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.

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Feedback and Suggestions (Games : Medieval II: Total War: Kingdoms : Mods : Warcraft: Total War : Forum : General DIscussion : Feedback and Suggestions) Locked
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Sep 16 2017 Anchor

Hey guys so I know you are still hard at work on the campaign map and the faction rosters so you may already have plans for some of these things, but here are some suggestions I have from playing the demo. Everyone feel free to share your own thoughts and opinions!


. Consider adding Ogres to The Horde. Allow a limited number to be recruited from Brackenwall.
. Consider replacing The Horde Warlocks and Necrolytes with Orc Shamans as Thralls Horde is trying to return to their Shamanistic roots.
. Consider removing skeletons from The Horde.
. Consider adding mounted Lordaeron Royal Guards.
. Consider adding Stormwind Royal Guards mounted and dismounted.
. Consider adding a horse version for mounted Paladins and other Gryphon rider units.
. Consider adding Arcane Guardians to the High/Blood Elf factions.
. Consider adding Dark Iron Golems.
. Consider adding the settlements of Blackrock Stronghold and Black Tooth Hovel to give The Dark Horde more settlements in the Burning Steppes.
. Consider adding the town of Brill.
. Consider adding the town of Strahnbrad.
. Consider adding the Warsong Lumber Camp in Ashenvale.
. Consider adding Rockard/Dreadmaul Hold in the Blasted Lands.
. Consider replacing Durnholde Keep with the town of Tarren Mill (or just add Tarren Mill) as Durnholde would be in ruins at this time and abandoned.
. Consider replacing Dranosh Saurfang with Rexxar or Eitrigg or both, as Dranosh would still be in Outland.
. Consider adding Eredar Fel Knight cavalry to The Burning Legion.
. Consider adding corrupted Eredar warlocks and warriors to The Burning Legion.
. I know I saw some Felguard screen shots but consider also adding Wrathguard to The Burning Legion as well.
. Consider adding the Wildhammer Dwarves as a faction or combine them with the Khaz Modan/Ironforge Dwarves. they could start at Aerie Peak.
. If at all possible consider extending Thoradin's Wall to block open access to the Highlands.
. Consider adding the Greymane Wall.


Anyways keep up the great work, I'm really enjoying my time with this mod.

Dec 27 2017 Anchor

This has been answered in the official TWC thread.

Jan 5 2018 Anchor

I'm not sure how hard it would implement small mechanical changes, but maybe magic can be split into 3 forms:

. Fire: The fireballs you have now. It does the most DPS and has AOE. Good for larger groups of enemies.

. Frost: Sacrifice damage in exchange for stamina damage or slows down units on hit. Could be a good counter to Archer Calvary and stop heavy from line breaking.

. Arcane: fairly accurate single hit armor piercing damage. Not effective against large groups, but great against large, multi-hit units like Kodos or demons.

I'm basing this from WOW's Mage Specialization, and suggest 1 spell type per unit. (Fire mage, Frost mage, Arcane mage). Have magic heavy factions like Dalaran and Quel'Thalas have access to all 3 magical unit types, while the rest are restricted to 1 or 2 types. Example: The Naga will have access to Frost and Arcane mage units, while The Dark Iron Clan will only have access to fire mages. And for cosmetics, just change the color of the fire balls to blue and purple respectively.

Again, i'm not sure how hard it would actually be to implement, but I just wanted to throw this idea out there. You guys are doing a great job and love to see your future progress!


Something to consider Regarding the Undead Factions :

. Increase the number of soldiers for Zombies/ ghouls/ skeletons, and other light infantry per unit for the Scourge. Undead has always been a spammy faction in both lore and game play. Lower their damage and hitpoints and raise moral and stamina. This will encourage the player to either use proper positioning to overwhelm and route his opponent units with numbers or better cohesion between spam units and elite units.

. Implement a undead Crusade mechanic that uses the Plague status effect on territories that crusading army is traversing on if they have meat wagons/ abominations/ necromancers in their army.

. Add a possible 3rd undead faction called something along the lines of Dreadlords. The Dreadlords were not only the Lich King's jailers, but also had considerable control over undead forces in Warcraft 3 Frozen throne. Their roster can have a smaller selection of units in total, but replace some of the elite units with demon units. Campaign wise they can have a greater emphasis on spys and assassins due to Dreadlords sneakier nature. Add a building that would give spies and assassins the "Secretly a Dreadlord" atribute.

. Consider making Meatwagons more anti-infantry than Anti-building. Adjust the accuracy towards units and give it "Cow Carcass" effect.


Keep up the good work guys.

Jan 10 2018 Anchor

None of that Will be included.

Magic is impossible to implement like that in Med 2.

Undead factions have been balanced and have lots of troops in the unreleased version.

No more undead factions, limit is 31 factions Only.

Dreadlords are in the Burning Legions army. They have two generals in Lordaeron territory representing the ones Arthas fought.

Meatwagons could possibly get those changes.

Edited by: Mr_Nygren

Jul 20 2018 Anchor

Hello, I am new to all this. But a friend and I did some play testing and we have come to a few conclusions on some of the units.

Infernals are EXTREMELY op. My friend used 2000 human footman versus my 2 units of infernals and I beat him without losing a single one. Perhaps nerf them a bit? They aren't that strong in lore as far as I know.

Another one I noticed that seemed extremely powerful is the Lordaeron Royal Guard (cant remember if that is the exact name). This unit is very powerful as well, not sure if it was intended. My friend and I have been doing Lordaeron versus Stormwind battles and I have been playing Lordaeron. I choose only a few units of these guys and they completely carry me during the entire battle. We even tested them and not even 2 units of Stormwind Vanguard versus the Royal Guard defeated them. In fact, the Royal Guard only lost 30 of the guys in the unit.Or at least give other units something to contest against them? Their weakness is against long range, but mages take dozens of shots before these guys even fall. So maybe nerf them a bit?

Jul 20 2018 Anchor

The Infernals were originally supposed to be many in numbers, but the mod cannot handle that without crashing - so they are not 3 in terms of their stats, their stats represent them being maybe 20 or 40 in numbers. We just had no choice but to use three in a unit, and as such gave them the stats to make up for the loss in numbers.

- The Infernals may seem over powered s they are only three in the field in a unit, but if you think about them as representing maybe 40 Infernals then the stats are correct. Also, use casters to kill them - because all units die easily from casters - Medieval 2 has a hardcoded limit preventing units from blocking arrows/missiles.

The Royal Guards were intended to be that strong.

Theramore, Stormwind, Stromgarde and the Scarlets still have more units to be added. Even Lordaeron - i think Stormwind in particular is in need of more elite units.

Sep 13 2018 Anchor

Hi!

Is it possible for you to divide the main campaign on two parts - main campaign (Warcraft III Reign of Chaos) and additional campaign (Warcraft III Frozen Throne)? It would be nice to see unique roster of factions and their placement on map in any of these campaigns, and btw it's more close to lore. The players can accept the existence of Nerubians in Northrend, Horde and Theramore in Kalimdor, but it's quite strange to see Scarlet Crusade in Northrend while Lordaeron is stand still. Thanks!

Sep 19 2018 Anchor

Are Ahn'Qiraj or The Kingdom of Azjol-Nerub ever gonna get an extended roster? Haven't seen any mention of it and I feel like its desperately needed since their unit diversity is rather low and in my opinion pretty boring to play as, most fights I ended up just auto resolving because of it, and I know there aren't a ton of units in lore you could add to the faction but if you wanted to stretch it you could at least add different old god units such as faceless ones to Ahn'Qiraj or even remove them to free up slots for different factions since WoW has no end of factions that could be added.

Nov 11 2018 Anchor

Hello!

I don't know, whether it had been already written here, but nevertheless I'll put down some things, that to my mind might be fixed or done:

1) I've seen many cases on the map, when a city (and its region), that has an access to the sea, doesn't have a fisher village (and that's why the port can't be built there, but it logically should be able to be constructed;

2 Region borders cometimes look like rectangles (especially in Silithus and in the Dark Iron lands). I think, it would be essencial to make the borders more "natural";

3) Will the mercenaries for all regions be created and put to the game?

4) Is it possible to create Goblins and Centaur factions once again (I've seen in the script, that they existed in previous version), or just make them aviable as mercenaries?

5) Did you thought about incluing Pandaria (or just northern part of it)? Or could it be done in future?

Edited by: Ant_from_Russia

--

Hello!

I don't know, whether it had been already written here, but nevertheless I'll put down some things, that to my mind might be fixed or done:

1) I've seen many cases on the map, when a city (and its region), that has an access to the sea, doesn't have a fisher village (and that's why the port can't be built there, but it logically should be able to be constructed;

2 Region borders cometimes look like rectangles (especially in Silithus and in the Dark Iron lands). I think, it would be essencial to make the borders more "natural";

3) Will the mercenaries for all regions be created and put to the game?

4) Is it possible to create Goblins and Centaur factions once again (I've seen in the script, that they existed in previous version), or just make them aviable as mercenaries?

5) Did you thought about incluing Pandaria (or just northern part of it)? Or could it be done in future?

Feb 15 2019 Anchor

Hello, I have a problem when starting the mod. After putting it in its corresponding folder, for some reason when executing it I close the game after passing the image of the mod. A sign appears saying "U oh. This isnt good. No idea why, but exiting now". How do I solve it? I have game in steam

Feb 19 2019 Anchor
Ritter19 wrote:

Hello, I have a problem when starting the mod. After putting it in its corresponding folder, for some reason when executing it I close the game after passing the image of the mod. A sign appears saying "U oh. This isnt good. No idea why, but exiting now". How do I solve it? I have game in steam

Ant_from_Russia wrote:

Hello!

I don't know, whether it had been already written here, but nevertheless I'll put down some things, that to my mind might be fixed or done:

1) I've seen many cases on the map, when a city (and its region), that has an access to the sea, doesn't have a fisher village (and that's why the port can't be built there, but it logically should be able to be constructed;

2 Region borders cometimes look like rectangles (especially in Silithus and in the Dark Iron lands). I think, it would be essencial to make the borders more "natural";

3) Will the mercenaries for all regions be created and put to the game?

4) Is it possible to create Goblins and Centaur factions once again (I've seen in the script, that they existed in previous version), or just make them aviable as mercenaries?

5) Did you thought about incluing Pandaria (or just northern part of it)? Or could it be done in future?

1. Map won't be changed anytime soon due to Geomod not being able to save any progress without crashing now.

2. I don't care about region borders.

3. Mercs might be added at some point.

4. Goblins are now a playable faction, and Centaurs exist as rebels for the Minor Factions in the campaign - there were never Centaurs nor Goblins in a previous version. The older version had the factions in the code, that is true, but they had vanilla Med2 units and no Centaurs or Warcraft Goblins.

5. Nope.

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