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9 comments by Boruin on Dec 15th, 2014

Dear friends!

In a few weeks new BFME:Tactics beta will be released. On this occasion we decided to say few words about beta itself, new badass features we were painstakingly developing for a long time and share our plans for future releases.


When we started developing BFME:Tactics we merely planned to create another BFME 1-remake with enhanced graphics, new units and other innovations in gameplay. However, as development was moving on we understood that it had to become something bigger than just another cool mod. The idea of changing whole mechanics, converting them into “classical” RTS macro- and micromanagement style has not come easily to us. Spending hours of analyzing different strategies of old and new like DUNE series, CnC RA/Generals, Warcraft/Starcraft, it became clear that BFME always had its own, unique mechanics in a way. Now matter how we love good old BFME (and we love it so much), we were still not satisfied with the fact that players cannot actually run low on resources: resources cannot be depleted, therefore most players tend to camp a lot. Although having big respect for how it always was in BFME series, it became clear to us that bold actions are to be taken in order to create a truly competitive game.

First thing we did was borrowing HARVEST system from forefathers of the genre. Like in any other RTS, harvesting is the most important part of BFME:Tactics. Difference is that now you need to send workers to a mining shaft in order to collect your resources. As you probably already guessed, you can run out of them, so you have to be more active and secure more bases in order to survive.

New harvesting system brought another change. You don’t have big fortresses in the beginning. You start with small warehouse where you can hire more shaft-workers, builders who actually build stuff (that is 2 different type of workers at this moment) and scouting hero. You can also buy an upgrade for your shaft-workers to harvest better. Farms have been changed aswell – they now only give command points, not money.

Second change is area restriction and new outpost system. You can create structures in the way you like around your warehouse, or on building plots near outposts. In early releases we mentioned the way we changed outposts system. After you secure an outpost area you have to decide what kind of outpost you need to build (whether attacking, defending or economical type).

Another change we are currently testing is power point gathering system. The idea of the change: on certain point of the map spell book respawns. The player who gets it first and brings back to his fortress (not warehouse) receives 2 power points. We believe it might add highly dynamical competitive experience.


Our priority is to make a competitive multiplayer game. We invited highly skilled BFME players of old to help us to hone balance. However, you are all welcome to say your piece – we are opened for discussion and glad for a constructive criticism.

A little New Year teaser for you folks: we added several more changes that will help to change gameplay in a more dynamic and tactical way. All this you can see and test soon enough! In first beta there will be 2 factions (Mordor and Gondor), 4 new maps and automatic installation which comes with updater to help you get new fixed versions of BFME:Tactics seconds away from the release!

After releasing first beta and fixing all bugs we are planning to continue developing rest of the factions. Hopefully it won’t take too long and we will manage to do it in “one update – one faction” format.

Thank you for all your support you guys are showing us! It is because of you we made it into the top 100 on! We hope you will like the result of what we were working for that long.

Sincerely yours,
BFME:Tactics Team.

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Post comment Comments  (0 - 10 of 258)
Dennisl 2mins 24secs ago says:

I agree with the comments, mordor architecture is very specific, iron and black rocks or iron towers
I suggest you see more dark elves, or the movies carefully,

This mod has great potential also can see an example Edain Mod, Mordor are the forces of Evil

+1 vote     reply to comment
Beren&Luthien 23hours 51mins ago says:

...I was also thinking that universal system of collecting gold and maybe other metals is not the main economical activity of some factions, for example: Even though the Dwarves base one of the main aspects of their culture in mining and to smith metals and work gems and precious earth materials, nonetheless, Rohan has its economy centred on farming and horses. On the other hand, there are other cultures that are more balanced in all aspects of their economy, but surely there are few that are mainly based on mining, such as the dwarves...

+3 votes     reply to comment
Guest Dec 20 2014, 11:47am says:

Really excited for this

+5 votes     reply to comment
Ravenorn Dec 20 2014, 11:17am says:

Hi, new to the site and love the game, but am having issues. I have BFME2, ROTWK, the master hero mod and the AI Captain all installed, did everything correctly and yet 5-20 min in the game it crashes and i get a "runtime error....blah blah game.dat"....It happens quicker everytime i try it seems, or try to fix it. I opened up view hidden folders, found options.ini in both BFME2 and ROTWK hopefully set the options to my sony bravia 40". I have it as my main monitor from my laptop. please help me, i love this damn game and the work you guys do!

+2 votes     reply to comment
To9thecreeperorc 23hours 30mins ago replied:

This is BFME Tactics mod not Master hero mod, comment there instead.

+3 votes     reply to comment
Ravenorn 14hours 20mins ago replied:

all i want is help, not ignorance...

+2 votes     reply to comment
Ravenorn 14hours 24mins ago replied:

I did smart guy, but no one is answering....mind your own mr.helpful....

+2 votes     reply to comment
To9thecreeperorc 4hours 9mins ago replied:

Don't have to rude, master hero mod has nothing to do with this mod. You probably wouldn't get any answers here :P.

+1 vote     reply to comment
Beren&Luthien Dec 20 2014, 8:28am says:

...I am tracking this mod and also voted for it! Nonetheless, I have a question: there will be any possibility to build walkable walls around your base to fortify it? For what it seems is that you abandoned the possibility of BFME1 castles and offensive bases.. I have not seen any walls in your new videos, for the players do not seem to care to create walls for the protection of their mines and bases. I think it would be awesome if it would be possible to build walkable walls within a certain limited circle range from the fortress!

+4 votes     reply to comment
Boruin Creator
Boruin Dec 20 2014, 9:22am replied:

Classic RTS don't have the walls

+3 votes   reply to comment
Beren&Luthien Dec 20 2014, 11:24am replied:

...AoE is not a classic RTS? And I think they have walls in those games and surely they are a classic game, and there other RTS with walls, moreover it is surely anti-lore to not have buildable walls as an option in Middle-Earth, many settlements had been constructed with walls. Notwithstanding, I still shall play the game, but it is a disappointment this lacking factor. Ruudy said that maybe you'll have some castles in game in some maps and that is a good news, although I was thinking in buildable walkable walls, but that is a very good news indeed!

+3 votes     reply to comment
Boruin Creator
Boruin 5hours 47mins ago replied:

AOE was an exception. Walls destroy the dynamics of the process. People sitting outside the walls and do not play, just hiding. We're gonna get people to think, while playing, how old games. And will be maps with castles, Minas Tirith and others.

Sorry for my bad english

+2 votes   reply to comment
Beren&Luthien 3hours 34mins ago replied:

...Your English is not so bad, just in some parts there are some errors, but they are understandable. Now lets get to the point. If AoE was an exception, then, logically, my inference would be: if there were RTS games with walls on their bases, then your statement "Classic RTS don't have the walls" is invalid. Walls do not destroy the dynamics of war, maybe destroy the dynamics of the strategy of a tribe that does not have advanced technology to overcome it, but certainly not an advanced invader. I am certain that many cultures in "The Lord of the Rings" were not even expansionist, although they wanted to claim their old territories back, such as the Dwarves of Erebor that wanted Dwarrowdelf (Khazad-dûm) back from the Balrog and the orcs of the misty mountains. Elves were far more defensive of their lands with just the Nandor and Sindar led by Thranduil in the north of Mirkwood that intended to recover lost territories from the enemy - that could be understood as expansion desires -, Lothlórien did expanded through the Forth Age and established and purified Amon Lanc (previously known as Dol Guldur) in the south of Mirkwood. But Gondor and the numenorians wanted to forge a great kingdom that would have High-Lordship over all the lands and other kingdoms; Mordor and Isengard were, however, the most imperialistic of all, but generally mankind desired power over all other creatures; orcs just wanted to obey who they served and feared. Notwithstanding, I was talking about buildable walkable walls in some ordinary base in a map, not a citadel such as Minas Tirith, or a Stronghold such as Helms-Deep. But it would be very interesting if you guys blended the styles of castles in ordinary bases with more offensive styles of games, although I surely prefer the option of building walls in a RTS game, its just natural that in war fortifications give military advantages...

+1 vote     reply to comment
Ruudy93 Creator
Ruudy93 Dec 20 2014, 9:40am replied:

I think, in near future we'll some maps with castles ;)

+4 votes   reply to comment
Beren&Luthien Dec 20 2014, 11:26am replied:

...That are very good news indeed! Thank you for your answer!

+3 votes     reply to comment
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