how to install this submod?
I made a report thread on the Modding Union website with more details. Anyway thanks for your attention.
Modding-union.com
I'd like to report a bug: after the last update, some units don't attack enemies anymore, they just stay on the battlefield taking damage. For me, this happens mainly with heroes and some units like cavalry, for example. It happened on several maps.
Any solution?
Once again I appreciate the feedback with the feedback. About the bugs.
1) And I agree with you about the command points. It was something that had not been resolved in the past. But I already revolved this in a trial version. I solved the problem of 50 CP instead of 200 CP. In addition, I programmed the initial command points to 1000, that is, with the 5 updates (200 each) the player will have 2000 CP in total. I think it is enough to defend the 2 fortresses.
2) I have to be honest about it: I had already identified this problem before the map was released, but I have no idea how to solve it. It is a very strange bug. But there is an alternative way to "solve it": Unlock all other powers around Bloodline of Numenor, that is, Lone Tower, Swords of Westerness, Formations of Arnor and Eagles Allies, that way, the Bloodline will be released (I I know, it sucks to have to unlock other things to get what you want, but for now, that's what you can do until I solve this problem)
3) Relationship with the gate:
a) At Fornost, the movable wooden gates belong to the Arnor faction, only the arch is Cirith Ungol.
b) The Gondor / Arnor arch is white and contrasts even more with the gray walls; it may seem counterintuitive, but the white Gondor / Arnor bow would be more displaced than Cirith Ungol's (Arnor's default color is Gray blue, very similar to Cirith Ungol's color) Another thing, the standard Arnor gate seen in the campaign of Angmar cannot be rebuilt if it is destroyed, so I didn't use it.
greetings
Thank you for your feedback. let's step by step:
1- Regarding the towers of Amon Sul, they do not shoot because if I allowed this to happen I would be obliged to allow them to also be targeted (and destroyed), due to the balance. Thus, if they were destroyed, the scenario would be changed for the worse. Furthermore, I couldn't get them to be rebuilt. That's why I chose it that way. But that doesn't stop me from being able to solve this in a future version.
On the other hand, you can always put archers on the walls, which is why I chose wide walls. they provide a good and fun defense.
2- Regarding the aesthetic part, I agree with you, the gates of cirith Ungol are strange and out of place. I chose them because they allowed archers to walk overhead (Arnor doesn't have objects like that). In a future version I can improve this.
3- Regarding the mobile gates, they caused problems, mainly with AI, so I had to remove them, unfortunately. If I resolve this, the gates will be brought back;
4- Finally, with regard to "borders", this is a little more complicated to explain but I hope you understand: There were 2 reasons chosen for this decision:
a) Question of balance of the map, because the player 1 needed a flank area.
b) Furthermore, Fornost was geographically closer to Angmar than to Amon Sul. Therefore, I imagine - from my personal interpretation - that before the fall of Amon Sul Angmar he had made inroads and small unsuccessful skirmishes in Arthedain. I decided to include the valley between Weatherhills and the North Downs, where the raids would probably have come from. In other words, this valley is a friend of traditions.
But don't worry, over time you will realize that AI will try to take Amon Sul before Fornost (at least that's what happened to me over 95% of the matches).
Finally. Once again I thank you for your feedback and promise that I will take into consideration what you said for a future version of this map.
Greetings.
It is true. Haha. Although Angmar and Arnor are my favorite factions, then they will always be in fashion with me: D
My newest map for Edain Mod: Battles of Arnor.
It is an extended version of the Kingdom of Arnor.
It contains the three regions of Arnor (Arthedain, Cardolan and Rudhaur), as well as the Fortress Cities of Fornost and Amon Sûl, as well as places like the Great East Road, the Midgewater Marshes and the River Hoawell, as well as some other local villages .
map images Moddb.com
Download the map Moddb.com
Enjoy and leave the feed back.
As the friend who replied to this post spoke, the creators of personalized maps of the community. They need to update the maps to work with version 4.5. I myself as a creator will do this in the next few days with my own maps.
But if other creators do not update the Arnor maps, the players themselves can do it for themselves. Just add the Arnor code from the page below to the map.ini file you downloaded yourself. Simply copy and replace everything.
several people seem to have managed to obtain the file. But as far as I know this error can happen during the download. You can try to do it again.
Unfortunately, Angmar's AI does not build siege weapons. This is probably an error of Edain Mod that can be resolved soon. Anyway, I solved the problem with periodic reinforcements for the AI and the Player. Now defending the siege of Amon Sul and Fornost is much more fun :D
Hello Community Edain, I made a new map based on Old Brown Lands. The map is snowy and playable with Arnor. Enjoy and leave your feedback.
Best horde map i played. Allied heroes and reinforcements make the map a lot of fun.
I would like a fortress version: D
It all looks magnificent. But, if you allow me feedback, make the heroes visually different from each other. They look very similar to standard soldiers and are almost the same among themselves. Making them visually unique will make it easier for the player to quickly identify them during battles.
That said, I really hope this is released, it looks so incredible :D
Their maps are wonderful. Do you intend to make any of them playable with Arnor?
exactly. I want to learn about these things but I do not know how to start.
Can anyone do an article teaching how to make a tower defense map? I always wanted to learn how to make one :)
It depends on the map you are playing.
On some maps the starting point is a castle. In this case you will have a base with larger walls. Now if you play on a map with camps, your walls will be small. There is a description of the map on the skarmish screen that speaks if it has a castle or camp.
I agree with everything you said. I think the same way.
Regarding the removal of towers in economic buildings, I think it was an unnecessary removal, since the upgrade of defensive towers were always optional for the player, I mean, the player only did it if he wanted or if it was necessary, moreover it depended on the Strategy element.
As for the ravens towers, I think the old model was better, since the old model seems to be more harmonious with the other dwarf buildings. I mean, the old one seems to be more solid (a feature of dwarf buildings). I also think the former is more beautiful.
The other updates seem all good. Good Work E.T.
The players, as a rule, come to sympathize with factions as they discover more about their origin and organization. Before the movie The Hobbit, we saw the goblins as a generic faction, disorganized and weak. The film showed us a side we did not know, an organized faction, special and strong. This greatly contributed to the current success among players Edain Mod. That is, it went from a faction rejected for one of the most desirable thanks to a well-made approach to it and it is largely thanks to the film The Hobbit.
Ps: myself, I never sympathized a lot with the faction of the goblins but now I'm curious. I look forward for your arrival.
I was a long time trying to refresh the page for several times thinking it was a mistake XD
The AI can build on unused castles and settlements. But it usually happens later in the game when it has more resources available
I have not played, but I'm really enjoying it.
My strategy is to send several rams to knock down several sections of the walls (about 6 rams are sufficient ) . After I make a hole in the wall, quickly put my troops inside the castle to destroy the buildings . It does not always work the first time, but at least weaken the enemy for the next attempt . Note: remember to protect the battering rams while destroying the walls .
It may be any one. Fornost , Amon Sul, or even some fictional fortress.
It would be fun to see Arnor defend the armies coming from the lands of Angmar.
your maps are incredible . I love them. Can I make a request? You could make a Arnor fortress to be defended waves of enemies coming of Angmar ?
your maps are very good. I would like to learn to work ini.map files to make as good as these maps .
Instead First, you should keep in mind that to maintain a longer battle you must have more resources disponíves throughout the period that the confrontation last. If not so, the brutal AI will destroy him sooner or later mies. This is solved simply: Nevertheless, Keep around half of all settlements map on your domain. Second, keep in mind that their resources have produced a more satisfactory manner if they are not being attacked, right? then yes, you need to have outposts to their settlements quietly produce the necessary resources. Remember: if you do not occupy the settlements, the AI will occupy them, and you do not want that, right? third point: even though it is difficult to defend the outpost, this work will reward you in the long run because you will be able to create more troops and perform updates with the extra features you get because the tips mentioned above.
On the ballista and catapults in general there are several ways to stop them: 1) cavalry: it's fast and tough, and can cause high damage siege weapons; 2) catapults and ballista: work well against weapons of the same type, and possess long reach. remember to protect them. 3) heroes: can attack the siege weapons with long range in two ways, in the melee, they are strong, sturdy and good cause damage. But it's kind of dangerous make them advance into the battle to kill a ballista or catapult. The second way is with the hero's powers, examples, mythical spear or ax throwing, invoke rock dam in the designated area, summon troops near the catapult, invoke wargs ambush, among other things. 4) spellbook Powers. This can be very useful during the battle to eliminate a catapult or ballista.
;)
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