|Ghosts of Arnor v0.2 (Mod:0.2 RotWK:2.01) - File Download Options
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|Ghosts of Arnor v0.2 (Mod:0.2 RotWK:2.01) - Readme |
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///////////// BigBrainiac's Ghosts of Arnor Mod v0.2/////////////////////
CHANGES TO GAME(v0.2):
-ROHAN is now a (barely) playable faction!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-Rohan has a fortress (with the men commandset except for heroes and builder making)
-Rohan is basically the BFME1 Rohan with some setbacks and builders.
-EVIL MEN is now an idea faction (its builder can build buildings from angmar,mordor,and Isengard)
-The idea of evil men is just having the evil men of middle earth in one faction.
-Evil Men use the Angmar fortress model (need to fix the porter building and give a new fortress model)
-Arnor now has (some) AI for building in the Elven Commandset.
-If you find any bugs, I will try to fix them.
-NOTE: the new factions DONT have AI (except for Arnor's basic AI that EA made)
-NOTE 2: Rohan CANNOT get some upgrades to work on their units (fire arrows and banner carrier)
CHANGES TO GAME(v0.1):
-ARNOR is now playable as a complete and balanced faction in SKIRMISHES
-Inns build other faction's elite units and 1-2 units somewhat unique to
the faction (Men build Rohan Elven warriors, Noldor warriors, dwarven
zealots, and dunedain rangers)
EVIL FACTIONS all have at least 3 flying units (Mordor has 5) and can build
one elite summon unit (either Balrog or Shade Wolf) at their fortresses
-Mordor builds 9 nazgul and the Balrog at their fortress, can't build the black rider horde,
CAN build the Grond, and Gothmog can mount his warg
*Inn units are: Corsairs of Umbar, Fire Drake Brood, Deathbringers, and Thrall Masters
-Isengard is barely changed except for the inn units, (Wildmen,Black Riders, FireDRake Brood, and Thrall Masters)
the ability to build 3 fellbeasts and the shadewolf as heroes
-Wild (goblins) can build 2 fell beasts at their fortress, (they have drogoth)
can build Black Riders,corsairs of umbar, deathbringers, and thrall masters at their Inns,
and maybe more in later updates
-Angmar can build The shade wolf and 3 fellbeasts as more heroes, and porters can build troll cages
Their inn units are Black riders, fire drake brood, deathbringers, and wildmen
GOOD FACTIONS can ALL build 5 eagles at their fortresses, have some way of
obtaining hobbits (elves, dwarves and men have heroes, arnor has hordes)
and Arnor has been added as a possibly overpowered faction :D
-Men will evenually (if I can figure out how or get help) be split into
Rohan and Gondor. (Boromir now has blade master!!)
INN UNITS: Dunedain rangers, Elven Warriors, Dwarven Zealots, and Noldor Warriors
-Elves are barely changed (just eagles and inn units)
INN UNITS: Lindon Warriors, Hobbits, Knights of Dol Amroth, and dwarven Zealots
-Dwarves have tom bombodil as a hero (HELL YEA!!!!) and have more inn units
INN UNITS: Hobbits, Men of Dale, Knights of Dol Amroth, and Noldor Warriors
-ARNOR has been COMPLETELY improved, from elven upgrades to mirkwood archers to lindon
Captain (shown as Damrod D:)
BUILDINGS (* denotes an elven commandset building)
Arnor Farm/Mallorn Tree* (farm buildings)
Arnor banner carrier upgrade, hobbits, soldiers, and tower guards (all available at level 1)
Lorien Archers and Standard Arnor Archers
Knights, Rivendell Lancers
Lindon Horse Archers
Knights of Dol Amroth
(everything is available at level one)
Lindon warriors, Lorien Swordsmen, Mithlond Sentry
(GLITCH-Unable to upgrade to level 3)
Arnor Forged Blades
Arnor Heavy Armor
Entmoot*(just put in with the elven commandset for fun:)
Ent and Treebeard
No changes, just elven upgrades
Elven Battle Tower*
Arnor Battle Tower
Arnor Wall Hub
Elven Heroic Statue*
Arnor Heroic Statue
*INN UNITS: Imladris Warriors (Bfme1 Elves with elven upgrades), Dunedain rangers, Noldor Warriors, and Dwarven Zealots
OTHER CHANGES TO GAME:
Custom heroes on steroids!(they can have 20 in each attribute)
Khamul's name was replaced as "Nazgul" so I could make 9 Fellbeast Nazgul
Wizards in the game now have a fireball autoattack(code by lorddenathor)
LordofGondolin for Balrog/Shade Wolf coding
Ledhead1232 for making a mounted Gothmog file
lorddenathor for making the wizard fireball auto attack
robnkarla for the porter commandset swap code
Microsoft (office) for Icon
And of course, the the3rdage BFME Modding Community for all of their
inspiration and helpful articles and software
|Ghosts of Arnor v0.2 (Mod:0.2 RotWK:2.01) - User Comments
The following comments are owned by the user that posted them. Lord of the Rings Files is not responsible for their content.
Total comments: 6 | Last comment: 09-19-2010 at 02:27
Joined: August 19th, 2010
|you say i shall set it too disk (c) but i have my bfme2 rotwk in disk (D) |
it be the same if i set it too disk (d) i am
Joined: August 24th, 2010
|i very confuse.. |
can you tell me the perfect step to use this mod?? please...
Joined: August 10th, 2010
|STEP ONE: Download Mod |
STEP TWO: UN-zip the files given
STEP THREE: Take the file with the EXACT name "Ghosts of Arnor" out of the file called "Ghosts of Arnor mod by BigBrainiac"
STEP FOUR: Place the removed file into the C: Drive (NO FILES WITHIN IT, JUST "C:"
Play the Shortcut
Joined: August 30th, 2010
|since i made my own file at the instatation stage, the shortcut doesnt work. |
is there anyway i can change the shortcut?
Joined: August 10th, 2010
|If you place the mod in a different directory, then you have to right-click the shortcut and press properties. There you will see a line called "target" if you put the mod in D:, then you change the "-mod "C:..." to "-mod "D:Ghosts of Arnor" |
|Digz (Staff) |
Joined: March 26th, 2006
|Exactly what BigBrainiac said, you need to make sure that your shortcut points to the exact location you have put the mod in, otherwise it won't load up the mod. |
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