Warcraft: Total War is based in the Warcraft universe by Blizzard Entertainment. The setting for the mod is based around the Warcraft III Reign of Chaos - Warcraft III Frozen Throne, and will contain a large map containing dozens of iconic provinces, along with factions very distinct from each other such as the Scourge, the Horde, the Burning Legion, as well as many units and heroes essential to any Warcraft experience.

With the mod undergoing a revival, we figured it is time for a list of updated features, to better clear some confusion which might spring up regarding the past and present versions of WTW.

First and foremost, the mod IS a continuation of the original project started by TheHappyCrusader, which is why we are still using this Moddb page. However, the revival was possible due to an almost entirely new set of people, and they have their own unique twists and changes to the original vision intended for the mod. Therefore it is safe to say that this is a NEW mod indeed. In essence using the old one merely as a base from which to expand, re-utilizing whatever assets and ideas we could salvage.

However the goal remains the same: to bring the Warcraft 3 era to the Medieval 2: Total War engine.

FACTIONS

The Kingdom of Lordaeron

The Kingdom of Stormwind

The Kingdom of Stromgarde

Theramore

The Scarlet Crusade

The Horde

The Dark Horde

The High Elves

The Night Elves

The Naga

Khaz Modan

The Dark Iron Clan

The Kingdom of Azjol-Nerub

The Scourge

The Drakkari Tribe

The Amani Tribe

The Gurubashi Tribe

The Farraki Tribe

The Burning Legion

Ahn'Qiraj

The following factions are emergent on the campaign map

(although still playable in custom battles):

The Forsaken

The Blood Elves

Q: I downloaded the Alpha version that says "old version, don't play it" and it crashed/there were no new units/the campaign was barebones/etc.

A: It did say "don't play it". The download currently available is from the old incarnation of the mod. As stated above in this list, it has no relation to the current version, apart from having been used as a base for its development. You can download it if you want, if you are curious about it, or simply if you want to take a look at the campaign map. Perhaps you would like to even create your own version of WTW using that as a base. In any case, do not expect that download to be playable by any means.

Q: Will magic be included?

A: Yes, magic is already included. The units who use magic mostly resembles the byzantine flamethrowers from the Kingdoms campaign, with longer range. In essence small units which are vulnerable in melee and can be easily destroyed, but when properly used, can be devastating to the enemy. However they will be priced accordingly and have a rarity to match their power.

Q: When will the mod be released?

A: We have plans to release a beta as soon as the campaign is playable to our satisfaction, and all factions have at least most of their roster complete. It will not be a full release, it will still lack a lot of the polishing and more complicated features (such as scripts or final high end units, mercs, unique rebels, etc) but it will probably be enough to sate your thirst until further work is done. If all goes well, the public beta version will be available at the end of decembre.

Q: Why are there factions present before their time (such as the Naga) or why does the Horde and Theramore start in Kalimdor if Lordaeron is still in the first stages of fighting the Scourge?

A: This is due to the ever delicate reason of trying to balance lore with gameplay. Without the Horde and Theramore, for instance, Kalimdor would be quite empty. Then, there are several races we really wanted to be playable, such as the Naga or the Nerubians. Also, a lot of the fun in Total War games is the fact that you can take a faction and lead them into a completely different historical route. The same can be said here at WTW. This is the reason why Lordaeron starts almost fully intact, or why the Nerubians are still present. Lordaeron is set to fall to the Scourge, yes, but what if the player can avoid that? What if the Nerubians held out in their underground kingdom and actually managed to turn back the tide? What if the Naga rose up to Illidan's call much earlier than in the Frozen Throne?

Q: Will there be new religions in the mod?

A: Yes, currently we have reached the game limit of 10 new religions, which are divided between: The Holy Light (humans), Adoration of the Sun (elves), Worship of Elune (night elves), Shamanism (orcs), Necromancy (undead), Fel Magic (legion), Worship of Azshara (naga), Troll Gods (trolls), Worship of the Titans (dwarves) and the Old Gods (nerubians and heretics). The purpose of religions is also because we are going to use them to give each race different character portraits (otherwise we would have to give them portraits based on culture, which only has a limit of 7... some races would have to share portraits which would just be very strange). This is the reason why the High Elves for example 'worship' the Sun instead of the Light, so that they can have unique elven portraits. Again, it's a compromise between the lore and what the game allows.

Q: Will there be heroes and unique generals?

A: Yes, a lot of heroes will have custom battle models, such as Jaina, Thrall, Grom Hellscream, Arthas, etc. Wether they will have unique abilities or not remains to be decided. In addition, almost every starting character (and agent) in the campaign map is based on actual characters from the lore, in addition to some easter eggs. Whoever recognizes one of the custom Stormwind generals gets a virtual cookie from me.

Q: What about the other human kingdoms such as Dalaran or Gilneas? And where are the Trolls and the Tauren in the Horde?

A: The minor human kingdoms are present in the mod. More specifically, they have re-skinned versions of some of the playable human nations, and these units can be recruited in specific AOR zones (for example Dalaran units in Dalaran, Gilnean units in Gilneas, etc) by whatever human faction controls them. It is perfectly possible then, to be playing as Lordaeron and, if you control Dalaran, field a full stack of Dalaran troops led by none other than Antonidas himself. A similar thing was applied to the Horde's "minor" races, such as the Trolls and the Tauren. Currently, they are recruitable in what are considered to be their home regions, for example the Trolls are recruited in Sen'jin and the Echo Isles, and the Tauren in the regions associated to them in World of Warcraft, such as Mulgore, Taurajo, Thousand Needles, etc. However you are not limited to those regions, for there are specific buildings that you can build, which will be costly and time consuming, but will essentially serve as 'colonies' of those races. This will serve nicely as an immersion feature, as you can decide where in your Horde empire those races will inhabit, and therefore, be recruitable. In addition, the Scourge also has a similar system with the Vrykul. Since they are not their own faction, Vrykul units can be recruited by the Scourge in the Ymirheim, Jotunheim regions and also in places like Utgard Keep.

Q: Will Outland, Pandaria or any other such places have a presence in the mod?

A: No, those regions are not among our present plans unfortunately. It's not that we would not want to add them, but there is a limit to what can be added to a Medieval 2 mod. However certain references are made, for example the Burning Legion has Fel Orcs in their roster. You can imagine them as coming from Outland for some reason, again as a sort of "what if" scenario.

I think this is all for now, if you have any further questions be sure to ask them in the comment section and we will try our best to answer them for you.

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RSS Articles

EDIT as of 2017-09/09 - the 4GB patch required for the Warcraft Total War mod has been uploaded!

The 4gb patch found in the Warhammer: BotET-mod - it's required for the Warcraft demo to work i've been told. I have decided to upload it here so people won't have to download the entire BotET (Beginning of the End Times) submod for Call of Warhammer.

Patch your kingdoms.exe, and only do it once. It will make all heavy mods work and be more stable. Without the patch you may experience alot of crashes.

Warcraft: Total War: Official Demo MOD for Medieval II: Total War: Kingdoms.

The official DEMO for Warcraft: Total War, dated back to late may/early june - it has all the models created or edited by Eoghan Wolfkin in use.

As the models for the Trolls, Elves, Dwarves and Ogres among others have been replaced already, i felt the need to release a version with these assets as they otherwise would go to waste. Also, the demo released previously was what we started out with in march - this DEMO is alot more polished and more worthy as an official demo of the mod.

Even though the campaign still isn't playable - but it's available for people to try out, has been turned into a WC3 setting, has all the starting generals & family members, have starting armies but no recruitment and many bugs are not solved - play campaign at your own risk. As for custom battles it has the complete human factions as of yet, the Dark Horde, the Horde, the complete Scourge roster, the old Quel'Thalas/Sin'Dorei and old Trolls.

- Most have or will be replaced, -the exception being the better looking units of the Humans, Scourge and Orcs of the Horde!

PS:

I took the time to polish the version from June 02 so that it became this DEMO-version, i fixed a few things with portraits and menu - and then i removed the Naga-faction because it's not something we would want to include in the demo. Also, it only had six units in the june 02-version.

Credits for the demo:

Eoghan Wolfkin - creation of all the new models but the new humans, which he finished but didn't create from scratch.

- New humans by Royal Jester (Bantu) (made a knight and Footman) - Eoghan turned those two models into the whole Theramore, Stormwind and Lordaeron rosters.

- Re-textures by WarcraftHero and Sulfurion - made re-textures of Eoghans Trolls, Horde and Elves, as well as retextures of Eoghans/Bantu's Humans - creating the rosters for the Scarlet Crusade, Kingdom of Stromgarde, the Dark Horde and the Fel Orcs of the Burning Legion, the Kingdom of Quel'Thalas, the Sin'Dorei and the Troll factions of the Amani, Gurubashi and Farraki tribes.

- Scourge roster by Eoghan Wolfkin.

- Map and map-changes by TheHappyCrusader.

- Removal of all the vanilla units, implementation of all the new units (since the beta from april 22), writing of all the new unit descriptions, writing of all the new faction descriptions, adding of faction description portraits, adding of heroes to custom battle and the campaign, fixing of all the missing portraits issues, adding of all the starting armies, implementation of all the Myth Total War animations and new Sundering animations and more - Mr_Nygren.

- Writing of all the Quotes in the loading screens, creation of all the new family member portraits (some old ones by Eoghan), adding of all the new ten religions, adding of all the new family members and generals in the campaign, changing the campaign into a WC3 setting from the WC1-setting it was before, creation of all the new faction symbols and banners and more - Sulfurion.

- The fix of the Custom Locations.txt, fixing the custom battle issues with water battlefields - WarcraftHero.

- The new Siege Engines in use by all the factions - Undying Nephalim and Hyrule Total War for the Scourge and Troll ones, and Warhammer BotET/Call of Warhammer/The Sundering for the Warhammer ones in use by the Dwarves and Humans.

- A special thank you to the teams of Warhammer BotET for their permission to use assets from their mod - such as the siege engines mentioned before, unit models as basemodels for some of Eoghans models, stratmodels for the Dwarves, Orcs, Iron Dwarves and High Elves - plus certain animations.

- Hyrule Total War and Undying Nephalim, for his permission to use HTW assets - such as the aforementioned siege engines and strat-models in use by the Scourge.

Intro-video/background video put together and implemented by Mr_Nygren, using parts of official WC3 cutscenes by Blizzard.

Myth Total war - for the permission to use all it's animations which are all included, but only like one is in use by the Zombies.

Elder Scrolls: Total War - for the base-model used when Eoghan created the Undead Soldiers-units of the Scourge.

PS:

"The "Warcraft" logo, the characters, races, places, names, story and background are Blizzard property, the mod is in no way tied with the company, this mod is only a free fan-made project with no profit involved.

The "Warcraft: Total War: Official DEMO" is not an attempt at a "World of Warcraft: Total War", - it is an attempt for a demo of a Warcraft Three (Third War) Total War."

Eoghan Wolfkin's unfinished Warcraft: TW Alpha!

Eoghan Wolfkin's unfinished Warcraft: TW Alpha!

News 18 comments

The unfinished Warcraft Total War Alpha released in the Azeroth Total War TWC-thread back in march the 29 at Total War Center. It has a few High Elven...

Warcraft: Total War Updated Features and FAQ

Warcraft: Total War Updated Features and FAQ

News 11 comments

Warcraft: Total War is based in the Warcraft universe by Blizzard Entertainment. The setting for the mod is based around the Warcraft III Reign of Chaos...

Warcraft: Total War Alpha 1 Released

Warcraft: Total War Alpha 1 Released

News 1 comment

Warcraft Total War Alpha 1 Release Features the Azeroth campaign map with seven factions (Lordaeron, Quel'Thalas, The Scourge, The Horde, Theramore, Night...

Warcraft: Total War Unit Roster

Warcraft: Total War Unit Roster

Feature 32 comments

This is the WTW unit roster, including each unit's weapon, armor (and armor upgrades) mount, and class (like light infantry, heavy infantry, light cavalry...

RSS Files
4GB patch for Warcraft Total War

4GB patch for Warcraft Total War

Patch 8 comments

The 4gb patch found in the Warhammer: BotET-mod - it's required for the Warcraft demo to work i've been told. I have decided to upload it here so people...

Warcraft: Total War: Official DEMO!

Warcraft: Total War: Official DEMO!

Demo 32 comments

The official DEMO for Warcraft: Total War, dated back to late may/early june - it has all the models created or edited by Eoghan Wolfkin in use. As the...

Custom Locations.txt for Warcraft Total War DEMO!

Custom Locations.txt for Warcraft Total War DEMO!

Patch 4 comments

This text-file needs to be placed in the mods/WTW/data-folder replacing the file already there. - Reports have stated that most of the custom battle maps...

Eoghan Wolfkin's unfinished Warcraft:TW Alpha!

Eoghan Wolfkin's unfinished Warcraft:TW Alpha!

Demo 8 comments

The unfinished Warcraft Total War Alpha released in the Azeroth Total War TWC-thread back in march the 29 at Total War Center. It has a few High Elven...

Warcraft: Total War Alpha 1 (old, don't play it)

Warcraft: Total War Alpha 1 (old, don't play it)

Full Version 51 comments

Disclaimer: This version is outdated and does not have things like units or functioning campaign or custom battles. It only has essentially the campaign...

Comments  (0 - 10 of 1,198)
Pathartis
Pathartis

Out of curiosity how well do the flying units work? I imagine it's a pain to work around the medieval 2 engine for them

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Mr_Nygren Creator
Mr_Nygren

I think the flying units do work very well compared to the dragons of GoT:TW as an example.

The Horde flyers work perfectly as javeliners and bombers - air artillery units basically.

- Watch the video to see for yourself.

Copters don't work as well, and the Red Dragons won't be more than three in the release and have been fixed compared to the ones in the video.

Reply Good karma+2 votes
Sulphuristical Creator
Sulphuristical

Yes, unfortunately the Medieval 2 engine is not really the best choice for this, but as stated before, the newer games like Attila don't have modifiable campaign maps, and they don't allow stuff from other IP's into Warhammer. So yeah, most 'unconventional' units are quite clanky in their movements.

Reply Good karma+3 votes
Planet-KC
Planet-KC

Hi, haven't even downloaded the mod and I already love it! WoW and Warcraft III had a big impact in my childhood and one of the factors that made me a gamer and a lover of RTS games, thank you for making this! I really love it by even the looks because I know you won't give up on us and updates are going to make this mod better. Thank you and stay strong!

-Some Teenage Filipino

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Gil-galad-the-wise
Gil-galad-the-wise

Hi, I have a question/curiosity

The Night Elves family members or generals will be immortal?
The Scourge faction same thing?
The Legion faction same thing?
The High elves same thing?
Qiraji faction family members live more..?

Best Regards.

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Mr_Nygren Creator
Mr_Nygren

No. Due to Medieval II limits that hasn't even been a priority.

Maybe in a later release.

Reply Good karma+1 vote
Gil-galad-the-wise
Gil-galad-the-wise

Hmm ok, I hope then. Keep up the good work. :)

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DarkLordMorgoth
DarkLordMorgoth

You can change the ageing of your generals, it's a solution

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Gil-galad-the-wise
Gil-galad-the-wise

How?

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Gil-galad-the-wise
Gil-galad-the-wise

Well, I would rather wait for a patch to fix that xD

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