Hello, I am a 22 year old software engineering student and a game modder since early 2012. I enjoy playing RTS games, reading history books and books in general. I speak English, French and Serbian. Aside from the two mods published on ModDB I have a submod for MEIOU&Taxes; 2.0 which can be found on Reddit. Rohirim91.

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Rohirim91
Rohirim91 @ Middle-earth Extended Edition

The mass haradrim spam will be fixed in the next update.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

The mass haradrim spam will be fixed in the next update.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Thanks for your kind words. As for the camera height, I don't really know what is the cause of it. I will do some reasearch so I can hopefully figure it out.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

By the end of september. Dont worry about your campaign save. Just save the game while on the world map and there should be no issues when you install the update.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Thanks for reporting this. It will be fixed in the next update.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Thanks for the report. I will investigate it.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Forged blades were removed because they gave an incredibly high edge to factions that have them over those that didn't when it came to melee combat, and I didn't like the idea of giving them to each faction to balance it out. I originaly got the idea from the Kings of the West mod, which also removed them. Lastly, they made units look like lightsaber wielding jedi.

To compensate for their removal and the fact that I made fire arrows' damage bonus no longer apply to infantry and heroes I reduced the heavy armor bonus from +60% to +40%.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

This bug has already been found and will be fixed in the next update. Thanks for reporting it anyway!

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

It was already reported, but thanks anyway :)!

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

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.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

Please read description section on this page and the 0.985 update news article.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985

Thanks a lot for your help, it's greatly appreciated :)!

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Working on Ais is the plan for the next couple of updates.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Hey, there are no more factions planned to be added in the mod. The only exeption to this would be Dwarves, but only in the case that I get permission to use the assets from The Dwarf Holds mod.

In short, new factions will be added only in very special circumstances and not anytime soon.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

It is clearly stated in the description part of the download page, in the installer and in the ReadMe file that you NEED to have PATCH 1.06 installed. 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.

You can download and install all the necessary patches in one go here:
T3aonline.net

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

1) Increasing horde size would take a big toll on performance. BFME1 engine wasnt made to support as many units as BFME2 has. The most i could do is experiment with increasing all horde sizes to 10 but I would prefer focusing on the AIs for now instead of that.

2) With all due respect, you give off the impression that you didn't play the campaigns in vanilla since Osgiliath wasn't edited in this mod and is the same as in vanilla so saying that the "mod is so badly unbalanced" because you have a hard time beating this mission looks like raging and passing the blame to others.
That being said, my personal impression about that mission is that you are supposed give ground to Mordor untill you can get a large enough force to push them back. Usually, the northern bridge doesn't see much action and the center one can be held without too much effort. The only problem is the southern brigde, which I usually leave undefended and only cross it after Faramir arrives with his army that I usually fill in with only upgraded knights and rangers. Such an army mix allows quick reaction with knights and sniping trolls and nazgul with rangers.
Since you said that gondorian units are "pathetically weak", let me list their properties:

- swordsmen have the highest total hp of all early game melee units. I say total hp because block formation increases armor which has the same effect as increasing hp. Their attack damage is the same as that of uruk-hai and drafted peasants.
- archers cost less than rohan ones, have a higher hit chance than rohan and mordor archers and their wedge formation reduces armor by only 25%, compared to rohan archers skirmish formation, which reduces armor by 50%.
- knights have 40 more hp than rohirrim and have the same wedge formation as rohirrim do. The difference between rohan and gondor is that rohan has more passive buffs for attack damage than gondor, but compared to vanilla, this difference was reduced through the addition of Faramir's Desperate Charge ability and Boromirs rank 7 aoe buff ability.
- unlike vanilla, gondor has cheap spearmen in this mod, elite fountain guards and buff-providing captains, all of them available in Osgiliath.

3) Cavalry taking damage when trampling units is a vanilla feature that I never had any problems with and bear in mind that I played vanilla online too a few years ago and I don't remember hearing any complaints there about this feature, not from new player nor from pros. Simply provide your cavalry with heavy armor and/or spell buffs and your cavalry will take very low damage from anything other than pikemen. Be carefull however that you don't mindlessly charge into buffed enemy units as charging into a well organized army is a suicide both in game and in real life.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985

I would be pleasantly surprised if this turns out to be true. I'll be patiently waiting :).

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Combo hordes/battalions had several problems in their design:

- combining a high level horde with a lower level one made the lower leveled one gain levels for free.
- if one horde has heavy armor then the other one would get it for free.
- combo hordes made combat repetitive - blobs of ranged combo hordes would shoot eachother and the one with more leaderships bonuses and aoe hero spells would win.
- noncombined hordes (with the exeption of massed cavalry) were at a disatvantage when fighting combo hordes, which meant that using combo hordes was very often needed to defeat an opponent who uses combo hordes. This led to all the noncombo horde formations not being used too often exept in a few cases (cavalry, pikemen, early game).
- combo hordes cannot be split in vanilla. This functionality was added in this mod but it allowed several unfixable exploits due to the limitations of the BFME1 game engine which cannot be removed.

So in order to overcome these problems I decided to remove combo hordes entirely and make battles more alike those in BFME2/ROTWK, where you can't simply combine melee and ranged hordes and just right click on enemies. Now you have to use formations and manage your melee and ranged units separately which should lead to more interesting battles.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

As for the first issue, could you send upload and send me a picture of those colorless heroes as I'm not really sure whats the problem.

The second problem is not really a problem as you:

- dont have to complete the bonuses
- dont have to pick Rohan first - pick Eastern Rohan instead and Rohan afterwards, as you will by then have 150 cp. You can also send the peasants to die to free up CP.

As for the last problem, try this:
Gamereplays.org

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

These are not bugs. Map settings made by EA have been edited only to provide support for new content. Attack damage done by trolls and Legolas in Lothlorien weren't changed.

Try putting those Hobbits in the back and knockback the trolls with Wizard Blast and Leap.

Good karma+3 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

It is clearly stated in the 0.985 news article that new factions DO NOT have AIs.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Thanks for the feedback.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

ModDB's servers must have been temporarily unavailable. I checked just now and the link is working.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

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.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.985 - with installer

I hope you'll like all the new content added since then :)!

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Thanks for your kind words :)!

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition 0.98 - with installer

Patch 1.08 will not be supported as it is an unofficial patch. As stated in the news articles, the new factions DO NOT have AIs and will not receive them in the near future as making AIs is a grueling task which I am not really motivated to do.

I wholeheartedly recommend you to try playing this mod online via T3A:Online or Gameranger as that is the best way to enjoy this mod.

Good karma+1 vote
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

Thanks, the campaigns will be playable in the upcoming update.

Good karma+2 votes
Rohirim91
Rohirim91 @ Middle-earth Extended Edition

The only thing I could use help with is the AI, since creating new AIs for the factions will take a long time and since I have very little knowledge about making AIs.

Good karma+1 vote
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