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Ghosts of Arnor v0.35

Mod for Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of BigBrainiac


Category: Archived Mods
Created: Tuesday August 10, 2010 - 22:29
Updated: Friday December 31, 2010 - 23:46
Views: 12912
Summary: A RotWK mod that adds Arnor, splits Gondor and Rohan, improves the Inn/CaH system, and adds heroes


Staff says


Members say




2 votes

For those of you who liked what I was trying to achieve, sorry, but I have lost my interest in modding BFME2 for the time being. Because I may regain interest, I will only set the mod's status to "Archived". For those who wish to use a part of the mod, email me at (don't spam me!!!!!!) or message me by the forums. You can also ask me if you need a small project done for a mod (like coding a completely new hero/unit/building (or even a good portion of a faction)).

It has been a great experience learning how to mod and changing the game to my will, but I am done with Ghosts of Arnor unless I regain interest in modding. (LOTRO has been a big part :P (my characters are a champion and a warden respecively, Trunin and Ithrond)

/////////// BigBrainiac's Ghosts of Arnor Mod v0.35 //////////


Again, too many for the readme, but here is the idea of it.

BFME2 CAMPAIGNS MIXED WITH ROTWK ONES (alternating missions, evil campaign, good campaign in epilogue)


Rohan VASTLY improved since last version (new units, but no new heroes)

EvilMen still unplayable.

New Heroes (Imrahil and Thorin III Stonehelm for example)

Nazgul mount horses and fellbeasts!

Elrond can toggle his weapon and has 2 commandsets.

That's the basic overview of my mod, so many little changes.


This version is VASTLY improved over my last version!!

Too many to put in the readme, so I will say the basics.

-No new ones, some are relocated (every class except wizard has poison attack)
-Custom heroes stopped taking steroids and are not as uber powerful
-Elven classes have been given melee skills (cripple strike and assassin) that can ONLY (only) (did I mention ONLY) be used
if they have toggle weapon
-Wizards have been given a variety of skills that can be classified as the use of sorcery (bombard, tornado, summon familiar, etc.)
-Dwarves have been given oil spill/light fire

NOTE: There is no AI for new and changed things in my mod
-Eagles, fellbeasts, balrogs, and shadewolves have been removed from the hero list as they are overpowered and cheap


-Can build an (experimental) eagle tower that makes a maximum of 10 giant eagles for a good sum of resources each
-Carthaen's commandset vastly improved, but the only skill that needs levelup is leadership
SKILLS: Toggle weapon, wounding arrow, leadership, move unseen, sniper
-Hobbits have been made their weak(ish) barracks unit and the horde size has been increased to 20 hobbits (probably a bit too much)
-Banner Carrier, Royal Guard (same as tower guard), and lindon warriors all require upgrades to research/build at their respective barracks

-All Rohan heroes and units removed
-Beregond added as a hero
-Commandset: Blademaster (level 1) Boromir leadership (whatever level boromir gets it), and boromir captain of gondor (same as leadership(different level))
-Damrod Added as a hero
-Skillset is identical to carthaens except that he has captain of gondor as his 4th skill

-Their buildings have level up buttons but still gain "experience" from building units (they don't change commandsets by building units)
-Upgrades still don't work (haven't spent enough time on that yet)
-Rohirrim Archers now have larger hordes (that was just to test out extending hordes)
-Still glitchy with no AI

-MINERS ARE NOW BUILDABLE AT MINES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-They are affected by siege hammers (changed to "Siege Weapons")

-Celeborn added as a hero identical to Elrond (I will change in 0.35(or whatever my next version is))

Evil Factions not changed very much due to the fact I usually play as a good faction

-Can build grond at siegeworks, no longer can build 9 nazgul, khamul returned to his original name
-Still need to finish the "Nazgul" Hero unit to add as the extra 6 nazgul

-Not changed and made un-playable due to the fact they suck and have no AI (will be playable later)

I'm pretty sure I haven't changed the rest of the evil factions.

Have fun playing my mod!

________________________PREVIOUS VERSIONS IN README_________________________________//

If you have any problems or if you like the mod, COMMENT :D

Links / Downloads

Moddb Page (has more screenshots )1765December 5, 2010 - 19:05
Lord of the Rings Files Download (v0.3)1953October 15, 2010 - 15:57
Mod Screenshots1388October 13, 2010 - 19:28
Heaven Games Download (v0.3)1622October 13, 2010 - 17:42
LotR Files Download (v0.2)1430August 12, 2010 - 18:56
Heaven Games Download v0.21389August 11, 2010 - 9:34
Download v0.11410August 10, 2010 - 22:31


MECreating mod
robnkarlaporter commandset swap code


Display order: Newest first

BigBrainiac - Wednesday December 8, 2010 - 16:13

Thanks again Elrond99 :D

Elrond99 - Sunday December 5, 2010 - 3:07

By the way I found the solution to one of your problems

-Their buildings have level up buttons but still gain "experience" from building units (they don't change commandsets by building units)

search for ProductionUpdate int the buildings ini, there should be a something like

add GiveNoXP = Yes so that it looks like

GiveNoXP = Yes

That should solve it

BigBrainiac - Sunday November 14, 2010 - 12:19

Thanks for the reference.

Elrond99 - Tuesday November 9, 2010 - 7:23

If you want your new factions to have AI, I´ve written a tutorial for it ages ago, it has to be somewhere in the intermediate section ;-)

BigBrainiac - Thursday October 21, 2010 - 15:29

I really want feedback, so I would REALLY appreciate comments and ratings.
Without feedback, I don't know what to work on.

Thanks :D

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