Marks BFME2 Full Gameplay Mod

Hi gamers - My full gameplay mod is now finished and i hope you all enjoy it.

Too many good changes to list them here - so download the...

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Hi gamers - My full gameplay mod is now finished and i hope you all enjoy it.

Too many good changes to list them here - so download the mod and look at the full and detailed readme or check out the official homepage for this mod.

No more paper thin fortresses and battle towers and your army won't be destroyed in seconds.

This mod is well known and respected on many other sites and i hope you appreciate all the hard work and development thet has gone into it.

Enjoy!

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Download 'marks_bfme2_full_gameplay_mod_1.04b.zip' (4.86MB)

Readme
The Changes -
============

Sorry about the length of this section - but i have made so many changes that i thought it best to list them all for anyone that is interested. I do not expect many of you to read it all but it is here as a reference if you need it.

1.04b Update -
============


New and improved spell use
---------------------------------------------

With kind permission from 'Gansnudel ' and his bfme2polished1_4 mod - I have merged his fixes in the ' Libraries ' folder for AI purchasing and use of spells.

You will now notice the enemy using a more varied selection of spells (aggressive and defensive).

All AI fortresses now fully upgraded within 10 to 15 minutes of battle
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I mean fully and every time. The Elves and Goblins will now use there giant eagle and fire drake against you regularly and very often during the battle (not once or twice like in the original)


Amazing air battles now for every skirmish
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All good sides can now summon a giant eagle.

Isengard now has 2 fellbeast they can summon.


Create A Hero attack effects and sound improved
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This makes your heroes feel more powerful and stand out in a battle.

Melee fighters have single enemy (infantry only) knockback and new impact animation and sound

Archers have single enemy knockback (infantry only again) and new impact animation
.
Also makes it easier to ' see ' your CAH and also know when the enemy AI CAH is attacking.

Note - The exceptions are the Troll weapons (already have there own area attack from earlier update) and the ' firebrand ' sword selection (already improved in earlier 'fire effect' update).


Create -A -Hero ' Disguise ' spell now amazingly fun and useful
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Got this baby working just right. You now disguise permanently untill you attack something (no timer) and you can also disguise as monsters (not mumakil though - LOL). 

Really as it should have been. The ultimate stealthy hero. It is really cool to run around the enemy base scouting out your next victim for your ' assasin ' attack. Really makes the ' corrupted man ' CAH class fun and tactical. My favourite CAH now followed by the Troll.


New spell added for Sauron and Galadriel 
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Sauron has a new fireball long range attack (90 second recharge)

Galadriel has a new Istari Light (new lethal creation) medium range attack (90 second recharge)


All poison attacks greatly increased in damage and duration.
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It is now a powerful aspect of the combat and worth using. The goblins are now a force to fear and also very fun to play as.

Upgraded units can now poison there enemy for up to 30 seconds. Spiderlings etc are now a useful addition to your army and although still weak - can still manage to doom there enemies to a slow and painful death.

Many heroes special poison attacks are now useful and fun (eg - Shelobs poison stinger)


Evil men black rider (nazgul) attack improved.
-----------------------------------------------------------------

Many Heroes attack spells improved
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Loads of heroes special spell attacks increased to make them usefull. Abilities like Thranduils ' Thorn of vengance ' and Haldirs ' Golden arrow ' etc

Note - Needed because of triple health of most units (essential element of my mod)


More improvements to Isengards Warg Sentry building
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Cost of building and construction time reduced to encourage early use for defense.

Warg Sentry defensive alert range increased (leaves his lair sooner when enemy spotted)

Note - warg creature itself has been upgraded in earlier update (auto heal, attack, health and knockdown etc)


Income from resource buildings (farms) etc increased slightly
--------------------------------------------------------------


No more damage to your own units from super fortress weapons
-------------------------------------------------------------------.
Gorgoroth Spire, Wizards Tower and Mighty Catapult

Note - might be slightly unrealistic but i feel this is a good change since you could effectively wipe out your own army if you targeted a big battle. Now you can use this costly upgrade without fear of killing all your own units and heroes.


Galadriels ' natures wrath ' tornado active (attack) duration dropped to 2 minutes
----------------------------------------------------------------
Previously was 3 minutes from an earlier update - a bit too long.


Transport ships now have 4 slot capacity and command point cost dropped to 10
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Really improves island map battles and means you don't have to build loads of transport ships for your big assault.


Porter ( builder) cost dropped from 500 to 200 and built quicker from the fortress
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Should not cost the same as a full horde unit in my opinion.


Many ' target preferences ' improved or added for many units.
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For example -

Battle towers now prefer to shoot back at long range artillery that is attacking them rather then infantry at there base. They had no AI for this before.

Pikeman preference for attacking cavalry increased (too low before)

Archers have low preference now for automatically attacking many buildings if a more ' juicy ' target is not around. You had to actually order them to attack resource buildings etc before.

Infantry has high preference to attack battle towers now instead of automatically attacking resource buildings while they are being shot.


All AI buildings will fully upgrade to level 3 quickly
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All AI units will upgrade fully as soon as upgrades available( things like forged blades and heavy armor etc).

Upgrade probability from 75% to 100%


AI attack phase timing and base building timing improved
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They now attack sooner and build up there base quicker


Money AI saves for base defense reduced greatly.
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Was set way too high before and AI used to end up with far more money then it needed. It now has more money early on to build up it's base and forces and starts saving a small amount later in the game when it doesn't need it so much.


Complete range of enemy heroes built by AI and respawned continually
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Usually at 5 minute intervals set in an earlier update.


Many more units can now use naval transports
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Sauron, Galadriel and monsters (except Mumakils)

An essential change for Sauron and Galadriel since if you find Golum on an island and build your fortress there to house the ring - Sauron and Galadriel would be stuck on the island since originally they could not enter transports. Allowing ring bearing units on to transports would have been an easier solution but i am not sure how to change this at the moment or even if it is possible?


The 'Coerce' CAH spell skill toned down
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Recharge duration increased from 1 minute to 3 minutes. It is way too powerful to use every 60 seconds. You could easily raise an entire army by cloning your opposition in a very short time.


All the main power spells now tested and balanced
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Because my mod uses increased unit and building health it is important your super spells are increased accordingly to compensate and still give that 'wow' effect when you use them. I have now gone through all the spells and adjusted them. I had fixed a lot of them in earlier updates but there was still quite a few i missed (spells like flood, sunflare and bombard etc)


Special unit abilities increased damage and range.
-----------------------------------------------
Things like the Haradrim archers ' barbed arrow ' attack - now great fun to use - watch it take down the front rank of a charging horde.

Other skills that spring to mind are ' black arrows ' and all poison arrow and blade attacks etc. Now it is worth micro - managing your units and using there abilites at the correct time.

Range of many special attacks increased. Like the 'barbed arrow' - your horde had to get far too close to the enemy to use it's ability and would usually take too many casualties for the attack to be effective -Not anymore!


FIre Drakes adjusted
---------------------------------
Fire Drake attack damage reduced (don't worry - they are still powerful)

Fire Drakes from lairs have half the health of your fortress summoned one and do not auto heal (regenerate). This is just essential balancing to make your fortress Drake valuable and prevent the Lair Drakes from being over powered

It also costs more and takes longer to make a Fire Drake from a lair - so protect the lair well while you are building these.

Lair Fire Drakes also have increased command point cost (25 to 50) more in line with how powerful they are. Your summoned one still has zero command point cost like all other heroes.

All Fire Drakes now have extended awreness range - they notice enemies at a longer range - it was a little short before and took a long time for the Drake to notice enemies.

Cost of buying a new fortress increased
-----------------------------------------------------------------
Up again from 30,000 to 40,000 - You will have to save a bit more now for one of these super tough babys.

Cost of building Sauron and Galadriel dropped
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From 20,000 to 10,000 - a little bit cheaper then i wanted but the AI works best with this figure - they will make there ring hero pretty quick now if they get the ring.

***************************************************

OKAY FOLKS -THIS IS TAKING TOOO LONG TO RE-TYPE THIS WEB PAGE AND I WOULD RATHER FINISH UP THE MOD AND GET IT ON THE WEB FOR YOU TO TRY OUT.

THE REST OF THIS MOD IS GOING TO LIST ALL THE OTHER CHANGES BUT JUST COPIED AND PASTED FROM OTHER FILES I ALREADY WROTE.

A LOT OF IT WILL BE IN CAPITALS SINCE I AM A CRAPPY TYPIST AND IT WAS WAY QUICKER TO TYPE LIKE THIS - SORRY IF IT HURTS YOUR EYES.

****************************************************

PRODUCTION AND UPGRADE TIMINGS OF MANY THINGS CHANGED AS WELL AS COSTS TO ALOW THE AI TO BUILD UP IT'S FORTRESS AND ARMY QUICKLY BUT ALSO PREVENT THE CONSTANT STREAM EFFECT OF UNIT PRODUCTION.

BATTLE TOWERS ESPECIALLY ARE NOW MORE EXPENSIVE AND TAKE LONGER TO BUILD BECAUSE THEY ARE SO POWERFULL - THERE HEALTH HAS BEEN DROPPED A BIT IN THIS UPDATE.

SAURON AND GALADRIEL DAMAGE TO BUILDINGS HAS BEEN GREATLY REDUCED AND IS STILL GOOD BUT MORE REALISTIC - THEY ARE BETTER UNIT KILLERS AND YOU WILL NEED YOUR SIEGE UNITS NOW FOR BASE ASSAULTS.

BALROG AND SOME OTHER SUPER SUMMONS TONED DOWN SLIGHTLY SO THEY DO NOT LITERALLY DESTROY THE ENEMIES BASE - DON'T WORRY THEY ARE STILL POWERFULL AND HAVE A LONGER DURATION IN MY MOD - I THINK I HAVE GOT THE BALANCE OF THESE UNITS JUST RIGHT NOW.

BECAUSE OF THE HIGH HEALTH OF HERO UNITS - HEALING POWERS LIKE ' ATHELAS ' ETC TONED DOWN SLIGHTLY (USUALLY REFILL HALF THE HEALTH BAR NOW INDTEAD OF ALL OF IT)

MANY SUMMON SPELLS LIKE ' MEN OF DUNLAND ' AND ' HOBBIT ALLIES ' GREATLY IMPROVED - THE HOBBIT HEROES NOW LAST A WHILE ETC.

ISENGARD BALLISTAS HAVE BEEN IMPROVED (FORTRESS AND NORMAL SIEGE) - THEY WERE TOO WEAK BEFORE AND NOT REALLY WORTH THERE BULKY SIZE - NOW THEY HAVE MORE RANGE, DAMAGE AND AREA EFFECTS.

CASH RADIUS FOR ALL RESOURCE BUILDINGS SHRUNK SLIGHTLY AGAIN FROM 150 TO 125 - THIS IS A GOOD THING - YOU CAN CONDENSE YOUR BUILDINGS CLOSER TOGETHER (USEFULL FOR SMALLER SKIRMISH MAPS)

SHARKU AND GOBLIN KING (ON SPIDER) KNOCKDOWN ATTACK IMPROVED - THEY WERE PATHETIC BEFORE! - CRUSH LEVEL UP ONE LEVEL TO ALLOW KNOCKDOWN OF A SMALL GROUP OF HORSES ETC - CRUSH DECELERATION AND SPEED IMPROVED.

HEALTH OF WEAKER HEROES LIKE WORMTONGUE AND SHARKU IMPROVED SLIGHTLY (THEY DIED TOO QUICKLY)

ALL HEROES INITIALLY BUILD IN 60 SECONDS AND COST FULL PRICE.

RESPAWN TIME OF HEROES (AFTER FIRST DEATH) IS 5 MINUTES STILL BUT COST OF HERO RESPAWN IS A LOT CHEAPER - HELPS AI TO QUICKLY CHURN THEM OUT AS WELL.

BARROW WIGHT GHOST MONSTERS ARE STRONGER NOW AND WILL AUTO HEAL IF NOT IN COMBAT. - ALSO MEANS THEY ARE USEFULL FOR JOINING YOUR ARMY (IF USING A NAZGUL ' MORGUL BLADE ' ATTACK)

EAGLE TOGHNESS INCREASED TO COMPETE WITH FELLBEAST AND WITCH-KING.

EAGLE AND FELL BEAST PLOUGH AND GRAB ATTACK SLIGHTLY INCREASED (MORE AREA ATTACK AND KNOCKDOWN TO HORDES ETC)

FELL BEAST (INCLUDES WITCH KING ON FELL BEAST) BUILDING DAMAGE SIEGE DAMAGE HALVED - THEY DESTROYED BUILDINGS TOO QUICK - SHOULD NEED PROPER SIEGE UNITS FOR THAT!

WATCHER ARM DMAGE ATTACK TRIPLED - MISSED THIS BEFORE - WASN'T HURTING ENEMIES MUCH BEFORE

REALLY IMPROVED THE WIZARDS TOWER LIGHTNING ATTACK FOR THE ISENGARD FORTRESS - DOUBLED RADIUS AND ATTACK - WAS PATHETIC AREA ORIGINALLY - NOW GREAT FUN TO USE.

ELVEN BARRACKS AND GREEN PASTURE BUILT TOO FAST - OOPS - MISSED THEM IN EARLIER UPDATES.

ISENGARDS BATTERING RAM INCREASED AGAIN (DAMAGE AND HEALTH) - YOU SHOULD FEAR THIS UNIT NOW - DON'T LET IT GET TO YOUR BUILDINGS - YOU HAVE BEEN WARNED.

ALL AI SIDES NOW PRODUCE A VARIED SELECTION OF NAVAL UNITS ON ANY WATER SKIRMISH MAPS.

IN ' CREATEAHEROPOWERS.INI ' FILE - ALL HERO POWERS TRIPLED OR MORE TO COMPENSATE FOR HIGHER UNIT AND BUILDING HEALTH. - ALL BEEN FULLY BALANCED AND TESTED

OKAY - THAT'S ALL I CAN REMEBER OR FIND NOTES FOR - FOR THE 1.04B FINAL UPDATE.



ADDITIONAL CONTENT AND FIXES VER 1.04
--------------------------------------------------------------

MOD TESTED AND MADE COMPATABLE WITH THE LATEST 1.04 OFFICIAL PATCH.

EVERYTHING FINE.



ADDITIONAL CONTENT AND FIXES VER 1.03b
---------------------------------------------------------------

I just love pulling one of my favorite units out of battle at the last minute and frantically rushing it back to the safety of my fortress to watch it heal. - Maybe providing covering fire and sacrificing weaker units to help it get back.

Unfortunately not many single units have regeneration and the ones that do don't have the lovely visual healing animation that indicates your unit is not in combat mode and actually healing.

WELL - Not anymore!

I have decided to give even more (most in fact) single unit organic creatures slow regeneration since I think this gives them a much fairer chance against the hordes and makes the gameplay even more tactical. - It also makes it worth investing in them. 

I have also gone through every unit I could find that now uses health regeneration and gave them a visual animation effect of there health regeneration (pretty blue pulsing star effect that scales to the size of the creature) 

Looks pretty smart on the flying Nazgul and Witch King etc.

The health regeneration will only commence when the unit has been idle (not in combat mode) for 15 seconds. - As soon as they engage an enemy the healing stops.

So pull those good units out of battle and protect them if there health get's too low.

The health of all units in my mod has always been tripled and so after 2 days of testing - I have decided on the values shown below;

Hero regeneration amount = 60 (rate - every 1 second)

Normal organic creature regeneration = 40 (rate - every 2 seconds)

Larger unique creatures = 80 (at the moment just the Mumakil)

I will list below all the creatures in my mod that now have a new regeneration package;


1) Creatures with a new regeneration package (healing and visual effect); 

Mordor;

Attack Troll - Drummer Troll - Mountain Troll - Mumakil

Isengard;

Warg Sentry -Beserker

Goblin;

Mountain Giant - Cave Troll - Fire Drake

Elves;

Ents


2 ) Heroes and units that had regeneration healing but had no visual indication;

Too many to list here and i wouldn't bore you anyway.

Most of the other heroes and units with regeneration had no visual effect - so i went through them all and added it (there was a lot!)

Includes obscure units like the Giant Eagle 'Gwaihir' upgrade for the Elves etc. (almost forgot about that one)

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Sniggles


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Registered 3rd September 2006

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