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Bwian
11-09-2006, 21:47
The mod for RTW never reached fruition, but I intend to see that a mod for MTW2 does a bit better!

I already have a good selection of meshes waiting to roll, and will be hoping ( if the model toolkit functions ) to add proper Dwarves as well as the more humanoid creatures. The multiple skins feature will also help when I get around to chaos units....Variation there is a MUST.

Waiting for the game.... waiting for the tools.... waiting to MOD!

Epistolary Richard
11-10-2006, 00:50
Cool :thumbsup: As an old GW hack myself, would love to see a full WTW campaign one day.

Ciaran
11-13-2006, 21:50
Though I never actually played the tabletop, I´m one of those who is deeply saddened by the fact that the RTW Warhammer mod never went beyond the first beta release (which is fun, though). To see one for MTW2 would be great (and you could save a good deal of time with the Empire and Bretonia - I think a lot of MTW2´s units do already have a Warhammer-ish look to them ;) ).

Burns
11-14-2006, 02:45
This should be interesting. Mark of Chaos (demo) felt a bit unimpressive.

Ciaran
11-14-2006, 20:34
Indeed, because while, yes, it does have units consisting of numerous men and yes, it has stamina and morale, it still feels very RTS-ish to me, having a unit on "run" doesn´t seem to aversely affect them, and the morale drops so slowly that a unit is almost completely killed off anyway before it starts routing. It´s more like now instead of a health bar we see a couple of models on the battlefield. Add to that the numerous special attacks of the champions and heroes.

Snarkfarfar
11-16-2006, 19:51
Sounds great! I loved the beta release of WTW1, with the historical battle which I don't remember the name of, only that it was great fun :P.

So I join among those who wish you the best of luck with this project!

NagatsukaShumi
11-17-2006, 11:33
Promising proposal there Bwain, it will be good to see a Warhammer modification make it to a release, it certainly has a reachable audience.

Bwian
11-18-2006, 21:55
Work has begun in earnest now.... even though the tools are not avaiable to put new content in the game.

I have started with the Tomb Kings, since I already had some nice skeleton units in RTW. I have improved the mesh slightly and added clavicles to the units. I have re-done the models to give them a more Egyptian slant, with more fitting weapons and kit. Next job will be to add the chariots and start work on the Tomb Guards and Bone Giants and Ushabti.

I already have skeleton horses which will be put back into service.

The Brettonians are pretty much the ordinary MTW2 units....though I will re-do some of the stuff just for the hell of it!

Ciaran
11-18-2006, 22:03
The same goes for much of the Empire units, doesn´t it?

Hopefully we´ll find one way or another to get new models into the game in time.

Bwian
11-19-2006, 11:23
The stock game is a whole step nearer than RTW, which is why I am so keen to make this happen. The artillery is all there too for the Dwarves :D

Abokasee
11-19-2006, 11:42
Sounds great! I loved the beta release of WTW1, with the historical battle which I don't remember the name of, only that it was great fun :P.

So I join among those who wish you the best of luck with this project!

Off topic... wow the last time you posted was in that really old archived thread
Water? and even then I reckon the
What units do bartix have and what faction replaces armenia thread should be archived

Back to subject

Yeah this will rock after all being able to have differnt textures in a single group of unit using the soldeir will rock with a Warhammer mod

Faenaris
11-20-2006, 21:49
Bwian, you make a warhammer mod happen and I will worship you! This is a very good idea and I hope you can make it happen. God, think of the possibilities! Pistoliers, Great Swords, Khorne Beserkers ... I'm salivating already!

Casuir
11-27-2006, 05:14
I'd be interested in helping out with this, got some experience modelling and texturing though prob not enough to produce quality goods. Can do 2d stuff as well and have some limited experience with heightmaps if you need someone to do the campaign map. Have practically every army and rule book too, including some warmaster, wfrp and man o' war.

Myrddraal
11-28-2006, 00:41
@ Faenaris you realise there is a Warhammer mod for RTW?

Bwian
11-28-2006, 22:23
I have been having some fun with my initial models, putting them in BI to see how they look :D

userfriendly
12-01-2006, 10:10
You do realize that there is a Warhammer: Mark of Chaos game on the market that utilizes the same engine as MTW2

http://www.gamespot.com/pc/strategy/warhammer/index.html

you can either play that one or you can probably rip yourself some really awesome models for this mod.

Casuir
12-01-2006, 11:49
I seriously doubt it uses the same engine. Looks to me that it has a more linear campaign like dark omen or shadow of the horned rat. As for ripping the units, its great way to get your mod shut down.

Myrddraal
12-01-2006, 14:31
It doesn't use the M2TW engine. The M2TW engine is far far superior IMO

Dave1984
12-01-2006, 15:20
It doesn't use the M2TW engine. The M2TW engine is far far superior IMO

Agreed. I was quite excited about MoC when it was first announced because they were talking along the lines of Total-War-with-customisable-units.
And while it's still better, in my opinion, than your alot of your standard RTSs, it's a real missed opportunity.

This is another mod I'm looking forward to very much.

Daveybaby
12-01-2006, 16:44
Dont want to rain on anyone's parade, but i do hope you realise that if this ever gets noticed by Games Workshop, you will be stamped on from a great height by an army of lawyers, dont you?

Casuir
12-01-2006, 18:25
http://uk.games-workshop.com/legal/canandcant/1/

Scroll down to the relevant part. Only reason i can see for them shutting it down would be at namco's request. Main reason they would have for that is if they thought it would hurt sales of Mark of Chaos. Given that we cant even mod mtw2 yet I'd say they're not worried as of yet. Realisticly though a tc isnt going to be done overnight, and by the time this looks like it might be finished their attention might be elsewhere. Who knows, maybe they might take notice and actually want to play it instead of kill it.

Ciaran
12-01-2006, 19:06
I have been having some fun with my initial models, putting them in BI to see how they look :D
And? How do they look? Screens, if you please (even if it´s "only" BI)

Dave1984
12-01-2006, 19:13
Dont want to rain on anyone's parade, but i do hope you realise that if this ever gets noticed by Games Workshop, you will be stamped on from a great height by an army of lawyers, dont you?


Following Casuir's link:


MODIFICATIONS, TOTAL CONVERSIONS, AND GAMES

We want people to express their enjoyment of our games with as little interference from us as possible, as long as they behave reasonably with our IP and follow any reasonable requests that we may make. We are not inherently opposed to hobbyists creating games or mods using our IP, in fact we are flattered that people want to spend so much time creating games and mods in the GW universes.

If you want to make a game, TC or a mod using our IP you must adhere to the following (in addition to the general principles as outlined above):

* Any game or mod must be a "total conversion." In other words, you must not use our intellectual property (logos, images, names etc.) in relation to the worlds, names, logos, or images of any other company. For example, you cannot place our Space Marines in a Disney total conversion using the Unreal engine, but you could make a TC solely using Space Marines with the Unreal engine. This is, of course, assuming that you have permission to use the Unreal engine.
* Please bear in mind that we may require you to remove the game or mod from any public forum at any time so that we can comply with any licenses that we may have with computer game publishers/developers. Be aware that we may even have to insist that the mod be destroyed. Please take very careful note of this statement, as we would not want you to feel unfairly treated at a later date.
* The game or mod must be strictly non-commercial – this includes any web site that the mod or game is hosted on. You also cannot pay a printing company to publilsh copies of it onto CD. It may also mean that you cannot get sponsorship.
* It must be made clear on any readme files, splash/intro screens and accompanying material that the game or mod is unofficial and the origins of the intellectual property must be made obvious (e.g., your mod might say �Battletoes � a total conversion for XXXX (insert game name) using intellectual property owned by Games Workshop. Used without permission...etc." See the relevant disclaimer on the following page.).
* The game or mod must not devalue any Games Workshop product in any way.
* Any distribution (zipped or otherwise) of the whole, or any part, of the mod or game must be accompanied with the appropriate disclaimers and must also follow these guidelines.
* The functionality, atmosphere, and parameters of any mod or game must be consistent with the relevant IP.

That is a very fair and generous policy and I can't see any reason that this mod would get into trouble as a result of it.

Daveybaby
12-02-2006, 11:19
Wow, i stand corrected, and am happy to be so. Seen so many TCs and Mods get squashed over the years that i've just come to expect the worst, usually happens just as the mod's nearing completion too.

Extremely rare to see a company be this generous with their IP. Nice, good on them.

Faenaris
12-02-2006, 13:42
@ Faenaris you realise there is a Warhammer mod for RTW?

Aye, but I have never tried it. It was for RTW 1.2 only and I was waiting for a 1.5 conversion before I would give it a serious go. It also didn't have a campaign and since I am not a custom-battle-man, that kinda put me off. But the project has fallen silent now, which is a shame. ~:( And I can't quite get back into RTW now that M2TW is out.

Now, since Bwian is making one for M2TW and he has way more chance of succes (Reiters are just begging to be called Pistoliers and Forlorn Hope/Zweihander might become Greatswords), I'm VERY excited. I hope that it is possible to implement Orcs too, nothing would please me more than sending the Empire against the Greenskins. ~:)

gladiator777
12-07-2006, 04:57
I had looked at the WTW mod and was going to download it until I saw that it was only in Beta and was not looking like it would move any further beyond that. I would definitely download a WTW2 mod after completion, it would be like lord of the rings on crack, a term we use down here on the east of usa to replace rad, narly and such. Seriously, it looked great, on this engine and with improved ai it would be like watching a fantasy movie of epic proportions.

Anyone with any kind of interest in this area will take a look at it, and probably be amazed. It will be what Mark of Chaos should have been. What makes WTW great though is the story line and plot, and if there can be some kind of story line depending on what faction you play as that would add so much more to the atmosphere, although that can be kind of hard because you wouldn't want such a linear path as mark of chaos seems to be, and as shadow of the horned rat was as well.

I'm no modder, I just recently learned about all this, but when I realized that I could play mods, the same game but altered completely in every other way, I was stunned as I could do it for free, and the game was completely new, just the same engine.

Good luck, look forward to seeing it in action soon.

Bwian
12-07-2006, 22:22
As has been stated earlier, GW has 'softened' it's approach to people using it's IP in mods. Generally speaking, they would only can a mod that was in direct competition with something that they were going to release themselves. They would have licensed the game and would be expected to defend the thing and prevent such activity. Can't see that as being an issue. Mark of Chaos is out and done, and was more of an RTS anyway. We are no competition and will be taking GREAT care to follow the rules. This is such a rich gaming world, it DESERVES to be available in as many flavours as possible!

Ahh....greenskins. How can you even THINK about a warhammer mod without Orcs and Goblins. Thats unthinkable! I had some workable orcs in RTW, so even if the new engine has restrictins in skeletal arrangement, I will have Orcs. I will also have Elves and I will have Skaven. There will be undead and there will be Chaos ( and I plan on using the variations in models to make variations in the 'shape' of some of the units for Chaos. There will be Beastmen and there will be ....things ;)

Biggest 'questionmark' hangs over the implementation of Dwarves. This will e the first thing I work on. They must be made possible!

I will take a few screenies of the Tomb Kings units to keep Ciaran happy ;)

Myrddraal
12-11-2006, 19:16
Bwain, in the long run (by which time I will hopefully have finally gotten around to modding M2TW) would you be looking for a team?

Bwian
12-11-2006, 23:18
In the long run...you bet.

I already have a couple of guys who have volunteered to do a few bits and pieces, such as text descriptions for units and factions, and someone who has started work on a campaign map.

The project is too big to work on solo!

Metal Mayhem stayed pretty much a solo effort purely because it was a very personal thing. I still work on it ( when time allows ) but it could never be a team thing. I couldn't explain enough of it to get people to work on it the way I wanted. With Warhammer, you can show them a picture and say 'make one like that' which is a whole lot easier!

I can do enough myself by way of modding to make most of the mod and to ensure that progress continues, but I can't make this thing in a sensible timespan without help. I don't plan on going all out and recruiting the whole world, but will add people to the team as and when the tools to mod become available. Hence the start with text and maps. These CAN be done .... so it makes sense to start saying 'yes' to people who volunteer with those skills.

But.....in short....yes. I will gather a team of Warhammerites, and if nobody volunteers, I'll still build the damn thing on my own :whip:

Gil
12-15-2006, 01:39
But.....in short....yes. I will gather a team of Warhammerites, and if nobody volunteers, I'll still build the damn thing on my own :whip:

Warhammerite present for duty, sah!
I can get concept artwork (not mine, official) for whoever will be creating the units and unit cards, background info, you name it.
Count me in if you want. :beam:

Bwian
12-16-2006, 12:10
Gil, if you want to work on some stuff for Skaven and/or Chaos ( raiders and low-level warriors mainly ) then get stuck in! Drop me a PM when you have something done and I will let you know where to send it :D

These are the units I am currently working on some meshes for. I have a basic set of Tomb Kings done, and am adding in some odds and ends which I am confident I can use. Specialist units will have to wait until there is a real opportunity to build them knowing they will work!

So, to start with, I am sticking strictly to human/human sized units.

Ciaran
12-16-2006, 13:38
I will take a few screenies of the Tomb Kings units to keep Ciaran happy ;)

I´m happy already seeing your grim determination to make this mod if possible (those last two words being the breaking factor). The Tomb Kings are a cool concept :egypt: , but being a more, let´s say medieval-oriented person, the Vampires of the Von Carstein line are my personal Undead favourites (the Blood Dragons come a close second). Though, as stated above, I´ve never actually played the tabletop, I find myself very fascinated by it and - even more so - it´s sidekick Warmaster (larger scale and more focussed on strategic aspects than on individual units and heroes)

Casuir
12-16-2006, 14:21
If anyones got a copy of tomes of corruption or renegade crowns from wfrp I'd be grateful for any fluff they could provide on the Border prince and Norsca regions, likewise anything on Esalia though I dont know where you'd get that.

Myrddraal
12-16-2006, 15:26
I used to have a small beastmen army in yea olde days. Still got them somwhere in a box buried in dust. I'd certainly enjoy helping, but I've made commitments in the past before without really thinking about how much time I can dedicate. Hopefully though, I'd very much enjoy being on your team at some point.

Gil
12-16-2006, 15:32
So, specifically, what do you want? Concept art, fluff, all the shiznit? I've got some Warhammer books, namely the Skaven, Dwarf and Bretonnian Army Books, The Life of Sigmar, etc.
May I advice using some hint from "Mark of Chaos", apart from their awfully bugged game they chose some nice army roosters.

Bwian
12-17-2006, 11:29
:2thumbsup: Myrddraal .. a man of your talents would be welcome anytime you choose to join our merry crew.

Gil.... most important contribution you could make right now would be concept art. I could use some modelling inspiration once the tools are here, and it would also give me some copyright free artwork for a website. I don't want to be pinching images etc. from GW sites.... it's not a good idea :oops:

I have the army-books, but not all the other supplements and bits and pieces...so that's a good start point! Also, if you can dredge up any of the stuff Casuir is after...the regions the main books just don't define well...that would be a big boost to getting a map done. We know the regions we want to cover.... but don't want to 'guess' if we can avoid it.

Ciaran... I am lucky to have an 'inside' view on what is going on when it comes to modding tools etc. I am part of the small team that are chatting with CA people in the private forum.... I can't say much about it ( for obvious reasons ) but suffice to say, you would be amazed at the lengths the developers are going to open doors for us. The mod WILL be possible... it's just a question of how exotic we can go. Human sized/proportioned units will definitely be possible.... the question marks hang over units like Rat Ogres, Bone Giants, Dwarves, Chaos Demons.....that sort of thing! I want them in.... but I can't promise they will be possible unless we can modify the skeletal structures / animations at least to the level could with RTW.

I am VERY SERIOUS about this mod....but there is a limit to what I can say right now...remember...

Careless Ork costs lives :clown:

Casuir
12-17-2006, 12:50
Aye the army books are kinda skimpy on background stuff, good for the armys and that but next to useless for the strategic side. If you have info that might help from a gw book dont scan it though, thats illegal and GW really dont like it. Not even a map.

Shazbot
12-18-2006, 01:12
I saw a link on TWC here, and I would love to do something. I can't model or skin, but I can look up information, make some loading screens and maybe banners...

mongooser
12-20-2006, 03:49
Hello all, i am new to the forum. Being a long time warhammer fanatic, after playing M:TW2 i decided that a warhammer mod simply has to be made. *everything* in the game contributes itself to the possibility of a good warhammer mod.

I am here because i have talents in game AI, game SFX, and promotional media. I want to lend my services so that this mod will become that much greater.

:2thumbsup:

Bwian
12-21-2006, 20:04
Shazbot... I don't intend to 'recruit' researchers as such, but I plan instead to encourage those with info and ideas to post them on the forum here. Anything you feel like posting! Concept art, useful data, ideas, suggestions ...anything relevant to the mod! Even just nice Warhammer pictures that might inspire or interest....if it's relevant to Warhammer...then it will be good to have it here!

So..feel free to contribute.

Stalins Ghost
12-30-2006, 19:30
Hey there, just thought I'd lend some thoughts on things!

Firstly - good luck! A Warhammer themed mod is a must have I'd say! I do own Mark of Chaos, and like actually, I don't think its really on the level a mod for MTW2 would be.

As for the mod development itself - I would suggest a tightly focused early stage, maybe in a way similar to Fourth Age Total War, taking specific regions and doing a few factions at a time. Starting with the Tomb Kings sounds like a nice idea, thats for sure, since they're varied enough to prove interesting in game, without needing any thing like Dragons or other such awkward units to slow down their development. This in mind, just as an idea, how about theming an early version around a Crusade maybe? That way, you could include the Border Princes, the Empire, Bretonians, Tilea as the human factions, which fortunatly, thanks to the rather excellent late period units in MTW2, could actually be relatively painless to develop.

As a gameplay idea, converting Islam in to Chaos could prove interesting - using various agents to spread Chaos and act as Prophets of Chaos (after gaining enough influence with the ruinous powers of course!), calling the Chaos powers to the Storm of Chaos.

Another thought is that story lines could in theory be implemented using the scripting engine, certain events could trigger cut scenes and possibly tech tree advances - how about upon defeating Nagash in battle and capturing certain cities could trigger cut scenes (i.e. MTW2-esque videos of armies marching around, armies being destroyed etc...)

As a thought/ random idea, you know the way MTW2 models farming on the campaign map? How about for certain factions making the terrain change differently - Chaos does all sorts of malignant evilness too it, Greenskins ravage it. It'd be cool if one day Chaos Dwarves could be in (I guess we need GW to get their act together and put them in!), turning the landscape into barren, Orthanc style industrial hell. Of course, this all depends on if that farming effect is moddable - I would imagine its possible to change the graphical effect just as the textures of the campaign map can be, but whether it can be different for separate factions is another thing I guess!

Anyway, I'm rambling now I think! :yes:

SG

Casuir
12-31-2006, 01:24
The terrain things not doable afaik as its set by climate type not factions, whatever it is at the start of the game is the way it remains. Dunno about a crusade demo, you'd have too invent the Araby stuff as theres very little fluff and people would probably want to see something more warhammery in a release. Well I would anyways.

Stalins Ghost
12-31-2006, 11:30
The terrain things not doable afaik as its set by climate type not factions, whatever it is at the start of the game is the way it remains. Dunno about a crusade demo, you'd have too invent the Araby stuff as theres very little fluff and people would probably want to see something more warhammery in a release. Well I would anyways.

True enough about Araby yeah; its something that came to mind when I was thinking it up :sweatdrop: Twas only a suggestion anyway, but I'd say the idea of doing small scale releases, building up to the full version with everything would work nicely. A full scale release with everything in would (in my opinion, having tried to work on such a feat!) eventually take away interest, and does seem to be bad for team morale!

Daitus
01-02-2007, 17:53
If you want I can give you pictures of my warhammers. My brother has very well painted empire units that you could use for concept. I have some well painted high elves as well.

radcan
01-08-2007, 17:41
Hey lad how are things progressing with the mod still well i hope ?

Bwian
01-08-2007, 22:10
Things are moving along slowly... we are really waiting for the moddability of the game to get up to where we need it to be. I am working on some models ready for that time....I just hope it is sooner rather than later!

Jubal_Barca
01-18-2007, 18:19
Hrrrrmmmm...

I don't have M2TW.

But I do have the original mod for RTW, and I'm working towards a re-release.
Has anyone got any RTW compatible models & anims for orcs, elves, etc. that they'd contribute?

Also, best of luck with your mod - I promise to download it if I ever get M2TW!

Bwian
01-19-2007, 21:29
At the moment, there is not much content I can make for the mod. The possibility of model conversion for battlefield models and the degree to which we can adapt or modify the skeletons remains to be seen.

Once we get a better idea of the model requirements, polycounts etc. I will get properly started on the mesh work. Right now, I am reluctant to do much in case it all ends up being scrapped and redone!

Gurkhal
01-19-2007, 23:07
A quick question about the mod. Are you focusing on the "fluff" of the Warhammer world or a direct translation of the tabletop to the computer in terms of unites and such?

Bwian
01-20-2007, 01:49
My intention is to take the Warhammer units and turn them into a good wargame based on the MTW2 game engine. There is a wealth of units, races and background that is just ripe for a mod in the tabletop stuff, and there is no need for 'fluff'! I am basing the units on the data in the Army Books and will try and replicate the relative strengths and combat bonuses in the stats. The only thing that won't really translate across are the hero type units and magic. There is no framework for magic in MTW2, and no single units... but I don't think that detracts from the overall game.

stoner_fluxx
01-20-2007, 14:17
Isn't it possible to replicate magic in some form? Single wizards with catapult fireballs, morale magic should be possible (aztec priests) Large giants with ballista crossbows would be cool too, though dunno if that's something in the WFB rulebook.

dragula
01-20-2007, 15:23
I my self have won golden demond, for army that i have made and painted.
I plan to start a mod base on the dark side of warhammer.
I never go by new fluff, my army always come from the role play game, that has a darker side, better fluff too. The table top game now sux because it base on sell mini that the number game and army list.
I start with trait and name.:idea2:

Nayki
01-21-2007, 18:59
Mages aren t impossible, but it wouldn t be the warhammer Magic system a unit can have 3 waepons yet 2 of them would be spells and 1 the normal waepon .

Raz
01-25-2007, 13:50
I really hope this mod makes it's way through and rises above the sands of doom! In other words - lasts.
Can't wait to see my all time favourite Executioners on the field along with all my other favourites in the Dark Elf armies. *Is also expecting hordes of vampires in this mod*



Well, good luck modding. :2thumbsup:

Gurkhal
01-25-2007, 17:35
Maybe you could make mages and sorcery traits and ancillas?

Ciaran
01-26-2007, 11:13
My intention is to take the Warhammer units and turn them into a good wargame based on the MTW2 game engine. There is a wealth of units, races and background that is just ripe for a mod in the tabletop stuff, and there is no need for 'fluff'! I am basing the units on the data in the Army Books and will try and replicate the relative strengths and combat bonuses in the stats. The only thing that won't really translate across are the hero type units and magic. There is no framework for magic in MTW2, and no single units... but I don't think that detracts from the overall game.

I wholeheartedly agree with your last sentence! That is, by the way why I favour the less-known Warmaster more than the actual Warhammer, it concentrates on large, more abstract units (no differentiation between spearmen, halberdiers and swordsmen; or archers and crossbows, for example, they´re either infantry or missile regiments; presumably containing a mix of those units) , tactics and command and control, rather than individuals. The Total War game is then somewhere in the middle of the both approaches, you have specialized units, but your army is still large enough to render the single soldier rather insignificant.

Bwian
01-28-2007, 22:28
Having a sorceror as a retainer is another possibility, and these could be used to boost morale on the battlefield.

Biggest hurdle for me right now is the simple fact that we can't put battle models in game..... frustration is settling in on that score! :wall:

Burns
02-05-2007, 16:13
Sigh, I feel the same way Bwian. Without ability to mod the models doing anything else seems sorta, I dunno pointless.....

Gurkhal
02-06-2007, 21:46
You can always start working on points which don't affect the models directly? Such as unite lists and the like. If not only to keep the mod alive and kicking while you wait for the toolkit to be realsed.

Bwian
02-08-2007, 20:16
Gurkhal... that is exactly what we WILL do. We have a map under construction, and that will be a starting point. Each of the planned races will be assigned a stock MTW2 faction, and we will start re-doing the texts and stats. There is nothing else we can really do until we can add in new mesh for the battle models.

ellydog
02-19-2007, 10:35
Well just a suggestion, mabye you could give the player an option to add a hero to a unit, just like the general is an extra man to the unit. I have no modding experience or no nothing about the capabilities, but it seems pritty reachable.

Casuir
02-19-2007, 10:47
Its not, the only things you can change about a unit ingame are weapons and armour. You could add heros to a unit as officers but they'd be always there.

Abokasee
02-19-2007, 11:58
You could make generals like heroes using traits (which sadly wouldnt work skrimish)

Bwian
02-19-2007, 19:48
The only way I can see this working is to have the 'generals' as heroes, with the traits giving bonuses. The traits will give the army a bonus, but there will be no actual hero on the battlefield as such. And there would certainly be no single combat!

quadrille
03-04-2007, 14:59
As a former developer of the WTW for RTW I must say I am glad to see someone try for M2TW. I do believe the total war engine is great for a warhammer mod (heck, that's why I spent hundreds of hours on the first WTW). As has been mentioned, you should really try and limit the scope a lot, as the warhammer world is so huge and rich it simply couldn't realistically be implemented in it's entirety.

Having been with warhammer total war 1 from the very beginning to the bitter end I would be willing to give you some advice if you're interested :) Learn from our mistakes so to speak.

In fact, I could probably even do a few models for you. Are you interested in chaos marauders? I was working on a marauder that would be suitable for M2, and I have some concept skethes (my own) for marauders of the different chaos gods (at one point I was planning on doing a mini-sequel to WTW for M2 just focusing on chaos and their internal struggles). I'll send you a PM with some renders once I get back to the computer where I have the models :)

Bwian
03-04-2007, 16:14
Concept art would be welcome :D

I have some fairly concrete and set in stone ideas for the units and hte way we are going to build this up. The biggest danger is always trying to make far too many units! I also plan to stick to a limited number of factions to start with. It is easier to add in extra factions to the pot as time progresses, but if you try and do it all in one hit, it will be years before a release happens!

One thing is for sure .... I want a single player camapign, not just a multiplayer skirmish battle setup! A camapign map is already under construction... and that is our starting point.

Krazysigmarite
03-06-2007, 19:47
I'd definately be interested in helping you create this mod in any way I can. I've done lots of private modding for RTW (mainly for myself and friends to mess around with) and have been a warhammer fan for years. Though I have limited experience modelling, I'm more of a texture-ey person, I've done other mods in the past, though I haven't been an 'official' member of a mod team for a long time. I also do digital painting using a stylus/tablet pc.

The mod sounds great, a tomb-kings theme would be something we don't see that often (at least, not since Dark Omen :egypt: ) and a crusade into the barren deserts of ancient khemri would be epic. Out of curiosity, how many factions are allowed in M2TW? Does anyone know if they've allowed us to include an unlimited amount yet, or do we have to replace old ones? As an Empire fan, I think the Empire would realistically be split into three factions, or one faction with region-specific recruitable units to represent the various cities and their uniforms on the battlefield :yes:. As the Empire itself is essentially Warhammer's version of the Holy Roman Empire, it is made up of states with elector-counts as leaders, the Emperor being elected by the counts. Though this would be impossible to implement into the game, I think representation of the different states of the Empire in some way would add beautiful diversity to the armies. Primarily, Altdorf (Red and Blue) Ostland (Black and White) Nuln (Black Primary with some grey) Middenheim (Blue and White) And Talabheim (white and red) The textures themselves would not be difficult to make, simply variations of uniform colour and insignia, no differentiation in the models between the state troops would really be required.

The best way to approach a mod of Warhammer scale would be to release it in packages, focusing on one faction at a time instead of spreading too thin.

Anyway, just some thrown in ideas.

Bwian
03-06-2007, 20:10
Thank for the offer of help ... when we get around to the serious modelling and such, I will get in touch with anyone offering help and start a serious team-build and recruitment drive!

As far as the number of factions goes, we have definitely got the stock number to replace. Any additional ones we can fill in with factions that wouldn't be 'number one' choices. Splitting the empire would be one easy way to multiply factions, but I am not sure how much variation this would give us. We would also need to be able to recruit these units when the territories were conquered ... otherwise the variation gets less useful. All ideas will go in the melting pot though.... so don't rule anything out yet!

The plan is definitely, though, to release in small stages. A core of units and a map...followed by fleshing out the factions.

Casuir
03-08-2007, 06:01
Diversity in textures is a nice idea but texture memory is going to be a major concern. A 1024* dxt5 uses 4mb of texture memory plus the same for attachment and normals, 16mb in total for one texture set. Some careful control of how the texture space is allocated from the start might be needed in order to keep the mod playable

alexader
03-21-2007, 18:19
I am really looking forward to seeing this mod on gamepaly so i want to ask you,if you will put steamtanks inside the game,and when you hope that you will release it? I am a big fan of warhammer so i want to give Godspeed for your work.:2thumbsup: I could never do that so thank you for thinking of doing that......(i hope that you will put Talbheim inside,i am dying to see imperial state troops with red and white) KEEP WALKING...........

Bwian
03-21-2007, 21:16
There is still a lot of grey-areas as to what we can or can't do. Once we get to the stage of actually being able to put models in game, and whether we can mess with skeletons...well, then we will know a lot more!

Outlandish or marginal units will be things that won't be in the first line of works..but there will always be opportunities to add stuff in once the mod is properly underway.

Way WAY too early to be talking release dates!

alexader
03-23-2007, 19:10
Hello,what's up new for the mod ? I would like to help but i don't now anything about developing but i can find for you informations:book:about historical battles and most for Empire historical battles and developing Imperial soldiery(like uniforms):book:if you want.I would like to help:egypt:

Bwian
03-23-2007, 21:20
Right now, we are pretty much all just sitting waiting for the MESH format to be writable, and to find out what modding might be possible to the skeletons of the game units.

In the meantime, a map is under construction, and I am roughing out some models and unit outlines. Aside from that, we can't really start any serious work until we do know what is possible and what can be used.

Jubal_Barca
03-24-2007, 12:13
Hopefully pointed a few folks from the Warhammer.org forums your way, Bwian.

P.S. As a bit of shameless advetising, please visit WHTW1's forums here (http://z6.invisionfree.com/Mixed_Mod/index.php?showforum=10)!

Wontonman
04-03-2007, 08:22
Hey Bwain, is their anyway i could help with the mod? I was looking foward to WHTW but it failed unfortunatly.
I'm a diehard warhammer fan and i'm willing to do almost anything.

Bwian
04-16-2007, 00:10
Today is a big day!

Work has finally begun on the actual battlemap models!

Sadly, the pre-work I had done on some units has had to go in the scrap-pile. The MTW2 models can use a few more polygons, and had opportunities to make a load more variations in to the bargain. So, I re-started the models, and will be putting the first one through it's 'import' paces to get it in game and working.

I have already run through the tutorial in GOM's Milkshape orientated tool, and got that working without a hitch, so I am hopeful that the first Tomb King's unit will be in game in the next few days. I plan to make full use of the variations possible within a single unit, and will be making the meshes change as well as the textures to dress up some of these units for best effect. I REALLY need this to be working well when I start work on any Chaos units....I can see many variations being needed for these guys!

Still..small steps to start with, but I am well on the way to having the mods first actual unit operational in game

Krazysigmarite
04-16-2007, 01:47
Excellent, great to know there's progress on the models starting!

alexader
04-16-2007, 17:08
Excellent work Bwian,you are trully have are best interests at heart,Keep Walking:egypt:

Herkus
04-16-2007, 18:06
Good luck, it will be interesting to see how skeletons look in game.

alexader
04-18-2007, 18:41
Bwian,what are you thinkng about command groups or other caracters?I think there would be intersing if you include them in the game,(like the command group fighting in the centre of the unit they are in).But if it's difficult for you or if it's cannot be done,i don't have problem,it's just my humble opinion.I would like to hear your opinion or what are you thinking to do for the mod.(please make the impirial state troops with enormous puffy clothing and with heavy armour upgrades)....KEEP WALKING....................:egypt:

Meneldil
04-19-2007, 17:49
Hey Bwian, I sincerely hope this mod won't disappear into oblivion, as it's unhappilly what happens most of the time.
MoC was trully disapointing, and I think MTW engine is teh sexy for a warhammer mod (despite the lack of Uber-Heroes-and-Wizards kind of feature).

I'd gladly help in some way, but my studies and my job are quite time consuming, and I don't have that much time to spare for modding (furthermore, I haven't even tried modding MTW2 yet, though I think it must be kinda similar to RTW).

Bwian
04-19-2007, 22:06
Meneldil, I have no intention of vanishing without finishing hte job on this mod. I love Warhammer, and I also think it would look and play well on the MTW2 engine. I have just started dipping my toes into the modding waters for MTW2, and it seems to be similar...but slighlty more complex...to RTW. The tools are a lot less mature, and things are a bit more 'fussy' but it looks like we can do what we need to do!

I am starting off with the Tomb Kings, since I had been working on these guys before and have been re-woriking the mesh to MTW2 standards. The results are promising but I have a couple of hitches I have not yet been able to resolve. They are the easiest things to work on for me, because I had textures and beginning meshes already done. Chaos units come next....boosted by the realisation that we can put lots of variations into a unit.

Get this cracked, and I can start churning out some more units!

uanime5
04-21-2007, 16:50
Gurkhal... that is exactly what we WILL do. We have a map under construction, and that will be a starting point. Each of the planned races will be assigned a stock MTW2 faction, and we will start re-doing the texts and stats. There is nothing else we can really do until we can add in new mesh for the battle models.

It might be helpful to not only assign races to different M2TW factions but also to decide which culture, religion, and buildings they will have. As well as what units each race will have and how they will be recruited. Bwian it would be helpful it you could post this information so everyone can understand what the mod will contain and how each race functions.

Below is an example (you don't have to put in a M2TW unit).

Basic information
Faction Name: race name (M2TW faction its based on)
Religion: name of religion (M2TW religion its based on)
Culture: culture type [there is a maximium of 6 harcoded into M2TW] (M2TW culture its based on)

Here is an example based on Nurgle from Warhammer: Mark of Chaos:
Faction Name: Nurgle
Religion: worships Nurgle, lord of decay
Culture: chaos

Units
Barracks: building level: soldiers that can be recruited (M2TW unit, if it's based on one); eg 1st: orc peasants (peasants)
Range: building level: archers that can be recruited
Stables: building level: cavalry that can be recruited
Siege range: building level: siege weapons that can be bought
Ports: building level: ships that can be recruited

The number of soldiers in each unit, how much they cost, and what prerequisite buildings you need can be decided later (normally used to make the game balanced).

Other units & buildings
Churchs: building level: priest level / type
Trade: building level: merchant level
Diplomacy: building level: diplomat / other units
Inns: building level: spy level / assassins
Guilds: building level: units / effects
Faction specific buildings: building level: units / effects

These buildings may not be available for some factions, eg Chaos won't have diplomats since they have no need for them, while the Skaven Clan Eshin would easily be able to recruit assassins.

Without an overall plan of how all the factions will function it's possible the mod will just end up as a collection of Warhammer units.

Also I'd be happy to help in anyway I can.

Bwian
04-21-2007, 17:03
I think what you are suggesting is a good idea.

Some of it is still slightly up in the air, since there is a degree of limitaiton as to what we can/can't mod at the moment. The mod HAS to be more than a collection of Warhammer units...but the mod also HAS to have a collection of Warhammer units :laugh4: which we are now able to really start work on.

The details of how some of the units and factions will work and develop need a lot more work before I can post anything.

All in good time though...

Meneldil
04-21-2007, 17:48
Meneldil, I have no intention of vanishing without finishing hte job on this mod. I love Warhammer, and I also think it would look and play well on the MTW2 engine. I have just started dipping my toes into the modding waters for MTW2, and it seems to be similar...but slighlty more complex...to RTW. The tools are a lot less mature, and things are a bit more 'fussy' but it looks like we can do what we need to do!


Good to hear, I've seen some of the work you've done with RTW (tanks, dreadnought and other impressive stuffs like that), and I'm fairly sure your units will pwn ass.

I don't know if you're also planning to do some kind of campaign map, but that would also seriously be great. The whole Warhammer World might be a tad too huge, but the Old World (from Araby to the Northern Wastes, and from Bretonnia to the Dwarves Mountains) would already be really koul.

Bwian
04-21-2007, 18:27
A map is a definite. I play mostly single-player, and any mod I make will be for single player. I want to be able to play my own mod!

Casuir
04-21-2007, 21:53
Map is in development, it has to be done from scratch though so it'll take a while

Jobst_vonGrünungen
04-22-2007, 05:43
You could of course quite easily make hasty Empire out of late period M2TW troops and Brettonians out of Early/High period troops with edited stats for balance...

I have read in other fantasy mods about the difficulties with different races conquering eachother, in other words, Orcs conquering a Dwarf city and then recruiting what, exactly? Do you have any ideas regarding that, or are you planning on taking the, acceptable imo, option of just ignoring it, letting Orcs recruit Orcs in any city they control regardless of the race of it's inhabitants and so on?

uanime5
04-22-2007, 12:02
You could of course quite easily make hasty Empire out of late period M2TW troops and Brettonians out of Early/High period troops with edited stats for balance...

I have read in other fantasy mods about the difficulties with different races conquering eachother, in other words, Orcs conquering a Dwarf city and then recruiting what, exactly? Do you have any ideas regarding that, or are you planning on taking the, acceptable imo, option of just ignoring it, letting Orcs recruit Orcs in any city they control regardless of the race of it's inhabitants and so on?

Due to the way the game is set up once you conquer a city you're able to train your units there, regardless of what existed before, so you can train European looking Gothic Knights in Egypt.

It is possible to modify the game so that one faction, such as the Orcs, can train some units from another faction, such as the dwarves. However this requires that each faction has its own set of buildings. This would work in the following manner:

1) Orc have an orc barracks which trains orcs, while dwarves have a dwarf barracks that trains dwarves.
2) When the orc's take over a dwarvern city they obtain a dwarvern barracks and the ability to train dwarves (it's possible to limit or change the dwarvern units that the orcs can recruit, eg slave dwarves).
3) The orcs can now train dwarves but they cannot upgrade this building to get better dwarves. The orcs can also build an orc barracks to train orcs but they will have to start from the lowest level orc barracks and gradually improve it (this represents how it takes time for orcs to transfer their equipment and people to the dwarvern city).

In this way capturing a city of another faction with high level building gives the capturing faction a huge advantage in terms of units they can possess.

Bwian
04-22-2007, 19:48
I am assuming ( since it was in RTW but I haven't confirmed it's in MTW2 ) that a form of Zone of Recruitment is possible. There was also the 'hidden resource' thing. Make 'orc' a hidden resource, and only areas with 'orcs' can raise troops. There are various ways to achieve this. and I need to see which approach works best in play.

It is a concept that affects most of the unique races in a Warhammer type mod. The Tomb Kings are raising troops from the bones of the ancient dead ... not something you would find in every town! Orcs don't crop up in a dwarf town unless every last dwarf was dead, and so on.

Human orientated troops could recruit from captured human settlements...and Chaos could probably raise troops just about anywhere! Done right, it adds a new dimension to the game balance. Done wrong..and it gets stupid :juggle2:

whiterussian
04-22-2007, 20:32
First of, orcs should not be able to recruite slaves the slaves wouldn't fight for em and the orcs would rather eat em.

as for the whole recruiting issue, well either you let all races recruit from all over the map, which I think is the best option. Perhaps you could make it a bit more expensive the further you get from home?

fluff wise you could say that the area is settled quite quickly, also a hostile takeover of a city should result in a big loss of manpower in that city, thus as the number of people rebuild this can be, fluffwise, atributed to people moving in and settleling, or in the case of the orcs breeding like crazy.

second option would be to differ between the diffrent races. why? well orcs and goblin multiply at a very fast rate in almost any enviroment meaning that they will almost allways have a good recruiting base for troops, and arming and training isn't that big of a problem for the orcs even if they are away from home. perhaps you could give diffrent races diffrent reproduction rates? or perhaps make it possible for orcs to recruite from allover and limit the less reproductive races such as dwarfs to only be able to recruite from there homelands. however I feel that this might bring about a too great unbalance.

to sum things up, my oppinion is that there should be no restrictions when it comes to where a race can recruite its troops, I've played mods that have had these kinds of restriction and though they might be somewhat more accurate (Not really that much more!) it gets enourmously enoying in the end to have to ship or walk your troops hafaway around the world in the end! to much accuracy and "realism" might end end up being what killed the cat. And as I've shown there isn't really enough fluff-reason to make this kind of recruiting restrictions.

I hope you agree with me. Nice mod keep it up!

also you could include a "finding the americas" kinda thing in the game, represented by the discovery of lustria and so on. any thoughts.

Oh yeah before I forget, last and least I'll introduce myself, White, hopefully a future frequent poster and at present a die hard warhammerite.:beam:

uanime5
04-22-2007, 21:57
I am assuming ( since it was in RTW but I haven't confirmed it's in MTW2 ) that a form of Zone of Recruitment is possible. There was also the 'hidden resource' thing.

Like how you could only recruit elephants and Spartan Hoplites in certain regions of RTW. If this feature does exist it is not used in M2TW.


second option would be to differ between the diffrent races. why? well orcs and goblin multiply at a very fast rate in almost any enviroment meaning that they will almost allways have a good recruiting base for troops, and arming and training isn't that big of a problem for the orcs even if they are away from home. perhaps you could give diffrent races diffrent reproduction rates? or perhaps make it possible for orcs to recruite from allover and limit the less reproductive races such as dwarfs to only be able to recruite from there homelands. however I feel that this might bring about a too great unbalance.


It's not possible to change the recruitment rates with distance from home. It's possible to change the refresh rate (lag between recruiting units), unit size, and total number of units available. So you could let the orcs produce a large number of soldiers, while the dwarves could produce far fewer. Though to make this balanced the dwarvern units could be made stronger than the orc ones.

Casuir
04-23-2007, 16:22
It is possible to modify the game so that one faction, such as the Orcs, can train some units from another faction, such as the dwarves. However this requires that each faction has its own set of buildings. This would work in the following manner:

In a lot of the cases here units from one army are never going to fight for another, dwarfs in particular hate orcs and having orcs able to dwarven units isnt very realistic. Orcs even taking a dwarven town with population intact is unrealistic. It might be possible to limit the options available to you after you take a settlement through a script, theres events and commands in the docudemons which look like they could be strung together to disable some of the buttons on capture, dont know enough about scripting to say for sure though it might be worth chasing up, cant see say the empire doing anything other than exterminating a skaven city after capture, likewise the dwarves capturing a orc stronghold.

As for limiting recruitment, like bwian pointed out if its done right it adds a new element of strategy to the game, which to me is what the game is about. Capturing settlements and spitting out high end units gets boring after a while, the extra bit of difficulty as you get bigger imo makes the game more interesting.

uanime5
04-23-2007, 17:07
I used dwarves and orcs as an example because they were listed above. While some factions may oppose working with another faction (orc and dwarves) other factions may work together (though not always willingly).

For example Chaos could create corrupted civilians and use them as cannon fodder. Also there are bound to be some people in the Empire who would convert the Hordes of Chaos to save their lives, or even out of disloyalty should chaos conquer their city.

Also limiting recruitment only works if you don't have the maximium amount of units allowed. Otherwise you can still create high level units (especially if you capture a higher level building that you originally had).

Jobst_vonGrünungen
04-23-2007, 18:58
First of, orcs should not be able to recruite slaves the slaves wouldn't fight for em and the orcs would rather eat em.

as for the whole recruiting issue, well either you let all races recruit from all over the map, which I think is the best option. Perhaps you could make it a bit more expensive the further you get from home?

fluff wise you could say that the area is settled quite quickly, also a hostile takeover of a city should result in a big loss of manpower in that city, thus as the number of people rebuild this can be, fluffwise, atributed to people moving in and settleling, or in the case of the orcs breeding like crazy.

second option would be to differ between the diffrent races. why? well orcs and goblin multiply at a very fast rate in almost any enviroment meaning that they will almost allways have a good recruiting base for troops, and arming and training isn't that big of a problem for the orcs even if they are away from home. perhaps you could give diffrent races diffrent reproduction rates? or perhaps make it possible for orcs to recruite from allover and limit the less reproductive races such as dwarfs to only be able to recruite from there homelands. however I feel that this might bring about a too great unbalance.

to sum things up, my oppinion is that there should be no restrictions when it comes to where a race can recruite its troops, I've played mods that have had these kinds of restriction and though they might be somewhat more accurate (Not really that much more!) it gets enourmously enoying in the end to have to ship or walk your troops hafaway around the world in the end! to much accuracy and "realism" might end end up being what killed the cat. And as I've shown there isn't really enough fluff-reason to make this kind of recruiting restrictions.

I hope you agree with me. Nice mod keep it up!

also you could include a "finding the americas" kinda thing in the game, represented by the discovery of lustria and so on. any thoughts.

Oh yeah before I forget, last and least I'll introduce myself, White, hopefully a future frequent poster and at present a die hard warhammerite.:beam:

I forgot about the new unit-availability rules. The slowly growing number of available units actually represents a growing population of your race pretty well, now that I think about it.

Bwian
04-23-2007, 19:05
https://img81.imageshack.us/img81/7526/tombking1cn9.jpg

https://img144.imageshack.us/img144/1034/tombking2og4.jpg

Just a few screenshots to let you guys know that progress is being made on the units :egypt: I was working on some Tomb Kings units while I was waiting for MTW2 mesh modelling to become possible. Now it has, and after some head scratching, I have a solid pipeline process for getting units in game. Time to leap ahead and start getting some units in game!

I have also started work on some Chaos units, and will be putting some screenies of those up soon :2thumbsup:

Jobst_vonGrünungen
04-23-2007, 22:55
Wow, those are looking really good!:2thumbsup: I am an Orc-Fan myself, but this is a good show of how you can alter the model's frame, make him taller or shorter, thinner or broader, etc., which is crucial in a warhammer mod.

Meneldil
04-23-2007, 23:33
While the unit by themselves are trully great, I think they lack some Tomb King feelings. No egyptian-ish banners, finely crafter weapons, that sort of things.

Otherwise, they're impressive. I think you already made skeleton units for RTW (at least I seem to recall you did so), but those are definitely great :) They look really undead-ish, stupid, brainless and all that.

ellydog
04-24-2007, 04:41
great! I noticed that some of them were duel weilding, would it be possible to make them fight appropriatly for duel weirlding?

Bwian
04-24-2007, 09:55
The issue of altering the skeleton to change proportions is one I have raised with the tool makers. We really need this to make things really non-human. Early days though for the tookit. I have tried makign changes ot the skeleton, and we have the same problem that RTW had. The mesh stores the bones..but it is the skeleton.dat file that over-rides it all. The model can be imported into the game with the bones re-sited ( which RTW couldn't ) but as soon as you apply an animation, the bones pivot on the stock human location. I think we need to be able to re-write the DAT file to make this work.

If this never materialises, I did manage to get some good results with some creative tweaking! It's a lot easier if the tools let us move the bones .... but I have a plan B for every eventuality! I WILL need a tool, though, to scale the skeletons and some way of re-doing the animations!

Meneldil ... these skeletons are a brand new model, and are more detailed than the previous efforts. MTW2 gives me more polygons to play with, so I have increased the detail on the skull and made proper radius and ulna bones for the arms. Banner bearers will feature ( not sure how MTW2 does this.... ) either RTW fashion, or by attaching standards to the back of some units 'samurai' fashion! If I made 8 or 9 torso models and attached the banner to just one, then there would be banners. One way or another, I will get a load of banners on the field! Same goes for the horn carriers.

Ellydog ... none of those units are carrying 2 weapons. It's easy to do ... you just make the weapon part of hte hand model. The actions of the animation determine how it looks in game, and it usually looks good enough to pass muster! With additional hand model variations, this sort of thing gets much much easier

Myrddraal
04-24-2007, 18:03
I'd love to see some skeletons with missing limbs :smile:

Bwian
04-24-2007, 21:19
I am not going to use missing parts on the Tomb Kings units, since they are ...er...elegant undead, if you will! The Vampire Counts, however, will be using zombies with bits missing and decaying skeletons with lots of bits missing.

They are both 'Undead' factions, and this is part of the differentiating. The Vampire Counts are raising armies from the graveyards and remnants, while the Tomb Kings have carefully laid out dead soldiers which were expected to fight on for their masters long after death. I get the feeling that these guys, if they had a limb chopped off, would go and find themselves a new one!

Ilsamir Lord
04-24-2007, 23:23
Stunning! Those skeletons are super! What a great example of the power of the .mesh editor :D

Meneldil
04-25-2007, 15:52
I am not going to use missing parts on the Tomb Kings units, since they are ...er...elegant undead, if you will! The Vampire Counts, however, will be using zombies with bits missing and decaying skeletons with lots of bits missing.


Can't wait for those, and some weird chaos beast :D

alexader
04-25-2007, 16:23
Bwian,you really rock,i am really impressed from what i saw,very good job,you are making my dreams come true,we all support you,keep on!!!''with this units you are the master,with steam tank inside,you are GOD''
Keep Walking..................:egypt:

ellydog
04-26-2007, 12:27
I hope he can get as many units in as possible, and even the elepant with the canon could fill in the spot for the steam tank.

Meneldil
04-27-2007, 06:59
I think Bwian already made tanks for RTW, so I hope and guess doing a Steam Tank for MTW2 is possible for him :D

DrZoidberg
04-27-2007, 09:03
yay, a Warhammer mod. I was on the team making the massive warhammer mod for Civ3 so I'm sure I can offer expert advice help here if needed. I've still got all my books.

cool and take care

Bwian
04-27-2007, 20:33
Check out the Hosted Mods section ... the Mod now has it's own forum there. Future updates will be posted there, so pop over and see what we are up to!:egypt:

NagatsukaShumi
04-29-2007, 23:40
As the mod now has a forum, its best we don't divert Bwain's attention between two threads, closing this one, please all go to the relevent forum.

Kind Regards
Nag :2thumbsup: