Author Topic: Warhammer: Total War - A Call To Arms Announcement!  (Read 16379 times)

Jubal

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Warhammer: Total War - A Call To Arms Announcement!
« on: March 02, 2013, 10:44:14 AM »

"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.



Jubal_Barca and team proudly announce to you A Call To Arms, the oncoming final release of Warhammer: Total War, the mod that wholly converts the classic Rome: Total War engine to bring you epic-scale combat and strategy across the Warhammer World! In A Call To Arms the mod will be much more immersive than in previous releases as well as more stable, giving you exciting and powerful new units to play with and new enemies to fight. The Beastmen, Lizardmen, and Skaven have received the biggest overhauls, but the huge changes we've made to the rebels of the Warhammer world also give you a much more diverse range of enemies to fight early on.

If you want to help get more goodies into A Call To Arms, please visit the activity-starter thread. This thread will be devoted to any discussion of the mod you want to do and for announcing updates of the final tweaks and changes we're making over the last couple of weeks before release. Our current aim is to release on approximately 16-18 March, but this depends on how many issues we find to fix and how many extra bits of awesome you guys can persuade us to stuff in there.

"To Arms!"


Features Include:

> Over 250 units

> All 20 factions fully playable:
----------- Imperial Army of Altdorf
----------- Imperial Army of Middenheim
----------- Realm of Brettonia
----------- Realm of Kislev
----------- High Elves
----------- Dark Elves
----------- Wood Elves
----------- Lizardmen
----------- Dwarfs
----------- Chaos Dwarfs
----------- Vampire Counts
----------- City of Luccini
----------- Empire of Araby
----------- Tomb Kings
----------- Hordes of Chaos
----------- Beastmen
----------- Skaven
----------- Dragon Islanders
----------- Orcs & Goblins
----------- Ogre Kingdoms

> Fully functional campaign map covering the Warhammer World from the Chaos Wastes to the Southlands and from Lustria to the Mountains of Mourn, with a grand total of 169 provinces

> Spectacular monsters including elephants, trolls, giants, rock golems, daemons, and rat ogres

> War machines include flame cannons, organ guns, trebuchets, ballistae, mortars, and steam tanks

> Specialist units such as Skaven assassins, Empire fire wizards, Dwarf Ironbreakers and sneaky chameleon skinks

> Rebels across the Warhammer world bring more depth to gameplay; battle the tribesmen of Albion and their mighty giants, the forest goblins of the southlands, the westernmost parts of the mighty Hobgoblin Khanate, the spearmen of the Empire of Ind, or the defenders of the realm of Estalia

> Trade resources added across the map to give additional income and make keeping trade routes open a newly useful part of the game

> Hugely overhauled building trees add additional depth to gameplay, including wizards' towers, temples to the dark gods of Chaos, and the ability for aspiring Orc chieftains to call the WAAAAAAAAAGH!

> Wide range of mercenaries now includes Estalian diestros, Pirate swordsmen, Dwarf mercenaries, Ogre Maneaters, and Arabyan Camelry


Screenshots










Final Progress Announcements
02/03/13: Announcement made & activity-starter begins
« Last Edit: September 27, 2013, 12:28:19 PM by Jubal »
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

comrade_general

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #1 on: March 03, 2013, 01:45:54 AM »
Excellent! :)

delruss

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #2 on: March 03, 2013, 01:50:31 PM »
Great to see you have added in the stuff I did for the mod  ;D

Jubal

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #3 on: March 03, 2013, 03:26:06 PM »
Yes, it's made a huge difference to the factions you worked on, thanks.  :)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Gen_Glory

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #4 on: March 04, 2013, 06:35:26 PM »
wow I remember when this was but a twinkle in jubal's eye...
« Last Edit: March 04, 2013, 06:59:31 PM by Jubal »
Tis but a scratch...


Jubal

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #5 on: March 04, 2013, 07:00:29 PM »
wow I remember when this was but a twinkle in jubal's eye...
Damn I feel old. :P

PS Where it says I edited your post: turns out all that time still hasn't taught me to reliably hit the "quote" button not the "modify post" one. Fail.

DD: Two can play at this game :P
« Last Edit: March 05, 2013, 06:43:42 PM by Dripping D »
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Jubal

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #6 on: March 24, 2013, 11:38:21 PM »
Touche.

Four more units added today: Skink Priest for lizardmen, Mages of Hoeth for the High Elves, Chaos Dwarf Minefield and Chaos Dwarf Grenadiers.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Jubal

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #7 on: April 11, 2013, 02:25:23 PM »
Chaos Dwarf Immortals and Automatons added, and the zombie giant; also finished off the unit descriptions file.  :)

I should also officially welcome luckynumber13, who is working on building descriptions; I've just added his work for the Lizardmen in and it hugely improves the fluff levels for the game :)
« Last Edit: April 11, 2013, 02:33:21 PM by Jubal »
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

Jubal

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #8 on: August 16, 2013, 04:05:28 PM »
Just ran an AI campaign; went very smoothly, Altdorf got progressively smashed by Middenheim, Orcs and Beastmen doing very well, Ogres surprisingly successful too.
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Dunadd

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #9 on: August 16, 2013, 09:15:57 PM »
Did you manage to do anything about the diplomacy? Altdorf, Bretonnia, the dwarves and the wood elves all going to war with each other all the time detracts from the atmosphere a bit. I know there are meant to have been minor wars between the Empire and Brettonia, but they're generally meant to be allied when under attack from evil kingdoms.

It'll still be a great mod even if you can't, but if you could it'd be nice.

wotringe

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #10 on: August 17, 2013, 12:53:47 PM »
Just one question everyone is asking: when?

goldfang

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #11 on: August 19, 2013, 05:14:19 PM »
oh man

im so hard right now

Dunadd

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #12 on: August 21, 2013, 01:47:13 AM »
Is it ready yet?

Jubal

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #13 on: August 24, 2013, 04:04:26 PM »
Bad news: no.

Good news: a major diplomacy fix is underway which should help address some of the common concerns about that.  :)
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pro5281

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Re: Warhammer: Total War - A Call To Arms Announcement!
« Reply #14 on: August 25, 2013, 04:36:07 AM »
currently discovered your mod after playing call of warhammer. Your current mod is basic but very good considering the races u put into the mod. i will be interested what you new mod will have. more units and war machines im guessing for every race and better artwork. I have a question though. special characters will there be any of the famous warhammer names playable? would have been nice to have mazdamundi general for a steg unit, kroak with a temple guard unit, xthoyl with cham skinks.  Good luck with the launch. ill be playing it for sure.