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No. As I've said: They are dead. Karsh is not a long died charakter. Dead characters stay dead. The only chance for dead characters is the spellbook, which has always been a bit mythical.
When you want a design change always write why you want it. We did the current design because we like it. You always have to tell us why you think that the design we like is unfitting and should be replaced. ;)
I personally don't like summons. Mostly they are just fill-ins which give the character no real strategies.
Rangers aren't melee fighters, we designed them as a unit which is only ranged. Otherwise it would be really difficult to balance them compared to the other units (multiple units with a switch in one faction is not so good^^)
He died in the second age, why should we add him for Imladris at the end of the third age?^^
Of course we could add him temporarily similar to the last alliance, but therefore we would have to delete another spell and imo the other spells are much cooler than a summon of only one elf.^^
Which is just a spellbookpower.^^ (our spellbook has quite often references to earlier battles or other events)
Oh yeah, forgot the giants.
I personally love the dwarven army, especially Dain, but at the moment I agree that our current design doesn't need an immediate change.
And the stone giants made me nearly cry, that's correct.^^
That's difficult, because sometimes we like parts of them, sometimes we like a lot, some times only very few.
We don't like Azog as a character, but we like his design.
We don't like Bolg's design.
We don't like Beorn's design.
We don't like the were-worms.
We don't like the bats and the trolls.
We mostly like the other designs/at least don't dislike them. (some are okay, but I personally wouldn't add them)
They are not cannonical.
We are no PJ Mod. There are many thiom the hobbit movie we don't like and we don't add.
Mainly we are fans of the books - the movie just gives us many good designs. But especially in the hobbit movies (not in the lotr movies so much) there are many things we don't like.
We are doing this mod for fun and we need having fun for it, as this is our hobby. If we don't have fun doing it, then we will stop working on the mod, because it will just get frustrating.why should we do something which is just frustrating?)
Of course there are always things to do we don't like and we don't want, but we don't have to force us to do things we don't want.
Additionally there are also many fans who agree with us and don't like the movie beorn. So those fans would really frustrated if we'ld add the movie beorn.^^
But Beorn is not the only one, there are many things from the hobbit we're not adding, because it's not only different from our concepts, but completels destroys the lotr feeling for us.
He is correct with 1. F.e. Isengard could build its armory and research all upgrages - afterwards the player could just demolish the armory and build something else.
Probably the wrong big, you have to change the values in the edain bigs, not the normal ini.
Oh yeah, I also forgot some more...
I'm doing the map.inis and pics for the maps with paint.net and I write map.str and map.ini with notepad++. :D
Well, everyone knows our programs... :D
We use FinalBig for the Codes, programs like gimp or photoshop for the skins/pictures or all the other 2D parts and programs like Gmax or similar programs for our 3D parts.
Maps are made with the worldbuilder (which is installed with the game).^^
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hoho has access to the beta of the next version, therefore he is talking about the upcoming version.^^
I like the watcher power.
And I don't like the wereworms of the movies.
1.) As far as I remember we don't have changed those symbols yet. Perhaps we'll do, but I can't promise anything.
2.) Nearly every faction already has such an ability. F.e. Isengard has Ugluk with a healing ability in 3.81
3.) When exactly does this happen? Are you playing the submod or the normal version?
4.) We try our best to make the AI as challenging and diversified as possible. I can't promise that it will do anything we want, but we'll try our best.
Goblins can't climb the walls of a castle. Sadly we can't make objects walkable and climbable. Only one is possible.
5.) Probably it will be a bit more difficult, but I never had problems to find Gollum - in earlier versions I already found him 90% of the times with my troups, not with buildings. Therefore I did not need big adjustments.^^
No, in Bfme I the factions without walls are lategamefactions.
Gondor and Rohan can play really agressive, because they can build riders without having to fear that the enemy destroys their camps.
Both of them are really strong at killing buildings and harassing the enemy.
Isengard and Mordor don't have a strong cavalry in Bfme I, which they can use effectivly in Bfme I.
Therefore they have to play defensively and build up, until they have a stronger army in the LG and can overrun the enemy and siege their fortresses. But therefore they need an army and a lot of money.
So Gondor and Rohan both have to play offensive in the EG and MG, as they fall off in the LG.
That's why Rohan and Gondor have to be much more offensive and Isengard and Mordor have to play defensively.^^
Nice. Yeah, that's a really pain in the *** sometimes. But Bfme is sometimes just too stupid for win vista and newer windows.^^
Do you have any other mod installed for Bfme II or Rotw?
Nope, I don't say that noobs want to play without walls - playing as an evil faction was also difficult in Bfme I. Fortresses and no fortresses can take a lot of planning and skill (the build plot system more planning imo).^^
No, why should only noobs want it?
It's just a complete different gamedesign. It's not easier for beginners, nor is it less offensive. Just play Bfme I, the factions with walls are the more agressive ones, while the factions without walls are much more defensive.
There are some more things you have to think about.
Why don't we just add all the things with high votes?
1.) Many things concern the same parts.
We have about 10 concepts for a Gandalf or a Saruman. We can't just add all of them.
2.) Sometimes the ideas alone are good, but not together.
More or less straight forward - Sometimes ideas are good, but if we combine two different ideas for different parts in one faction it doesn't fit together and works horrible.
3.) When we don't like what we are doing, the results are bad and it takes forever to do it.
That's also really important. How shall we do something as a hobby when we don't like it? Of course there are often parts we have to do, but spending a lot of time for something when we know already at the beginning that we won't like the result won't help us to stay motivated.
Some people (not all) have nice ideas - but after those ideas are integrated they don't look or feel as good as intended. Many things are already tried in a different way. Why should we add something when we already know that it won't work this way? In some concerns we just have more experience than many other guys here.
5. Many ideas are just made 'BECAUSE IT'S SOMETHING NEW'.
Believe me or not - but I have seen many concepts and people just liked them 'because new things and changes are always good'.
Well, we don't think so. Sometimes it's better to stay with something when we like it.
Quite often we're reading the concepts and try to figure out what's the main idea and look if we can integrate this idea. As I've said a lot of times: Most of the concepts in 3.8.1 are at least based on concepts or hopes from the community. We are always trying to integrate those things AND have fun doing it.
I think that it is a very good idea. :)
No. They are very similar and you would have more or less three times the same units, only with very, very small differences. This would be very irritating for new player and wouldn't feel good at all. By having the choice at the beginning we are able to implement more different units and more units for the mod and all of them are useful and important. :)
Note: The edain team never said that we will integrate anything like that even if there are 15 or so people who are voting for it. We always need important reasons why the idea should fit better to the mod than previous versions. (additionally I'm quite happy with the current dunlendings model^^)
If you read the production books of the hobbit movies you'll know that this IS Khamul.^^ They wrote it there.
The Demo will be completely in english. In the following months we will add faction by faction until all factions are added. (perhaps only one faction each time or always two factions or something similar)
So we can't give you an exactly date. By doing this we can see much better how our concepts work in the reality and can already integrate those results for the following factions :)
F9 removes the palantir and all the buttons.^^