Don't know is this already somewhere suggested, but I think it would be nice to use different sounds of horns from PJ movies:
https://www.youtube.com/watch?v=sEClzllDVJo
This will of course complete experience in this game.
That Rhun's horn is something which would nicely fit to Rhun reinforcement summon power (currently in game that sound is sound of Harad's horn)
Also there are sound of horn of Erebor (maybe it is overlaped with other sounds there), could be used for some summoning spell or for rallying call sound maybe. :)
That Rohan horn in my opinion should be integrated to sound effect of Gondor's power "Rohan answers!".
How can i downlaod the files? Could you load them to some free filehoster?He must make them POSSIBLE to download ,in other words to give his permission for people to download them and it is ready!:-)
Thanks.
Mordor's horn is Rhun's horn?
Mordor's horn is Rhun's horn? xDNo, Rhun horn is here:
I agree with Walkure that Horn sounds awesome and is different from Lorien one as it should be,and I think it wi be nice and reasonable to use it somehow in Mirkwood Sub Faction being for Spell Summon or Hero Ability it should be used ! :-)
I haven't played earlier version of mod, so I don't know about look of previous icon picture, but this one from Elven Mod is very nice. I like this idea! :)
It's those little things in life that make it interesting xD
Good one LordDainIronfoot ;)
Our LordDainIronfoot has an eye for the detail! ;)
Posted by: LordDainIronfootdain mate i think you always have a point ;)
« on: Today at 17:09 »
Thank you,I am glad to be right for instance and do something good! :-)
I well and truly believe that it ias time for the dwarves to get new armour...at least the gaurdians,the rest can stay the same,it dosn't have to be movie design but perhaps their own interpretation with movie insperation
That would just make the faction more complicated. All units should have a specific function, otherwise they become unnecessary, superfluous clutter.
That would just make the faction more complicated. All units should have a specific function, otherwise they become unnecessary, superfluous clutter.Yep you have right it will just become like you said unnecessary
Little idea here, I think I have already mentioned this in an Imladris thread, but this would be the appropriate place, since it's a very small change. What about giving two swords to Lindon Warriors from both Imladris and Arnor subfactions? They could switch between bow/2 swords, I think there currently aren't any two-sword units and this asthetic improvement would really go well with Lindon elves. It would differentiate these elves from others in the mod and it would also denote their great dexterity, needed to wield bows and for two weapon fighting (D&D reference lol). This could also be applied to their hero leader Círdan. My headcanon is that these warriors follow their leaders fighting style, a pretty good link between them.I could imagine that this would be a VERY big thing to implement, if not impossible at all.
P.S. hours after posting it, the obvious just occurred to me: Thranduil uses two-weapon fighting animation! So would it be possible to use his on the Lindon elves?
Hello Edain team and community,
For the custom Heroes the evil side has a passive poison ability. I was wondering if ,in an update, the good team (Mainly Captain of the west) is going to get a passive fire attack, such as Flame of Arnor or Servant of secret fire something of that nature. Thank you for your hard work and I can't wait for the elves.
realistic display of middle earthis that a joke
Furthermore: I don´t remember him having that buring sword in the books.Yes, i think that was an interpretation of PJ (only available in the extenden edition).
Furthermore: I don´t remember him having that buring sword in the books.Yes, i think that was an interpretation of PJ (only available in the extenden edition).
I was going to point it out myself xDFurthermore: I don´t remember him having that buring sword in the books.Yes, i think that was an interpretation of PJ (only available in the extenden edition).
"And with that he lifted high his sword and flames ran down the blade." - LotR: Return of the King. Part I. Chapter IV: The Siege of Gondor
that wasn't an embellishment, that actually happened (in the book at least :P )
There are technical reasons for the stopping while casting an ability as far as I know. If I remember correctly this was brought up internally at some point, too, and a teammember said that unfortunately it's not possible.Right.
It is a secondary modification, it can be add to a submod for example
I'd like to propose that Heavy Armor gives higher resistance to unupgraded structural damage. Turtling becomes somewhat too easy when arrow towers tear down your fully upgraded forces like nothing. It's fine if arrow towers with Fire/Ice/Silverthorn/Steel Bolt Arrows breach through Heavy Armor, but I don't think units with Heavy Armor should be that vulnerable to basic defences.
Hello guys. If You could find more atmospheric rhytms it would be such better.I'll show you some musics if you want.Thank you for your great pains.
As you were answered, the thematic themes of both the trilogies are already in the game, differentiated for each faction, and it's well enough, in my opinion.
In addition to that, if you talk about additional ambient and atmosphere sounds for the Mod, new tracks from the Edain Mod's official soundtrack (https://soundcloud.com/forhirmusic) have been recently added. They are made by the brilliant Forhir, a member of the Community.
No and i dont understand the sense of such a system. It would be terrible to balance.
Second brief suggestion make heroes loose thier level after dead if possible or make that they need more exp to get to next lvl
Could it be possible to add a rebuild button on the camp walls? It's just so frustrating to not be able to rebuild them+1
How many persons are actually actively working on the mod?
Will/can there be the option to have the Golden Arrow upgrade for the Imladris Castle towers? Being a little more of a defensive faction it would really be helpful even if it was at an expensive price in the game...
i had an idea if it would be possible to add :
Good side Heroes
----------------------------------------------
hobbits
Ents
Army
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Mordor : Men of the East
Orcs of the Mordor
What about switching the special outposts of Arnor and Imladris (giving the stronghold of Imladris to Imladris and the Dunedain outpost to Arnor)?
This.What about switching the special outposts of Arnor and Imladris (giving the stronghold of Imladris to Imladris and the Dunedain outpost to Arnor)?
I don't agree with you for a few reasons. What's the point of giving Imladris an outpost based on Imladris itself? Most of the outposts in the game grant exactly to each faction a unique subfaction, naturally different yet related to the main motives of its corresponding faction on the basis of lore and conceptual connections. Via this clever system, the Edain Mod can thus smartly implement a wide variety of elements and ensure a proper level of gameplay differentiation. Imladris disposing of its former fortress of BFME2 would contrast to the previously-mentioned premises.
Furthermore, speaking about the lore, the Dúnedain as we know them in LOTR are the Rangers of the North (the remnants of the fallen kingdom of Arnor), allied with Rivendell and appointed to watch over the Shire and Eriador. The very heroes present in the game belong to the LOTR timeline, if I'm not wrong. Implementing all of this in Arnor would be a clear lore-contradiction, as well as being an unnecessary deprivation for Imladris of its unique subfaction.
In Imladris, just making the already underpowered Glorfindel even harder to recruit would harm the faction, and I think the Dunedain outpost fits because, even if they are not a lot, Dunedain Rangers are on the side of Imladris, and Eriador as a whole. Imladris' external plots represent the different people of Eriador, the Hobbit Farm representing the Shire, the Lindon Watchtower (that fits both in Arnor and Imladris) represents Lindon (of course), and the Dúnedain Outpost reflects the fact that Imladris and them are allies, unlike in Arnor, where the Rangers are just a small part of the faction. The rangers have a bigger purpose in Imladris, both gameplay-wise and lore-wise, as the protectors of Eriador and the way for Imladris to produce cheaper units.
So, in my opinion, this change would harm both factions, losing Glorfindel and his Riders in Arnor, which are useful in gameplay and fitting in lore, and making Glorfindel be worse in Imladris by making him only recruitable in an Outpost. Also, I think the way it is right now includes more elements from the lore, with Glorfindel helping the Men of the North and the Dúnedain being allies with Imladris, but not just a part of their army (which I believe the settlement would make them feel like, like the Ithilien Rangers.)
EDIT: What I think could be made to give Arnor some more variety is making their Rangers able to change weapons between sword and bow, if they receive Aranarth's upgrade. That way they'd get other elite unit without changing a lot.
Finally, just a small observation: Imladris will have 3 heroes that are build out of the fortress: Cirdan, Halbarad and, now, Glorfindel. This makes a lot of sense to me, as the ET wanted Imladris' strenght to be resided on it's heroes as well, and it will become even harder to have all/most of the heroes in the matches.
In my opinion, I don't like this change. Imladris' Stronghold reflects the fact that the Elves helped the remnants of Arnor to finish Angmar off, Glorfindel was a key part on defeating the Witch King, and both this outpost and the Earnur summon reflect the aid that Arnor got in their final days.
In Imladris, just making the already underpowered Glorfindel even harder to recruit would harm the faction, and I think the Dunedain outpost fits because, even if they are not a lot, Dunedain Rangers are on the side of Imladris, and Eriador as a whole. Imladris' external plots represent the different people of Eriador, the Hobbit Farm representing the Shire, the Lindon Watchtower (that fits both in Arnor and Imladris) represents Lindon (of course), and the Dúnedain Outpost reflects the fact that Imladris and them are allies, unlike in Arnor, where the Rangers are just a small part of the faction. The rangers have a bigger purpose in Imladris, both gameplay-wise and lore-wise, as the protectors of Eriador and the way for Imladris to produce cheaper units.
Hey Edain Team is there a way to give Siege units some guard around them that will protect them from enemies some melee guys around like 4 or 5 guys and maybe some archers in the back ?No, sadly that's not possible.
In outpost :Imlaris Stronghold good but Glrofindel and his Raiders are already in Imladris soI don't agree with that. Arnor is a map feature of Gondor, so it has to own the same playstyle with the same unit constellation. Gondor has the Dol Amroth Stronghold on the outpost with Imrahil (mount hero) and his riders. Arnor has as equivalent an Imladris Stringhold with Glorfindel (mount hero) and his Windriders.
change would be welcome .
I think we should look more into Epilouge we had there we had Noldor Warriors Imladris in Edain mod had Veterans of last Alliance they should be move to Imladris Stronghold without hero . Imladris Stronghold would cost 1000 becouse there is smaller wariety of units (only one unit).
I think he meant a complete standalone faction, just like the other ones.
i means new function with new heroes...
Hi !Those are stunning! Great job! :)
I propose those palantir portraits that I made.
(http://img11.hostingpics.net/thumbs/mini_888756Dwarves.jpg) (http://www.hostingpics.net/viewer.php?id=888756Dwarves.jpg)
(http://img11.hostingpics.net/thumbs/mini_114543Heroes.jpg) (http://www.hostingpics.net/viewer.php?id=114543Heroes.jpg)
Maybe have Eomer's spear throw do especially high damage to monsters while Eowyn's is used to weaken heroes. I'm not sure about what wounding arrow could do... For the Bleed effect, that could be an effect of things like Blademaster (damage increasing abilities) or just as a passive for certain units (like Berserkers).
Heroes need CP else there will be problems with War of the Ring.
I see your point and Mordor's strategic and political position.
Would it be possible to have the launcher pull the latest news from the forums instead of it being hardcoded? It's just a matter of pulling the last data from the one of the links (based on launcher language) below everytime the user opens the launcher:
English news board rss: https://modding-union.com/index.php/board,377.0.html?action=.xml;type=rss
German news board rss: https://modding-union.com/index.php/board,37.0.html?action=.xml;type=rss
That's a great idea Necro. The news on the launcher are kinda old now [ugly]. Such a feeding system it would make the launcher dynamic and updated.
I would like to present some skills that could somehow have a positive impact on the uniqueness of the game.Not bad. I like it.
I would like to suggest the introduction of a passive ability that has been going on for a long time. namely, I mean the ability that I called :
the glorious death - the death of the hero increases the damage and armor of nearby units for some time.
I think that this could increase the strategic aspect associated with some heroes: whether to sacrifice it for the likely victory of the battle or withdraw it to keep the resources for something else. this ability can also be used vice versa when balancing too strong heroes. The death of a general on the battlefield would cause scandal among individuals, or reduce their effectiveness for a certain time. Such a function would force the player to think more - is it profitable to send the hero on the first line?
I'm actually a bit confused. Do you 1)want to put your own units (archers) inside your allies Tower or do you 2) want to equip his tower with upgraded arrows, like fire arrows or steel bolts?
2) Is definetly impossible.
1) Not sure if it is possible, but in case it is, it would be impossible to get the units out of it again.
So it can be possible to equip an ally tower with one's own units but it is not possible to take them out of the tower. Is it impossible for both sides(one and one's ally) or just for one?I'm not sure if it is possible, without trying it out to put allies into your own tower, but I expect it to be possible.
The problem is that only the player contorlling the building can use it's buttons and thus he will be the only one being able to evacute units.
FG15 and others, I would like to hear opinions about the suggestion in terms of gameplay from you also.
- making them much more aggressive when being attacked and attack enemy's further away. So that they would also attack early archers like GildorThis will cause more problems.
- add a "rage mode" for trolls, when they do see enemy's for the first time in a long period, they get a boost in speed- and maybe also defense. So that tricking them with e. g. hobbit heroes gets a bit more difficult.Afaik they already have a similar mode - if they attack units, they will start running. (long period is not possible, but running, if they focus another unit is possible and I think they already have it. At least trolls in the normal game had it)
- giving some of them company by some orcs? Perhaps also so they could heal themselves from time to time by eating an orcI don't know if it is possible for the trolls to eat orcs. Also I personally don't like the idea of having basically two lairs in one (orc+trolls). Also it caused a lot of problems in the past if troll camps had more than one unit. Quite often trolls bugged in the lair and never left it. THis would obviously make it weaker.^^
- let them hide inside the cave sometimes and come out again when the cage is being attacked
- add mist near to some caves. This would fit very well to Barrow-wights, but could also help trolls to not being seen from far away.
If they feel too good/easy to creep for you MaxPower, what about adding a third wargCauses quite often the same problem which I named above for trolls: the third warg just gets stuck in the building and never gets out.
1. I would suggest that it should be only possible to destroy it when from above the gate. Seems more logical to me and players would benifit more from ladders and siege towers. At the same time, Player shouldn't be able to destroy it from the outside with catapults and arrows. Also Denethor should'nt probably be able to target it.
2. How do you expect the player from the inside to repair it? High price, low repair time? Both middle? Should the defending player be able to repair it, even if he has no defending troops inside his fortress (maybe only defending towers which could shoot the enemy troops above the gate, so he does'nt instantly destroy it again)? Or should the drawing machine repair itself automaticly after some time?
About the sound replacement, you can use the sounds from War of the Ring(2003). You already use the sound of Beornings, Dwarf Shieldbreakers, Gimli, Rohan Riders and Gondor Swordsmen from that game but there are more potentialI think that all of those sounds should be deleted in 4.5. Otherwise it is a bug.
Yesterday I noticed that all Dwarven kingdoms and Lothlórien are the only factions in the game that still show the old, vanilla icons when selecting mixed troops (your entire army, that is). Not only is said art outdated, but also unfocused and quite cartoonish, if you ask me.
Each other faction is already provided with decent icons, displaying its relative host in the act of marching to battle. It is not required that every image represent the widest variety of troops possible; on the contrary, nearly all pictures focus on a characteristic type of unit, be it standard Orcs, Rohirrim, Last Alliance veterans, and so forth. In other words, it is the own reference to films or other sources that really matters. Wherefore, in such a spirit, I took the liberty to craft two alternative concepts.
(https://i.imgur.com/ool0zsy.png) (https://i.imgur.com/UOwhuDY.png)
MIND: Despite having been tweaked and graphically enhanced, both icons will have to be further adjusted, anyway, and the whole 'scroll effect' is to be added as well. Any issue with lighting, colour tone, and sharpness can be sorted out without any difficulty; what takes the foremost, principal spot are the concepts themselves.
However, I did once suggest to reconsider flying units and make them vulnerable to revenge trample damage, same as trolls or cav when they are attacking, so that they don't have to be so weak against archers anymore, I'd still like to see that being implemented (just imagine what would have happened if the orc-army in BotfA would have raised their spears directing to the eagles who were flying directly into them). Such a system would especially raise the strength of Dragons like Smaug, they could attack with Dragonfire without taking any risk to get revenge trample damage. Also normal flying units wouldn't have to be so weak against archers and Dwaves would have an easier time fighting them.
And yes, I do also think that Smaug should be much stronger then any other flying unit (like in 3.8.1, where you needed 6000 + Ring to get him). But of course it should also be possible to kill him, just think of it like that: If you fire a thousand arrows on him, one should be able to penetrate his eye or something.
But Smaug with nearly impermeable skin shouldnt be, it should be nearly unstopable force.Well, I agree with you that smaug - if we go by the lore - should be able to kill every army you can build in Edain with one breathfire. Same goes for most bases. The problem however is, that we are talking about a RTS game. And in a game, Smaug, if he should be buildable in a normal game, needs to have some counter.
It s a great idea, but how would this ability look like? Would it have a selectable area in which all units die or would you select the battalion you want to "sell". Thats important because if its an area, you could only kill half of the battalion like with Mornamarths level 10 ability and get over the cp limit pretty easily by recruiting more units while the others are regenerating.