Middle-earth Extended Edition returns with an update that brings the long awaited support for campaigns. The campaigns have been updated with new content from the mod - from the spellbooks to the units and heroes.
Before installing this mod, make sure that you:
- have patch 1.06 installed (1.03 and 1.05 should work too, but I cannot guarantee it nor provide support if you are using them).
- have no mods installed in your game's install directory (those installed in the "My Battle for Middle-earth Files" folder are fine).
- launched the vanilla version of the game and made sure that everything is working correctly.
To install, simply run the installer program that you have downloaded. None of the previous versions of this mod are needed to play this version.
If the mod's shortcut on your desktop is not working, do the following steps:
- Right-click the mod's shortcut and go to 'Properties'.
- Replace everything in bewtween the "" in 'Target' box with BFME 1 install path on your computer.
- Do the same with the Start Box.
- Check if you did everything correctly. <-----------!!!!!!!!!!!!
- Click 'Apply' and 'Ok'.
- Run the shortcut.
If you are using a Linux-type Operating system, do the following to launch the mod:
- Open Bash
- Type "wine lotrbfme.exe -mod ExtendedEdition0.985.big"
- Press Enter
Credits
Nerthea.
Radspakr.
Lauri.
GothmogTheOrc.
Haldir.
Fudge.
M@tt.
Turin Turumbar.
MorguLord.
RiderofRohan.
Dickenson.
Deezire.
ddc_3188.
BFME+ mod team.
LGDA5 mod team.
QFME mod team.
WKK3 mod team.
MathijsRevora and the former Shadow and Flame mod team.
The Third Age Net (and all the authors of the models and textures used in this mod).
HDR HQ.
And others whose names I may have forgotten...
Names are listed in no particular order.
Feel free to post your suggestions and report any bugs you encounter via comments or private messages on this site.
Enjoy,
Rohirim91
just downloaded bfme again to play this mod, thanx for continuing to work on this mod, can't wait to play it again... the last time I played it was v.0.875
I hope you'll like all the new content added since then :)!
i do hey, I wanted to download it before but then, life right. lost my HDD so got a new one today. I like what you did with the elven faction, before I wished you could just split them up in 3 factions but now they feel fine as is. LOVE the evil men faction! Just a question though... Elves have extremely good archers and if you add the 3 extra from the inn building... I kinda just camped up at a few spots, kept adding archers and destroyed all enemies way to easily. maybe split them into 2 factions Rivendell with dwarf and free people of the inn, then Lothlorien with Mirkwood sub-faction? or limit the archers to like 4-5 each of type to try and force us to use other units... idk. still thanx, had massive fun will check out Mordor tomorrow.
I tried to give each elven archer unit a different role:
Galadhrim scouts are early game units. They have low health and cannot get fire arrows nor heavy armor so they deal very low damage to structures and one cavalry trample will kill them instantly.
Mirkwood rangers are a mid-late game unit. They can get fire arrows and specialise in killing monsters. They also have bonus damage vs heroes when using their melee attack.
Galadhrim warriors are a high cost elite late game unit with a limit of 2 battalions at a time.
Dunedain are a good replacement for Mirkwood rangers if you decide to go for Riders of Buckland and/or Ered Luin Adventurers and need some durable archers that can use fire arrows. They are also less effective than Mirkwood rangers as they dont have bonus damage vs heroes and dont benefit from Legolases leadership which only affects Mirkwood units.
In singleplayer its pretty easy to get all units available to a faction and to beat the AI but in an average multiplayer game you wouldnt be able to get all 4 archer units nor would you be able to camp as camping pretty much instantly loses you the game.
That being said, I thank you for your feedback and I'm glad you are having fun with the mod.
I did see the different roles they play... will see how the mod advances in future, keeping bfme 1 installed. Thnax man for the reply and for continuing the work!
link not working for me.
ModDB's servers must have been temporarily unavailable. I checked just now and the link is working.
does my enemy in new factions do anything ? build new buildings ? for example elves
It is clearly stated in the 0.985 news article that new factions DO NOT have AIs.
Thanks al lot rohirrim
Does the campaign change compared to the original? or is it just for multiplayer mode?
Please read description section on this page and the 0.985 update news article.
I read it late sorry .... Can you increase the cp in the mod? why in the original if you let me but in the mod no: S
CP is already higher than in vanilla BFME1. I wont increase it further as I see no real reason to do so. Also, increasing CP would cause lag in multiplayer games since BFME1 engine wasnt made to suppprt too many units.
great mod, bur there is a issue with mordor in campaign and skirmish when playing against ai mordor they ar spawning forces all the time without break just like they dont have money limit creating all the time and winning against them is just imposibble, i left playng campaign only for that they are spawning without stop and with hord of them 😁
The mass haradrim spam will be fixed in the next update.
thanks, that would awesome.. can you also add more heroes it would be more interesting :)