ROTWK raf mod fix1
Patch 3 comments- All summoned units stay for the all battle - Army of the dead stay more longer (but can be killed and reload more longer) - 4 more colors to choice...
This mod add extra heroes for every side, heroes are more strong, reduce price of building and strength there HP, add a more difficult campaign. The mod is mainly focused of a campaign play : 1 human side (which can build elves and dwarfs units/buildings) VS Evil sides. This mod works in multi players skirmish.
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- All summoned units stay for the all battle - Army of the dead stay more longer (but can be killed and reload more longer) - 4 more colors to choice...
This mod add extra heroes for every side, heroes are more strong, reduce price of building and strength there HP, add a more difficult campaign. The mod...
RJ-ROTWK SUBMOD - Simple submod that I made for myself and want to share it with you. ^_^
The Realms of the Elf-Lords mod changes Rise of the Witch-King with the aim of making it more fun - more balanced, and truer to the Lord of the Rings...
A large scale modification that will add many new things.
Middle-earth Expanded is a modification for ROTWK that focuses on completing ROTWK the way EA intended.
This mod adds six new factions of men to the Rise of the Witch King expansion allowing you to control any of the races of men that participated in the...
Wars of the Firstborn is a modification based on the discontinued Ridder Clan Mod for The Lord of the Rings: The Battle for Middle-Earth II and for The...
This is the very talented project with great economics system. I am writer and wrote full article about it in my friend's site.
Can you make this for RJ ROTWK's mod ?
I will make a new fix . lowering one spell ,army of the dead, really too powerful even if killable now. I will check the stand ground order also...
Strongholds of Middle Earth rendered undefendable
I usually play Elves against 5 Brutal (2 Mordor), starting with Helm's deep. After taking all heroes to level 10, enough archers, the armies eleminate the opponents.
After installing this mod, the archers, horse archers, ents and heroes dont attack but keep running on the walls of Helm's Deep, Isengard trying to acquire battalions sighted 5 minutes instead of attacking those within range and attacking the unit. Heroes assigned to satnd ground stance move if a friendly unit on wall, near them move. So heroes dont level up even if tasked to stand near Mirkwood runners (archers). If a postern gate were to be commissioned in Helm's Deep or Minas Tirith, then defeat is certain for all archers run out of stronghold, get killed instead of attacking from wall [Issue with BFME2, ROTWK AI (no different auto acquire approach for strongholds) worsened in this mod]
Ok, I think I tried to make the archers stand ground when I made the mod, reducing there move range in "stand mode" order, didn't notice I may worsened it ...I will look at it , thanx for the feedback.
is this mod adds new FX, new damage, new units?