This mod is focused on Rohan and Gondor. Many other changes will be made.
This demo has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest demo.
RR Mod for the game BfME:2 RotWK. Requires patch 2.02 8.4.0 or 8.3.0.
installment guide
1. Create a folder named RR_Mod in an installation location of your choice (e.g C:/RR_Mod).
2. Extract all the content in the .rar file to there
3. Create a shortcut from the lotrbfme2ep1.exe file in your vanilla RotWK folder
4. Right-Click the shortcut
5. Go into the shortcut's properties and edit the Target box so that at the end of "C:\Program Files (x86)\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" there is -mod "C/:RR_Mod". don't touch the 'start in'.
IMPORTANT: make sure that between the "C:\Program Files (x86)\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" and -mod there is a spacebar
6. Click apply and close the shortcut's properties. patch the game to 2.02 8.4.0. You can now launch the mod from that shortcut.
Compiled ChangeLog, sorted by faction:
===========Generic:==========
Builders now have a new ability called "Builder" gives +10% armor to buildings in a short range.
some building now raise your CP by 25.
All heroes now cost 0 CP.
Forges now genarates money, and cost 400.
leading heroes start at level 5. sub-leading heroes start at 3.
You now get 100 resources for capturing the outpost.
Reduced the money range of all resource buildings
Many buildings got patrols.
New Power Point system.
Crush revenge damage for basic infantry is now 40 (was 10).
Heroes will now gain +10% speed on agressive mode. (was 0%).
New loading screen and logo. New start up movie.
==============Generic Good:===============
Elven transporter are now called Elven Fishing Boats, and generate resources over time.
Pippin and Merry are not summoned in the hobbit allies ability.
A lot of Tom Bombadil improvments.
Merry and Pippin now deal 300% damage to witch king.
===============Generic Evil:=============
The Umbar transporter is now called Umbar Fishing Boats, and generate resources over time.
Sauron is now sorrounded by enslaved Nazgul.
Untamed alligence power now gives +100% production speed (was 75%).
==============Gondor:=================
Pippin has a Leadership power which is called "Defender of the White Tree" gives generic leadership to Tower Guards. Also gains leadership from Gandalf.
Farms are now garrisonable, but only when the farm is not ruined (about half health).
Gondor Knights now have a new ability called 'Fell Horse' desc.: "Upon his horse's death, the Knight will turn into a Gondor Soldier".
Gondor get Gondor Soldiers as starting units.
Aragorn is now followd by enslaved Oathbreakers once he reaches LVL 10
Added Damrod.
Tom Bombadil summon switched places with summon archers, cost 7.
summon archers cost 4, hobbit allies cost 2.
Added "lighing the beacon" Upgrade at fort. enables buying rohan units.
Gandalf does splash damage now.
Gondor Archers now have 'Skirmish Formation'.
Tower Guards can now use shield wall formation and Porcupine Formation.
Pippin now cost 250 and has 900 Health
Gondor Soldiers now have 300 health (was 200) 65 Damage (was 50) 110 when upgraded (was 100) and cost 350 (was 250)
and slightly better Armor.
Archers do more damage, cost 300.
Boromir health now 3200 (was 2400). damage 350 (was 300). cost 2000 (was 1400) build time tier 3 (was tier 2) does small splash damage.
New power for Boromir 'Last stand' "Requires level 7 Boromir Will continue to fight after health is depleted"
Faramir health 2500 (was 2000). cost 1400 (was 1200)
New art
==============Rohan:=============
Fortress upgrades (allready made an article on that).
Eomer now does 350 damage, with 10.0 radius (splash damage), 3000 health, and comes at LVL 5 and cost 3000.
Gave Eomer 'Rohirric charge' ability. (like Arwen flood, but with rohirrim) at LVL 10 it increases damage.
Gave fixed Formation to Yeoman
Added Gamling, with leadership to Theoden, mounting ability (uses theoden's model and sound) and stance AI.
Theoden does splash damage, has much more Health, Armor and Damage, cost 2500.
The Inn now recruits Gondor Soldiers.Eomer
Spear Throw now deals 800 Damage (was 400) and scaled 25% against structures (was 5%).
The Rohirrim now deal 180 crush damage (was 140) and 75 sword damage (was 60) has 750 Health (was 600) and cost 550 (was 450).
the crush damage of the Rohirrim deals 75% damage to spearmen (was 25%).
Rohirrim Archers now do 55 damage (was 25) have 550 health (was 150)
SpellBook powers (will make an article).
Peasants are weaker, Yeoman Archers are stronger
============Dwarves:=============
Dwarves get Axe Throwers as their starting units.
Gimli and Gloin do Splash Damage.
New music for loading screen (misty mountains cold).
===========Elves:================
Lancers now have a new ability called 'Fell Horse' desc.: "Upon his horse's death, the Lancer will turn into a Mithlond Sentry".
Elves get Elven Warriors as starting units.
Glorfindel now has 400 damage, 4500 health, and cost 3500
Glorfindell has a new power: "Aid from Elrond" - basically Arwen's Flood.
Arwen health reduced to 1200, reduced damage to 100, reduced cost to 500.
Added a patrol house building.
Elrond's health is now 4300 (was 3200) deals 300 Damage (was 250) and cost 3400 (was 2500)
Elrond's whirlwind now does +30 damage, scaled to 45% against structures (was 35%).
Added power to Legolas: 'side by side with a friend' summons Gimli, availible at lvl10.
==============Mordor:=============
Haradrim Lancers now have a new ability called 'Fell Horse' desc.: "Upon his horse's death, the Haradrim Lancer will turn into a Haradrim Spearman".
Mordor get 2 groups of Orcs as their starting units.
Enabled Grond at a LVL3 Siege Works.
Call the horde ability instead of Tainted Lands, cost 2 pp.
Scaled up the Haradrim Palace model by 1.2.
Easterling health now 300 (was 250). damage 75 (was 60). cost 400 (was 300) build time 30 (was 25).
Isengard:
Warg Riders have a new ability called "Fell Warg" desc.: "Upon his warg's death, the Warg Rider will turn into a Uruk Hai"
Furnaces are now garrisonable, but only when the Furnace is not ruined (about half health).
Isengard get a 1 horde of Wildmen of Dunland as their starting units.
===========Misty Mountains:===========
Shelob is now followd by little spiders.
Spider riders have a new ability called "Fell Spider" desc.: "Upon his Spider's death, the Spider Rider will turn into a Goblin Warrior".
Goblins get two groups of Goblin Warriors as their starting units.
Great Goblin recieved new power 'call the horde' "Requires level 6. All Goblin Caves neer the Great Goblin will produce 4 times faster. passive"
===============Angmar:=================
Wolf Riders now have a new ability called "Fell Wolf" desc.: "Upon his wolf's death, the Wolf Rider will turn into a Gundabad Warrior"
Angmar gets two groups of Gundabad Orcs as their starting units.
Thral Master now has a radial command set for improved microing.
Dire wolves have a 'howl' ability. gives +50% damage and +33% armor. cost 300 (was 250).
===============AI:==============
AI will now have the ability to build walls (Expiremental).
all of the new powers and Formations got AI to use them (except from spellbook powers.
Brutal now builds 20% faster and has a 60% discount.
all AI difficulties will build more resource buildings.
Hard AI has a damage multiplier of 1.3. Brutal has 1.5.
================Lairs:==============
Barrow Wight lairs now has 2 Wights (was 1).
Troll lairs now has 2 Trolls (was 1).
Warg lairs now have 4 Wargs (was 2).
Goblin lairs now have 15 goblins (was 8).
and much more details, that are too small to be put here.
if you want to join my Discord server, where I give constant updates Discord.gg
thank you amaizing mod
Thank you for liking it!
Clueless as to what I've managed to do wrong but I cannot seem to get this mod started :( followed the steps pretty clearly too
Please tell me A) Where did you extract the mod files into, and B) How does your shortcut-to-the-mod properties look like.
The mod files are in a folder called RR_Mod and the folder is in my C drive/program files (x86)/Electronic Arts. "C:\Program Files (x86)\Electronic Arts\The Lord of the Rings, The Rise of the Witch-king\lotrbfme2ep1.exe" -mod"C/:RR_Mod"
Move the RR_Mod folder to just the C:\ drive, not in any other sub-folder
I've done that and still not successful. It is patched to 2.02 8.4.0 as well
Try writing -mod "C:/RR_Mod", with a spacebar between the -mod and the ", and the : In the right place
Still doesn't seem to work, don't understand why it isn't working as I've got other mods to work
Join the Discord server (if you have discord) so you will also be able to send screenshots and make it easier for me to help you. Discord.gg