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Please read the books before you are arguing with them or at least inform yourself with webpages as tolkiengateway.^^
As FG15 said:
Azog is dead. Dead. Dead. :P That's why he can't be the movie character and that's why we called the character defiler and NOT Azog.^^
But as information:
This is an unofficial version, therefore we give no support for it. (there can appear some problems, but we can't help you there)
Our next version (4.0) will include a translation of all texts.
We have no plans for that, as there are still more than enough work for the edain mod - we are working on this mod for about 8 years now and we still have enough possibilities to improve the mod for at least 8 more years. So we are probably not making another mod afterwards and will improve the edain mod until we stop modding.
1. We try to make buildings and systems which fits to the faction and aren't just possible. The dwarves are famous for their work with stone and wood - and as they are also famous for their smith technology and they need massive woods for it. Gondor and rohan both have other important characteristics.
2. We haven't stolen that model. The model is much older than TDH, it was in our mod years before the mod was released. ;) We never steal material from other mods. But it can be that:
a) the model was already in the vanilla game (just unused) and was enabled in both mods
b) there are some models which are made by our modeller in the english community - f.e. the ugluk model which is used in SEE (or at least was used) was originally made by our chief years ago.^^ Perhaps this is another model of him, which is very old
c) it was allowed for us to use them. As you might have seen in our readme, there are many persons which gifted us some things. ;) (f.e. Sûlherokh, Robert Johnson, Nazgul, Celeglin, Nertea, ...)
I don't know which fits for this building, but all of those are possibilities. So please get your facts right next time and inform yourself before blaming us of something, which is wrong in the publicity.
We don't like the design of the lone wolf mod (many other people don't like it either) and prefer the vanilla models, but this is just a matter of taste. So we have no plans concerning that, as we have much more important plans in the feature.
No. We are a wotr mod - morgoth and manwe would be far too strong, they would destroy the whole map with a single fart. Additionally the ring would never be strong enough to give them significant more strength.
Will be here in the next couple of days, the translation is already finished.^^
No, as we have Smaug for the other maps.^^
You should NOT replace the asset.dat in the rotw folder - by doing this you're deleting many important files. You need the original asset.dat in the rotw folder and the edain asset in the bfme II folder.
We also already have those pics, but ty. :P
We have seen the blongs and the movie, so we know about the informations in those parts.^^ But mostly you can see how the amor looks like, but can't use those pictures for skinning.^^ (but we are already using many things of the earlier presentations in the game)
In 4.0 will be no new faction, we have enough work to do with reworking all current factions.^^
But we have already announced, that the game offers us space for two more factions and we are eager to use them - we already made up our mind, which factions shall fill those two spots - but as usual we won't give any informations about this, until we have finished most of the work. (we are always only showing/announcing systems/new mechanics which has been implemented^^)
We have seen your earlier comment - but as you might have noticed there are no inns in the next version. (because of the new building system)
Therefore the problem won't exist in 4.0 ;)
Yeah, we have seen it and noone in our team likes the game...
A ranger which has met an avenging angel and is half human half wraith?
That doesn't fit into the lore at all and sounds as if they haven't learned from their last game. (they also made this horrible lotr moba)
The haradrim and oliphants have never been gone - you can get them currently in he inn and summon with suladan a mumak pit.
We haven't shown yet how we're going to integrate all these parts in the next version - just wait for an update. :)
The citadel will probably not have upgrades itself, but gondor and the dwarves can build a stone pit with upgrades for the whole castle. :)
Sorry...^^ I also like good ideas, but we are discussing quite a lot in our team forum, therefore we mostly have some good arguments for many concepts...^^
I personally like the balrog, but as said: I've played some mods with him being normally buildable... it was boring after some hours.
So the balrog as a ring hero would neither be lorewise, nor cool, if you play a few games with him.^^
(as said: we had the idea ourselves and discussed a lot about it, but there are just too many points against it, which can't be despised)
Additionally the balrog is only so cool, as you have him for a very limited time. I have played countless mods with a buildable balrog. You always build him and afterwards he looses his appeal. He will be a normal champion without anything special. (believe me - after controlling him in 5-6 games he won't be a special monster anymore)
By having him only available for a short period of time he will always be cool and when he appears, the enemies will always be shocked. (We can't balance him as a normal hero, as he would always be too strong or it would look very funny.)
Additionally the player who controls him will always totally focus on him, as he doesn't want to miss a second when he plays him.
If you play him as a normal hero, you wouldn't have this feeling.
3.But what if we have him normally as a spell, but still as a ringhero? (disregarding point 1)
We would need complete new abilities, as the current abilities doesn't fit for a hero which is on the battlefield forever - mostly they are too strong/the coutdowns are too short.
Therefore we would have too weaken his abilities... but... weaken his abilities as soon as he gets the ring? That will always look a bit stupid... And if we weaken his abilities also for the spellbook, he would be much weaker and would have no chance against the other specialpowers.
Therefore noone would buy the ability until he has either the ring or has bought all other spells.
4. It doesn't really fit into the role, the balrog had in the lord of the rings - he fought for noone, neither was he on the side of the orcs, nor on the side of the fellowship. He just existed, similar to the watcher, until someone woke him up, afterwards he tried to kill them and go back again. He just appeared for a small period of time and vanished afterwards - those two points doesn't fit into his role as ring(or normal) hero.
I have to disagree with all others. (again :P )
We have discussed this idea a few times, but it was always neglected, as it looks really cool at the first look, but after thinking a bit about it, it will be less and less interesting.
I will list some of the problems:
We would need another spell for 25 powerpoints, because otherwise it can happen, that your balrog dies, you capture the ring and in the same fight you can get another ringbalrog, by just summoning him again, as the countdown was already back up.
So we would have to decide: Ringbalrog or Spellbookbalrog?
And I personally like a spellbookbalrog more, who comes more often, but for a shorter period of time. (many people play without the ring, especially in MP - all of those people wouldn't be able to get a balrog)
2. Then why don't we add him as normal hero?
The balrog only has very few animations - you don't notice it, as it always appears just for a short period of time and mostly is fighting while being alive - but while other heros or normal soldiers have dozens of different animations (different attacks, different idles, etc.), the balrog has only very few, which looks very curios when you look at him for more than a few seconds.
Also it is very difficult to add more animations, as the model is very complex and it would take way too much time to do so.
Wait for the next version - it will only have those bfme building system.^^
Nearly all named orc characters in the hobbit movie are made up by jackson - tolkien himself named 2 orcs:
azog, who died years bfore the hobit (=> we won't add his name... he is DEAD :P )
bolg (who was the leader of the orcs who fought at the battle of the five armies)
Otherwise there were just the great orc and the chief of moria.
There are no other special orcs in the books.
But why should the orcs have an equal amount of heros as the other factions? In Bfme I Isengard just had 2 heros, whiel mordor had 4 and rohan had... 10?
Some factions are more hero focused than others, the goblins are no faction who have some very strong units, but a massive spam faction, with only very, very few stronger characters. As we try to be as close to tolkien as possible, it fits much better to give this faction less heros, but more abilities to spam troups in comparison to other factions.
But as said:
If there is an important hero who has some "live" and is not just a steril character, we will probably add him.
(if you say that it is not fair... is it fair that the goblins can spam more units than other factions? is it fair that some factions have stronger units than other factions? We are trying to make different factions and give every faction a unique gameplay with a recognition value - therefore we can't just give every faction tons of heros and different units.^^)
Well, the misty mountains are a faction, which combines the wild factions under one banner - therefore I personally see no problem with having so many beasts there. I have answered the thing about yazneg and fimbul earlier. We can't integrate them at the moment, as they are just two names with no real character behind them - we will see if this changes in the next movie, but atm they are just two names jackson invented without giving them any kind of backstory.
We have seen this picture long ago. It was one of the first pictures, which was shown for the whole hobbit trilogy, but we can't use it for skinning, as many parts are shown in a curios way - therefore we have to wait for more pictures to make a good skin. ;)
We will inform you later about this - such big changes will be shown in the news - not answered in the comment section.^^
And as long as we haven't seen him doing anything we can't give him any specific role => won't add him. ;)
And Yazneg just commanded the wargs of Azog - Azog was the commander, Yazneg just his officer, therefore he would have the same role as the defiler ingame, just in a weaker version and with less extras.
There are some huge differences between lurtz, sharku, wulfgar and yazneg/fimbul...
Lurtz was the antagonist of the first lotr movie - while the two main antagonists, sauron and saruman, were far away he was the direct enemy of the fellowship, who tried to kill all of them and partially managing to do so.
He was the "leader" of the uruk hai in the first movie.
So he was a hunter, but not only that - he was also the leader and the first uruk hai.
Sharku was the leader of the warg riders and nearly killed Aragorn in the movies.
Wulfgar is the leader of the wild men of dunland.
So they all had unique and important(!) roles and we were able to implement them in a unique and important way for the faction. (Lurtz is the hunter, ugluk is the leader of the uruks, sharku is the wargrider and wulfgar the leader of the dunlendings)
Additionally at least Lurtz and Wulfgar have a "history".
But what are yazneg and Fimbul?
Those two are orcs with no history and they aren't the big antagonists, as they were just slaves of azog - who was the big antagonist in the first movie (together with the great orc).
As Azog fought against the dwarves himself, there was nearly nothing those two heros managed to do, Yazneg was just a charakter whose job was to get killed by azog to show how brutal he is. What else has he done in the movie? There was no other role, than to show how brutal Azog is.
And hwo should we implement them ingame?
Yeah, we could put them as a summon to azog, but then another ability would have to be deleted and (imo) summons are always a bit boring. ("hey look! I have two more heros for a short period of time!")
The misty mountains don't need those heros and they bring no new gameplay or anything else to the faction. Additionally they are just two more orcs, while there are already some cooler and more important orc heros in the faction.
Perhaps they will be implemented in the future, but atm we have no plans to do so.
It should be possible to find them also in wotr.
And no. There were some poems a fwe versions ago, but as we changed the place of most oeastereggs they won't help you at all.:P
Agandaur lived (according to war in the north) while the wotr - angmar is placed hundreds of years before that. => it would not fit at all.
The normal speed is 30 fps - if you increase the fps by editing the big files you will have problems ingame, as everything will be faster. f.e. if you have 60 fps everything will be double as fast as with 30 fps. (units will run faster, arrows will fly faster and so on)
And even with a good computer you can't play bfme II so fast. The engine of bfme is very bad, that's why the game will always slow down as soon as there are some troups on the battlefield, even if you have a good pc.
We don'T plan the same amount of heros for every faction - in fact that would be nearly impossible. The dwarves, f.e. can only have about 1/3 of the maximum amount of heros, as the heros have to be divided in the three different tribes. Therefore the single tribes can't have much more heros. But it would be ridiculous, if Gondor would also just have so few heros.
We are not planing to add more single units - in fact we're trying to reduce the amount of such units. The reason is, that it is very difficult to control a large amount of single units and very difficult to fight against them. Units, especially archers, focus one batallion - if there are 5 berserkers they would always just focus one of them after the other and not all at once. this makes a spam of siingle units very powerful and additionally it looks ridiculous, if hundreds of archers attack one target and it doesn't die. :P
We are trying to remove the big strength-difference between the units, as it is unrealistic and sometimes looks very curios in the game. Some single units will stay, but all in all we will reduce them for better gameplay, balance and more realism.