself is already a huge nerf to mordor. (probably it has to be buffed afterwards, especially the orcs.)
But Mordororcs will stay free.^^
they can build them... but how often do you see heroes? They are build nearly never and in a normal game you see mostly 0-1 heroes, but not more.
Additionally it fits much better with cheaper, but also weaker heroes. Heroes are no one man armies, who should be able to kill full armies alone. (Tolkien always tried to be realistic and a single man killing hundreds of thousands of units is not realistic)
Thirdly the game is less luckbased - sometimes it is more or less luck if a hero survives or not. If the hero costs 6000 and dies, while the hero of the enemy survives... well, gg. 3000 is still a very huge number, but not as devastating as 6000.
Finally it is much easier to balance those heros and make the heros so that they are neither overpowered, nor useless.
Therefore it is more lorefriendly, better for the SP (as you see more often heros facing you), better gameplay AND better balance.^^
No, that can't be integrated, as the spellbook abilities are different.
Mordor's orcs are totally overpowered atm... yes, it takes a time to build them, but atm you can just build about 20 orc pits and build 1000 cp of rocs within 30 seconds.
Goblins can be build faster, as they also cost something. Mordor is beside of goblins and isengard the most overpowered faction in 3.8.1.^^
The AI can build everything without special units, that is no bug. If we would make it otherwise the AI wouldn't be able to build those buildings at all, as they can't handle many of our systems.
Mordor will have many possibilities, similar to the current state, but mostly mordor will get a bit weakened. As said they can kill most factions easily atm. Goblins are strong in the EG vs Mordor, but you can survive as Mordor and afterwards you can kill them easily in LG.
Of course they will be useful. They will also be much cheaper.^^ All heros will cost less then 3000, as the AI can't handle heros higher than that and it is much easier to balance cheaper heros.
At the moment some heros are just worth about 10 times their costs.^^ We want heros to be useful, but not soooo strong. (additionally as said: We don't like that fights can be over after a few seconds, just because a hero has used an ability^^)
Aragorn is weakened for the next version.
AND as I said it can be countered.
1.) Why shouldn't he?
Isildur was able to defeat sauron. Grima was able to kill Saruman with just a small piece, which wasn't even an elvish (magical) blade. Everyone is killable by everyone in tolkien's lore. It just depends on the whole situation. Additionally even a normal troll could kill Gandalf. In the movies a normal orc nearly killed Gandalf. (but Pippin saved him)
Therefore, as Aragorn is a very strong fighter, he can be able to kill Gandalf. Additionally you never heard in the books that Gandalf was a strong direct fighter. (he had only very few fights, mostly he used his abilities, but stayed in the back)
2.) Just look at the balance... No hero should be strong in every single area. If a hero is strong vs armies AND strong vs single units... how should he be killed?
Otherwise the unit would be totally overpowered and unkillable.
Therefore it is more lorefriendly and better for the gameplay AND the balance when Gandalf can be killed by heros which are strong vs other heros.
It will still be bound to certain maps, but there will be more maps with Arnor. Concerning the style:
Wait until we showed you arnor in another news.^^
Heros shouldn't be able to kill a huge army, that is correct. We have weakened all heros each version, now they are MUCH weaker than in the vanilla game. (their abilities deal much less damage)
The problem is that there are much bigger armies and therefore the aoe spells can hit more units and you can use the abilities more often effectively than in the normal game. For the next version we are reducing the power of all heros (especially heros which are strong vs many troups) again, as we don't like battles which are decided within a few seconds because one player has used an ability. We are all fans of longer and more epic battles.^^
He is weakened very much for the next version, but you're wrong in some parts.
1.) Aragorn is mainly a hero killer, while Sauron is strong vs Armies. Therefore Aragorn needs higher damage than Sauron. Sauron can easily demolish big armies even on level 1, while Aragorn can't do that, he can just kill single units.
Additionally the army of the dead is available veeeery late in the game.^^ The ability is much worse than many other 10 points spells, f.e. gandalf's word of power.
As said you're just talking about direct fights, but you don't see that there are more important things to look at.
Aragorn himself (alone) can't kill all of them. Gandalf has spells to kill single targets and many troups at once. Additionally he is much faster than aragorn. Because of that he needs to be weaker than aragorn in a direct 1vs1 fight. Saruman also has massive aoe spells and can easily destroy an army. Same goes for radagast. Therefore they all need to be weaker than Aragorn in direct fights. And Aragorn can't kill them all without the glitch.^^
ANd he can't kill the balrog if both use their abilities. (the army of the dead dies at once with every single ability of the balrog and with the other abilities he should easily be able to kill aragorn)
The army of the dead can only kill many troups if you hvae no tools to fight it. As said aragorn needs a long time to level up and until you have the spell every faction should have abilities to kill the single troup. (all heros or archers with magic/fire damage can kill the army of the dead really easily.^^)
Additionally even when you have no abilities to kill it: Just spread out. If all your army stands in one small space, than the batallion will kill you of course. But you just have to spread out for a very, very short amount of time and the army can kill nearly nothing.
The music sounds quite cool, but I don't know exactly what's the difference between those riders and normal knights? (and btw... the movie is sometimes a bit unrealistic. xD)
If we focus a bit more on the knights of rhûn or harad we can probably use some of these designs. :)
But I don't know how we could integrate them on other factions?^^ (any idea?)
The problem is that the orcs have a medium amount of vertexes and the amount of troups Mordor can get in a short time.
We are trying to do a few things about it, but if you have about 1000-2000 orcs the game will also lag with version 4.0. The engine of Bfme is kinda bad...(and we can't change that) :/
But we are trying our best to make the game more fluent in the next version.^^
As Tolkien wanted to make a mythology for england and in earlier times mostly european people have lived there, I think that the elves also look mostly european.^^
Additionally I think that most of the similarities are because the edda and many asian cultures are also very similar to each other.
Most things in the mod are either concepts of players or at least based on/changed ideas of players. Mostly we don't integrate the concepts exactly, but do some minor or bigger changes to them. F.e. we wouldn't have integrated Arnor, as most of us don't like this faction, but as many people wanted arnor to be integrated we discussed how we could make a compromise and that's why arnor is available as a mapfeature.^^
Tolkien was a professor or english language and also had a very good knowledge about all the myths of europe. He made the lotr, as he wanted england to have a mythology similar to other countrys. (and he wanted to give his language a "home")
He was one of the people with th biggest knowledge about northern mythology.
There are many paralellisms between the lotr and the northern mythology, that's correct and nothing new. But all mythologies have similar things, even the greek mythology and the edda or even african mythology... there are always similar things.^^
The next version will have 9 factions, there will be no changes. But we are planning to add two more factions. (we can't add more AIs, that's why we won't add more factions.^^ Perhaps this will change in the future, but probably not.)
Most of the original team members were in another team, which was called "Caras Galadhon-Mod".
This modifiaction made a fusion with the elvenstar mod for Bfme II, but soon after both sides realised, that this only causes trouble. Therefore the caras galadhon team left the elvenstar mod again and started a new modification - the edain mod. Soon after I joined the team and in the following teams some people left the team and some joined us. From the original team which started Edain are only "Ealendril der Dunkle" and "Thorongil" still active. (still active modders which are in team when version 1.0 was released are those two, me and Simbyte)
We all are fans of Lotr and like the game bfme. And we like the modding. :P Those are imo the main things why we started and continuing working on this project. :)
In the beginning the king of the death was a buildable hero for gondor, but we deleted him, as he didn't fit into the style of the faction.
3age has a lot of tutorials, but you have to learn most of the things by doing it. "Learning by doing", that's how everyone of us has learned how to mod bfme.^^
I personally don't change the health bars that way mostly(I always oversee the "show healthbar in the options menu xD)
You can also go to C:\Users\PC\AppData\Roaming\My The Lord of the Rings, The Rise of the Witch-king Files (PC is your computer name) and open the options.ini.
Afterwards you search (on most programms CTRL + F) for "AllHealthBars". If it exists just write a "Yes" instead of a no behind it. If it doesn't exist just write
"AllHealthBars = yes" at the beginning of the document. You can also change a lot of more things there, f.e. the resolutino which is written somewhere in the middle as "Resolution = 800 600". The two numbers say that the resolution is "800*600". You can juse use other numbers if you want to have a resolution which is not in the edain starter. :)
We thought that it would be impossible, but we found a way to do such things.
The problem with an uruk pit is that the uruks would always spawn on top of the area. The terrain just gest invisible, but units can't run on all of the parts under the normal terrain. Therefore spawning units would look horrible.
Additionally the hole would need to be far too big, as without a bridge big enough for units would need a lot of space. Such a building would be far too huge for the building system.
No, we don't want to take any money. We are doing this as a hobby, mostly because we have fun doing it. Even though it's always nice to hear that people would pay for our work we think that taking no donations would be the bst for everyone. Otherwise perhaps people who donates something think that we have to integrate their ideas and get very angry when we don't. But we want to stay independent. :)