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Warhammer: Eternal Strife (Melee)

Warhammer: Eternal Strife. Melee Map
By Nightmare
>Additional Melee maps
>Yet more custom maps - now ladder ones!
>Campaign (first 5 chapters)
>Races' description and discussion
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We have an active Discord! Arrange games, make suggestions, report bugs etc >>> discord.gg/uW34Y49


Season 1 of WH:ES League begun on 29.02.2024! Go to our Discord to signup and see this spreadsheet.

Map Info:
Warcraft III versions supported: 1.26 and later, including Reforged.
This is an Altered Melee map based on Warhammer Fantasy Battle universe (not to confuse with Warhammer40K universe). A 4-player Altered Melee map features 16 unique, fully-developed playable races: Skaven, Lizardmen, High Elves, Empire, Dwarfs, Warriors of Chaos, Orcs&Goblins, Dark Elves, Beastmen, Wood Elves, Vampire Counts, Ogre Kingodms, Daemons of Chaos, Tomb Kings, Bretonnia and Dogs of War. All 4 original Warcraft III races are intact and are also playable. If you are not familiar with WH universe - don't worry, just think of this map as another Fantasy, I'm sure you'll enjoy it nonetheless.
The custom races are analogous to Warcraft III original fractions: each race (normally) contains 4 unit-producing structures, 3-level townhall, item shop, 4 heroes, 10+ combat units, including spellcaters and siege units... all that good stuff! Type a command in chat to select a race.
There are no extra complicated instructions or additional files for "installing" this mod: it's a single map.


Key features:
It was of course challenging to implement Warhammer armies into Warcraft races, but overall I think I did well balancing the WH universe armies and War3 strategy mechanic. A few races ended up having more than regular 10-11 units, but thats a good thing, right? :)

The main feature of this altered melee is the specialisation system. I must admit I feel quite proud about coming up with the idea and implementing it.
Each race has 4 specialisations (called "doctrines", "paths", "guilds"... depending on the race, the idea is the same); the player can choose only one. For players who don't want to use the slight advantage granted by specialisations, they can be disabled (the instructions for that are given ingame). Specialisations give each hero a free item (a weak one), unlock new abilities and improve already existing ones, allow the training of new special units and upgrade the ordinary ones. All this is done through instant but pricey upgrades at townhalls: there are a total of 7 upgrades (1 at T1, 2 at T2 and 4 at T3). The last thing I want to note here is that even without specialisations the races are still fun and interesting (and probably more balanced, lol), but I of course suggest you try them out as they allow great difference in playstyles within a single fraction, making the gameplay much more exciting.
Now that I've talked about the good stuff, I feel it's time to mention a couple of minor downsides. Firstly, unfortunately, I've made no AI for the custom races yet (I plan to in the future, but not in the near future), so if you play alone vs PC, your opponents can only be original War3 races. Sorry for the big filesize and the long loading time (relevant for patsches 1.27 and earlier).

The map is open source. Feel free to look around it if you are interested. You may modify it all you want for personal use, just don't go around spreading it on other websites or at least give credit if you do (can't imagine someone doing that anyway, lol). Feel free to borrow anything from this map, from ideas to icons; no credit required if you do.

If you like my mod, make sure you check out my Campaign (first 5 missions) based on this altered melee. Quite honestly, the dream of making a huge badass campaign is precisely what drove me to do this mod for so long! One can even say that for me the campaign is primary, while the altered melee maps are only means to make it. Sadly, the campaign has been lying dormant for the last years, but I will return to it once I finish making all the races.

Additional information:

This might be one of the best altered melee maps I've ever played. - Grubby

The Races
See this thread for detailed description of each race! Pictures included.

The Map

>Four additional Melee maps
This is just one of the maps, the 'main' one, if you will. The background map is set in summer. It is deliberately done quite big so it is easier for me to rework it in the future (make it for 8 player). Neutral buildings: There are a total of 12 gold mines, 4 mercenary camps, 4 merchants and 1 fountain of health. Creep camps: 12 red camps (including starting location ones), 16 orange camps, 8 green camps. There is only one land pass - in the middle. I acknowledge that it is somewhat unconventional; it is done for ease of exploration.
Looking for a different set-up? Make sure to check out >Additional Melee maps.
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Future Plans

Thanks to everyone showing interest in my mod, I'm not even considering stopping. I plan to upload more melee maps (with other setting and set-up) as well a big Campaign, for which I have done the first five chapters.
You may be wondering, given the scope of the project, if I accept donations. As a matter of fact, I don't. The mod has always been and will always remain 100% non-commercial. This is my principled stance.

Read and ask about all the latest news and plans on our
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Discord.

Gameplay screenshots and videos:

See also: Race units gallery (September 2019).
See also: July 2017 architectural reform album.
Note: gameplay screenshots were made in 2014-16 and may feature outdated models.
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Change Log:


See this post

Credits:

Key: Already Mentioned, More than 1 resource used.
Icons: Blizzard Entertainment, Static, DiscipleOfLife, Darkfang, Hellx-Magnus, Null, Sin'dorei300, Mr.Goblin, PeeKay, The_Silent, The Panda, Huinipachutli, Stanakin, kola, Eagle XI, Scias, 67chrome, Murlocologist, NFWar, Mc!, Zephyrius2412, Ceterai, CRAZYRUSSIAN,, BLazeKraze, oh_snap, bigapple90, Kimbo, sarumanthecursed, Deon, Horn, Apheraz Lucent, BLazeKraze, CloudWolf, Marcos DAB, Chucky, mikeisman2, olofmoleman, Dr.Death, protivogaznik, GooS, exN, D.ee, asdasdgfrw, BlackDoom, The_Gauntlet, lllLSDlll, Sun gate, zbc, chr2, r.ace613, Tenebrae, Midnighters, Mustang, Liomsi.

Effects/missiles/attachments/etc: Infrisios, M_Exanimeб JetFangInferno, Mythic, Pyritie, Ergius, Grey Knight, JesusHipster, Daelin, s4nji,, Thrikodius, UgoUgo, biridius, Stan0033, CreatorD3292, gookywooky, TheWhiteWolf, Champara Bros, Kuhneghetz, doom_sheep, General Frank, Callahan, NewbieMapper, Lord_T, Jab1z, cotd333, HammerFist132, Blood Raven, Love Seeker, Metal_Sonic, Softmints, Direfury, KAIL333XZ, donut3.5, frostwhisper, Yours Truly.
Buildings: Ujimasa Hojo, Edge45, supertoinkz, Alok, bakr, DoomWolf.

MODELS SKV: Gluma, Mephestrial, Direfury, Kimberly, Kimbo, The Weird Human, Cavman, HerrDave
MODELS LIZ: Misha, Ujimasa Hojo, Hayate, AndrewOverload519, MasterHaosis, -Grendel, Doom Wolf, Zephyrius2412, Kehel, olofmoleman
MODELS HEL: Elenai, kangyun, Deolrin, Ilya Alaric, Rhapsodie, Ujimasa Hojo, HerrDave
MODELS WOC: Horn, Nagirya, takakenji, Grey Knight, Kuhneghetz, Ujimasa Hojo, General Frank, -Grendel, Sellenisko
MODELS EMP: Kitabatake, Kuhneghetz, Ujimasa Hojo, HerrDave, Wandering Soul, Tranquil, paulH, General Frank, CRIS, HappyTauren, DireFury, loktar, Ujimasa Hojo, Cuore, Tarrasque, A.R.
MODELS DWR: wingednosering, takakenji, Fuzzyfury, IamMclovin, Villagerino, Arch-archdemon, General Frank, Tranquil, Amaruak, Urkdrengi, TurieL, Ujimasa Hojo, DireFury, Em!, HerrDave, Mechanical Man, GreyArchon, Alpain
MODELS ORC: Ujimasa Hojo, Em!, oktar x2, johnwar, Stefan.K, Urkdrengi, Kuhneghetz, eubz, Nirvendor, Sunchips, Tauer, Cavman, Sellenisko, HerrDave, Callahan, Grey Knight, Just_Spectating, Mister_Haudrauf
MODELS DEL: A Void, gookywooky, Tranquil, ,Sellenisko, General Frank, Tarrasque, Sin'dorei300, Forsaken, Sunchips, Miseracord, Edge45, Uncle Fester
MODELS BOC: WyrWuulfe, NaserKingArthas/MN Lahmar, Sin'dorei300, Gluma, Uncle Fester, Bagysta&Zavorakto, Ujimasa Hojo
MODELS WEL: Red XIII, AndrewOverload519, Ujimasa Hojo, Lord_T
MODELS VAM: Cavman, Kuhneghetz, DireFury, Em!, PROXY, stein123, WhiteDeath, GUNNER, ironmaiden, BaiyuGalan, -Grendel, Mister_Haudrauf, HerrDave, Ujimasa Hojo,, Gottfrei, manasou
MODELS OGR: eubz, Wisdom, Mr Ogre man, borissuworov, AhhFreshWeeD, Hermit, NhazUl, Chriz, Hawkwing, Dionesiist, PROXY, Kitabatake, -Grendel, DireFury, Uncle Fester, Mr.Goblin, Sellenisko, Cavman, Zephyrius2412
MODELS DOC: FerSZ, Misha, icewolf055, ChevronSeven, -Grendel, Mephestrial, Ujimasa Hojo, MasterHaosis, Tranquil, Sellenisko, Hermit, AndrewOverload519, General Frank, Kuhneghetz, NaserKingArthas/MN Lahmar
MODELS TOK: Ujimasa Hojo, HappyTauren, Callahan, Edge45, -Grendel, Direfury, UncleFester, Mister_Haudrauf, supertoinkz, Sellenisko, Stefan.K, Seoki
MODELS BRT: Asssssvi, Mike, Mechanical Man, infrenus, The_Warchief, Pyramidhe@d, Ujimasa Hojo, Tranquil, HerrDave, Stefan.K, kangyun, AndrewOverload519, Direfury, Callahan.
MODELS DOW: Explobomb, HappyCockroach, MassiveMaster, Jiok, Mr. Bob, Bioautomaton, WhiteDeath, purparisien, The_Silent, Tarrasque, Villagerino, Arch-archdemon, HerrDave, Ujimasa Hojo, Mike, Em!, Uncle Fester, AndrewOverload519, Wandering Soul x2, PROXY, paulH, icewolf055, Callahan, Hayate, loktar, JesusHipster.

Special thanks:

  • Blizzard for the awesome Warcraft III game.
  • Games Workshop writers for creating the great Warhammer Fantasy universe. (All rights reserved to them!)
  • sarumanthecursed for invaluable support, criticism and playtesting during the early stages of the mod.
  • Diazon for help with modelling.
  • DieBieneFranz and other active members of the community! Our popularity exploded in early 2024 thanks in large part to him :)
  • Most importantly, this very website HiveWorkshop. Would've been nowhere without it.


Note: some screenshots may represent outdated versions.
If you have any questions, comments, suggestions or you find any bugs, please contact me here or anywhere else!
Feedback greatly appreciated. Thanks and have fun everyone!

Keywords: Warhammer, WH, WHES, Nightmare, Eternal Strife, melee, Elves, Dwarfs, Orcs, Goblins, Skaven, Chaos, Empire, Beasts, Beastmen, Wood Elves, Dark Elves, High Elves, Fantasy
Contents

Warhammer: Eternal Strife (Melee) (Map)

Reviews
http://www.hiveworkshop.com/forums/members/stopcampingn00b/"]Moderator: StoPCampinGn00b Map approved with no rating as requested by the author. I checked off the list... and hey! All rules are followed. Map approved. If you do decide to change your...
Level 17
Joined
Apr 5, 2011
Messages
324
I found one bug, it is both in old and in new versions. Vampire's Carts sometime is disappiared. For example, sometime when unit "Corpse cart Unholy Lodestone" drops corpses to Graveyard, cart is disappiared. But disappiared cart still takes food.
Heya, thanks for staying tuned and for the feedback!
This is an annoying bug that I've tried to alleviate in the past; thankfully, it's not really game-ruining. But! I absolutely plan to pry for more solutions and hopefully it will be fixed in the near future!
 
Level 28
Joined
Apr 6, 2010
Messages
3,106
I get the idea behind the Veteran Maneater's abilities, but his getting spells from other factions doesn't really make sense to me. Then again, I can't think of a better way either. I was also hoping the Maneaters' appearance would change based on their abilities (based on the ninja assassin pirate transvestite ogres).

I didn't see any damage reduction on a goat that was out of Pasture range.

Sabretusks will sometimes go around an obstacle instead of through it (works fine when telling them to go into trees).
 
Level 17
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Apr 5, 2011
Messages
324
I get the idea behind the Veteran Maneater's abilities, but his getting spells from other factions doesn't really make sense to me. Then again, I can't think of a better way either. I was also hoping the Maneaters' appearance would change based on their abilities (based on the ninja assassin pirate transvestite ogres).
Hey there, thanks for the feedback!
His skillset is completley random, so no single theme can sufficiently unite him to have a specific appearance – ninja, pirate, saint and fiend all may coexist at the same time!

I didn't see any damage reduction on a goat that was out of Pasture range.
That's coz the trigger checks (and applies the -dmg if necessary) upon the start of an attack. Ideally it should be aura-like, i.e. reflect dmg accurately at all times, but the present mechanic has other advantages.

Sabretusks will sometimes go around an obstacle instead of through it (works fine when telling them to go into trees).
Yep, that's Blizz pathfinding for ya. If Spectre in DotA had to be microed, I guess who am I to complain about dem felines doing silly shit? Tho again ideally I'd fix that, were there an easy enough way to.
 
Level 17
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Apr 5, 2011
Messages
324
How's everyone doing?
Today's update:
  • Ogre Kingdoms have the first specialisation (Feast of the Great Maw).
  • Added the option to pick a random race (for +100 starting gold and +30 starting lumber): type in chat rndf.
  • Buffed Dark Elves to have more gold and more starting workers.
  • Made a 6-player additional map; updated the other three See this pastebin entry.
DOC aka Daemons of Chaos will be hopefully released before year's end. Trouble is, I've got a lot of screwed up shit I wanna implement for them, but screwed up shit, while being fun and interesting, unfortunately takes a long time to make. But in the end, it's all worth it.

Peace!
 
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Level 17
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Apr 5, 2011
Messages
324
Heya people!
Thanks for the 213 downloads!
full


Unfortunately, I've been busier than expected with real life stuff – and unable to make good on my promise to release Daemons of Chaos before 2018. Slowly but surely I keep working on them, so the release should come within the next couple of months.
On a grander scale: as I'm wrapping up my final races, I've put the campaign work on hold, which while understandable, still makes me rather sad (I am to a large extent making this melee as a necessary milestone for campaign). Let me know if you have any strong preferences between the next Campaign chapter and Tomb Kings!
 
Level 17
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Apr 5, 2011
Messages
324
Hello everyone! Please welcome the annual 15th July update. Today's changelog:
  • Daemons of ChaosBETA released. Please welcome this by far most unorthodox - yet intuitive - fraction yet! Type in chat DOC.
  • Flying units reform: ranged flyers (e.g. dragons) may now attack land units while airborne. Fly\hover mechanic still retained for all units. Two types of areal units now exist: Avian Predator and Flying Behemoth. The former receive heavy bonuses while airborne, the latter - penalties.
  • EMP mage reform. Wizard Lords now rival Maneater Veterans as possessors of the most unconventional skillset (or 8 of them). Changes also made to ordinary Wizards (whose skillsets now overlap with those of Wizard Lords), notably to Gold Wizards and Amber Wizards.
  • WOC is now a more hero-reliant fraction: this is done through the Altar of Chaos upgrade for the ordinary altar.
  • Several new models, countless miscellaneous minor and semi-minor changes and tweaks, bug fixes, visual improvements, optimisations, etc.
I badly wanted to squeeze a speceialisation (or two) for OGR for this update, but stuff - as always - took longer than I hoped it would.
As if I wasn't already upset that the game loads for so long, v. 1.28 seems to have added two more freezes, namely upon the game setup screen and immediate after initialization. I apologize for that nuisance.
Please note that the additional maps and campaign remain unupdated.

PS: funny how Pogba scored while I was typing this, heh.
 
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Level 9
Joined
Nov 24, 2013
Messages
521
You REALLY REALLY NEED to fix the extreme lag when choosing the map man, its 2018 now and I run several other maps that are even bigger than yours and your map still lag a lot.
 
Level 17
Joined
Apr 5, 2011
Messages
324
Every bit of feedback helps, thanks.
You REALLY REALLY NEED to fix the extreme lag when choosing the map man, its 2018 now and I run several other maps that are even bigger than yours and your map still lag a lot.
It's a really unfortunate thing that started only since 1.28: both the freeze at map selection and right after loading didn't exist before (well, the former did but lasted waaaay shorter). I'm even forced to use an older WE version to avoid the freezes. So I am indeed aware of the problem and feel very sorry for it, both for myself and for the playerbase.
If you are willing to point me to threads with specific solutions – I'd be much obliged. However, given how little progress I made releasing new content for my mod over the past 2-3 years (namely, just a couple of new races and exactly 0 progress for campaign), you'll have to pardon me for not putting these newly-arisen freeze issues on the top of my priority list. Eventually, I absolutely plan to fix them. But right now I'm unsure about dedicating time to searching for a solution (which may or may not exist).
 
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Level 17
Joined
Apr 5, 2011
Messages
324
Today's changelog:

  • Daemons of Chaos now have their last hero, Mastermind, and thus lose the status BETA. A lot of bug fixes and optimisations have been implemented for them. To welcome the Daemonic Host, loading screen has also been changed.
  • Ogres have the second specialisation - centers on Maneaters (mercenaries).
  • Updated the four axillary maps.
  • Several minor bug fixes, tooltip typos, optimisations etc.

I've allowed myself to insert a sort of an 'easter egg' – tomorrow, on 20th August 2018, is 128 years since the birth of H. P. Lovecraft! Dark Elven Fleetmasters celebrate by partying at the streets of R'lyeh.
 
Level 3
Joined
Oct 23, 2011
Messages
17
I think it's a fine map though I only tested Empire and Lizardmen. I think the load time could be easily faster if you put it in a rar file and have the models/skins in a seperate dir. For instance the directory is 'mod' and the model path is something like 'mod\LizardWarrior.mdx'. It works for me.
 
Level 24
Joined
Feb 19, 2011
Messages
656
This is a great example of a lot of hard work and determination. I am particularly impressed with the way you added special functions to some of the factions like the "Waaaghh," Primal Rage," and "Food Increments." Though you do a great job on making each faction feel different and unique, I was far less impressed with the majority of units and heroes. I understand that many abilities will be recycled as you have so many factions, but it feels like every faction I tried out had the same or very similar abilities.
If you'd take advise from a fellow race maker; work on the units and heroes a tad more.
Anyways, good job and great map.
 
Level 23
Joined
Apr 3, 2018
Messages
460
Played Tzeentch Beastmen a bit. Overall I like it.

+It's WHFB, and there is at least the default melee AI to play against
+The global ability thing with Primal fury
+Nice lore selection system on bray shamans with 3 base lores + mark
+New spells and items, with names from the tabletop game
+I like Chaos and this map has 3 Chaos factions in it, with 4 marks each
-Gors shooting while the ungors are melee, probably because of the available models but still kind of wrong
-No cygors, giants, and such?

The map loading time didn't seem that long even on my old dying laptop, despite the map size.

Maybe fix the dot on the minimap when wildcallers use their channeling revealing ability, I understand it creates a dummy? There must be a flag in object editor for that. It might be helping to remember what I'm revealing but it also makes me think I forgot a unit in the enemy base.
 
Level 17
Joined
Apr 5, 2011
Messages
324
Played Tzeentch Beastmen a bit. Overall I like it.

+It's WHFB, and there is at least the default melee AI to play against
+The global ability thing with Primal fury
+Nice lore selection system on bray shamans with 3 base lores + mark
+New spells and items, with names from the tabletop game
+I like Chaos and this map has 3 Chaos factions in it, with 4 marks each
-Gors shooting while the ungors are melee, probably because of the available models but still kind of wrong
-No cygors, giants, and such?

The map loading time didn't seem that long even on my old dying laptop, despite the map size.

Maybe fix the dot on the minimap when wildcallers use their channeling revealing ability, I understand it creates a dummy? There must be a flag in object editor for that. It might be helping to remember what I'm revealing but it also makes me think I forgot a unit in the enemy base.
Thanks for the feedback!
I'll fix the Wild Eyes dummy right away, well spotted. As for Gor-Axethreowers, I wasn't too happy with that solution either; it has indeed to do with the availability of models, but perhaps more importantly, it is to add unit variability. I didn't want to add a generic melee gor cause I already have a mid-tier melee unit (Centigor). Same for Cygors/giants: aside for the lack of models (Ogron came out 2.5 years after I released BOC - although I do make revisions sometimes), this would conflict with the Minotaur who is also already a high-tier melee unit.


Now, to end the meme of loading time <> filesize, as it has cropped up several times:
  • There is virtually no correlation between amount of custom resources (map weight in MB) and loading time.
  • ALL of loading time comes from object editor data. And there is a lot of it - given I have 13 races and counting. I avoid using custom fields when I can, but that hardly makes a difference.
That being said, 'apologies for the long loading time' is a bit of an anachronism - 1.30 literally halved it: 88 seconds in 1.26, 41 seconds now, tested today on my PC (I have parallel versions installed).


I thank Wa666r and biridius for the appreciation of the time, effort and diligence that went into making the races. It is indeed a very long process that require a lot of heart and patience. I don't make more custom abilities (and I agree that ideally I should; especially for non-recent races) partly because I suck at coding, but more importantly because of opportunity costs: for example, it took me a good week to make DOC's Mastermind who has very wacky abilities by my standards. Had the abilities been simpler, I could've made 3-5 heroes in the same amount of time. So in the end I sorta do both: when I feel like it, I insert wacky stuff, whereas if I feel lazy, I choose quantity over quality.
 
Level 17
Joined
Apr 5, 2011
Messages
324
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Update! Today's changelog:
  • Tomb Kings [BETA] released. The race lacks a unique skillset for the 4th hero, non-vanilla items and some other features, but is otherwise complete.
  • OGR have the last 2 specialisations.
  • Now on Discord! Join us: discord.gg/uW34Y49
  • Updated the four auxiliary maps.
  • Many new models and icons, as well as some minor bug fixes, tooltip typo fixes, optimisations etc.
  • 100 years ago World War I has ended. Remembrance poppies have been diligently planted near the central fountain to mark the centenary.

Have fun and see you on Discord!
 
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Level 17
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Apr 5, 2011
Messages
324
5 years ago today I first uploaded my project to Hiveworkshop...
Once again I update on this day. Thank's for staying tuned!!
Today's changelog:

  • DOC now have the first two specialisations (Khorne and Slaanesh). Bloodthirster sighted!
  • Many adjustments and additions, notably to Tomb Kings (who unfortunatley still remain a beta), Skaven (clan Skryre happy-happy) and Dark Elves (Genevenburg convention now prohibits the killing of slaves).
  • Countless other minor changes, additions, optimisations, re-balancing, visual improvements etc.
Please note that the additional maps remain unupdated.
Big thanks to Gluma for fabulous Skaven models which I finally incorporated! And to FerSZ for his badass demons.

I didn't accomplish as much as I hoped to, but that was to be expected given I was very busy around spring with my regular job. Summer and autumn are much freer for me, so I hope to make up for it in the coming months!

For arranging games, news, more convenient feedback etc: join our great Discord channel! >> discord.gg/uW34Y49

See you soon!:thumbs_up:
 
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Level 17
Joined
Apr 5, 2011
Messages
324
An update! Change log:
  • SFX overhaul! Dozens of new models of buffs, missiles and other special effects. Many dark blessing to Daelin, Zephyrius2412, JesusHipster and especially Mythic, among others!
  • DOC now have the last two specialisations (Nurgle and Tzeentch). Plucking the quills from Lords of Change is said to bring good luck (that's not certain tho).
  • TOK see some additions (though not as many as I hoped to accomplish). Notably, the Nexrolith Sphinx has a proper skillset now.
  • Auxiliary maps updated
  • As always, countless miscellaneous tweaks and fixes, typos, minor re-balancing, etc etc.

I've made an updated gallery of races: see here WHES races – 2019

Again, let's hang out at our great Discord channel! >> discord.gg/uW34Y49
Cheers!
 
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Level 17
Joined
Apr 5, 2011
Messages
324
An update!
Today's changelog:

  • TOK now have the first two Specialisations - War and Death. This means they lose the official 'Beta' status, although many more (minor) improvements and additions are planned for them. To commemorate that...
  • New loading screen has arrived!
  • BOC overhaul started; a couple of units reworked. Work on it will continue.
  • Many new models imported. Many thanks to the wonderful model-makes of Hive, especially HerrDave
  • As always, countless small improvements, additions, optimisations, minor byg & typo fixes. A lot of balance adjustments due to recent play-testing by our wonderful Discord community, notably Waschmachinen and RaMage.
  • Additional maps updated. Moreover, (6)City now redecorated to look more like a city.
 
Level 4
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Apr 30, 2020
Messages
64
That's a very kind of you, thanks.
I wish you safe and healthy, as the outbreak in Russia is somewhat large. I hope the situations in both countries stabilizes as soon as possible.
 
Level 17
Joined
Apr 5, 2011
Messages
324
July 15. This means that no matter what, yours truly updates:goblin_yeah::goblin_yeah::goblin_yeah:

Today's changelog:
  • TOK now have the last two Specialisations. This means all those WHFB races which have at least a 7th edition army book are fully implemented!
  • Many minor improvements, re-balancing, typos, optimisations etc. Look out for changes to Steam Tanks, Gutter Runners, War Lions and Chaos Ogres!
  • Additional maps updated.

Bretonnia and Dogs of War – your turn!
 
Level 17
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Apr 5, 2011
Messages
324
I was just wondering if you had done Bretonnia in this or not, but the Dogs of War coming up as well? A small part of my hopes my Bandits faction might inspire the Dogs of War :p

I think at this rate you're eventually going to cover every faction, big and small, in this lol. Looking forward to the inevitable Kislev entry :D
Hey there!
Yeah indeed, Bounty and Life Insurance would suit them Dogs well! Very elegant mechanics:thumbs_up:
Dogs of War in my rendition will be a sort-of catch-all faction with miscellaneous sub-factions. Including of course Kislev, the land of ice and vodka. I'd love to make Kislev a proper faction, but I still dream of doing my campaign justice. So two factions remain!! After 5 years of working on tech-trees, I'm thirsty for story-lines :D

PS: hehe, I gave you the 1337th rep point:ogre_hurrhurr:
 
Level 35
Joined
Feb 5, 2009
Messages
4,560
My thoughts exactly, the whole Warhammer Merc faction brought to life could be very interesting to see :D

Very interested to see how it develops for a campaign, too. Of course, there'll also be potential for Halflings, Fimir (if anybody even remembers those), Nippon, Cathay, Albion, Araby, Amazons, Pirate Kingdoms, Vampire Coast... sooooooooo many factions :p
 
Level 1
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Feb 16, 2021
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1
Hot damn, i had to create an account just to say how amazing this map is!!! Im a big Warhammer Fantasy fan and i have always fantasized about a WHF RTS game in the style of Warcraft gameplay, so this is literally a dream come true!! This mod deserves more recognition. Literal hidden gem!! I play tested it against an orc Ai and he kicked my ass because i was overwhelmed by how many options i had as the empire haha (got tons to learn)! Good stuff, good job man.
 
Level 17
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Apr 5, 2011
Messages
324
Hot damn, i had to create an account just to say how amazing this map is!!! Im a big Warhammer Fantasy fan and i have always fantasized about a WHF RTS game in the style of Warcraft gameplay, so this is literally a dream come true!! This mod deserves more recognition. Literal hidden gem!! I play tested it against an orc Ai and he kicked my ass because i was overwhelmed by how many options i had as the empire haha (got tons to learn)! Good stuff, good job man.
Hey man, thanks a lot for the kind words!! Do check out our Discord if you're looking to play, including exclusive pre-release content:smile:

maybe I should get a 1.27b just to play this again even though I suck at maps with just one expansion
Thanks for the 5 stars! I mod in 1.26, i.e. it works with any version as long as it is 1.26 or later, including refrogged. Btw, there are 2 (close) expansion options, unless you're playing (2)Desert from additional maps.
 
Level 17
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Apr 5, 2011
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324
Dea Vult! BretonniaBETA released in today's update! This means my mod now has all races. It took me exactly 10 years to get here. Gotta admit I'm quite proud of this achievement... Thanks to all modelers, playtesters and others friends&supporters!

Expect BRT to be finished and ploished within the next month or two (I will also update the additional maps then). By 15.07.2021 I hope to realese Dogs of War (with 5 subfactions) and this will be the final, 16th faction.
 
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Level 35
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Feb 5, 2009
Messages
4,560
Dea Vult! BretonniaBETA released in today's update! This means my mod now has all races. It took me exactly 10 years to get here. Gotta admit I'm quite proud of this achievement... Thanks to all modelers, playtesters and others friends&supporters!

Expect BRT to be finished and ploished within the next month or two (I will also update the additional maps then). By 15.07.2021 I hope to realese Dogs of War (with 5 subfactions) and this will be the final, 16th faction.

No Halflings or Chaos Dwarves? :O
 
Level 17
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Apr 5, 2011
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324
Hi all!

It is exactly 10 years today that I have first uploaded my mod anywhere!!! The mod has been in development for a few weeks by then, although I it was not my first attempt at it. Please download the maps attached to this post to see what the mod was like on 5-May 2011:grin: (Race selector has been added by me now +I'm unsure which vanilla maps I used).

Nostalgia aside, today's changelog:
  • Many additions for Bretonnia, notably custom items and two specialisations.
  • A dedicated easter egg is implemented to mark the 10-year occasion - please refer yourself to the nearest the Dogs of War Camp.
  • Various minor bug fixes, tooltip typos, new models&icons, re-balancing, optimisation, etc.
  • Additional maps updated.
 

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Level 4
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Oct 6, 2018
Messages
44
One of my favorite maps, the races are all pretty fun from hungry ogres to the unique demons, some things I can say are that many units have copy paste abilities so I can't wait for that to change in the future possibly but other than that the mod is quite great and totally worth a try!

Oh and I have been on the discord, the creator is quite friendly and accepts ideas and critique a lot, I made a few suggestions, some of which you might even see in the map soon :ogre_hurrhurr:
 
Level 17
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Apr 5, 2011
Messages
324
One of my favorite maps, the races are all pretty fun from hungry ogres to the unique demons, some things I can say are that many units have copy paste abilities so I can't wait for that to change in the future possibly but other than that the mod is quite great and totally worth a try!

Oh and I have been on the discord, the creator is quite friendly and accepts ideas and critique a lot, I made a few suggestions, some of which you might even see in the map soon :ogre_hurrhurr:
Hi, thanks a lot for the kind words!

I do indeed love receiving feedback and suggestions, even if often times I later don't have the time or the coding skills to implement all ideas.

Minor as they are, today's update will indeed contain a few updates for ORC that you suggested:thumbs_up: And the proper ORC overhaul (alongside a DWR one) will come sometime within the next ~6 months.
 
Level 17
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324
Hi all! Today is 15th of July, which means I, like clockwerk, update my mod :) 7 years ago today it was first uploaded to Hive, and after a little more than 10 years of development it now has 16 races!!! In other words:
  • Dogs of War: note that these will have a total of 5 subfactions, of which the first two are done - Araby and Tilea/Estalia/Sartosa. Forza ragazzi!
  • Various minor bug addressed, tooltip typos fixed, a few new models&icons, minor re-balancing etc. Many thanks to the activity of the player base, notably Swarmlord and Red Killer.
  • Additional maps updated.
I release DOW the same week Italy wins EURO-2020. Coincidence? I think not!

Future plans include making the remaining three subfactions for DOW and two specs for BRT. Then the "older" races need additions and polishing: a big overhaul is planned for DWR, while ORC, BOC and WOC will receive less significant changes.

That's it for today :piru:
 
Level 17
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Apr 5, 2011
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324
Hi all! Today's update:

Dwarves overhauled: a great many additions to make the race way more interesting. Gogo Dawi!
Beastmen semi-overhaul: the race sees way less changes than Dwarves, but should be quite a bit more interesting now.
Icon reform: over 100 new icons imported to make the races more unique and appealing (mostly focuses on research at forge-type structures).
Various minor bug fixed, additions, tooltip typos, a few new models, re-balancing, optimisation etc.
Additional maps updated.
 
Level 17
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Apr 5, 2011
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324
Hi all! So, on this beautiful 22-02-2022 date, let me present to you the newest patch!

  • Chaos Dwarves are now available as sub-faction for Dogs of War!
  • Orcs and Goblins overhauled: a multitude of additions to make the race way more interesting (especially Goblins).
  • BRT now has the third specialisation.
  • A number of tweaks and additions; minor bug-fixes, rebalancing etc.
  • Additional maps updated.
Next update on 15.07.2022 will have two last subfactions for DoW, meaning all of the races will have been completed – after 11 years of work no less!
Stay tuned:goblin_yeah::goblin_yeah::goblin_yeah:
 
Level 17
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Hi all! 15.07 is today, so as every year I update! Changelog:

  • DOW now has the last two subfactions: Kathay\Nippon\Ind and Kislev.
  • BRT now has the last specialisation, centered on Grail Knights and faith.
  • Tower & Base defense reform: all races recieve special bonuses for building towers near their main base.
  • A great many minor fixes and improvements. In particular, thanks goes to Diazon for helping with some models.
  • Additional maps updated.

Notice that all "new" content for the mod is now 100% done - after over 11 years of work! There will be additions and reworks in the future (I still have plenty of ideas, trust me), but these will be somewhat limited in scale.
:peasant-cheers-back:
 
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