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Most voices, it will be the same as atm. The basic voices will of course all be in englihs, but all others will be in german.
And we can't just erase some heros from this pack - therefore you would need another big file. You wouldn't be able to play with other people using the normal version in MP.
Additionally many sounds are used for other heros, therefore we can't give those sounds back to the original hero.
And what would be with all the other units? No sounds at all? That would also be very... curios.^^
As written in the first news of "road to 4.0":
But only the texts will be englihs, the sound will remain english. It would be too much work to translate all sound files. (i think it would take more than 500 hours...^^)
Those textures are very complicated, especially as many parts are mirrored. The border is also very difficult - a bigger fade part would look very bad (just believe me on this part)
We're trying our best.
And yeah... I meant heroes.
Yes, the AI will use much more heros. It is very complicated for us and we needed a lot of time, but in the last months we found a few things which allowed us to make the AI much better in this aspect. :)
THey will never give us access to the engine, as cnc is using the same (only slighly modified) engine and they are still seeling cnc. :P
Yeah, on fun matches the balance is always a problem. Rohan's riders aren't good for big battles, as they can get easily countered (as you said).
But they are extremly good in harassing the enemy and forcing him into many small skirmishes.^^
The heros of Rohan aren't tanks, that's correct, but they have strong leaderships and if you manage to force the enemy into those skirmishes (he can't use pikemen there, as they are too slow for your knights) you will always have a good chance to win if your heros are there - they stengthen your army massively for those small engages.
But many heros (especially from other factions) are way too strong, that's correct. Most heros will be weakened, as we don't like the current meta. (just spamming heros and winning... in lotr there was never a battle with 5 heros against hundreds of enemies... and the 5 heros won. :P Additionally most aoe spells will be weakened or replaced. That's another thing... it's just frustrating when you've build a huge army and it is destroyed within a second.)
But I'm glad you enjoy our mod so much! :D
The problem is that the ability would be very map dependent... what are you doing with this spell when there is no water on the map? (or the water area is just too small)
And additionally the power would be very strong on special maps with many rivers, but still bad (even if you can use it) on other maps with water only being on the side of the map... therefore it would be impossible to balance such an ability.
Sometimes it would be too strong and sometimes too weak. That's why we haven't done it and why we probably never will do this.
You can't make it better - it's a problem with the engine... the sage engine can't handle so many troups.
Additionally the game can only use one core of your processor.
So if you have a 1.6 GHz quad core... and someone else has a 3.2 one core processor he will have a much better performance... that's sad, but you can't change it. Windows 7 already has many benefits, so that the other cores get a bit of the work, but still: Most work is done by only one core. :/
Imo Rohan is the strongest good faction. (I'm talking of MP of course)
And if every faction but rohan is op, every faction would be balanced, only rohan up. :P
Rohan has a very strong harass and is the one of the strongest hit and run faction. With Haldir and Galadhrim they're also very strong in lategame and have a strong infantry.
In my opinion (and afaik the opinion of most MP players) mordor is one of the strongest factions - together with goblins and isengard. Especially the orc spam is nearly unstopable in the current version. As long as Mordor can survive through the first ~8-10 minutes the faction will become a veeery strong enemy to deal with.
I don't understand the commenting system of moddb... the first part of the answer is on the next page. :P
You combine two berserkers... Now you have a batallion "berserkers2", which includes two berserkers...
if you combine them again with another berserker you'll have a batallion "berserkers3".
Therefore we would need to make a new object in the codes for every unit which is more in the batallion.
If 4 troups of the batallion "berserkers5" died the batallion would still be "berserkers5", therefore you wouldn't be able to combine the single berserker again with other troups, as he's already in a maximum combined batallion. That would be very stupid... you wouldn't be able to know if you can combine the unit again or not.
Additionally most single units would look stupid as a batallion. Just imagine beorningers or berserkers as a batallion... those were units, with a style that doesn't fit to batallions.
Therefore it would cause many more problems and confusion... and also the player would be able to not combine the units... and here we have another problem:
If you have about 20 berserkers you can't focus them down, as there are just too many troups to focus down. That's also a point we never liked. In Bfme I and Bfme II there were always less single units, as you wasn't able to spam them as effective as in edain. Therefore there was no problem with that.
That would cause many more problems...
1. What happens to the abilities? Many units have abilities, but if you combine them to a batallion, what happens to the ability? Just give the batallion the same ability?
But then you would need half cooldown when two units are combined.... but still that ability would be worse, as you can't decide if you use the ability twice in a small period of time or only once, but having the second ability sitll available.
Additionally many abilities are just possible for single units, for example the bear transformation of the beorningers. You can't use this ability for batallions, that would cause many bugs.
2. Those single units are mostly very strong, but you can counter them by focussing them down. By making a batallion the enemy wouldn't be able to focus them down, as the dmage would always be spread at the whole batallion. Therefore by combining he units you would be make them much stronger and nearly unkillable for the enemy.
3. What happens when a unit dies? Should they be revived as in a normal batallion?
That would also make the units much stronger than at athe moment... just imagine if you have 5 berserkers combined, each for 500... now 4 of them dies... and one survives... you will get units worth 2000 ressources by just letting him revive the other units. That would be much too strong.
So let's say that they don't regenerate... but 4 of the batallion died and you can combine a maximum of 5 berserkers... every time you combine two units you have a new batallion.
For your information "they" means ealendril, me and the rest of the team. :P
May I introduce ealendril to you? He is our teamleader :D
Hmm... yeah, that would be an idea, as I personally don't like Durin. :P
But as said: He already had many incarnations and with thorin and dain is the problem taht we would need 3 different ring heros. Let's see how we change it for the next version. :)
No. Not as buildable units.
For the new factions:
There is only room for two more factions. We can't integrate more, otherwise it would cause problems with the SAGE engine. We already decided which will be the next faction, but won't tell you until we finished a lot of the work on it.
Which units do you find useless?
We always try to give every unit a special place with uniqque gameplay in the faction, but we know that we haven't reached that goal yet, but in every faction we're trying our best to do so. :)
An AoE system will probably never be ingame, but we have other developing systems.
In version 3.8.1 for example you have isengard, which gets there buildings when building more furnaces, mordor which gets more units by leveling up sauron, angmar which gets stronger by buying the upgrades in the citadel,...^^
The threall masters are already a very powerful unit. If you play MP (and the balance is made for MP) then you will find out that you have much more possiilities with angmar than with the other units. By having all types (riders, pikemen, axe throwers and swordmen) in one unit you can always surprise the enemy and counter their army very effectively in the eg. Additionally the thrall master is no fighter himself - he is a thrall master, so he commands other people, but tries to stay out of the fight as much as possible. That's why we probably won't give him an upgrade to be a strong single unit. Additionally we are trying for the next version to lower the amount of single units in the game.The game is programmed for batallions and has often problems with controlling many individual units. The path finding is horrible and the fighting system isn't made for those units, too. For the player it is also difficult to use those units, if he spams them - by having 10 or more of those units it will be nearly impossible for 99% of the players to control them correctly.
If you want stronger units, then you should buy dark dunedain - while the thrall masters are early game units, the dunedain are the strong units.
Balrogs will never be buildable.^^
Dragons and wolfs... I don't know at the moment why they aren' integrated, probably because we have just itnegrated the units for the "main faction" and dragons are a subfaction for gondor, but I wasn't integrated in the modding process of the wotr, therefore: I don't know. But we won't integrate balrogs.^^
@ martas galad:
The ring and the spellbook are magical places, we have a bit more room for interpration there.
Durin the undieable lived again and again, therefore we decided to let you build another reincarnation as soon as you have the ring. But we only did this because he wasn't a normal dwarf. But additionally: JUst buildable with the ring, not as normal hero. ;)
And Isildur and Elendil died at the end of the second age and were never revived, they just had descendants, therefore they aren't trainable, but just summonable with the spellbook.
Declaring war/peace isn't possible for wotr. (thanks to the engine)
There is just no possibility for us to add those "political options" to the game, sorry.
This is only on some maps and only at a veeery late time of a game, when a game should have ended ages ago. :P
Yeah, that version is a veeeery old version of our mod. :D Probably version 1.0 or 1.2.^^
Lindon was never a faction, the second crack are just subfactions. It was a subfaction of arnor.^^
Gil-Galad will never be a full time hero again. He is dead... :P And we won't integrate dead heros in the game.^^
It is a known bug that the campaign can't be finished. We have solved that problem (it also appeared in most of the following missions).
Therefore in the next version the bug will be fixed.
No, we won't translate it in spanish. But the next version will be in english.
We're always trying to add more unique spells, whichare more interesting than simple summons or damage abilities. Our goal is to make every ability interesting and more supportive, so that you get a strong bonus by using it but can't win a battle by just using your abilities against your enemy.
Yes, but it is difficult to find interesting and unqiue abilities, which can also be used with the engine and fit into a faction.^^
As we said in an earlier news:
The english version will be released with version 4.0.
But please give me the link to those maps, I always enjoy seeing maps of other mappers.^^
Why should we have anything against it? ^.^
Of course you can make maps and upload them. :)
You and your friend don't have the same versions of the game. Probably one of you has installed a submod.
Have you both patched rotw before installing edain?
Do you have the same versions of edain? (3.8.1)
Do both of you have no submods installed?