(http://www.exilian.co.uk/mods/rtw/Pictures/WHTW.jpg)
1.0 FULL CAMPAIGN RELEASE
It's been a long time in coming, but here it is. Games Workshop's fantasy universe, realised in full 3d RTS/TBS format on the Rome: Total War Engine. 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.
FEATURES
* Many new units
* 18 factions, including almost all the tabletop races and more!
* New Loading screens
* New buildings available
* Full campaign mode covering huge sections of the Warhammer world
* New faction icons, banners, and game background
DOWNLOAD LINKS
http://www.moddb.com/games/rome-total-war/downloads/warhammer-total-war
http://www.2shared.com/file/faVrKn6y/WHTW.html
http://www.gamefront.com/files/21517430/WHTW.zip
If anyone can make more DL mirrors I'd be very grateful. Thankyou!
Yep I'll get one out o'er the weekend.
Turns out I forgot to change the readme file, re-uploading soon. :P
DONE, now has correct readme.
When we have the proper unit cards, this will be perfect! Well done! :)
UI cards are difficult and time consuming, but if we can find someone to do them we'll release them as a patch.
Another DL link in place!
Gut, 'cuz I couldn't get the other one to work.
http://www.moddb.com/games/rome-total-war/downloads/warhammer-total-war
Must wait for the authorization. :)
I believe you forgot to fix the pink snow/land and add garrisons :P
The pink snow and menu music is fixed in the version I uploaded at the db. The rest will have to be done via a patch.
I've never had the pink problems myself... can't remember why they happen, even.
Garrisons may be added in a patch.
Because descr_aerial_map_ground_types.txt is looking in a mod folder titled "warhammer" and not "WHTW". I left the mod folder as WHTW in the mod db upload but changed the reference lines in the text file.
Oooops. So both my other uploads will fail, great. :P
Hi had to reg to say thanks for a cool mod love it loads,
But as said above about the pink part on the map i get this no idea why, i did have a look for the fixed ver as mentiond above @ db but i could not find it.
Any help would be great thank you again for the work put into this,
The version at the db hasn't been authorized yet. You can just drop the file attached to this post in the WHTW/data folder to fix it, that way you don't have to download the whole thing again.
Might as well attach the music file too, do the same with it.
Great thank you worked great.
Keep up your great work.
And thank you again.
No problem. Welcome to the Exilian! :)
Quote from: Jubal on April 08, 2012, 12:46:23 PM
Oooops. So both my other uploads will fail, great. :P
Once the db one is authed you should just make it the primary. ;)
any idea when this is gonna be authorized? cuase i told all my friends that it was out and they freaked when they found out the download didnt work. im scared for my life here.
how do i get it to work?
nevermind got it working
looks even better than before
Hey guys, sent some questions to jubal but I suppose he is busy so I will ask the questions to you guys. With the current download there is some kind of issue and I thought we were all supposed to wait for the new download to be authorized. I tried the existing download but Im not sure how to get it working. You copy the WHTW folder into rome total war and then what? do you copy the shortcut or drag the shortcut to the desktop or whatever? I thought there was some kind of issue with the shortcut being named something other then the file name. assistance please.
There shouldn't be any issue with the shortcut naming, and the location of the shortcut shouldn't matter.
The important things are:
- Check the file structure goes Rome - Total War/WHTW/Data, not Rome - Total War/WHTW/WHTW/Data
- Check that your shortcut points to your actual Rome - Total War directory; right-click the shortcut, hit "properties" and you'll see a command line with the file path and a switcher to go the mod folder. If the file path doesn't go to your Rome - Total War folder you'll need to change it.
problem
after 1 hour or so the game stops working and the saves dont work either
I had to register to express how incredibly awesome this mod is, I cant wait to sink countless hours of my life into playing ir; the campaign map I particularly like. I also have a couple of questions:
1) Do you have any plans to implement UI and ancillary cards? I understand from other modding teams that these are particularly laborious to make, but they do add to immersion.
2) While giving the orcs and goblins a trial run, I noticed that there is more than one unit type called "Ork Boyz" recruitable, which I later discovered in battle to be spear and axe variants. Will you be adding any details to the unit cards to distinguish between these?
3) Again with the orcs and goblins; what is the purpose of the Waaagh Banner? It reduces order by 40%, and lets you recruit Ork Boyz which are already recruitable from the main town building. There doesnt seem to be much need for it.
The WAAAAAGH Orcs are cheaper, have lower upkeep, and come in units of sixty. So order penalty on the minus, cheap hordes of troops on the plus. :P
We'd love to do UI cards, but as you say the difficulty is getting someone with the time to do them all, which none of us have at present. If and when someone does, we'll do them, if nobody does it's unlikely we'll be able to.
All the new Skaven models have been successfully added! :)
Huzzah!
I cannot for the life of me figure out how to install this help would be appreciated. Thanks. I downloaded it from all three links and cant figure out who to install it to the total war rome. I don't know if this effects anything but i have the map version of Total war Rome.
Okay, so you have the folders you downloaded, which go WHTW/Data and so on.
You then find your Rome - Total War folder.
You copy or cut and paste your WHTW folder inside your Rome - Total War folder.
You then make a new Rome - Total War shortcut, right click on it, and hit properties.
Rename the name of the shortcut to Warhammer Total War and put -mod:WHTW at the end of the command line.
That's the basic procedure, is there anything that you need particular help with?
It wont let me move the WHTW folder into the rome folder it just has a circle with a line through it and it wont let me drop it in.
Is your account an administrator account on the computer? That might be affecting it. Also, the RTW folder may be set as read only or not have the right permission settings. Right click on it, select properties, then try and set it to not be read only and to have full permissions for all users. Probably the administrator thing though.
my account is the administrator account. This is a Laptop i am using. When i right click on it there is no thing that says properties.
Odd. Which operating system are you using? Can you take a screenshot of the folders and post it so I can take a look?
How do I install this Mod if I own the Steam version of Rome Total War???
http://exilian.co.uk/forum/index.php?topic=2002.0
^ Posts #5, #6, and #12 of this thread have the information you need.
Basically you need to go into your steam folders, paste in the WHTW mod folder, then find the .exe file, make a shortcut of it, and it just works as per the normal install instructions.
So I've got nearly twenty new units in over the last day or so. Not bad.
Good job!
Getting close to being where I want to be before making the big proper announcement.
first link downloads as a '.rar' not sure what to do with it
second link requires more software installed
third link doesnt work, just redirects me to the main gamefront page
.rar is compressed data, like a .zip or .7zip. Use winRar on perma-trial to extract the files for free.
thank you!
.rar basically packs tighter than .zip so it's better for these big mods. :)
Did some testing - note to self, when there's a rebel province called troll country that seems to have a very small army, remembering that the army is nearly all goddamn trolls might be a plan.
Running some AI campaigns - interesting results, had one stalemate and one where the Wood Elves swamped Brettonia, Estalia, and a good half of the Empire to take the victory. Also been adding a few new ancilliaries, and I'll do some traits too. :)
Plus added an extra province in (Karak Eight Peaks) :)
Hoo-rah. :)
hope it will be less ctd :D anyway incredible mod :)
I've run the campaigns for quite a long time without issues now, I think the new version shouldn't CTD any more than regular Rome: Total War. :)
Tip for the new version; having the magic universities (Araby, Empire) or the Tower of Hoeth (High Elves) in a town with your leaders gives the possibility of them getting some rather neat spellbooks...
Took another look at the UI then gave up on it again. :P
On a brighter note, Chaos and Beastman leaders can now get the marks of the Chaos Gods by being in towns with their respective temples (Dark Elf heroes in anywhere with a slaaneshi temple can also get that mark, and Skaven leaders around Clan Pestilens temples can get marked by Nurgle). The Undivided temple gives no mark, but it can (with an even lower chance) make a Chaos leader the Everchosen, which gives huge stat boosts.
I'm planning a few more faction-specific trait/ancillary ideas too. :)
Actually made a start on unit cards, the Dwarfs have all of theirs now at least. :)
EDIT: And Ogres, too.
Chaos Dwarfs and Lizardmen now card-ed up. :)
Nice!
And Skaven and Dragon Islanders (woot, efficiency!)
And Tomb Kings.
How abouts are you making said cards?
Just taking ingame screenshots and cutting the troops out with GIMP.
Just got Empire Alt, Empire Midd, Araby, Luccini, High Elves, and Chaos to go. Unfortunately I think I'll have to replace all the old Empire/Highelf/Chaos cards as I don't have the original base cards and they've been done with cleverly cut alpha channels. Shouldn't take too long though as I can still cut/paste the model from card to card instead of doing new screenies.
Well, and then all the mercs and all the boats, which will take time. Definite progress though.
Thank you for this wonderfull mod :o, I'm a huge fan of warhammer and I'm quite hurry to see the new release ;D.
A few comments:
-Some bug (games close when loading some campagne)
-Some army are more developped than others...I'm quite sad that Dark-elves don't have crossbow and that make HE are very powerfull: full wagon and ellyrien...the DE can't do anything. (Same for chaos against kislev: archers on horses are quite overpowered I think. U should maybe add throwing wearpon to marauders)
-You should place the Lotherm-harbor closer to the city
-Why can the DE and HE declare peace? there is a lot of non-fluff alliance happening all the time (but I think it's not easy to change)
-DE and HE are very far of everything...they are quite boring to play due to very-large map. Maybe add an chaos faction on north of naggaroth could be gread.
(Sorry for my English, I'm from Belgium :p)
any progress?:D
Karchedon: nearly there on the interface work - just a very small number of unit cards left to do!
Hi wotringe, and welcome to the site!
As for your feedback:
Quote-Some bug (games close when loading some campagne)
Most bugs will be fixed in the new version.
Quote-Some army are more developped than others...I'm quite sad that Dark-elves don't have crossbow and that make HE are very powerfull: full wagon and ellyrien...the DE can't do anything. (Same for chaos against kislev: archers on horses are quite overpowered I think. U should maybe add throwing wearpon to marauders)
Chaos will get some bonuses to compensate in the new version, especially heroes getting marks of the Chaos gods, as well as cheaper unit upkeep so they will have more to throw at the Kislevites.
Quote-You should place the Lotherm-harbor closer to the city
I'll look into that, good call. :)
Quote-Why can the DE and HE declare peace? there is a lot of non-fluff alliance happening all the time (but I think it's not easy to change)
This is very difficult to change. The Darkelves and Highelves will usually go to war once they are neighbours very quickly, but will remain at peace until then.
Quote-DE and HE are very far of everything...they are quite boring to play due to very-large map. Maybe add an chaos faction on north of naggaroth could be gread.
I'll take a look; the more powerful beastmen in the new version should help matters there.
ALL UNIT CARDS DONE.
That was time consuming.
Drink up boys the time comes near !hahaha What I want to say about the campaign is that most of the races start with very small cities and allmost no armies (and in hte first 2-3 turns you get some nasty riots).I believe that the cities should have more population and buildings at the start of the campaign and also some troops in each one !
Yeah, that's definitely been implemented - the building level is still fairly low at the start so you get a chance to actually build up etc, but everywhere now has garrisons.
Trying to make sure all factions have at least one new unit for the release. Most have already had additions; just added a (slightly naff looking but ah well) plague demon unit for Nurgle.
Still needing a new unit to achieve this then are Dragon Islanders, Ogres, Dwarfs, Empire, and Luccini. Luccini are probably getting a new light cannon, Empire a *project under wraps*, Dwarfs an Organ Gun and maybe Flame Cannon. Ogres and Dragon Islanders I'm less sure at the moment.
For Dragon Islanders is a Dragon Ogre lore appropriate? Or failing that, some kind of barbarian lizardmen unit?
And for OK, are leadbelchers possible using a fast moving scorpion? Or a take on gnoblar scrap wagons as small chariot units with a powerful ranged attack?
EDIT: Or a pack of Ogre Hunters with Sabrecats same as using wardogs in RTW but a hella lot deadlier. For OK ofc :)
maybe for DIs a unit of Lombard Berserkers with a different name? Or Amazons? Do they get those there?
As for the Dwarfs I was thinking that adding quarrels(crossbowmen) would add a lot to their lore because their lore says that there are a lot of Dwarfs who despise the new ways(gunpowder weapons) and stay true to the old ones.Also it would be nice to be differeny building for the quarrels and the thunderers ,the first one giving bonuses to the old ways and the second one to the new for example old ways building gives + 1 exp to units+2 to Longbeards because there are veterans whereas the new ways building gives discount to gunpowder units and +1 to weapons .
The trouble with pretty much all of those ideas is not their suitability but our perennial friend, lack of a modeller. Crossbow units have suffered particularly from this, I know, and I'd like nothing more than to add Quarrellers and Dark Elf Crossbowmen, but I simply don't have the ability to do so. (For the uninitiated, a model in Rome Total War is made up of the "skin", basically a paint job, and the "model" underneath it. I can edit skins and we can do some pretty clever stuff with them, but I don't have model editing capabilities so the few bits of work we're getting done on that front we're relying on other mods' modellers generously giving up extra time. I've chosen the things they're working on pretty carefully, and if all goes to plan I think you'll agree I chose well. :P )
So basically I'm finding things to do where I can re-use an existing model in a different/interesting way. I haven't got anything suitable for making leadbelchers or scrap wagons; gnoblar trappers are a possibility, I think. I had a go at Yheetees a while back but they looked pretty rubbish, gorgers are the other possibility but again I think they'd be hard to make look good.
Dragon Islanders... if I could do good dragon Ogres the beastmen would have them already. I'm thinking I might actually give them a medium human infantry unit.
Their current roster being:
Spearmen
Archers
Ballista
Farala Guards
Savages
Golems
Zoats
Part of the theme of the faction is a mix of semi-civilised and magical units (they're like Araby in a way, as being a human faction but with a strong elemental magic and monsters element), so I think maybe a sort of merchant guard inf unit or something could work. The other idea I had was an air elemental but that could be hell to make work well.
Still I think that the old ways/new ways choice would be a nice idea even without the quarrels.It would make dwarf player to think whether they want an ironwall of infantry or sacrifice some of that for more gunpowder.
As for the Dragon Islanders I think that they need more than one unit to be more balanced.Nerfing the Rock Golems and giving a sword n shield medium unit to absorb arrows would e a good idea.Also what about Dragons?I am no modeller but if you take the stegadon model make it smaller in scale play with its skin a bit and give it a mouth attack like Djin mages or mechanical taurus?Or a medium infantry with shield/archer unit like the seaguard ?
As for the ogres...It may be a brave think to say but....gnoblar shamans? with a chanting ability to make ogres more stable during long fights?And an more updated version on some kinds of horses? Or Ogre Butches (just change an ogre skin) with the same ability?
The Dwarfs do have that to some extent; their gunpowder & siege units are from separate buildings to their infantry. I'll take a look at it; the Dwarf lore tends to emphasise as well as the difference between old and new weapons the way in which different aspects of Dwarf armies can work together, so I don't want to make the split too deep (I'm a Dwarf WHFB player myself so the Dwarfs tend to be pretty on-message as far as fluff goes :P ).
The Golems never struck me as overpowered really, as their attack is pretty weak, though I might drop their HP by one. Believe me that I'd completely definitely make a dragon if I could but I simply can't find a good way to do one. A medium inf unit looks very much on the cards though; I'll keep you all updated.
Not overpowered but unkillable....Yeah 1or 2 hitpoints decrese would be great.And yes a medium inf unit could be great to assist the farala guard....but if it had some amgical ability like chanting or fear? or in addition giving them an mage unit?(especialy if it coulb be reptilian)
ps.If you could take a look in my ogre idea that i edited in my last post XD
Ooh, Butchers. That I had not thought of, good shout, I'll look into it.
The Zoats already have magical chants; I might look at a ranged DI mage unit though (If I do the air elemental that will probably have a ranged attack).
Happy to help;) Also having played most of the units I observed that the slingers and the headthrowers models from the vanila are not used ....some orc or ogre headthrowers would be cool or some slingers with fire ?
To sum up from my experience from the mod The DI need a unit to soak up or counter missile fire early game and the Ogres something to help them in long fights because anything except maneaters tend to rout if they dont break the enemy quickly.
The DI should be fairly good AT early game shooting, so I tend to counter shooting with spread formation skirmishers shooting back. As I say, a medium large-shield inf unit is on the cards though there. And I will look very seriously at putting an Ogre butcher in.
The Nurgle daemons lob semi-ethereal severed heads, just to go for extra squick. ;D
Surely that would both add to those Factions....but I think that they have too small a list...they could have one more unit like the elemental if you manage to make it .
ps.Thumbs up for the deamons ;)
Four new units added:
Gnoblar Trappers (Ogre Kingdoms)
Ogre Butchers (Ogre Kingdoms)
Longshield Infantry (Dragon Islands)
Air Elemental (Dragon Islands)
:)
You managed to get and the element !Nice. One step closer to the release
Yeah, not far to go now...
Organ Gun and Flame Cannon added for Dwarfs :)
And the Lucciniese Light Cannon and the Pirate Cannon. :)
2 of my favs getting 2 new toyz....yeah! So....just the empire unit left right?
Yep, though Chaos Dwarfs may well get a new artillery piece as well. :)
Great :)
Do you have a date you expect to launch the new version? Is it more 1 week, 2 week, 1 month or more? :p
Within three weeks, hopefully, but I don't want to be too specific :P
Good news, we've got one really fantastic new unit in for Empire, so everyone has now got at least +1 new unit. Bad news, to get it working we've had to remove the Dark Elf scorpion carts, which were a really nice troop choice for them - so currently looking to see if I can make any other new Darkelf units to compensate.
Xm.......Its a shame really the carts were a great addition to the DE....you could make a shades/assasin type unit small numbers light armour big attack 2 hit points (or 3?) and hides everywhere......but still the carts made up for the shooting and now just the reaper bolts...I dont think that they are enough.....As for the empire.....I had some recent issues about it.....Middlehein needs a little boost ( greatswords at 9-16 ? really?) and altdorf needs some price nerf....The river guard has 10-20 (or 8-20 I dont recall perfectly) and cost a little more than 200!
Right...
Units are basically finished.
The Dark Elves now have two new units to compensate for the loss of the carts; a crossbow unit at last (it doesn't look great; the helmets aren't even pointy, but it's the best I could do) and a new heavier bolt thrower with enhanced attack VS units.
The Steam Tank is in, as is the Chaos Dwarf death cannon.
Today I've made a lot of changes to the interface so the whole game now looks much more Warhammer and less RTW, The whole thing now looks quite different. :)
Death cannon....sounds very promising ;) So ....we are a breath away from the release sort of speaking?
Tomb Guards added for the Tomb Kings, a more elite inf unit should do them good.
We are all very anxious to experience your good work on a further level ;) I can't wait to see that new release.
Mostly waiting for Rob to get back as he has the building descriptions file... I'll try and do a new preview soon. :)
soooooooooooooooo does the new update has bug and crash fixes?
Yes, should be as stable as vanilla RTW :)
YEEEESSSSS
YEEEEESSSSSSSS
Wow, two yeses. :)
We want WTW We want WTW We want WTWWe want WTW We want WTW We want WTWWe want WTW We want WTW We want WTWWe want WTW We want WTW We want WTWWe want WTW We want WTW We want WTWWe want WTW We want WTW We want WTWWe want WTW We want WTW We want WTWWe want WTW We want WTW We want WTW(no copy paste all handwritten)
Eep! I've still got a few bits to fix, mostly waiting on Rob but I'll get more graphics stuff done in the meantime. Genuinely I'll get it out as soon as I'm able to.
Hi,Im new here but Im a total fan of this mod ;D It is one of the most amazing mods ever and Ive downloaded and played enough to say this for certain.It changed my whole perception of RTW and made it awesomer than ever
This might be a bit late at this stage(and Im not goin to get angry if you ignore this) but I have some questions:
I dont know much bout mod group politics but could you try to use/acquire the EODII:Lycan rising Severin Dracule models as Bloodknights?Cos that would really fit in from the looks.
Could you maybe retexture the Ironbreaker models(or just the head/helmets) to look more like the GW models?
Are you still using the Warrior priest skins/models for the Dwarf Hammer?Maybe you could use the Warhammer wielding Dwarfs from FATW instead.
All this would really improve the look of the mod in my opinion.
I think this mod delivers a lot and with the larger and much more enjoyable campain map it surpasses even the Call of Warhammer mod(or Rage of the Dark Gods which it is called now)
You guys made me believe in the RTW engine again
Thanks 8)
I've had a go at improving the Dwarfs a bit, take a look at the new screenshots and see what you think. :)
It is an EOD model we have for the blood knights at present, can't remember if they were in the last release or not...
I'm glad you like it, hopefully the new version will be vastly better as well and much more complete overall. :)
Jubal take a good look at the stats -price balance....There are some anomalies out there (like the ones a told you about concerning the empire)
Yeah, anyone got any other big balance issues to report?
The wraths I believe that are very cheap also The ironbreakers and the long beards cost only 300 denari .The Grail Knighs shouldnt have the same price with the knghts of the realm because there is absolutely no point right now to take The knights of the realm as a cav choice.Also the godar axemen of the kislevites I think that they cost less than 300 but the have good stats.....And last but not least The tetonburg (guys with hammers) should have lower price like 680 or 600 both the on horseback and foot versions(sorry for my spelling but I dont remember all the names perfectly)
Ok, I'll look at those on Monday or Tuesday hopefully. :)
Also the Ogres need better morale! the rout too easily! and maybe some better stats....or be considered as cav so they could charge like the giants
Yep,that would be absolutely epic ;)
Is there a new release date?
No, I'm avoiding setting one because my schedule tends to be extremely hectic and I may well miss it anyway; I'll only set one when I basically have the whole thing 110% ready to go. Mid-August would be my current bet, as I'm away all of next week on the south coast but after that I'll be able to power on and finish things.
Awesome!!!
don't die on me dammit
I hate to point this out, but taking a week's holiday on the south coast and dying are slightly different processes. Back now. :P
i didnt know :c
Is there any way I could help with the campaign, for example unit balancing, building trees, initial unit placement and faction control, etc? Basically anything involving the descr files.
We're mostly done, though feedback on unit balancing would be useful if you can provide any. :)
If you want I could help for the ballancing ;D