The Lord of the Rings The Battle for Middle Earth 2 Realism Mod description
This is a mod is a complete rebalancing of the game
This is a mod for Battle for Middle Earth 2 that rebalances nearly every unit in the game, allows units to heal, adds the Elven Guard, and greatly increases the strength of buildings and walls.
This mod is a compilation of 2 of the best BFME2 mods (Elven Guard and Monster & Banner Regen), used with permission by the authors of those mods and made compatible with each other, combined with my own extensive rebalancing of all the units and structures.
Buildings are 4-5 times stronger now, giving you time to get to a farm or tower that is under attack, and greatly increasing the need to use seige weapons (which are unnecessary in the normal game as soldiers can destroy a building in a matter of seconds). Defensive structures can hold off small raiding parties by themselves, freeing your units to explore the map and take the fight to the enemy!
Unit upgrades are toned down, especially the fire arrows and Silverthorn arrows, which often dominated the game.
Many previously useless units are improved, such as the Ork and Goblin swordsmen, Mumakil, Spiderlings, and many of the heroes. Others that were too powerful, such as Mirkwood archers, have been toned down a bit.
In all, I hope you'll agree this mod makes the game far more interesting and balanced!
Here
are some key features of "tommiskey@hotmail.com":
· It greatly strengthens all walls and buildings by increasing their armor approximately x5 vs. most weapons (a bit more against bows) and approximately x4 vs. siege weapons. This gives you time to get to a farm that is under attack and defend it, if the attacking group is not too large. Note that due to various changes in damage and armor, buildings are slightly weaker than they were in Samurai’s Wall Mod v1.0, but still far stronger than in the original game. If you want to destroy buildings, siege weapons are by far the best at it, followed by fire or magic (including melee heroes and upgraded archers). Swordsmen are best among regular units, then cavalry or pikemen, and finally non-upgraded archers, in that order.
· It slightly (+10%) increases the non-upgraded armor of most units. I felt that the armor upgrade was just too big an improvement, making it practically a necessity, especially against upgraded weapons. This is not going to make a huge difference, but it might help a bit.
· It incorporates the Elven Guard mod by Steve Shepherd (AKA Gholin). In his readme, he said people could use his mod if they gave him credit, and I enjoyed it so much, I’ve done so here. His original readme is included in this zipfolder as well, so you can see what he contributed.
· I’ve included Troll Buddy’s Monster and Banner Regen mod, with his kind permission. His original Readme is included in the zipfolder. 2nd level units with a Banner carrier will regenerate health when they are not in combat, as will all monsters (Trolls, Giants, Mumakil, etc). The rate of regeneration is slower than it would be if they were next to a healing well or hearth, meaning those are still useful.
· The bonus damage for most upgraded weapons is now 10 + ½ the base damage (for infantry and cavalry) or +60% for siege weapons, rather than between +100% to +150% of the base damage (it varied from unit to unit). For weaker units, this will typically almost double their damage, while it may be as little as 65% or 70% for more powerful units. This makes the forged blades and fire arrow/Silverthorn arrow upgrades somewhat less dominating than they were.
· The health, damage, and cost of many units were adjusted, always with an eye toward balance and creating or preserving the unit’s niche. For example, Orks and Goblin swordsmen were made tougher and more expensive, Mirkwood Archers were toned down a bit and made available after the 1st Barracks upgrade, and many heroes have had their stats adjusted. I feel every race is now closely matched and viable, though certainly not identical.