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 56 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  (50 - 60 of 84)
Badwolf35
Badwolf35 Jan 18 2013, 11:44am says:

hey does any one know how to fix the game.dat crashing that happens when I try to launch the game? I have updated it

+1 vote     reply to comment
PredatoR_TR
PredatoR_TR Jan 13 2013, 8:54am says:

Just can't you RESIZE this fortress? Would be good if it would be BIGGER and we could build something in it INDEPENDENTLY...

+1 vote     reply to comment
kleash
kleash Jan 13 2013, 4:06am says:

Personally I prefer having more freedom in where I should place my buildings, maybe it's because I like to simcity my buildings. Though I'm fine with the preset fortresses, I hope there will be an option to expand the fortress into a bigger size.

+2 votes     reply to comment
Guest
Guest Jan 6 2013, 9:12pm says:

This comment is currently awaiting admin approval, join now to view.

lorenzoortiz
lorenzoortiz Dec 26 2012, 12:23pm says:

does anyone have a copy they are willing to sell???

+3 votes     reply to comment
Darth^Xerstorung
Darth^Xerstorung Dec 26 2012, 12:08pm says:

I think it was released that EA won't be printing any more copies of this game so there was a run on it. It's $100 and up for a new copy with manual etc any more.
My question is does anyone know a good private server to play the game online? The EA server for it has shut down.

+1 vote     reply to comment
Guest
Guest Dec 26 2012, 1:50pm replied:

Check out Gameranger, you can play both BFME2 as well as ROTWK, and I think BFME

+4 votes     reply to comment
Galacticruler
Galacticruler Dec 18 2012, 5:48pm says:

Anyone know why it is so hard to find a working copy of this that is not just a case and or manual?

+2 votes     reply to comment
Joeyp
Joeyp May 28 2012, 10:42am says:

Is there a mod that when you play War of the ring that the buildings you made stay there? after you win a battle?

+4 votes     reply to comment
Bl00dyHell
Bl00dyHell Feb 1 2012, 3:45am says:

I thinks this game have the longest name I've ever seen :D

+2 votes     reply to comment
Chubacca7533
Chubacca7533 Feb 1 2012, 5:48pm replied:

it is it got an award for the longest video game name

+2 votes     reply to comment
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Battle for Middle-earth II: Rise of the Witch King
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Released Nov 27, 2006
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Highest Rated (4 agree) 10/10

Amazing game, still tops the C&C series sometimes.

Dec 18 2012, 5:48pm by Galacticruler

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