Mod Features: Resource Management: The resource management in The Great Trench War will be considerably different from the vanilla BFMEII. With the objective of making the process as realistic as possible without disturbing the smooth play of BFME, mines and tree harvesting will be replaced with railroads whereby the player captures railway stations. Trains are then dispatched at regular intervals to supply the goods required for construction and unit training. As a secondary resource, players must capture flags in key strategic locations; this will encourage their commanders to provide more resources. Gameplay: The gameplay in The Great Trench War will be vastly different from BFMEII in a variety of ways. Trench warfare will be simulated, and there is a strong emphasis on realism. Conversely, however, the speed and fun factor of BFMEII will be maintained where possible. One important difference encountered in the mod is the removal of rushing tactics. Early defences are cheap and relatively...

Post news Report RSS Important TGTW Engine Change Announcement!

After some debating, The Great Trench War team have decided to switch production from the Command and Conquer Generals / Zero Hour engine to the Battle For Middle Earth II engine, following the beta release. As such, production on the old engine will now cease and preperations will begin on the new

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After some debating, The Great Trench War team have decided to switch production from the Command and Conquer Generals / Zero Hour engine to the Battle For Middle Earth II engine, following the beta release. As such, production on the old engine will now cease and preperations will begin on the new one.

This decision was made because of the possibilities provided by the new engine, the suitability of the engine in creating trench networks and other functionality we will benefit from, the improved stability when playing online, improvements in the graphics engine and the promise of extensive documentation in the SDK.

Worth noting, of course, is that the similarities should mean progress is relatively quick; INI and LUA coding is much the same, and the 2D and 3D artwork can be reused, including the animations. They simply require touching up to take advantage of the new engine. :]

We apologise to those who were awaiting the release on the Zero Hour engine; however, we feel the BFMEII engine offers new possibilities that will result in a better mod overall and hence will enable us to realise the best possible World War I strategy game!

And remember:


The mod is seeking staff for a variety of roles, and are always on the lookout for fresh talent. In particular, we require the following to increase the mod production speed:

- Modellers
- Texture Artists
- Skinners
- Mappers

Those interested can post on the forum or E-Mail Anti-Social Kinda Guy .

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