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.
The Official PUBLIC BETA RELEASE of Warcraft Total War Version 1.9 UPDATED and RELEASED, - 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. And start it by clicking the .bat-file - for Steam use the ordinary method. Be advised that you must move the entire 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. 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 - using Steam you should patch Medieval2.exe instead i've heard. Also, download the Med 2 Preference-file & place in main Med2 folder.
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!
Version 1.9 changelist:
1. New Vrykul faction in both campaigns.
2. New campaign victory conditions for all the factions in both the main campaign and the Frozen Throne custom campaign - for both the short and long campaigns.
3. New projectiles for the 4 most OP mages based on Warcraft 3 - Priests of the Holy Light, Elven Arcanists, Far Seers and the Orc Shamans. The first two were totally Over Powered in 1.6.
4. Many units available for other races in the custom battles in "All" based on lore.
5. Mercs in the campaign over the entire world. Rebel units are now mercs if they were not enemies in lore. - This means that Centaurs etc are still only rebels. But lots of the others such as Furbolgs & Bandits are now mercs.
6. Regional recruitment between Humans, Insects and Orcs in the campaign.
7. Better starting garrisons for certain factions such as Theramore.
8. Vrykul cities are Scourge-cities in the campaign.
9. Troll recruitment only done for cavalry in castle-type buildings- you can recruit any cav-unit as any troll-faction, when you conquer the other trolls.
10. Theramore has a new skin for the Golden Pikes and the Theramore Cataphracts.
11. Vrykul Battlemaidens and Stormgiants have new fixed models.
12. Two EDU-files - the old one but updated in the sense that the rebel/slave-faction no longer has Vrykul and Trade Coalition/Goblin units. The giants are also once again single-units in the custom battles.
The new alternative EDU is a version edited for the "memory editing"-tool by Aura and another guy. I attempted to add single-man giants, dragons etc to remove the old CTD in the middle of the battles. But the Burning Legion still crashed. I decided in the end to just remove all the giants, giant monsters (not counting mammoths and kodo riders) and other units that caused CTD mid-battle.
-They are edited out in the EDB and could be easily re-activated in the file as the entries are still there. However, for them to be single-units you'd need to use the EDU with "memory editing" in it's name. In order to do this you'd need to rename it to the name of the other and vice versa. And also you'd need to run the memory editing program or tool found in the WTW-directory. Will work better than before but the Legion is gonna crash a lot.
If you use the vanilla one and play with all those units removed i think the mod will be very stable.
Credits of V 1.9;
Bantu Chieftain - Rigging the new Vrykul models, creating the new projectiles for the four casters, updating the Theramore skins, fixing the old Vrykul models.
Mr_Nygren - Coding the rest of the updte pretty much.
Aura - Memory Editing tool.
Version 1.5 CREDITS:
Elder Scrolls: Total War and LordNazgul for the Night Elven custom settlements (skins by Bantu Chieftain) and for the Undead village/town in use by the Scourge.
Hyrule Total War and Undying Nephalim for lots of custom settlements in use by many factions (skins remade by Bantu Chieftain)!
DBM and it's creator for the Aztecs vanilla settlements that he/they did have available as files in their mod used by the Troll factions in this mod (reskins by Bantu Chieftain)!
Great Sea: Total War Beta and Undying Nephalim for one of the custom settlements (water removed) in use by the Ahn'Qiraj faction!
Third Age: Total War and the Alternative Patch by leo.civil.uefs for the custom settlements in use by the Dark Iron Dwarves!
- Link to his thread over at TWC as requested from him in order for me to use his stuff:
More to come in the article i am about to write!
Enjoy the update as it's vast!
Mr_Nygren, Eoghan Wolfkin, Bantu Chieftain, TheHappyCrusader, Sulfurion Blackfyre &WarcraftHero - all the work on the mod itself turning things into Warcraft style, adding units, adding new menu, new scripts, new animations, the whole EDB, EDU, descr_strat etc - all work on turning the map-only alpha into this version.
Warcraft3Underground fan-site for Warcraft 3 moding - lots of models that we riged for the mod.
Undying Nephalim and Hyrule Total War - Animations and Undead siege engines.
Myth Total War - Animations.
Akhtross Total War - Animations and projectiles.
Call of Warhammer/The Sundering/Beginning of the End Timess - Animations, strat-models for elven princesses, projectiles, Siege engines, ship strat-models and base models for our new models.
Elder Scrolls: Total War - some of Eoghans Undead units were based on Undead from this mod.
Bare Geomod - UI textfiles.
East of Rome - Marka Horse basemodel and texture
Europa Barbarorum 2 team - Skynet Battle AI and campaign script.
Stainless Steel - Savage Campaign AI.
Changes since the demo are too many to list here. Enjoy!
"The "Warcraft" logo, the characters, races, places, names, story and background are Blizzard property, the mod is in no way tied with the company, this mod is only a free fan-made project with no profit involved.
The "Warcraft: Total War: Official PUBLIC BETA 1.0" is not an attempt at a "World of Warcraft: Total War", - it is an attempt for a full release of a Warcraft Three (Third War) Total War."
PS: Don't use too many Mountain Giants, Sea Giants, Molten Giants or Infernals in the same battle or it will CTD due to polygon hardcoded limit in Medieval II being breached - and try not to have too many big demons in the same small area neither.
Otherwise strat-map is fully stable and battles may only CTD randomly. Always save before a battle. CTRL S will create quick saves.