But farms take up space and u cant build a lot of them in ur base. Yes, in bfme2 turtling was bad because u then lost map control; ur opponent could outexpand u and get better resources. HOWEVER, because of the limited expansion and walkable walls, then turtling should be a little bit more successful then before.ok, so frum wat i can understand, u want 2 play bfme1, so go do it. i think that u just want 2 make bfme2 into bfme1 with new factions. but thers much mor 2 this mod than recreating bfme1 imo.
ther is NOTHING rong with the current cp system. it is not imbalanced, wat is rong is ur strategy. u cant turtle in bfme2, it dosnt work, and thats wat ur tryin 2 do. so the imbalance is not with the mod imo, but with ur style.
and ur misunderstanding the nazgul system, ur not supposed 2 get the nazgul until after u revive the nazgul once. it makes most sense this way bc none of the nazgul got fellbeasts until wotr.
u cant get rid of the farms radius bc then u will hav unlimited resources and ppl wuld just sardine farms in. that dosnt mak sense.
And this mod is called a "Return to BFME1", so things that applied in BFME1 should apply here. 'Why not just play BFME1 then', you ask. Simple, here are our reasons:
1. BFME1 doesn't have Elves, Dwarves, a Goblin Faction, Evil Men, or Angmar.
2. No capturable buildings; only build plots.
3. Armies aren't nearly as big
4. Not as many special powers
5. No special features like CaH or WotR mode
6. And more...
Edited by Nu8, 27 July 2007 - 05:28 PM.