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BFME2 Special Extended Edition

bfme2specialextendededition.rar | 220.41 MB

by everyone! Long live S.E.E! Here are just some of the main changes that have been made in the Mod but this isn't even half of them: ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤¤¤¤ BFME2 Special Extended Edition - Fixes & Additions for BETA 4.5 ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ ¤¤¤¤¤¤¤¤¤¤¤¤ ALL FACTIONS ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - FortressUpgrade FX (all new) added for all Good and Evil factions! (Except for the dwarves who already had them). - AI's Fortress Expansion's pads & Range/VisionRange/ShroudRange behavior are completely refurbished, with more organized and symmetrical AI placement on the expansion pads. - Walls, Wall Hubs and Wall Upgrades are now only attackable by siege and structural damage dealing units. This includes removal of the annoying bug that caused melee units to attack catapults on walls. - Evil Economy Expansion are now 33% Lumbermills, 67% standard. - Stance AI behaviour added for all units, complete with FX. When attacking, the AI units go to red FX and fight more aggressively. - BrutalAI Discount fixed. Now only 50% discount on heroes, instead of almost 90%. - Horde movement behavior adjusted. * When set on Aggressive Stance, hordes now swarm much farther apart when in melee combat, making the battlefield more realistically chaotic. Also less units will stand around in the back ranks doing nothing. * Adjusted CavalryHorde turning behaviour, which was awkward before, unless they where turning 180°. * WargCavalry turning fix (Horde was faster than HordeMembers). - Range/Melee weapon toggle is now used by AI. Ranged weapon is default, and when in close combat, the units switch to melee weapons. Hobbits, Hobbit Heroes, Haldir, Captain Jackson, Corsairs, Rohirrim... all units like them will now use melee AND range attacks by the AI. - AI Horse mounting fixed for Gandalf, Eomer, Eowyn (also Disguise), Faramir, Glorfindel and Nazgul. - Attack Ranges are adjusted for all Heroes (shorter). Riders with swords now attack at about 2 to 4 o'clock (direction, right side). - Dropped Units do damage now! Infantry or Cavalry grabbed and dropped by Eagles or Fellbeast now have an impact FX and do some damage and knockback to units located on the landing site/ground. - Additional AI Spellbook Scripting for more variety of the Hard AI's purchase order (25%). - Archers for all factions, have been completely refurbished and polished to the extreme!!! Extended Range is given for archer's Bombard Attack (ballistic path). Archers now fire INDIVIDUALLY, and no longer simultaneously!). Risk of missing targets is increased, and possibility to hit others is added. They also no longer run across the map to follow enemies that flee. - Industry spell have increased radius from 200 to 250. Now limited to 5 minutes. (EA patch 1.05 update). - New BannerUpgrade : Troops don't replenish until this upgrade is purchased. Can be purchased at higher levels than level2, but increases level to a max of level 2. Marked by the CE-Banner Glow. - Forged Blades FX is finally fixed and unified, meaning All FB's glow in a new glow that is white and very subtle! >>> Credit: ROBNKARLA - Banner Glow FX is adjusted the same way; white subtle glow! >>> Credit: ROBNKARLA - Campaign (BFME2) now running, but might still have bugs and crashes. But at least it starts up We will have a completely new campaign for Beta V though (hopefully)... >>> Credit: ROBNKARLA - ALL BFME1 maps added! >>> Credit: ROHARA GOLLUM & The One Ring! ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - Gollum the RingBearer & RingStealer: * Redone Audio! * Redone Locomotor with integrated WallClimbing and all new wall climbing animations! * Gollum the RingStealer activated! This means: 1) All is like you know with Gollum (the RingBearer) trying to stay away with his Precious, until Gollum is killed. 2) Once that happens, Gollum the RingStealer is spawned (somewhere on the map). 3) The RingStealer is actively hopping around, not fleeing anymore but trying to avoid enemies by using his sneakiness. 4) He can now be converted to your faction's Side (Good or Evil) if you attack him and damage him just a little bit, unless you are the Side that took his precious! If you manage to catch him this way, he will be a "hero" for your faction. 5) As the RingStealer, and once in sight of the Fortress holding his precious, he activates his special RingStealing mode. If he "attacks" the fortress directly while the Ring is still there (and the RingHero not yet built), the Ring is removed and back in Gollum's hands. Gollum the RingStealer is now happily dancing around and disappearing (to be respawned as the neutral RingBearer on one of the usual Gollum Spawn Points). This should work, even if the RingStealer is not converted to anyone's side but attacking the fortress on his own... MEN ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - Tower Guards renamed into Fountain Guards and now require Black Smith, Heavy Armor & Forged Blades to be available. When spawned, they come with these upgrades. Need level 3 Barracks. (New system for Elite units). ELVES ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - Hobbit Hordes not having XP levels fixed. - Glorfindel's Starlight/Blade of Purity powers and texts adjusted. MORDOR ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - Balrog AI perfected (Animation timing and all power useage). The AI now makes full use the Balrog's abilities. Powers now also usuable on auto (right-click). - Harardrim Archer bug removed, where they were sprouting flames when running around damaged but still alive. - Mûmak topple straight death weapon (when it falls on belly, it flattens troops in front of or under it). - MountainTroll and CaveTroll AI: They now pick up Orcs (and eat them) when damaged. Also they pick up a tree when in melee combat (if a tree is close). They use 'Bombing' animation, which means lobbing stones higher when the target is far away. Rampaging is now occurring more often and has an increased radius. New TrollGrabVictim projectile. - Troll short throw Rock flight path fixed. Now starts in hand and not on the ground. - MordorLargeGroup bonus FX (Orcs are shouting and glowing when a mob has collected). - MordorBattleTower now has it's own archer crew (5). - Eye of Sauron now has AI! - All FellBeasts (and their riders) have been scaled to proper "real life" size and given more animations. - Nazgul's mount Horse and Fellbeast are now two separate mount buttons, keeping only two objects (1 Fellbeast, 1 Horse/Foot). No more circle mounting. Powers can be seperately triggered by upgrades if wanted. - Nazguls have been given new additional animations for Idle and Attack. Now you can really see how well they handle a sword =) - Nazgûl/Blackrider level adjustments. AI compatible. New nazzie MountSwitch: * level 1 - mount/dismount horse (disabled when mounted on Fellbeast) * level 2 - dread gaze * level 4 - terrifying screech * level 6 - morgul blade * level 8 - mount/dismount Fellbeast (disabled when mounted on horseback) - Witchking level adjustments. AI compatible. * level 1 - mount Fellbeast/Horse/Foot * level 2 - dread gaze + WK leadership (he should have one, and also the beautiful WK leadership button) * level 4 - terrifying screech * level 6 - morgul blade * level 8 - hour of the WK (curse enemy - reset timers) mounted use only. * level 8 - hour of the WK (Flaming Sword) on foot only. - Witch-king now has 5 different attack animations! * SwordStrike: Against Heroes and Monsters. This hits only one target but is very strong. * Mace Overhead Smackdown: Especially against Hordes and Structures. (Range/Radius 45, Damage Arc 15°). * Mace Backhand CirclingStrike: Especially against Hordes and Structures. (Range/Radius 30, Damage Arc 45°). * Running SwordStrike: Against everyone, but only when moving while striking). * SwordThrust: Only used with Morgul Blade attack. ISENGARD ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - Berserkers now automatically "Rage" when badly hurt (+20% damage, speed, armor). - UrukRaider BannerCarrier speed increased to match the UrukRaider speed. GOBLINS ¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤ - Goblin King renamed into Great Goblin and scaled up. He also rides a Warg now, instead of a giant scorpion. - Goblin Archer PoisonFX and Special 'Flaming Arrows' (works much like Noldorin WeaponSong). So what are you waiting for go and download it!




Elvenstar Mod 2

elvenstar_mod_ii_4.0.exe | 80.69 MB

2 , it follows the same features as the first Elvenstar mod created for BFME1, but it has a different purpose this time to fill in for all the things the public want to take part in the game, such as Gothmog may feature in it as many of the fans want him to be in it, so the creators have decided to put him in. This takes a wide range look at BFMe2 and really says it all just like the BFME1 version. The BFME1 version was our top downloaded content ever, lets see if this patch matches the older one and hopefully it will keep up its standards! This has the same feature as before, where before you start the game click on the Elvenstar icon on your desktop and it will give you a choice of what options you want to start the game with, for example the older version: 1. Play Elvenstar Mod Normally 2. Play Elvenstar Mod with Blood Patch 3. Play Elvenstar Mod without Blood Patch 4. Play BFME1 Normally Well this Mod is a great mod and will be a major contender for File of the Week make sure you download this file, this a file not to miss! Sorry for the file being late as well there was a problem with uploading it but its all been cleared up and its ready for you to download!




Elvenstar mod 2

elvenstar_mod_ii_4.1.exe | 28.17 MB

simple: This patch requires an installed version of Elvenstar Mod II 4.0!




BFME2 Community \"Unofficial\" Patch 1.06.1

ini.big | 23.17 MB

\"This allows you to play skirmsh games with the default campaign colors. No more annoying awkward colors. Units now look how they\'re suppose to!\" Increased Gandalf\'s Mounted Speed \"It always bugged me how in the books and the movies shadowfax was the fastest horse, but in the game he is one of the slowest. Now when Gandalf is mounted he shows us the meaning of haste!\" Increased Men and Dwarf wall radius \"it was annoying how you could no longer close off natural bottlenecks. Now you can once again.\" Aragorn obtains Anduril at lv10. \"this causes Aragorn\'s sword to have a subtle, cool glow. I did this for visual reasons and originally had it at level 5, but it seemed to increase his attack and made him overpowered at that level. So i put it to level 10, if anyone could confirm if it actually does increase his attack and by how much, I would really appreciate it.\" This is it for now, I was mostly pleased with the new patch, thats why there are no real balance changes. I would appreciate any suggestions, because I\'m sure there will be updates later. To install this mod simply copy this INI file and paste it in your Battle For Middle Eearth II folder. Make sure you make a copy of the original INI file and put it somewhere safe.




Peters Mod | 3.06 MB

Available Hobbit Heroes Available Dunedain Rangers available from the Ranger Tent. Hobbits from the Hobbit Barracks. Elves- Hobbit Heroes available Hobbits from the Hobbit Barracks Lorion Guards(bfme1 elves) available from the Lorien Tent. Dwarves- Hobbit Heroes available. Hobbits from hobbit Barracks. Isengard- Wild men available from Dunland Tent. Mordor- v2 More nazgul available. Goblins- Same I have also made a few price changes.




RC Mod Updater

2010_01_01_rcmodupdater1.06.exe | 371.07 MB

is a modification for The Lord of the Rings: The Battle for Middle-Earth II. It adds 6 all new factions! Men will be split into Rohan and Gondor. Goblins will no longer be a faction. The new factions are listed below Ridder Clan - A faction that relies on stealth and flaming arrows from the bows of Dunedain Rangers. Acosa - A faction of humanoid bears, also known as, Ploofie Bears. They consist of many different colors and weapons. Hithaeglir - A faction from the Misty Mountains. They have wolves and werewolves, dragons, necromancers. Beasts - A faction that relies on brute strength and plenty of wargs. This faction's name is all you have to hear to know what it consists of. Vandas - Acosa's enemy consisting of corrupted bears and men Harad - Men from the East, enemies of Gondor and Rohan, they are evil and known for their mumakil and archers.




RC Mod Early Basic Version

rcmodinstaller.exe | 118.15 MB

you do not download the 1.1 patch update then you will be playing it in it's early forms. Please note that this file is an .exe file so make sure your computer lets you download it or change settings to allow your computer to download this file. You can download the updater here




RC Mod | 278.51 MB

the original main installation file which you can find here on LotRFiles too, as this is only a patch for it. Here are the basic changes to the mod for v1.04: Version 1.04 - October 31, 2009 =Game= -Rohan- Theoden -Minor Reskin Eomer -Minor Reskin Rohirrim archers added Rohirrim lancers added Rohirrim (toggle) removed from Rohan's stables Westfoldmen added Yeomen archers Reskin Warriors Reskin -Isengard- High Quality Isengard ~RC Mod Cam works on Fords of Isen II Halloween Background!




RC Mod Updater

rcmodupdater.exe | 135.94 MB

mod that alters a lot of the CaH including a new warrior woman, lots of maps to play on plus new factions such as Beasts and Acosa and even Harad. -------{Credits}------- Ridder Geel Mod Leader Ridder Blauw Acosa Faction & Mapper Nieksa Hithaeglir Faction & Modeler & Mapper rutger Ideas/Brainstormer Lurtz101 Beasts Faction & Coder Brabox Mapper LinkFan Ideas/Brainstormer & Mapper




BT2 DC 2.2 Patch | 6.47 MB

1.06 and is now continuing his works to balance this game even further. This is the patch you need for clanwars so I suggest you download and come and join in the balanced fun :D It would be unfair to give a rating to the mod because it\'ll be biased, I\'ll leave it to you to make up your judgement.




Lotr Digz Beta Mod | 3.55 MB

changed most of the prices that I thought needed to be changed to a allow better gameplay and more fighting. I have adjusted the command points with the prices of the units to make sure more fighting happens earlier and more frequently in the game. This means this is a NO CAMPERS Mod! I will list all the technical changes in the readme, here are just a few: Commandpoints: GoodCommandPointsAI = 500 - 2000 EvilCommandPointsAI = 750 - 3000 You get extra command points for of course expanding and making more farms. I have changed some of the costs of units as well for example: Gondor Soldier: 150 instead of 200 Goblin warrior: 25 instead of 75 Rohirrum: 800 instead of 750 Knights: 600 instead of 500 And just some buildings i have changed: Mine/Tunnel: 250 instead of 300 - To allow more tunnel rushing and fast attacks! Armouries( all including blacksmiths): 750 instead of 1000 Fortress: 4500 instead of 5000 - Keep that 500 to build another farm or Rax! And some misc changes as well: Forged blades: 750 instead of 1000 See the readme for the full list of changes. Copyright © 2006 Digz All Rights Reserved. Reproduction in whole or in part in any form or medium without express written permission of Digz is prohibited. Use of this file is governed by our Privacy Policy, Ziff Davis Terms of Use, and FileFront AUP. If you need to contact me or host this mod on your site or want to make changes you must contact me: Thank you Digz