Greetings, this is a mod that stems from my previous release, the DesertFoxMod_Beta.03 ( which can be found at: http://lordoftherings.filefront.com/file/Desert_Fox_Mod_Beta;69161 ) This mod is identical to the DesertFox mod in nearly every aspect, except for one BIG change. All factions on the same side (Good or Evil) are now unified. For example: if you play as any evil faction, you can recruit builders from ALL the evil factions, which gives you access to every evil races abilities (except for Hero's, the faction you start with are the Hero's you are also stuck with). Ring power points are still original to their faction (this will be changed in future releases). This mod requires the V1.04 patch in order to run properly.
In order to recruit builders from other factions, all you need to do is build an Armory (research building), and raise it up to level 3. At which point you will be given the option to recruit builders from other allied factions(sorry evil players...the icon for all evil builders is the same, you'll just have to guess for the time being...I'll be fixing this inconvenience soon).
Sometimes it's fun to have something different. Why choose only 1 faction when you can play as the entire good or evil side? If you would like something new, or perhaps just want a challenge, give it a shot! You might be suprised ; )
Before you download this mod please read the readme, yes all of it, as this has a different installation to all other mods!
Installation - 1 - Extract the "ini" file into your BFME2 folders DATA file (example: E:\Games\Lord of the Rings - Battle for Middle Earth II\data) 2 - Remove your "ini.big" file from your main BFME2 directory. IMPORTANT!!!!! - I advise keeping this file somewhere safe, as you will need it to properly uninstall this mod. Uninstallation - 1 - Remove the "ini" file in your data folder. 2 - Put the "ini.big" file back in your main BFME2 directory. Things to consider - This mod will put considerable strain on just about any machine, seeing as how the Command Point limit has been jacked up a lot. Also, remember that since all allied factions are now fighting together there's going to be A LOT more diversity of units on the battlefield...so make sure you put this into consideration, and maybe re-think some of your strategies. 1 more thing, the AI will NOT take advantage of the unified factions feature. I will try to make this work as best I can in future releases. Since this mod is built off of the Desert Fox Mod, I'll post its features as well. 1 - Command Point cap has been lifted (starts at 6500 on most maps, and raises even further when you build fortresses/resource buildings) 2 - Camera height has been adjusted for SOME maps (still working on integrating it with all maps). So now you can get a wider view of the battlefield. 3 - Resource building "area of effectiveness" has been eliminated, meaning that you can now build them side by side if you wish, and not be penalized for it. In order to compensate for farm spamming, I've made it so that building too many resource buildings will gradually result in lowered output on ALL buildings. So build some (4 or 6 should be enough for a start) close to your base and allow them time to mature to level 3. HINT - use powers like Industry or Dwarven Riches to give grouped buildings a HUGE boost in economic output. 4 - Walls are now MUCH stronger and will almost never fall to infantry or cavalry poking at them with spears and swords. They do however have an increased vulnerability to SIEGE weapons. "...Siege? what's that you say? you mean there's actually a reason to use siege?!?!" yes, that's right...catapults, ballistas, ents, mtn giants, etc are now extremely necessary in bringing down an opponent. Walls will be especially important in dealing with AI. As I mentioned above, the AI has a field day with command point cap lol. Just make sure you have walls and you'll be fine... until they start pulling in the siege. 5 - Fortress strength/weapon range are now based on what race you are. For example: A Dwarven fortress will have slightly sturdier defenses than other races, while the Elves will have one of the weakest fortresses, but they will be compensated with increased range (for knocking out siege). 6 - Builders now cost only 100 resources (From 500). I have compensated for this though...so you must be VERY cautious of where you keep your builders now, for the health of all builder units is also 100 (From 500). Build time is now 35 seconds (from 30 secs). 7 - ElvenGuards have been added to the Elven faction(Elven archers/swordsmen from BFME1), all credit goes to it's original author at: http://lordoftherings.filefront.com/file/Elven_Guard_mod;61608 8 - The spellbook has been slightly altered. I don't mind magic, especially in a fantasy game...but most of the level 15 and 25 spells are capable of leveling entire armies/fortresses. The 1st and 2nd cost levels are unchanged, as they are mostly just support spells. Level 3 and 4 spells now cost 20 and 30 (from 15 and 25). 9 - Pretty much all hero's have been changed a little, no big differences though. Mainy just gives the earlier hero's a better chance to survive a later game. 10 - Every faction now has a unit that is 20% more resistant to fire arrows, after they have been upgraded with heavy armor. This unit is usually the primary infantry class, though for the Elves it is the ElvenGuard, for Mordor it is the Easterlings, and for Men it is TowerGuard. 11 - Troll Create-A-Hero's now utilize Marks (aka: Sniggles) Troll mod, which gives them an area of effect attack for their primary swing (not attack troll swing, just default troll) 12 - There are many more tiny details that I'm probably forgetting...but these are the main things that the mod focuses on. Contact information - Feel free to contact me at firstname.lastname@example.org -----Or you can usually find me on AIM at Desert Fox V, or Yahoo at herrdesertfoxv Comments, suggestions and critisism are all welcome! ( just be nice about it lol ) Btw, if there's something you want to see, just tell me and I'll try to make it happen for you :)
There are no comments yet. Be the first!