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The_Necromancer0:
Alright, thanks FG, that makes it much clearer

Sentinel:
Hello,

Ive been a massive fan of what you guys have done, creating what should of been the true battle for middle earth game. Im having a few issues now since uve released 4.5 my create a hero colours are florescent green blue and red on all choices? lothlorian  are heavily bugged such as defensive building dont fire in or out of the citadel clicking buy hero starts timing down then just resets takes your money but does not recruit and troops arent engaging in combat? and my game now seems to crashing more than it use to (which was every other map) do you guys have any tips or solutions to these? thankyou again for all the hard work you have all done :)

Le Sournois:
Hello,

I have a question about the URUK damage strong against Heavy Armors made by special troops like Boernings, Black Uruk, Khazad-Dûm Vets with Morning Stars.

They are usually well-balanced but there one thing I find a bit weird.

When troops purchase Heavy Armors, they gain additional health points are therefore far more vulnerable to URUK damage.

But when Heroes gain armor (Nazgul battle armor, Dwarven Mithril coat or Ring Heroes), they do not gain more health points but are more resistant to every damage except from the URUK damage. It passes from 65 % to 100 % in the armor sets of the Edain wiki.

That is funny that a Nazgul when it has not its battle armor take less damage from those type of units than when it gets the heavy armor. Not only in that case Uruk damage ignores Heavy Armor but they do significantly more damage to Heroes with the Armor.

Therefore when I play Dwarves against Lothlorien, I never put on mithril mail on my Heroes because the AI makes a lot of Beornings, so that mithril mail can actually make my Heroes weaker which is a bit "bizarre" when it so difficult to get mitrhil mail and then not that rewarding.

The upgraded heroes are vulnerable at 43 % to SLASH and SPECIALIST damage, therefore I think they should be vulnerable to URUK damage at 65 %, but not 100 % so that it ignores the armor without doing more damage to them.

Is it something to be fixed, or are URUK damage a super powerful counter to armored Heroes and Ring Heroes and meant to be like that ? And maybe in practice there is no problem, I had just take the data of the Edain wiki to put this comment, and I have not really tested out these stats.

Thank you very much !

Le Sournois:
I have a question about the wonderful Minas Tirith Horde map.
I'm sorry, but there is one thing I don't understand on this map, it is the point breakdown system : why when you still get control over the wall have you got less points than when you loose it ?

I have 7 points per seconds when I am still in control of the wall, and when I loose it, it passes to 9 points per second and I don't see any logic in this. And how the control over the wall works precisely ? When does the hint to get control over the wall appear ?

Otherwise, the map is awesome, almost perfect, just sad we can't have control of the Army of the Dead at the end even if I understand it is for value good play without it.



The_Necromancer0:
From what I remember when looking at the scripts, the map considers that you have "control" of the wall as long as you have more than 80 units on it or as long as there are less than 100 enemies on it.

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