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Lord_of_Mordor
Lord_of_Mordor Jul 1 2014, 1:15pm says:

The first part of the big Mordor update is live on Modding Union if you want to look at some pretty pictures:

Forum.modding-union.com

We'll have an English text up here on Moddb in the coming days.

+19 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 29 2014, 4:53am replied:

One does not simply let Sauron walk out of Mordor... :)

The situation between the Misty and Mountains and Mordor is indeed a bit complicated because geographically, Dol Guldur is closer to the Mountains than to Mordor. However, it is fundamentally a part of the power of Mordor and not ruled by wild Orcs, so we chose to put it into Mordor. This includes the Necromancer.

+4 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 23 2014, 8:13pm replied:

Yes, I think that is a good place for him :)

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 23 2014, 2:57pm replied:

Actually, most factions are defined at least in part by their heroes. The nine Nazgûl and Sauron are an essential part of Mordor's identity, and the faction would feel diminished with only two Nazgûl and no Dark Lord. Similiarly, Gondor obviously needs its king, its steward and its captains - the people who changed the faction's history. Isengard, however, has far less such vital characters. Basically, it boils down to Saruman and Wormtongue. Is Isengard still Isengard if you can't permanently recruit Mauhur? It certainly is. Would it feel MORE like Isengard with Mauhur? I don't think so. What would Mauhur actually contribute to the faction? Nothing. His entire role and personality is "an Uruk captain". We already have Lurtz and Ugluk for that though, and an army of regular Uruks. The only reason to add Mauhur would be to have more heroes, and like I said this is not a goal in itself if the hero is not unique, distinct and important.

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 23 2014, 2:11pm replied:

We don't really care about giving every faction the same number of heroes. We care about representing its major story characters, giving each hero a unique identity and making sure the heroes fit together to make the faction interesting to play. For Mordor, a large number of heroes is appropriate because of the nine Nazgûl. For Isengard, a small number is appropriate - is the faction really defined by Uruk servants like Vrasku and Mauhur? Those are barely more than a name, they have zero personality or interesting hooks that we could use to craft unique gameplay mechanics for them. Considering that Isengard is still one of the strongest factions in the game anyway, I see no need for more Uruk heroes.

We're not huge fans of Rogash and the Angmar trolls, so don't expect anything there for 4.0. We think the wolves and barrow-wights make for much more interesting and unique monsters.

+7 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 23 2014, 1:53pm replied:

I think you'll really like the Lothlorien base, it's pretty fantastic even in its current prototype state :)

+5 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 23 2014, 1:52pm replied:

Mirkwood hasn't been updated for 4.0 yet, but personally I'd love to see those elite soldiers in Edain.

+6 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 22 2014, 4:14pm replied:

There should be a huge news on the best faction in the game in the next couple of days...

+10 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 22 2014, 4:13pm replied:

We decided on two factions quite some time ago. However, I'd say one of those two is no longer quite as certain as it used to be. The other is set in stone though.

(Yeah, this comment is extremely useful and not vague at all, sorry about that... xD )

+4 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 14 2014, 9:54am replied:

One isn't better than the other, but the idea is that they have different strengths. The Knights of Dol Amroth have more armor and are more powerful in direct melee combat. The Royal Guard on the other hand are faster and are better at trampling hordes of enemies.

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 14 2014, 8:57am replied:

And thanks to you for your kind words! :)

+7 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jun 7 2014, 6:44pm says:

Hey guys,

if you know both English and German and would like to help with the translation of Edain, we'd be very grateful if you could lend us a hand!

We've created a thread over at Modding Union with the passages that need to be translated and furter instructions, you can check it out here: Forum.modding-union.com

Any assistance is greatly appreciated :)

+20 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor May 9 2014, 1:19pm replied:

Yes, Mollock will remain.

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Apr 6 2014, 6:48am replied:

We won't use the same concept we used for the Dwarves because we want that to remain unique (and Dwarves and Elves shouldn't have that much in common :P ). I'm afraid I can't tell you much more about Lorien though, because it's the last and most work-intensive faction of 4.0.

+3 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Apr 6 2014, 6:47am replied:

We recently had the idea of using the other two as banner carriers for the Morgul Orcs, so maybe they will make their way into the mod this way :)

+2 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Apr 5 2014, 8:21am replied:

We used those Uruk helmets for the Uruk captains! I think they look really badass, but they're best used to make single units stand out in my opinion. It's not something every Uruk should have.

+3 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 31 2014, 8:37pm replied:

Yes, that is the general power level we're aiming for.

+2 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 23 2014, 1:38pm replied:

I really love these Orc designs. Unfortunately, you don't see much of them in the movie itself and Games Workshop figures are not always enough to create full units. So while I'd like to have them, I can't promise they'll make it into version 4.0.

(though personally I think they should replace the current Orcs of Dol Guldur for Mordor, we already have some great Gundabad units with the Defiler's hunters from the first movie)

+2 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 23 2014, 1:37pm replied:

It's still in German. The next version, 4.0, will be our first English version.

+2 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 23 2014, 1:36pm replied:

Yes, this is one of the main balance issues we hope to adress in version 4.0. Archers will be both less powerful and more expensive, because players shouldn't build their entire army out of nothing but archers.

+5 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 20 2014, 12:40pm replied:

Yes, the enemy can destroy them.

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 20 2014, 12:40pm replied:

You can add a forum section on Moddb, we actually did that a few years ago. We ended up disabling it rather quickly though because most people just continued using the comment section.

+4 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 16 2014, 12:33pm replied:

I think the studio that made Battle for Middle-Earth doesn't even exist anymore. EA doesn't really care about strategy games in general anymore, which is also why they discontinued Command & Conquer. It's up to fans like us to carry the torch now.

+3 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 9 2014, 7:17am replied:

None of Mordor's heroes will be deleted, because none of them are expendable. Can't really say anything about the balance between two specific heroes like Aragorn and Sauron because we're still working on hero values.

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 9 2014, 7:16am replied:

Yes, they can build dragon lairs on their outposts.

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Mar 6 2014, 8:12pm replied:

This is extremely impressive work. You have clearly put a lot of effort into this, it never ceases to amaze me what the community will do to support our mod. On behalf of the team and all English-speaking fans, thank you! :D

May I ask where you got the voices for characters like Zaphragor and Mornamarth from, since those aren't in any of the movies?

+5 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Feb 26 2014, 8:49am replied:

It couldn't be anything else :D Though Angmar is a close second, I really like the unique spin we put on it in Edain.

+2 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Feb 26 2014, 7:27am replied:

We never tell in advance, but if you look at the updates so far there aren't many factions left that haven't received one yet :)

+1 vote     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Jan 12 2014, 6:01pm replied:

Yes, we'll increase the cost of most catapults for the next version :)

+4 votes     mod: Edain Mod
Lord_of_Mordor
Lord_of_Mordor Dec 27 2013, 5:49pm replied:

We deliberately designed the walls without battlements because if Mordor used their siege towers on those, they would stick out through the gangway. That is why the castles of BfME I don't have them either.

+3 votes     mod: Edain Mod
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