THE END TIMES ARE NIGH!
This is a dark age, a bloody age, an age of Daemons and sorcery, of battle and death until the world's ending. These are the End Times.
This is Total War.
Factions; Araby, Tomb Kings, Altdorf, Middenheim, Brettonia, Kislev, High Elves, Wood Elves, Dark Elves, Hordes of Chaos, Dwarfs, Undead, Chaos Dwarfs, City of Luccini, Skaven, Beastmen, Ogre Kingdoms, Dragon Islanders, Hordes of Chaos, Orcs & Goblins, Lizardmen
Warhammer Total War is a full reconstruction of Rome Total War, using innovative techniques to bring you a world of magic and sorcery. A full scale 3D campaign map and new building rosters back up the wide range of Warhammer troops available. Powerful orcish warriors, fast elven archers, or stalwart dwarf axemen are just among the obvious choices - the great hellcannons of the Chaos Dwarfs, the mighty stegadons from the Lizardman jungles, and the thumping feet of a mighty Slavegiant from the Ogre Kingdoms are all also there for you to command!
The mod is hosted at Exilian forums, and is led by Jubal Barca with a wide range of team members and contributors. Please ask questions on our forum if possible to get a much quicker response as we won't be checking this site nearly so much - any offers of help or sub-mods will be fully appreciated and supported. Many thanks!
Hello, all!
So, as you may have seen, I've just released a bugfix patch - I'll be updating the main download at some point so that all future downloads include the bugfixes. I thought I'd write this article too to keep you updated on everything going on.
I've been trying to keep giving support over the last few years to those of you who've had issues with WHTW, and I intend to keep doing that. I'll increasingly be only able to do so via the Exilian forums that I check anyway, though; my checks to ModDB have been getting less regular, and I'm not actively doing much modding at the moment. WHTW is about as finished as it will ever be: if I do any more Rome TW modding it's likely to be work on Narnia TW or Battle for Antares IV, both of which still have a lot of potential for expansion whereas WHTW is pretty much at its limits for units and so on.
I'm looking forward to seeing how the new Total War: Warhammer turns out - I can however confirm right from this point that I won't be making any major mods of it. For one thing I've got too many other projects in the pipeline: I'd like to get my (small and rather unimpressive) PC adventure game finished sometime in the next year or so, I've got an online story in a gothic/steampunk setting and a tie-in RPG for it to work on, and I've got some boardgame design projects I'm working on too. For another, I think the amount I've put into WHTW is quite enough, and shows my vision of what I think the Warhammer World should be; the only way I'd ever be able to put more "my" stamp on the Warhammer World would be to actually design part of it (an option that's now closed anyway since Age of Sigmar was released). For the future, working on designing and creating writings and games within my own settings is more where I want to be.
So there you have it. If you're interested in any of my other projects, if you want tech help, if you'd like to do some tinkering with WHTW's code, do get in touch (especially via Exilian as I'm actually likely to see it and answer there) - I'm always happy to talk to and hear from people. The fact that WHTW has been downloaded thirteen thousand times is pretty humbling, but what makes having made this mod really worthwhile is hearing from people who are enjoying the results.
Take care, all of you!
Jubal
How to fix a crash bug some people have reported with Chaos horsemen
We've been nominated for Best New Mod on the Total War Center modding awards - please head along and vote for us today!
Warhammer Total War's final release is here, with a huge list of additional features including many new units and hugely upgraded UI - the End Times are...
Release timetable has now been announced for the much anticipated Warhammer: Total War - A Call To Arms! This final installment of the classic fantasy...
Fixes a number of bugs in WHTW, most notably the commonly reported Chaos Marauder Horsemen bug.
This really is it, folks! The very final release of Warhammer: Total War for RTW 1.5, over half a decade in the making, is here. With a totally packed...
Oh man if the firearms in this mod had proper sounds oh man...
i figured out the save, i had to alt tab i dont know why that worked but w/e. but, ok my guy. ive been having fun playing this game, but now i unlocked gients and all the sudden i cant recruit . every time i hit the recruiter tab it closes me out. making it unplayable after hours of playing beastmen. im going to play another group even tho honestly its all i want to play. if it happens on another one after hours of playing im going to give up on this mod tho as you dont seem to answer anymore.
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yo i cant save whats going on?
I'm making some changes to the mod, they're more aesthetic than anything else
1_change the vanilla settlements for others that "adapt" to each culture, so I had to make a change in Luccini's faction (change the vainille culture from greek to roman), leaving the factions that share settlements:
A_Roman; Altdorf- Midennheim- Bretonnia- Kislev- Luccini.(Done)
B_Greek; Vampire Counts- Dwarfs- Chaos Dwarfs.(Done)
C_Eastern; Hight Elves- Dark Elves-Wood Elves.(Done)
D_Cartaghinian; Tomb Kings- Araby.(Done)
E_Barbarian; Chaos- Greenskins- Skavens- Beastmens- Dragon Islanders- Ogres.
F_Egyptian; Lizardmens.
I can`t find any settlement that fits the last two, although I think to leave the lizardmens as they are with the vanilla settlements. Any settlement that would advise me of some mod for the barbarians?
2_Fix the recruitment problem with some midennheim units.
3_Change the images of the buildings for some cultures as a minimum (priority for the Greeks and Romans).
4_Possibly, I will eliminate one unit of the empire (thinking on the tanks) to add a knight infantry unit for bretonnia.
5_Change vanilla images of faction captains.(Done)
6_I will try to make the Dragon Islanders expand somewhat
and I will increase the population of 1 city of each faction so that IA does not have so many problems with recruiting (Vampire Counts in drakenof priority)
7_And finally, and I think I will not, change the hitpoints of the units in a balanced way.
Sorry for writing errors, I'm Argentine.
This sounds good! Give me a shout if I can help with anything or if you want me to upload your tweaks as an optional patch.
General reminder to all commenters; before you comment, consider commenting on the webforum (which is linked in the profile box at the top right) rather than here if it's something you actually want any kind of response to - there you will get a response probably within a day, certainly within a week, rather than commenting here where I maybe check 2 times a year nowadays. Thankyou!
to be Spanish, unfortunately I do not know how to register because I could not pass the verification that asks for something of the alphabet in English
I can sort that out for you - email me the details at exilian@exilian.co.uk :)
the only thing that I think the mod is missing are ushabti and faction selection maps.
I understand that you could not add to the unit by the unit limit, but you could add the selection maps
Ushabiti would've been cool yes - one of many things that would've needed a modeller which I didn't have for most of the project.
Re selection maps - yeah, it's one of a few things (also building images) that would be quite a few days worth of work to do and these days I'm much shorter on time than I used to be - as I've said elsewhere, if other people want to put some time in then I'm happy to support that, and I can be found on the forum (linked in the profile box above) anytime. I check ModDB quite irregularly nowadays.
thanks for your answer, I forgot to tell you that the mod is incredibly funny