Hello Guys, I just wanna tell everyone that I used to have the Swedish variant of a conservatorship for 11 years (June 30th, 2009 and until May 12th 2020,) and I'm still haunted by the damage it caused to my career and life-.

When I did read Britney Spears testimony (and I'm no real fan of Spears until this moment,) I remembered how I myself had pretty much reasoned in the same way, and felt similar feelings about being under a "Förvaltarskap" in Sweden. It's also known as a legal guardianship in other countries - and in the USA as a conservatorship.

When I did hear her testimony I actually felt sad, and I have become cynical through the many years of that tyranny - but it was all so close to heart.

I just wanna say that the mod leader of Warcraft Total War, me - Mr_Nygren, shares that horror with Britney Spears but with some differences.

I'll lend this page to the #Free Britney movement.

It's a human rights abuse, a tyranny and a dictatorship - and you're basically a thrall under someone else.


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.


The Kingdom of Lordaeron

The Kingdom of Stormwind

The Kingdom of Stromgarde


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


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 be a full release, but not the final release, it will still lack a lot of the polishing and more complicated features (such as final high end units, mercs, 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 april or may 2018.

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. They are also AI independent minor factions before any of the playable factions do in fact conquer them - in the case of Gilneas and Alterac. 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 and the new Vrykul regions, Dark Horde has a similar system with their Dragons, Drakes, Trolls and Ogres.

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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2021-07-19 - JOIN MY TWITCH on this link where I'll be streaming campaigns from now on:


EDIT as of 2021-05-23 - New installation-video made and uploaded on how to install Warcraft: Total War Version 2.2 using the Medieval 2 Total War Engine Overhaul Project (M2TWEOP)-tool.

- I've re-uploaded the mod with the new updated version of the M2TWEOP-tool.

Changes include:

"Many stability issues have been fixed, new features have been added. The list of changes will be when the creator of the tool finish version 1.19.

Some of the changes from this patch:

1. Added an option that allows you to simply run the mod without opening the program window.

2. Spawn_army fix now works for the console command spawn_character, and now the army that appears will block the port if it is enemy.

3. The game will no longer crash when changing settings for resolution, anti-aliasing, etc.

4. The program now correctly detects the monitor resolution
and much more."

Edit as of 2020-11-07 - ADDITIONAL STEPS REQUIRED FOR THE STEAM-VERSION OF MEDIEVAL 2 ON WIN 10: (Just in case it's needed.)

I tried it on Windows 7 - no issues, I tried it with the CD-version on Windows 10 - no issues - But according to the creators of the tool it is required to change some stuff for the Steam-version on Win 10.

You do need to right-click on the Medieavl2.exe/Kingdoms.exe and change some things in the compatibility mode. It will also need to be done with the tools .exe file.

- This is due to the scaling settings in windows 10.

"You need to open file properties-> compatibility-> change DPI settings-> check the box and select "application""

"This option also helps with med2 for some people (+20fps) (Set dpi scale to "controlled by application"

So the new version of Warcraft: Total War has the M2TWEOP (Medieval 2 Total War Engine Overhaul Project)-tool already integrated into the mod - it's required or all the giants, giant dragons, giant scorpions, Fel Hounds, Snap Dragons, Doomguards and Doomfiends will crash to the desktop a few seconds after the camera centers on them - as the new version has re-added all of these units to the campaign recruitment (but not the starting armies) it's required. It also enables the "berserker"-mental state in use by the Horde/Dark Horde Blademasters and the Stromgarde Trollslayers. The mod also needs to be started through the tool which has replaced the old executable.bat-file.

This tool has fixed the giants in Third Age DCI, Hyrule Total War: Classic Ultimate etc - even on windows 7 it might make battles more stable as certain battles do crash on 7 as well - sometimes due to certain giants due to the giants. However, I do believe that with the Win 7 version it's easier to start the mod as firewalls/security programs of Win 10 might treat the tool as a virus - as such you should de-activate your firewall/security programs or make an exception for the tool if it's treated as a virus by your security - which it is not.

It's a tool that modifies the games .EXE while the game is running. Such tools are often mistaken for viruses by modern windows security. With this tool you'd still need to install the mod like written in the installation-article - but now you'll also need to start the mod through the tool.

To use the tool you just need to right-click the tools .exe with your mouse and run the tool as an administrator. Then the UI of the tool should be pretty self-explanatory. I would suggest not to use all the features of the tool due to the game becoming less stable the more features you are using. The features I'd use are the ones I think will be activated for you as well.

You can place ancillaries at 32 only if you wish to modify the mod and add more ancillaries to each character - the old limit was 8, you can place religions at 12 if you want more religions - the old number was 10 - otherwise I'd suggest not to use these as they might still affect the mod negatively as they are increasing the limits of the game. These options might be activated from the start so you could return them to 10 and 8 respectively if you want to. There is a button named "Click Me" - if you click on it you'll get information about the program, things you shouldn't do unless you want a crash and shortcuts to certain features like for example being able to zoom-out enormously on the map, highlighting all the troops and other stuff. The information about CTD if changing the anti-aliasing inside of the game might be outdated since the updated version of the tool which released on december 3 2020.

On the right-side of the tools UI are many options - I would only have a few activated - those are the "berserks-fix" which will enable the berserker ability from Rome: Total War to work on the units - you'll just have to hand out the "berserk"-attribute to the units you wish to go berserk in the Export_descr_units-file - in the vanilla Medieval 2 game and in mods not using the new M2TWEOP-tool this attribute would crash as soon as the units entered a battle on the battlefield - this feature is needed as two units are using it and you won't be able to start the mod without it activated/checked, if you activate the "Unlock Console Command" feature of the tool - it will enable all the console command codes in the mod and finally I would activate the "creatures-fix" which will fix the skeleton of all the elephant-based units in the mod - such as the Giants, the giant dragons, the dog-like creatures like the Snap Dragons and the Fel Hounds etc - this is the main feature I wanted in this mod due to players reporting that units like the Mountain Giants or the Fel Hounds have crashed for them during battle immediately upon starting the battle. This fix will make it possible to play with all these units in both the campaign and in the custom battles. If you play custom you can have an army of Ancient Dragon Turtles versus an army of Infernals or Molten Giants - the point is that giants and four-legged-creatures will no longer crash to the desktop. I'm pretty sure that other reasons for CTD during battle will be fixed as well.

Hyrule Total War: Classic Ultimate - COMPLETED EDITION! (Win 10) Released!

Link to the Total War Center-page of the Tool where it can be downloaded for usage in other mods and projects, and it also has all the tutorials you may need for using it even if it's not necessary unless you wish to try more advanced features:


Credit for the tool should be given to youneuoy and Jojo00182.

Warning: Always start a quickbattle after re-starting the game using the new version, before you launch a new campaign - and then exit the game back to the main menu immediately after the loading screen has finished after you have entered the battle-map. You don't have to play the actual battle but just load it up - this is required in order to launch a campaign in the new version - or the mod will throw you back to the main menu alternatively CTD (crash to desktop) - I've had this issue in Game of Thrones: Total War Enhanced in the past and i believe it is caused by too many things on the strategic-map!

It worked fine up until Tyrande got added but after started to require this to be done. Moving over the mod-changes to my other computer solved it with everything up until Tyrande - but after updating with the entire Night Elven strat-map and the rest of the previewed content - it even started to happen on there as well.

Other players have had to do this on the old release - so it could be both due to the map-changes and the computer - as they had old computers and more recent computers would take longer until this started to happen.

- So always start-up a quickbattle, then exit after the loading screen has finished loading - then launch the campaigns - if you exit a campaign you can start another one up immedieately. The mod will crash if you click on the Frozen Throne-campaign and then try to go to the Reign of Chaos-campaign without first starting up the FT-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 M2TWEOP-file of the mod after which you'd click the "start Mod"-button and not "Start Vanilla" .

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 M2TWEOP-file after which you'd click the "start Mod"-button and not "Start Vanilla".

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.


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 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 - he is also using the blue-skin in battle!

So I've found out that there existed a High Elven-skin of Prince Kael'Thas which has now been added to him in the Reign of Chaos (RoC)-campaign on the map.

New Kael'Thas in the Reign of Chaos-campaign using a blue skin!

He has this look in battle as well.

2. Prince/King kael'Thas now has a unique battle-map model!

In the previous versions of this mod King/Prince Kael'Thas used the mage-unit as his custom model resulting in any of the variations of that unit - now he only has his own model as an option.

- I've added a separate model for the character - and the Quel'Thalas version has the blue High Elven-skin.

King kael'Thas now has a unique battle-map model!

3. New Vereesa Windrunner custom-skin in battle!

I've added Vereesa Windrunner as her own character to battle as well - previously she would be one of the blue Elven Rangers but now she has a unique green texture with grey hair.

- She is also green in the Frozen Throne-campaign instead of red in both battle and on the map..

New Vereesa Windrunner custom-skin in battle!

4. The great demon Kazrogal added as a unique custom hero to battle!

The Demon-general Kazrogal is now a custom character in battle as well.

Kazrogal added as a unique custom hero to battle!

5. Night Elven Huntress Naisha a custom hero in battle!

I've made Naisha a custom character in battle using the Huntress-model - and she has a Huntresses-boydguard now as well.

Previously she used to be an archer with a ordinary bodyguard. This is more correct to lore.

Night Elven Huntress Naisha a custom hero in battle!

6. Tyrande Whisperwind is now a custom hero in battle!

So Tyrande Whisperwind is the only Moon Priestess using her hair color now, as she has been made into her own custom hero character - she is using the "Moon Priestesses" as a bodyguard unique to her. All the other Moon Priestesses have different hair color such as white, red and purple.

Previously she used to be a Priestess dismounted with an ordinary bodyguard. This is more close to the WC3-game- and aims to be like on the strat-map.

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 longer CTD - the bodyguard of the Burning Legion are now Dreadlords - Wrathguards were too small for the Dreadlord-general to handle.

Varimathras added as a hero to the Forsaken in battle!

So I've fixed the CTD caused by the Dreadlords using the wrong animations as officers in battle.

Changes include removing the Wrathguards as the general's bodyguard as they're too small for the Dreadlord to be able to use their animations causing a crash, and also I've made the bodyguard of the Burning legion the Dreadlords only instead - handing the Dreadlord Generals their unique Dreadlord-animation.

All the Dreadlords have their custom skins back - Tichondrious and Varimathras share this red skin seen on the picture, then Mal'Ganis has his unique look and Antheron has a green skin instead.

All of the Dreadlords are custom characters in battle with these unique skins - while on the strat-map they use the same old skin - as otherwise they'd require separate entries and there is a limit on the number of strat-map models the game allows.

So I've also added Varimathras to battle for the Forsaken, but unlike with the Legion the Dreadlords aren't their main generic generals - so the skeleton is that of the smaller Death Knights. Just like with Illidan he is slightly glitched and below ground because of this - while in a faction using the Dreadlords as the generic general he looks perfect.

8. Amaren and Nials of Stromgarde now has unique female custom models!

So I managed to make female custom models for Amaren and Nials of Stromgarde - the two female commanders of the Stromgarde-faction.

This model will probably be used as it's own unit in a later update as my plan is to remake at least the 7 basic units of this faction - and add female medium/elite units and not just male.

New helmet-texture by Embu!

Amaren and Nials of Stromgarde now has unique female custom models!

9. New Lady Vashj custom character and a new Naga bodyguard/general!

I've added a custom skin to Lady Vashj, the Commander of the Naga forces under Demon Hunter Illidan Stormrage.

The Medusa Matriarchs are now the generic generals of this faction as that's the only way to fix her bugged animation, and the new bodyguard is the Medusa Matriarchs as well - the Wraths of Azshara are still in use as the captains.

The old smaller female general will instead become her own infantry-unit.

New Lady Vashj custom character and a new Naga bodyguard/general!

10. Scarlet Crusade leaders are now Grand Scarlet Crusaders in battle!

I've added the battle-models of the leaders of the Scarlet Crusade to battle now. So they have the same models in battle as on the map - I will say though that I plan on changing stuff for this faction later.

Scarlet Crusade leaders are now Grand Scarlet Crusaders in battle!

11. New HE Sylvannas Windrunner/Undead Sylvannas Windrunner!

I've added a new skin for the Undead Sylvannas Windrunner that is much superior to the old one - and High Elven Sylvannas also got a skin that is different from the one commonly used as the Ranger-unit.

New HE Sylvannas Windrunner/Undead Sylvannas Windrunner!

12. Paladins of the Silver Hand replaced with a new model!

So I did find this re-skin of "Uther the Lightbringer" that used the Arthas-model as a base - I decided to add this skin for the Paladins of the Silver Hand-generals on the map, and in battle.

But I also replaced the old unit named "Paladins of the Silver Hand" with this model.

Paladins of the Silver Hand replaced with a new model!

13. Strat-map models of Lady Vashj, Undead/HE Sylvannas and Uther the Lightbringer!

I've added the new Undead Sylvannas Windrunner and High Elven Sylvannas Windrunner to the strat-map, I've also added the new skin for Lady Vashj to the strat-map model of her - and I've implemented the "Uther the Lightbringer" paladin-skin for the Arthas-model to the map as well.

The paladin-model is in use by all the starting heroes of Lordaeron that are paladins.

Strat-map models of Lady Vashj, Undead/HE Sylvannas and Uther the Lightbringer!

14. Naga Sirens a new unit for the Naga!

I've made a unit called "Naga Sirens" out of the old female general, as the Naga has a new general now - the Medusa Matriarchs.

The Naga Sirens are an elite heavy infantry unit but they are still weaker than the Guardians of the Abyss.

Naga Sirens a new unit for the Naga!

15. New Scarlet Crusade unit - "Onslaught Crusaders"!

The Scarlet Crusade were supposed to have a "Hyena" animal handler-unit but we failed to make the hyena work in the game, this was back in 2018 - as such they had one unique unit less than every other human faction.

- I've added a new elite unit named "Onslaught Crusaders" using the militia-models, and textures from WoW Classic - and then I've moved a weapon, shoulderpads and a shield. The shield were in use by the Elven Volunteers but it's a Scarlet Crusade-shield.

The cap, cloak and the skin are all based on the Scarlet Crusade directly from WoW Classic - fortunately the old militia had the same model - just a different skin and different gear.

New Scarlet Crusade unit -

16. Warcraft Total War now has two diverse campaigns - Both the campaigns are now different from each other!

Both the campaigns have seen an overhaul in the new version.

So in the release of april 24th I added mostly new strat-map models to the mod, removed the OP projectile of the Amani Soulreavers and included the first version of a Frozen-Throne campaign with all the continents and factions touched upon.

- But this version wasn't the real deal because on my Win 7 I had another version with all the changes to the Reign of Chaos-campaign, the garrisons, giant-fix, new animations, new stats etc - I did finish this version during the last two days and it now also has new starting buildings, remade rebel garrisons, quite a few additional heroes in battle and more.

Both the campaigns are now different from each other.

Warcraft Total War now has two diverse campaigns!

17. New starting buildings for most factions!

I've added starting buiildings manually to most factions of the mod, after being inspired by the Warcraft Total War: Wind of Change sub-mod made by Russian modders - I looked at their files and added new starting structures while still keeping this mods current level of developed cities and not changing any settlements into later levels - like they had done.

Copying over the text didn't work because they had changed the city-levels - I had to compare each building with the export_descr_buildings-file of this mod and then make sure the structure wasn't too high for the settlement in question.

Certain factions have no buildings at the start such as Ahn'Qiraj and the Vrykul.

Other factions such as the Horde and Theramore only has buildings in the Frozen Throne-campaign.

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 remade all the starting garrisons of the mod in both campaigns. The playable factions will have mostly basic and medium troops at the start with 1 to 3 elite infantry-units and no mages/giants/dragons - this is in the Reign of Chaos-campaign. In the Frozen Throne-campaign they might have one or two mages, one giant or so - but the armies are currently mostly the same in both campaigns with only minor differences - there are exceptions - the Scarlet Crusade and the Blood Elves have really good starting units to make up for few areas and many enemies.

All the rebels have been re-sized - expect only ten units in each rebel garrison instead of the maximum size of 20 - also expect the mages to be limited to 1 per stack. So a Quilboar army would be one Shaman and 9 infantry. The Dragonflights still have armies of 20 dragons as these areas are boss-areas. The same is true for the Zandalari Trolls.

New starting garrisons in both campaigns!

Videos of Version 2.2:

Video of working giants:


Old Battle-map models - Bantu Chieftain and Eoghan Wolfkin.

New strat-map models - Mr_Nygren

All the game-play changes - Mr_Nygren.

New texture of the helmet in use by the female Stromgarde commanders Nials and Amaren - Embu!

"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."

Warcraft: Total War: Official PUBLIC BETA V 2.1! (New release)

Warcraft: Total War: Official PUBLIC BETA V 2.1! (New release)


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...

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Warcraft: Total War: Version 1.5 released!

News 21 comments

Warcraft: Total War has been updated to version 1.5 - adding lots of new units for all the factions including the Minor Factions and a new faction, adding...

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Warcraft: Total War: Official PUBLIC BETA V 2.2! (updated 2021-05-04))

Warcraft: Total War: Official PUBLIC BETA V 2.2! (updated 2021-05-04))

Full Version 173 comments

I've re-uploaded the mod 2021-05-04 - and it's been updated with too many gameplay changes to count, as it includes stuff from last year - it also has...

medieval2 preference-file needed for new version!

medieval2 preference-file needed for new version!

Script 16 comments

My personal medieval2.preference file, to be placed in the main directory of your Medieval II Total War game. As in Sega/Medieval II Total War - it is...

4GB patch for Warcraft Total War

4GB patch for Warcraft Total War

Patch 17 comments

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...

Comments  (0 - 10 of 2,723)

Encountered a strange problem

Tried starting a quick scourge campaign to see if it would crash - everything started fine. However, once I quit back to the main menu and tried to start a new campaign (I tested with several and the Icecrown campaign as well) the game would show the single-player campaign select again instead of actually starting the campaign. If I stayed on that page, it would crash a few moments later, but I could also back out of the selection all the way to the main menu..

I tried looking at the logs (as best as a inexperienced person could), and apparently several files were just missing. I am still able to load that initial campaign, but otherwise I cannot start new campaigns.

I used the 4gb patcher and my files were never in Program Files. Not sure what UAC references so that could be a problem - but I am not sure how files are disappearing (either that, or they were not in the install to begin with). This was also on a second, fresh install if that matters. I am reinstalling again for now to see if anything changes, but any help would be great.

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Mr_Nygren Creator

Start a quickbattle/Custom battle first and then start the campaign.

UAC - User Account Control.

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Thanks, that seems to have worked for now! Guess I forgot to do that after the first test run. I'll remember to start a quick battle before starting or loading a campaign.

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Mr_Nygren Creator

Glad to hear that it worked.

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Big fan of Warcraft 3, WoW, and Medieval 2, so I love this mod! One question though, do you have any plans for new custom campaigns? I've got some ideas that I just can't take out of mind. Something like:
Second war campaign, with Dark Horde being Doomhammer's Horde and "usual" Horde being Frostwolf clan. There could be events of Scourge and Legion invasion. Maybe, the campaign map would be restricted to just Eastern Kingdoms? Alterac could be made a Dark Horde territory with human auxillaries (bandits?). Tyr's Hand should be a rebel settlement to reflect that mission in WC2.
Cataclysm. Probably, the one I'd like the most to see. In that scenario most of Lordaeron is either belong to Forsaken or Lordaeron faction which would represent Argent Crusade. Andorhal and Caer Darrow would probably be rebel cities and Scourge contained within Icecrown. The biggest problem I see is draenei but their territory could probably be just given to Stormwind. Stormwind, Forsaken, Horde and other factions would have a lot of territory in Northrend. Hammerfall and most of the Stromgarde should be under control of Forsaken.
Fourth War. Yeah, I don't personally like war part of BfA (Zandalar and Kul Tiras were cool, really), but it could be an interesting campaign for total war. It should probably start after Teldrassil and Undercity. Or maybe during, but I don't think that Medieval's engine is capable of complete destruction of these cities, like removing them from the map. In that campaign such settlements as Teldrassil, Undercity, Brill and many others would be destroyed. Forsaken would control Vandermar (renamed Deathknell), Pyrewood and Ambermill in Eastern Kingdoms and parts of Darkshore and Ashenvale in Kalimdor. Most of Eastern Kingdoms would be under control of "Alliance" factions, and most of the Kalimdor under "Horde" factions.
Also, a couple of suggestions:
Alterac in Reign of Chaos campaign could be either Dark Horde or Burning Legion settlement to reflect these "Blackrock&Roll;" missions in WC3. In Frozen Throne campaign it could be given to the Horde and renamed to "Frostwolf Village" with Drek'Thar as a general, not a priest. Also, in first campaign the nagas could start somewhere in Tomb of Sargeras.
The Forsaken should start with state of war between them and Scourge. It just looked very weird to me when the Forsaken have allied themselves with Scourge in more than one of my playthroughs.
Actually, Frozen Throne campaign could be split in two - Frozen Throne and WoW Classic-Burning Crusade. In Frozen Throne campaign Undercity, Brill, Vandermar, Amber Mill and Dalaran would belong to Burning Legion to reflect Dreadlords' rulership here. The Forsaken would be something like mongols in vanilla - spawning and taking over some of these settlements. Garithos could lead forces from Southshore to liberate Dalaran and the Burning Legion would be in a war with the Scourge to reflect that civil war we see in undead campaign in WC3. Theramore would start with massive armies invading the Horde. Some settlement in place, where Fellwood should be, could be given to the Legion. In WoW campaign the factions would start in their WoW locations. So the Forsaken (yeah, I've always liked these so that's why I'm giving them that much attention) would start without Garithos near their capital with Vandermar, renamed Deathknell, and room for expansion in Silverpine forest. Dalaran and Amber Mill would either belong to High Elf or Lordaeron faction to represent Kirin Tor, though I think that former would do better. Southshore could be either Lordaeron or Stormwind settlement. If Dalaran is represented by high elves and Southshore belongs to Stormwind, then Lordaeron faction could be repurposed to be Kul Tiras or Gilneas.
And last suggestion - make continents closer or ships even faster. It just feels as if playing in Kalimdor or Eastern Kingdoms is a some sort of a local custom campaign with no connection to other continent. The only time I've seen factions from different continents besides Scourge and Goblins interacting each other is Blood Elves who are for some reason very keen on abandoning Silvermoon and sailing all the way up to Ulduar in every single playthrough which, frankly, doesn't make any sense.
Also English is not my native language so I apologize in case if I've made any mistakes.

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Mr_Nygren Creator

Hello man, I'm happy to hear that you love this mod.

Unfortunately doing any campaign set in World of Warcraft was never in the works. The idea was always to base it on the strategy game WC3/Frozen Throne - and no additional campaigns are planed.

If anyone else wishes to base the mod on WC1 or WC2 they're allowed to make a submod.

As for the WoW timeline I'd guess it would need to be a submod as well.

Ships can easily be made faster by editing the descr_character-file with notepad++ that you can download from Google. You just scroll down to the ship movements and increase them. Then save your changes.

I'd love to change the map but Geomod which is the map editing tool - doesn't work for me anymore. And I do lack skills in photoshop to change the map there.

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looks amazing man thanks for your work.

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Mr_Nygren Creator

Thanks for appreciating the mod.

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The game keeps crashing on me in battles, especially when facing the Burning Legion and Ahn'qiraj. I have both 4GB LAA patch and creatures fix active. Is there anything else I can do to improve stability? I really want to play the campaign.

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Mr_Nygren Creator

It's impossible for the game to crash in battle if you have the creature-fix on.

Unless your computer sucks.

Well, it can crash like any other mod - but not due to the giants.

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Nah, my laptop should run this game no problem. I'll try reducing the scale of units as its set to Huge currently, but thats a bit of a bummer. I really like large battles despite the things it does to pathfinding :D

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Mr_Nygren Creator

For your information I always play on huge.. And without the creature-fix the giants crash almost immediately - while with the fix they can crash but usually it never happens - and if it happens it's because of bad luck when zooming-in on them for too long.

As an example, I did play a multiplayer battle and both sides used giants - one battle didn't crash and the other crashed at the end of the battle when zooming-in on the giant Pyrestar Demolishers - but unlike without the tool it happened late in the battle and I were able to zoom-in on them a lot during the battle.

Without the tool it would have crashed immediately at the start.

So it can still crash, but unlike before the usage of the tool it happens rarely. I also played many battles with giants without the game/mod crashing using the tool.

So it's bad luck if it CTD with the tool.

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Well, thanks for your reply. I am going to reinstall the mod, maybe something is wrong with my creature fix because the game crashes as soon as they appear in the game (for example after pressing start battle) and it sounds like the tool is not working.

Edit: As it turns out the tool simply wasn't working. However, after reinstall everything's ok.

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Mr_Nygren Creator

Glad to hear. Yes, it sounded like it wasn't working.

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