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

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

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

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

FACTIONS

The Kingdom of Lordaeron

The Kingdom of Stormwind

The Kingdom of Stromgarde

Theramore

The Scarlet Crusade

The Horde

The Dark Horde

The High Elves

The Night Elves

The Naga

Khaz Modan

The Dark Iron Clan

The Kingdom of Azjol-Nerub

The Scourge

The Drakkari Tribe

The Amani Tribe

The Gurubashi Tribe

The Farraki Tribe

The Burning Legion

Ahn'Qiraj

The following factions are emergent on the campaign map

(although still playable in custom battles):

The Forsaken

The Blood Elves

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

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

Q: Will magic be included?

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

Q: When will the mod be released?

A: We have plans to release a beta as soon as the campaign is playable to our satisfaction, and all factions have at least most of their roster complete. It will 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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Edit as of 2019-05-24 -

The "Old Demise" custom settlement from Hyrule Total War, that is the Undestroyed Moblin Capital - had two issues in the mod!

Fore some reason the settlement walls switch ownership as soon as the enemy stand outside of the city gates - this i couldn't FIX! The other issue that i've actually managed to fix, made the enemy army assaulting the city try to enter it from behind - which is impossible.

I've made that area entirely blocked and as such they will now enter through the gates. At least the settlement is playable now even though the gates still have the issue with switching sides.

The old issue made it impossible to play a siege battle because the enemy would never enter the city - now they do! But the walls may not be of much use.

Install by placing the "data"-folder inside of your WTW main directory - overwriting the files there..


Download Horde/Dark Horde + Goblin Settlement fix! - Mod DB


Horde/Dark Horde + Goblin Settlement fix!


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.



Warcraft: Total War: Official PUBLIC BETA V 1.6!



Download Warcraft: Total War: Official PUBLIC BETA V 1.6! - Mod DB


Warcraft: Total War: Official PUBLIC BETA V 1.6!


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.

kingdoms 2019 02 16 05 44 18 639

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.

kingdoms 2019 02 15 08 59 05 751

kingdoms 2019 02 15 08 59 49 899

kingdoms 2019 02 15 09 00 11 116

kingdoms 2019 02 15 09 00 28 266

kingdoms 2019 02 15 09 00 49 059

kingdoms 2019 02 15 09 01 16 423

kingdoms 2019 02 15 09 01 47 120

kingdoms 2019 02 15 09 02 08 717

kingdoms 2019 02 15 09 02 25 201

kingdoms 2019 02 15 09 02 43 901

kingdoms 2019 02 15 09 03 03 558

kingdoms 2019 02 15 09 03 20 496

kingdoms 2019 02 15 09 03 45 585

kingdoms 2019 02 15 09 04 10 831

kingdoms 2019 02 15 09 04 31 016

kingdoms 2019 02 15 09 04 50 831

kingdoms 2019 02 15 09 06 40 889

kingdoms 2019 02 15 09 07 01 689

kingdoms 2019 02 15 09 07 42 555

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.

Warcraft: Total War: Version 1.5 released!

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...

Warcraft Total War: Official Public Beta updated to Version 1.1!

Warcraft Total War: Official Public Beta updated to Version 1.1!

News 9 comments

The offical Public beta of Warcraft: Total War has been updated to version 1.1 - this means more unique rebels, new units for a few factions, ancillaries...

Warcraft: Total War: Official Public Beta V. 1.0 RELEASED!

Warcraft: Total War: Official Public Beta V. 1.0 RELEASED!

News 10 comments

The Warcraft: Total War: Official Beta Version 1.0 has been released, worked on heavily since march 29 2017 - it has all the rosters of all the factions...

Warcraft: Total War: Official DEMO!

Warcraft: Total War: Official DEMO!

News 16 comments

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

RSS Files
Horde/Dark Horde + Goblin Settlement fix!

Horde/Dark Horde + Goblin Settlement fix!

Patch 1 comment

The "Old Demise" custom settlement from Hyrule Total War, that is the Undestroyed Moblin Capital - had two issues in the mod! Fore some reason the settlement...

Warcraft: Total War: Official PUBLIC BETA V 1.6!

Warcraft: Total War: Official PUBLIC BETA V 1.6!

Full Version 134 comments

The Official PUBLIC BETA RELEASE of Warcraft Total War Version 1.6 RELEASED, - CD-version of medieval II is what we developers are using, and so it is...

medieval2 preference-file needed for new version!

medieval2 preference-file needed for new version!

Script 15 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 16 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 2,522)
Guest
Guest

I hate Warhammer(and the greed in the new total wars) but Warcraft speaks to me. It's not the most polished mod i played, but it's still the best in my hearth. You made me fall in love with Total War all over again. Thanks for your project. I litteraly typed Total War Warcraft on google out of despair, i'm surprised i found one for real, even more learning it's definitely not dead. Good job!

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

The current version of Warcraft: Total War is far from perfect. A lot of the giants CTD, the casters are too over powered- and it lacks polishment still.

I'm waiting on Sulfurion to finish his work on the mod- where he is adding more polish and features, balancing out stuff etc -and i've already fixed the OP projectiles, added the Vrykul faction with new units etc.

So what i will need to do when Sulf sends me the mod is that i will need to fix the giants/dragons and make them single units in the campaign- after that we won't have them crash anymore. In Hyrule they don't.

Thanks for your support though, and we do appreciate that you enjoy this mod the most.

Reply Good karma+1 vote
Mr.Strelok
Mr.Strelok

Hey there, beside all those Bug reports I would like to thank the team for releasing updates from time to time. I hope this mod will get more attention in future and I'd be happy too see it beside other great Med 2 mods :). Keep going

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

Thanks, the bug reports are mostly inability of certain players to get the mod running. Most players are playing it fine in the campaign without issues- and i can't really help people much if they fail to install it.

There are a few bugs though, like the common CTD in battle when having giants/dragons in the battle. But i'm gonna fix that in the next release.

The new release coming in a month or so is going to have the Vrykul faction (thanks to Bantu's rigging, and my implementation), single-giants/dragons in the campaign due to the script from HTW which will fix CTD, new mercs in the campaign that i coded into the mod (WarcraftHero had made all the regions ready), many traits/ancillaries unique for units thanks to Sulfurion, scripts for these traits that he has been working on, new projectiles for the Priests/Arcanists/Shamans and Far Seers that i've successfully implemented without any graphical issues- projectiles by Bantu. New skins for two Theramore units that used to be too cartoony.

Yeah, it will also have less siege engines as i needed to remove some to open up space for the Vrykuls. I'm positive that the mod will be more stable after i've added scripts reducing the giants by two thirds.

Also, regional recruitment is going to enable you to unite Azjol'Nerub with Ahn'Qiraj, Humans will have each others elites if they take the settlements of the other Kingdoms, Trolls will be able to absorb other Trolls and creating their Troll Empire.

Reply Good karma+1 vote
Guest
Guest

I have a question about the dark horde. Will there be implemented some dragonmaw units to the roster and will the Horde(thrall's horde) have the option to recruit dark horde units?

Reply Good karma Bad karma0 votes
Mr_Nygren Creator
Mr_Nygren

Horde will have the option to recruit Smolderthorne Trolls, Ogres and the one single unique Dark Horde orc-unit if the Horde conquer their territory.

There won't be any new units i believe.

Reply Good karma+1 vote
tyranosauriorex-97
tyranosauriorex-97

Hello good friend. It happens that every time I enter the campaign and try to move on to the next turn, the game quits and an error message appears.
I did every step of the installation.

How do I solve it?

Reply Good karma Bad karma+1 vote
Sulphuristical Creator
Sulphuristical

What does the error message say?

Reply Good karma+1 vote
tyranosauriorex-97
tyranosauriorex-97

"Uh oh. this isn't good. No idea why, but exiting now. sorry"

And sometimes the same thing happens to me as the guy below

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

Yeah, that is the error-message you'd get when the mod CTD no matter the reason. - It doesn't tell us anything about your issue.

You'd need to tell us every step of your installation as i don't believe you've installed it correctly.

Reply Good karma+1 vote
tyranosauriorex-97
tyranosauriorex-97

1. Download all the necessary files.
2. Unzip with WinRar all the files and extract them in the corresponding folders(Mods folder and and locate the preference file in the main game file) .
3. Apply the 4gb patch on the medieval II.exe and Kingdoms.exe.
4. Run from the .bat file of the mod folder.

I did everything following the video tutorial. I have a steam version.

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

Which one of the video tutorials?

I said there are two different methods for Steam, and personally i am using the method where you rename the mod folder into "teutonic" and start the mod through Steam by launching the "teutonic"-expansion -you'd need to rename the original expansion to something else like "teutonic2". The other way is too complicated to be worth doing in my own opinion. But i'm mostly using the CD-version.

1. Good.

2. What are the corresponding folders? You might have placed them wrongly.

3. You should only patch Kingdoms if you are using the CD, and only patch medieval2.exe if you are using Steam- to my knowledge.

4. The Steam-version shouldn't be run from the .bat-file, it should be run through the Steam program.

Reply Good karma+1 vote
tyranosauriorex-97
tyranosauriorex-97

I have the pirated version of MedievalI Total war Kingdoms, it could be why it doesn't work.

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

Nope. With it the installation is different. It's the CD version.

You said at first that you have Steam, then you said pirated- you can't have both man.

The pirated version is the CD - not Steam.

Reply Good karma+1 vote
tyranosauriorex-97
tyranosauriorex-97

Ah ... That explains a lot. Then I will perform the entire installation again and I will tell you if it worked.

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

It's impossible to pirate Steam, because it's a part of a launcher that requires you to have a paid user. And all the games under that user is paid for as well.

The old CD can be pirated.

As for installing the CD-version of the mod, it's pretty much just the following steps:

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 (User Account Control) 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.

Reply Good karma+2 votes
tyranosauriorex-97
tyranosauriorex-97

I followed the entire guide for CD and the same error message still appears and now it doesn't even start the campaign and sends me to the game menu.

Move the SEGA folder from the program files, manually put the WTW folder in the mods folder, run the .bat and it didn't work.
Also at the time of applying the 4gb patch I got the error message. Strangely, I ran the game in an executable without patching and works. Also deactivate the UACs before performing the entire procedure. What I do?
I have the golden edition.

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

Place the SEGA-folder in a folder like "Games".

It won't work if you get an error-message. It needs to patch successfully. Or it won't launch.

You are not to start it through the executable.

If it's not patched you will never be able to play the campaign.

Make sure there aren't two WTW-folders in the mods-folder.

It should look like this:

SEGA\Medieval II Total War\mods\WTW and not SEGA\Medieval II Total War\mods\WTW\WTW

Reply Good karma+1 vote
tyranosauriorex-97
tyranosauriorex-97

Friend, I'm sorry to tell you to take each of the steps you indicated and the campaign still doesn't work. Besides, every time I apply the 4gb patch, the error 0xc0000142 appears. Try everything, even delete my MIITW and download it again and it still didn't work presenting the same errors.

This is the version of MIITW that I have "Medieval.II.Total.War.Collection.MULTi9-PROPHET".

Reply Good karma Bad karma+1 vote
Mr_Nygren Creator
Mr_Nygren

I don't know if the issue is that you are using a pirated version. Sorry.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Medieval II: Total War: Kingdoms
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

9.2

45 votes submitted.

You Say

-

Ratings closed.

Style
Twitter

Latest tweets from @warcrafttw

Hyrule Total War: Classic Ultimate Released! news Moddb.com via @moddb

Jun 18 2019

Total War: 1942 turns Rome into World War 2 Pcgamer.com

May 29 2019

Total War : 1942 is an awesome Rome: Total War mod because it is the first Second World War modification of Rome: T… T.co

May 27 2019

Hyrule Total War: Classic Ultimate (Mr_Nygren's Submod). is an awesome Medieval II: Total War: Kingdoms mod because… T.co

May 27 2019

Warcraft: Total War: The Trade Coalition VS The Vrykul! Youtu.be via @YouTube

Feb 17 2019

Warcraft: Total War V. 1.6: Preview of version 1.6! Youtu.be via @YouTube

Feb 17 2019

Help Warcraft: Total War in the 2018 Mod of the Year, in the TOP 100 2018 now! Moddb.com via @moddb

Dec 10 2018

Warcraft: Total War: Version 1.5 released! news Moddb.com via @moddb

Dec 6 2018

Help Warcraft: Total War win the 2018 Mod of the Year: Moddb.com

Nov 30 2018

Embed Buttons
Link to Warcraft: Total War by selecting a button and using the embed code provided more...
Warcraft: Total War
Statistics
Last Update
Watchers
862 members
Files
4
Articles
10
Reviews
39