STEAM GROUP
Wars of the Gods - Ancient Wars (WOTG)
STEAM GROUP
Wars of the Gods - Ancient Wars (WOTG)
4
IN-GAME
19
ONLINE
Founded
18 November, 2018
Language
English
27 Comments
NARCO POLO 23 hours ago 
Hello i need help during campaign and battles im getting random freezes and i have to restart the game everytime did somebody had same problem?
BRAN MAC BORN 1 Oct, 2024 @ 11:53pm 
If any body is friends with Toon Total War on Steam or is part of the discord -please send him a message to update the Wars of the Gods mod to version 10.8. He has all the files I sent to him for the update. This is a big update that really improves the mod! Thanks.
ToonTotalWar 3 Feb, 2021 @ 11:56am 
Wars Of The Gods Discord Channel now live!: https://discord.gg/75mQeCVe
ToonTotalWar 26 May, 2020 @ 9:11am 
Pharaoh_M10 - You will need pack file manager and adjust the lands_unit table for unit stats, thanks
Pharaoh_M10 17 May, 2020 @ 3:27pm 
ok can someone at least tell me how to edit unit stats for a mod ? all i found is editing units in vanilla R2TW
Pharaoh_M10 15 Apr, 2020 @ 2:54am 
ToonTotalWar i hope you havent forgotten about me
ToonTotalWar 11 Apr, 2020 @ 11:24am 
A. Wyatt Mann - Sounds like that game save is corrupt or something? The principes and hastati and all vanilla Marian units once the Cohort Organisation is researched they will then change and upgrade. This is a vanilla setting and always been in game. I have not touched this at all. So apart from buildings make sure that your Builiding research is also complete.

Yes the mod was very much inspired by me and Bran on making it as close as possible to Roma Surretum and SPQR Total wars from the original game.
Pharaoh_M10 10 Apr, 2020 @ 7:04am 
ToonTotalWar great and i have noticed that most egyptian melee infantry stats are a bit weak also
ToonTotalWar 10 Apr, 2020 @ 3:14am 
Pharaoh_M10 - Let me look into that unit and will get back to you
ToonTotalWar 10 Apr, 2020 @ 3:13am 
A. Wyatt Mann - have you also researched the necessary buildings to get the troops? Correct, the pre marian units will disappear and the marian ones will become recruitable. The legiosn are limited to AOR regions in this mod and there are plenty of Generals to choose from factual and the base game ones
Pharaoh_M10 6 Apr, 2020 @ 3:00pm 
hi i love your mod just 1 thing i dont understand the egyptian faction infantry unit pharaohs guard costs 1250 yet it gets beaten by nearly every other unit even cheaper ones the same can be said for most of the egyptian faction units
ToonTotalWar 6 Apr, 2020 @ 5:32am 
Ok some news on next update in version 8.8:

Raised base hit chance by 15%. Matched Combat 2% , Lowered attack time 10%, Raised Cavalry Run and Charge Speed 10%. Heavy Chainmail armor gives better protection against missile weapons. Changed some unit caps on some units and adjusted wrong unit sizes. New unit spacing for hoplites Will improve Hoplite fighting. Adjusted the damages to balance with new armor setting.
ToonTotalWar 21 Jul, 2019 @ 5:21am 
Ok some news on next update:

All Barbarian factions get small hidden capital income boost, All major cities will have better trade and manufacturing, barbarians factions will do more ambush stances for better chance of ambushing.

New upkeep and recruitment cost penalties for player in DLC campaigns, raised upkeep costs per Imperium level by 10%, raised political loyalty penalties per Imperium level, Removed all defensive deployables for AI except anti cav stakes and fireballs. Raised bonus income for Gallic factions by 20% so they have a better chance of survival.

Raised possibility of ambush success chance, raised political party loyalty bonuses and penalties per popularity of rule, raised public order penalties per Imperium. Lowered the food bonus by 10%.Added banditry effect for Empire Divided that will Lower the GDP in the province and lower the public order too
ToonTotalWar 9 Jul, 2019 @ 6:53am 
ToonTotalWar 25 Jun, 2019 @ 11:32am 
Ok some news on next update Part 2:

Better AI coordination in battles-battles are more dynamic. Eastern factions get small income boost by 10% so they can stay in game longer. Tweaked some faction attributes to make some factions more unique. AI factions settlement strength raised so taking them on will be harder.

AI factions will expand more and be more aggressive. Added opportunistic personality in diplomatic deals. Improvement in campaign ACTION. Fixed some typos. Better Expansion for Carthage
ToonTotalWar 25 Jun, 2019 @ 11:32am 
Ok some news on next update Part 1:

AI factions have better focus on defending captured territory and main capital. Increase trade volume on trade routes so trade income is more important.Cavalry units get 15-20% hit points. Larger political penalties per Imperium level. Lowered food bonuses as they were to high. Germanic factions will recruit better units.

Raised spending priorities for army recruitment per war stance. Zone of control lowered on campaign map by 20%. Diplomatic peace offers raised. Fatigue penalties for melee attack and defense raised per exhaustion level and raised fatigue levels by 10%. Cavalry run speed increased by 10%. Battles times raised by 10%.
ToonTotalWar 29 Jan, 2019 @ 6:59am 
Ok some news on next update:

Removed Wedge formation for Roman legions as not working correctly when AI is playing them.

Battles are more coherent -ai flanks more, formations move in better cohesion and new spotting rules and small increase in matched combat to 33% for more kill animations.

Arrows and javelins better balanced -less kills from the front-you need to get behind enemy to really inflict missile damage. Raised the range of some bows by 10%.

Night battles fixed so that AI dont use them.

Missing Unit Abilities added for Empire Divided units.

Unlocked Technologies to "Renumeration Reforms" for Rome in Imperator Augustus for Main Mod.
ToonTotalWar 27 Jan, 2019 @ 4:04am 
MunMunMun - anything you want, ust deends what type of rig you have and if it can handle the larger units? give it a go and see
masai poopy 23 Jan, 2019 @ 11:11am 
what unit size settings should I use?
Arthur 13 Jan, 2019 @ 6:07pm 
ty man
ToonTotalWar 13 Jan, 2019 @ 5:08pm 
Fortuna stultum - us3 the harder economy sub mod that has just been added. There are balancing reasons why Rome has this money as the AI defeats Rome really quickly in game. However build armies and recruit buildings and you will soon see that money come down!!!
Arthur 11 Jan, 2019 @ 12:37am 
I believe there is a big campaign bug. I start with Rome with 60,000 gold!? . It can contract units in an unlimited way, having available (at the start of the match) access to 10 generals able to be hired. plzzz can you check me if this it? I tested with Ardeai's there was not this bug.

Obs: I don't use any kind of cheating mod...

:Hercules:
ToonTotalWar 4 Jan, 2019 @ 12:14am 
Ok see below notes for next update:

Amended some units that were missing attributes for African and Arabian factions that did not resist to Heat and also Barbarian units that have resistance to Cold.

Raised fatigue penalties for combat, charging and running and melee defense, raised occupation unrest levels a wee bit, changed some public order penalties, changed some political things to make it a bit more interesting.

Raised ignition levels on some ships so they do not catch fire so easy, lowered fire combustion on ships by 20%. Re balanced starting monies for Celts and Germans and Greeks factions. Raised upkeep costs and administration costs for the player.

Fix for generals and politicians having multiple stars when recruited.

Fixed some shields for Atehens & Macedonian units that were not showing correctly.
ToonTotalWar 22 Dec, 2018 @ 2:37am 
Ok all next update on 22/12/2018 as follows:

Amended when some Roman Auxilia units become available as some appeared too early in game and have moved them to become available in "Mercenary Auxiliaries" Technology is researched.

Tweaked morale- raised Generals aura, raised penalties for projectiles,flanking,panic,exhaustion,bonuses for forts and fortifications defense.

Elephants have been made stronger as they were a little too weak before.

AI will research more civil tech and construction (build stuff) and naval tech and develop their lands and defend threatened regions better. As such the Ai will be tougher opponent.

Fixed the "Push" Ability that was not working for Hoplites, thanks to Tenerife_Boy for finding this error.

Added morale penalty for flaming arrows and enemy reinforcements - for player and ai, morale bonus for friendly reinforcements for player and ai. Raised shield values for Hoplites, lowered diplomatic penalty for past wars.
ToonTotalWar 15 Dec, 2018 @ 5:02am 
Ok all next update on Thursday 20/12/2018 as follows:

All Roman Auxilia units now available in Auxiliary Camp and Auxiliary Barracks as well as Auxiliary Garrison.

Tidyed up Samnite roster that had some Bruttii and Lucanian units which were incorrect for Rise of the Republic campaign. thanks to Tenerife_Boy for pointing these errors out

Raised the Ai vs human bonus for auto resolve, made campaign battles more dynamic-players will really have to be on their toes now, changed minor settlement battles vs field battles to 50% so as to not make game feel like a siege fest.

Added some of the Reublican shields from the Roman Extravaganza mod for Principes and Hastati in GC,IA and CIG rosters.
BRAN MAC BORN 4 Dec, 2018 @ 1:18am 
If anybody uses this mod for multiplayer campigns please post some screenshots of the campaign map and or tell us how the campign is coming along and how the AI is doing against the players. thxs