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1. Call of Warhammer: Total War МOD v. 1.5
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Описание:

Call of Warhammer: Total War' МOD v. 1.5

 

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Part 3

 

Installing.
1. The Mod is installed over M2TW Kingdoms version 1.5
2. Unzip the archive with the Mod, launch the installer (file with extention EXE) and install the Mode into the folder Medieval II Total War\mods\
3. Get sure that there has appeared a new folder Call_of_Warhammer in the folder mods!!! If it is not there, search for it in the folder \Program Files, maybe the path of installment was given in a wrong way. When you find it, drag the folder Call_of_Warhammer int your folder Medieval II Total War\mods\ . In this case you will also need to edit the path in the tag into correcnt one.
5. The mod is started by the shortcut on the desktop, or by the file \mods\Call_of_Warhammer\warhammer.bat
6. Play.

 

!!!
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 user http://www.twcenter.net/forums/showthread.php?t=321114
2) Run installer and game as administrator, it is absolutely necessary http://www.twcenter.net/forums/showthread.php?t=415097
3) delete all map.rwm files from data\world\maps\ - do that each time after updating mod files
4) delete strings.bin files from data\text\ folder - rarely necessary

 

Changes of the 1.5 patch:

Scripts:

  • 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

Texts.

  • New texts for historic events and new descriptions of units
  • New text for traits, ancillaries etc.
  • The editing of texts

Balance

  • Editing and improvement of balance of units
  • Ogrs, bigguns, blackorks, bloodletters and plaguebearers by their attack throw enemies in air
  • Editing of campaing balanc

Animation

  • New animations for bloodletters, plaguebearers, giants, trolls, assasins and many other units

Special effects:

  • 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

Movies

  • Event movies
  • Logo movie
  • Faction movie

Stratmodels:

  • 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

New units:

The Empire

  • 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

Chaos

  • 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

Greenskin

  • Trolls. unique troop for orcks
  • Orkcs and gobbling shaman with totem
  • Giants

Kislev

  • Ice mage
  • Noble militia of Kislev

Vampire Counts

  • Hell hound and vampire wolfs
  • Dark knights
  • Black Grail knights
  • Wraiths

High Elves

  • Tiranok chariot
  • Mage

Dark Elves

  • Dark raiders
  • Assasins
  • Witches

Dwarves

  • Elders
  • Great-bearded

Mercenary

  • Cursed company of Kruger
  • 4 units of Grudgebearers of Morgan Bernhard
  • and some others units

Retexturing and improvements of old models:

  • Empire
  • High elves
  • Kislev
  • Chaos
  • Dark Elves

2d Art.

  • Banners and unique buildings
  • New icons and infocards of units and buildings and improvement of old
  • New loadscreens
  • Sprites for units
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