Features of RJ - RotWK 1.06 (A Mod for Battle for Middle Earth: The Rise of the Witch-King)
- 10 Factions including Gondor, Rohan, Dwarves, Elves (3 sub-factions), Arnor, Mordor, Isengard, Wild, Men of the East (2 sub-factions), and Angmar
- Many of the factions have been completely revamped
- Over 70+ new heroes/units/structres and more have been added, with 6 new fortress, 5 new walls, a slew of heroes, and a new inn system.
- A return to the feel of BFME1
- Smaller combinable hordes - 100s of different combinations
- All units can level to 10, not just heroes, and they level with increases similar to BFME1
- Structures can level up through experience as well as a purchased upgrade
- A move towards making each faction's play style unique and different, to bring out the character of the faction
- A camera system has been added to many of the maps, letting you explore the game and Middle-Earth in entirely new ways.
- A huge amount of high-quality skins for new and existing units/heroes
- Hundreds of pieces of art for new and existing units/structures/heroes
- So many other minor changes to enhance your enjoyment of the game.

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User Posted Image

RJ-RotWK 1.06 BETA has been released!



After the year+ wait, the next public beta has been released. All of the details can be found by following the link and browsing the news topics:


So much mod to explore and enjoy with 10 factions (Rohan, Men of the East, & Arnor Added, Elves split out), combo hordes, the more than 30 maps added, new map play styles that blend BFME1 & BFME2, over 35+ RotWK maps with the new camera system and skies. Explore Middle Earth once again and rediscover the joy of BFME! (All screenshots below were taken directly from actual gameplay!)

For the short term, the mod without an installer is available. I'll be creating and uploading one with the installer.

Thank you for playing, and a huge thank you goes out to all of the team members and the beta testers to make this possible,
Robert J.

1.06 RJ-RotWK Middle-Earth Locations

1.06 RJ-RotWK Middle-Earth Locations

News 7 comments

A visual guide to the Middle-Earth Locations ready to explore in RJ-RotWK version 1.06. RJ-Rotwk is a mod for The Lord of the Rings, Battle for Middle-Earth...

1.06 RJ-RotWK Rivendell

1.06 RJ-RotWK Rivendell

News 2 comments

A visual guide to the Rivendell Architecture in RJ-RotWK version 1.06. RJ-Rotwk is a mod for The Lord of the Rings, Battle for Middle-Earth RotWK.

1.06 RJ-RotWK Leadership

1.06 RJ-RotWK Leadership

News 5 comments

A visual guide to the hero leadership system in 1.06.

1.06 RJ-RotWK Mapping

1.06 RJ-RotWK Mapping

News 7 comments

A visual guide to new maps in RJ-RotWK version 1.06.

RJ-RotWK - Unofficial Bugfix - 1.063

RJ-RotWK - Unofficial Bugfix - 1.063

Patch 46 comments

Hi Guys! I've recently resumed playing & coding a little in bfme and decided to play again my favorite mod. This reminded me of some annoying bugs...

Bodies Stay mod for RJ 1.06

Bodies Stay mod for RJ 1.06

Full Version 54 comments

Sorry to get your hopes up. It's just a small submod I did. I'm only posting it for a week before I take it down, I'm clearing my PC and the entire drive...

The Intoxicating Influence of Tom Bombadil

The Intoxicating Influence of Tom Bombadil

Movies 13 comments

Uploaded by request: After getting v1.06 released I thought it was time to take things a little less seriously, so everyone enjoy! Don't mind me while...

RJ-RotWK 1.06 BETA

RJ-RotWK 1.06 BETA

Full Version 121 comments

Welcome to RJ-RotWK 1.06! The installation should be easy and painless if you follow the below instructions. 1) Open the RJ_RotWK.rar file 2) Extract...

320x240 Trailer

Movies 1 comment

320x240 Trailer for RJ-RotWK. This is just a quick video I put together. I'll do another one a little later on.

640x480 Trailer

Movies 0 comments

640x480 trailer for RJ-RotWK. This is just a quick video I put together. I'll do another one a little later on.

Post comment Comments  (70 - 80 of 916)
Cyrylthedefiler
Cyrylthedefiler

what happened to the mod or the creator are they sleeping like sleeping beauty except uglier?

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Chiska
Chiska

The mod creator has been inactive for more than 5 years now, but don't worry there is a new developer who has been working on the mod for 3 years now and its almost ready for public release.

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SovereignReaper
SovereignReaper

Where did you see that? I haven't followed this mod at all really since the Rob left.

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Chiska
Chiska

Not only have I seen it I have also played it. I'm working with the creator as a beta-tester and I must say I am quite satisfied with the new version he was created. A bit different than the old RJ RotWK but nonetheless very good ga
meplay

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Nazariteg
Nazariteg

Will it be released before Xmas??? I'm super stoked!!

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Chiska
Chiska

I've got a feeling it will be finished and ready for release before xmas, he only needs to finetune some minor issues here and there and then he will release it.

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ThranduilElvenKing
ThranduilElvenKing

Mirkwood faction is needed ?P :3

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Chiska
Chiska

It will be available in the new version

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ThranduilElvenKing
ThranduilElvenKing

Finally ! the Mod,where is Mirkwood own faction. :3333

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StormyG7
StormyG7

I've been fiddling with the mod. I noticed much like the Battles of Gondor mod with the Southern Fiefs faction there is also stuff for the same such faction in this mod. The Mirkwood faction is incomplete and the upgrades to enable their units at the factory doesn't work until I build a second fortress for some reason I've yet to find out. The elves are a bit overpowered with the loremaster wizard units if you get a big batch of them. I made them a lot more powerful but limited them to 1 of each. So far I like that, but then the only elven siege unit is like a hero so I'll probably nerf them just a little and limit them to 3 of each. The elven healer doesn't seem to do much.

I've also ini edited the forged swords glow and armor textures out of the game. I only kept armor upgrade textures which did not have a cheesy gold such as for the elves.

I've also edited farms to have a radius of 450 (default: 200) with double the gathering rate and more income (including keeps) so that the game is less focused on attacking/defending farmland in order to amass supply.

I've also made buildings about 10x the number of HP and 5x the cost (more or less) so that they are more permanent and the defenses can hold.

I've also made all units except for hero respawns build instantly so that if you've got the supplies and your army just got wiped out, you can keep em coming until you run dry.

I've also limited the number of siege catapult weapons to 15 for each team so that there's no siege weapon spamming with unlimited command points. I upped the command points per farm/statute/dormitory/fortress. When the AI has so many command points especially on Arnor they build about 60 trebuchet on brutal and it kills the fun because I'll I have to do is get fire arrows and a horde of cavalry to overwhelm them.


I noticed Arnor has no native spear or cavalry units aside from the elite knights. I'd recommend getting rid of the hobbits and giving them another factory or two to produce native units. The elven allies is nice but you end up relying on it and the AI most certainly does not. All you need to do is make the basic infantry have a spear weapon and for cavalry put them on a horse. For elite units then you could use the elven allies.

Just some suggestions. I'd really like the southern men to be playable and for the mirkwood units to be more distinct aside from simply having flaming arrows.

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SauronLordofTheEarth
SauronLordofTheEarth

will the guy whose working on it ever release it?

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Chiska
Chiska

Yes he will.

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Battle for Middle-earth II: Rise of the Witch King
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Highest Rated (11 agree) 10/10

Can't wait for the final release. Come back Rob!

Feb 5 2011 by RandomZombi3

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