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Gnomi Dec 12 2011, 11:53am replied:

Yes, there are some changes. We will probably show them in one of the next news. :)

+1 vote     mod: Edain Mod
Gnomi Dec 12 2011, 11:20am replied:

No, it's not possible. We've tried it some time ago (stone interface for dwarves, wooden interface for lorien, etc.), but it is impossible - sadly the engine of BfmE isn't the best and we can't do all the things we want. :(
2 different interfaces are possible - more aren't.

+1 vote     mod: Edain Mod
Gnomi Dec 12 2011, 9:01am replied:

Why should a giant throw spiders/molten rocks?
Giants live mostly in the misty mountains - a place in which spiders can't live as they need warm places, otherwise they can't move.
And molten rocks... I think every giant would burn himself when he touches such a rock.
The system of Bolgs bodyguards doesn't work with the normal hero system - as you probably know we had a different system that days. (every hero respawned at lvl 1/5)
Now every hero retains his level after death. Unfortunately some systems doesn't work any more - that's why bolgs system isn't integrated in the newer versions. :(
And with all the other systems (like the lair system we have used for some other heros) it would probably ccause problems and would be much too strong. Normally 2-3 giants in the mp means gg, if you would have an even stronger giant with a few giants guarding him it would be impossible for the enemy to kill him.
That's another problem... we could make him equal to Treebeard, but you can counter Ents much easier => we would have to make the giant much weaker to balance him. Additionally Lorien can't protect treebeard as good as the goblins could protect the giant.

It's an interesting idea, that's true... but do you really think that this would fit into the game and would be so cool? I personally don't think so. Of course you can try to persuade me... but until now you gave me no real arguments why this hero should be integrated. Don't take it personally, but if we would integrate every suggest of a user we would have around 200 heros, 300 different types of soldiers and 99 buildings in each faction. And we would have 56 factions and no real life any more. That's why we normally only integrate 1-2 of 20 suggestions into the mod.^^

+1 vote     mod: Edain Mod
Gnomi Dec 12 2011, 8:48am replied:

Why are the current Arnor maps not fun to play?^^
It is by purpose that most maps are only available with Gondor, as the faction is called Gondor. :P
But it's true, that nearly all arnor maps are only available for 4-6 players... the problem is that the existing 6-8 player maps doesn't fit to Arnor. Hopefully I will find the time in the future to change that.

+1 vote     mod: Edain Mod
Gnomi Dec 12 2011, 4:56am replied:

additionally it makes sense - this mod is about the war of the ring. Arnor and Angmar are placed in a completely different time, we haven't deleted Angmar as it was an own faction already. But we won't add any more own factions haven't existed while the war of the ring.
Arnor only fought on several areas against Angmar => only available on these maps.
Ad I said we never wanted to integrate Arnor... and then there is the typical problem:
You give someone an inch and he wants a mile. ;)

There are not very much points, where it is useless to discuss... but this is one of them.

+1 vote     mod: Edain Mod
Gnomi Dec 12 2011, 4:48am replied:

The problem is that Arnor has completely different spells in the spellbook and probably both factions would have too many heros for one faction. (that would cause problems int he codes - atm it is solved with a map.ini which overwrites the Gondor heros)
Additionally the dwarven faction is called dwarves and the gondor/arnor faction is called Gondor and we all like Gondor more - the arnor subject is an subject which has been discussed a very long time by now. At the end most of the german community agreed that this method is a good way for Arnor to be integrated. We (the edain team) never wanted any arnor faction, neither integrated as an own faction nor as an sub faction . but there were some arnor lovers in the german community. Finally this was our proposal for solution and nearly everyone accepted it - Arnor will always stand in the shadow of Gondor as most of the team don't like Arnor so much.^^

+1 vote     mod: Edain Mod
Gnomi Dec 11 2011, 6:15pm replied:

Heyho, same to me. :D Wrote my exam 2 days ago and have finally some time to do a bit mapping again. :P

+1 vote     mod: Edain Mod
Gnomi Dec 11 2011, 6:08pm replied:

We'll see... Some elements of the LotR movies have made it into the mod. (f.e. Lurtz or Galadhrim at Rohan)
I think that we will probably watch the movie and after that decide if we like the heros or not. :P

+1 vote     mod: Edain Mod
Gnomi Dec 11 2011, 6:02pm says:

Yes, that way Arnor is ingegrated since some versions and this system will remain. :)

+1 vote     media: Arnor infantry
Gnomi Dec 11 2011, 6:01pm says:

No, you can only play Arnor on maps like Arnor, Cardolan, Fornost, Carn Dûm, etc.

+1 vote     media: Heroes of Arnor
Gnomi Dec 9 2011, 9:46pm replied:

As you already said... Arnor will never be an own faction. No elvenf action and no arnor as faction.

+1 vote     mod: Edain Mod
Gnomi Dec 9 2011, 9:45pm replied:

Mauhur would still be boring if he would be stronger. ;)
As I said he just doesn't fit into the game. Additionally not every faction has the same strengthens and weaknesses - it is made by purpose that some factions have stronger heros and other have stronger infantry.
Isengard isn't a faction of many strong heros, isengard is a steamrollfaction in lategame. If every faction would be equal strong in heros it would be boring as all factions would be very similar. Playing only with heros is an "in house rule", similar to "15 minutes no rush" or things like that - and we can't make a balance which fits to normal tournament gaming and every other rule player made for themselves.
If you don't like that I'm sorry, but most of the users in the german forum have the same opinion... every faction hs to be unique => unique strengthens, some factions have strong heros, some strong cavallry, some have strong archers, some strong swordsmen, etc.

+1 vote     mod: Edain Mod
Gnomi Dec 9 2011, 8:31am replied:

Why does Isengard need more heros?
Because other factions have more? That's no point.
Mauhur was useless and just a clone of Lurtz with nothing special. There are no more heros which really fits tothe gameplay. (additionally we have...6 heros + 3 miniheros (the captains) and all the inn heros.)
Why add more? If you would build all available heros you should have enough.^^

+1 vote     mod: Edain Mod
Gnomi Dec 7 2011, 6:37pm replied:

Don't know anything.^^

+1 vote     mod: Edain Mod
Gnomi Dec 7 2011, 12:52pm replied:

Sorry for not answering... but as this is just a hobby we all have other things to do beside answering all the questions - there are many unanswered questions in the forum as we just don't have enough time to do all the work. I'm studying => I have to learn about 12-14 hours a day, seven days a week.
Additionally I have some other hobbies beside modding...:P So it wasn'T by purpose.

We know that the AI is a problem, but the AI is a very difficult part of modding - Sûl was one of the best AI makers I know, it's nearly impossible to make an AI like he did. Additionally Edain has much complexer systems as RJ or SEE has and the AI isn't very smart. The AI has to cheat very much, otherwise it wouldn't build anything...:P (f.e. Lorien: The AI can build all buildings with their normal builders)

Our AI modders are always trying to make the AI better, but it's quite difficult. The AI should mostly do something completely different... but nobody knows exactly why it doesn't act like it should.^^

+1 vote     mod: Edain Mod
Gnomi Dec 7 2011, 4:19am replied:

1. You can recruit Denethor as an upgrade for the fortress.
That was another point many users complained about - Denethor is no hero who fought in the wotr, but always stayed in Minas Tirith and commanded his people.
In the new system he stays at the fortress after you bought him and you can cast his abilities through the fortress. :)

2. Boromir turning into a wraith... sounds interesting, I will ask our team.

It's quite far. :P
I don't want to make any promises, but in the last days were a few happy surprises concerning the translation.

+2 votes     mod: Edain Mod
Gnomi Dec 6 2011, 8:25am says:

@ Trancos:
As I've said:
You have to crown the "Großork". (not Gorkil or Bolg)
To do this you have to build all three different caserns of the goblins (spider pit, goblin cave and fissure), recruit the Großork (Great orc) and after that you have to choose him to be your king in the fortress.
After that you can build warg riders - if you don't choose him, but f.e. Bolg you can't build warg riders, but the "Orkgarde Gundabads" and the drummers (earlier halftroll swords men) and with Gorkil being your king you can recruit spider riders.
Additionally every king has special king abilities he can only use when he's crowned and every king grants you different strengths and weaknesses. Bolg makes all your orcs slower, but stronger, the Great Orc gives your orcs an upgrade so that they're better against buildings, etc.^^

The thing with the trolls never happened to me, but I know that some people have the problem - it's a problem of the engine (existed already in the vanilla game), so sorry... we can't fix it.

The AI is a different part - our AI modders don't manage (yet) to have the AI work as they want.
But... have you read the books? 90% of Isengard's soldiers were wild men from dunland. :P the Uruk Hai's were just the elite and were only a very small part of Saruman's army. (this was a wrong interpretation in the movies)

+1 vote     mod: Edain Mod
Gnomi Dec 6 2011, 8:13am replied:

Like many users we've never liked the overseers to clump near your fortress and do nothing beside giving command points. In previous versions we gave them abilities like speeding the orc production or strengthens your orcs - but we noticed that it is still not possible to fight with them as it would hurt the player too heavy when they die. This was a point many users complained about and we had to admit that they're right.

That's why there will be lots of changes in the next version:
One overseer will give only 20 cp, not 40 any more. But 10 cp will stay even after the overseers death.
If you build 20 overseers you will have 400 additional cp.
If 5 of them die you will still have 350. If the remaining 15 also die, you will still have 200 additional cp. If you build 10 more overseers you will have 400 cp again (200 from the dead ones and 200 from the new ones)

We made this as we all liked the concept of the overseers to give cps, but we also wanted to punish the players less when their overseers dies. Also this is a great way to show Mordor's slowly grow over the centuries before the war of the ring:
At the beginning (after Sauron's fall) Mordor was very small with only few units, but slowly after years of small fights mordor became stronger than all other nations and there were countless orcs. With the new mechanic you will have less orcs in the beginning, but in the late game nobody can easily counter your orc spam just by killing the overseers. (so your enemies have to kill your orcs or destroy your orc pits)
Additionally the overseers give stronger boni to your units while fighting, so the early game of Mordor won't be weaker, but different. :)

+1 vote     mod: Edain Mod
Gnomi Dec 6 2011, 8:02am replied:

We are retexturing all units from time to time. The gondor units already got a few changes in the last versions and look much better than the original ones.
They won't be changed in the next version (would be too much), but probably they will get more details in the future. :) More detailled skins is always very much work, so I can't tell you exactly when this will be done, sorry.

+1 vote     mod: Edain Mod
Gnomi Dec 6 2011, 7:59am replied:

Known Bug.
It should be fixed in the next version.^^

+1 vote     mod: Edain Mod
Gnomi Dec 2 2011, 11:11am replied:

That can't be if you haven't changed all the different weapons. :D

+1 vote     mod: Edain Mod
Gnomi Dec 2 2011, 11:10am replied:

We never give exact release dates, but we made a couple of updates in the last few weeks in our german forum. Normally that means that the release is near. :)

+1 vote     mod: Edain Mod
Gnomi Dec 2 2011, 11:09am replied:

Your fortress has an ability to extinguish fire.

+1 vote     mod: Edain Mod
Gnomi Dec 2 2011, 11:09am replied:

Crown "Großork" for your king.
Crown Bolg for your king.

+1 vote     mod: Edain Mod
Gnomi Nov 26 2011, 4:13am replied:

But we don't just take the parts of other mods. We are partners and have exchanged some stuff, but not so much. So you don't have to suggest: "Take that from that mod and this from this mod" as we won't do it- every mod is an own mod and we don't want all mods to have the same modells/Skinns, etc.

+1 vote     mod: Edain Mod
Gnomi Nov 25 2011, 7:21am replied:


+1 vote     mod: Edain Mod
Gnomi Nov 24 2011, 5:10am says:

Yep, only for RotW

+1 vote     download: Edain Mod 3.71
Gnomi Nov 24 2011, 4:40am replied:

Of course you can't load saved games from older versions, you can only load games which were started with the current version.
If you're talking about games with the current version:
That's a problem we had patches ago - at the current versions it's a rare problem which appears sometimes.
Try to delete all your old saved games and delete your maps and replays.
We don't really know why this error appears, but it seems like Edain has strained the boarders of the engine a bit too much and so some things doesn't work any more. (that's the point why CaH also doesn't work with Edain)

+1 vote     mod: Edain Mod
Gnomi Nov 24 2011, 4:36am replied:

As I said I'm currently working on a new Isengardmap, there will be an update before the next release.
Also I'm working on a few more maps, mostly they are just normal skirmish maps. But you will see them all in coming updates. :)

Not every faction needs every hero.
F.E. Lorien has no riding hero, Mordor has no archer and no building supporter...
Rohan has already strong heros - rohan's heros can kill heros very fast. Eowyn deals a lot of damage and has her spear and additionally Eomer has a spear.
=> they don't need an hero killer.
Also they have Radagast for AoE damage
=> they don't need an hero with AoE damage.
They have some leadership heros for units
=> they don't need more leadership
You have an archer and an horse archer
=> enough distance attacks with heros.
Also you have some "specialists" like Ghan Buri Ghan or Hama and We have a melee supporter and defender of neutral buildings.

I don't really think that Grimbold would be useful in Rohan.
Mostly you gave him summons (we don't really like too many summons... a few are okay, but too many destroy the game the same way too many AoE abilities do, as heros would become too strong) and leaderships. (theodred leadership and unit leadership)

There's nothing really unique at him... I know it's difficult for Rohan units to find something cool and unique, but we don't want to add an hero which is mostly a copy/mixture of other heros.

+1 vote     mod: Edain Mod
Gnomi Nov 24 2011, 4:28am replied:

The problem with giving strider a splash attack in the first levels is the same as giving the nazgul the horses only at the first levels and after that the fellbeasts:
Sometimes it would be stronger if the hero wouldn't level up. A level up of an own/allied hero should always be a happy moment for the player, but if a hero rages because his hero reaches a higher level there's something wrong.

Gandalf is a very difficult hero. If we want to be 100% consistent with the lore he would have nearly no attacks and just leaderships.
He uses his abilities 3 times in the LotR books to attack the enemy heros.
That would be a bit boring. Gandalf isn't 100% perfect, that's true, but we all like him the way he's now and the problem is that he wasn't change since BfmE I - and I don't know anyone who said: Gandalf is ****. :P
So all BfmE Players know this Gandalf and it would be very difficult to give him a total conversion.

We're probably never change Gandalf's abilities. But as our leader has written in the german forums:
For the next version Ered Luin has Gandalf the grey as hero - with totally different abilities. :)

+1 vote     mod: Edain Mod
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