28. Feb 2026, 06:11 Hallo Gast.
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51
[Edain] Bug Reports / Re: Lothlorien Bugs
« Letzter Beitrag von Le Sournois am 15. Jan 2026, 00:08 »
Hello Dear Edain team,

There is something annoying with Lothlorien when we play defensively in the castle.
Lothlorien defence in castle or even in camp is very difficult and interesting because it challenges the defender to notice every threats that are hard to see because there is bushes everywhere !

However, there is something even worse to care about, a dreadful bug that occured to me three times already in two days but that is hard to tell what happened exactly : the citadel is was blocked. It could not produce any units even though I had 3 Border Guardhouses, and 1 Sanctuary in play in my castle (in the Naith of Lorien map).

I don't know how the citadel was blocked but I' ve seen so far something similar with Mirkwood when units are decommissioned in the citadel, it blocks its production, so I guess the problem is something similar.

It has to be said it is very hard especially in Lorien castle not to decomission units by error, because the space to move on is quite tight, a wrong click is so quickly done.

Beyond that simple bug that close an entire game, please, is there a way to stop allowing decommissioning units in the citadel for Lothlorien ? Even if the game continues, loosing units to easily that way is very embarrassing.

Maybe allowing decomissionning in a mallorn would limit the risk of a wrong click because space is more easy to find for the pathway of your units in the roundabouts of a mallorn than inside the castle where it is hard to move between the buildings, and the citadel also is so big, and Lorien units are so fast, that rise even more the risk of a wrong click.
52
[Edain] Bug-Meldungen / Re: Bugs bei bestimmten Maps
« Letzter Beitrag von Caun am 11. Jan 2026, 00:21 »
Beflalas: Mouths of Gilrain
Man hat Gondor statt Belfalas
53
Edit: Ich meinte natürlich *4.8.4 (dass 4.9 nicht zum Jahresende kommen sollte, dafür hat meine Lesekompetenz zum gereicht [ugly]).

Aber alles klar, dann weiß ich bescheid und geduldige mich noch etwas für 4.8.4.  :)
54
Da hast du einfach etwas fehlinterpretiert - der nächste Patch wird nicht 4.9 sein, sondern ein kleineres Update (4.8.4). Das war die Aussage.^^
55
Zitat
Diese vielen kleineren Baustellen bedeuten für die nahe Zukunft allerdings auch, dass es keinen Patch 4.9 zum Jahresende geben wird. Stattdessen wird es ein weiteres, kleineres Update geben, wovon wir euch einige Dinge heute vorstellen wollen.

Bin ich der einzige, der dachte, 4.9 kommt zum Jahresende? :D

War das der Plan und es ist nur etwas schief gelaufen und damit verschoben worden oder habe ich das einfach fehlinterpretiert?  :)
56
[Edain] Lothlorien Suggestions / Re: Don't give Galadriel the One Ring
« Letzter Beitrag von The_Necromancer0 am 4. Jan 2026, 17:41 »
I've fixed the bug and applied the two other suggestions you provided
57
[Edain] Lothlorien Suggestions / Re: Brief Lothlórien Suggestions
« Letzter Beitrag von The_Necromancer0 am 4. Jan 2026, 17:40 »
I also prefer shrinking the radius of the cursor slightly as a first step
58
[Edain] Lothlorien Suggestions / Re: Brief Lothlórien Suggestions
« Letzter Beitrag von Halbarad am 4. Jan 2026, 16:50 »
yeah or maybe the radius in which the spell can be blocked could be made smaller
59
Reducing the income seems like the far better choice, Gundabad isn't supposed to be an economic powerhouse anyway. Goblin-town is the better choice for money, Gundabad offers stronger soldiers.
Artificial limitations are usually only a last resort if nothing else works, which is why we always look for other options. But I do agree that the income is too much, that's a good catch.
60
[Edain] Misty Mountains Suggestions / Re: Brief Misty Mountains Suggestions
« Letzter Beitrag von Le Sournois am 4. Jan 2026, 02:14 »
In freebuild, the Gundabad citadel are a lot too OP in my opinion. The citadel has no increase of cost unlike in skirmishes and it cost 500 but have the yields of a camp citadel, it gives 40 every 12 seconds without counting for the supply routes and without need to be placed afar from other ones like standard ressource building.

However, I like this difference of yields between Goblin-Town and Gundabad, one with a yield of 10 and the other with a yield of 40. I like it, and hope it will stay like that but in freebuild mod, Gundabad citadels should be limited to 2 or 3 max, 2 seems very good, if it is possible to put a limit on the number of a particular construction for builders.
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