Warcraft Total War is a total conversion mod for Medieval II Total War. Our goal is to bring the Warcraft universe into a Total War game. This mod will feature epic battles with units from the Warcraft universe and a new campaign that will cover the events of the Third War and beyond.
I've re-uploaded the mod 2024-04-026 - A huge gameplay update - play to find out the changes, I'll write an article later. 2. You do need to patch the medieval2.exe and the kingdoms.exe with a program named "4gb patch" or the "Large Address Aware"-patch. 4. You need to have just one folder named "WTW" as in "Steam\steamapps\common\Medieval II Total War\mods\WTW - and then You'll start it by double-cllicking the executable.bat-file of the mod. - CD instead it would be "D:\Games\SEGA\Medieval II Total War\mods\WTW
New Upload as of 2023-05-08 - I've included the new Night Elven/Kaldorei, High Elven/Quel'Dorei, and Blood Elven/Sin'Dorei Voice Packages by Tucket1 - he also did the Kingdom of Lordaeron!
- All the strat-map model generals, captains and andmirals will use custom Warcraft generic voice lines of the correct faction for these four playable factions, all the agents will have unique custom voices (the reason that the Blood Elven female spy is using a male voice is because Tucket1 based the voices on the Kingdom of Quel'Thalas and they have a male spy), and the heroes of Prince Arthas of Lordaeron, Prince Kael'Thas of the Sin'Dorei/Blood Elves and Moon Priestess Tyrande Whisperwind of the Night Elves/Kaldorei will be new narrators in battle for these factions - they also have unique voices on the strat-map together with heroes like Vereesa Windrunner (who shares her voice with Sylvannas Windrunner of the High Elves), Naisha the Huntress, the King of the High Elves (Enasterian?) and maybe someone else - in the battles most of the units will now have new Warcraft voice lines and will have new grunts, new voices when selected and new voices when ordered - there are a few monster units that will not have any voice, as well as the generals bodyguard in the battles.
-I'll update the mod later with voices for the remaining units of these four factions in battle. I had already done that stuff in January 2023 for the Night Elves but as Tucket1 updated his work with the Blood Elves/High Elves and Lordaeron I will need to re-update the voices for any unit without voices. I also am thinking that I may add the Lordaeron voices to other Human factions as well.
The voices are save-game compatible but if you want the heroes to have proper voices on the strat-map you'd either need to restart a new campaign - or use cheats to give them dread or chivalry.
- Tyrande will need chivalry to get her unique voice, Arthas will need chivalry, Naisha will need dread, Kael'Thas will need dread and Vereesa/Sylvannas will need chivalry I think. I might misremember .. When you restart a new campaign they'll get this automatically - if you load an older save-file you'd need to hand it out through a cheat using the console.
- Traits do not function properly in the mod still and that's actually good because it should prevent other generals from getting the voice-lines of the heroes - any general with chivalry in use by the Kaldorei/Night Elves would get Tyrande's voice on the strat-map as an example - so it's good if they won't get chivalry or dread at least when it comes to the voices on the map.
- The rest of the mod is still the same version released in July and September 2022 - the new Warcraft voices are the only new thing.
I've re-uploaded the mod 2022-07-22 - and it's been updated with too many gameplay changes to count, as it includes stuff from last year - it also has fixing and gameplay improvements. Thrugg added new family members, traits and ancillaries, Abeam made new unit_info cards for 70+ units & I have fixed and improved stuff.
Changes include but are not limited to:
1. Many new traits & ancillaries by Thrugg - for many additional family members.
2.Over 70 new unit_info-cards by Abeam - for mostly mercenaries and every Troll unit of the mod.
3. Fixing of bugs, including the Ahn'Qhiraj general and the Naga general Najentus who would both cause a crash to desktop in melee due to incompatible animations for the unit as compared to the generic general of the faction - so the generic general is a ranged unit for both the Naga and the Ahn'Qiraj factions - and a infantry unit can't be used without crashing as it is lacking the secondary animations used by the generic general. All generals are forced to use the same animations. I've removed Najentus as a general in battle and made him an officer there, while the Anub'Shatterer-unit is no longer available for Ahn'Qiraj and is the unique bodyguard of the Kingdom of Azjol'Nerub.
4. Given a bunch of units the "berserker" mental state & the "Warcry"-attribute - these units include the Sandfury Blood Drinkers of the Farraki Trolls, the Gurubashi Bloodslayers of the Gurubashi Trolls, the Amanishi Warmongers of the Amani Trolls, the God Hunter Slayers of the Drakari Trolls, the Naga Brutes of the Naga & the Dragonflayer Ironhelms of the Vrykul - all of them can now go berserk in battle which gives the unit a heroic attribute. They're as powerful as the Blademasters and the Trollslayers in this regard but with different stats of course.
5. Garrison Script remade in both campaigns - First off all the mages/casters have been removed so there won't be spawning mages out of nowhere when you attack an important settlement, and second Lordaeron, Quel'Thalas & Stromgarde won't get garrisons in the Reign of Chaos-campaign except for Stromgarde in its capital. The Scourge would never stand a chance otherwise and in order for the Blood Elves to spawn, or the Forsaken (both of which spawn at the same time) Quel'Thalas needs to be down to 1 city and Silvermoon needs to be held by the Scourge. Lordaeron needs to be down to 3 cities left - for Death Knight Arthas to spawn in this campaign - So I didn't want the Scourge to face too many armies which made the spawns impossible. I therefore deleted said garrison script for the Alliance of Lordaeron-factions.
6. Bandit Raiders fixed - they used to not be able to attack any other unit in melee, something I found out a few months back while playing the Goblins/Trade Coalition - I had to fix the animations in use for th emodel by changing things around in one of the files for the unit to start attacking enemy cavalry and infantry - but then another issue showed up - the unit had no weapon in melee. I had then to edit the model in MS3D and add a secondary weapon to it - the unit will now use axes in melee against any enemy unit and will no longer be worthless. The unit is a mercenary unit for all the factions int he game in certain areas on the map - and it's one of the Trade Coalition factional units as well.
7. Blood Elves and Scarlet Crusade starting armies nerfed - they've been remade into basic/medium with very few elite infantry units. They no longer have elite armies entirely made up of elites.
8. Lordaeron, Quel'Thalas and Stromgarde starting army numbers in the RoC-campaign cut in half - with their best units replaced with weaker units. These factions have been made weaker to make things a bit more fair to the Scourge AI.
9. The Scourge and the Vrykul are now allies in both campaigns - as the Drakari Trolls are the most powerful faction in Northrend and always wins it would seem. They were allies in lore and the only reason we had them as enemies was that we thought Scourge needed an enemy - but the Drakari is the one in need of a stronger enemy alliance.
10. The Farraki Trolls has a Huge_City capital instead of a large_city capital.
11. The Farraki Trolls unit Sandfury Darkcallers - a unit of young female Farraki Troll mages - were only available from castles in the older releases - I fixed this and they're now available from cities as well.
12.The Ahn'Qiraj cavalry - the Silithid Behemoths and the Silithid Colossi - have been nerfed by reducing their HP (Hit Points, points that they can take before dying) from 4 & 5 to 2 & 2 - the Farraki cannow kill their cavalry even though the Silithid Cavalry is still deadly but now they aren't immortal.
13. Trade Coalition giants - the Colossal Warform - were never recruited for the faction. It would seem I had placed the wrong hidden resource causing this unit to be only recruitable from the wrong locations in the mod. I've fixed the mistake and it is now available from all the starting settlements of the Trade Coalition - cstle or city doesn't matter - but it needs to be a huge city or a citadel, and you'd also need the correct building.
14. In the Frozen Throne campaign I've moved Prince Muradin of Khaz'Modan to Frosthold in Northrend, he was moved there together with 10 units of Khaz'Modan dwarves - he also has access to the 10 previously rebel controlled Frostborn dwarves - Khaz'Modan (and/or the Darkiron Dwarves) can recruit the Frostborn Dwarves from Frosthold when captured - and now Prince Muradin starts in Frosthold. He travelled to Northrend together with Prince Arthas Menethil so it made sense.
15. The Horde starts with Stonard in the Estern Kingdoms, where they have one big army of Orcs - they take the role previously held by the Burning Legion as another enemy for Stormwind - the area became no challenge at all for Stormwind after removing the Legion so the Horde really were needed here.
16. Regent-Lord Lor'Themar Theron for the Blood Elves in the Frozen Throne-campaign - now has the same battle model in battle as he has on the strat-map.
17. Might be other tweaks and fixes in here as well.
I've re-uploaded the mod 2021-05-04 to version 2.2 - and it's been updated with too many gameplay changes to count, as it includes stuf from last year - it also has two unique campaigns, giants working, heroes in battle etc!
The mod will now require you to launch it through the Medieval 2 Total War Engine overhaul Tool (M2TWEOP-tool) - go to Hyrule Total War: Classic Ultimate and it's page to find an article with instructions on how to use it - including a video - I will create one for Warcraft soon.
The update is huge, as it includes content from last year that wasn't in the previous releases - content that I released a week ago on the Discord - but it also includes fixes since then and a bunch of new heroes in battle, a couple of new units and what-not.
Changes of this version compared to release from a little more than a week ago:
1. New Kael'Thas strat-map model in the Reign of Chaos-campaign using a blue skin!
2. Prince/King kael'Thas now has a unique battle-map model!
3. New Vereesa Windrunner custom-skin in battle!
4. The great demon Kazrogal added as a unique custom hero to battle!
5. Night Elven Huntress Naisha a custom hero in battle!
6. Tyrande Whisperwind is now a custom hero in battle!
7. Varimathras added as a hero to the Forsaken in battle - all the Dreadlords in the Legion have unique skins made by warcraftHero in battle. The Dreadlord-general no longet CTD - the bodyguard of the Burning Legion are now Dreadlords - Wrathguards were too small for the Dreadlord-general to handle.
8. Amaren and Nials of Stromgarde now has unique female custom models!
9. New Lady Vashj custom character and a new Naga bodyguard/general!
10. Scarlet Crusade leaders are now Grand Scarlet Crusaders in battle!
11. New HE Sylvannas Windrunner/Undead Sylvannas Windrunner!
12. Paladins of the Silver Hand replaced with a new model!
13. Strat-map models of Lady Vashj, Undead/HE Sylvannas and Uther the Lightbringer!
14. Naga Sirens a new unit for the Naga!
15. New Scarlet Crusade unit - "Onslaught Crusaders"!
16. Warcraft Total War now has two diverse campaigns - Both the campaigns are now different from each other!
17. New starting buildings for most factions!
18. New starting garrisons in both campaigns - for all the playable factions and the rebels/Minor factions!
I've re-uploaded the mod 2021-04-24 - and it's been updated with at least 69 new strat-models at minimum. It also has a few updates to both campaigns - removing any CTD-friendly unit and improving things. - Now it also has big changes to the Frozen Throne-campaign, and it has been changed over the entire map.
New WIP-version includes:
1. Fixed Dryad Merchant.
2. Added custom Ymirjar Champion generals to the Scourge.
3. Added custom Banshee generals to the Scourge and the Forsaken.
4. New Forsaken custom heroes and agents on the map as strat-map models.
5. New Kraken ship for the Naga.
6. New High/Blood Elven strat-models (where in the prior Discord release).
7. New Naga strat-models (where in the previous Discord-release).
8. New Burning Legion strat-map agents and generals including custom ones.
9. A remade Frozen Throne campaign with every continent and faction changed to better fit the FT-timeline.
- Gameplay changes in the FT-campaign includes:
1. Increased Scourge starting-garrisons in five settlements in Eastern Kingdoms.
2. New settlements at the start for the majority of the factions.
3. Alliances between the Horde, Theramore and the Night Elves in Kalimdor.
4. Lordaeron at war with the Blood Elves/Naga at the start.
5. Certain factions moved like the Naga and the Blood Elves have been moved from Eastern Kingdoms to Northrend - the Blood Elves still hold Silvermoon and the Sunwell in EK.
6. Stromgarde has Southshore and Lordaeron has Dalaran, Lordaeron only starts with Dalaran, Theramore has the Kul'Tiras Isle including Daelin and Tandred Proudmoore, Khaz'Modan has Menethil (harbor).
7. King Kael'Thas and Marshall Garithos Othmar have elite armies to better enable them to fight the elite Scourge-armies.
8. And besides these changes Death Knight Arthas now spawns in Northrend as well where he will besiege Ulduar held by the Blood Elves through a script.
This is not the promised next release however, this is more like a minor update showing off what's to come. Still these strat-models have taken their time to implement.
The Official PUBLIC BETA RELEASE of Warcraft Total War 2.1 - UPDATED april 24 2021.
Always start a quickbattle after re-starting the game using the new version, before you launch a new campaign.
Installation: (Steam)
1. You need to go into the folder named "Medieval II Total War" and then copy the file named "medieval2.exe" - then rename the copied file to kingdoms.exe. This is needed or the mod won't launch with Steam.
2. You do need to patch the medieval2.exe and the kingdoms.exe with a program named "4gb patch" found at this link:
3. It's a program, extract it anywhere on your computer, then run it as an administrator - then browse to both .exe-files inside of the "Medieval II Total War"-folder and select one of them and click on "patch" - then repeat the process with the other one.
4. You need to have just one folder named "WTW" as in "Steam\steamapps\common\Medieval II Total War\mods\WTW - and then You'll start it by double-cllicking the executable.bat-file of the mod.
5. With the CD instead it would be "D:\Games\SEGA\Medieval II Total War\mods\WTW - and you'll still start it by double-clicking on the executable.bat-file.
Also, download the MedievalII.Preference-file that i did upload on here & place in main Medieval II Total War folder - replacing the old file there. This will enable you to play defensive battles in hotseat, as well as prevent a bug causing CTD when clicking buildings on the campaign - it will also make FMV's work.
WARNING: DO NOT PLAY THIS MOD WITH ADVISOR ON, NEVER CLICK ADVISOR - mod will CTD!
Version 1.9 changelist:
1. New Vrykul faction in both campaigns.
2. New campaign victory conditions for all the factions in both the main campaign and the Frozen Throne custom campaign - for both the short and long campaigns.
3. New projectiles for the 4 most OP mages based on Warcraft 3 - Priests of the Holy Light, Elven Arcanists, Far Seers and the Orc Shamans. The first two were totally Over Powered in 1.6.
4. Many units available for other races in the custom battles in "All" based on lore.
5. Mercs in the campaign over the entire world. Rebel units are now mercs if they were not enemies in lore. - This means that Centaurs etc are still only rebels. But lots of the others such as Furbolgs & Bandits are now mercs.
6. Regional recruitment between Humans, Insects and Orcs in the campaign.
7. Better starting garrisons for certain factions such as Theramore.
8. Vrykul cities are Scourge-cities in the campaign.
9. Troll recruitment only done for cavalry in castle-type buildings- you can recruit any cav-unit as any troll-faction, when you conquer the other trolls.
10. Theramore has a new skin for the Golden Pikes and the Theramore Cataphracts.
11. Vrykul Battlemaidens and Stormgiants have new fixed models.
12. Two EDU-files - the old one but updated in the sense that the rebel/slave-faction no longer has Vrykul and Trade Coalition/Goblin units. The giants are also once again single-units in the custom battles.
The new alternative EDU is a version edited for the "memory editing"-tool by Aura and another guy. I attempted to add single-man giants, dragons etc to remove the old CTD in the middle of the battles. But the Burning Legion still crashed. I decided in the end to just remove all the giants, giant monsters (not counting mammoths and kodo riders) and other units that caused CTD mid-battle.
-They are edited out in the EDB and could be easily re-activated in the file as the entries are still there. However, for them to be single-units you'd need to use the EDU with "memory editing" in it's name. In order to do this you'd need to rename it to the name of the other and vice versa. And also you'd need to run the memory editing program or tool found in the WTW-directory. Will work better than before but the Legion is gonna crash a lot.
If you use the vanilla one and play with all those units removed i think the mod will be very stable.
Credits of V 1.9;
Bantu Chieftain - Rigging the new Vrykul models, creating the new projectiles for the four casters, updating the Theramore skins, fixing the old Vrykul models.
Mr_Nygren - Coding the rest of the updte pretty much.
Aura - Memory Editing tool.
Version 1.5 CREDITS:
Elder Scrolls: Total War and LordNazgul for the Night Elven custom settlements (skins by Bantu Chieftain) and for the Undead village/town in use by the Scourge.
Hyrule Total War and Undying Nephalim for lots of custom settlements in use by many factions (skins remade by Bantu Chieftain)!
DBM and it's creator for the Aztecs vanilla settlements that he/they did have available as files in their mod used by the Troll factions in this mod (reskins by Bantu Chieftain)!
Great Sea: Total War Beta and Undying Nephalim for one of the custom settlements (water removed) in use by the Ahn'Qiraj faction!
Third Age: Total War and the Alternative Patch by leo.civil.uefs for the custom settlements in use by the Dark Iron Dwarves!
- Link to his thread over at TWC as requested from him in order for me to use his stuff:
Twcenter.net
More to come in the article i am about to write!
Enjoy the update as it's vast!
Old credits:
Mr_Nygren, Eoghan Wolfkin, Bantu Chieftain, TheHappyCrusader, Sulfurion Blackfyre &WarcraftHero - all the work on the mod itself turning things into Warcraft style, adding units, adding new menu, new scripts, new animations, the whole EDB, EDU, descr_strat etc - all work on turning the map-only alpha into this version.
Warcraft3Underground fan-site for Warcraft 3 moding - lots of models that we riged for the mod.
Undying Nephalim and Hyrule Total War - Animations and Undead siege engines.
Myth Total War - Animations.
Akhtross Total War - Animations and projectiles.
Call of Warhammer/The Sundering/Beginning of the End Timess - Animations, strat-models for elven princesses, projectiles, Siege engines, ship strat-models and base models for our new models.
Elder Scrolls: Total War - some of Eoghans Undead units were based on Undead from this mod.
Bare Geomod - UI textfiles.
East of Rome - Marka Horse basemodel and texture
Europa Barbarorum 2 team - Skynet Battle AI and campaign script.
Stainless Steel - Savage Campaign AI.
Changes since the demo are too many to list here. Enjoy!
"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 PUBLIC BETA 1.0" is not an attempt at a "World of Warcraft: Total War", - it is an attempt for a full release of a Warcraft Three (Third War) Total War."
PS: Don't use too many Mountain Giants, Sea Giants, Molten Giants or Infernals in the same battle or it will CTD due to polygon hardcoded limit in Medieval II being breached - and try not to have too many big demons in the same small area neither.
Otherwise strat-map is fully stable and battles may only CTD randomly. Always save before a battle. CTRL S will create quick saves.
GOD BLESS YOU ALL!
Thankyou from the bottom of my heart.
Fantastic work guys.
The time has come, thanks a bunch guys its really appreciated
Sorry to be a bother, but for some reason my game wont play. It its launching but when I try to play a campaign its battle its CTD.
1. Have you done all the steps in my installation instructions:
This is the process:
1. Install medieval II.
2. Install Kingdoms Expansion.
3. Update the game to version 1.5.
4. Move it out of the Program Files if it's not.
5. Right click the folder of the game, click on properties, click on safety, then system and finally give it "total permisssion" so it allows the user to modify it all. Click ok and things will load for awhile.
6. Download the mod.
7. Place in Medieval II/Mods folder.
8. Download 4gb patch and patch Kingdoms.exe (medieval2.exe with steam).
9. Start mod by doubleclicking wtw.bat.
10. If it ctd remove .rwm in data/world/maps/base.
11. And if problem persists i suggest disabling the UAC alltogether.
Usually the CD-version can be annoying to re-install these days with security programs interfering with it..
12. You may also need to replace your Medieval2.preference.cfg-file with mine - inside of the Sega/Medieval II Total War main folder.
The gurubashi fix hasnt solved it, been using the steam version gonna go get my cd copy and do a clean install an go through the steps see if that solves it
A clean install ain't needed and might cause more issues.
Never play with advisor, then it will CTD when clicking buidlings etc.
Well its all running fine now, not had a single issue with the disc version think it must have been somethimg ive modded thats conflicted with it
So the CD version fixed your issues?
I think so, but im not really sure cause my steam version was heavyily modded when i first tried it so it couldve been something i modded thats now gone that was the issue 😏
Following my nygrens steps resolved it though
I see. My mods are merely Kingdoms mods, I left my vanilla file alone so it seems that it will be fine. I play CD version regardless, and I'm glad I do because modding Kingdoms on the Steam version seems inconvenient.
Kinda glad I had to wait a while to be able to play it. Seems most of the immediate launch farts have been resolved.
Any idea how i stop my settlements being automanaged i dont like them bring auto managed 😏
The entire team is using CD-version because we are old school people born in the late 80's and early 90's - maybe late 90's in one case. In any way, that means the CD-version will work better as it's the base for all our testing.
Change automanage in the menu before starting the campaign, or in the faction overview after entering.
does this installation instruction is for cd version or steam version?
CD.. Steam is shown in a video.
Sir, when i went in to patch the 4gb file with the kingdoms. exe, it said that it Couldn't open executable. can you please help me? i haven't tried disabling the UAC because i the patching didn't work. Please help me.
It may be the Medieval2.exe if using the CD-version of the game.
Disabling UAC Is the worst thing you could ever do. You rather Right-click kingdoms.exe/security/ and allow full control and modify. That will allow the mod to run without making your computer into a Windows XP.
I forgot to mention that - but mod will CTD if using advice for buildings etc.
Reason is we have remade all the names of the buidlings so the advisor cannot find the original entries - thus it will CTD.
Congratulations, and do not play with advisor :).
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I've updated this release and fixed an issue causing CTD in all the rebel held Gurubashi troll areas in Stranglethorn Vale.
For you who already have the mod - i suggest downloading my descr_strat-fix.
God, maybe it was a good thing that I didn't instantly get this. I was going to be taking on the Gurubashi first.
Mod updated - three Scourge armies moved from Northrend to Eastern Kingdoms to give Lordaeron some opposition, Horde strat-models no longer glitched (general and captain had odd legs) and stat-changes for the Human Militia (weaker), Gurubashi Trolls (stronger) and Animated Stoneguards (tougher).
so what do we have to do for playing this new update? Donwload it again?
Yes, as i haven't uploaded individual files - the descr_strat would fix the Gurubashi issue and add the Scourge armies - but you'd need the EDU and the descr_character for the stratmodels to look right, and for the new stats.
Are there any trade resources for merchants anywhere? Its not a big deal but not sure if its a problem with ny install
There are lots of such resources placed out, maybe you aren't looking hard enough.
Only some places have resources as of yet, it was something we didn't touch upon and is probably a leftover from the original mod. Future patches will include proper resources throughout the map.
Beg you pardon man, but i did find resources when i used merchants for both Quel'Thalas, Naga in Eldareth and in Northrend for Drakkari. There are lots of them.
Ah right i see more in the north, stormwinds a bit sparse for resources though
Yeah, just ignore them (unless you're playing as a faction near them :P) Most of the existing ones will probably be removed anyway when we implement them again.
THANKSSSSSSSSSS
20hours ago? Excellent timing to start playing this mod again!
Again? All older versions were **** compared to this one. This is the first real full beta.
The others were unfinished unstable and buggy demos without a campaign.
Whenevver i try to open it with Winrar it crashes winrar
Just doubleclick the archive, do not use the menu of the program - move it out with the mouse by draging it.
I downloaded the beta and am able to play custom matches without any issues.
However, whenever I try to start a campaign my game crashes. I installed the preference file but it did not help. Do I need the 4gb patch to make the campaign work? I have not installed it yet.
Or are there other steps to get the campaign working?
Also, I've tried the 4gb patch, but it won't extract...
To start with, it looks great and I love it already, thank you so much guys this is a dream that came true :)
Sadly the campaign map is very laggy, idk if its only for me tho I shouldnt have much issues with my computer.
Do you have lag with regular game as well? do you have lag in other mods, like third age? Disabling shadows should add a few frames, and it seems having it installed in the programs files causes lag as well.
I followed the instructions that you put in the comments but it still happens that I click a unit and it crashes help me please
Are you sure you disabled the UAC, patched it with the four GB patch, added my medieval2.preference-file and moved the sega folder out of program files?
thank you I had not tried to get the program files folder :D
Every time I try to start a campaign my game crashes,
If I can make a suggestion, Stratholme should start Undead (since the city was apparently not purged by Arthas, explaining the legions of undeads around) and Alexandros should start in Tyr's Hand, would avoid having to flee with Alexandros and get forced into Elven Lands because Scourge force wont allow him to reach Tyr's Hand.
I have a few more but I don't know if it's the appropriate place, just know that me and my friend have having great fun playing your mod :)
Yeah, we will improve things - Scourge is far too weak in EK and will get a boost so that they can do what they managed to do in WC3. Should be hard for Lordaeron and their allies to stop the Scourge.
We will move Legion, allies of Scourge - to Alterac as well.
I have no doubt about that :)
And ye could give some Fel Orcs and Jubei'thos to legion in Alterac, good idea !
Can you maybe give me a clear instruction how to install it with a steam version? I can't get it to run.
Whenever I try to open either the main mod file, or the preference file, Winrar just says that the archive is in an unknown format or damaged.
Use a more recent winRAR.
I use 7zip. Haven't had a problem.