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Thread: Modding support for TW:Warhammer confirmed

  1. #1
    Aedh's Avatar Libertus
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    Default Modding support for TW:Warhammer confirmed

    Here's the link : http://wiki.totalwar.com/w/Total_War...odding_Details
    They also spoke quickly about this in the stream from May 5th.

    The Assembly Kit won't have all the features the previous titles' AK had (at least at launch, they'll add some features later), but it's a great step up from "no support at all".

  2. #2

    Default Re: Modding support for TW:Warhammer confirmed

    Ah, no model converter and variantmodel editors, not surprisingly.

    But still, Startpos mods are in the menu fellas!

  3. #3

    Default Re: Modding support for TW:Warhammer confirmed

    TOTAL WAR LOTR HERE I COME

  4. #4

    Default Re: Modding support for TW:Warhammer confirmed

    Quote Originally Posted by Mr.X View Post
    TOTAL WAR LOTR HERE I COME
    You'll need campaign map editors and model converter for that.
    Last edited by You_Guess_Who; May 05, 2016 at 08:53 AM.

  5. #5

    Default Re: Modding support for TW:Warhammer confirmed

    That is a step in the right direction.... and for all those that think and moaning loudly over the internet accomplishes nothing.... you are wrong. Constructive criticism must voiced and it is effective in certain areas. Now we give them golf clap and exert more pressure to release more mod friendly tools etc..

  6. #6
    ♘Top Hat Zebra's Avatar Praepositus
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    Default Re: Modding support for TW:Warhammer confirmed

    • Download Mods: Attendees to CA's Mod Summits over the last three years will be supplied early access to the game, to help populate the Steam Workshop from day one. Also, well-known modders Magnar and Dresden will receive specific help from the dev team to produce certain mods. Magnar is designing a Legendary Lord Start Position Mod;customising start positions so that Legendary Lords will start in different locations from Race Leaders, while Dresden is engineering a Regional Occupation Mod; altering the settlement rules to enable each race to settle every region.
    Wow. Wow. This is... Much more than I expected, honestly. Regional occupation was one of my biggest criticisms with the game mechanics. This is an impressive move on CA's part, and a very encouraging sign that they are stepping up their support for the modding scene.
    "Rajadharma! The Duty of Kings. Know you: Kingship is a Trust. The King is the most exalted and conscientious servant of the people."

  7. #7

    Default Re: Modding support for TW:Warhammer confirmed

    ...We hope to add further functionality, such as battle map editing, later on in the year.
    Now we wait - hopefully this can remedy the monotonous Siege Battle Map, and replace them with faithfully-themed Siege Maps of our own making. Its better be not as buggy as Attila's T'Ed.

  8. #8
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Modding support for TW:Warhammer confirmed

    I imagine pre-orders are going to go up quite a bit in response to this news. The game might be bad at launch, but c'mon this is great news considering they'd previously said there'd be no official mod support.

    So far both Magnar and Dresden are creating launch day release (I presume) mods that will allow you to customise your Legendary Lord's starting position, and allow all races to conquer all settlements.
    Last edited by Commissar Caligula_; May 05, 2016 at 09:51 AM.



  9. #9
    Jezza93's Avatar Centenarius
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    Default Re: Modding support for TW:Warhammer confirmed

    Well those are good things for those two to put on their CV

  10. #10
    IlluminatiRex's Avatar Are you on the square?
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    Default Re: Modding support for TW:Warhammer confirmed

    Wow, did not expect this at all after they said "no modding".

    That's some great news!
    I am the author of the "Weaker Towers" and "Officers Of" series of mods for Total War: Warhammer!
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  11. #11

    Default Re: Modding support for TW:Warhammer confirmed

    I'm not familiar with any of the modding tools of total war. What kind of mods can we expect with the tools they said they are releasing at launch?

  12. #12

    Default Re: Modding support for TW:Warhammer confirmed

    GW will probably still want CA to be VERY specific when it comes to modding. Anything that might cross their DLC policy will be forbidden. I don't expect much to come of this.

  13. #13
    Noif de Bodemloze's Avatar The Protector of Art
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    Default Re: Modding support for TW:Warhammer confirmed

    This news is great for begin of TW: Warhammer! If there will be battle/campaign editor, that will takes some time. Unfortunately I don't might do any mods for Warhammer.

  14. #14
    Aquila_Mars's Avatar Semisalis
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    Default Re: Modding support for TW:Warhammer confirmed

    And this is the last drop that spilled the water from the cup I dare say. That earns my pre-order.

    Well played. CA. Well played.
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  15. #15
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Modding support for TW:Warhammer confirmed

    Quote Originally Posted by weefraze06 View Post
    I'm not familiar with any of the modding tools of total war. What kind of mods can we expect with the tools they said they are releasing at launch?
    I'm fairly sure its PFM and Assembly Kit startpos access. Therefore here are a few examples of what SHOULD be possible:
    Change the Chaos faction to spawn in the very middle of the map, cos why not?
    Change unit caps, to increase/decrease them.
    Change unit stats or how battles work such as the Tuskmod mods.

    Honestly pretty much everything except battle/campaign map modding, music stuff and perhaps importing custom variantmodels into the game.
    You should be able to create new units with just the PFM, but its a bit more annoying.



  16. #16

    Default Re: Modding support for TW:Warhammer confirmed

    Quote Originally Posted by weefraze06 View Post
    I'm not familiar with any of the modding tools of total war. What kind of mods can we expect with the tools they said they are releasing at launch?
    Seeing what those tools can do from previous games, assuming no particular limiter set by CA, SEGA, and GW:

    - Minor Faction Unlocker (but not ones blocked by CA at .exe level)
    - Faction Starting Region Position Mod
    - Faction Starting Army, Lords, and Characters Mod
    - Faction Starting Diplomatic Relations Mod
    - New Missions and Victory Conditions Mod
    - Emergent Faction Mod
    - Alternative Starting Time Mod
    - New Factions (but restricted to existing assets)
    - New Ancillaries and Skill Tree Mod
    - Unique Regional & Auxiliary Unit Recruitment System (some units only recruitable from particular regions)
    - Unique Regional Mercenary/Raise Dead Unit (some units only recruitable from particular regions)
    - New Unit Mods (but the unit appearance can only use existing models, since there are no model converter)
    - Campaign AI Behaviour Tweaks
    - Unit Stats Tweaks
    - Battle System Tweaks
    - and assortments of simple mods

    IF they release T'Ed too several months later, then Siege Battle Map replacement are also possible. Expect lots of custom-made battle maps, most would be trash quality but the good ones would be incredible.
    Last edited by You_Guess_Who; May 05, 2016 at 11:16 AM.

  17. #17

    Default Re: Modding support for TW:Warhammer confirmed

    OOOOOOOOOOOOOOH YES.
    This is a really cool move from CA.
    FINALLY mods are being acknowledge by CA.
    Congratz on Dresden en Magnar, they deserve it to have all the support they need.
    The 'not being able to conquer the entire map' was kinda of a letdown, thanks the mods this can me changed.

    They will sell more copies of their game, thanks to these mods. Thats for certain!!
    I pre-orderd, cause of this.

    Its looking better and better.
    No more ROME 2 launches!
    Last edited by EternalSilence; May 05, 2016 at 11:39 AM.

  18. #18

    Default Re: Modding support for TW:Warhammer confirmed

    Now we can edit regional occupation and crappy siege maps! Thank you god!

  19. #19

    Default Re: Modding support for TW:Warhammer confirmed

    They are releasing a regional occupation mod at launch by Dresden

  20. #20

    Default Re: Modding support for TW:Warhammer confirmed

    Great move by CA.

    It's hard to fault how they've handled the run-up to release. Perhaps they've turned over a new leaf?

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