good (it curved the edges) amd the angle was reverted because I didn\'t like it. The previous stuff still remains the same.
now temporarely make power. - Starting armies have been abolished, except for one commander unit and builder units.
super happy to mirror it here for you! Some changes to this version are: Added Destroyers and Heavy Destroyers Added some custom icons Immortal life increased to 890 Refer to the readme for complete information and credits.
locations or plan flanking actions. Instead your forced to use turrets to defend locations because you simply do not have enough troops to defend and attack the enemy. With this in mind I increased the troop limit by 33% for all armies. This gives you enough troops to do almost anything. The extra 33% really gives you a nice army without effecting the games performance too much. Vehicle limits have been increased by 100%, giving you twice as many vehicles so, tank combat is now a possibility on a large scale. On the marine side this gives 2 Land raiders, 2 preditors and 3 Dreadnoughts roughly. I am releasing this mod because not all players may want a mod that does everything I am planning to do, a mod that simply increases the existing unit limit may be prefered by some players.
and allies. For more info, check the readme below. Now download this sucker and enjoy!
of most boss units to make them like the ones from campaign. See: What to expect when you play the it for more details on this extrodinary mod.
than their zeal for the Emperor seems to drive them to acts of bloodshed. This bloodthirsty behavior has raised eyebrows among the Blood Angels’ Imperial allies and raised questions within the Inquisition. What those outside the Blood Angels fail to realize is that each member of this Chapter is haunted by the constant danger of falling into the Black Rage. 10,000 years ago, when their noble Primarch Sanguinius was slain fighting the traitorous Warmaster Horus, the self-sacrificial and brutal manner of Sanguinius’s death scarred his descendents for eternity. To this day, the memories of this final moment lurk in the minds of all Blood Angels. This is their blood-curse. A mere moment of inattention will cause them to lose their minds to their fury over their Primarch’s sacrifice. Like Sanguinius, the Blood Angels are masters of close combat. This is due to their unending desire to tear the enemies of the Imperium to pieces, barehanded when possible. Those Blood Angels who are consumed by the Black Rage form special suicide squads known as the Death Company. These Space Marines would rather die fighting the enemies of the Imperium rather than degenerate into raving madmen. Regardless of the thirst for bloodshed, no one in the galaxy can dispute the Blood Angels’ battle record. This Chapter has been at least partially responsible for many of the major victories of the Imperium’s long history. That was quoted from the games workshop site. Anyway this is what I\'ve changed in the actual game itself. All blood Angels have an inherant bonus in mellee combat. Commander Dante: This guy subsititues for your force commander but due to animation limitations hes isn\'t the killer that the regular Force commander is. However he has a melta pistol which is great and he is an assualt model. He alos has the death ability which has a morale reducer on enemies in close combat. He also has the Blood Rage abilities. Librarian: He is essentially the same except he has the quickening ability which gives an attack bonus in melee. Baal Predator: This is an extremely powerful anti-infantry Tank. It can really lay the smack-down on enemy infantry. Furioso Dreadnought: This is a dreadnought that use only melee attacks. It can also use the over-charge ability to chase down escape. He actually has an underslung melat gun. It ignores vehicle armour. Tac squad: They now only have two upgrades after all insane blood thirsty killers can\'t be trusted to weild heavy weapons. Death company: These guys are bad. They are really hard to kill and are best meatsheidls in the game. However the red thirst casues them to slowly lose health. Also they upgrade to a chaplain leader. Honor Guard: These guys are the shiznite! They have powerful weapons and can really tun the tide of battle. Terminators: The only change I\'ve made her is to add a sergeant. Anyway Im always interested in feed back.
leader abilities now have their full original radius of effect - Eldar Eldritch Storm - Chaos Doombolt - Chaos Symbol of Chaos - Chaos Corruption
satisfying AI opponent on the field of war. We hope you will agree that has been achieved with the understanding more is to be done in the future. Our work continues to evolve and in the coming months will make current efforts pale in comparison. However, you have to start somewhere and hot damn what a jumpstart! Its been a slice from start to, well, continuing! We\'re so looking forward to enhancing the AI even further in the coming months!
scratch. SPACE MARINE VETERANS They are the best of the best of the best, the backbone of the First Company and the entire Chapter. Space Marine Veterans are yours to command once you have upgraded your HQ to level 2 (Monastery). * Space Marine Veterans are available in squads of five, plus a Veteran Sergeant. They may take one additional attachment (a commander or a medic). * Space Marine Veterans are armed with Power Swords and Plasma Pistols. Two of them may replace their Power Swords with Power Fists. The Veteran Sergeant is armed with the Power Fist and the Plasma Pistol. * Each Veteran has 500 HP, and the Sergeant is blessed with a healthy 750 HP. They wear medium heavy armour, just like the regular Space Marines. The Veterans may use Melta Bombs and Frag Grenades. Because of their superior skills, these abilities recharge quicker than normal and do noticeably more damage. * The Veterans may capture strategic points. * The Veterans consume 4 Squad Cap Points. * This squad makes an excellent Command Squad and/or bodyguards for your unique characters.
for more. Note, this mod is compatible with Skirmish AI.
guardsmen, and inquisitor mordecai inquisitor. - Chaos fatal ai error when the ai summons the daemon prince is now removed. - Orks can now make single nob leaders. - Chaos now have Heretic Isador (Evil Librarian) added. - Baneblade limit increased to 3. - Squiggoth limit increased to 2. - 1000 squad/vehicle cap for all sides (cannot be increased any further). - Chaos can now summon the daemon prince on any chaos sorcerer. - Bloodthirster health increased to 15000. - Bloodthirster can now only be summoned on a chaos lord or any aspiring champion, no the sorcerer no more. - Orks now have full WAAAGH meter from the start. - Ork Mega Armored Nobz now have no limit to how many u can build. - Comissars, priests, and psykers now have no build limit. - Squiggoth health increased from 11000 to 13200.
helmets. * Both Sergeants cost 150 Requisition and 30 seconds of time. * Terminator Sergeant is armed with a standard-issue Terminator stormbolter and powerfist. * Assault Terminator Sergeant is armed with the standard-issue thunder hammer and shield. * Both Sergeants are blessed with 815 HP. * Just like regular sergeants, they will Rally your broken troops.
locations or plan flanking actions. Instead your forced to use turrets to defend locations because you simply do not have enough troops to defend and attack the enemy. With this in mind I increased the troop limit by 33% for all armies. This gives you enough troops to do almost anything. Vehicle Limits increase slightly differently. For example Eldar get 30pts now where as Marines get 27pts. Orks and Choas points have also been increased After much testing on all sides I found the ballance is maintained because of the default games power system. So this mod should cause any inballances in your own games. Players going for a quick Vehicle rush will probably lose to masses of ground troops. The mod does not really change the standard games early base building proceedure, the vehicles really are a great late game addition because its in the late game they really shine with this mod. Prior to that its about troops. I am releasing this mod because not all players may want a mod that does everything I am planning to do, a mod that simply increases the existing unit limit may be prefered by some players. All sides now have to research the unit or vehicle cap to get the extra units. In early versions the Marines jumped from 20 to 30 support points at not extra cost. So this adds a feature to fix that problem.
mod. It\'ll work with patches 1.3 through 1.41! Be warned, this mod does contain nudity. If this offends you, please do not download this file.
Win Condition------------ This win condition works for every mod you use and for the regular game as well. It is a basic adjustment of the annihalate win condition. I made it so you don\'t lose if you still have a chance. I thought it was pretty silly to make it so if you lost all your building you lost the game EVEN if you had a massive army. I say if you can win then you should win so now to win you must kill ALL their buildings except the stuff likes mines, listening post, relics, ect. If the enemy can build units they dont lose. If they can still kill you with their army they dont lose. So like I said to win you must destroy all building (minus exceptions) and their entire army to the last guy.
Guard credit goes to the Cadian Inquisition team for their superb Imp Guard mod (applauds).
of 50.) - Makes ALL infantry except Heros build 2 times faster. - orks now get waagh! points 4 times faster. - most tanks/artillery cost a little bit more. - most tanks/artillery do about 2 times more dmg. - minor equality prblems fixed (e.g. gaurdians get +1 to squad cap, las pistols do a bit more, etc.) - ork waagh! towers give +40 to pop limit instead of +10. - added sniper unit to space marines. - orbital relay holds 12 instead of 6. - lascannons for tanks and dreadnaughts do about 2x more. - looted tank has better accuracy. - there might be some more stuff i forgot, you can email me if you find anything else.
140000 hp! To the improved Avatar of Khain that has 1500000hp! I also included my kill team in this mod too! All of these units have commander amour, insane damage and lots of health! Now you can play against the computer on harder difficulty settings and kick ass with one squad and watch the pathetic enemy fall to its knees!
their zeal for the Emperor seems to drive them to acts of bloodshed. This bloodthirsty behavior has raised eyebrows among the Blood Angels’ Imperial allies and raised questions within the Inquisition. What those outside the Blood Angels fail to realize is that each member of this Chapter is haunted by the constant danger of falling into the Black Rage. 10,000 years ago, when their noble Primarch Sanguinius was slain fighting the traitorous Warmaster Horus, the self-sacrificial and brutal manner of Sanguinius’s death scarred his descendents for eternity. To this day, the memories of this final moment lurk in the minds of all Blood Angels. This is their blood-curse. A mere moment of inattention will cause them to lose their minds to their fury over their Primarch’s sacrifice. Like Sanguinius, the Blood Angels are masters of close combat. This is due to their unending desire to tear the enemies of the Imperium to pieces, barehanded when possible. Those Blood Angels who are consumed by the Black Rage form special suicide squads known as the Death Company. These Space Marines would rather die fighting the enemies of the Imperium rather than degenerate into raving madmen. Regardless of the thirst for bloodshed, no one in the galaxy can dispute the Blood Angels’ battle record. This Chapter has been at least partially responsible for many of the major victories of the Imperium’s long history. That was quoted from the games workshop site. Anyway this is what I\'ve changed in the actual game itself. All blood Angels have an inherant bonus in mellee combat. Commander Dante: This guy subsititues for your force commander but due to animation limitations hes isn\'t the killer that the regular Force commander is. However he has a melta pistol which is great and he is an assualt model. He alos has the death ability which has a morale reducer on enemies in close combat. He also has the Blood Rage abilities. Librarian: He is essentially the same except he has the quickening ability which gives an attack bonus in melee. Baal Predator: This is an extremely powerful anti-infantry Tank. It can really lay the smack-down on enemy infantry. Furioso Dreadnought: This is a dreadnought that use only melee attacks. It can also use the over-charge ability to chase down escape. He actually has an underslung melat gun. It ignores vehicle armour. Tac squad: They now only have two upgrades after all insane blood thirsty killers can\'t be trusted to weild heavy weapons. Death company: These guys are bad. They are really hard to kill and are best meatsheidls in the game. However the red thirst casues them to slowly lose health. Also they upgrade to a chaplain leader. Honor Guard: These guys are the shiznite! They have powerful weapons and can really tun the tide of battle. Terminators: The only change I\'ve made her is to add a sergeant. Anyway Im always interested in feed back.
(except Take and Hold). A must have for everyone who plays skirmish games, and great to check out even if you don\'t!
seeing things harder when zoomed out any farther than I have them. As you may notice you can start to see the fog a little from this distance (it\'s a faint white haze). As of now, I do not know how, if it is even possible, to turn these off and allow for more zooming. The only way I know how to get it kind of turned off is in the Mission Editor that comes with the RDN ToolSet. However this only works while in the ME, and even if you do save it, it does not carry over to the game.
in addition to this mod triggering them automatically otherwise. It bothers me that so much attention to detail is required to bring minimal effectiveness to combat. It\'s my opinion that troops should do their utmost to wreak destruction on valid targets without waiting for the general to tell them to do so. It\'s good to have the ability to micromanage available, but it shouldn\'t be required. With this mod you will never have squads on the other side of the map dying with unused abilities when you\'re not paying attention. The abilities will be used when within effective range, with greater precision and coordination than could be achieved by most players. Using this mod leads to some glorious battles as all squads are triggering grenades, magic, and buffing. It also makes the Imperial Guard Assassin extremely fun as he triggers his Assassinate ability automatically when it would lead to a shot.
little less durable (as befits the squad they command). Currently Scout Sergeants use the standard Sergeant model, but are able to use the Infiltrate ability if the rest of the squad can. -The Max Heavy Weapons Increase tech at the Armory now applies to Scouts as well as Tactical Marines, meaning you can now have Scout squads armed entirely with sniper rifles. Because four sniper rifles are so ridiculously dangerous, their damage has been toned down slightly, as has their morale damage. Also the Scouts now take up two Squad Cap units instead of one. Basically the Scouts are now a useful combat unit later on in the game, but despite being extremely lethal to infantry the Scouts are still very vulnerable if the enemy can take the fight to them. The Sergeant adds a little protection though, and Scouts are less prone than usual to morale breaking.
mob meks mob kommando mob (infiltrates) shoota boys, sluga boys mob increase to 30 stormboy mob increased to 20 resize of looted leman russ and dread wartrak squad size 3 destroyed vehicles and dead men stay only for 30 seconds because of sp mission scripting marines landraider, landspeeder, predator, rhino, whirlwind, dreadnought+HFdread model resize landspeeder squadron of 3 thunderhawk gunship usable can transport troops(use jump though) devastator squad scout sergeant terminator sergeant for assault squad aswell veteran squad tactical marines sergeants guilliman2\'s idea chaplain destroyed vehicles and dead men stay for 120 seconds contains the gaurd mod aswell with resized leman russ and their vehicles and dead men stay for 120 seconds 5 beta maps (unsure about a release of these though)
with Ultramarines logo in primary color. Tactical and Assault insignia now white rather than weapon color, and has IV for 4th Company inside. Belt buckle changed from trim color to red-ish metal, and has embedded golden skull instead of the round button. Changed sergeant\'s eye-color to blue. Skull and wing on bolter changed to golden rather than trim color.
the space marines, imperial guardsmen for the space marines and deamon hammer researches for inquisitor and space marines.
space wolves like the first verson online cadin inquisition 3. somthing and the zoom feature form epic and total war along with the vet-terminator so lots of combined mods and well now codex_space_marine._race will now work
you do so before playing with this mod so as not to spoil anything, as many missions are clearly designed around the fact that the player is playing as the Space Marines and not some other race.
the carnage? Then this mod is for you! This is a collection of Rules designed to emphasize the tactical element of Dawn of War while de-emphasizing the Real-Time Strategy nonsense. They do not replace any existing game files, do not interfere with other mods, and can be turned on/off without having to restart the game. The installer will create several new "Win Conditions" in the Game Options. Turn them all on for complete mayhem, including Automatic Ability Use, Fallback, Fast Abilities, Health Moderator, Increased Visibility, and Support Services. Or only enable the ones you want to customize your game. All races from Dawn of War and Winter Assault are supported, as well as the Steel Legion mod.
paint scheme you should install this pack to go with it. ~Kouen
shoulders, and helmet. The helmet is in the classic \'beak\' style, which will gain appreciation from many people, I assume ;) Remember, this mod will NOT work on Winter Assault OR the 1.4 patch! If you have upgraded to either, this mod will not work for you. Ideally, it works best on 1.2, but mod creator Mudflap has stated it is also compatible with the 1.3 patch.
articles, and such, this should be a neat little package ;) - SSA
golden demon squad entry(in think...) or maybe just a freak idea :) of myown These is an early version of what i wanna do but heres the first result: Orks troops: -Skin colour blue -Changes the body with naked chest, tattoos, piercings and collar -no primary colour for now...(maybe it will be the tattoos) -changes the metalbelt for a leatherbelt -stell knee pads -trim, eyes, weapon is the same as the original -badges is the same as the original (maybe i\'ll put in the back)
layer alpha layers to limit pixel artifacts when using ATI video cards *white skull badge on HB magazine now changes with trim color *winged fist on left knee now changes with trim color *brightened sgt\'s face tattoo
Mel Danes, used with permission, although slightly modified to show the badge on the space marines.
weapon details *fixed alpha layers on trim and secondary levels to allow team coloring of weapons and some other small areas (some changes are very slight, but the weapons can all now be seen properly)
more enemies than normal. Space marines also start with 3 Squiggoths!
thread. The fc does indeed look better with the sword, and it does the same damage as the daemon hammer, so dont worry about balance issues.
mass squads and vehicles smash through any defense and march on a base destroying it in seconds. I’m a big 40K fan, since the first rules Rogue Trader :). So I thought it would be good to see some 1500-2000 point size armies battle it out. But like the Table Top use more abilities to influence the outcome. At this stage I am only 1/2 way through Marines and Chaos. But thanks to Thud and team’s AI, it has really boasted the Orks as well. I could List all the changes, but it would be too long, so heres the short and sweet: Space Marines =========== Attack - Average Defense – Good Defense Gun Range - Average Deployment - Excellent Unit Cap - 10 Vehicle Cap - 7 New Things --------------- Psychic Sense Ability – reveals map for 10 seconds Satchel charge 2 orbital relays Relay’s can order more units Chaos =========== Attack - Good Defense – Good Defense Gun Range - Good Deployment - Average Unit Cap - 10 Vehicle Cap - 7 New Things --------------- Chaos firestorm Ability Demon prince Orks ============ Attack - Excellent Defense – Average Defense Gun Range - Poor Deployment - Poor Unit Cap - 20 Vehicle Cap - 7 Imperial Guard ============== Attack - Excellent Defense – Poor Defense Gun Range - None Deployment - Poor Unit Cap - 10 Vehicle Cap – 7 I have also added, just for fun the Imperial guard. There is no AI for this so you can play them but not against the machine. They are a very simple race, but it is fun to see a hundred of little humans running into the meat grinder. Special Thanks to Thudmeizer and Team for the AI & xytremdys, for his help with the firestorm Ability. Install ======= Just run the installer and follow the prompts :)
upgrade. As this allows for a 4 man squad of scouts with leader this slightly unbalances the game.
¯ 1.2 for dawn of war with the 1.3 patch i will try to make a 1.4 version when the new tools come out thanks to everyone on the relic forums for helping solve various problems all the testers this mod contains v1.0 the deamon prince for chaos summoned by chaos lord or sorcerer eldar dire avengers ( a moddel for them may be included at a later date thanks to mirage knight) an inquisitor for the space marines imperial guardsmen mor the space marines deamon hammer researches for inquisitor and space marines assault squads can be deep striked a load with rhinoz mod module v1.1 name fixes for eldar asault squads not loaded into the barracks v1.2 support platform added as a new unit for eldar if you wish to use any part of my mod in yours send an email to firstname.lastname@example.org or message me on the relic dawn of war forums you may use this mod freely but you cannot utalise it in any way to make profit you may distribute the original instaler as long as it is not eddited in any way |¯ |¯ |¯| |¯| |¯| | /¯\ ¯| |_ |_| |¯\ |¯ | |¯| ¯ This Mod is completely unofficial and in no way endorsed by Games Workshop Limited, nor by Relic or THQ. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
do I see a blue Marine in there? o.O If you use the Blood Angels color scheme in your game, grab these icons to make the experience a little more consistent. ~Kouen
read that. - Also, as the ReadMe says, this is a Beta only, so don\'t expect too much :) - SSA
) 5. all units have grenades 6. used the thunderhawk as a transport for men /vehicles (only 1 unit at a time , no guns on the thunderhawk as i think it dont look right when i had weapons from the land radier lua on it ) 7.orks have tankhunter squads + flash gitz / burna boyz /ork nob in mega armour 8. choas have havoc squad + standerd bearer + bits and bobs
changed the stats of a lot of Squads and added new units only available in single player previously. To see a list of the changes look below . I WILL TELL EVERYONE THIS NOW THIS MOD IS NOT INTENDED AS A BALANCE IT IS PURELY FOR FUN . However on a lighter note if you find any bugs or problems or if you think a unit is overpowered you can always email me at: email@example.com and ill get to work fixing your problems The Space Marines and Chaos Space Marines\'s cap research has been modified to accomodate the changes to the unit cap. Also the Webway Gate and Waaaargh Banner Population Modifiers have been changed I believe i could do much more to this game but until relic brings out modding tools we have to work with what we have got `Sigh`
that is evident to anyone who plays. Players are encouraged in DoWpro to use many of the different troops, upgrades, abilities and researches that in vanilla 1.3 DoW are simply not worth taking. Every single unit, research and upgrade has been tweaked and adjusted to form a useful role. You don\'t have to be a \"pro\" to play....just enjoy fun, intense and balanced gameplay. DoW 1.3 is known for its varied imba and limited gameplay. If you\'re sick of repetitive games and want a new and exciting DoW experience that rewards good micro, racial understanding and strategic thinking then get into DoWpro!
med/high inf and low armour vehicels and buildings and monsters, and is similar to defiler autocannon but has less range and less inf penetration and more armour penetration and does less morale damage. Models for weapons exist and new icons are included. 2. adds smoke launcer research to guard vehicle building and added launching ability to hellhounds and chimeras. Smoke cost and recharge time heavier than space marines since I felt it may be exploited due to chimeras and hellhounds actually being useful vehicles. Smoke is otherwise identical to SM smoke but has the orgin of the projectile tweaked to originate from the guard vehicles smoke launchers on the model.
enemy leaders. They are highly skilled!
dont think i added just edited space marines got thunder drop ship and some of the stuffmencioned in the codex sm race release hase been compelated like renforcements well there still there but i hop this help some be happyer and lots lots more... no starting pick editor this time but check back in a week or two it should be ready and in better shape than the last one..
larger armies, on effectively huge maps! Some things were deliberately not rescaled, and several other changes were made to reflect the large scale combat, like doubling the unit caps. The AI has also been tweaked to let it take full advantage of these increases. Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option in the Dawn of War Mod Manager, from the main menu. This assumes, of course, that you\'ve installed Dawn of Skirmish, available here: [url]http://dawnofwar.filefront.com/file/Dawn_of_Skirmish_V_12_Ai_Mod;45164[/url]
forces from a single unit production structure. Other features: * Movement and jumping abilities of most units buffed to increase the pace of the game. * New assault skills, such as grenades, now available to most units. * Each race trimmed to leader, scout, assault, heavy assault and fire support squads. * Two vehicle types per race: speeders/vypers/traks and walkers. * Low squad and support caps. * Simplified tech trees, based on a combination of capturing SPs, building and research. * Structures limited to a single production building, static defenses and listening posts.
Look at screenshots for a better description ;) Those textures can be used online, so you just need to install them.
by looking at the screenshots.
as well as in a skirmish game. Once you have installed the mod you will have a new victory condidtion that you must check to activate it. The new victory condition will not trigger a win. So you also have to use another victory condition as well. As of Beta 0.3 you must still hand-edit your army lists. Instructions for this can only be found online under http://forums.relicnews.com/showthread.php?t=40804 since this is meant to be a temporal issue only. For the coming releases this mod will get a grapical interface that allows you to create new army lists as well as edit existing ones. The next step will be to create an online-capable application that will do the file-management for you, allowing easier startup of an online game.
Equipped with a bolt pistol and close-combat weapon, these men are equal to the fearsome Terminator Squadrons in devotion and fervor. Veteran Assault Squads are some of the deadliest men at a Space Marine Commander\'s disposal. Combining the skill of a seasoned warrior, the deadliness of a PowerFist, and the mobility of an Assault Squad, these men strike fear into the hearts of the enemy.
Look at screenshots for a better description ;) Those textures can be used online, so you just need to install them.
face now changes to reflect weapon color *right eye changes with eye color *skulls and other \"eyes\" now glow slightly with eye color *chaos-star medallion glows with eye color *army badge appears on cape (yes, i know its stretched. it has to do with the UVW mapping coords on the CLs\' backpack and cape, which appear to be slightly enlongated)
also automatically try to use any special Morale-boosting abilities while broken. This will boost squad morale, and may interrupt the movement back to the nearest SP.
shoulder gem creating odd colored specular highlights
Unfortunately i cannot host it, so if you want it, just contact me. It is very much in progress, so any feedback is welcome.
not really enjoy it (For PnP/Dice games, I prefer more role playing), the PC version is a different story. Relic has taken a shot at the elusive RTS bullseye, and came away with an almost perfect score. Thank you Relic for making such a great game, one that all other RTS games will have to be judged against. I have been modding games for a few years now, and when I find a game I like I just have to bend it to my will...Can\'t help it, it\'s in my blood...Hehehehehe So, when I started modding DoW I did like most others and made large, cheap forces that walked all over the opposition. But, let\'s face it...That can get boring...So, I came up with a design that gave a better challenge to the game play. The UDF is designed for smaller, but stronger, unit sizes (The caps have been DECREASED, not increased!!).
imperial guardsmen for the space marines.
upon available targets.
war. The range of visibility is still limited, making scouting squads much more effective.
to swarm te enemy. The Space marines are now very good generalists, able to adapt to the battlefeild conditions as the situation dictates, especially since they have the upgrades to keep their tactical squads alive late game. Chaos, like the Space Marines, are also now very good generalists, but have a very diffrent style of play, with all the demons and spells. The Eldar are now a race of highly specialized units, each one excelling in one task, but fall short in other tasks, like reapers in melee will die, but dominate at range. The Orks, the hardest to do, in my opinion, are a close combat mob race. Like the IG, they swarm the enemy, but, instead of mass fire power ranged combat, they are close quarter combat masses, who, when in large numbers, can dominate close combat, but still not have a good anged army, unless you completely sacrifice all CC.
Everything is to scale, but you\'ll have to do the rigging yourself.
have not been able to find out how this handles online, i would appricaiate it if some poeple could do that for me (THIS IS NOT A FINAL VERSION) Installation:extract in dawnofwar folder and take out module from mod folder *things i have done* _Space Marines_ -added a command squad for the force comander -changed the whirlwind squad limit to 3 per squad -changed the squad limit for land speeders to 5 -added a command squad for the librian -tweaked the predator range -doubled the holding capacity for the orbital relay -changed the maximum size and upgrades of the terminator squad -changed the squad limit for the tactical marines and upgrade cap -changed the squad limit and upgrade limit for the snipers -changed apothacary limit to 12 -some other stuff i cant quite remember _Chaos Space Marines_ -added a command squad for the chaos lord -changed the squad limit for obliterators -changed the squad limit for horrors and allowed them to be reinforced -changed the squad limit for the chaos tacical squad -changed the squad limit for cultists -altered the defiler limit to 3 per squad -changed the squad limit for possessed marines -got rid of the health decay on the blood thirster -changed the raptor squad limit -doubled the holding cap for the greater sacraficail cricle -doubled the holding cap for the sacraficail circle -some more stuff i cant remember _Eldar_ -added a command squad to the farseer -increased the squad limit for guardians -increased the squad limit for dark reapers -increased the squad limit for fire dragons -doubled the webway max capcity -changed the rangers squad limit -changed the limit for the warp spiders -other crap i cant remember _Orks_ -added a command squad to the warboss -increased the limit for mad docs -changed the squad limit and restrictions for the armored nobs -changed the squad limit and upgrade limit for nobs -changed the squad limit and upgrade limit for shoota boyz -changed the squad limit for slugga boyz -changed the squad limit for stormboyz -changed the squad limit for tankbustaz -modified the banners to have more health when upgraded -yet more stuff i forgot _Imperial Guard_ -souped up the comand squad -increased the assassain limit -changed the guardsmen squad limit -changed the kasrkin squad limit -changed the oryn squad limit _Universal Changes_ -tripled the squad limit for each race -tripled the super unit count for each race _things i cant quite figure out_ -how to get the blood thirster limit to 3 NOTE: this was created by Mac_Man, i would not be pleased to find this material on another mod so please notify me if you want to use it #Mac_Man#
entire Readme- Some changes noted by Relic were rather ambiguous, and I intepreted them My Way :D Included are the modified .LUA files along with the binaries, so tweak to your heart\'s content :D
sluggas and Stormboys tougher (more hitpoints) BUT raised their cost accordingly. I did the same for the generators, HQ and the Waaghbanners. That was all it needed! I played almost 40 skirmishes under different settings with and against the \"new\" Orks. And they seem much easier to play with, but not because they are OP, but simply they don\'t need as much micro as before!!! Remember those fights were you left e.g. four Orksquads for a moment to build a generator and returned to find nothing left? Well this mod changes that, the orks behave now like the other three races. They still have their old weaknesses and strengths and you will still loose if you make dumb things, but now the orks are as \"forgiving\" as the other races, you don\'t have to be a \"microing-god\" anymore to at least keep up with the enemy. ----------------------------------- I added a weaker defiler and a chaos sorcerer with inreased buildtime. If you don\'t want those last changes delete all chaos folders in the mod folder, the mod should still work properly. ----------------------------------- Installation: Copy all files \"MyOwn.module\" and the MyOwn-folder in your DoW directory. Activate the mod in the Mod manager. Done. To uninstall simply delete the folder and the module-file. This mod was made for the 1.3 patch. Have fun. YOu can contact me here: http://forums.relicnews.com/showthread.php?p=981655&posted=1#post981655 *********************** Update : Removed the shoota/slugga squad-member-limit of 4. (introduced by old modversion) Reduced the cost of their reinformencts by 5 req. Increased the cost for the \"start squad\" for 5 req. This was made to make large troops more desirable. The Grotz got more hitpoints to finally be the meatshield the manual calls them. ***********************
own, you must use a combination of all 4 backed up by Guardians, Rangers and Warlocks to win the day.
play with has it set up in the same way, and needs to be removed with equal care. Although the readme suggests to install it directly into W40K or DXP2, we suggest users only put it into another mod to make sure you don't make a mistake and have to reinstall your whole game to play in multiplayer again. It would be best if the developer repackaged it, but other than that, it looks like a fun add-on especially if you are tired of looking at those SM sargents!
battles are more brutal and end more quickly. All weapons do the same damage as before, but with less health it doesn't take five minutes to kill a Dreadnought. Because buildings are unaffected, Listening Posts and Turrets (and Ork buildings) are now effective defensively.
introduce severe balance issues. This mod does not replace any game files, and will work with any content (eg user-created races).
MOD that he is currently working on, but since other people were developing MODs that also included units he is including (such as the Fire Dragons unit MOD), he has decided to release these icons as a ZIP on Filefront to help out the other modders.
detail to the Heavy Bolter feed belt *flames on heavy Bolter (not teamcolorable at this time) *white skull badge on HB magazine *wings on cuirass are always gold (as it should be!) *replaced skull on cuirass with gemstone (changes with eye color) *shaded eyes slightly for a better \"glow\" look *\"astartum\" scroll on left greave *winged fist on left knee changes with \"secondary\" color *detailed sgt\'s powersword *service marks under right eye indicating 20 years\' service, adjust with \"trim\" color (not shown) sergeant\'s shoulder badge. will replace \"arrow\" shoulder on sgt model eventually
sure about that). [i]Note: You should extract the w40k folder not copy it[/i] -Slash
changes according to the \"weapon\" color *The Gem on the shoulder changes with the \"eye\" color *the winged fist on the right knee changes according to the \"trim\" color *the cape changes (slightly) according to the \"secondary\" color *there is a strip of trim on the bottom of the cape. it changes with the \"primary\" color *the badge is now displayed on the cape. this makes it alot easier to pick your FC out in a crowd! *there is an eagle on the left shoulder where the badge used to be. It changes with the \"trim\" color. I addapted this from a \"forgeworld\" resincast eagle. visit their excellent site at http://www.forgeworld.co.uk *The right shoulder and cuirass eagles are always gold. this is as it should be since they are imperial icons and no self respecting marine would ever have them in any other color! ;-)
in addition to this mod triggering them automatically otherwise. It bothers me that so much attention to detail is required to bring minimal effectiveness to combat. It's my opinion that troops should do their utmost to wreak destruction on valid targets without waiting for the general to tell them to do so. It's good to have the ability to micromanage available, but it shouldn't be required. With this mod you will never have squads on the other side of the map dying with unused abilities when you're not paying attention. The abilities will be used when within effective range, with greater precision and coordination than could be achieved by most players. All effort was made to avoid any AI-like behavior. This mod will not check for the effectiveness of particular abilities against different targets (e.g. Tank Zappa), or appropriateness in a given situation (e.g. Orbital Bombardment against friendlies). However, some basic filtering was required to avoid frivolous abilities triggering: The same squad may not use multiple abilities consecutively; a different squad somewhere must use an ability first. This should not present a problem in large battles, where all squads are using abilities in fairly rapid succession, but will also prevent a powerful character from unloading in a small skirmish. A valid target must have at least one-third of the health of the attacker before abilities can be triggered. This threshold can be adjusted by editing the AutoAbilities.scar file and changing the following from the default: health_bias = 3.0 While debugging, there were several times when I wondered why my squad's abilities weren't triggering, in some pretty hairy situations. Then after the smoke clears and I haven't lost a single unit or used any abilities, I realize that this criteria is working out well, and it's that my squad is b'dass. Using this mod leads to some glorious battles as all squads are triggering grenades, magic, and buffing. It also makes the Imperial Guard Assassin extremely fun as he triggers his Assassinate ability automatically when it would lead to a shot.
health to 150 HP. Decreased cost per unit for rangers to 60 requisition. Changed Warp Spider cost to 30 power, 45 requisiton. Increased Warp Spider health to 330 HP. Space Marine Changes Slightly increased scout accuracy while moving. Increased Hellfire Dreadnought health to 2200 HP. Also increased piercing damage of it's missile launcher against vehicle_heavy. Ork Changes Made more choppy affect nob leader power klaw damage. However it does not increase power klaw damage as much as it does for choppas. Shoota Boyz now have better accuracy than slugga boyz with the big shoota. Slugga boyz' accuracy with rokkit launchers has been reduced. Tankbusta accuracy with rokkits has been increased. Reduced cost of big shoota to 25 power. Reduced gunz upgrade cost for waagh banners by 10 power. Increased base waagh banner health to 900 HP. Power Generators now have no pop requirement. Rokkits now are available at pop 36, not 46. Chaos Marine Changes Halved defiler base autocannon damage. Also reduced it's penetration versus vehicle and building armor drastically. In addition, defiler health was reduced to 2400. Sorcerer build time increased to 30 seconds. Cost increased to 75 power 200 requisition. Increased his hitpoints to 1000 as well. v0.2 General Changes Added farseer, sorcerer, big mek, and librarian to the color preview screens. Eldar Changes Fleet of Foot has been given a one second delay, when you activate it, a second will pass before units are affected by it. Banshees now have a charge speed modifier but not as powerful as it was in 1.2. Warp spider cost twaked to 20 power 40 requisition, health buff remains. Eldar D-Cannon fix: Nerfed it's damage to buildings but kept friendly fire. Ork Changes Slugga choppas and stormboy choppas now stun for a brief moment (.5-1 second). Sluggas now have a better charge speed modifier (1.5 as opposed to 1.3). Slugga rokkits now do less damage than shoota rokkits, and tankbusta rokkits do more damage than shoota rokkits. Rokkits have also been pushed forward to 26 pop requirement.
just a general concept now, and a few other non-speed-freek things have been changed to make things better for the Orks.
also automatically try to use any special Morale-boosting abilities while broken. This will boost squad morale, and may interrupt the movement back to the nearest SP. In my opinion, fallback makes for more realistic battles, as broken troops usually run for safety. Fallback makes for more interesting battles, for example, taking a Control Point may require high-morale troops. And Fallback makes for cleaner battles, as the ineffective broken units are not cluttering the field and hampering movement. Fallback also makes scouts and recon units more effective, as they will run back to base (for possible redeployment) instead of being destroyed in the wild the moment you take your eyes off them.
some of the most fearsome and hideous colors known to Man, Ork, Eldar, and Chaos... Pastels. There are four scheme files included in this zip, turning your drab, dark-colored Chaos into the Cherry Pepsi Raiders; your stuffy old Marines into Starburst Shock Marines; your already odd Eldar into the Rein-Bo\'s; and your already silly Ork into the Lolly-Pop Boyz. The enemy will cower in fear as they gaze upon your new colors, and will scramble and run from you in their horror-induced confusions. With the mighty powers of Pastel Pink and Lavender, you will rule the universe and crush your opposition! Or simply make them a little uneasy, which is also good, I think. And yes, the badges and banners are just placeholders. But if you are running around here looking at mods and the like, you should be used to that by now, right?
upon available targets. I personally don't like to micromanage my games, and that made artillery a waste for me. With this mod I simply move my artillery into position and they do the rest. Now I actually enjoy using artillery; there's nothing quite like having your bacon saved by the sudden arrival of ten Whirlwind missiles. They also make for great chokepoint management. Every attempt was made to avoid programming any sort of AI into this mod. However, some basic filters do assist in preventing the artillery squads from behaving foolishly. First it will pick squad targets, and then fire upon buildings when no squads can be hit. Instead of choosing nearest targets and potentially bombarding your own troops, attackers will prefer targets closer to the 50-meter range. You can adjust this preferred target range by editing the SupportMod.scar file and changing the following line from the default: sweet_spot = 50
likely to use it.
balance was clearly in favour of the orks. No change in units, so no screens.
squads and structures and checking the blueprints. If a new blueprint is found, it creates a modifier that increases the visual range for all entities of the same blueprint. This means that there are no edited data files, and the mod will work on new races. It doesn't seem cool that enemy squads generally aren't visible until within weapon range. I believe that allowing the players to see and respond to enemy movement introduces a tactical element. The range of visibility is still limited, making scouting squads much more effective. If you want even more visibility, you can edit the IncreasedVisibility.scar file and change the following lines: vis_increase_squads = 2.0 vis_increase_bldgs = 3.0 Screenshots will also be more attractive without so much fog of war.
shorter, but more powered game. Expect to see more deamons and Avatars in skirmishes. Was inspired my Dawn of War II, but I found it useful on my netbook when large action could result in a bit of screen lag.