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Comment History
NeroBurningRum
NeroBurningRum - - 26 comments @ Colonialism 1600AD: World at War

Great work man! It feels really complete and much advanced compared to the latest original version, which already was great. Nice how you still kept the spirit of it. I always felt like Empire TW should have been starting 1618. I also see the inspiration from EUIV, which I also really like. Thank you very much!

Good karma+2 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Edain Mod: Campaigns in War of the Ring

That’s what I call a game changer

Good karma+4 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

Im trying to convert a fortress map to AotR. I placed a citadel,an generic base center and named it properly but it keeps spawning a citadel and two builders at game start.You have any help?

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Play the Angmar Campaign in Edain Now!

Will you updatefor 4.5.4?

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

I love the new update. Woodland Realm feels so authentic to play with, especially with all the Rhovanion units. Also all of the new maps are truly great craftwork, I especially like your idea to add unique map specific neutral points to capture. Just one suggestion: could you make the capturable points, buildings, sites like the Point of Seeing on the Amon Hen map, or the Carrock as a selectable object like inns, sginal fires and outposts? It just seems more interactive somehow and you could add a description to what beneftis one actually gains from capturing these strategic points. Maybe you think about it, anyways thank you a lot and keep up the good work!

Good karma+2 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

After playing a while I also think all Goal Dol Guldur units should be included into the dark presence scheme. I mean the stronger the units the more bend they are to Saurons will. And I mostly skip the low tier units and save the money of the otherwise needed towers and barrows instead. And I really like the dark presence idea of having a faction that is bound to the earth it corrupted. And it makes also sense as Dol Guldur never expanded out of mirk wood. Especially with the Tomb Guards it would make sense to have them bound to ‚the tombs they guard‘. I really love this mod I’d just like this unique feature to be a bit expanded. Thanks for your work!

Good karma+2 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

Do you guys have any tipps for the Balin's Expedition map? My two archer batallions always get overwhelmed by the first orc attack before I even lit the signal

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring Version 5.0

Amazing Update like always. I really like Dol Guldur, the siege maps and the updated bfme2 campaigns as well as your campaigns and missions of course. It is just so nice to see some guys putting some effort back into RTS-singleplayer-campaigns and missions. One question, do you guys plan on implementing the scripted missions from bfme 1 campaign somehow? Is this even possible? I'd go nuts playing these og missions with AoTR! And what about a modified version of the original Angmar-campaign? Any thoughts on this already?

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

Like Aragorn was able to fight off all of them with a sword and a torch. Like they're terrifying but not invincible

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

Hey guys, I played quite some rounds with Rivendell versus Erebor and two Misty Mountains all vs all. The thing is, that Erebor always gets defeated within the first 10 to 15 minutes, even if you put them on hard or brutal and the MM on medium. I never attacked Erebor btw. I tried this on different maps and it feels like either MM is quite op or Erebor is really weak. Same happens with Rohan instead of Erebor. I feel like the poison orcs for 65 are just much too cheap and much too powerful for their actual role as simple spam. Also the Breeland and Hobbit units feel quite underpowered for their price. If you play with Rivendell you have to start with Dunedain units as Breeland and Hobbit units alone don't manage to hold any goblin or orc attack. If you combine Dunedain and Breeland units, it's relatively ok, but the Breeland units still die like flies. I feel, they should be capable of fighting of 3 goblin hordes for their price, but they cannot even manage to fight two of them. Dunedain and Elves feel ok for their price relation but the starting units of Rivendell feel mostly not very useful which is sad as I love the Eriador concept.

Good karma+3 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring Version 4.0: The Horse Lords

This only happened to me on the Map The Last Homeley House. But when you buy a builder and build a free smith you can purchase upgrades normally.

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring

Hey guys, I finished the Lord of the Rings campaign so far and must say it has been overwhelming. Really nice campaign. I found only two bugs. Rivendell: you still see the Osgiliath part on the mini map after finishing it and still have control over a few units after finishing it. Moria: Until you reach the library you don't have any mini map which is quite frustrating as you additionally don't see anything in the dark. I spent like 1 1/2h only to finde the library. I'm not sure if this is intended or not, but after you reach the library you get the mini map which is much more comfortable. But really, what a sweet camapign. It's frankly and surprisingly much better than anything I was expecting and I was expecting a lot. Great work guys!

Good karma+2 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Age of the Ring Version 4.0: The Horse Lords

Hey guys, I got put into the hospital over the weekend and was already desperately looking for something to do and you haven't let me down. Thank you very much for your great work and the amazing timing! Keep up the good work and know, you did some fan a great joy!

Good karma+8 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Gundabad Berserkers

Great work! I can't wait for the update guys!

Good karma+2 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Map Pack for BfME 1

Hey Guys, I played the maps with BfME 1.03, 1.05 and 1.06. I also played them with Elven Alliance and Dwarf Holds. It should actually work with any version being at least 1.03 or higher.

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Angmar is dead. You summon the dead.

damn I love it so much

Good karma+3 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Erebor Husbandry

I really liked your idea of giving the dwarves an other building for their cavalry units and I still think that it still would be a nice addition to this faction as it has fewer buildings than the others and reallistically spoken, I don't see how chariots and cavalry should be stored in the Iron Hills building as it looks more like a barrack without stables. It would add a nice new building, add more strategic indepth and would fit your aim to design the game more realistically. Please give that thought a second chance.

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Helmingas Wardens

You guys included plenty of amazing maps. I recognise even some of TDH. I'm really looking forward for more build plot maps and the gundabad map of course. I really can't wait for your next release. How you capture that Eriador and Northern Middle-Earth feeling is astonishing!

Good karma+3 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Helmingas Wardens

I forgot your Celin Amroth map, it's amazing! Really good to hear that, so I just have to be patient. And Gundabad sounds promising too :D

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Helmingas Wardens

I love your mod guys! I wanted to ask you, if you plan to expand the build plot system of the dwarven castle maps onto the other castle maps of other factions like Helms Deep, Minas Tirith, Isengard, Dol Guldur, Cair Andros etc.? I would really like to see that as I like that kind of compromise.

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Troll Lair

I really like your mos, keep the good work up guys! Will you make fornost, amon sul and cair andros ith build plots too?

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Edain Mod

I'm wondering either. Maybe a surprise update? :D

Good karma+2 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ Edain Mod

He means the black borders surrounding the modules. And in fact it is hard to figure out the difference between black and dark brown. :p

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Ridder Clan Mod Giveaway!

I find it very impressive, how cool you guys behave! I often found it very depressing, when modding teams behave too selfish and don't share at least some of their material. You'll never know, if another one hasn't some good ideas of using your material too. And maybe so some bfme-mods surivive or rank up thanks to you sharing this stuff! And I'm not even a modder, I'm just a big bfme/lotr-fan. Thank you, guys!

Good karma0 votes
NeroBurningRum
NeroBurningRum - - 26 comments @ BFME: Tactics - Closed.

I actually thought, this mod followed any kind of concept but it seems i was wrong. sadly to see you giving up on this great mod. maybe you should integrate some kind of new faction instead of only redesigning the old ones.

Good karma+1 vote
NeroBurningRum
NeroBurningRum - - 26 comments @ Return of Shadow Beta 0.2

i followed your instructions and nothing works. the installer does not move any of the files nor the game starts.

so i won't play your awesome mod until you will engage a real installer.

Good karma+1 vote