Exilian

Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Warhammer; Total War => Topic started by: Jubal on September 28, 2013, 03:48:33 PM

Title: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on September 28, 2013, 03:48:33 PM
(https://i.imgur.com/bvv2Eca.png)

"This is an age of darkness.
This is a dark age, a bloody age; an age of Daemons and sorcery, of battle and death until the world's ending.
These are the End Times."


This is Total War.

Here it is then! Only a few months late, which isn't bad by my (rather low) standards! A Call To Arms, complete with more features and units than I ever remotely imagined we'd pack into it, all ready and bundled up for you to play. I can categorically say that there will not, under any conceivable circumstances, be another major version of WHTW; this is it! I mean, for one thing, we literally can't fit any more units in without the game crashing. That in itself shows just how packed full of stuff this mod is even without reading the absolutely massive feature list below, and I really hope you all enjoy it.

A Call To Arms includes particularly large changes to the Skaven, Beastman, and Lizardmen factions, but every faction in the game has at least one new unit, so whoever you're playing as there'll be plenty to explore! The user interface upgrade has been one of the biggest and most time consuming pieces of work, with a full set of unit cards and a more Warhammer-style feel given to all the menu. There are new provinces on the campaign map, and slightly more built-up starting positions with starting garrisons too; many bugs with buildings have been fixed to give a far more stable gameplay experience.

It's been over half a decade since I started working on Warhammer: Total War - over a quarter of my life - and so finally in this brief ramble I'd like to give a final round of thanks to everyone who helped along the way and to all of you, dear readers, for wanting this mod and making the frustrations of bending the Rome: Total War engine to my will so much more worthwhile. Comrade_General deserves a specific mention for putting up with ludicrous numbers of skinning requests over the years, but for all the people who've worked on this, from Zodiac Productions onwards, today is the day when it finally comes to fruition.

Thanks, enjoy the mod, let us know how you do, and do post AARs and suchlike - it's great hearing about people having fun with the mod!

~ JB

Download links
http://www.2shared.com/file/5YYFHQKN/WHTW.html
http://www.moddb.com/mods/warhammer-total-war/downloads/warhammer-total-war-a-call-to-arms

Install Instructions
NB These are all also included in the readme bundled with the game.

Spoiler (click to show/hide)

Features List
Spoiler (click to show/hide)

Screenshots

(https://i.imgur.com/EB92vgE.png)

(https://i.imgur.com/gFqoE2V.png)

(https://i.imgur.com/44UAFwG.png)

(https://i.imgur.com/tVA40tT.png)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: comrade_general on September 28, 2013, 05:23:46 PM
HAROOH!! ;D
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Cornholio on September 28, 2013, 11:49:32 PM
\o/
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Grey_Seer76 on September 29, 2013, 04:01:03 PM
Hi, really excited by new mod but my chaos battles keep crashing and I have no option to save the game help please!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Catalin on September 29, 2013, 04:09:42 PM
Hi everybody!
Great mod Jubal! Congrats to u and all yr team!

Before the release, I saw a post where somebody in the test team wondered why characters gained many traits and ancilliaries.
From what I discovered in the data files, this is partially 'cause some triggers were left "orphaned" after removing temples or other conditions.
Examples: brilliant_inventor - normally had a condition to be gained when a temple of forge is in place - now that temple does not exists, the condition was removed and u gain that ancillary for just sitting in a town.
Also, the first three luxurious lifestyle triggers do not have the treasury amount condition anymore, so u gain this bad traits just by sitting in the town.

Hope this is usefull to u and maybe u do this adjustements in the next (minor) patch.

Catalin.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on September 29, 2013, 04:46:29 PM
Grey Seer: Have you tried simply closing and re-opening the game to see if the buttons work again? We think the greyed out save buttons happen when you start a new campaign but the old campaign's campaign script is still running.

Catalin: That makes a lot of sense, thankyou; useful feedback.  :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: CelticMarauder on September 30, 2013, 03:46:42 AM
I'm having a lot of fun so far. The world seems more alive than previous versions of this mod.  There are a couple of minor bugs that I've run into, though. For the Beastmen, both the general unit and regular unit of bestigors have the "general_unit" attribute, so recruiting bestigors in the campaign trains generals rather than the standard bestigor unit. For Chaos (and I'm assuming Beastmen since they both have chaos temples) the Temple of Nurgle skips the upgrade at the large town level, instead having the second and third level of the building at the city level and impossible to reach large city level. I was able to fix these things easily enough, but I just thought I'd let you know in case you were considering any sort of minor patch.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on September 30, 2013, 08:13:44 PM
Hurray - great work!

Grey Seer wrote
Quote
Hi, really excited by new mod but my chaos battles keep crashing and I have no option to save the game help please!

I also found a weird bug playing the play-test version when playing Wood Elves where sometimes i couldn't save a campaign game (save game button greyed out). Can't remember if just exiting the game and reloading worked or if i had to start a new campaign - check early on in your campaign if you can save anyway and quit and start a new campaign if it comes up.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Warhammer78 on October 01, 2013, 07:00:26 PM
Congratulations on the new version!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Cornholio on October 01, 2013, 07:06:06 PM
Corsairs have the same stats as the Dark Elf Spears, down to the "effective against cavalry" boon. Corsairs don't have "fast run speed". If corsairs were some kind of light skirmishers or something it'd balance out the Dark Elf early roster better. I assume. Unless there's something I'm missing.
Jubal, I have also noticed this discrepancy! it makes corsairs pointless to use as spearmen are just better :(
surely the corsairs should be fast moving and lose the "effective against cavalry", as well as lose some defence and gain some attack (they have no shield and are less armoured than spearmen)?!
This would make the darkelf army much more dynamic, as currently our light infantry are just our spearmen in disguise, who somehow cant run as fast even though they carry less D:
no other complaints though, i love my crossbows and the campaign runs even smoother than vanilla, because of the new interface i think - having loads of fun! :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on October 01, 2013, 09:33:19 PM
Noted on the corsairs. It will be some time before I manage to get a patch out and released, if I get round to it, but if anyone else wants to do some tweaking and post unofficial patches we'll fully support that. :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: comrade_general on October 02, 2013, 04:36:07 PM
Joob! You did not tell me: http://www.pcgamesn.com/warhammer-total-war-mod-finally-reaches-end-times-after-half-decades-work :)

edit: Guess I didn't log in to facebook. :P
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Silver Wolf on October 02, 2013, 06:37:02 PM
Anyway, job's a good one.

That applies to you too CG. ;D
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on October 02, 2013, 08:50:42 PM
Hi everybody!
Great mod Jubal! Congrats to u and all yr team!

Before the release, I saw a post where somebody in the test team wondered why characters gained many traits and ancilliaries.
From what I discovered in the data files, this is partially 'cause some triggers were left "orphaned" after removing temples or other conditions.
Examples: brilliant_inventor - normally had a condition to be gained when a temple of forge is in place - now that temple does not exists, the condition was removed and u gain that ancillary for just sitting in a town.
Also, the first three luxurious lifestyle triggers do not have the treasury amount condition anymore, so u gain this bad traits just by sitting in the town.

Hope this is usefull to u and maybe u do this adjustements in the next (minor) patch.

Catalin.

That explains why all my governors lost all their influence
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on October 03, 2013, 01:29:45 AM
Catalin - what's the name of the file that you need to edit to remove "orphaned" negative traits? And how do you add conditions for them in that file?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on October 03, 2013, 03:26:11 AM
Would Darth's or Sinuhet's battle AI mods for Rome Total War work along with Warhammer total war?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on October 03, 2013, 09:01:56 PM
I have no idea, is the honest answer. I think one would just have to try it and see.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Lembocha on October 06, 2013, 04:08:36 PM
Came here to congratulate devs on their great work! This is a MUCH more stable mod than the previous I tried. I had been waiting for this release with great anxiety and now I can't stop playing! Kudos!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on October 08, 2013, 09:49:54 PM
Jubal wrote
Quote
I have no idea, is the honest answer. I think one would just have to try it and see.

Darth's AI battle formations mod seems to work along with it and improve the AI in battles a bit. Haven't been able to try Sinuhet's as the download links are all dead and no-one seems to respond to requests to re-up them.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Javesh on October 11, 2013, 07:34:59 PM
Hi Jubal,
Just signed up so i could get this cool looking mod, but i'm having problems installing it. I'm at step 2 where i'm supposed to paste -mod:WHTW in the shortcut, but i get a msg where it say's it invalid. Am i doing something wrong? Guess i should mentions that i bought it off Steam, but i know you can run it outside of steam so that shouldnt be a problem...or?

Tried these:
"C:\Program Files (x86)\Steam\SteamApps\common\Rome Total War Gold\RomeTW.exe"-mod:WHTW
"C:\Program Files (x86)\Steam\SteamApps\common\Rome Total War Gold\RomeTW.exe-mod:WHTW"
"C:\Program Files (x86)\Steam\SteamApps\common\Rome Total War Gold\RomeTW.exe -mod:WHTW"

Appreciate any help i can get and thanks for an awesome mod!

Edit: Just tried "C:\Program Files (x86)\Steam\SteamApps\common\Rome Total War Gold\RomeTW.exe" -mod:WHTW and i didnt get an invalid msg, but then an error msg pops up which say's "Failed to find Steam". Seems like i cant run it outside of steam then? Help  :P
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Son of the King on October 11, 2013, 07:43:05 PM
Right-click on the game in Steam, click properties, then click set launch options. Then put the -mod:WHTW in the box that appears. That should work I think, if not you'll have to wait for Jubal.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Javesh on October 11, 2013, 07:49:15 PM
It's worked!!!!  ;D
Much love your way m8 :D

Jubal - Maybe add this in your description of how to install the game if your using Steam? :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Son of the King on October 11, 2013, 07:50:21 PM
Good :) . Welcome to Exilian btw!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on October 18, 2013, 03:53:08 AM
Like the final release a lot but i feel it could do with a few changes :
1) Skaven need magic user hero units as well as Stormvermin ones. They're meant to be led by Grey Seers who are powerful magic users. I was fighting them with Araby and i just massacre skaven in no time with Djinns as they have no casters of their own.
2) Lizardmen need powerful slann mages with temple guard bodyguards - good in melee and with a powerful ranged spell-casting attack
3) Lizardman Saurus and cold one rider units should have less soldiers in each unit, but they should have two hits to represent how tough they are
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on October 19, 2013, 01:20:53 PM
I'd have had slann for certain if I had a model for them, but I don't. The saurus idea is interesting certainly.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: arafinwe on November 02, 2013, 11:56:12 AM
hi guys,

great game, congrats, i played the previous version and loved it, but this one doesn't seem to work. My game runs and i can play custom games, but when i choose an imperial campaign and click start (Arrow), the game goes back to the screen where you can choose between imperial campaign and custom game. And i can't click imperial campaign again. When i go back and try again i just get the same problem. So it would be great if you could help.

thanks
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on November 02, 2013, 12:18:57 PM
Did you remember to remove the previous version before putting the new one in? I'd firstly try deleting the mod's folder and re-installing.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: arafinwe on November 03, 2013, 10:46:22 AM
yes i did. i uninstalled rome, reinstalled it, installed the mod and it still gives the same problem.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: comrade_general on November 03, 2013, 01:58:10 PM
Unfortunately uninstalling Rome still probably leaves bits of mod folders laying around in the folder, so you need to go in and manually delete all that remains before reinstalling.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on November 03, 2013, 02:45:09 PM
Yes, what CG said.

If that doesn't work I guess next step is try opening the shortcut, adding -show_err to the end of the command line, then see if an error message appears after you cause the error and close the game. If you can get one, post the error message here.  :)

But probably there were remaining files left when you uninstalled.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: arafinwe on November 10, 2013, 06:00:08 PM
hi,

i searched all the old files and deleted them, hopefully i didn't miss any. But i still got the same problem, this is the error i got:
script error in:
WHTW/data/world/maps/campaign/imperial_campaign/descr_strat.txt
at line 885, column 12
could not create settlement at script line 885

Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Dunadd on November 14, 2013, 09:44:26 AM


don't delete anything yet in case i'm wrong, but i'm pretty sure there are some files that the game recreates if you delete them - and for some mods you need to delete them before running the mod. I'm wondering if that could solve this (though i didn't have that problem myself as far as i can remember). Could be worth googling though.

Of course also try what Jubal and Comrade General have suggested - they are actual modders - i only know how to edit the edu and edb files a bit

If all else fails uninstall Rome Total War entirely and go to start and type REGEDIT in the search box - the Regedit programme icon will come up and you can look through the registry keys to delete any Rome registry keys that weren't uninstalled - though make sure you back up your registry first in case you delete something vital to windows by mistake.

Then restart your computer and reinstall Rome and then see if you can install and run WHTW
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: dapegon on January 07, 2014, 11:47:51 AM
Hi there.

I've just registered to say thank you a lot for your efforts. This mod is very nice and I love having the opportunity to battle from the New World to the Old World and beyond. A very good recreation of Warhammer environment.

Just a question. While playing with high elves I've found that the commander's portraits are human, bearded, dark haired men possibly from an Arabian faction. Just wondering if it is an installation problem (I have Rome Total War with both expansions, Alexander and barbarian invasions) or it is a mod feature.

Anyway, minor problem (if a problem at all) that doesn't mind.

Good work!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 07, 2014, 12:03:20 PM
That isn't an installation issue, that's something we didn't fix from original Rome: Total War.

The issue is that portraits in RTW are attached to cultures, not factions, so if we'd changed portraits:
- Kislev, both Empire, and Brets would have shared (kinda works)
- Lizardmen would've got their own (only one that really works well)
- The 3 elf factions would've shared (barely works given how different the 3 factions are for skin tones etc)
- Araby and Tomb Kings (doesn't work)
- Dwarfs, Vampire Counts, Chaos Dwarfs, Luccini would've shared (and now the problem really becomes apparent)
- Orcs, Skaven, Chaos, Ogres, Dragon Islanders, Beastmen (Yeah.)

We could've put some generic thing in that wasn't a face, but we decided whilst testing that it was better to still have a portrait so you could tell who was who, even if the portraits were all wrong for species etc. Hope that explains it, and really glad you're enjoying the mod.  :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: dapegon on January 07, 2014, 07:17:14 PM
Ok, I understand.

It's not a real problem, after all. It's just a little weird, having everything smoothed but these portraits, but I suppose you're right and it's the best option. At least you can know who is who.

As I told before, great work. Having tons of fun!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: slym on January 21, 2014, 04:50:09 PM
hi guys,it's an amazing mod! i tried to install it but it doesn't run.  sorry for my english but i will try to be clear. i did the first step,but have problems with the second. when i write -mod:WHTW to change the target of the new shortcut it says that it is not correct. what is the problem? what can i do?     p.s. i have roma total war 1.0 version    thank you and again amazing mod
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: slym on January 21, 2014, 05:35:25 PM
ok sorry i resolved the second step problem,but when i double-click the new shortcut icon it doesn't run. i don't know why,i read again the steps and i did all right,i think.  when i double-click the screen became black and it crushes.  any idea? help
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 21, 2014, 07:04:13 PM
If you don't have the Rome: Total War 1.5 patch, you need to get that.  :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: slym on January 22, 2014, 02:42:56 PM
ok great :) .  now it runs good but there is a problem during the game. sometimes i can't save the game, i can't click the box "save game" and also "charge game" during the play. it is only my problem or there is a way to resolve it?   sorry again for my english ;)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: AnubisHollow on February 04, 2014, 11:23:01 AM
Hello

This mod looks great, but I just can´t get it to work.

I´ve looked in comments all over the Internet, did as the readme says and basically tried everything. I have ordinary rome total war installed under program filesx86- Activision, i have a windows 7 laptop and I think the game is patched to 1.5. I don´t know how to confirm this, because the exe seems to be last modified in 2004 when I check in properties, but I installed both patches (1.3 and 1.5) succesfully.

The thing is, I did what the readme says and typed "-mod:WHTW" (the "whtw" in caps)right after exe", leaving a space. I then tried tyìng show_err before and after, with no result. The game loads for a sec, you can see the credits...etc and after just a second, black screen, crashes to desktop. There´s no warning log of any kind, at least I didn´t see it.

Any help? I´m desperate, and I would appreciate some advice. Thanks! :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on February 04, 2014, 11:42:31 AM
The most likely thing is that the file structure isn't right.

You should have your WHTW folder inside the Rome: Total War folder, and the Warhammer Total War data folder directly inside that/

Common mistakes are a structure that goes
Rome - Total War/WHTW/WHTW/data
or
Rome - Total War/data/WHTW

If either of these are the case it won't work.

So check that first, and then if that's not the issue we'll try and work out what is :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Tom on February 04, 2014, 11:48:14 AM
I had that problem when I first got this mod, make sure the path is correct, really check it, you may have missed something. Try this, I think it worked for me I'll check in about 45 minutes and post accordingly.  Also, check out the rest of the site, its really good, I first came here for this mod as well but stuck around and I'm enjoying it. :)

Edit: listen to Jubal, he made it he knows best :)


This is my target path (for windows eight): "C:\Program Files (x86)\Activision\Rome - Total War\RomeTW.exe" -mod:WHTW
This is my start in: "C:\Program Files (x86)\Activision\Rome - Total War"
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: AnubisHollow on February 04, 2014, 04:05:54 PM
I forgot to mention that the file structure is also correct, I have the Rome Total War folder and inside the WHTW folder.

My path is also set correctly. The vanilla game runs fine.

Edit: and I have the warhammer data folder directly inside the WHTW folder.
Also, I changed the name of the shortcut to warhammer total war, if that helps.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on February 04, 2014, 04:16:45 PM
Can you paste your command line here, and a screenshot of your file structure/windows explorer? Thanks :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: AnubisHollow on February 04, 2014, 04:37:08 PM
Could you please explain me how to view the command line and make a screenshot of my file structure?

By the way, turns out the vanilla game also crashes. It seems that it has begun crashing right after I patched it. Before I patched it, it worked fine :(
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on February 04, 2014, 04:41:38 PM
Ahh. Okay, that sounds like it could be an issue with the patch rather than the mod then. First step, reinstall RTW and get that working; if RTW doesn't work then nor will WHTW pretty much by definition!

By the command line I just mean the target: line on your new WHTW shortcut, which you can find by right-clicking and hitting properties.
To take screenshots, press the print screen button on your keyboard, open paint, press Cntrl+V to paste, save the file, then either find an image upload site or I'll message you my email and you can send it to me that way.

As I say, though, don't worry about any of that until you have a working Rome: Total War to start with - WHTW still borrows many of its files from the original game so having it work is vital!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: AnubisHollow on February 04, 2014, 05:39:24 PM
Ok, seems like fate decided I wouldn´t try this mod.

I reinstalled the game (just to make sure), patched it and, strangely, it worked fine, the mod included. However, everytime I try to play a custom battle, it crashes. I am trying to play Altdorf vs Chaos, and I must admit I stuffed all the units I could, but it should work nevertheless, right? ???

I haven´t tried campaign yet.

Edit: Geez, I think I may have isolated the problem at last. I played Kislev vs Araby and it worked. I played Altdorf vs Chaos and it worked. However, I played Altdorf vs Chaos with less units but a steam tank in Altdorf´s side, and it crashed. I think it may be the steam tank. Has anybody else commented on the matter, or is it only me?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on February 04, 2014, 06:13:47 PM
There's a recurring crash bug that seems to affect the Chaos marauder horsemen so it may be that?

Check here for the solution:
http://www.exilian.co.uk/forum/index.php?topic=2775.0

Steam tank is also possible, I don't think I've had any complaints about that though.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Tom on February 04, 2014, 06:20:11 PM
Nope, it's not the steam tank, I just checked.


I also have the marauder horsemen problem though so it's probably that.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: fingardium on April 07, 2014, 08:09:16 PM
hi, good work with this mod, i love the world of warhammer and i would like to play it, but i have a problem with the installation.
i have rome total war 1.5
C:\Programmi\The Creative Assembly\Rome - Total War\data\WHTW\data
i followed installation instructions i guess, in the new shortcut now there is:
"C:\Programmi\The Creative Assembly\Rome - Total War\RomeTW.exe" -mod:WHTW

but if i double click, it plays rome total war, no warhammer at all...

please help me

 :'( :'( :'(
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on April 07, 2014, 08:28:41 PM
It needs to be
C:\Programmi\The Creative Assembly\Rome - Total War\WHTW\data
Not
C:\Programmi\The Creative Assembly\Rome - Total War\data\WHTW\data

As you have now.

Try that and it should work.  :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: fingardium on April 22, 2014, 07:13:24 PM
thanks a lot, now it works! :-)
often crash, but works.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 06, 2015, 07:34:21 PM
Hello all, I'm really enjoying this mod and I'm playing as the ogre kingdom. I've encountered a problem where my ogre chieftans and generals accumulate traits at a an exponential rate. Even when doing nothing. At all. I was wondering what I could do to change this? Many thanks for your time!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 06, 2015, 09:24:21 PM
You'd have to edit the traits files - the reason for this is that several buildings that were previously trait requirements have been removed, so the trait now has no prior requirements, just a % chance of occurring. Unfortunately there's no "quick fix" - the game manages to remain balanced because the enemy generals are in the same boat!

Here's a really in-depth guide if you're interested in looking into editing the files:
http://www.twcenter.net/forums/showthread.php?131861-Guide-The-complete-traits-ancillaries-guide

Hope that helps, and sorry it's not a dead simple fix!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 06, 2015, 11:32:12 PM
Ah okay, Would this help? http://www.twcenter.net/forums/showthread.php?142568-ATVTW-Trait-Ancillary-Validator 
I will give it a read and see what i can do!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 07, 2015, 02:00:22 PM
That might help - there've been lots of smaller tools like that made for these things.

If you get an edited version of the file that you're happier with, do share it! :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 08, 2015, 04:02:23 PM
Ok so Ive found the file that i need to modify, i think its export_descr_ancilliaries... Now when examining the Rtw one it shows which buildings are linked and trigger the trait presence. Now i was wondering would it suffice to simply rename the trigger buildings to the ones youve used in this mod? Again many thanks for your time!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 08, 2015, 04:25:02 PM
I can't be certain without looking at it, which I haven't done for over a year now, but simply going by logic I don't see any reason why that wouldn't work.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 08, 2015, 04:28:02 PM
Ok thanks for the quick reply! The reason I queried was that after opening the export_descr_blabla file, the first sentence mentioned opening some spreadsheet rather than editing this file.. Any idea which spreadsheet it is refering too? I appreciate that its been a long time since you last looked at this! I promise to stop bugging you once ive understood :D

Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 08, 2015, 04:30:28 PM
A lot of the files have things like that in - they usually refer to the original tools that the developers used to make these files. We don't have access to those, so we have to chug along as best we can using text editors.  :P
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 08, 2015, 04:36:17 PM
hahaha cool! i'give it a poke, sure whats the worst that can happen? ;)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 08, 2015, 05:27:48 PM
Test changes regularly and take a backup first. And if a portal to Chaos opens up, run like hell.   :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 09, 2015, 09:44:45 PM
Ok so the way it looks i will have to rename the traits and make them species specific. Do you know whether or not a limit exists to the number of character traits? cheers!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 09, 2015, 10:01:37 PM
I'd be very surprised if there wasn't a limit somewhere - but I suspect it's pretty high and I've never heard of anyone bumping into it.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 18, 2015, 10:36:39 PM
hey there are two notepad files for the buildings: export_descr_buildings and export_descr_buildings_good any idea which one is should modify/use? Cheers
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 18, 2015, 11:59:36 PM
export_descr_buildings - the other one is an earlier backup.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on January 29, 2015, 05:43:02 PM
Apologies about the recent silence! ive been busy with coursework! I had another question: When i edit the export_descr files it tells me the name of the trait or ancilliariy but doesnt tell the me the exact effect of said trait. Where can i find those? Cheers! I should have my first version ready soon!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on January 29, 2015, 06:14:38 PM
There should be versions in the text folder that do the names, and similarly but slightly differently named versions in the main folder that have all the details.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Hiero on March 07, 2015, 06:54:58 AM
Hello, I am having some trouble installing the mod. I have done step 1 and am encountering some trouble in step 2. I created a new shortcut on my desktop and I put in the location of E:\SteamLibrary\steamapps\common\Rome Total War Gold\WHTW. Then I right click the shortcut into properties and I type -mod:WHTW into the location area so it know says "E:\SteamLibrary\SteamApps\common\Rome Total War Gold\WHTW-mod:WHTW. After I click reply it says  'The name "E:\SteamLibrary\SteamApps\common\Rome Total War Gold\WHTW-mod:WHTW specified in the target box is not valid. What have I done wrong?

If this confuses you a detailed step by step instruction of step 2 would be great because honestly I found the installation instructions very vague
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on March 07, 2015, 09:09:16 AM
I think you need to put a closing " after the path, then put the modswitch command after that. You also don't need to specify the modfolder in the command line, only in the switching command.

"E:\SteamLibrary\SteamApps\common\Rome Total War Gold" -mod:WHTW

Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Hiero on March 07, 2015, 02:15:53 PM
I think you need to put a closing " after the path, then put the modswitch command after that. You also don't need to specify the modfolder in the command line, only in the switching command.

"E:\SteamLibrary\SteamApps\common\Rome Total War Gold" -mod:WHTW

Ok, I did that but when I launch the shortcut all I get is the normal rome total war stuff. When I made the shortcut I put in E:\SteamLibrary\steamapps\common\Rome Total War Gold for the location and instead of one appllacation a whole folder popped up instead. I should mention that I am using windows 7 and steam
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on March 08, 2015, 01:24:44 PM
Oops, yes, you probably need the .exe file in the path as well!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Hiero on March 09, 2015, 12:31:47 PM
So I would put this in the location line?

"E:\SteamLibrary\steamapps\common\Rome Total War Gold.exe" -mod:WHTW

When I am it is saying the name "E:\SteamLibrary\steamapps\common\Rome Total War Gold.exe" -mod:WHTW specified in the target box is not valid
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on March 09, 2015, 01:10:17 PM
Um, you need the name of the .exe file, "Rome Total War Gold" is just a folder.

Should be something like:
"E:\SteamLibrary\steamapps\common\Rome Total War Gold\RomeTW.exe" -mod:WHTW

(But you might want to check the filename).
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: palebluedot on March 28, 2015, 04:10:55 AM
I'm having the same problem as Hiero. I'm starting to suspect that I've misunderstood step one, so I took a screenshot of my Rome:Total War folder. Is the mod folder in the right place? Do I need to rename it?

Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on March 28, 2015, 12:05:02 PM
That looks fine. What does the inside of that WHTW folder look like?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on April 27, 2015, 03:19:05 PM
jst wanted to say that your mod will be better than the one CA are releasing soon.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on April 29, 2015, 12:51:16 AM
Aw, thankyou :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: airjamy on May 02, 2015, 09:17:15 PM
Dear modder, i have tried to install the mod all evening, but i think i have come to a dead end. I can get into the menus, and simply see the menus and fiddle around with everything, but when i try to actually get in game via custom battle or campaign, i crash. Since i have the mod installed i have the same problem with the base game, but the base game just crashes when i start. I get different error messages, the mod simply crashes, and the main game freezes at the red loading screen and then gives an error message that it misses files, and then a load of glibberish. What do i do?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: airjamy on May 02, 2015, 10:06:54 PM
And then i did like the 5th reinstall of everything, and it WORKED! :D It needs no further explaining how excited i am to play this mod seeing the effort i put, thanks a lot!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on May 02, 2015, 11:03:31 PM
Really glad you got it working - hope you enjoy it! :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: airjamy on May 03, 2015, 12:48:39 AM
Played for 4 hours only to find out that the save button is greyed out? Guess my Bretonnians will not go to war against the Empire after killing the Dwarves and the Wood Elves. Not a huge problem, i really wanted to try out the other races anyway, i didn't even touch on the army i collect, the Lizardmen. Is it impossible to save in this game or is it a bug? Game ran perfectly for the rest, great job!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on May 03, 2015, 01:04:34 AM
That particular bug... seems to be a bit random, honestly. I usually find it saves fine, but sometimes campaigns will end up in states where they'll refuse to save.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: airjamy on May 03, 2015, 10:26:53 AM
Well ok, i guess ill try to take note of it then and save often whenever i can.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on May 16, 2015, 09:50:42 AM
about the save game issue, it appears to a RTW problem! i had to deactivate the autosave feature to be able to manually save but now it works fine! just google rtw autosave problems and see whether it is applicable or not!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: palebluedot on May 19, 2015, 05:14:09 AM
EDIT: I am a stupid idiot who misread the Readme, the mod is working fine now. ;D
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on July 20, 2015, 06:55:59 PM
hi, Ive tried to link the traits and ancilliaries to the each races corresponding buildings without success. So ive sttled for an alternative, i try to prevent my generals obtaining certain traits. however I ran into a block as when i type in: give_trait <name> anger 0 it says that it cannot find the character. Ive tried it with a few others to no avail.
Any ideas how to change this? Ive been thinking that maybe the characters have different names in the files than the ones shown, could that be the case?
many thanks!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on July 21, 2015, 12:34:10 AM
The game will internally use the names as given in the data/descr_names.txt file, some of which are a bit contracted from the display version linked up in data/text/names.txt, if that helps?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on July 21, 2015, 02:42:51 PM
good idea! will try it now!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: HazardHawk on October 04, 2015, 12:50:48 PM
Just a quick word...

If you play it in Rome, it is a totally dead campaign map with even the colors dead.

If you want it to both run better and look better, drop the mod into Alexander and use the

-mod:WHTW -ne -nm -show_err -movie_cam -enable_editor -noalexander launch options after first manually setting your preferences in the mods preferences folder and copying the chat_filter.san from Rome/data to WHTW/data folder

Running in Alexander drops all of the staggering and stuttering frames and gives the campaign some life.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: comrade_general on October 04, 2015, 04:04:55 PM
But what differences does that make on the campaign map?  ???
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Seduce on October 05, 2015, 11:27:55 AM
Lol
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 05:31:11 PM
heya, so i was really impressed with the ancilliaries that youve made specific to factions e.g. ghal maraz!!
 so i tried to introduce an acilliary known as fellblade to the briton faction (skaven) using the sword of might as a template. Needless to say CTD.
 i noticed two things:
 1). sword of might is linked to Description sword_of_might_desc which i cant find anywhere. im probably using this incorrectly for my creation fellblade of ancilliary...
 2). you mention to try and use the spreadsheet over the export but where do i find this? and which software do i need to edit it? (please tell me im not dumb and its excel...... (http://www.twcenter.net/forums/images/smilies/emoticons/wink.gif) )
 
 i think that the trigger is fine:
 ;------------------------------------------
 Trigger trigger_fellblade
 WhenToTest CharacterTurnEnd
 Condition IsFactionLeader
 and Factiontype britons
 
 AcquireAncillary fellblade chance 100
 
 Many thanks for your time!!!   ;D 
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on December 28, 2015, 06:02:11 PM
The mention of spreadsheets isn't me, that's from the original RTW dev team who probably had much easier tools for all this!

There should be a file giving all the descriptions somewhere in the data/text folder, if that helps. Could you post the entry for the fell blade itself as well as the trigger so I can take a look at that?
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 06:20:51 PM
yep give me a few mins! :)

thanks for the quick reply!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on December 28, 2015, 07:33:40 PM
No problem :) Just checked, and the text file you want is called export_ancillaries.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 07:45:47 PM
renamed sword of might


Ancillary fellblade
    Image sword_ancillary.tga
    ExcludeCultures barbarian, egyptian, carthaginian, greek
    Description sword_of_might_desc
    EffectsDescription sword_of_might_effects_desc
    Effect Hitpoints -2
    Effect Attack +5
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on December 28, 2015, 07:48:49 PM
Given the Skaven are most definitely in the barbarian culture, that might be a problem! Replace "barbarian" with "roman" and see if that helps :)
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 07:49:40 PM
so wait would I have to modify the effect description (aka place a new entry with fellblade details) to prevent the CTD?

when i remove the fellblade entry the game runs smoothly so its the problem.
Just wondering which bit is incorrect :s
 
any ideas? :)

cheers for the input!!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 07:52:54 PM
ah I will try what you said first!!

jumped the gun did I.
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on December 28, 2015, 08:06:35 PM
Testing suggests that HitPoints seems to require the P being capitalised, and you definitely do need there to be a description line in export_ancillaries. The name of the item isn't "linked" except by the item's name itself, so you need that at minimum.

I scribbled down the following as a placeholder, seems to work:
Code: [Select]
¬---------------

{fellblade} Fell Blade

{fellblade_desc}
This magic dagger found by Clan Eshin in Cathay is poor for guarding against blows, but allows the wielder to cut any enemy's armour.

{fellblade_effects_desc}
+5 attack, -2 to hitpoints
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 08:11:02 PM
Thanks for the suggestion.

Will try it now :)

kinda hyped not going to lie :D
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: uzgobdamighty23 on December 28, 2015, 08:44:05 PM
SuccESSSSSSSSSSSS!  ;D :) :D ;D ;D ;D ;D ;D ;D O0

big thanks to Jubal for his help!
Title: Re: Warhammer: Total War - A Call To Arms Release!
Post by: Jubal on December 28, 2015, 10:40:13 PM
No problem :) Let me know what else you manage to add in! :D