This member has provided no bio about themself...
Could you explain your situation a bit more in detail? The more info you give us, the more we can assist you in getting this game running.
Hello my friend,
I suggest you look here (http://www.twcenter.net/forums/forumdisplay.php?f=1387) for technical help. There are some really kind and helpful members of the TWC that will assist anybody that is having trouble.
If you are still having issues, feel free to contact me and I'll assist you the best I can.
Because my friend, this is Warhammer. And in Warhammer, armies are much more massive than in any other little fantasy realm such as Tolkien's Middle-Earth. In a Warhammer battle, 150,000 soldiers on each side (which was something around how many Orcs were besieging Minas Tirith) is nothing compared to the armies of literally millions of demons/orcs/elves/dwarves/whatever. Warhammer is about exaggeration and if you can't handle the massiveness of it all, then I'm afraid Warhammer is not for you.
Also, you can't really compare Third Age with Call of Warhammer. They're two completely different mods by two completely teams (well, except for SHREDDER. He's on both teams :P). Third Age is a good mod and very well made, but so is Call of Warhammer. If you really want to see a "better" Warhammer mod, I suggest you look here (http://www.twcenter.net/forums/forumdisplay.php?f=1377). You may find something you'll like.
And for those who would love to see Warhammer armies fight LOTR armies, you're in luck, I made a sub-mod for TATW 1.41 (yes, I have to update to 2.1) that adds many factions from CoW to Third Age. You can find that here: Twcenter.net
2 and 3 and 4 and JAZZ HANDS!!!
Don't type in the unit's actual name. You must look in the "export_descr_unit.txt" (EDU) for the correct name.
For example: The Empire Swordsmen are know as "Swordsmen of Empire" in the EDU.
They already have a couple units in game.
Just find the units at the bottom of the "export_descr_unit.txt" and delete the phrase 'no_custom' in the attribute line.
These links may be helpful to you: Twcenter.net
Look here my friend:http://www.twcenter.net/forums/showthread.php?t=392314
They are in the works;)
Steam users should look here (http://www.twcenter.net/forums/showthread.php?t=449008) for help with any mod. The TWC is a great place for assistance for Total War based games/mods.
Download and install the translation here: Twcenter.net
@Hodeskalle: I'm sure it will be small, it's just the axe may be small as well, so it could be confused as a human-sized goblin.
Or "creepy blight"
Well, custom settlements are defenitely not "something small" by any standards in the Total War modding community. If you want to see how big of a deal it is, look here:
It is actually the first time anybody has made a custom settlement, let alone of this detail, for Medieval 2: Total War. The TWC community, as well as I, is in a state of "shock and awe" at the marvelous models King Kong has made from a tool provided by wilddog and makanyane that's been in the works for 2+ years now for their own mod. So if I were to have a say in what the new version will be called, I'd defenitely call it 3.0 seeing how monumental this update is for the Total War community. But as Jean=A=Luc pointed out, the name of the new version really is just numbers in the end :P
Could I make a suggesstion?
How about making the slogan "They have come here to kill... not to be killed..." or something like that.
Great job though! This campaign looks very interesting:yes:
Keep it up TATW!
Well done KK!
Just so I understand, the 3 new factions (GLA, China, and America) will be replacing the current factions (Scrin, NOD, GDI)?
I apologize. I genuinely thought that as long as you don't gain a profit from other people's work, you could not be sued. But I guess that you can use game models for mods of the original game, not mods for other games. I do know that you must ask for permission to use the models and that use of models without consent with the original author is prohibited as long as it's an unmodifided version of the model. If you edit something to a significant degree, it should be ok, but you'd still need permission as far as I know.
But again, thank you for the clearification on the subject. I just seemed to have mixed some legalities in my head.
Thanks for the info ;)
I don't believe you do.
There are a couple things you should know:
1) Garry's Mod (at least GMod 10/11) is a very popular mod based off of Half-Life 2. You can do just about anything you want on the game. Your modding abilities is your limit to the game. Silvelan is very skilled at what he does.
2) He will not need permission from Bethesda games to use the Fallout 3 models, animatations, and textures if they are not used for profit (voluntary donations are acceptable however).
3) This gamemode defenitely won't be a rip-off in any shape or form. It is a brand new gamemode that resembles (not copies) Fallout 3. Don't tell me you wouldn't want to play online with your buddies in a Fallout 3 Universe. I for one am very excited about this game and anxiously await its arrival.
@Gmod Aftermath Team: I was wondering if I could apply for beta testing to help this mod progress quicker for all to enjoy.
For anybody having issues with installation, look here: Twcenter.net
I'll be glad to help with any issues that you may have.
This torrent was made by me and uploaded by a member of the CoW team. If you have any questions, just contact me here of at Twcenter.net I'm on the TWC frequently, so I'll be quick to answer any questions.
Also, it is commonly referred to as 1.301, but it is also called 1.31 on the boards, so it is not the wrong version. Also, version 1.4 is coming out soon and you can see what is included here: Twcenter.net
1.301 includes fixes to the campaign, a few new units (mainly wizards) and some redone textures.
It's very much possible. You just have to know how to code. One time I converted Isengard to the Kingdoms Grand Campaign Mod and it was a blast.
@qwertyp12345 This has been discussed on the forums and it would seem that they will not be included in the main mod. However, there are several sub-mods, including one I am working with, that will eventually add Angmar.
It was actually developed by a member of the TWC named Banzai! who was banned later on for ripping models from other games. His animations such as the animated bows, war wagons, and even decapitations still live on despite him no longer being part of the community.
Arnor is not available at the start. You must make it appear. Here's how to do it:
Step 1: Play as Eriador.
Step 2: Capture Hoarwell, Tharbad and Coldfells while retaining control of your starting settlements.
Step 3: Build the House of Kings in Annúminas (may require large city).
Step 4: Secure an alliance with Gondor.