Edain Mod 3.8.1
Aug 31, 2012 Full Version 330 commentsThis full version contains all files you need to play the latest version of the Edain Mod. Please read the Readme before playing! The Readme contains...
The Edain Mod aims to take you deeper into Middle-Earth than ever before and turn the Battle for Middle-Earth II into a game worthy of Tolkien's books and Peter Jackson's movies. In our quest for lore accuracy, visual quality and deeper gameplay, we overhauled every aspect of the original game to craft a new and immersive Lord of the Rings experience.
While the One Ring has no lord but Sauron, there have always been those who sought to use its power for their own ends. In Edain, you no longer bring the Ring to your fortress to unlock just Sauron or Galadriel. Instead, you can give it directly to select heroes who will attempt to draw upon its powers, with varying consequences. Each faction has different Ring Heroes, allowing you to discover what could have been if Saruman the White had attained the One Ring, or if Denethor and Boromir had foolishly decided to use it as a weapon against the Enemy...
The fate of Middle-Earth has always been shaped by great heroes and villains, many of which never appeared in a Battle for Middle-Earth game before. Edain gives you the opportunity to stand in battle with new heroes like Thorin Oakenshield and his companions, Beregond and Imrahil or the sons of Elrond. Those with evil in their hearts may instead choose to share in the power of villains like Smaug or the Necromancer of Dol Guldur...
Furthermore, every existing hero has received new abilities and mechanics to more accurately represent his role in the books and movies. Aragorn, for instance, will start out as the ranger Strider and go from the defender of Helm's Deep to King Elessar of Gondor over the course of the game, gaining new abilities each time he takes a new step towards his destiny. Similiarly, Theoden will now accurately transform from a defeated pawn under Saruman's control to the heroic king who fought on the Pelennor fields.
Rohan and Lothlorien have been split from the Gondor and Rivendell factions to form new factions in their own right. The Rohirrim are a people of riders, evidenced by their powerful cavalry units, including the Royal Guard. Their infantry and archery are poor, but they can receive signifant aid from the inn by recruiting Elven archers and Druadan warriors. The Woodland Realm, on the other hand, lacks cavalry altogether. To compensate, they rely on unorthodox tactics such as stealth, speed and elven magic coupled with their formidable archers. They cannot easily expand their base, but all buildings are manned by archers to keep invaders at bay. Units like the animal empaths, who slow down enemy cavalry, and elven chanters, who support your army through their songs, provide veterans with exciting new strategies to master. Both factions also come with a completely unique set of spells, including powerful finishers like the Rohan spell, Last March of the Ents, which summons Treebeard and a host of Ents to your side.
All factions have been expanded with a large array of new units. Among them are the Gondor Citadel Guard, Lurtz's Uruk Scouts, Haldir's Galadhrim from the Battle for Helm's Deep and Orcs of Minas Morgul. All in all, Edain allows you to assemble your forces from a pool of twice as many units as before.
Furthermore, almost all existing units and heroes have received visual overhauls to eliminate issues like golden armor on Orcs and bring the visual style closer to the movies. For example, Aragorn will now wield the actual Anduril blade upon purchasing the respective spell instead of getting an exaggerated blue glow around his sword. Head to our gallery for more examples of the improvements we have made.
Follow your destiny... Middle-Earth awaits.
18 comments by Gnomi on May 22nd, 2013
Before coming to our today's update it's a pleasure to tell you that our current version (Edain 3.8.1) got over 55.000 downloads! (if you sum up the downloads on moddb and our main page www.modding-union.com)
This is our new record and there are more than 15.000 more downloads than of our last version. Most important for us is the awareness that Bfme (and also edain) still has many fans and enjoys great popularity. In addition it is fantastic to know that our numbers still can rise, even though you can't buy the game anymore. We want to say thank you to all our long lasting friends, who supported us and always stood by our side!
After telling you a lot about the changes for some heroes in our last update, we want to present you an update which gives you more information about the economy buildings.
For the next version we tried to underline the different identities of the factions by giving more possibilities to produce resources. For us it is very important to show different economy systems, which not only produce resources, but also give you price reduction or other special features. The normal farm, which just produced resources will be the past - today we spend time on collection of taxes, grinding, producing of parchment or the breeding of purebred horses.
We've already showed you the hobbit-farm and the Rivendell-scriptorium in earlier updates. Today we show you some more farms which brings color in the lifeless resource building system.
There are different kind of price reductions, which can be achieved with special economy sectors.
Those bonuses lower the costs of specifitc units and stack 5 times so you can get a reduction of -40%. Each player can decide for himself if he wants to reduce the price of upgrades, machines or infantry.
Gondor will have beside of the farm and the smith another economy building:
The dwelling house.
It's a long wish of the community to give gondor more of a "city feeling", which will be brought by such a house.
From each of those dweeling houses you will get taxes. There are two different models, which will be build randomly. The size is similar to the size of the barracks.
With those dwelling houses we will also introduce a new inhabitant-system.
Per level each house will spawn two people, who wanders around the house. They have diversifying routes and stop from time to time to talk to other dwellers.
You can see those features in the movie at the end of our update.
Additionally, as an attacker you can kill all of them and see them running away in panic when you attack the castle.
In the following screenshot you can see the different dwelling houses detailled. The level changes are shown from right to left:
Dwelling house
The dwelling house reduces the price of infantry and is only buildable in the fortress.
The forge can also only be build in the fortress and reduces the price of upgrades. The farm can only be build on neutral points outside of the fortress and makes your cavalry less expensive.
Rohan also will get new economy buildings to show their strengths better.
Beside of the farm Rohan will firstly get a mill, which grinds the collected corn and secondly a stud to have purebred horses.
With those two economy buildings there are two more sources of resource productions:
meal and horses.
The stud can be build in- and outside of the castle and cheapens rohan's cavalry. The mill can only be build in the fortress, but gives no price reductions. Therefore you can recruit peasents there. Farms have the same feature, but can't be build in the fortress.
The following picture shows the mill on level 3. Reaching level 2 the building gets the roof over the part with the horse and at level 3 it gets the arrow tower and the flag.
Mill
The stud uses the already named inhabitant-system. The horses will move randomly on the belt and will stop from time to time to graze. In our opinion the stud shows an important point of rohan: The dependence between human and animal.
At level 2 the stud gets windows on the roof and flags, at level 3 an arrow tower.
Auf Stufe 2 erhält die Stuterei die Fenster am Dach samt Banner, auf Stufe 3 erhält sie den Pfeilturm.
Stud:
Our last pictures shows the dwarven-'stone pit'., which will be a special economy building. Beside of the producing of resources (stones) and therefore a price reduction for buildings, this building will give you three different upgrades on level 1, 2 and 3:
Defensive line: Enables the possibility to use another defensive line in front of your citadel.
With this upgrade the player has the possibility to build towers or hearthes on two slots in front of your citadel.
Battle tower training: Strengthens the damage of your defensive buildings
Your towers will now attack with forged axes.
Building mechanics: Levels up all buildings to level 3
All buildings in your fortress will be leveled up to level 3.
The picture shows the pit in its final form - smokestack will get bigger with each level and will smoke ingame.
Dwarven-'stone pit'
The dwarves will also get a lumber mill for their neutral points plus the mine which can be built in- and outside of the castle.
Finally we want to show you a short movie about the new resource production buildings of Gondor and Rohan:
We hope you liked the update and are looking forward to your feedback!
Your edain-team
This full version contains all files you need to play the latest version of the Edain Mod. Please read the Readme before playing! The Readme contains...
Highest Rated (33 agree) 10/10
You could think im exxagerating the value of this mod,but i can only tell you : try with your hands. Edain mod is without any doubt the best RTS based on the LotR series,and,but this is just my opinion,the best RTS overall. While being much more true to tolkien than any other EA's work,it combines great complexity with good-balance in an excellent way. But what,above all things,makes this mod stand out are the models of the units,heroes and buildings,just take a look to the gallery on the site…
Oct 19 2010, 2:42pm by TheMost
Lowest Rated (8 agree) 5/10
Mordor and other evil factions are overpowered including their heroes and ringheroes. Especially Lorien and Imladris are too weak and their ringheros are not powerful enough to be ringheroes (and Galadriel is far too weak to be Galadriel. Make it to be like in the Lone Wolf mod: two palantir and stronger powers, etc.)... All ringheroes should be as powerful as Sauron, because now it's not fair. Almost all good factions are underpowered. Ents should be better than trolls (except armoured ones), because…
Oct 17 2012, 7:38am by TheLapari
@aragornIIelessar:
The dwarves already have the strongest buildings.^^ The health points and the armor is higher than the buildings of most other factions. We already made all buildings much stronger. The problem is:
If we make buildings too strong noone would play agressive, as it would be impossible to destroy anything. => Everyone would just play passive and stay in his fortress. The one who would attack first would loose. And I'm personally no big fan of a lotr mikado.^^
Therefore we need to have the buildings be killable with units, but also have them strong enough, so you can't just kill them ignoring your enemy's units. (as it was in bfme II or rotw... which was kinda stupid)
This is quite difficult to manage for a game like bfme. (afaik all games with the sage engine had those problems)
The fortresses will give you the durability you need when you are playing defensive, but as soon as your enemy is in your fortress he should be able to destroy it when you're not defending it. And the buildings outside of the castle should also be killable with normal units, as otherwise you would always need siege weapons... and just imagine:
You want to destroy one mine... and you need your slow ram to get there before being able to deal damage. And you have to do this for every single goddamn farm...^^
@VyridianPT:
In the current version there is the bug in the third mission. In 4.0 this bug will be fixed. :)
@ lordmaus:
You don't know what we have already done, we have done more than we have showed you. But if a thing is only 90% finished we don't show it, as we want it 100% working ingame.
Therefore we won't show you castles or camps which are only 50-70% ready. You will see the things as soon as we decide to piblish the things. Don't worry, you will see it. And if you say we're slow... You have no idea of the amount of work we're doing atm for edain, how much we create in every single area. (totally new or remade skins, models, codes and maps)
In MP the evil factions are much stronger than the good factions, I have already told you a few times:
Mordor, Goblins and Isengard crush any other factions in MP, even with those rules. (those rules were made by some players to make the mod more balanced, but with or without those rules: Those 3 factions are much stronger than all the good ones)
You can't say that we're doing nothing for evil factions. Isengard and Mordor were the two factions which got the most love and reworks since edain 1.0.
Saying that we don't care for the evil factions, but only for the good is just a false statement. And you won't be able to build everywhere. There would be too many bugs, if we combine this and we removed this building system, because we had some reasons.
And have you ever played Bfme I? Evil factions never had walls there, but were as strong as the good ones.
The evil factions got the towers around their castle and were able to build stronger armies. I will always refer to Bfme I if someone tells me that evil factions will always be worse than good factions. In Bfme I all factions were strong and every faction won ~50% of the games.(of course I mean games on high elo)
And 4 of our team members are fans of all evil faction. If you just look at all the systems... the evil factions have much more complex and interesting systems than most good factions. ;)
And where is said that there will be no new units? There won't be many new units, but I also have said a few times:
But we want the game to be compact. If every faction would have 20 different units new players would be overburdend.
And we want each unit to be unique, but it should also fit into the lotr universe.
Therefore we won't add 5 different buildable sword fighters for one factions. What's exactly the difference between a fighter who costs 200 and another who costs 250?
We don't want to be a mod with dozens of units, but a mod which has a plan for each unit.
good one gnomi xD people should play bfme 1 before they judge such a thing in my opinion
I like the fact Dwarves can strenghten their defences. One thing which really bothered me (I think I'm not the only one :p) is that their buildings were weak. Then if Goblins spam a hell of a lot of units, your base will got destoyed in no time.
I guess Mordor and other Evil factions will got some new economic structures and systems. Take your time, don't be hasty, hummmmmmmmmm!
Yhe longer it takes, the better it'd be! :)
You have right! I think every building is too weak! That would be good if destroy isnt soo easy
you only care good functions ;what about evil functions ? except single player plays, at multiplayer players are putting strange rules ( even at edain mod .... ) so edain mod 3.8.1 good function is too strong at multiplayer ; even we look at singleplayer good function is strong really.
We should able to build everywhere too if we increase our cityhall lvl which will be cost much money ( so you cannot do it so fast ). I am saying it because if you are losing a match at battle - other side will camp at outside at near resouce building to hunt you.
Another issue - evil function will be not able to destroy the good function without any siege weapons because good functions have walls... but you can destroy the evil function towers even with your troops.
At edain mod 4.0 we will not gonna see any new units which is really sadly too. I wished like to see some new units.
Please care evil function too. How ? answer : with more new kind of crizmatic good looking buidings that how you doing it at your precious good funtion buildings now at your updates to us !!!
you seem like a very annoying people.
I Second that
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Agree!