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.

Report RSS Warcraft: Total War: Version 1.6 released!

Warcraft: Total War has been updated to version 1.6 - adding the Trade Coalition to both the campaigns, new victory conditions, the current Vrykul roster to the custom battles, a new custom settlement for the Night Elven capital borrowed with permission from the Elder Scrolls: Total War and LordNazgul, new agents for the Trade Coalition, new captain cards for all factions, new Blood Elf/Quelthalas portrait cards by Romaneck, fixing of many minor things and units etc - the mod is improved!

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Warcraft: Total War: Official PUBLIC BETA V 2.0 (Updated download as of 2021-04/10)!

Warcraft: Total War: Official PUBLIC BETA V 1.6!


2021-04/09 - I messed up by updating the older version.. I will re-upload the entire mod.

2020-08/27 - Updated download!

1. Fixed glitched Khazmodan castle.

2. Fixed the stats of a few units that were wrong - such as made the elite Darkiron Sharpshooters have better stats than the Darkiron shooters - they cost more and were superior in battle, but they had worse stats in some ways.

3. Removed three isles.

4. Implemented Vrykul strat-model cities - courtesy of Kalla, and BotET: Alt-Cut.

5. Implemented Vrykul custom settlements in battle - courtesy of Kalla, and BotET: Alt-Cut.

6. Fixed the Darkiron city Uldaman so it's no longer a Dark Horde custom city - it's Darkiron now.

7. Weakened all the giants in the game for the custom battles/autoresolve - will affect rebel giants on the map, and some units like the Naga Coualtls, Phoenixes etc.

8. Weakened the Dragon armies on the map - the Nexus is no more so the Blue Dragons are gone. They are only represented with one dragon in the main Dragon holdout in Northrend lead by Alextraza or whatever.

9. Weakened the Kodo Riders and the Mammoths for the autoresolve to prevent the factions of the Horde and the Frakkari from always winning as the AI.

10. Removed the Mud Golems from Lordaeron in the Frozen Throne-campaign and replaced them with a Knights of Tyr-unit.

11. Limited all the projectiles of the casters so that they can't defeat an entire army on their own. They are just as strong - but will run out of ammo.

12. Illidan Stormrage now has a Demonhunters bodyguard in the campaign.

13. Snap Dragons replaced in the starting armies in case they caused the ctd in Desu's campaign as the Forsaken. Same with the Fel Hounds.

Both the Snap Dragons and the Fel Hounds are recruitable.

14. I've added Skeleton Horsearchers to the Scourge.

15. Night Elven Wardens made stronger. They are as good as the Demonhunters.

16. The best gunners have less ammo - such as the Artisans, the Siege Breakers or the Infernoblasters.

17. Dark Irons have militias from the start as well.

18. Naga City/large_city/huge_city have new Hyrule Lanayru strat-models with a new texture from Bantu.

Credits to Undying Nephalim, creator of Hyrule: Total War, for the strat-model.

19. Naga village/town/large town is now using the Storm Zora Capital with a new texture from Bantu.

Credits to Undying Nephalim, creator of Hyrule: Total War, for the strat-model.

20. Naga Castle, large castle, fortress, wooden castle and mottle & bailley is using the Lanayru Castle with a new texture from Bantu.

Credits to Undying Nephalim, creator of Hyrule: Total War, for the strat-model.

21. Night Elven strat-model cities are now the Elder Scrolls ones, just like in battle - but with a different texture from me and Bantu.

The mod is using the battle_models since before, as I asked permission from LordNazgul - now the strat-models are the same models as the battle-models.

2020-07/07 - I've updated the download:

It does the following:

1. Burning Legion CTD issues fixed - re-adds stable Fel Hounds and Pit Lords.

2. Re-balances all the Burning Legion units, most of the Naga-units and a few Night Elven units - costs and stats updated to make the AI more likely to not recruit the same units all the time.

3. Corrects all the recruitment-mistakes of the older release - no more Kodo Riders for the Dark Horde in EK, Darkspear Trolls for them in the EK - or other units not supposed to be in the wrong continent.

4. Nerfs the Vrykul/Dark Horde Drake Riders - as they were far too powerful.

5. Vrykul female units nerfed to half their old strength - as the AI only recruited them because they were twice as many as the bigger males, and had the same stats.

6. Re-adds the Phoenixes/Hawkstriders for the Elven factions (should be stable), the Chimaera to the Night Elves (should be stable but I'm not 100% certain), and the Naga Couatl to the Naga faction -the last one has crashed before, but is less likely to CTD than the Red Dragons - they are only recruitable from like one area on each continent anyway.

7. I have re-added the gameplay function of building forts.

The update is not save-compatible.

2020-03-26 -
WTW 1.9 WIP available at the discord.

Video previewing the updated Theramore and Horde-rosters. There are lots of other changes as well.

2020-02/28 - Warcraft: Total war FIX Uploaded! (Not worthy of a site announcement).

This fix will reduce all the textures of the Warcraft Strat_Models by many times the original size- resulting in a more stable campaign map with way faster loading times.

It will also fix the Horde/Dark Horde/Trade Coalition custom settlement gates.

Makayane fixed the settlements, and WarcraftHero reduced the size of Bantu's textures- per Gigantus's advice.

None of the other stuff from the old 1.6 patch are kept, because it wrecked the campaign.

Edit: If you've installed the 1.6 patch uploaded in december, then you'd need to delete the entire mod and install it from scratch.

Install by placing the WTW-folder inside of your Medieval II/mods folder. Click "yes" on overwriting the old files.


Download Warcraft: Total War FIX - Horde Custom Cities/Reduced Textures! - Mod DB


Warcraft: Total War FIX - Horde Custom Cities/Reduced Textures!


The 4gb patch found in the Warhammer: BotET-mod - it's required for the Warcraft beta 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.



The Official PUBLIC BETA RELEASE of Warcraft Total War - UPDATED feb 17 2019, worked on heavily since march 29 2017 - CD-version of Medieval II is what we developers are using, and so it is recommended - but mod should work for Steam as well - even though we may not be able to help you with issues then.

To install the mod using the CD-version, move the mod-folder named "WTW" inside of your Medieval II Total War/mods-folder - after first using the latest version of winRAR to extract the folder - by moving it out manually by draging the folder with your mouse. And start the mod by clicking the .bat-file - for Steam use the ordinary method. Be advised that you must move the entire SEGA game folder out of program files to prevent issues on new computers, also you'd have to deactivate the UAC (User Account Control) as it interfere with mods making them not work. - Read more about disabling the UAC at TWC (Total War Center) or just shut it down totally).

Also, you'd need to download the 4gb patch i've uploaded since before and patch the Kingdoms.exe with it in order for the mod to work, or you'll face crashes a lot and might not even be able to start the mod - using Steam you should patch Medieval2.exe instead i've heard.

Also, download the MedievalII.Preference-file that i did upload a few days ago & 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!

For Steam watch both these videos, as there are two different methods of installing the mod:

Version 1.6 changelist:

1. The Trade Coalition (Goblins) added to both the campaigns as a playable faction.

I've added the Agents riged by Bantu, i've implemented all the recruitment, starting garrisons, ships, victory conditions, alliances etc - they are ready to be played.

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.

New lore-accurate victory conditions that aren't impossible for the AI to fulfill. Factions will need to kill enemies in the same continent and the enemies will be close to them on the map.

3. The Vrykul faction added to the custom battles with half a roster.

All their current units are added but no new since decembre.


4. New Nordrassil/Vordassil strat-map settlement, and custom settlement in battle - from the Elder Scrolls: Total War.

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A Tree-model finally.

5. Fixed issues for some units - such as projectiles of the sorceresses and the Priestesses.

6. Cut the economy in half for everyone but the Scourge and the Burning Legion.

Point is that you the player should need to build economical structures such as Traders before getting a good economy. Legion and Scourge wasn't touched due to them having costly or vast numbers of units.

7. Created captain cards for all the factions.

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No more purple cards when fighting captains, or vanilla Medieval 2 cards.

8. Romaneck over at our Discord has created a complete portrait-set for the Quelthalas/Blood Elven factions. -No more vanilla cards for them.

The immersion is much improved for the Elves.

9. WarcraftHero made the new UI, symbols, names etc for the Vrykul and Trade Coalition factions.

He added the symbols to the user interface files.

10. Bantu fixed the Vrykul Warriors/Goblin Artificer weapons not showing up, and the Trade Coalition Agents.

kingdoms 2019 02 15 11 08 17 584


Enjoy the new version!

Version 1.6 CREDITS:

Most of the coding, and the creation of the captain cards - Mr_Nygren.

Vrykul names/Goblin Names, Vrykul & Goblin symbols to the UI-files, Yellow Goblin background - WarcraftHero.

New Agents for the Trade Coalition, fixed Vrykul Warriors/Goblin Artificers - Bantu Chieftain/Gnomebuster on Discord.

Old Goblin symbol - Zerg93.

New Vrykul symbol - Farin Frostgeir.

New strat-model/custom settlement Valenwood Tree/village in use by the Night Elves - LordNazgul and DaedraWarrior from Elder Scrolls: Total War.

Version 1.5 CREDITS:

Mr_Nygren and Bantu Chieftain - for the bigger part of all the work done in this update!

WarcraftHero - For the radar-map, battlefield textures, some fixing, the historical battles editor, many of the portraits for the new units etc.

Zerg93 - For the new Trade Coalition banners used in battle.

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 by me) 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 (reskins by Bantu Chieftain)!

Naga Royal Guards and the Drakkari Mammoth models created by Eges96 - the creator of Warcraft3Rebirth - they were riged by Bantu Chieftain for this mod and implemented through coding by me.

Warhammer BotET custom settlements in use by Khaz'Modan created by Tomdoof - implemented by me!

Warhammer reskins of vanilla settlements by Call of Warhammer/Beginning of the End Times - reskins by Bantu Chieftain, banners and symbols of Elven/Blood Elven reskins edited in by me!

- Link to his thread over at TWC as requested from him in order for me to use his stuff:

Twcenter.net

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!

"Warcraft Total War is an unofficial modification with no profit for Medieval 2: Total War, a game developed by The Creative Assembly and published by SEGA. The Warcraft Total War modification is neither created nor affiliated, supported and endorsed by The Creative Assembly Limited, Blizzard Entertainment, Inc. or SEGA Corporation.


Total War, Medieval 2: Total War and the Total War logo are trademarks or registered trademarks of The Creative Assembly Limited in the United Kingdom and/or other countries. SEGA and the SEGA logo are either trademarks or registered trademarks of SEGA Corporation. All rights reserved. All other trademarks and trade names are properties of their respective owners.


Warcraft® is ™ trademark or ® registered trademark of Blizzard Entertainment, Inc., in the U.S. and/or other countries. The Warcraft logo and Blizzard Entertainment logo are either ™ trademarks, ® registered trademarks and/or © Copyright of Blizzard Entertainment, Inc., in the U.S. and/or other countries. All the marks, characters, character names, races, race names, units, unit names, factions, faction names, factions insignia, banners, names, symbols, places, place names, locations, location names, vehicles, vehicle names, images from and related to the Warcraft world are either ™ trademarks, ® registered trademarks and/or © Copyright of Blizzard Entertainment, Inc., in the U.S. and/or other countries. No challenge intended to their status. All Rights reserved to their respective owners.

The "Warcraft: Total War: Official PUBLIC BETA 1.5" 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.

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Lord_Marc
Lord_Marc - - 2 comments

this mod is AMAZING. cant recommend it enough. I had a near world conquest campaign as Stormwind, For the Alliance! so I tried giving this new update a chance and after I download it and go to unzip the files into the directory I get an error saying Checksum error in WTW/data/animations/pack.dat the file is corrupt. this is the 3rd time iv tried downloading it. what am I doing wrong?

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Mr_Nygren AuthorOnline
Mr_Nygren - - 3,800 comments

You cannot use older saves in the update. You do need to start a new campaign from scratch.

Also, you should not extract the new version into the old directory - but rather delete the old version and use this as a new one.

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Sarmatta
Sarmatta - - 18 comments

You can join me in the discord group? Please.

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Toulen
Toulen - - 4 comments

Great work love it.

Just my game is crashing when i start custom campaign. Do u know something about that?

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Sarmatta
Sarmatta - - 18 comments

Como accedo a la versiĆ²n de discord?

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kobraosg
kobraosg - - 17 comments

I don't know what happened to this mod. Now I realized that rebels don't spawn on the map, nor do pirates. Previously, a lot of ships of various factions sailed the seas and oceans, and now sporadic ships.

Diplomacy also works differently than on this version from a few years ago. Previously, the plague was attacking Lordaeron en masse like in the Warcraft storyline, and I had to help them fend off their attack so they wouldn't overtake their lands and, by the way, mine. And now I have over 60 turns, they have had a room for about 40 turns, nothing is happening there at all. The night elves are at war with someone or make peace every 2 turns. Previously, such situations, if they took place, happened sporadically and the factions fought with each other for a long time, and now there is spam every turn resulting from making peace or declaring war.

Don't take it as hate, I just see big differences in the version from a few years ago, I don't know when I last played this mod, a year or 2 ago, and then everything worked fine. This was a pre-split version of the ROH and TFT campaigns, and there was no Vrykul faction.

If it's still a Beta mod then I'm a beta tester and just reporting things that don't work properly ;-)

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