(updated 04/18/18) Battle for Middle Earth 2 Heaven :: Rise of Wizards Mod V2
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Downloads Home » Modpacks » Rise of Wizards Mod V2

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Rise of Wizards Mod V2

Author File Description
mlmf2008
File Details
ROTWK Modification: Yes
Code Modification: Yes
----------RISE OF WIZARDS MOD INSTRUCTIONS----------

NOTICE

1.Be sure to have updated your game, when you place the cd inside the cpu, there is a button saying "check for updates". If it doesnt work, just search for rotwk official 2.01 patch

2.Be sure to have a backup of the files that will be replaced in case you want to return to the unmodded version

3.If your game is currently a modded version, it may not work.


FILES

Libraries - this is where the Spellbook purchasing scripts are.

englishpatch - contains the name and descriptions of the new abilities, its the text you see when you read what the ability does.

Ini - Everything else i guess.


INSTRUCTIONS

1.There will be three .big files inside: the ini.big, libraries.big, and englishpatch.big

2.Copy paste the files called "ini and "libraries" inside the BFME2 ROTWK folder (if it doesnt work, try deleting the files with the same name then copy paste them)

3.The "englishpatch" file on the other hand goes inside the "lang" folder found inside the BFME2 ROTWK folder

4.You are ready to play


What started out as me slightly changing the data in the ini.big file to my liking, to now me giving some abilities to other units. Throughout the many times i played this game i wondered "Why isnt the AI using this ability?" or "Why doesnt this unit have this ability?" or "The computer can actually be strong if it used this ability!" so i decided to see why looking through the ini.big file. I noticed around half of all the abilites doesnt even have the needed code for computer to activate it. I added ai codes to almost all the abilities i could find. (I spectated many brutal difficulty 6 player computer vs computer matches to verify if an ability activates or not) I fixed practically all of it.

This is an updated version of my previous mod. It fixed some of what was not part of the previous version and added abilities to Custom heroes, heroes, and other units.

Here are what to expect most
- Almost all abilities are AI usable, the only ones that dont have AI are the ones computer can never properly use (like teleport army lv 2-3) or an ability that will not help them (like bloodlust which will cause Isengard's faction to eat itself, literally)
- New abilities and stat changes to many heroes
- In general, heroes are stronger, but not to the point they can become a one man army
- Hard and Brutal Computer can now purchase and use all spellbook abilities (only fixed hard and brutal difficulty) (Easy only purchases 1st stage spellbook and medium only up to 2nd stage)
- Custom Heroes get a lot of new abilities, maxing out the ability list. (The ability list can hold 21 non-chained abilities, adding more will make other abilities disappear by exceeding the list) Also any custom hero class can be used by any faction
- Wizard class has staffs with different weapon properties, be sure to try all of them

More changes can be read through the notepad inside the zip file. Please read the bottom sections for the latest update changes.

NOTICE: Custom Hero's AI doesnt work on player created maps. (worldbuilder) Dont know why but thats the way it is. All other units have perfectly working AI, so its only the custom hero.

I will try to update the mod every now and then, I only mod the game when i feel i wanna change or add something to make it more fun.
AuthorReviews   ( All | Comments Only | Reviews Only )
LostElf
Rating
4.0
Breakdown
Balance4.0
Creativity4.0
Usefulness5.0
Implementation4.0
This is a great mod. It makes the Create-a-Hero better for every class of hero.

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HGDL v0.7.1

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Rating
4.0
Breakdown
Balance4.0
Creativity4.0
Usefulness5.0
Implementation4.0
Statistics
Downloads:867
Favorites: [Who?]3
Size:6.36 MB
Added:02/03/15
Updated:04/18/18
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