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Personally I like the 'dark Galadriel' of the Lotr much more than the new one. I think that she looks much better.^^
Just use our launcher. You have installed it together with the edain mod, you can deactivate/activate the mod there. :)
Edain 4.1 will be released by my grandson
Arnor is only playable on special maps. If you play maps like Arnor, Angmar or Cardolan )or some other) and choose Gondor, you'll play Arnor instead.
Those maps always crash, it's a known bug and will be fixed in 4.0 :)
You can't. Azog is dead and will never be in the mod. (and he also wasn't in 3.81)
The english news is already uploaded in moddb, it's just waiting to get authorized by the admins! :D
And most of those 4 maps aren't even available in 3.81. :P
I personally never had that problem in edain 3.81, I hit everyone. Probably you've just used Gondor-knights?
Those are defined as heavy cavalry in 3.81 - a cavalry type, which is not good at crushing many troups, but can survive longer than it's lighter counterpart.
You can't fix it, as those units are bugged/are just place holders.
Therefore you can't expect all object from the worldbuilder to work, as there is mostly a reason, why you don't see them ingame normally.^^
2. Shipyards are possible, the other ones... I don't know, haven't tested it yet, but you can probably add them, but they will most likely have no functions.
You can't take away upgrades.^^
As we have announced it will be available in german AND english. :)
This would cause problems with the spellbook, as we can't change the spellbook after the start of a battle and I think there would be too many heroes. We would have to define all heroes of Arnor and Gondor for the same faction, even though only have of them are playable - and there is a maximum of buildable heroes per faction.^^
You have installed a submod. Probably either the hero submod or the english patch. Both are fan-made submods which can cause such errors. If you are using a normal installation of dain without submods it will work. :)
Sorry, but that can't be made. :/
We said "the first quarter of 2015" which means January, February or March^^
It just works with attackable walls, so it won't work with the rivendell walkways or cirith ungol walls. The problem is also that those walls don't have the right height - the ramp would be either in the wall or somewhere in the air.^^
We use a special method, which is also used in the mathematics. :)
It is called 'SKOM-method'. (or 'Some Kind Of Magic-method')
The SKOM-method is trained by doing it over and over again and 'learning by doing'. ;) As a beginner you can't expect to be as good as some people who were doing it for many years.
The kings of the men where corrupted by the rings many years before angmar. Therefore it is stupid to give a Nazgul the look of a normal human. The witchking already has his nazgul-design, why should the other men still be normal? They are also already corrupted and are more a spirit than material. We don't have something against a Nazgul in Angmar, but the design doesn't fit, that's why we have renamed him.
We don't have anything against new names in Angmar, just something against this design combined with a name which is used in other fanfictions for a Nazgul.
In the first quarter of 2015.^^
Therefore it will be available in the next couple of weeks. :)
Comments like these are the reason why we normally don't give a release date.
Here is the reason:
There is a date which is a probable release date. We try to be ready then. Normally we don't manage it, because someone has problems in his RL, some exams are more difficult than expected or some concepts don't work as intended, the game randomly crashes and we don't know why and so on... Therefore we have this date and then add a few weeks and that's the date we think we can release even with all possible problems.
Now we gave you this date because you all wanted a date.
We are trying our best to release it as early as possible, but also want to have as few bugs in the mod as possible.
We could possibly release the demo right now - but there will probably be multiple problems while playing. Therefore we are testing to make the demo as bug-free and balanced as possible.
Yes, we tried to release it earlier, no it isn't planned to release it at 31st of march, but of course it can happen, as this is still only our hobby and there are more important things in our lives. ;)
The light bringers are one of the strongest siege units. Yes, you have to protect them, but imo they are MUCH stronger than any other siege unit. You just have to take care of them.
So... waht exactly is the question?^^ Sorry, but I don't understand your last comment.
You will still be able to have huge armies.
There are a lot of different ways you can get commandpoints (getting more castles/camps, building farms or upgrading your farm).
Everything has been already explained in this update. :)
They are the same as in Bfme 1:
Only units with siege damage can attack them.^^ (those are f.e. trolls, rams, catapults)
The hero submod is made by a fan and has nothing to do with the concepts of normal edain.^^ That's why you can't blame us for things which appear in the submod and can't use it as an argument.^^
You can't build Thrain or Thror. You're probably playing the hero submod.
At least I thought that it would be possible without the maze. But I haven't tested it in a loooong time. xD
Those trolls exist already in 3.8.1 :D