Another map update!
Hello there, greetings!
I noticed that wargs on Gundabad pictures have the LOTR design, not the design of Gundabad Wargs from Hobbit movies that currently exists on Edain. Will this be eventually changed?
I doubt it sincerely, unless as an Easter Egg.
Yes, there are! Take a look at these maps (and support if you like them):
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With what subfaction does it happen? Everytime I tried I only had issues with IH - Erebor and EL were fine; I also found out that the issue seems to be related with having an Ered Mithrin outpost under control of the AI as well from what I tested on my custom maps (around the 5 min mark).
If you would suggest reducing the size of buildings and maybe walls for Dwarves, I would support; I also see a lot of path finding problems on Dwarven camps, as well as on Angmar camps - both have big buildings (including citadel) and thicker walls.
Differently from the other maps I adapted to Edain, as I wasn't yet able to contact the original creators of the map to get a formal permission to update it for Edain and share it here as I did, for now I won't be making suggestions of any kind about it on Modding Union, and this map may at any time be excluded from Moddb by me if the original creators wish me to do so!
To be honest, it's been a while since you've been complaining about something which me and other people from community still don't have a clue about. We Just can't figure out what is going on, so we can't actually talk or do anything about it.
What is upseting you, objectively? You can reply this question on the Discord server and we can discuss it there, if you would like.
Best regards!
It is a bug, which is known by the Team and they are trying to fix it ^^
Thank you ^^ I really like Arnor faction, but I would like it more to be reworked as a completely independent faction, so for now I prefer making maps which Gondor is playable.
I have a mission map planned, but not to be played with Arnor (but you will be able to play with Dunedain) ^^
Just follow the instructions in the description above or what Gotyam recommended ^^
Not in my plans at the moment ^^
This is a known bug which the Edain Team is trying to fix ^^
If you liked the map, make sure to support it as an official Edain map on Modding Union:
Thank you in advance!
Newly released Singleplayer-exclusive Mission map: Upper Fords of Isen - protect Rohan against the Isengard invading forces! Thanks to SilverBane for allowing me to use his map's skin for my new map:
Now, I've got only one map left to release, a 1v1 Castle standard skirmish map, but balanced for multiplayer matches; when it is done, I will share with everyone, as always.
Best wishes to all!
If you liked the map, make sure to support it as an official Edain map on Modding Union:
Thank you in advance!
Were you playing against more than one dwarven faction at a time?
This is a very simple map made only for testing things on WorldBuilder. Have fun!
My biggest work so far has been released, with the precious help of FG15; a 1v1v1 Multiplayer-exclusive Mission Map: "A Wizard's Game"
Call 2 friends and have fun playing it!
If you liked the map, make sure to support it as an official Edain map on Modding Union:
Thank you in advance!
The ET does not have an official answer for this question yet.
What I can tell you is that the community is divided between 3 possible independent factions (which I think are the most popular for fitting this remaining 2 factions): Evil Men, Dorwinion and Arnor (without being a map feature); it feels to me that between these 3 options, Evil Men is by far the most popular.
I also did not like the removal of the Wizard class; it had a lore reason, but for those that did not like them, they could just disable/not allow them when playing. The advantage of the Wizard hero is also that it can be picked by good and evil faction on random. However, I don't think they will be coming back.
The color bug is known and the Team is trying to fix it.
Gollum already walks only on walkable terrain. You have probably thrown him in such a spot with your Fireball.
If you liked the map, make sure to support it as an official Edain map on Modding Union:
Thank you in advance!
Hello, everyone! I've posted a new map for Edain, which was originally made by the RotWk player "Motoma", who gladly allowed me adapting it to Edain - Blackroot Vale:
Modding-union.com
Just to inform you, I've posted already 7 Edain custom maps, 1 of them for making tests through WorldBuilder and all of the rest to play normally. I've still got a plan to release 3 more maps, 1 of which is very special and is almost done, totallizing 10 custom maps for Edain that I want to share with everyone.
Well, I create maps because I really enjoy it before anything else, and I feel that keeping the maps for me is not so fun as seeing that other people are liking and playing it. However, I really like receiving feedback and support in the creation of the maps, so I can improve my work even further. Therefore, I would like to thank those who have given positive feedback and constructive criticism so far! I'm always open to changes (like the ones I've done after the suggestion of the user ")-(albarad" on "Weather Hills" map)
Here you can also see my previous maps, and possibly support then as official Edain maps on MU (I'd really appreciate it!):
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Next projects:
1- 1v1v1 mission map, exclusive for multiplayer (biggest project so far);
2- 1v1 castle map, standard for skirmish or multiplayer;
3- 1v1 mission map, exclusive for singleplayer.
Is this the bug (when Cirith Ungol barracks are in settlements "close" to an impassable area and the AI uses it, sometimes they get stuck like in the picture below, sometimes they function as individual indestructible units)?
If it is, do as Kmogon say, play a match in the same map with the same conditions you just played, save the replay (so play through multiplayer) or good print(s) of that and make a post on MU, I will support you on that for sure.
As far as I can tell, this problem is being dealt as an map bug, so each map in which this feature happens is being fixed (don't know if by rotating settlement, repositioning it or other way).
I personally think this is more of an object bug, not only the Cirith Ungol barracks doesn't face the direction of the settlement arrow on Worldbuilder, but the units recruited also have to go very far away from the building when they are recruited, and it seems to be related to 100% of the times I saw this bug (which were multiple by the way).
Anyway, it can only be fixed through a post on MU.
dgsgomes
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