1. So, tell me a little bit about yourself. What hobbies do you have?
A. The interests are very various, beginning with esoterics and mysticism, finishing with the colour scheme of the man-made world of Eldar Seim-Henn from WH 40K. From the most interesting hobbies are archery, fencing, psychotechniques, WARHAMMER FB and WARHAMMER 40K!
2. What made you join TWC - and more importantly - what made you stay?
A. I was not present on TWC for a long time, but I will return soon.
3. What made you get into modding?
A. Desire to create, in particular - desire to create and recreate WARHAMMER.
4. What gave you the idea to create Call of Warhammer?
A. The game Warhammer: Mark of Chaos. I assigned of hopes to it too much, but they were not carried out, and I has decided try to combine Total war and Mark of Chaos. And it has turned out Warhammer TW. I will explain, the project has been created 02.17.2007 and has received the name Warhammer TW, in honour of combination of two games, but after BIG time, we have learnt that the project with such name is declared before ours on TWC. Then we have decided to vote and choose the name. Well, so The Call of Warhammer has appeared. But in general our mod was the first.
5. Who helped you create the mod?
A. All began on my lonely enthusiasm, but my movement to purpose probably has drawn attention of SHREDDER, which was already wide known mod-builder by that moment with huge mental furniture and wisdom. The teamwork has begun, as for example, SHREDDER eliminated my mad ideas, and I generated them. The set of the fine people which majority are specified in a command of mod has joined later. It would be desirable to note two more people, this mod would remain only with a tactical part and rudimentary campaign without them. Isilendil - the great person, managed to replace me and to take all heavy burden on a project management on his shoulders. I do not know, that would be without him. Hick - ingenious scripter and coder, which has changed campaign, has deduced it on improbable, highest level among others mods. I would list whole command, but I understand that it is impossible, as though I did not want it. However, names of these people can be found easily on this page
6. Can you tell us a little bit about the mod and the history of its development?
A. Mod’s history? I guess, I will only say that there were periods of speedy development, and I can be proud that our project has discovered many possibilities for M2TW. On the opposite, there were moments, when I lost my heart, when there appeared insurmountable obstacles and ‘walls’, when the limit of the possibilities for the engine M2TW was clearly seen. But dawn always followed, and we rushed to work, amazing the others with our project. I should also mention the time when I had serious problems in the real world, with my health as well as with the finance. I still feel ashamed before those, who relied on me, and whose hopes I haven’t lived up for, when I disappeared in the worst moment of the mod development.
7. What features have been added in the 1.4 patch?
A..Changes of the 1.4 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
Dark Elves
- Dark raiders
- Assasins
- Witches
Dwarves
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
Some screens
Empire http://empiretw.ru/board/index.php?s=&...st&p=146617
Kislev http://empiretw.ru/board/index.php?s=&...st&p=116469
High Elves http://empiretw.ru/board/index.php?s=&...st&p=481438
http://empiretw.ru/board/index.php?s=&...st&p=471933
8. Do you have any future plans for this mod or any new ones in the future?
A. Of course! The mod will develop, the work is boiling over the Wood Elves, Bretonnia; new animation is developed to change the battles in M2TW for the better – we are close to partially implement it in 1.4.2, and in 1.5 it will be completely implemented; the new extended map is ready; there is a chance for the change of architecture of buildings on the tactical map. There surely will be changes in graphics for the mod. The main is that the project won’t stay only with M2TW, maybe the team will support me when I start bringing the mod on Shogun 2 TW, taking into account the chance that new Total War will be MORE mod-maker friendly than ETW. As for the plans for the projects not for the Warhammer universe… let them stay in my head.
9. Do you have any advice to help new and upcoming modders?
A. No problem.
A.) Set a clear and exact goal and move towards its fulfilling.
B.) Patience and will! When the euphoria and inspiration are over, you will need something to push you on your way to the goal.
C.) Believe in yourself and your abilities, it is the main, as you can learn everything, maybe not to the professional level, but still.
10. Any closing comments?
A. I want to thank all of those who are interested in our project, who support us and wishes us success. THANK YOU GUYS!
PS Special ‘thanks’ to those who are by our side, who tolerate us, sitting in front of the PC monitor! |