15 Jahre Total War
bei 2:37 rum kommt irgendein Drachengegrunze. Vielelicht der Auftakt für Total Warhammer 2016 bevor sie im Juni auf der E3 den richtigen Trailer rausrollen 😉
-----Red Dox
-----Red Dox
Laut Publisher Sega wird Total Warhammer nicht nur wie gewohnt um Inhaltspakete (DLC) erweitert, sondern auch um zwei weitere, eigenständige Folgen.
Total War: WARHAMMER will be built on the latest iteration of the TW3 Engine. The previous iteration of this engine was last used in Total War: ATTILA. Warscape is not the name of the engine.
In Total War: WARHAMMER you’ll have four races to choose from, Greenskins, The Empire, Dwarfs and Vampire Counts. Each race has a legendary lord character , who is the leader of a faction within your chosen race.
Each legendary character has a quest arc, unique abilities, armour, weapons and in some cases, access to mounts. Each race will play very differently from each other; to master them all will require massive variation in campaign and battle strategy. Greenskins aren’t going to behave the same way as the Empire for example, and will have access to different playstyles and features.
The races in Warhammer are massively different in variation and content compared to factions we’ve depicted in our games before. Given the huge variety in creatures, characters and machines in the Warhammer world, we’ve decided to go deep rather than wide.
We’ll be putting as much unit and content variation as we can into the main game to best represent the incredibly detailed races we’ve chosen first. The game will provide just as many hundreds of hours of gameplay as any other Total War game. Probably more as the sides you choose won’t be as similar to each other, so you’ll experience far greater variation in campaigns than before.
We’re planning full game follow-ups, DLC content packs and Free-LC to follow the main release.
These will include new playable Lords, units, races and more. We’ll talk about these in time, but for now, our focus is on crafting a deep, rich and content-heavy main game.
Our Total War: Warhammer team have been working on this a number of years already, we’re pretty sure you’re going to like it, but stay tuned and you’ll see a lot more of it to make your mind up over the coming months.
Total War was built on a tradition of historical eras, and we’ll continue to do exactly that. Total War: Warhammer is being developed in parallel with our historical titles by a dedicated team.
Also doch 3 Teile. Mmmhhh, frag mich ob die Völker dann übergeifend gemacht werden. Vielleicht so wie bei DoW früher.The first in an epic trilogy of titles, Total War: WARHAMMER will deliver hundreds of hours of absorbing gameplay. It will combine with two further standalone instalments and additional content packs to create the single largest Total War experience ever.
Nicht mod bar. Hallo GW. Denke die Modding Szene kann ggf. trotzdem Mittel und Wege finden aber trotzdem ein Schurkenstreich.As this isn’t just a CA game, regretfully there are no plans to support modding for Total War: Warhammer. An Assembly Kit is will be available very shortly for Total War: ATTILA however, and we will continue to support modding for that title and plan to for future historical Total Wars.
Und genau deshalb wird es nie ein Spiel geben wo sämtliche Völker von 40k oder Fantasy von Anfang an verfügbar sind 😉The races in Warhammer are massively different in variation and content compared to factions we’ve depicted in our games before. Given the huge variety in creatures, characters and machines in the Warhammer world, we’ve decided to go deep rather than wide. We’ll be putting as much unit and content variation as we can into the main game to best represent the incredibly detailed races we’ve chosen first. To compare, ATTILA has 6 model skeletons underlying all the units used in the game (human, horse, elephant, dog,etc). In Total War: WARHAMMER, there’s 24 in the first game alone, each representing a different creature or machine type.
Und genau deshalb wird es nie ein Spiel geben wo sämtliche Völker von 40k oder Fantasy von Anfang an verfügbar sind 😉
Spielbar werden Grünhäute (mit Grimgork), Untote (mit Manfred von Carstein), Zwerge (mit Thorgim) und Imperium (mit Karl Franz). Ende.Spannend wird aber natürlich die Frage, wie viele und welche Völker vom Start weg dabei sind. Nach dem Trailer sind Imperium und Zwerge sowie Orks, Untote und Chaos wohl schon mal gesetzt.
Hoffe auf ne Menge an DLCs...
www.twcenter.net/forums/showthread.php?687395-New-game-announced-Total-War-WARHAMMER&p=14480436&viewfull=1#post14480436Future instalments of the trilogy will expand the world-map, bringing unique new terrain and introducing new playable Lords and their races. We’re planning these to be massive standalone follow-ups to the main game (like ATTILA to ROME II). You’ll be able to get just these and play them on their own if you like or, if you have the main game too, you’ll eventually be able to play across an expanded campaign map that includes all available areas of the Old World.
verwiesenThe valiant Karl Franz marshals the men of the Empire, seeking to unite the fractured elector counts under a banner of strength against their common enemies.
http://www.twcenter.net/forums/show...-WARHAMMER&p=14480530&viewfull=1#post14480530It's not set during the End Times, Total War: Warhammer will take place before.
Keine Demo. Egal.No to a demo. Instead, we are making more content for the main game. However, we tend to have a presence at the major trade-shows and expos in the games industry event calendar, just as we did with ROME II and ATTILA. If we decide to attend a show and offer hands-on experience with the game, we’ll let the world know through Facebook and our forums.
There won’t be a family tree in Total War: Warhammer as it wouldn’t fit the lore or the game, your Lords don’t age as such, and they won’t be succeeded by their offspring. However, each character you control in the game has an extensive RPG-like progression system and, in the case of playable Lords, will have narrative branching quest chains, unique items, weapons and armour they can obtain, and you’ll find this will provide plenty of customisation options and attachment to your more treasured generals.
Oh, and magic! Magic is absolutely huge. Early on in the fight we saw a goblin shaman devastate an entire unit of Empire pistoliers (light cavalry armed with dual long pistols) and forced them from field. Later on, his Orc counterpart would call down the 'Foot of Gork' to destroy a very heavily armoured steam tank in a single stomp. Total War has seen generals with active abilities before now, but it's never seen anything close to this.
"You're not going to be able to cast those big spells over and over again," Ian Roxburgh, the project lead, assured me. "When you go into a battle, there will be a limited amount of spells you'll be able to draw upon and that will vary each time. There's a semi-random element, but it's also linked to the campaign game. The further north you go, and nearer to the Chaos Wastes you are, the higher amounts of magic you'll receive, but we don't want you approaching every fight with a rotation of spells that you know you can use."
Speaking of Mr Franz, the battle we watched was a culmination of something else that will feel quite new to the Total War series: a quest chain. "It's a way of bringing narrative into what is a sandbox game," explains writer, Andy Hall. "The Warhammer IP contains such rich stories and we want to delve into that. So if you're playing as Karl Franz, there will be a quest chain that eventually rewards you with the warhammer Ghal Maraz.
We never intervened, aside from one wonderful exception: the Doom Diver Catapult. This is a Greenskin siege unit that flings suicidal goblins towards their enemy with a surprising amount of accuracy, as the goblins themselves guide their trajectory. In both demos the developer manually controlled one of these goblins as they flew towards their demise, with different results. It looks like a really fun unit to play around with, but importantly showed that this was all in-engine.
"You will start small." says Roxburgh. "Although the Greenskins, for example, are a single race, there are many factions or tribes within that that you'll need to beat up or assimilate into your own. We don't feel that you should start a Total War game with too much to manage. We want you to build that up yourself and know how everything came about."
“There’s a smattering of other minor races, which we’re not talking about yet, but they occupy the world as well. There’s not just four different races and that’s all.”
http://www.pcgamer.com/total-war-warhammer-brings-heroes-and-monsters-to-battle/Some traditional Total War elements—city-building, diplomacy, unit-building—will work the normal way, for the Empire at least. Other campaign elements are unique to Warhammer and unique to each faction. For example, the Greenskins will have their own system of Waaagh, which pushes them on faster when they’re fighting but penalises them heavily for peace.