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I think that we don't copy such concepts. :P
And it is difficult to find a spellbook which fits for both factions, as the styles are completely different (and especially the kings aren't similar).
While we can find dwarven spells, which fits for all factions, it will be very difficult to find elven spells, which fit for lorien and mirkwood.
Additionally we would have to make two complete different bases with different main buildings, etc. (I don't know if those huge changes are even possible with an upgrade, probably it is technically impossible)
I personally think that a "combo faction" gives us much more possibilities while playing a game. (not only one decision at the beginning)
1. Nope, as we just have space for two more factions and we want other factions more. That's why we have integrated arnor this way.
2. Nope, technically not possible.
This is a bug, which is not caused by edain - this bug exists since rotw was released. :P
You have to wait inside of your walls (second wall is best) and you should NOT attack the troups waiting outside of your base. I played the mission at the first time for about 10 hours... :D
We can't just make the maps larger, as we would have to rework all maps for that. (it would be like creating every map completely new)
Additionally, the enginge can't handle larger maps without problems - if we make larger maps, the game would start lagging as soon as you have 2-3 batallions on the battlefield.
This building is NOT the orthanc.
It has a complete different form (f.e. only 4 sites)
This building is very similar to the mage tower, which was the final upgrade of the bfme II fortress. This building is just a symbol that saruman always tries to copy things and make it himself. (f.e. he tried to forge his own ring of power)
By building this tower he tries to build a tower, which is as strong as the orthanc (but of course doesn't manage it to be that strong^^).
They won't be in the game, as they don't fit into the wotr. So we won't add them for skirmish. As they are part of the campaign we will rework them in the future, but currently this has a very low priority, as we are working on the skirmish atm.
Yeah, but (until now) we have no way to implement this system only for the AI beside of our system - the problem is that the player could also bring the ring to his fortress. And then he could also build a ringhero. (a second gandalf, etc.)
But the rock doesn't fit into the camp or the castle, as it is much too big and the style doesn't fit into such a fortress...^^
As announced a few months ago the next version (version 4.0) will have all texts in english.
You mean the veteran's of Khazad Dum we have showed in our news? They do use them ingame... :P
And even when you set the speed at 40 fps... the game always slows down the fps as soon as there are some units on the battlefield. I have tried to set the speed to 60 fps once - after the first 3 minutes it was dowwn at 30 fps again, as the engine doesn't manage to handle all the objects in such a speed.^^
Just look at the description on the right. :P
There is always a small text which describes the pics you're seeing. :)
No, sadly it won't be possible.
The problem is that the engine doesn't allow too many features. (otherwise it would be stressed too much and the game crashes all the time)
Therefore we had to decide:
Either all of our new features, new heroes, etc. or the cah. That's why there is no cah in the mod.^^
No, in 4.0 there will be no new factions -we have never planned to add 2 factions in 4.0. (about one year ago we thought about adding one new faction in the game, but changed our mind soon after) The problem is that we already work hard and long for the new building system - if we add two more factions n 4.0, the release would be at the end of all days... :P
There will be more factions in later versions, but not in 4.0.
And what exactly don't you like about our orc design?^^
The update is a complete new version - so if you download the version (and install it with our starter) it should delete the old version and integrate the enw version (in the language you want)
And no, we can't give you a date. The problem is that we are no professionals and this is just a hobby. Therefore we don't know how much time we can spare for working on the mod and therefore can't tell you when we've finished working on the new version.
If we give you a date, but don't manage it in time there would be some people flaming and raging at us for not fulfilling our promisses.
The problem is that edain has already reached the boarder of all possibilities in the sage engine - we had to delete the cah, as it the engine isn't able to handle so much.
We had to decide:
(b) many new concepts for the factions
Well, we liked (b) more => no cah.^^
Thank you. :)
Sauron has only one weakness - archers.
He can kill everything in range of his mace, so he needs at least one counter. So his counter are all types of archers. Additionally health is not everything - Sauron should have a better armor than the witchking. Therefore he has a similar amount of health, but takes much less damage.
And fellbeasts would be far too strong if they wouldn't take so much damage from those towers. They can easily kill everything, but the enemy needs a possibility to defend himself against this threat. So the fellbeasts needs a very weak armor against archers.
This way the fellbeasts can still deal a huge amount of damage, but can also be killed by the enemy.
They had more resistances in earlier versions, but then the players could just kill some units/buildings and fly away without problems. After healing the nazgul he just did the same.^^
You mean the different building plots?
In camps you already have special building plots for your towers - we gave the dwarven this extra spot, as they have very few normal building plots, but have more different buildings than other factions with the same amount of building plots.
We aren't adding cities, as those fortresses are no cities, but castles or camps.^^ Additionally Gondor and the dwarves are both famous for their buildings - therefore they have such upgrades, while other factions don't have so strong fortress upgrades.
Rohan had only very few strong stone fortresses - additionally it doesn't fit to their style - just imagine the current fortress with a stone wall... the buildings and everything else would look totally stupid in this fortress. Rohan is a faction of peasants - therefore they don't have a strong castle with multiple upgrades for it.
We have already planned new factions, you don't have to bring any ideas for it - but those factions won't be integrated in 4.0 (as FG15 said on one of the last pages), as it would be too much work - but don't worry there will be more factions, but we won't tell you what factions we're working on.
Shagrat and Gorbag are perfect examples for orcs and explain their mentality better than any other hero - additionally there are many fans of them in our community and I personally see no point to delete them.
No. As I've said a few times it is very unlikely that this feature will return, as it is technically impossible to have a huge mod like edain and the cah system ingame. This is just too much for the engine to handle.^^
If I remember correctly it is not possible to leave ruins in a castle, as it collides with the build plots. (there could be more than one building per plot afterwards - there was a similar bug in bfme I, when you tried something like that)
Would be a possibility.^^
But Goblins will never be able to climb wall fortresses - the problem is the engine - either a wall is CLIMBABLE or it is WALKABLE - we can't add both to the same wall. Therefore the huge walls around fortresses are just WALKABLE (=> you can walk on them), while the small walls around rohan or gondor camps are CLIMBABLE (=> orcs can climb them)
3. Afaik we haven't discussed that.
But the problem is that this game is not Bfme I.^^
There will be many more troups on the battlefield than in Bfme I and therefore it will be much more difficult to save the same batallion every time. So it will be more or less a game of luck - either you manage to save one soldier at level 8 (=> get the whole batallion back) or you loose the whole batallion. When it is a really strong batallion, this can mean defeat or victory. In Bfme I it was much easier to save your troups and therefore it was much less luck-based.
If they don't get so many boni from leveling up/level up faster, (means: just to level 5) the whole game will be much more balanced. I personally liked the possibility in Bfme I, but also would like a balanced game - we will see how we solve the problem as a team. :)
The problem is that single units die too fast and you have very little possibilities to save or rotect them - batallions are always much easier to defend and therefore they are more than one.^^
We wanted to gave the imladris elves a link to the nature and add the magic they have used to defend themself against the nazgul - if they can do something like that with water, why not also with the earth?
Additionally we wanted a siege weapon, which is not a ballista, as those ballistas doesn't fit to the other parts of the faction.
Just look at the previous pages, I have answered this question a few times - those buildings were either not build by those factions or it took the factions thousands of years to build them. And those factions haven't build an Orthanc or a Barad Dur on every piece of earth they conquered - those buildings only existed on special places, not everywhere.^^
Additionally it would look very ... horrible if you have more 2-3 orthancs on a map.^^ (and no, we can't make only the start building an orthanc and not the other main buildings)
The AI (not IA, as it is a short version of "Artificial Intelligence") will be much better and attack fortresses with rams and siege ladders. :)
This will cause tons of bugs ingame. The conquer- and rebuildable fortresses aren't possible, we have thought about that a few times, but it is not possible with the engine. We can't create something like that. It is a very good idea and most of the team would like something like that for the misty mountains, but it is just not possible in bfme. :(
A dragon wants all the treasures for himself and that's why he calls more dragons, which want the same as soon as he has found the biggest possible treasure?
That sounds a bit fancy...^^ that's why we won't do that. A dragon won't call more dragon, as he will always fear them to steal his treasures.
The product rate will cause problems, as those systems need a mechanic which causes the "CP-bug". It can happen that all CP will vanish and you won't be able to build units.
And the creation time of units can't be easily changed by such an ability, sorry. We have technical barriers there... :/
As FG15 said:
Probably you missunderstood something, as we (includes me) never give such dates. Perhaps I said something like "It can be that it will be released this year", but I never said "The Edain Mod will be released this year".
As we give no support for cracks and illegal versions, I have deleted the answer. Just get the original game, even if it's expensive.
We know about that and I have answered to another user concerning this news a few pages before.:P