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!

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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

Chaos Horsemen fix

Chaos Horsemen fix

News 3 comments

How to fix a crash bug some people have reported with Chaos horsemen

Vote for WHTW!

Vote for WHTW!

News

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 - A Call To Arms Released!

Warhammer: Total War - A Call To Arms Released!

News 5 comments

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...

Playtesting opportunities and release timetable

Playtesting opportunities and release timetable

News

Release timetable has now been announced for the much anticipated Warhammer: Total War - A Call To Arms! This final installment of the classic fantasy...

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WHTW Bugfix Patch

WHTW Bugfix Patch

Patch 14 comments

Fixes a number of bugs in WHTW, most notably the commonly reported Chaos Marauder Horsemen bug.

Warhammer: Total War - A Call To Arms

Warhammer: Total War - A Call To Arms

Full Version 84 comments

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...

Comments  (0 - 10 of 351)
lacrimi512
lacrimi512

I want to smash some Orkish skulls with my Dwarvenhammer, but i cannot fight againts them because of the constant crashes :c How can i solve this? Theres another patch?

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mrfatbard
mrfatbard

problems
-tanks are op
-there are units you cant build when you play certain factions (midenhim)
-constructing the temple of tzench as the beastmen will crash the game when you look at your recruitment screen
-the high level infantry of the beastmen dont give you units, and there are two of them for some reason
-battles against the orks constantly crash the game
-not all cities are connected by roads in ways that seem obvious
-many buildings are missing art or even descriptions

other then that ive been playing the mod for about two years now and its pretty awesome nice job man

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Guest
Guest

The "path" string inside Properties cannot be modified. How do I insert -mod:WHTW? What am I missing?

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mrfatbard
mrfatbard

if you are using steam you might not be able to run the mod, my advice just use the disk

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Archonite
Archonite

I'll describe the problems of the mod. For example, most battles don't last long because of the unit stats. Special units like Executioners or Swordmasters or Grail Knights die quick (just edit descr unit to make units op) because they only have 1 health and low armor/attack and can only be recruited in Har Ganeth or in Hoeth (just edit the descr building so that you can recruit units anywhere in any city/town/village). Yes, the mod was planned since long ago and the models, I saw the date of the files, says way back in 2005, that's why they look pretty old. And... many units like Witch Elves/Wardancers/(pretty much all elves), Skinks, and etc other units that should be fast moving (don't know how do edit skeletons, models etc.). Some areas are not included in the mod, like Caledor and Cothique which sucks, (don't know how to edit the map.). And... many units are missing, well, jubal said it years ago it's because the game's engine is limited, is that true? Sad because many awesome units are missing. Last but not least are the crashes etc and the scripts need improvement. What I'm saying is, these are the problems and they should be dealt with. I know, the mod's finished since years ago, many left, the original team. Yes, a few updates like chaos horsemen fix and giant fix but some still crash. I'm just sharing awareness. Also, dragon islanders shouldn't have existed but to another faction like vampire coast or norsca haha.

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Loht
Loht

Cavalry is overpowered. Infantry is useless, even spear infantry is too weak. Even trolls are too weak to battle the cavalry.

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Archonite
Archonite

Yes cavalry is overpowered but not all... Silver helms for example, die quickly... Some spearmen are strong but like you said, most are weak, but you didn't specify the faction.

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Loht
Loht

Eh... needs a new patch asap.

>> General icons are still from vanilla.
>> Units do not have proper icons at Unit_Info (when you right click on a unit for details). All units have peasant icon at profile!!!!

That is the main complaint. Of course you could balance the army out a bit and work at diplomacy as well.

Also, missile cavalry that has armor piercing is too strong in melee, lel!

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Archonite
Archonite

Agreed. Needs balancing and diplomacy should improve. Maybe a script obviously), Skaven, vampire counts and chaos should not have the ability to trade.

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