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.

  Master the One Ring 

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...

 Fight Side by Side with the Heroes of the Third Age 

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.

 Command New Factions 

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.

 Rediscover the Old Factions 

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.

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Blog RSS Feed Report abuse Latest News: The Road to Edain 4.0: The Game Mode

44 comments by FG15 on Aug 12th, 2014

The Road to Edain 4.0: The Game Mode



Greetings, companions of Edain!

Today, our update deals with a new feature that will included in Edain 4.0. From the start, it has been our intention to increase the diversity of the modification. And this feature is a huge step forward. Besides increasing the diversity, this feature allows the player to choose his individual game experience.

THE GAME MODE


In the last months, we asked ourselves the question, how to make the whole gaming experience morde individual and matchless. Also, we wanted to help fans, who have problems with changes in the balance, like the weakening of all heroes. The BfME I building mode offers many new possibilities, which we used for the new feature.
In version 4.0, we have made some basic changes in the skirmish menu. Thus, there will be no possibility to change the ingame CP, but the player is able to choose a “Game Modus”, offering different modi. So, the player can fight more epic battles, command legendary heroes or try the complete new conquest modus:



The current CP-settings might be an interesting system, but in fact, most of the players only used normal, double or maximum CP. We included these settings in 3 of the 7 game-modi, so no gaming experience will be lost.

These are all the available game-modi:

  • Epic Battle -> 10-times as much Commandpoints and 30% faster production of units and ressources
  • Battle -> Double Commandpoints
  • Skirmish (standard setting)
  • Legendary Heroes -> Heroes deal more damage and have got more armor.
  • Exploration -> The map is shrouded from the beginning, so the player has to explore it.
  • Victory Points -> The player or his team has to capture and hold more than half of all outposts for 10 minutes, to win the game.
  • Conquest -> The player or his team has to capture and hold more than half of all settlements for 5 minutes, to win the game.

Therefore, the player is able to influence the game experience in the way he prefers it. Especially, Victory Points and Conquest are two modi, offering a completely different system. Fans, who prefer to play with more mighty heroes, are able to choose the game mode Legendary Heroes.
Of course, we are open to change requests or even to replace one of the modes, but we are limited to  7 modi.

Those, who look closely at the update, will notice that we agreed on a new CP-system, which has been  positively received by our tester. More information will be in another update.

In this video, you can see the whole feature ingame:

We hope you enjoyed this update and we’re looking forward to your feedback!

Your Edain-Team

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Edain Mod 3.8.1

Edain Mod 3.8.1

Aug 31, 2012 Full Version 494 comments

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...

Post comment Comments  (0 - 10 of 20,113)
balrogofmoria
balrogofmoria 11hours 25mins ago says:

When are we going to get another update

Translation: "Hurry it up with the resources."

+1 vote     reply to comment
Goatstealer
Goatstealer 14hours 35mins ago says:

Being my favorite faction, I love the direction you guys are going with Mordor from the redesign of the Dol Guldur/Minas Morgul units to the glorious return of Rhun/Harad units. However there's one thing that irks me and that's the faction's lack of a true calvary unit. With the Morgul Riders being treated as a hero unit and Harad Lancers being restricted to a ring power, it seems that Mordor has no counterpart to Isengard's Warg Riders or Gondor's Knights.

Which leads me to this next question, is it reasonable if Mordor were to get wargs of their own? Gothmog has his own mount not to mention that we've seen a few in the Return of the King as well, true the mod's independent from the movies but surely we can presume that Mordor had some of their own. They don't need to be at the same level as the Rohirrim or Sharku's wargs in terms of power, but it'd be nice if Mordor had some basic warg riders to tide them over until they get Morgul Knights or Harad Lancers out on the field.

+3 votes     reply to comment
The_Dark_King
The_Dark_King 13hours 36mins ago replied:

Mordor has so many different and usefull units and it is also a special thing about Mordor, that it doesn't have regular cavalry. I think you can read in the books (battle for minas tirith) that it was the greatest weakness of the Mordor-army that it didn't have real riders (exept the haradrim).
And I also don't remember any warg riders exept Gothmog in Return of the king. I can only remember one single warg without rider inside of Minas Tirith, when the orcs came into the city.
Personaly I have never really used the morgul riders in the mod because they were so incredible unfitting(But that's different know.) and I did never really need them for anyting. I tink that Mordors doesn't need any regular cavalry, it works quite well without.

+3 votes     reply to comment
Gnomi
Gnomi 3hours 6mins ago replied:

I agree with the dark king. Not every faction needs Riders. Mordor has trolls and mumaks which are a special knight unit. (both can crush enemies)
The good faction also don't have trolls, but nobody argues demands similar units for them.^^ So why does mordor need spam-able knights?

+2 votes     reply to comment
numeronean
numeronean 15hours 15mins ago says: Online

Edain team, I have a doubt in version 4.0 will be compatible maps created BFME 1 ha I have a couple of maps that I like.
Thank you.

+1 vote     reply to comment
Gnomi
Gnomi 3hours 12mins ago replied:

You have to change those maps. We use other objects in edain than in Bfme I, therefore Bfme I maps won't work with edain.

+2 votes     reply to comment
hoho96
hoho96 23hours 14mins ago says:

I've finally managed to get some good pics :)
check my profile and tell me what you think^^

+6 votes     reply to comment
DanitheMonster
DanitheMonster 15hours 9mins ago replied:

Nice pics bro :D

+2 votes     reply to comment
Gnomi
Gnomi 22hours 29mins ago replied:

I like the pic of the Rhun soldier marching to the black gate. Looks really nice.
I would also like the picture of the Harad-army in Ithilien, but sadly there are animals standing in the middle of your soldiers...^^ That looks kinda... funny :D

+3 votes     reply to comment
hoho96
hoho96 21hours 12mins ago replied:

thanks :)
I've waited like half an hour for those elks to move, but it seams they liked it being around Mumakils O_o
the Elks will answer Mordor's call!!!

+4 votes     reply to comment
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Battle for Middle-earth II: Rise of the Witch King Icon
Platform
Windows
Developer
Edain Team
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Modding-union.com
Release Date
Released Jul 19, 2012
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Highest Rated (55 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 (13 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

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