The Battle for Middle-earth: Tactics – is a first mod for The Battle for Middle-earth II: The Rise of the Witch-king which main goals not only to add units, heroes and buildings, but also cardinally to change a gameplay and to improve graphics.

RSS News  (0 - 5 of 7)

Dear friends. Not so long ago, we published the news that we close the project. This decision was due to many reasons: lack of interest in the community, a large amount of work, a small amount of free time. Frankly, they are all relevant today. BUT! We decided to give the project a final chance. It is your activity and interest in the project could save him from the final closing. If the community decides that our idea is not interesting and give an advantage to original bfme gameplay - we stop the development.
It should be noted that the word "interest" meant not the number of comments "Wow", not the number of likes and even not the number of downloads. The word "interest" , we mean just two simple things.

Moddb.com

Moddb.com

Main changes.

1) First main change (comparing with previous versions of BFME: Tactics) is the system of «tactics». That current system represents choice of one of three paths of fraction’s development (note that we’re not speaking of choosing «subfractions» but of style of playing suitable to a player). One can make a choice directly while playing in any opportune moment. At the beginning each fraction has a standard set of units, buildings, heroes and special abilities.

By the example of Gondor, a player can build

News


There is no possibility for a player to enhance units with blades, armour, banners and arrows in a “standard” choice of fraction, meaning unless certain “tactic” is chosen.

Each tactic in game has it’s profile units available only in that particular tactic. Also, depending on choice of a certain tactic, prices change for standard unis, heroes, buildings and efficiency of enhancements of blades and armours.

In attacking tactic Gondor is capable of

News


Buildings:

  • Farm - 300
  • Barracks - 240
  • Shooting range - 330
  • Stable - 400
  • Fountain - 330
  • Hero’s statue - 300
  • Siege workshop - 500
  • Forge - 1350
  • Stronghold - 1950
  • Storehouse - 400

Units:

  • Soldiers of Gondor - 160
  • Pikemen of Gondor - 330
  • Veterans of Osgiliath - 800
  • Archers of Gondor - 260
  • Ithilien’s rangers - 660
  • Knights of Gondor - 440
  • Trebuchet -700

Heroes:

  • Pippin - 330
  • Boromir - 1210
  • Faramir - 1950
  • Aragorn - 3200
  • Gandalf - 6000

In defensing tactic Gondor is capable of

News


Buildings:

  • Farm - 270
  • Barracks - 330
  • Shooting range - 240
  • Tower - 500
  • Stable - 650
  • Fountain - 360
  • Hero’s Statue - 275
  • Forge - 1200
  • Stronghold - 1650
  • Storehouse - 500

Units:

  • Soldiers of Gondor - 240
  • Pikemen of Gondor - 240
  • Gondor Tower Guard - 400
  • Archers of Gondor - 180
  • Ithilien’s rangers - 420
  • Knights of Gondor - 660

Heroes:

  • Pippin - 240
  • Boromir - 1100
  • Faramir - 1050
  • Aragorn - 4800
  • Gandalf - 5500

In heroic tactic Gondor is capable of

News


Buildings:

  • Farm - 360
  • Barracks - 330
  • Shooting range - 390
  • Stable - 600
  • Fountain - 240
  • Hero’s Statue - 150
  • Forge - 1800
  • Stronghold - 900
  • Storehouse - 600

Units:

  • Soldiers of Gondor - 240
  • Pikemen of Gondor - 330
  • Archers of Gondor - 240
  • Ithilien’s rangers - 780
  • Knights of Gondor - 605
  • Knights of Dol-Amroth - 800

Heroes:

  • Pippin - 366
  • Boromir - 990
  • Faramir - 1500
  • Imrahil - 1500
  • Aragorn - 3600
  • Gandalf - 4000

2) The second main change touches spellbook.

News


The first path is all-available special abilities which can be used anytime after building fortress. Three next paths are special tactical abilities which are available after choosing tactic – respectively for each tactic.

General (standard) branch:

  1. Defensive tower (summons a defensive tower)
  2. Summon Rangers (summons a group of Rangers)
  3. Summon Rohirrim (summons a group of Rohirrim)
  4. Earthquake (creates an Earthquake on the selected area of terrain, causing heavy damage to structures)
  5. Summon Army of the Dead (summons the Army of the Dead)

Offensive branch:

  1. Call to atack (+50% damage)
  2. Healing (heals units and heroes in the selected area (including allies))
  3. Under the banner of the King (+2 levels for units in the selected area)
  4. Short rest (for the short time units are stunned and immune to damage (affects all the units and heroes including allies and enemies)
  5. Arrow volley (launches a volley of arrows on the selected area)

Deffensive branch:

  1. Healing (heals units and heroes in the selected area (including allies))
  2. Forests of Ithilien (creates a forest, all nearby ally units gain +50% armor)
  3. Heritage of the Numenor (+50 Armor to structures in the selected area)
  4. Scorched land (spills oil in the selected area which can be set on fire)
  5. Cloud break (cancels all enemy’s weather effects and stuns enemy units)

Heroic branch:

  1. Gifts of Galadriel (all heroes gain experience 25% faster and get +10% move speed)
  2. Return of the Kings (Aragorn gains +50% damage, but -25% armor)
  3. Gandalf the White (Gandalf gains +25% damage and ability to ride the horse)
  4. Healing (heals units and heroes in the selected area (including allies))
  5. Last chance (units and heroes gain +100% damage, but -200% armor)

3) Resource system.

Now mixed type of source gathering is available in game, easily as mine-worker-storehouse or as a special building (that kind of source gathering is foresight to mine emptying).

4) Unit upgrade system.

Efficiency of upgrading units by means of armour and blade enhancements now varies and depends on the tactic chosen. Also archers are upgraded in one of two directions: increasing damage dealt to units/heroes or damage dealt to buildings.


The Battle for Middle-earth: Tactics BETA 2 - global updating which adds a gameplay from the first part of a series.
Fixed a bug with saved games crash.
Fixed balance.
Fixed AI.
Added new maps.
Added gameplay style BFME 1.

You can update to version 1.03 using a launcher, or download update from the site.

DOWNLOAD

This version included all patches and you don't need instaled other versions

Installing
You need The Lord of the Rings, The Rise of the Witch-king, 2,01. Does not use repack! Also you ne
ed BFME Tactics v 1,02
Install
ation is automatic.

Gondor and Mordor castles

BFME: Tactics BFME 1 released

BFME: Tactics BFME 1 released

Gondor and Mordor camps

BFME: Tactics BFME 1 released

BFME: Tactics BFME 1 released

Gondor and Mordor expansion points

BFME: Tactics BFME 1 released

BFME: Tactics BFME 1 released

Mordor economy plots

BFME: Tactics BFME 1 released

BFME: Tactics BFME 1 released

Gondor farm

BFME: Tactics BFME 1 released


The Battle for Middle-earth: Tactics is a Tolkien's lore based RTS. You can stand with forces of Light in order to unite and make a stand for Middle-Earth, or crush the enemies of Mordor while bringing havoc and desolation in the name of Sauron.


Ideologically BFME: Tactics project has inherited all the best from previous RTS-genre games. BFME: Tactics gameplay is a successful mix of time-tested macro elements (such as base construction, resources harvesting and expansion) with a wide choice of units, magic powers and both coherent and interesting tactical movements. All above mentioned, seasoned with updated graphical engine and classical musical compositions from the trilogy, will become a result of your most fun, vivid and aesthetic Middle-Earth experience ever!


BFME: Tactics project is currently under beta development. First beta version is already here: Moddb.com Download it and play with 2 factions available (Gondor and Mordor).

BFME: Tactics beta 1.0
BFME: Tactics beta 1.0

Follow the news of BFME: Tactics and don't be shy to contribute with your wishes and reviews! Every man matters to us, because the battle for Middle-Earth is about to begin!


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.

Gameplay.

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.



Balance.

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 moddb.com! We hope you will like the result of what we were working for that long.





Sincerely yours,
BFME:Tactics Team.


Small teaser in anticipation of the big gameplay video.

Our first presentation of the gameplay after a restart of the project. We went back to basics classics RTS. We hope you will enjoy it!!!