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Mercenaries Mod


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#1 Grim

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Posted 15 January 2007 - 05:12 PM

Mercenaries mod direct Download

Mercenaries mod

Version: Alpla1.0

Introduction:
I've been developping this mod lately (winter 2006-2007) for BFME2 RoTWK, inspired by the features i disliked in BFME2 and by some others i liked or wanted to improve/play with like the Create a Hero.
Keep in mind i worked a lot on this, but it is still in an early stage of progress. Many things aren't implemented or balanced, like science tree, buildtime and buildcost, bonuses, artwork...
At this time i put my work here for the curious, those who are looking for a finished product, don't stay.

This mod adds a new faction called the mercenaries, wich differs from the others by not having any production sites, because they fight for someone who pays them (imagine your own story for the who), there are bounties on ennemies heads.
For that, they have very customisable heroes and hordes, many mounts and siegemachines.
The mod is meant to be played in skirmish (at this time), and even if you can play any faction, it is recommended to play Mercenaries, and not to let AI play it (AI not coded for Mercenaries).

Features:

General Gameplay Changes:
-Ranged projectiles revisited: precision lowered, arrows visible, siege projectiles bounce...
-Structures aren't destroyable by infantry/cavalry (AI won't try to)
-Buildings are capturable/garrisonable

Mercenaries:
-Buildings:
*Tavern: Recruit champions, heroes and hordes there. Can replenish and heal nearby hordes
*Stables: Buy any kind of mount and monster here
*Forge: Change/buy stuff for your units here. Many upgrades are available for heroes and hordes here.
*Workshop: Buy siege machines here; war chariots, catapults, and else

-Hordes: Very customisable, come with random stuff you can change at the Forge. Units in horde can heal, but not respawn. You need to go to the tavern for that, or a mage with staff of Healing

-Heroes: Best fighters of the hordes populations, they have the same upgrades, and some unique abilities. You can use them on mounts or machines
*Amongst them, wizards, which powers depend on their staff. (have a look at them, some new things there) Later, powers will be limited by their level too.

-Champions: Good individual fighters, with only one weapon and armor upgrade. Usually with a ranged and a melee weapon. They are good to mount, equip siege machines or for tactics, according to their special abilities.

-Mounts: From the wolf to the dragon, you can mount them all, with a soldier, or many. Some of them can be mounted by a Houda (buildable at the workshop), that can contain several soldiers. They are used as crew for several siege machines too. The more you have on a machine, the faster it will go.

-Siege machines:
*Carts/chariots: They need cavalry crew to move and champions/heroes to fight.
*Siege weapons: they need cavalry crew to move, and champion/hero to shoot
*Static Siege Weapons: You need to mount them on monstes or carts/chariots to reveal their power: mobile artillery
*Mine: Can be mounted on a cart and moved near ennemy forced for a big BOOM.

How to install?
First, retrieve the mod archive here: Mercenaries mod direct Download
There is no installer at this time, the compressed archive just contains the mod files.
To install the mod, you need to unzip the archive "Grim_Mercenaries_mod.zip" you just downloaded on one of your hard drives, no matter where, but keep it in mind.
Then you have to make a link to launch the mod.
The easiest is to copy your BFME2 RoTWK desktop link, right clic on the copied link, go in "proprieties" and in the field "Target", add "-mod <Drive>:\<mod path>", without the quotes.
Example of Target: "C:\program files\BFME2 RoTWK\LotrBFMe2Ep1.exe" -mod "C:\My Games\Grim_Mercenaries_mod"
In this example, respect the quotes.
Now, you can change the new link name with something you prefer, and then you just need to launch the game+mod with it.


Have fun!

Grim
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#2 zimoo

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Posted 15 January 2007 - 05:24 PM

:( Thought this was for BFME2.

Anyway, good job on getting an alpha out. It looks very very cool, and I wish I could test it out :dry:
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#3 Hearach

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Posted 15 January 2007 - 05:33 PM

I'm just about start playing it just now, and as zimoo said, it looks very good :p I'll be back in a few years to tell you how it is :dry:
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#4 adummy

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Posted 15 January 2007 - 05:57 PM

this is an awesome job grim :dry: but like you said plenty of balance problems. like the drogoth mount being able to use his powers still. but fun none the less. i load a mumkil with 4 dwarven catapluts and seige my enemy so bad :p
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#5 Lauri

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Posted 15 January 2007 - 10:06 PM

of course... bedtime!!!

I'll be playing this alotty tomorrow though :dry:

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#6 Hostile

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Posted 15 January 2007 - 10:29 PM

Ggg, ched, grim, and hostile all coming back to add some magic. I'm loving it. :dry: All we're missing is pab, nick, and dain. :p

And the old cycle will be here. OF course missing many great people like Halberad, admiralgt, and many famous people.

#7 cahik_

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Posted 16 January 2007 - 09:27 AM

i think that i have something to study :) good job Grim.

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#8 Guest_Guest_MaZ_*_*

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Posted 16 January 2007 - 06:18 PM

When I add the folder place to the target, it says that target is not valid and make sure that is correct.
It looks like this to me - -mod C:\Mängud\Grim_Mercenaries_mod
Is it correct?

#9 Grim

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Posted 16 January 2007 - 07:46 PM

Is it the full target? If not post your real full target.
Do you have 2 "minus" in your real Target too? There should be only one:
-mod C:\Mängud\Grim_Mercenaries_mod
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#10 Fingulfin

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Posted 16 January 2007 - 08:56 PM

Yay! Another Grim mod! Can't wait to try it out :)
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#11 Juissi

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Posted 17 January 2007 - 01:55 PM

Just tested it and I gotta say that I havent never played anything this fun. Its quite messy to play as mercenenaries but its still so fun

#12 whoozy

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Posted 26 January 2007 - 09:28 PM

I loved your heromod for bfme, certainly going to try this out!
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#13 lasman

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Posted 01 May 2007 - 06:52 PM

it wont work =/, cant ya put it in a .big file?

well, now it sez that it needs to close evry time it runs =/

its working now, moved it :huh:

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Edited by lasman, 01 May 2007 - 08:20 PM.


#14 Guest_Guest_*

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Posted 02 October 2007 - 08:20 PM

It wont work i copyd C:\ program files\BFME2 RoTWK\LotrBFMe2Ep1.exe" -mod "C:\My Games\Grim_Mercenaries_mod i need help

#15 m@tt

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Posted 02 October 2007 - 08:51 PM

have you put .big on the end of the mod name?

-mod "C:\My Games\Grim_Mercenaries_mod.big"
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#16 Guest_Guest_*

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Posted 02 October 2007 - 09:18 PM

no

#17 Guest_Guest_*

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Posted 02 October 2007 - 09:23 PM

It opened My Computre C:\

#18 Guess Who

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Posted 03 October 2007 - 06:12 AM

Grim are you still modding or active?
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#19 The Best Guest

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Posted 04 October 2007 - 10:23 PM

Seeing as he hasn't been on since may I'd say no
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#20 Guest_Guest_*

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Posted 06 October 2007 - 08:32 PM

IT want work how do you pay as the Mercenaries




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