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Changes of the 1.5 patch:
- Second wave of script battles (occurred after 30 turn)
- New script for grimgor invasion (60th turn, 13 stacks of orc attack the southern provinces of the Empire)
- New script for chaos invasion (since 60th turn, 3 waves of invansion – avant-guard, Khrom and Archaon with his gerolds)
- Greenskin alliance. Orks and goblins can be unite. Chance of this event of 1 %. Also if the goblin leader dies there is an additional chance of this event. The probability of event depends on authority of the leader - with low authority the chances groth
- script for resurrection of empire provinces – now is one of empire provinces was captured by an enemy, and if player releases a capital of captured provinces, an question appears: ”Would you like to revive the province?” If yes the province resurrectes and player gets a large number of money, if no player has rebellion, the army deserts, rebel stacks spawn and etc
- scripts for unique personages and troops and mercenary generals
- a larger variety of troops in the spawn armies
Stratmap and campaign:
- In all settlements buildings are added. I.e. cities became more developed. Most vanila icons and building arts changed
- Add two regions – the blood citadel and ruined towers with unique buildings and bonuses
- Enlarged tree for al faction. Agents are added in the stat of campaign
- increases the role of beastmen
- Stone forts for empire, kislev and dwarves
- Mountains changed near Talabheim
- Some chaos campaign improvement
- Gobiliny can employ spies. Orks can employ them if they unite with night goblins or crash them.
- New playable fraction - Border Princes. Units are taken from Rusichi. Suitable units are taken only. This state with chance in 1 % can enter in light alliance.
- The feature of vampires
- New mercenary generals
- Deleted the cannon towers
- The bodyguards for all faction changed – some generals have mounted bodyguards, some generals – foot troops (for example – empire provinces leader and heir and coming of age general have knights of different orders as generals other generals have greatswords as bodigurads)
- Now you all chapters of knights are available in all settlements but you can construct only one chapter in each settlement
- New system of unique generals and troops – each faction has some unique troops (tank, chekists, mage), what can appear during the campaign, and their obligatory appearance on 60th turn deleted, you can’t recruit them only renew. and if a general of troops dies, you can’t renew these troops
Traits and ancillaries
- New traits for all factions and improvements of old traits
- New ancillaries
- New texts for historic events and new descriptions of units
- New text for traits, ancillaries etc.
- The editing of texts
- Editing and improvement of balance of units
- Ogrs, bigguns, blackorks, bloodletters and plaguebearers by their attack throw enemies in air
- Editing of campaing balanc
New animations for bloodletters, plaguebearers, giants, trolls, assasins and many other units
- Partly fixed a smoke, and also made new shells for empire rockets and catapults of skulls and others.
- New sound effects
- New abilities for generals
- Waargh (forced) - Badruk (orcks);
- BashEmLadz (forced weaker) - Kratcuf (orcks);
- Stunts of skarsnik (immobilizing) - Skarsnik (goblins);
- Hindrances of Gokrs(enemy become weaker) - Tutes (goblins);
- The wind of death (fatigue for enemy, forces for his troopls) - Manfred (Sylvany);
- The dance of wanhell (enforcing and и temporary forces) - Ishtvan, Marcus(Sylvany).
- and some others based on kingdoms effects.
Fixing of bugs and craches
- Event movies
- Logo movie
- Faction movie
- Stratmodels for goblin shamans and agents of high elves
- Stratmodels for HE mage, daemon-prince, tzeentch mages etc
- New stratmodels – HE mage and priest
- New stratmodels for some mercenary generals
- Merchants of empire drawn in appropriate colors
- Steam tank
- Karrobur greatswords
- Nuln engineers with multibarrelled handgun
- Nuln engineers with handgun of Todmeister
- Nuln pikemen
- Knights of golden lion
- Encarmine knights
- Knights of blazing sun
- Sons of Manann
- Raven knights
- Red guard
- A demon-prince - unique group for Khorne followers with chance of arrival of 1 %
- Nurgl general
- Tzeentch mage on disks
- Flamers of Tzeentch
- Chaos troop of Krell
- Bonds of Norska
- Huscrals of Norska
- Wheelers of Norska
- Trolls. unique troop for orcks
- Orkcs and gobbling shaman with totem
- Ice mage
- Noble militia of Kislev
- Hell hound and vampire wolfs
- Dark knights
- Black Grail knights
- Tiranok chariot
- Dark raiders
- Cursed company of Kruger
- 4 units of Grudgebearers of Morgan Bernhard
- and some others units
Retexturing and improvements of old models:
- High elves
- Dark Elves
- Banners and unique buildings
- New icons and infocards of units and buildings and improvement of old
- New loadscreens
- Sprites for units
- Silvania received Ghosts and new Zombies
- New crossbowmen Mariliano
- The units of the Border Princes are retextured
- New ambassador model for the Higher elves
- All sprites are renewed
- The CTDs are corrected in script battles
- Empire factions received 4 script armies by Archaon coming
- Ancillaries returned – Khrom is a Khornit as he is to be
- There is a change in the Chaos faction conduct – Slaanesh and Nurgle attack Empire before Archaon’s coming
- Visseland, if played by AI, receives extra stack at once to fight away the Vampires.
- Dwarves can hire the armies only in Karacks, and reman them everywhere.
- Autosave is back
- The Inquisitors are totally off game, as they break the system with the mercenary generals and the unique generals
- A Number of different modifications and improvements.
- The bug, where Nurgle doesn’t die during the Chaos Undivided formation and where the Denmark faction appears in the game as a player, is corrected
- Orks march to the AI Reikland is weakened to one stack
- In hopeless battles – Reikland by Wolfenburg is reinforced – in the battle for Ostland it is assaulted only be 2 stacks and not 3; the same with Bechafen in the campaign for Ostermark League; in the Selkaten assault by the Dark elves the city gets 7 troops of reinforcement
- By refuse to take part in the battle, AI gets help – the enemy stacks appear and attack the cities. The troops of the player are reinforced
- The script for the provinces restoration is theoretically corrected
- The landing of the Dark Elves on the camp of the High Elves is removed from the 2nd turn to the 15th
- Krom’s march moved to the 50-ies turns
- If other provinces seize Marienburg from Nordland, they are enabled to hire Marines
Corrections in units:
- Undead warriors of Chaos (Krell) corrected
- Kruegger corrected
- the Great Beard corrected
- Sigmar Priests slightly changed
- Black Guard of Ostland
- Nuln’s Guard
- Marienburg’s Guard and bowmen
- Ulric’s Priests
- Fighting Cockerels of Lumpin Kroop (Halflings)
- Skeletons crossbowmen
- 4 new provinces added
- New strategic models for Kislev – Pashenko and Kozhetan
- portraits of Generals for Chaos
- buildings icons for dwarves added
- money added for chaosites and orks
- banners over settlements in strategy map
- heathen temples of Beastmen and Mount Gunbad change their names while seized by ”the light”
- corrected and amplified texts
- the problem with AI rams sticking while siege is solved
- cannon-towers are back
- new Shadow Warriors of the High Elves
- new Chukka, "Goblin Doom Diver catapult", battering ram and siege towers for Orks
- battering ram for Chaos
- new strategic models of Orks and Beastmen
- 8 new provinces
- names and states of some provinces are changed
- strategic AI from стратегически ИИ от Xerx
- new unique buildings
- possibility to hire High Elves and Dwarves when they are found in the quarters of the cities for the Empire, Kislev, Border Princes
- a new sub-mod added for the improved water in tactics
- several new animations
- new info pictures for imperial buildings
- different corrections and additions
- New Faction – Chaos Dwarfs.
- New provinces on the strategic map.
- New units, including: the Knights of Origo, Deserters, Anakonda’s Amazons, Golfang Maneater’s Ogres, the Black Mountain Boyz,
- Notlob's Orc Artillery, Mudat’s Half-Orcs, Dragon Company, Dark Lands Marauders, Shield Maidens,
- Chaos Ogres, Chaos Trolls, Stone Trolls, Norsca Dwarven Warriors, Norsca Dwarven Crossbows,
- Forest Goblin Spears, Forest Goblin Archers, Oglah Khan's Wolfboyz, Anvil of Doom, Earthshaker Cannon ,
- Death Rocket, Vidovdan Guard, Cataphracts, Raiders, Triumphalists, Minotaurs,
- Various Hobgoblins
- Chaos Warriors and Marauders reskinned into the colours of their Dark Gods. Slaaneshi Warriors revamped.
- New battle AI, ReallyBadAI by Germanicu5
- New settlement strat models
- New general strat models
- New unique generals for some factions
- New scripts, including:
- Conclave of Light factions cannot fight each other;
- new scripted battles fol all factions (except Elves and Chaos);
- new interesting quests with various powerful rewards;
- AI armies strengthened, boasting more unique and elite units;
- settlements change names when captured by another faction;
- scripted alliance between Chaos Dwarfs and Chaos or Orc factions;
- new mercenaries and unique units scripts.
- new Crom invasion script, closer to fluff.
- Tons of new videos – new mercenaries, unique troops and events.
- New and expanded texts and descriptions.
- New units cards and info pictures for some factions.
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- fix CDT and weakens the minotaurs, ogres and trolls
- Eliminates the problems with broken saves.
- Attendants-mortar shall not perish from their own shots.
- Weak some magicians.
- The error with impossibility to build camp of mercenaries in native cities of orks is corrected.
- Fixed bug with treyt generals Sylvania - Necromancer.
- Steam-tank now alone in the squad.
- Introduced the antipathy between the captains of mercenaries. Now it is impossible to collect all accessible mercenaries in one campaign.
- New strategic model-orc settlements and citadels of the gods of Chaos.
- New models of ships on the strategic map.
- Added a strategic model Morgan Bernhard (removed from the Empire's strategic model of Warrior Priest Sigmar/Ulric).
- New textures for the settlements of the Empire on the tactical map (thanks Kahvipannu).
- New models of DE-Sorceress (compare with the old) and Valkia The Bloody (thanks Kahvipannu).
- New textures for the Warrior Priests of Sigmar, Witch Hunters, Knights and Warriors of Chaos (thanks Kahvipannu).
- New models of Empire Archers (thanks Parmizan).
- New icons and descriptions for buildings of Kislev, and added missing description for the building of Chaos.
- Updated the strategic map. Now you can swim out to Sea of Claws to Sea of Chaos. Added a navigable river, which flows to the Uzkulak.
- Reworked script combining AI Chaos. Now all the provinces and the armies of the four gods at the time of unification, the depart Chaos Undivided.
- Removed the torches on the tactical map in units of undead and demons (thanks Galloper).
- The new unit of Norska - Berserkers is added (thanks FakeTwin).
- Notlob's added a new weapon - Mangonel.
- Updated textures Seekers of Slaanesh and now they do not like sweet pink Pokemon.
- Icons of units of some factions are updated.
- Now, most of the unique units, after their arrival can be hired (except for all the magicians, engineers, steam tank).
- Added diplomats all factions that can make alliances (as long as no new strategic models).
- Added scripts capture the rebel settlements at the start of the campaign, factions of the Empire and Kislev.
- Updated ReallyBadAI specifically for fashion (thanks Germanicu5).
- Changed the bodyguard Bronzino’s, now it is the protection of the cavalry.
- A new roller of hiring of Harbot
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- Corrected AI Germanicu5
- Fixed dislikes between mercenaries.
- File unpak and drop at folder mods Call_of_Warhammer data world maps campaign imperial_campaign
High Elves http://totalwars.ru/...&...st&p=481438
Full version with all patches to version 1.5.1!!!
1. The Mod is installed over M2TW Kingdoms version 1.5
2. Unpack (using WinRAR!) the archive with the Mod into the folder Medieval II Total War / mods
3. Get sure that there has appeared a new folder Call_of_Warhammer in the folder Medieval II Total War / mods
4. The mod is started by the file mods / Call_of_Warhammer / warhammer.bat
If problems arise with launching in window regime, you should play with the settings of the screen resolution in the file medieval2.preference.cfg, or more exactly you should make them congruent to the desktop resolution.
If it doesn't help, follow the next way: open the file warhammer.cfg through NotePad, find the line [video]
and change windowed = 1 into windowed = 0 , then you should save the file.
BEFORE INSTALL AND PLAY (ANY VERSION!!!):
1) Disable UAC and other things if you are Win 7 or Vista userhttp://www.twcenter....ad.php?t=321114
2) Run installer and game as administrator, it is absolutely necessary http://www.twcenter....ad.php?t=415097
3) delete all map.rwm files from dataworldmaps - do that each time after updating mod files
4) delete strings.bin files from datatext folder - rarely necessary
Сообщение отредактировал SHREDDER: 13 Июль 2017 - 23:20