Middle-earth Mod

[BTS] Middle-earth Mod 0.4.1

Hi everyone! I have a problem with the Mod as I can't run it.
I downloaded from Dropbox the zip file and I extracted it, then I put it in the folder "Mods" of Beyond the Sword path, but when I load the Mod it change nothing.
Basically, it's like I don't even load the Mod and it runs the normal menu from beyond the Sword.

What am I missing?

Thanks for the help
 
Hi everyone! I have a problem with the Mod as I can't run it.
I downloaded from Dropbox the zip file and I extracted it, then I put it in the folder "Mods" of Beyond the Sword path, but when I load the Mod it change nothing.
Basically, it's like I don't even load the Mod and it runs the normal menu from beyond the Sword.

What am I missing?

Thanks for the help
What's the title of the folder under Mods?

If it is Middle-earth 0.3, you need to go inside that folder, cut the "Middle-earth" folder, and paste it under Mods. Try that.
 
I'm sorry, but now it doesn't even start to run the mod.

Is it possible that it only works for win64 and not on win32?
 
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I'm sorry, but now it doesn't even start to run the mod.

Is it possible that it only works for win64 and not on win32?
No, it should work.

If possible, take a screenshot of your Mods folder.
 
This is my path and where I paste the folder.
As you can see, it's in mods
 

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I also tried to run the mod with the standard CIV4 and even with warlords, but every time I load the mod it does nothing
 
I forgot to mention I don't have an original copy of the game. Can it be the problem as I see that also Caveman2Cosmos isn't loading at all?
 
I forgot to mention I don't have an original copy of the game. Can it be the problem as I see that also Caveman2Cosmos isn't loading at all?
Do any of those other mods work? Like Alexej said, make sure you have 3.19. If you don't know how to check, ask.

If you don't actually own the game, the mod probably won't work. You need to own the game for it to be legal - at least in the US/EU. If you need to buy a cheap copy, you can get one on gog.com - they sell the whole game there.
 
Thanks everybody.
Actually, the problem was the patch: I had a 3.03.
Now, after installing the 3.19, it seems to work!
 
Thanks everybody.
Actually, the problem was the patch: I had a 3.03.
Now, after installing the 3.19, it seems to work!
Good! Welcome to Middle-earth. ;)
 
Hi there. I've never used a mod before, but yours just sounded too intriguing. I downloaded the mod, unzipped it, etc, and put it in the Mods folder. When I opened the game, I couldn't see Middle Earth. I've just searched the Forum for some sort of basic guide to installing and playing mods, but didn't find anything. Can you point me in the right direction? Thanks, and looking forward to playing.
 
Below is a capture of my Mod folder. The highlighted folder is the one I pasted from the original file, which is above.

upload_2019-1-7_11-55-33.jpeg
 
Below is a capture of my Mod folder. The highlighted folder is the one I pasted from the original file, which is above.

View attachment 514313
Is your game patched to 3.19? Otherwise the Mod won't work.

Also, do you know how to load a Mod from the menus? Press "Advanced" and then "Load a Mod".
 
It works perfectly. I did indeed have 3.19 (I read this thread before asking my question) but when trying to figure out how to open the Mod, I did not go into Advanced - I went everywhere else BUT Advanced (of course) thinking that I could open it via the Custom screen.

Anyway, that's why I had asked if there's a guide on this site on how to do basic things, written without the jargon. I've played the game for years and years, but never paid any attention to Mods until I saw this one; it's my first, as it were. I played it all yesterday and found it tons o' fun.
 
Hello. I'm a big fan of the mod. I wanted to make a list of suggestions that I think would make it better (I am a semi-professional game-balance tester):

Listed in order of my perceived importance and/or difficulty to implement

1) I hear you don't do a lot of 3d modeling, but consider asking one of the fall from heaven2/fall further/ashes of erebus/ (there have been a lot of remakes of this mod) if you can use some of their assets. The community is generally open to sharing, and this would open up a lot of design space for you (they have ents too, fun!)

2) with the current build there is a big problem with the strength of the "mini great person" effects of the missionaries they are all significantly *more* efficient than normal production, with the mobility benefit. For example an engineer produces 240 hammers (on epic speed), but only costs 60 to make, meaning a city's ability to build wonders is more based on how many neighbors can send engineers, than on it's own production, and in fact late game in general is *very* dependent on exploiting engineers to get everything produced. the science and cultural ones are similarly problematic. I have been completely unable to get the power one to work as a little general.

3) assuming engineers get a nerf, wonders are a little too expensive There are in general a lot of buildings in this mod, and until I can exploit engineers the wonders mostly feel like traps that aren't worth building

4) there needs to be a few buildings to build early. the first few tech levels have nothing, and so too much of the early game you can only really build warriors (or scouts) if you want your city growing

5) I'd love to see an extra tier of units. right now you get the axe/sword/light cavalry guys really early, and then there's very little military tech for most of the game. I would suggest lowering the first tier closer to warriors. axemen=3, archers=2, marksmen=1, swords=4, spears=3, light cavalry 3 or 4. then you could add a middle tier that was in the 5-7 range, before the endgame with the 7-10 range. this would make technological advancement more meaningful for war, because as of right now the only windows you can really leverage a tech advantage into combat advantage are near the beginning and end of the game.

6) Material based promotions! look at the way fall from heaven does weapons, and consider something like that for weapons and/or armor. obviously this might throw other stuff out of balance, but I think it'd be really cool. it would also make the 1 mithril on the entire map worth going after, without adding a unit that requires it. I think something as simple as "bronze arms and armor" +10%, "iron arms and armor" +25%, "Mithril arms and armor " +50%, that are automatically given to units built in a city with the right resource and tech (although weapon and armor pro,motions are a very cool rabbit hole you can dive really far down and do some neat things with)

7) it might be very difficult to program, but another win condition would be really good. with the map size as it is, domination is pretty tough, and conquest is literally impossible (unless domination is turned off). this mostly leaves the win condition as "culture" or "time" which isn't exactly exciting. You could make a science victory similar to the spaceship, but have the components be about finding the ring. you'd probably need to make 2 versions (good and evil) for it to make sense, but spaceship components could be like "send riders to search for ring (4)" vs "move hobbits stealthily (4)".

8) I think it'd be cool if there was a system that encouraged the natural alliances from the lore. for a more passive system you could just give a small relationship boost to the right faction. a more interesting (and difficult) option would be messing with random events, so that certain + relationship events only happened between certain factions, and same for certain -relationship ones. this would make alliances more variable, but not random.
 
Good suggestions! I am still alive, just buried under this endless pile of homework. I am trying to finish my undergrad right now - when I graduate, I'll see what I can do about modding. ;)
 
Hi all. This seems like a fun mod. Are there or will there be game scenarios?

Edit -- I ran this game once. I could not find the conditional victory conditions. Where are those located or how do I launch the mod to get these unique victory conditions to load?
 
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Hi all. This seems like a fun mod. Are there or will there be game scenarios?
There will be if I ever have time to add more. :lol:
Edit -- I ran this game once. I could not find the conditional victory conditions. Where are those located or how do I launch the mod to get these unique victory conditions to load?
I haven't added them yet, unfortunately. But I graduate soon, so perhaps... we shall see. I hope to have time this summer to work on the mod.
 
There will be if I ever have time to add more. :lol:

I haven't added them yet, unfortunately. But I graduate soon, so perhaps... we shall see. I hope to have time this summer to work on the mod.
OK, thanks! Best of luck with graduation & further modding.
 
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