Warhammer: Total War - A Call To Arms Release!

Started by Jubal, September 28, 2013, 03:48:33 PM

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Jubal


"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
Step 1
------------------------------------

To install the mod, you first need to unzip the files and place this WHTW folder directly inside your Rome - Total War folder.

The file structure should be roughly like this:
- Rome - Total War
------- Data
-------------- (Various subfolders)
------- WHTW
-------------- Data
------------------------ (Various subfolders)
------- (Various other folders including savegames, any other mods, etc)

The most common issue here is people ending up with "Rome - Total War/WHTW/WHTW/Data", which won't work.

Step 2
------------------------------------

- Make a new Rome - Total War shortcut
- Right-click on it
- Select "Properties"
- At the end of the box that says "path" or "target", type -mod:WHTW

You should now be able to double-click the shortcut and run Warhammer: Total War!

Note: Whilst doing this you can also use the "Change Icon" button, navigate to your WHTW folder, and change from the standard RTW icon to one of the new ones provided!

Step 3 (OPTIONAL)
------------------------------------

To install the Warhammer: Total War intro movie is slightly more complex and involves editing Rome: Total War's original files. Please only do this if you're reasonably confident you know what's
being asked of you - it's a straightforward procedure but if you mess anything up we cannot be liable and can't restore original game files.

- Firstly, find your Rome - Total War/Data folder, and then go into the directory marked "fmv"
- Rename the video marked "rome_title" (the original RTW intro movie) to "rome_title_original"
- Then go to your WHTW/Data/fmv folder, and copy and paste the rome_title found in that fmv folder into the original RTW fmv folder you've just been looking at
- That's it! To swap the videos back again just rename them both again, the one marked rome_title will always play regardless of which mod you're using.

If you have any problems just post on our forum and  we'll try and walk you though it. Please report bugs on our forum as well.

Features List
Spoiler
> 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







The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...



Grey_Seer76

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

Catalin

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.

Jubal

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.  :)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

CelticMarauder

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.

Dunadd

#7
Hurray - great work!

Grey Seer wrote
QuoteHi, 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.

Warhammer78

#8
Congratulations on the new version!

Cornholio

Quote from: Tiler on September 11, 2013, 08:58:35 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! :)

Jubal

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. :)
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

comrade_general

#11
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

Silver Wolf

Anyway, job's a good one.

That applies to you too CG. ;D
"Less of a young professional - more of an ancient amateur. But frankly, I'm an absolute dream."

Dunadd

Quote from: 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.

That explains why all my governors lost all their influence

Dunadd

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?