Kategorie: HdR SuM 2 RotW

  • The Battle for Numenor 1.1 – RotW Mod

    Dieser RotW Mod (von [B][U]Turin Turumbar[/U][/B]) fügt Arnor als neue Fraktion ein, außerdem ist er mit einem [B]Installer [/B]ausgestattet.

    [CENTER][URL=/images/downloads3/000075/Pic_000.png][IMG]/images/downloads3/000075/Pic_001.jpg[/IMG][/URL] [/CENTER]
    [SIZE=13][B]Änderungen:[/B][/SIZE]
    Numenor als neues Volk

    [B]Units:[/B]
    Numenor Soldaten
    Numenor Ritter
    Numenor Bogenschütze
    Numenor Waldläufer
    Numenor Turmwachen
    [MEHR]

    [B]Gebäude:[/B]
    Farm
    Kaserne
    Turm
    Schießstand
    Festung
    Schmiede
    Mauerplot
    Heldenstatur
    Brunnen

    [B]Helden:[/B]
    Elros Tar Minyatur
    Vardamir Nólimon

    [B]Elros Tar Minyatur Fähigkeiten:[/B]
    Level 3
    Schwert Numenor, Angriff wird für 3 Sekunden um 300% erhöht.
    Level 5
    Führerschaft
    Level 10
    Macht des Palantir, zerstöre den Palantir und töte sowohl deine als auch die Einheiten der Feinde.
    [B]
    Vardamir Nólimon:[/B]
    Level 1
    Waffenwechsel
    Level 3
    Führerschaft
    Level 8
    Scharfschütze, so ähnlich wie die letzte Fähigkeit von Legolas.

    [B]Allgemeine Änderungen:[/B]
    Einheiten mit Bogen treffen nicht mehr zu 100%, sondern unterschiedlich (hängt von der Einheit ab).

    [CENTER][IMG]http://www.hqgaming.de/images/downloads3/000503/Pic_003.png[/IMG][/CENTER]

  • Neue RotW Map- Glorfindel Chronicles

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    [URL=http://outpost.cnc-hq.de/TRIALS/murdoron/3.jpg][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/_3.jpg[/IMG][/URL] [URL=http://outpost.cnc-hq.de/TRIALS/murdoron/4.jpg][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/_4.jpg[/IMG][/URL]

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    Das Prinzip der Map ist ziemlich einfach und einleuchtend, man hat [B]Glorfindel[/B] und muss mit ihm alles [I]Böse [/I]vernichten.
    Und sollte das zu lange dauern, dann ist noch [B]Sauron[/B] da mit den man ein [U]Pakt[/U] schließen kann.

    Zu Beachten, damit die Map richtig läuft ist:
    [I]Oben[/I] muss [B]Spieler 2 [/B]sein und als Volk [B]Mordor[/B] haben.
    [I]Unten[/I] muss [B]Spieler 1[/B] sein und als Volk [B]Elben[/B] haben.
    Immer wenn man in einem neuen Bereich der Map kommt soll man dort Gebäude bauen.
    Wenn die Schiffe angreifen darf man Lurtz nicht töten wenn Glorfindel unter cripple strike steht.

  • Neues zum Rotwk Patch

    Der neue EA Admin „Vision“ hat sich zum kommenden Patch für das Addon geäußert. Außerdem gab er bekannt, dass es [I]unvorhersehbare [/I][U]Probleme[/U] mit dem Patch gibt. Die gute Nachricht ist, das der Patch kurz vor der [B]Fertigstellung[/B] steht.

    [B]EALA[/B] Vision:
    [QUOTE]Hey guys,

    First off I’d like to thank you all who have been very patient with Pred and I about the release of the beta patch. It’s really appreciated, we try our best to keep you informed and up to date.

    The good news is that the offical release version of the patch has entered QA, the final process before being released. Unfortunately, the beta patch has had some unforseeable delays, and we aren’t going to waste anyone’s time with an estimate. Predator will let you know tomorrow if he manages to get approval from the powers-that-be to finalize and release the beta patch, but there is the chance it may not make it before the real thing arrives. We’ll know tomorrow when he makes an official statement.

    Below is half of the official change-list, the other half will be out Monday smile.gif

    Again, thanks for your patience! [/QUOTE]

    Die kommenden Änderungen im Patch: [MEHR]
    [QUOTE]General

    – All Mini-hero hordes now respawn one lost unit member every 40 seconds when not in combat starting at Level 3.
    – All Lumbermills now cost 350 and spawn 5 workers instead of 4.
    – Structure and Technology armor more resistant to Pierce (2% from 20%)
    – Factory Armor more resistant to Pierce (2% from 10%).
    – Resource Armor more resistant to Pierce (5% from 10%).
    – HeroMini Foot more resistant to Slash (45% from 60%); more resistant to Pierce (45% from 60%); more vulnerable to structural (80% from 50%).
    – HeroMiniMounted more resistant to Slash (25% from 60%); more resistant to Pierce (35% from 60%); more vulnerable to Structural (80% from 50%); move vulnerable to Specialist (130% from 100%).
    – Hero Armor more vulnerable to Slash (40% from 25%); more resistant to Pierce (20% from 25%); more vulnerable to Specialist (30% from 25%); more vulnerable to Crush (50% from 10%); more resistant to magic (35% from 75%); more resistant to Poison (50% from 75%).
    – Tough Hero Armor more vulnerable to Specialist (30% from 15%); more vulnerable to Crush (35% from 10%); more resistant to Flame and Frost (20% from 25%); more resistant to Magic (25% from 50%); more vulnerable to Hero (65% from 50%); more resistant to Structural (40% from 50%).
    – HeroLight Armor more vulnerable to Crush (50% from 15%); more resistant to Flame (25% from 35%); more resistant to Frost (35% from 45%).
    – HeroArmorMounted more resistant to Slash (25% from 50%); more resistant to Pierce (15% from 50%); more vulnerable to Flame and Frost (40% from 25%); more resistant to Magic (50% from 100%); more resistant to Poison (50% from 75%); more vulnerable to Structural (80% from 50%).

    Creeps & Powers

    – The “Heal” power radius has been reduced to 150 (originally 200) and no longer works on machines or monsters; it restores up to 60% health.
    – The Structure Rebuild power timer has been reduced to 4m (originally 6m); further its area of effect has been reduced to 150 (originally 300)
    – Both Darkness and Freezing Rain’s recharge time have been reduced to 6m (originally 9m)
    – Freezing Rain’s duration now last for 2m30sec.
    – Cloud Break’s recharge time has been reduced to 7m30s (originally 8m20s).
    – The following powers have been rearranged:
    Dwarven – Dwarven riches switched with Summon Hobbit Allies;
    Undermine switched with Cloudbreak.
    Mordor – Awaken Wyrm switched with Barrage; Barricade switched
    with Industry.
    Isengard – Summon Wildmen Allies switched with Devastation;
    Watcher switched by Fuel the fires.
    Goblins – Summon Spiderling Allies switched with Summon
    Wildment Allies
    – The Barricade archer’s range has been increased to 320 (originally 275)
    – Barrage damage has been increased to 400 (originally 150) along with increasing Shockwave’s power to 75 (originally 50).

    Angmar

    – Thrall masters now cost 200 (originally 100); Summoned Orc and Slingers are now free (originally 50); Summoned Wolfriders have been reduced to 350 (originally 400).
    – Angmar’s Resource building hitpoints have been reduced to 2100.
    – Summon Wights ability (15pp) now summons 5 wights instead of 4.
    – Sorceress Well of Soul heal radius has been reduced to 60 (originally 75).
    – Sorceress Rain of Corpses recharge has been reduced to 3m20sec (originally 4m).
    – Rhudar Axethrower damage has been reduced to 45 (originally 75)
    – Rogash’s Leap ability recharge has been increased to 1m30sec (originally 1m); Battle Rage’s duration has been reduced to 1m (originally 1m30sec).
    – Sorcerer’s speed has been increased to 40 (originally 35).
    – The Dark Ranger’s Longshot ability now requires the unit to be Level 2; more vulnerable to Crush damage (200% from 100%)
    – Rhudaur Spearmen more resistant to Pierce (75% from 100%).
    – Karsh’s cost has been increased to 2000.
    – Snow Trolls more vulnerable to specialist (175% damage from 125%).

    MotW

    – Borormir’s horn area of effect has been reduced to 70 (originally 100); horn’s recharge timer has been increased to 1m30sec (originally 1m).
    – The Knights of Dol Amroth now have their damage to fortresses reduced by 50%.
    – Increased the movement of Gondor Soldiers, Archers and Rohan spearmen to 50 (originally 45); member speed has been increased to 55 (originally 50).
    – Tower guard more resistant to Pierce (75%/40% from 90%/50%).
    – Rohan Spearmen more resistant to Pierce (75% from 100%).
    – Gondor Soldier more resistant to Pierce (75%/35% from 85% /40%)
    – Knights more resistant to Pierce (45% from 55%)
    – Rohirrim more resistant to Pierce (50% from 60%); more vulnerable to Pierce with shield (40% from 35%).
    – The Ranger’s Longshot ability now requires the unit to be Level 2; more resistant to Pierce (75% from 90%).
    – The Level 3 Archery upgrade cost has been decreased to 500 (originally 1000).
    – The Fire arrow upgrade now requires a Level 3 Barracks.

    Dwarven

    – Dwarven Axethrower damage has been reduced to 45 (originally 75); more resistant to Pierce (70%/35% from 90%/45%).
    – Dwarven Guardian more resistant to Pierce (50%/25% from 60%/30%).
    – Dwarven Pikemen more resistant to Pierce (45% from 70%).
    – Battle wagon more resistant to Slash (30%/15% from 50%/25%); more resistant to Pierce (20%/10% from 30%/15%); Battle Wagon’s Oil decay now 2 with a reload of 1m20sec (originally 1m).

    Elven

    – Haldir now cost 1200.
    – Mirkwood archers now require a Level 2 Barracks.
    – The Level 2 Barrack upgrade cost has been increased to 1000.
    – The Gaint Eagle’s health has been increased to 3000 (originally 2000); cost has been reduced to 1500 (originally 2000); more vulnerable to slash (25% from 0%); more resistant to Flame (30% from 50%); more resistant to Magic (30% from 50%); suffers a 70% damage penalty vs. heroes; speed increased (120 from 88).
    – Lorien warrior more resistant to Pierce (75%/40% from 100% /50%).
    – Rivendell Archer more vulnerable to Crush (100% /100% from 1%/1%)
    – Rivendell Lancer more resistant to Pierce (45%/25% from 60%/30%).

    -Vision

    [/QUOTE]

  • Notorius Extreme Wagon Race – Funmap

    [CENTER][URL=http://www.hqgaming.de/images/downloads3/000496/Pic_003.jpg][IMG]http://www.hqgaming.de/images/downloads3/000496/Pic_004.jpg[/IMG][/URL] [URL=http://www.hqgaming.de/images/downloads3/000496/Pic_005.jpg][IMG]http://www.hqgaming.de/images/downloads3/000496/Pic_006.jpg[/IMG][/URL]
    [/CENTER]

    In dieser 5 – Spielermap geht es, ( [I]wie der Name schon vermuten lässt[/I] ) um ein [B][I]Wagenrennen[/I][/B]. Jeder Spieler hat einen Zwergen Streitwagen mit dem er gegen 20 Computer gegner und bis zu 4 andere Spieler fahren muss.[MEHR] Die Streitwagen sind unzerstörbar außer die der Computergegner. Auf der Map gibt es Bereiche in denen man spezielle Fähigkeiten bekommt ([I]so wie in Mario Kart[/I]) oder in denen der Wagen ein Level aufsteigt, je höher das Level ist desto schneller fährt der Wagen.

    [CENTER][URL=http://www.hqgaming.de/images/downloads3/000496/Pic_007.jpg][IMG]http://www.hqgaming.de/images/downloads3/000496/Pic_008.jpg[/IMG][/URL] [URL=http://www.hqgaming.de/images/downloads3/000496/Pic_009.jpg][IMG]http://www.hqgaming.de/images/downloads3/000496/Pic_010.jpg[/IMG][/URL][/CENTER]

  • Rotwk – Patch Update

    [B]EA Predator[/B] hat sich einen [B]neuen Admin[/B] mit ins Boot geholt. [B]DarkMorgulKing[/B] von GR.org. Er wird Predator im Board helfen und die Foren besuchen. Er sorgt dafür, daß euer Wort aus der Community gehört wird.
    So kommen wir zum [B]Rowtk Patch 1.01[/B]. Leute es kann sein das er [B]Morgen am Freitag[/B] raus kommt.
    [MEHR]
    [QUOTE]Hey everyone,

    Over the past couple of weeks I have been searching for someone to help moderate and rejuvenate the BFME2 Message Boards here and I am pleased to announce and introduce my newest second in command on the boards, who will be known as EALA Vision (known as DarkMorgulKing on GR.org).

    While the name is appropriate, Vision has been a part of the BFME2 community since Day 1, and has always been a behind the scenes influencer amongst the community.

    Vision will help me keep the peace, keep me informed, and moderate. He is going to ensure that YOU are always heard, and that these boards get back to a strong state.

    Handling two communities is a massive effort and with everything getting in full swing here towards the launch of C&C 3, it was definitely time to upgrade with some added firepower for BFME, without question.

    I told you guys I had been on the lookout and would bring in reinforcement, so please give a warm welcome to EALA Vision.

    Please show your utmost respect to EALA Vision, the same that you would show me and any moderator on a message board. He is here to help, maintain order, and make sure you guys are always heard.

    Vision will be working closely with me and sometimes speaking on behalf of me.

    However, he is not someone who will always have all the answers, he is here to moderate. Please do not expect this of him. While he is a hardcore dedicated fan, his role is mainly to keep the peace, and moderate these message boards alongside me.

    As for an update on patch 1.01 for ROTWK, the patch is now in our QA department and being thoroughly tested. Right now, I am gunning for Friday to put up a Beta release of the patch, I will keep you posted, and hey, Vision may as well to! ohmy.gif)

    Guys, I assure you 100% that BFME2 and ROTWK are fully supported, right now our development team is finishing up C&C 3, so resources are extremely tough, but that said, we are on the cusp of finishing a patch for ROTWK and will continue to support.

    This is all part of our process to build community support, and I think adding a moderator to these boards, a second in command on my team, will greatly help.

    Please give a warm welcome to EALA Vision, he is here to help.

    -Predator [/QUOTE]

  • 4 vs 1 Barad Dur – Festungsmap

    [CENTER][URL=http://outpost.cnc-hq.de/TRIALS/murdoron/sshot0002.JPG][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/sml17.jpg[/IMG][/URL] [URL=http://outpost.cnc-hq.de/TRIALS/murdoron/sshot0006.JPG][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/sml18.jpg[/IMG][/URL] [URL=http://outpost.cnc-hq.de/TRIALS/murdoron/sshot0007.JPG][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/sml19.jpg[/IMG][/URL]
    [/CENTER]
    [CENTER]Diese 5 Spieler – Festungsmap stellt die Festung Saurons (Barad Dur) dar. Aufgrund der riesigen Stärke der Festung sollte man nur 1 vs 4 spielen. Außerdem muss der Spieler in Saurons Festung eine böse Fraktion spielen damit, die Map richtig läuft.[/CENTER][MEHR] [CENTER]
    Außerdem ist die Map auf Grund der [b]Detailfülle[/b] nur für [u]leistungsstarke PCs[/u] gedacht.

    [/CENTER][CENTER][URL=http://outpost.cnc-hq.de/TRIALS/murdoron/sshot0008.JPG][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/sml20.jpg[/IMG][/URL] [URL=http://outpost.cnc-hq.de/TRIALS/murdoron/wb2.JPG][IMG]http://outpost.cnc-hq.de/TRIALS/murdoron/sml21.jpg[/IMG][/URL][/CENTER]

  • RotWK – Beta Patch kommt

    [B]EA Predator[/B] mit den letzten News über den [B]RotWK Patch 1.01.[/B] Ein [B]Beta Patch[/B], der sich Automatisch Installiert wird nächste Woche kommen. [B]Der Offizielle Patch[/B] kommt dann ende des Monats. Einige der Änderungen über [B]Angmar[/B] sind Aufgedeckt worden :

    [QUOTE]Hey guys,

    So, i’ve been waiting to post more info on this until I had something more concrete to say. You guys are talking about the coming of jesus before a patch, well, I am hear to say the[/QUOTE] [MEHR] [QUOTE] patch will come first, and thats a promise. We’ve been working on the balance for this patch and wanting to ensure we hit all of the major exploitative issues.

    Right now Battlefield is doing a beta test for their 1.20 patch which is basically just a way to get the community playing the patch while it goes through the final approval. This is something I am pressing hard for on our end and should work out. The patch is getting some initial QA on it right now and by the end of the week, we should have a build ready to make available for download early next week. My hope is within a week you’ll be playing on beta version of patch 1.01 for ROTWK. Note that, you’ll only be able to play against people who have downloaded the patch manually. Once it officially releases later this month, then everything will be automatic as usual.

    So, we’ve taken a bunch of critical changes from patch 1.05 and put them in ROTWK, things like overall hero armor, the Axe Thrower spam, the Archer range bonus issue, infantry and cavalry unit damage changes across the board, fellbeast change, etc. In a nutshell, this is going to be a fairly massive balance patch.

    Here is a preview look at some things being done to Angmar, a lot of these stem from comments on the boards and much internal testing, and as usual, please do not be quick to flame before you play, wanted to give you a preview at whats to come from one of the 7 factions, damn that is a lot:

    Angmar

    -Thrall masters cost now 200, Orc summon now free, wold rider summon cost 350
    -Angmar Resource buildings hitpoints reduced to 2100
    -The 15 pp summon wrights ability now summon six wights (from five), duration doubled Increase the number of wights by 1 (total of 5)
    -Sorceress Well of Souls heal radius reduced by 20%
    -Sorceress Rain of Corpses recharge time reduced by 20%, Reduced from 4m to 3m20sec
    -Rhudaur Axethrower range reduced by 20%, damage decreased by 40%
    -Rogash’s Leap ability recharge doubled, duration of Battle Rage reduced by 30%
    -Sorcerer’s speed increased by 15%
    -Dark Ranger’s Longshot move to level 2
    -Karsh’s cost now 2000 [MR] DONE!
    -Snow Trolls now take 175% from specialist (from 125%)
    -Blight can no longer be cast on enemy lumber mills.
    -Fell Strength can no longer target buildings.
    -The Dark Iron Forge now shoots arrows at Level 3.
    -Ice Arrows now does damage to all fortress expansions.
    – Gundabad Orcs now take poison damage from enemies.
    -The Balrog and Shade of the Wolf no longer take poison damage when near anything that has an AOE poison effect.
    -Improved the ability to see the Dark Blade upgrade for Hill Troll units.
    -Karsh no longer stands in place and take damage after autocasting Whisper of Death.
    -The exploit of manual attacking with the Troll Sling has been removed. Manual attacking is equivalent to the auto attack speed.
    -The Troll Sling upgraded with Ice shot has an equal splash damage radius as the other siege units.
    -The 2nd damage state for the Fortress Troll Sling is now different then the 1st damage state.
    -Reduced the damage that the “Call of the Pack” does to structures.
    -Reduced the amount of damage and reload times of the Rhudaur slingers.
    – Sorcerer’s Well of Souls no longer works on Tainted land, Frozen land and Elven wood. Further it can no longer be cast on the Olog CAH’s oil spill ability, the Ring and the Dwarven Catapult’s oil barrels.
    -Level 4 Dark Rangers no longer debuff enemy units

    -Predator[/QUOTE]

  • RotWK – achte Fraktion ?

    Wie versprochen hat sich [B]HQ|Doskilos[/B] ans Übersetzen des Textes von [B]EA Predator[/B] gemacht. Wer wissen möchte wie er die [B]achte Fraktion[/B] freischaltet, einfach ab ins Forum.
    [QUOTE]Hey Leute,
    Wir wussten sehr gut, dass [B]Arnor im INI-Code[/B] enthalten war, aber als wir Nachforschungen bezüglich des Spiels angestellt hatten, wollten die meisten Leute, dass die anderen Parteien mit neuen Einheiten ausbalanciert werden, viele Leute wollten aber auch, dass eine neue Partei hinzugefügt wird. Wir haben beides gemacht.
    [B]„Der Aufstieg des Hexenkönigs[/B]“ ist fast vollkommen auf [B]Fan Feedback von SuM2[/B] aufgebaut.
    Im Moment gibt es sieben, ja [B]sieben, Parteien[/B] im Spiel! Das ist eine WAHNSINNIG hohe Anzahl für ein [B]RTS-Spiel[/B] und auch besonders eine, die unglaublich schwer zu balancen ist. Denk nur daran, dass [B]SuM1[/B] mit vier Parteien angefangen hat, [B]SuM2[/B] fügte dann drei weitere hinzu (sogar mit der Kombination von Gondor und Rohan) und nun fügt [B]„Der Aufstieg des Hexenkönigs“[/B] eine weitere hinzu.
    Abgesehen von „Age of Empires“ wirst du wohl kaum ein [B]RTS[/B] mit so vielen Parteien, die so unterschiedlich und einzigartig sind, wie in der SuM-Serie mit [B]„Der Aufstieg des Hexenkönigs“[/B] finden können. [/QUOTE]

  • Weshalb Arnor nicht als achte Fraktion dabei ist!

    EA Predator hat sich im [I]offiziellen Forum [/I]dazu geäußert warum [B]Arnor[/B] nicht als achte Fraktion spielbar ist, aber in den ini-Files enthalten ist.
    EA Predator schließt aber auch nicht aus das [B]Arnor[/B] in einem späteren [U]Patch[/U] nochmals bearbeitet wird.

    EA Predator:
    [QUOTE]Hey guys,

    We knew full well that Arnor was in the INI code but when we did research on this game and asked you the fans what you wanted, by and large most people wanted to balance out the other factions with new units, and by and large people wanted a new faction added. We did both.

    Rise of the Witch-king is based almost entirely off fan feedback on BFME2.

    Right now there are 7, yes 7 factions in the game! That is an INSANELY high amount for an RTS game and especially one that is incredibly hard to balance. Just think that BFME1 start with 4 factions, BFME2 then added three more (even with the combining of Gondor and Rohan), and now Rise of the Witch-king adds another.

    [/QUOTE][MEHR][QUOTE]Aside from Age of Empires, you’d be hard pressed to find such an RTS with so many factions that are as distinct and unique as the BFME series with Rise of the Witch-king.

    Right now, this game needs a balance patch, not another faction to throw it way out of whack. Arnor in essence, is the Men of the West from the Second Age, that is why they are in the campaign because the single player campaign takes place before The Third Age when Gondor and Rohan really became distinct and then joined forces to defeat Sauron.

    So really, the Men of the West are basically Arnor, minus the Dunedain and Prince Imrahil, among some others.

    I definitely side with you guys on Arnor because hey, its another faction and its all there in the code. We didn’t design the game to add an 8th faction, and in doing so, you open up a huge can of balance worms, and who knows. But that is why we have a modding community, we knew we needed Arnor in the single player campaign but it wasn’t designed to be in multiplayer. So why not leave it in for Modders to discover and play around with. I’m looking to see some magic pulled out.

    When adding a faction, its a lot more than just a few days work, its months, it takes UI work as well. In a nuthshell, even if we did add Arnor in, it would take a considerable amount of time to do it right so it didn’t feel just slapped in. Modders can spend time experimenting and doing this.

    Right now, we’ve gotta focus on hammering the balance out and getting the biggest bugs out of your way.

    I wouldnt say this is impossible down the line, but right now, its about balance and bugs.

    You’ve been heard, absolutely, rest assured, we understand the importance of Arnor, but please also understand my explanation above.

    Thanks for listening here to! : o)

    -Predator

    [/QUOTE]

  • Neue Version des MotW – Patches

    [CENTER]Die neue Version des MoTW – Patches für RotW.
    Desweitern veranstaltet der MotW Clan Gaming Abende [U]mit dem Patch[/U].
    [QUOTE]Wir freuen uns bekannt geben zu können, dass am Samstag den 27.1, Dienstag den 30.1 und am Donnerstag den 1.2. Gaming-Abende stattfinden. Treffen ist auf dem Teamspeakserver der SuM-Fanpage(IP:85.14.220.66:10222, Passwort: xeno) im Themenfremden Chat und die offenen Spiele mit dem Patch werden durch ein MBP im Namen gekennzeichnet (z.B.: MBP2vs2no pros).[/QUOTE][/CENTER][MEHR][QUOTE]
    Die Schlachten beginnen ab 18:30 mit open end.
    Es ist jeder herzlich Willkommen und sollte einer von euch kein Headset haben, keine Lust im TS zu reden oder nicht auf der Sum-Fanpage angemeldet sein, ist das treffen einfach im Themenfremden Chat.
    Wir wünschen spannende Schlachten.[/QUOTE]

    [B]Die Änderungen:
    [/B]
    [QUOTE]Version 2.1

    – Boromir und Aragorn haben wieder Ihren Führerschaftsbonus zurück

    – Theoden’s und Eomer’s Führerschaften für die Kavallerie ergänzen sich nun: Eomer´s gibt +50% Schaden, Theoden’s +50% Rüstung und schnellere Erfahrung. Beide Führerschaften gelten nur für die Kavallerie.

    – Festungen können wieder mit Piken und Kavallerie angegriffen werden. Allerdings sind Schwert/Belagerungswaffen weiterhin vorzuziehen

    – Mumaks erhalten jetzt wie die Trolle einen Führerschaftsbonus vom Trommlertroll +25% Rüstung +25% Schaden und sammeln schneller Erfahrung

    – Schwertkrieger nehmen allgemein mehr Schaden von Strukturgebäuden und wurden somit den anderen Einheiten angepasst.

    – Katapulte und andere Belagerungswaffen machen etwas mehr Schaden an FestungsMauern.

    – Die Bögen der Spinnenreiter und Rohirrim verursachen etwas weniger Schaden an Ihrem Konter als vorher: Pikenklassen.

    – Helden auf einem Pferd nehmen weniger Schaden von Kavallerieeinheiten.

    – Der Zwergenkampfwagen mit Banner verleiht jetzt nur noch den Zwergeneinheiten einen zusätzlichen Führerschaftsbonus von 25% Rüstung, +25% Schaden, zusätzlich einen Geschwindigkeitsbonus und sie sammeln schneller Erfahrung: Dieser Führerschaftsbonus gilt nicht für die Menschen aus Thal oder anderen verbündeten Einheiten. Der Bannerkriegswagen und Dains Führerschaften ergänzen sich nicht.

    – Die Informationen im Spiel von Rohstoffgebäuden und Kommandopunkten wurden aktualisiert.

    – Die Stabilität der Kampftürme (frei Baubare) wurde etwas erhöht und halten mehr aus.

    – Schaden von Thranduil’s Tödlichem Auge wurde etwas reduziert.

    – Der Feuerdrache von den Goblins trägt nun die richtigen Rüstungswerte.

    – Katapulte, Ents wie Giganten haben weniger Leben.

    – Katapult-, Ent/Giganten-Schaden an Einheiten wurde geringfügig abgesenkt.

    – Katapulte auf den Mauern können nicht mehr von Nahkampfeinheiten attackiert werden.

    – Mordor Ork Krieger: Das Bannerupgrade kostet jetzt nur noch 25, allen anderen Einheiten wurde das Upgrade angepasst: 100 Credits/Horde

    – Goblin Ork Krieger: Das Bannerupgrade kostet jetzt nur noch 25, allen anderen Einheiten wurde das Upgrade angepasst: 100 Credits/Horde
    [/QUOTE]