An expansion pack for BFMEII, it adds new armies such as Arnor & Angmar and has many new expanded heroes and units. The game focuses on the Return of the Witch King to power after the fall of Sauron in the second age. In his new arrival Arnor is scrabbling over Rhuadar, Arthedain and Cardolan.
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Blog RSS Feed Report abuse Latest News: The Road to Edain 4.0: Dale

About Edain Mod with 62 comments by Ealendril on Feb 20th, 2015

The Road to Edain 4.0: Dale


Greetings, companions of Edain!

The work on the demo for version 4.0 is going forward, still we dedicate time to features of factions that will not yet be in the demo. Currently we are actively working on the balance and correction of prevailing inconsistencies but that's mainly coding-work. Meanwhile our graphics-department is by no means inactive and is already working on content for yet to come factions, that we don't want you to deprive of, although they won't be in the demo yet.
Today we want you to present an update that is centered around Dale and its implementation in version 4.0. In the course of this update we will refer to our previous announcements of Sea-Town time and time again, so if you want further information on the game play you should check out the previous announcement.

DALE

The film adaption of the Hobbit gave us an interesting design template that we wanted to use for Edain too. The dwarfs hereby present us with the opportunity to use different time flows: The dwarven realms of the Ered Luin and the Iron Hills for example are set in the time frame of the Hobbit while Erebor is set at the war of the ring. In our update to Sea-Town we already showed you how the mini-faction Sea-town is implemented with the dwarfs:
Quote:
The player has the possibility, when playing dwarfs, to build besides the normal Dwarven Outpost the Town Hall of Lake-town. This Town Hall is a central building, which can be build up to a town, depending on the additional build houses. Overall, the player can build 4 different Lake-town buildings, consisting of one or more houses.

In that update we elaborated how we probably won't implement Dale, but we now want to revoke this statement. As you may have assumed from the title, Dale will be used in Edain like it was seen in the prologue of An Unexpected Journey. The previous problem laied in the fundamental question of how a rebuilt Dale could actually look like. This eventually lead us to the main theme of version 4.0: back to the roots. These lines of thought obviously are purely fictive but still there is a possibility that a rebuilt city of Dale would show the same features, like in a memory of those glorious now gone days.
Our intention is always to incorporate many elements from the Lord of the Rings and Hobbit movies, but only if they conform to our own notions and interpretations.

Therefore Dale will be exclusively available to the dwarven realm of Erebor, while Ered Luin and the Iron Hills will have access to Sea-town instead.
Yet the same basic mechanics like Sea-town will be used, i.e. as an option to the normal Dwarven Outpost you may build a central start building, namely the Dale-marketplace.
This building may then be upgraded with various other extension buildings, which will unlock more functions for the whole complex.
Overall the following extensions are available:

Dale-marketplace

Militia house: Build a militia house that provides troops and the hero Brand
Housing area: Build a housing area that yields taxes in all three town houses
Watch tower: Build a defensive tower that fires arrows at nearby enemies
Fountain: Build a fountain that heals nearby units and offers a leadership to them

The Dale-marketplace generates money like a usual citadel. For each additional building (except for the fountain) tax is collected, which corresponds to a raised production for the player. At the same time even a city with every upgrade will be counted as one big complex, so if this complex is attacked or destroyed, the whole city falls. Each upgrade for the city costs money and may only be researched once. When this has happened, the city and with it the complex has grown.

In the following video you can see how this new system works in detail. Additionally you will not only see the new mini-faction Dale but also the new hero Brand and the troops of Dale, which we present hereafter:


Brand

The mini-faction Dale will be represented through the hero Brand, the grandson of Bard and son of Bain. He can be recruited once you've built a militia house.
In difference to Bard, Brand will not be armed with two bows but still has a comparable characteristic. Brand will be able to switch between a bow and a sword and shield, we developed independent new animations, based on the animation set of Faramir's.
Brand's design is oriented at that of Girion in the Hobbit movies. By this we not only could use an interesting design but also had a direct template which could be put to use fast and easily:


Brand primary will be a support-hero, whose abilities are oriented in an analytical way to those of Bard. This is important because we don't want the game play system to differentiate too much between the three dwarven kingdoms. So far we've agreed on the following abilities and already want to encourage you at this point to develop further abilities here at moddb or at our forums:

Level 1: King of Dale – Brand leads the troops of Dale into the battle.
While the Bow is equipped nearby Dale Bowmen gain +25% attack, while sword and shield are equipped, Dale Melee-Units gain +25% attack.

Level 3: Switch weapon – Switch between bow and sword/shield
Level 5: Brand's falcon – Brand lets his falcon rise into the air to scout the enemy territory.

Dale-Soldiers

Finally we want to present to you the infantry of Dale. At which we also stood true to the movie design. There will be the Dale-Swordsmen, the Dale-Bowmen and the Dale-Spearmen as possibilities for recruitment.


The soldier on the outer right shows the standard bearer version of the soldiers, although Dale won't have regular standard bearers but a captain.

We are very content with the implementation and integration of Dale and are looking forward to your feedback!

Your Edain-Team

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Ruins Of Dale Map
Battle for Middle-earth II: Rise of the Witch King

Ruins Of Dale Map

Feb 26, 2015 Kings of arda and beyond Other 0 comments

Are first new map . Hope you enjoy.Also i will make this and other parts into a proper big erebor ruins map

BFME: Tactics patch 1.02
Battle for Middle-earth II: Rise of the Witch King

BFME: Tactics patch 1.02

Feb 13, 2015 BFME: Tactics Patch 0 comments

This patch fixes known bugs and to make changes in the balance of the game.

BFME: Tactics patch 1.01
Battle for Middle-earth II: Rise of the Witch King

BFME: Tactics patch 1.01

Feb 3, 2015 BFME: Tactics Patch 3 comments

This patch fixes known bugs and to make changes in the balance of the game.

Middle-earth Expanded - Fixer
Battle for Middle-earth II: Rise of the Witch King

Middle-earth Expanded - Fixer

Feb 2, 2015 Middle-earth Expanded Patch 0 comments

This is a fixer that will fix basically any issue one may encounter including but not limited to: 3:20 Autodefeat, Not launching, and other issues.

Middle-earth Expanded - Mod CD
Battle for Middle-earth II: Rise of the Witch King

Middle-earth Expanded - Mod CD

Feb 1, 2015 Middle-earth Expanded Full Version 0 comments

This is the MEE Mod CD, it is needed if one does not own ROTWK.

Middle-earth Expanded - Rohan Release
Battle for Middle-earth II: Rise of the Witch King

Middle-earth Expanded - Rohan Release

Feb 1, 2015 Middle-earth Expanded Demo 3 comments

It is my pleasure to announce the first official release for stand alone mod The Lord of the Rings, Middle-earth Expanded

Post comment Comments  (40 - 50 of 84)
go.surf13
go.surf13 Jun 17 2013, 11:32pm says:

I have the files for The History of Ages mod. Where can I post this so I can share it with you guys.

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 18 2013, 10:19am replied:

Go to the top of the page and search for mods section (THE UPPER ONE NOT THE ONE BELOW ROTWK PICTURE)just do not click on it and a list will appear, you will see (add a mod) section, click it then follow the tutorial and wait for approval of the thread then you can post the mod in it(approval may take 48 hours).

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 18 2013, 10:20am replied:

Sorry for my Caps on, im excited to play THOA mod, i am sure it will be great.

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 18 2013, 10:45am replied:

Please tell me if you figuered it out, and if you posted the mod already.

+1 vote     reply to comment
go.surf13
go.surf13 Jun 18 2013, 9:21pm replied:

Okay this might take me some time because there is a lot to fill out. But I will get it on there as soon as I can.

+1 vote     reply to comment
go.surf13
go.surf13 Jun 18 2013, 10:16pm replied:

I put in the main installer but I don't know how to put in the patch or the bin. How do I upload more stuff?

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 19 2013, 6:21am replied:

You need to get approved first, if you are already been approved, then you can download more files to that place you chose, maybe its better to make all the files in one rar file, but its all up to you, if you did not get it then contact support Moddb.com .

+1 vote     reply to comment
go.surf13
go.surf13 Jun 20 2013, 4:49am replied:

What happened was pretty stupid. I was approved then disapproved because my mod was legitimate but a duplicate. With time, if I contact the right people I should be able to upload all the following files on THOA. Till then, we just got to wait...

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 20 2013, 10:13am replied:

I know the developer team of this mod and i will contact them to tell them about you,first tell me is that what you need?

+1 vote     reply to comment
go.surf13
go.surf13 Jun 21 2013, 2:34pm replied:

All I need is an access to where I can put the files on moddb. That is pretty much it.

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 22 2013, 12:09pm replied:

Just contac support.

+1 vote     reply to comment
go.surf13
go.surf13 Jun 23 2013, 2:24pm replied:

Just contacted. Now we wait...

+1 vote     reply to comment
TheReaper1
TheReaper1 Jun 16 2013, 9:42am says:

Hi, i have some good ideas for creating two mods but i am not a modder, so where can i describe my ideas and ask for help?

+1 vote     reply to comment
Guest
Guest May 30 2013, 4:53am says:

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Guest
Guest Mar 8 2013, 7:36am says:

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go.surf13
go.surf13 Jun 21 2013, 2:36pm replied:

Command and Conquer series.

+1 vote     reply to comment
Moerksel
Moerksel Feb 12 2013, 8:39pm says:

Can someone help me my game won't start.. :(

+1 vote     reply to comment
SpiritOfNimruzîr
SpiritOfNimruzîr Mar 1 2013, 9:50am replied:

Describe?

+1 vote     reply to comment
faiz1991
faiz1991 Jan 29 2013, 1:04pm says:

edain mod 4.0 release?

+1 vote     reply to comment
~Silence
~Silence Jan 27 2013, 2:29pm says:

Dammit, How do you install mods? :P

+1 vote     reply to comment
SpiritOfNimruzîr
SpiritOfNimruzîr Mar 1 2013, 9:54am replied:

Patch your game download the mod run it's setup and was that so hard to figure out by your self I don't think so? :PP

+2 votes     reply to comment
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Battle for Middle-earth II: Rise of the Witch King
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Amazing game, still tops the C&C series sometimes.

Dec 18 2012, 5:48pm by Galacticruler

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