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Report RSS The Road to Edain 4.0: Outside of a castle

Introducing the outposts we are giving you an overview over the different possibilities for two of our factions, which are provided on the different build plots.

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Greetings, companions of Edain!

In our first two updates for Edain 4.0 we introduced a new building mechanic based on the first Battle for Middle-Earth. Instead of being able to build structures everywhere, you will have to conquer neutral building plots. We showed you two different types beside of the camps and castles: One for economy buildings and another one for unique support buildings.

But there is another part in Bfme I, we wanted to implement. These are the outposts, which you could build on their own neutral build plots, giving you a small base with three building plots. This way the game became much more dynamic, as it added even more important positions to conquer and hold.

Additionally there were some more strategic decisions to be made: Do you want a well near the front or do you want better economy or the possibility to rebuild your army quickly? And do you want to protect the outpost by using one of its plots for a battle tower or do you want to play risky and use all three plots for production?

Outpost-news: GondorbuildingsOutpost-news: Gondorbuildings

The question for us was: Where should the players be able to build those outposts? There were different possibilities:

- We could just add a new type of plot. However, on most maps there wouldn't be enough space for even more different plots.

- We could make them buildable on the same plot as the economy buildings, but this would cause problems as well. Firstly you would be able to build way too many outposts and secondly an outpost is much more useful than a single farm, as you would be able to build three farms with the outpost. You would only ever build individual farms in the beginning to get enough money for the outposts.

- Support plots are already placed on hard fought positions and there are only a few of them on each map, so they would be ideal for outposts. But once again, there's a question of efficiency: Most support structures are useful, but not as useful as the three normal structures an outpost provides. Sure, the Dwarven expedition camp is good, but wouldn't I rather just have three Halls of Warriors?

Therefore, we have decided to redesign the system of the building plots into the following scheme:

Settlements are small and numerous plots.
At those points you'll be able to construct economy buildings and support buildings. When creating a building you have to decide if you want to strengthen your economy or add more supporting options your army. This looked fair to us, as you always need at least some economy buildings, but more possibilities to specialize your army to counter your enemy is always an advantage.

Outposts are bigger, but rarer and more contested building plots. You can build the already mentioned mini camps on those plots and have the possibility to create 3 buildings around it. Some support buildings can only be built on one of those plots, as they would be too powerful for the settlements.

Additionally there are the camps and castles, which already have been shown.

To demonstrate how the systems work we'll give you two factions as examples:

Gondor

Settlements

Outpost-news: Gondorbuildings

Gondor primarly uses farms to strengthen its economy. But there are also two support buildings: The already known signal fire, which gives you troops of the fiefdoms in regular intervals. If you own more signal fires, the intervals become only a bit shorter, but the units arrive on a higher level. Additonally you can build the camp of the ithilien rangers.

Outpost-news: GondorbuildingsOutpost-news: Gondorbuildings

Faramir and his rangers won't be available in the fortress anymore, but can be recruited from their own camp in the wild. This is not only atmospheric and true to the source material, but also forces the player to decide whether he wants to build elite archers or a stronger economy in exchange for having to make do with regular archers. Those are recruited from the normal archery, where fire arrows can also be researchered.

We also took this chance to give Faramir a much-needed visual overhaul:

Outpost- Update: Reskins

Outpost- Update: Reskins

Outposts

Outpost-news: Gondorbuildings

At the outpost Gondor also has to decide: Either the normal outpost which provides you plots for three buildings or the mighty fortress of Dol Amroth.

Outpost-news: Gondorbuildings

The fortress gives no economy benefits, but acts as a powerful defensive fortification to drive back all intruders. That's why this is a good building to defend contested areas, which outposts usually are. Additionally you can build Imrahil and the elite soldiers in this building.

Rivendell

Settlements

As an elvenlord you have to make decisions too. In contrast to Gondor Rivendell has the possibility to build two different economy buildings: The Elven farm, which decreases the price of your cavalry or the Hobbit farm which can be defended by Thains for a short period of time. An even better defense is offered with the lindon tower. Here you can also buy Cirdan and his loyal elite warriors, but the lindon tower doesn't produce any resources.

Outposts

The difference on the outpost is even huger for Imladris than for Gondor. Rivendell can't build any elven buildings there. On outposts the dunedain of the north will put up their camps instead.

Outpost- Update: Reskins

On the outpost you can only build dunedain buildings, including an economy building, a healer's tent and a tent for recruiting sword fighters, spear fighters and archers of the Dunedain. The archers have a higher range than Elven archers and the melee fighters provide a faster and cheaper alternative to Rivendell's costly heavy elite.

Outpost- Update: Reskins

In our opinion it fits perfectly that Rivendell does not expand its own territory, as it really consisted of only one Elven refuge in contrast to a large country like Gondor. This also allowed us give the Dunedain a more important role in the game to better reflect their part in the War of the Ring.


With these two examples we tried to show you the variety in mechanics you can expect from the different factions on settlements and outposts. After talking so much about the good factions, we'll move on to the icy areas of Angmar in our next update. We hope you enjoyed this update and are looking forward to your feedback!
Your edain-team

Post comment Comments
yavuztezcan
yavuztezcan - - 709 comments

Am i dreaming? You know this is the ultimate mod for bfme2. But suddenly it becomes nightmare with german language-.- I know you're working on it too. Keep it up great job guys

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Elbareth
Elbareth - - 80 comments

I realy like what you did with the Rivendell outposts ^^

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guldan
guldan - - 153 comments

Next update for Angmar?! For dark Lord! GRRRR!

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SebaZ_16
SebaZ_16 - - 307 comments

Just awesome, I can't wait to play 4.0. Keep up the great job.

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Vextern
Vextern - - 25 comments

As always. GJ EDAIN TEAM :)

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Kark-Jocke
Kark-Jocke - - 14,688 comments

LOOKS AWESOME! I love this mod, keep up the good work! :D

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xlucidx
xlucidx - - 275 comments

I can't get over how beautiful the Elvish stronghold looks, fantastic work.

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Aenarion_
Aenarion_ - - 1,633 comments

What we'd REALLY like is an English version.

Even so, I cannot deny this awesomeness.
10/10! Keep up the good work!

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Gnomi Author
Gnomi - - 4,488 comments

As written in an earlier news:
En english version will be released when we release 4.0.

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Gnomi Author
Gnomi - - 4,488 comments

Just a note, as there are a few people who have noticed it:
The small hordes in the picutre aren't the normal gondor soldiers.
Every faction has unique hordes to start with, which can't be build normally. Those hordes are weaker than normal hordes - either because there are less troups or because the units are weaker than normal troups. :)

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OpenMW
OpenMW - - 65 comments

Great job, really looking forward to this!

I wonder whether the release of v4.0 is a matter of weeks or a matter of months, just to give us a rough estimate :).

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SebaZ_16
SebaZ_16 - - 307 comments

If I am right, they still need to do the evil-factions stuff. And I'm afraid it will take some time.

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Gnomi Author
Gnomi - - 4,488 comments

You don't know how much we've already done for the evil factions. :)
But we never give any release dates, not even rough estimates.^^

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SebaZ_16
SebaZ_16 - - 307 comments

I hope we can se another preview soon

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Gnomi Author
Gnomi - - 4,488 comments

Yes, you can. :D

Reply Good karma+5 votes
Skylarapas
Skylarapas - - 288 comments

Edain Team keeps trolling :D
I'll gollum you! ''It burns! It burns! Stop torchering us! Give us an update! We likes updates!''

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HerrSeuchenMarine
HerrSeuchenMarine - - 95 comments

This is all terribly exciting! I love how you recycled the Gondor Festung, it always seemed more Dol Amroth-y to me anyway....Although I'm not sure what exactly that means...At any rate, can't wait for Mordor and Die Nebelberge!

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ivarblaauw
ivarblaauw - - 2 comments

this is awesome, however, I hope there is no cap on command-points. I like to have a gigantic army. I normally built thirty or more farms to produce enough units...

That's my only worry, for the rest: KEEP UP THE GOOD WORK! :D

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Kleis
Kleis - - 11 comments

Good work and good ideas, strategic choices will really be enhanced in version 4.0
Looking forward to test it myself :)

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Magnifican
Magnifican - - 38 comments

This is Amazing! Really looking forward too more news about the evil factions. Keep up the good work guys!

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nooblordz
nooblordz - - 89 comments

dead mod? :(

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Turin_Turumbar Creator
Turin_Turumbar - - 1,320 comments

What? The update is like one month old. Why should the mod be dead? o.O

Reply Good karma+5 votes
B00GH05T
B00GH05T - - 3 comments

The amount of unable to wait-ness I have for this mod defies all logic O.O

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์ืnong
์ืnong - - 6 comments

good

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