There is only a few issues games hit. Use of specific system features which are no long there. Which is odd for a 2006 game, but usually it's either DX function which is no longer there, or very specific system quirk which was not in any of WINAPI guides. <br>Case in point - interstate 76 in software mode uses system kernel clock for physics interruptions. The issue? It's written for 9x systems one. NT systems has it doubled, or even tripled. Which breaks physics frames. But that's fixable because its Glide version doesn't do that, and we have glide wrappers.<br>Not so lucky with one of the first chineese rts Life or Death2: legend of doomsday - it uses kernel clock for a lot of things - graphical animations, scrolling speed, some unit logic. It's a mess to play on a modern machine.<br>Microsoft hellbender mostly works but directx removed bitfog since dx7 (you get hall of mirrors at the distance when in hardware mode which enables texture filtering), so you need a directx wrapper to do that. <br><br>One of the games which refuses to work even with any wrapper is The Nations - used all sorts of trash practices in code just to make it run on 16x systems. I have no clue if the muppets who coded it used 16bit libs off win 3.1 or something else but that game is a heaping pile of not working. <br><br>My guess is that either some online libraries for lotr:bfme2 phoning home but can't. Or, in 2006 game, they used windows xp quirks and those don't work either on modern windows. <br>Regardless - only way of playing such games as of today is understanding the quirks you're working with and deciding what to do. Diremost case scenario - you get an appropriate era machine and run them on it. <br><br>Alternatively checking the avaliability of NOCDs. But even that can shoot you in the foot - case in point - both gog and steam versions of X-Com apocalyse use some old NOCD to make them work. The issue? That NOCD was written so poorly - it disabled AI self-learning (yes in 1997, that game is nuts) feature, which switches AI tactic if you're particularly good with any given weapon for the squad. Case in point - if you're too good over and over - ai starts using explosives and mines extensively, trying as hard as it can to avoid direct contact.