Actually, we can't make screentshots of BFME in Barad-dur, but if you tell me how to make one, I may post dozens of screenshots
I have changed the "Unit type:" for the heroes in WotR again a bit, so now the line does not say "Unit type", but :
Aragorn : Isildur's Heir
Elrond : Lord of Rivendell
Gothmog : Lieutenant of Minas Morgul
Faramir : Captain of Gondor
etc... it's better I think then the generic "Unit type: Hero Army Leader" or "...Hero"
Some more serious improvements :
I am able to move any unit to the strategic map, however I've also encountered some problems with the buttons and icons that do not work allways properly (for example WOR_Mumakil... it worked better when I used the same button from the Mumakil Pan texture), due to these difficulties (it took me hours to try to find the correct buttons that would work, and even if I would sweare (on the precious) all coords and file names and refferences were correct, the image in the game simply was not o.k., either the button had no background, or the unit icon actually was the button image with the round sky background...), and also because I don't think anybody would build the very basic swordsman units in the strategic maps (I never did before, these are cannon fodder, cheap and relatively quick to build in any battle in any numbers), I removed them (except for the Uruk-Hai), and replaced them with the pikemen (the Lorien Warriors will replace the Lorien Swordsmen - that I think to remove completely as I hardly see any Elf Warrior with no bow... elves with just a sword, with no shield, who fight in close order, look quite strange, with the Lorien Warriors they are no more needed) ; in the current phase of my trials, the units buildable with the MotW and Mordor are the following :
Gondor Pikemen (1 turn)
Tower Guards (2 turns)
Gondor Archers (1 turn)
Ithilien Rangers (2 turns)
Gondor Knights (1 turn)
Rohirrim (2 turns)
Gimli, Legolas, Boromir, Gandalf, Merry, Pipin, Eomer, Eowyn; with Aragorn, Theoden and Faramir as army leaders ;
the other units work fine in the battles (in future the Yeoman Archers and Rohirrim Archers might be added if made), the first three heroes and the hobbits are recruited within one turn, the others within two; the reason is obvious I think - to collect them as soon as possible and see them participate at the War of the Ring)
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Orc Archers (1 turn)
Haradim Archers (2 turns)
Corsairs of Umbar (2 turns)
Orc Pikemen (1 turn)
Easterlings (1 turn)
the three trolls as they were
and... Mumakil (4 turns)... I missed that one, now they will have the chance to become veteran units.
8 Nazguls and Shagrat (all 2 turns), and the Whitch King, Gothmog and Me as army leaders ; the other units are buildable during the battles (I will try to replace the Orc Archers with the Morannon, but there is the problem with the icon I was unable to sort out today, it is not serious, the unit may work, it simply is not very nice...)
In the same way I would do the other factions, the general idea is not to move the elite troops to the strategic map as they have build limits that I probably would not be able to make, and that I see as a good thing, so no black uruks or noldor warriors, etc., but definetly uruk scouts or the warg riders for the Goblins.
The heroes are ready for all factions (actually there are two Gimlis in the game now, I will check if I could make an active dwarven army without any hero; and I don't like Shelob as army leader, she should not fight - and "command" - in field battles and sieges, and she has nothing to do with the Goblin or Moria faction, in order to make the WotR as much close to the films as possible, I will probably remove her; on the other hand I will consider to add Frodo and Sam to the MotW)
It is great to have all of them in WotR, with Ugluk, all the Nazguls, all the same, no "fellbeast hero" as a sort of 1st class Nazgul...
Because I removed the basic infantry from the strategic map, I tried to reduce their build time values, but I don't think it was a good idea, in the first short battle I tested this I've been attacked very soon by single swordsmen battalions in short periods of time, I will use the SEE values again. I have made Mumakils a bit more expensive in command points, they had 100, I made them 120 to be equal to two basic hordes.
I am perhaps a bit hasty, but I think I started to understand the system of the files (a few years ago I made some mod work with the Star Wars, Empire at War, that had, it seems to me, a better system, easier to understand and mod). If anybody has any ideas or propositions, I'd be glad to read them. If anybody knows ho to change the map of Middle Earth for WotR, I think it is necessary to make it nice (BFME1 style, without the annoying team colours covering everything, without those ugly borders...). Those who are able to make maps, I think the WotR needs the Black Gate made as fortress (with possibility to close and open the gate), to make it at least as hard to take as the Helm Deep, and even harder... etc.
MoS