
- BFME 2 PATCHES LIST HOW TO
- BFME 2 PATCHES LIST FULL
- BFME 2 PATCHES LIST MODS
- BFME 2 PATCHES LIST ZIP
I will also clarify I made and tested in 2.01 of RotWK, I don't know if some mod(s) could cause some weird issues.Īnd ye, the AI just sitting around is mainly an AI thing.

Get the latest version (just redownload from here) and the flag is there. 1? I messed up on the one before where I had removed the flag for some testing and forgot to put it back. I wish to respond to both Edelmar and Caotixc.Įdelmar - Did you get the version when I updated Feb. 100% will play it again.Īlright, been a while since I looked in here. Though I'm completely new to WorldBuilder, I'm going to try to modify a bit the map, in order to add some room to the right, and a third player inside Helm's Deep.Īnyway, for all people interested: cool map. There doesn't seem to be a way to capture the signal fire.
BFME 2 PATCHES LIST HOW TO
That being said, we just couldn't figure out how to activate it. I don't know (and doubt) this can be fixed (as I think it might be linked to the AI of the game, but in case you didn't know, I wanted to give you a heads-up). They don't move and will not attack anything unless one of our units is in the vicinity. Once the base on the left of the Deep is destroyed, the uruk units just stand there. :) Now a couple of questions and some remarks (in case you wish to improve your map one day):
BFME 2 PATCHES LIST FULL
Full archers, couple of heroes, lots of towers and two full-built bases. Basically, we give up all of Helm's Deep, except the last room (the base of the player on the right), and we fight in it. That being said, after several tries, I found a loophole. We felt like we had tried everything frankly, and we couldn't figure out a way to overcome the enemy units and the wave.

Archers' pathfinder makes them go down and up the stairs, and they end up being destroyed by arrows from our opponents, and so we end up losing both the left, and the right soon after. The usual way it goes is that I quickly get overwhelmed and him, soon after. After beating 2vs2 in normal, we tried 2vs3 normal. On your map, usually I'm on the left and he on the right. I play Dwarf, and he goes either human or elves. We have not been playing this game for quite some time, but then we got the BFME2 fever again these past weeks. I tried it with a mate of mine and it was hellish (but really cool) xD I created my account to thank you for the map, and also to give a little feedback. You will get it when you see it.Ĭomments & Reviews ( All | Comments Only | Reviews Only ) Marmadoc Longhol Latest update: 02/01-21 - The sun actually rises, kinda. This contains both my own "cinematic camera angle" (view out from within Helm's Deep) version along with a "default camera angle" (vanilla, look towards Helm's Deep) version.

BFME 2 PATCHES LIST ZIP
zip into the "maps" folderĪny suggestions, feedback or similar is always welcomed, and if you wish to further tweak the map, go right ahead, just please credit me for the original map. Find the folder "My The Lord of the Rings, The Rise of the Witch-king Files" (might go by a different name if you don't have it installed in English)ģ. Search for "%appdata%" in your search bar, without the quotation marks obviouslyĢ.

There is also an easteregg in the map, with plans for more.įor those who have not used custom maps for BFME before, here are installation instructions for custom maps:ġ. The map has both a "hard" and a "nightmare" mode, both imposing different changes to the map, and they can stack into a "hard nightmare" mode, so to speak. If you play another version, or you have that option on, you crash. Small note: The map works in 1.09v2 as long as you do not have singleplayer option on. For further balancing you might need to use handicaps.
BFME 2 PATCHES LIST MODS
The map should work with most mods and game versions, such as both AotR and Edain 4., but the map is mainly made and balanced in vanilla RotWK 2.01. The only thing that won't work well is if you try to have AI defend the fortress whilst you attack. The intended way to play is with 2 human players inside Helm's Deep with 3 Isengard AI attacking, but it can be done however you like, such as defending the Deeping Wall alone and not worry about some pesky uruk-hai breaking down the rear gate, or you can bring in friends and fight over Helm's Deep in a pure PvP setting. This map is kinda the same as your normal Helm's Deep, but with some extra uruk-hai and such.
