BFME2 Siege mod by Insomniax

What does it do? The very short version:

1- All buildings take one fifth the normal base damage fr...

Download

Uploading...
Do not refresh or leave this page!

File Description

What does it do? The very short version:

1- All buildings take one fifth the normal base damage from all damage types except from Siege units and flame damage; Siege units (catapults, ballistas) do half the normal damage; Ents, Mumakils and Mountain Giants do their normal siege damage. This rebalancing is short from just a small armor type change, all faction and hero powers were tested and had their damage vs. buildings scaled specifically vs. Buildings to offset the armor change and thus retaining the original intended "end game" damage from special powers.

2- Improved A.I.: Better counter logic, better group maneuvers, better army composition, new base layout, etc.

3- Fixed a number of game bugs: Mordor Doom Pyres bug, Mirkwood Archer Population count bug, Dwarven Guardian classified as cavalry bug, etc.

4- Global Wall Changes: Wall Hubs have 3 times (300%) more health. Wall Gates cost reduced to 250 for Isengard and Elven faction. Dwarven Wall Postern Gate Health fixed to match those of all Dwarven Walls Wall Armor value tweaks.

5- Added a new elven infantry unit the Galadhrim Soldiers, this was inspired by Steve Shepherd's (AKA Gholin) Elven Guard mod, however I ended up completely redoing all the animations and other stats, it took me more than four days to get all the animations working properly (EVERY animation works properly).

6- Added health regeneration for Monster units (Trolls, Mumakils, Giants, Ents, Berserkers) and Banner Carriers for ALL races, there is a standard delay when out of combat for the health regeneration to kick in: 15 seconds for Monsters, 20 seconds for Banner carrier hordes. This was completely based on Troll Buddy's "Monster and Banner Regen Mod" so credit for this much needed modification go to him.

Read More

Download 'ix_bfme2_siege_mod_v2.2.zip' (4.38MB)

Readme
====================================
Insomniax Siege Mod v2.2
for Battle for Middle-Earth II
By LedMirage 4/30/2006
====================================

*** IMPORTANT NOTES*** 
a) While installing or uninstalling this mod make sure you have quit the game and are NOT running the game alt-tabbed out (minimized).
b) Do NOT delete the original files "ini.big" and "bases.big", instead rename them or move them to some other folder, if you do lose them you will have to reinstall the game.
c) Make sure to keep a backup of the last patch files "ini.big" and "bases.big", if you restore the wrong version files then you won't be able to patch the game properly when a new patch comes out.
d) You WILL have problems patching to a new game version if you do not restore the game to it's original state (no mod files, *.big files restored) before patching.

====================================
Installation:
====================================
1- Unzip all contents of this zip file into your: "..\The Battle for Middle-earth (tm) II" folder, it should look like this after you extract them:
   
	..\The Battle for Middle-earth (tm) II\data\INI\   	(Inside the new INI folder there will be 5 subfolders and a lot of *.ini files)
	..\The Battle for Middle-earth (tm) II\bases\		(Inside the new BASES folder there will be 152 subfolders with a *.bse files inside each)
   
2- Backup and move out the original game files named "ini.big" and "bases.big", essentially the files have to be moved (or renamed) from it's default place 
	so it won't override the modified files, you will find the files in "..\The Battle for Middle-earth (tm) II" folder, you can either rename these two files or move them
	somewhere else, personally I make a new subfolder called "..\The Battle for Middle-earth (tm) II\Backup of original files" and move the "ini.big" and "bases.big" files
	there and rename them adding the patch version ("ini v1.03.big" and "bases v1.03.big" for example).
   
3- That is all, enjoy.


====================================
Uninstall:
====================================
1- Select the following folders and delete them along with all their contents, these are the actual mod files you installed previously:
	..\The Battle for Middle-earth (tm) II\data\INI\   	(Inside the new INI folder there will be 5 subfolders and a lot of *.ini files)
	..\The Battle for Middle-earth (tm) II\bases\		(Inside the new BASES folder there will be 152 subfolders with a *.bse files inside each)

2- Restore the files "ini.big" and "bases.big"

====================================
What does it do?
====================================
The very short version:

1- All buildings take one fifth the normal base damage from all damage types except from Siege units and flame damage; Siege units (catapults, ballistas) do half the normal
   damage; Ents, Mumakils and Mountain Giants do their normal siege damage. This rebalancing is short from just a small armor type change, all faction and hero powers were
   tested and had their damage vs. buildings scaled specifically vs. Buildings to offset the armor change and thus retaining the original intended "end game" damage from 
   special powers.

2- Improved A.I.: Better counter logic, better group maneuvers, better army composition, new base layout, etc.

3- Fixed a number of game bugs: Mordor Doom Pyres bug, Mirkwood Archer Population count bug, Dwarven Guardian classified as cavalry bug, etc.

4- Global Wall Changes:
   Wall Hubs have 3 times (300%) more health.
   Wall Gates cost reduced to 250 for Isengard and Elven faction.
   Dwarven Wall Postern Gate Health fixed to match those of all Dwarven Walls
   Wall Armor value tweaks.
   
5- Added a new elven infantry unit the Galadhrim Soldiers, this was inspired by Steve Shepherd's (AKA Gholin) Elven Guard mod, however I ended up completely redoing all the
   animations and other stats, it took me more than four days to get all the animations working properly (EVERY animation works properly).

6- Added health regeneration for Monster units (Trolls, Mumakils, Giants, Ents, Berserkers) and Banner Carriers for ALL races, there is a standard delay when out of combat for the
   health regeneration to kick in: 15 seconds for Monsters, 20 seconds for Banner carrier hordes.  This was completely based on Troll Buddy's "Monster and Banner Regen Mod" so
   credit for this much needed modification go to him.
  
7- There are a ton of minor and major tweaks, for a full list read the version update log below.



====================================
Version History:
====================================
*------------------------------------*
Version 2.2 4/30/2006
*------------------------------------*
- Update to work with official v1.03 patch
- Tweaks to wall armors.
- Galadhrim Soldier now has the Fire Arrows upgrade available instead of Silverthorn Arrows.
- Galadhrim Soldier cost increased to 800.
- Galadhrim Soldier Horde size increased from 10 to 15.
- Galadhrim Soldier Health reduced from 520 to 250.
- Galadhrim Soldier Melee damage increased to 160 and 320 with upgrade.


*------------------------------------*
Version 2.1 4/02/2006
*------------------------------------*
- Goblin Mountain Giants new health regeneration was not working at all, this is now fixed and working as intended.

*------------------------------------*
Version 2.0 4/02/2006
*------------------------------------*
- Health Regeneration when out of combat (for 15 seconds) enabled for the following units:	
			Mordor Mumakil				Mumakil.ini
			Mordor Attack Troll			AttackTroll.ini
			Mordor Drummer Troll		DrummerTroll.ini
			Mordor Mountain Troll		MountainTroll.ini
			Isengard Berserker 			Berserker.ini
			Goblin Cave Troll			CaveTroll.ini
			Goblin Fire Drake			FireDrake.ini
			Goblin Mountain Giant		MountainGiant.ini
			Elf Ent						EntsInfantry.ini
- Health Regeneration when out of combat (for 20 seconds) enabled for all banner carriers (all level 2 hordes):
			IsengardBannerOrc.ini	IsengardWargRiderBanner.ini	
			MordorBannerOrc.ini		MordorCorsairBanner.ini	
			WildBannerGoblin.ini	WildBannerMarauder.ini		WildBannerSpiderRider.ini	WildSpiderling.ini
			GondorCavalryBanner.ini	GondorInfantryBanner.ini	RohanBanner.ini
			DwarvenBanner.ini
- Further tweaks to the	balance for the new Create a Hero Troll weapons.
			
*------------------------------------*
Version 1.9 4/01/2006
*------------------------------------*
- GLOBAL CHANGE: Building Armor now takes half the original intended damage from SIEGE damage type instead of the previous modified one fifth, this change still doubles the
  health of buildings and it is only against siege weapons, all other damage types remain reduced to one fifth.
- Ents and Mountain Giant damage vs. buildings changed to reflect the global Building Armor change in this version and essentially this makes Ents and Giants the best siege units
  in the game now as they deal out the original intended damage vs. buildings as opposed to all other siege units which deal out half the original damage.
- Dwarven Axethrowers now do one fifth damage to buildings, like everyother non-siege unit in this mod.
- Some hero special abilities were meant to do only 10% damage vs siege units but had not been updated to include the new siege units for Dwarves and Elves, this has been fixed.
- CreateAHero Troll weapons now have area effect, there are three different weapon definitions, one for the Troll Sword, one for both the Tree and giant hammer and one for the other
  three smaller mace weapons, each has it's own balanced stats. 
- Made sure the Eartquake special power was doing the correct intended damage vs. Fortresses.
- Doubled the explosion damage radius for the Isengard Mine Launcher expansion.
- Changed armor type for all defensive tower to Fortress Expansion armor, making them much tougher. 
			..\Structures\Isengard\Battletower.ini
			..\Structures\Mordor\Battletower.ini
			..\Structures\Wild\WildSentryTower.ini
			..\Structures\Dwarven\DwarfSentryTower.ini
			..\Structures\Elven\ElvenBattleTower.ini
			..\Structures\Men\BattleTower.ini
- ..\Mordor\MordorHordes.ini			Line 1121
- ..\Object\CreateAHero\CreateAHeroAudio.inc 			Line 551 (added Troll anim sound block)
- ..\Object\CreateAHero\CreateAHeroWeaponUpgrades.inc	Referenced new Weapon definitions for all five Troll Hero weapons from Weapons.ini
- ..\Weapon.ini											Added new Weapon definitions for all five Troll Hero weapons under the CaH block
*------------------------------------*
Version 1.8 3/28/2006
*------------------------------------*
- New A.I. Skirmish bases

*------------------------------------*
Version 1.7 3/27/2006
*------------------------------------*
- Replaced the Silverthorn Arrows for Black Arrows ability for the new Galadhrim Soldiers

*------------------------------------*
Version 1.6 3/27/2006
*------------------------------------*
- Tweak to Silverthorn Arrows to do 0% damage to buildings and only 5% to Siege Units
- Higher resolution textures for Arwen and Haldir

*------------------------------------*
Version 1.5 3/26/2006
*------------------------------------*
- Galadhrim Soldier Stats and artwork revised.  Battallion is 10 elves spread formation, costs 600, takes 30 seconds to build and requires Barracks level 2. Individual Galadhrim
  Soldiers have 500 health each (four times that of a standard Lorien Warrior) and deal 50% more damage than a Lorien Warrior in melee and the exact same damage as Lorien Archers
  while using their bows.
- Artwork for the Mumakil Banner carrier tweaked
- Level of Haradrim Archers on top of Mumakil restored to level 2 cap (default value).
- Infantry armor vs. buildings (STRUCTURAL damage type) revised, made to match that of arrows (PIERCE damage type) and adjusted accordingly, in essence Armor upgrade
  do not make units take one fifth damage from buildings instead they take half damage (this makes units more vulnerable to buildings when upgraded).
- Wall Armors revised.
- Structure Armors revised. Flame damage reduced from 100% to 40%
- Silverthorn Arrows damage vs. all Structures reduced from 25% (original) to only 1%, previous mod version did 5% damage and it was still too much.
- FortressSiegeEngineArmor which is the armor for all catapults and ballistas on fortresses and walls has been improved to only take one fifth of the original 
  game balance damage.
- Mumakil Armor Improved: 10% damage from all arrows, 50% damage from slash, magic and flame, 100% damage from Pikemen  
  - Mordor Slaugherhouse default build angle rotated 135 degrees.
	..\object\civilain\CivilianBuildings.ini	Line 19,197	


*------------------------------------*
Version 1.4 3/19/2006
*------------------------------------*
- More tweaks to special powers SIEGE damage vs. structures to restore original damage vs. buildings, also Ents and Mountain giants melee does normal damage now.
	Bombard, Rain of Fire, FloodHorseRadiusWeapon, WatcherHittingArmWeapon, DwarvenGloinSlamWeapon, DwarvenGloinShakeFoundationWeapon, IsengardExplosiveMineExplosionWeapon,
	MordorGorgorothSpireWarhead, MordorGrondRam, MordorMumakilKnockback, Balrog Weapons, Sauron, Create a Hero specials, Treebeard punch, RohanBuildingTeardon,
	DwarvenMightyCatapultFlamingShotWarhead, WildMountainGiantPunch, WildMountainGiantMovingPunch, GiantBuildingTeardown


*------------------------------------*
Version 1.3 3/18/2006
*------------------------------------*
- Another tweak to flying units, HERO_RANGED damage type is now back to normal as the 300% proved to be too much (Lurtz could kill an Eagle in 7-8 normal shots),
  actual changes follow:
			Armor.ini		Line 766	EagleArmor								STRUCTURAL: 50% to 25%
			Armor.ini		Line 1,646	NazgulArmorFellbeast					STRUCTURAL: 50% to 25%	PIERCE: 100% to 50%		NOTE: *New Armor type for Mod*
			Armor.ini		Line 1,676	DrogothArmor							STRUCTURAL: 50% to 25%	PIERCE: 100% to 50%
			
- Silverthorn Arrow damage vs. Building (MAGIC) reduced to one fifth to reflect overall damage change in the mod, MAGIC damage vs. buildings remains unchanged on
  Armor.ini so that other special powers work properly so instead, the Warhead damage for Silverthorn arrows in Weapon.ini are reduced to one fifth instead.
			Weapon.ini		Line 1,344	MirkwoodArcherSilverthornBowWarhead			DamageScalar  	= 5% NONE +STRUCTURE
			Weapon.ini		Line 1,385	MirkwoodArcherSilverthornBowBombardWarhead	DamageScalar  	= 5% NONE +STRUCTURE
			Weapon.ini		Line 1,920	LorienBowSilverthorneWarhead				DamageScalar  	= 5% NONE +STRUCTURE
			Weapon.ini		Line 1,959	LorienBowBombardSilverthorneWarhead			DamageScalar  	= 5% NONE +STRUCTURE
			
- A small tweak to the Earthquake Special Power in Weapon.ini to insure it does the correct intended damage to Fortress and Structure Armors.


*------------------------------------*
Version 1.2 3/18/2006
*------------------------------------*
- Rebalanced all flying unit's Armor for Eagles, Fellbeast, WitchKing and Drogoth, much more balance now with very minor tweaks.

- Summon Balrog Power modified to offset buildings improved armor vs. Siege damage type. Modified all SIEGE damage type attacks to offset the improved Fortress
  and Structure Armors. 
	MordorBalrogSwordSwipe BALROG_SWORD_SWIPE_DAMAGE_NORMAL has been increased five times to reflect the five time increase of Fortress armor.
			 Weapon.ini					Line 10,174
	MordorBalrogSwordChop BALROG_SWORD_CHOP_DAMAGE_STRUCTURAL has been increased five times to reflect the five time increase of Fortress armor.
			 Weapon.ini					Line 10,243
	MordorBalrogWhip BALROG_WHIP_DAMAGE has been increased five times to reflect the five time increase of Fortress armor.
			 Weapon.ini					Line 10,284

- Rain of Fore Power modified to offset buildings improved armor vs. Siege damage type. It continues to do the intended 5,437.5 points of damage on Fortresses.
  RainOfFirePhaseOneWeapon and RainOfFirePhaseOneWeapon02 DamageScalar for the +COMMANDCENTER has been increased five times to reflect the five time increase 
  of Fortress armor.
			Weapon.ini					Line 15,787

- Earthquake Power modified to offset buildings improved armor vs. Siege damage type. It continues to do the intended 3,750 points of damage on Fortresses.
  EarthquakePhaseOneWeapon, EarthquakePhaseTwoWeapon, EarthquakePhaseThreeWeapon and EarthquakePhaseFinalWeapon DamageScalar for the +COMMANDCENTER and for
  +STRUCTURE has been increased five times to reflect the five time increase of Fortress armor.
			Weapon.ini					Line 16,051	

- Bombard Power modified to offset buildings improved armor vs. Siege damage type. It continues to do the intended 112.5 points of damage on Fortresses.
  BombardProjectileWeapon DamageScalar for the +COMMANDCENTER has been increased five times to reflect the five time increase of Fortress armor.
			Weapon.ini					Line 16,017		
			
- Changed the banner carrier on Mordor Mumakils from an Orc to be a haradrim archer	MordorHordes.ini Line 1303

- Improved the Mumakil Armor by reducing damage taken from Slash, Flame and Magic to 50% and from Arrows to 10%, also increased the damage from Pikemen to 200%
			Armor.ini	MumakilArmor	Line 1569

- The Mumakil Haradrim Archer Horde that rides on it's back can now reach experience level five (was capped at 2)			

- Improved the Nazgul Armor by reducing damage taken from Arrows to 10%, default Nazgul Armor (on foot or mounted) takes 200% damage from Flame and Magic.
			Armor.ini	NazgulArmor 	Line 1626
- Flame and Magic Damage types now do 100% damage to Structure Armors and 20% to Fortress and Wall Armor, these two damage types cover everything from Fire Arrow and
  Silverthorn Arrow upgrades to Dragon special attacks.

- Removed the allied player garrison ability on tunnel network buildings as it does not work properly, this change specifically inclues the Goblin Tunnels
  and fortress Burrows expansion and the Dwarven Mines. The following files are restored to original:
			..\data\ini\object\evilfaction\structures\wild\MineShaft.ini				Line 313
			..\data\ini\object\goodfaction\structures\dwarven\DwarvenMineSharft.ini		Line 358
			..\data\ini\object\evilfaction\structures\wild\WildBurrowsExpansion.ini		Line 182

*------------------------------------*
Version 1.1 3/16/2006
*------------------------------------*
- Fixed a default (not mod related) bug with the Elven Mirkwood Archers that made them count as 4 population instead of 6 each throwing the population count
  off for the player using them. 	ElvenMirkwoodArcher.ini Line 564

*------------------------------------*
Version 1.0 3/16/2006
*------------------------------------*
- Silverthorn Arrows do Magic Damage again (used to set enemies on fire using FLAME damage tag)

- DrummerTroll Armor changed from CavalryArmor to TrollArmor	DrummerTroll.ini	Line 371

- Made all buildings that can be garrisoned to work with allies in multiplayer games! This includes the following changed files:
 ..\data\ini\object\goodfaction\structures\elven\ElvenBattleTower.ini			Line 286
 ..\data\ini\object\goodfaction\structures\dwarven\DwarvenHallExpansion.ini		Line 222
 ..\data\ini\object\goodfaction\structures\dwarven\DwarfSentryTower.ini			Line 339
 ..\data\ini\object\goodfaction\structures\dwarven\DwarvenMineSharft.ini		Line 358
 ..\data\ini\object\goodfaction\structures\men\GarrisonTowerExpansion.ini 		Line 291
 ..\data\ini\object\goodfaction\structures\men\BattleTower.ini					Line 350
 ..\data\ini\object\evilfaction\structures\isengard\BattleTower.ini				Line 315
 ..\data\ini\object\evilfaction\structures\wild\MineShaft.ini					Line 313
 ..\data\ini\object\evilfaction\structures\wild\SentryTower.ini					Line 240
 ..\data\ini\object\evilfaction\structures\wild\WildBurrowsExpansion.ini		Line 182

- Added Galadhrim Soldiers to the Elves, to find modifications specific to this unit do a search for "GaladhrimSoldier" on the following ini files:
  data\ini\gamedata.ini (Stats)
  data\ini\object\goodfaction\units\elven\galadhrimsoldier.ini (Unit definition)
  data\ini\object\goodfaction\hordes\elvenhordes.ini (GaladhrimSoldierHorde definition)
  data\ini\commandset.ini (Command Sets for the unit and the Elven Barracks)
  data\ini\commandbutton.ini (Construction Command button added for elven barracks)
  data\ini\experiencelevels.ini (GaldhrimSoldier added to the GOOD_ELITE and GOOD_TROOPS lines)
  data\ini\mappedimages\aptimages\unitportraits.ini (Made a mapping to the old elven warrior portrait in Textures3.big)
  data\ini\mappedimages\aptimages\buildinggradialbuttons.ini (added button for creating the unit)
  data\ini\armor.ini (Added GaladhrimSoldierArmors)
  data\ini\weapon.ini (Added unique melee weapon type)
  data\ini\default\SkirmishAIData.ini	Line 1312


*------------------------------------*
Version 0.9 3/12/2006
*------------------------------------*
- Building armor brought back to taking one fifth normal damage, two fifths damage proved to be too much (and frustrating).

*------------------------------------*
Version 0.8 3/12/2006
*------------------------------------*
- New Armor type: NazgulArmorFellbeast added to Fellbeast.ini Line 216 and defined in Armor.ini line 1596  this is to make the flying version have it's own armor
  instead of sharing it with the ground version NazgulArmor.
- Fixed DoomPyres : MordorFortress.ini line 654 added two lines this was broken and it didn't give the 10% cost/time reduction for Mordor heroes.
- Improved Armor for all flying units: WitchKing, Eagles, Fellbeast, Drogoth they all now take less damage from arrows making them worth their cost.
- Improved Armor for the Watcher (it was killed very easily before by arrows)
- Changed damage type for Silverthorn arrows from MAGIC to FLAME, this makes it easier to balance with all other races, as MAGIC damage type is used in all
  super units (Balrog, Dragons, etc)  (Weapons.ini warhead changes to DAMAGETYPE = FLAME;;MAGIC)

*------------------------------------*
Version 0.7 3/11/2006
*------------------------------------*
Improved Army compositions for all factions
Mordor doesnt build battering rams anymore
Isengard doesnt build explosive Mines anymore
Dwarves dont build demolishers anymore
AI improved more
Armor for Eagles, Drogoth, WitchKing improved (more resistant vs arrows)
FireDrake armor improved, but now takes 2x damage from pikemen
AI builds and uses FireDrake and Gwalhir (giant eagle)
AI builds walls!

*------------------------------------*
Version 0.6 3/10/2006
*------------------------------------*
Improved AI, AI will now upgrade fortress :-)
DwarvenGuardian.ini		line 793	AttackPriority_Infantry fix
gamedata.ini			line 2798	Fixed typo on Dwarven Postern Gate health
gamedata.ini			line 0000	Changed all four sides wall stats to 3000, 2000, 1000 health, 50 cost, all gates are 1500, 1000, 500 and 250 cost
									all wall hubs 4500, 3000, 1500 and 100 cost.
Fixed bug that prevented Mordor AI from building Haradrim Archers



Enjoy!

Read More

Comments on this File

There are no comments yet. Be the first!

Insomniax


50 XP


Registered 1st May 2006

1 Files Uploaded

Share This File
Embed File