Dawn of War Dark Crusade
what will! ENJOY!!! Also plese note: Some members said their installation seems to freeze at 1% & then after a while it jumps to 100%. If this happens to you just be patient & wait for it to complete. Also please read the Legal Notes before downloading & installing this file. -saoreire
(FoK) is a modification for the Dawn of War RTS by Relic Entertainment. A closer-to-Tabletop gaming experience with modified gameplay, win conditions, models and tech trees. Introducing an Army Painter with randomised models (i.e. you won't see the same model twice if you view a unit more than once) - this feature is only partly implemented at this stage. An improved and extended UI that allow a truly Tabletop-range of squad choices, abilities and upgrades. Tabletop gameplay and squad choices for all factions, from the mighty Chapter Masters to the enigmatic Eldar Autarches. Equip your squads with a range of weapons and wargear straight from the pages of the Tabletop Codecies. Watch the trailer if you're not convinced yet ;) http://www.moddb.com/mods/dawn-of-warhammer-40k-firestorm-over-kronus/videos
major animation and model updates, along with some rebalancing and new gameplay features. For more information, read the Readme below. [/quote] OMG! Its finally here! The newest edition of the tyranid mod, for Dark Crusade! These guys are showing every one that you can do tyranids on the current game engine, and they are doing a heck of a job! This is a must-download! -colonialhockey10
package here, and deserves credit ;) - SSA
currently available for community use.TThis is the whole mod, so that you can just install it. Remember to delete the old versions. ;)
coming,etc. All that's left to say is go download it now and enjoy it! ~Gaffer Edit: More Screenies for yas!
are: Inquisition Daemonhunt, Dawn of Steel, Witch Hunters and Tyranid. You must download and install them separately to actually get the new races in the game, but the mod works regardless. Dawn of Skirmish is also supported, in case you had it. This mod changes the victory conditions in the singleplayer campaign\'s skirmishes; the new rules are: Annihilate, Control Area and Take & Hold. Install this mod into Dark Crusade\'s main folder. From the main menu, go to the Game Manager and select New-Races-Mixer Mod 0.4.
Changed available deploy slots on buildings capable of teleporting,summoning units. Super unit healths and damages have been improved.Some have more, some have less(balancing issues). Quick-Start resources for each race (except Necrons) have been changed to 10000 req, 5000 pow. Army Painter now shows-off all units for all races. Squad and Support caps have been increased. Ork Pop also have been increased. Increased Tank-type Super Unit health (cuz daemons have becomed very strong). -Chaos- ...New Unit... Chaos Havocs can be recruited from Chaos Temple. Can be upgraded with powerful weapons. Chaos Icon Bearer can be recruited from Sacrificial Circle. Can attach to squads. Has a special ability. I suggest attach him to close-combat infantry squads. Chaos Terminators can be recruited from Daemon Pit, can be deepstriked to any visible location. Chaos Land Raider can be built from Machine Pit. Is weaker than Space Marine Land Raider. ----------------- Predator limit changed to 4. Bloodthirster and Daemon Prince health and damage improved dramatically. Bloodthirster does not lose his health when not in combat. Bloodthirster now does not require Chaos Projectiles research. Daemon Prince now has Symbol of Chaos ability. Daemon Prince now requires a controlled Relic. Daemon Prince now is able to teleport (looks funny, cuz he doesn\'t have an animation for that). Obliterators limit changed to 2. Terminators limited to 2. Terminators can accompany themselves with Terminator Aspiring Champion. Havoc Bolter damage increased. Havoc Knife damage decreased. Land Raider limited to 2. Possessed Marine limit changed to 4. Possessed Marines are now 11 by squad. Chaos Marines are upgradeable with Missile Launchers, and weapon limit is 6. Sorcerer damage improved. Obliterators are back to 5 by squad. Khorne Berserkers limited to 4. Khorne Berserker damage improved. Sorcerer health improved. Chaos Lord can now be trained even when Daemon Prince is alive, limit has not been touched. Defiler health decreased. Defiler replaced with codex version. Defiler melee damage decreased. Corruption ability now a LOT more powerful. Daemon Pit now can deep strike most of infantry units. -Eldar- Eldar now is a force to be reckoned with. Warp Spider limit changed to 4. Fire Prism limit changed to 4. Harlequins are now in squads by 3, squad limit is 2. Avatar damage and health improved dramatically. Farseer health increased. Health increased on almost all units. Damage increased on almost all units. Ranger Squad is now perfect for assassination. Damage and Health increased dramatically. Uses Hero UI. Guardian Squad now are 13 by squad (including Warlock). Eldritch Storm and Psychic Storm abilities now a LOT more powerful. -Imperial Guard- ...New Unit... Colonel Brom now can be recruited in Command Squad.Has Rally ability and edited Battlecry ability(does not require research and is not so powerful as FC\' one). Commissar, Psyker and Priest squads. Can be recruited in Infantry Command. Each squad has it\'s special passive ability. Each squad limit is 1. ----------------- Ogryn and Kasrkin limit changed to 4. Ogryns are 8 by squad and Kasrkin are 9 by squad(including sarges). Kasrkin replaced with Codex version. Kasrkin upgradeable with 6 instead of 4 weapons. Leman Russ limit changed to 4. Basilisk limit changed to 5. Baneblade limited to 2, health increased. All leader limits changed to 4. All Command Squad leader health and damage buffed up. All leader health increased. Psyker now heals surrounding units. Assassins are now in a squad by 5, squad limit is 1.(making a bit stronger IG) Removed Command Squad\'s Psyker\'s ability Strip Soul(if it would remain Colonel Brom\'s Battlecry ability wouldn\'t have a space to fit in) Decreased Support Cap usage for all vehicles (except Chimera). Hellhound\'s health improved a bit. Hellhound replaced with Codex version. Undeployed Heavy Weapons Team now carries Hellgun instead of a Lasgun. Heavy Weapons Team health improved. Heavy Weapons Team has more health when entrenched. Heavy Weapons Team training time decreased sightly. Baneblade can now transport units. Has 2 available slots. Chimera now has 4 instead of 3 slots. Battle Command addon now increases max weapon upgrades for Guardsmen squads by 3 (was limited to 3, now max weapons 6). Guardsmen Lasgun damage increased. Ogryn, Kasrkin and Guardsmen sergeants now impoving their squads better. Psyker Lighting Arc damage increased. Psyker Strip Soul damage increased. Commisar now makes squads immune to morale damage. -Necrons- Necrons now start with 1000 of Power when standart starting resource is set. Removed morale from all Necron infantry. Build time decreased on almost all units (cuz Necrons get overwhelmed too soon). Monolith limit changed to 2, health buffed up. Lord Destroyer limit changed to 4. Lord Destroyer health buffed up sightly. Summoning Core and Greater Summoning Core can now produce units. Energy Core generates Power resource, but at a higher rate than standart Power Generator. Power Generator now costs 100 Power and takes 25 seconds to build. Necron Lord now equippable with 4 artifacts. Wraiths are now in squad by 3. Wraith reinforce time and cost increased. Fixed Wraith Phase Shifter ability. Pariah limit changed to 4. Pariah sound path corrected. Now they are not silent. Mass Resurrection ability now recharges faster. Nightbringer damage improved. Monoliths can now teleport at a little more distance. Monolith teleporting recharges faster. Wraiths are now second Necron unit which can capture Strategic Points. Pariahs are now able to summon. Pariah health increased a bit. Flayed One health increased a bit. Lightning Field and Solar Pulse abilities have little more casting range. Pariah damage increased a bit. Flayed One damage increased a bit. -Orks- Armored Nobz limit changed to 2. Armored Nobz speed increased. Armored Nobz now require Orky Fort addon. Leaders now can attach to Armored Nobz. Flash Gitz limit changed to 4. Nobz limit changed to 4. Big Mek health buffed up a bit. Squiggoth health improved dramatically. Kill Kan armor downgraded from vehicle_high to vehicle_med. Killa Kan melee damage decreased. Looted Tank limit changed to 4. Burna Bomb ability added to Big Mek. Big Mek now can teleport 2 times instead of 1, and at a little more distance (makes him perfect for Hit\'n\'Run with Burna Bomb). Burna Bomb ability now has bigger casting range. Shoota Boyz can now upgrade with Big Shootas, Burnas and Rokkit Launchas (like in 1st Dawn of War). Weapon limit 6. Big Mek now has Mega Blasta all time, because research does not affect him (i think that it is Wargear mod issue, no offence). -Space Marines- ...New Unit... Inquisitor Toth can be recruited from Sacred Artifact building.Can direct Orbital Bombardement,and use all of Librarians abilities.Wields Daemon Hammer stronger than FC\'s one. Devastator squads can be recruited from Barracks. Have firepower of tank and mobility of infantry. Veterans can be recruited from Sacred Artifact. Have some close combat upgrades. ----------------- New units and weapons affected by researches. Corrected Veteran armour from infantry_heavy_med to infantry_heavy_high. Terminator and Assault Terminator squad limits changed to 3, and both are 9 by squad. Terminator squads are now upgradeable with 4 instead of 2 weapons. Terminator and Assault Terminator squads can now add sergeants. Since the both sergeants are Veterans, they are using Veteran\'s weapons. Terminators can now be upgraded with Cyclone Missile Launchers. Land Raider limit changed to 2, health buffed up. Land Raider replaced with Codex version. Hellfire Dreadnought now starts with an Assault Cannon , but can be upgraded further to Lascannon. Chaplain attachable. Chaplain health increased. Grey Knight limit changed to 4. Predator limit changed to 4. Librarian damage improved. Librarian now does not change his Staff to Power Sword, after research has been made. Whirlwind limit changed to 5. Whirlwind Missile Battery reload time decreased(now it has its real name). Whirlwind is now available after Monastery addon. Tactical Squads now upgradeable with 6 weapons. Heavy Bolter now does not require Monastery addon. Devastator Plasma Cannon is available after Monastery addon. Devastator Bolter damage increased. Devastator Knife damage decreased. Orbital Bombardment is now way stronger and recharges faster. -Tau- Ethereal attachable. Ethereal damage improved. Fire Warrior Bodyguards can now receive attachments. Commander now can accompany himself with total of 4 drones. Hammerhead Gunship limit changed to 4. Greater Knarloc limit changed to 3, health buffed up a bit. Crisis Suit limit changed to 4. Crisis Suits are now in squads by 3 with 3 upgradeable weapons. Stealth Teams are now 5 by squad(including sarge). Vespid Stingwings limit changed to 2. Kroot Hound limit changed to 4. Kroot Shaper limit changed to 4. Broadside are now 4 by squad. Kauyon and Mont\'ka Command posts now do not conflict with each other. Krootox limited to 4. Increased health on almost all units (cuz they break too easly). Air Caste Strike now way stronger. (Please excuse me if i have missed some changes, just can\'t remember them all.) I have included TheClone\'s wargear mod, and a bit edited it so that researches contain description. Our UI designer DanVanMan has created custom icons for wargear (only for our mod). Wargear mod will now be even better. For those who don\'t know. TheClone\'s wargear mod allows you to gear up primary commander for each race. Like in campaign, but this mod makes wargear available in skirmish. By TheClone Quote:If you want to include this mod in your,DO IT, im glad that its being used:Quote Researches can be found in: SM - Armory Chaos - Armory Eldar - Webway Assembly Orks - Da Mek Shop IG - Infantry Command Necrons - Summoning Core Tau - Barracks\\Path to Enlightement
play it. You won't be disappointed Enjoy ~Gaffer
game. The Tyranids are an alien race, threatening the imperium from the edge of the galaxy, living only to feast upon the flesh of their foes. They are a fearsome adversary, but an even better ally! That's why our mod allows you fight with and for the great Tyranid race, swarm the enemy with hundreds of hormagaunts, stamp on your foes with the huge carnifex and devour your opponent from within with the deadly lictor. We aim to show players of Dawn of War what the fantastic Tyranids are and attempt to keep as true to the feel of the race as possible. Tyranids 400 Release -------------------- +WHAT TYRANID MODELS ARE IN THIS RELEASE? Every single model is in the game and animated, with a few exceptions -The Ravener has no animations -The Biovore appears as a Defiler -The Hive Tyrant appears as a Wraithlord -Will of the Hive appears as a skull probe -Capillary Tower, Spore Chimney and Magma Vents are all standins -Most buildings do not have animations ===IN GAME THINGS TO KNOW!=== +WHAT TO EXPECT FROM THIS MOD+ This version of the mod is a complete overhaul from 0.3. Everything is different. The main point we want to establish is that this mod is a huge step from 0.3, but is not without errors. Things such as the Trygon Run animation is a bit dodgy, some models still using standins and other weapon upgrades not appearing visually. The Code is solid, but for whatever reason, some visuals havn't made it into this 0.4 release. This mod is intended as a halfway between 0.3 and 0.5. 0.5 Will be hopefully the finished race, and will be complely visually finished. This mod has been polished to the best of our abilities without pushing back the deadline any further. Any issues will be fixed with 0.5 or a subsequent patch. Saying that, we really hope you enjoy it! +HOW DO I CAPTURE STRATEGIC POINTS? Genestealers and Warriors are the ONLY Tyranid unit that can capture strategic points. Will of the Hives are the Tyranid builder units. They are a little like the Eldar builder units, and appear as skull probes +HOW DOES THE TYRANID ECONOMY WORK? Capture Strategic Point and build Spore Towers/Listening Posts (just like other races), you will also need to build lots of Reclamation Pools as these also produce requisition +HOW DO I KNOW WHEN I AM ON A PAR WITH OTHERS RACES RESOURCE OUTPUT? As the Tyranids only have one resource, requisition, as a guide you need to produce 180+ requisition, not the usual 100 or so. +WHAT ARE THE SQUAD AND SUPPORT CAPS? The maximum squad capacity in-game is 30 and the maximum support capacity is 20. To justify the increase in squad cap from the usual 20 to 30, the Tyranids do not have turrets or mines. +HOW DO I INCREASE THE SQUAD OR SUPPORT CAPACITY? By simply building a Hive, the relevant cap will increase by 5, look at the help tool tips. As a guide you should build the following - 4 Hive Node/Troop/Brood Hives – increase squad cap by 5 1 Birthing Sacs/Elite/Warrior Hives – increase squad cap by 5 2 Spawning Chambers/Carnifex/Heavy Hives – increase support cap by 5 1 Mutation Lair – increase support cap by 5 1 Tunnel Warrens/Relic - increase support cap by 5 +HOW DO I DEFEND MY BASE? As the Tyranids you can only defend with your mobile forces, your spawned units. Your base does NO damage to the enemy. However, All your buildings produce an effect called Toxic Miasma. This slows them down and it reduces the enemy’s accuracy. +DO MY BUILDINGS HAVE SYNAPSE AURA? The HQ has Synapse. The Hive Mind would never leave their young without the comfort of their “mother” being present at the “birth”. Synapse provides “Iron Will” (auto rallies your troops) and “Immune to Instant Death” (reduces enemy damage) as per the codex. +WHAT TYRANIDS HAVE SYNAPSE? The Hive Tyrant, Brood Lord, Warriors and Zoanthrope all have the Synapse aura. +WHAT DOES “WITHOUT NUMBER” MEAN? In the Hive Node (Troop Hives the Spinegaunts, Termagaunts, Hormagaunts and Genestealers) at T3 (Tier 3, after the second HQ upgrade) there is another set of 4 identical icons at the bottom of the unit selection box. They have “without number” (WoN) in the top row of the help tool tip. These units are produced at full strength, for example, when spawning a 'without number' Genestealer unit, instead of spawning at a squad size of 2, they will spawn as a full squad of 12. Individually they are cheaper and spawn quicker than units at T1 and T2. Use the “without number” upgrades when you have plenty of resources.
mekshop, etc.) Also included in the mod is a custom army painter! Check the readme for more...
and structure of every race has been individually refined to give you guys the most polished DoWpro experience possible. For those who do not know what DoWpro/DCpro is and has been living under the rock, well it is pretty much a gameplay and balance redesign of the DoW games. Aside from the usual inclusion of units, the goal has always been to create a deeper, exciting, and balanced experience for DoW players for any type of DoW gamer may that be from a skirmish master to the hardcore competitive. Interesting? Damn right it is! Go get it!
(release): Tau empire can now build mines; Tau empire can now also build & deep-strike Drone turrets from the Vehicle building; Eldar Skimmers now benefit from hull-mounted Shuriken Cannon upgrades, obtained via the former holofield research; Eldar Falcon Grav tanks can get more weapon upgrades (original modifications by Kueara); 'Swapped round' the Ork Nob & Armoured Nob costs (they were wrong initially); Increased costs (overall) of Vespids; Increased the costs (overall) of Vypers; Most infantry now have slight squad taxes on them to conpensate for either non squad-related abilities or capturing points; Necron Warrior squads do not slow down the build time of new warrior squads so hugely now then before; Grot tank's HP & costs have been increased slightly, in addition to now costing 3 fast attack cap units; wartrukks now have a hard cap of 6 on them, rather than being limited via fast attack cap; Re-introduced the Tau "targeting optics" research & re-named it to "multi-tracker," which increases the speeds of all tau tanks ingame (including the devilfish); Devilfish & Falcon grav tanks now have very long jump ranges (with long times to conpensate) to allow for more convenient & micromanagement-free transporting; Chimera tanks have a 'speed boost' ability that allows them to travel slightly faster instead of shooting (being transports after all); Replaced the 'Feral Leap' research with 'Pride of Tau,' which enables melee leap for Kroot & shield drones for relevant squads; Removed the Tau 'Missile Barrage' Research, & as of such Skyrays automatically start able to use the missile barrage ability; XV-8 Crisis teams & Pathfinder squads can get sheild drones (though in limited amount for balance reasons); Shield drone invulnerability radius has been decreased; Space Marine Command squad can now act as a shield for commanders, reducing their ranged damage to 10% when attached; Space Marine Command squad cost for marines & production has been heavily reduced; A group of 3 Whirlwinds and (at least) one Land speeder Tornado in proximity form a supression force, in which the whirlwinds benefit from a quadrupled weapon range (taken from the 40K Apocalypse rules to make them more useful). (Note that this only works when 3 whirlwinds are in close proximity of each other along with the land speeder tornado. A graphic has been made as an indicator to show that the effect is present when the combo is reached); Ork Big Mek gets his 'Super Stikk Bomb' ability back, with far more damage behind it; Ork Tougher bosses research doesn't increase the hitpoints of the Big Mek & Warboss so dramatically; The Cost of a Broadside Battlesuit squad has been heavily increased (again); Broadside Battlesuits no longer need to entrench to fire their railguns (they set-up instead); Tau gun drones can now engage in melee; Big Mek hitpoints have been reduced slightly; Tau commander can now be built from the Tau HQ (requires Kroot nest though); Tau commander has had its power cost increased a lot considering his power; Included the 'City of artrabis," credit goes to Master Z; Added the map "Aridus Prime," made by Flip Hazard.[/quote]- Ash
mods soon! - jack051093
installer - Tau bugs fixed - Installer fully tested this time
Imperial guard have been reskinned and include 4 factions. 1. Standard IG with new units 2. Mechanized Inf 3. Airborne 4. Auxiliaries Space marines also have new \"Personalized\" units New coding and abilities are in place All Races have some new units NOTE NOT new Models, But a lot of new reskins and Hybrid model types. New Gameplay includes--entrench,HoldGround,Cover to cover,bayonet charge.Heroic stance. Also new hybrid Gfx,Abilities and Vehicles that make their own troops, and dynamic AI linked to certain events that will \"influence\" your troops.
Valkyrie which can be used to drop storm troopers (and other squads) directly into your enemies base. I have continued balancing out the overpowered elements, increasing build times and keeping unit health low, keeping squad caps on the more powerful units. I hope you like it!
billions of men and women. Their power lies in their ability to deploy huge numbers of troops designed to overwhelm enemy positions by putting out enormous amounts of sustained firepower. They make use of a wide variety of weapons and vehicles and can cope with any type of battlefield situation from open field-combat to city fighting and sieges.
tweaked every side from the Dark Crusade game. The Necrons now have a new way of approaching the battlefield. If you spawn one unit, that unit can create an entire army...so basically you have your own little regiments. As for the Imperial Gaurd, the author took his own idea from the "Dawn of Suck" mod (Which he is also known as DDman465) and kind of gave it a little kick in this one. Also, not to spoil anything but the Space Marines have a new unit called the "The Emperor"...interesting right? The author uses Corsix Mod Studio at the moment, and asks if anyone knows of another modding program please tell me. Check it out!
gameplay, with shiny new units to play with. Download and I promise you\'ll enjoy- -Legion
Necrons, Space Marines, and the Chaos Space Marines. For those who still have no clue what this mod does; well its very simple, it changes damage ratio, changes all health points to a realistic manner for all units (eg a Gaurdsmen can die in 2 or 3 shots of lasgun fire). Go get it! -Slash
two vehicles to make them much stronger than before, but worry not the author says they are still a \"swarm race\" just to keep the fans happy. If you would like to view all changes, you can read the readme file to review all changes. What are you waiting for? Go download it you git! :P -Slash
(sync errors are still likely sorry guys), but this at least will allow you to use multiplay. We'd like to thank Crokoking for figuring out what was wrong with with the multiplay issue and Touy from RelicNews forums for kindly supplying us with a fix for the main menu within a few hours of us putting the mod up. Enjoy![/quote] A number of fixes are included in this, download if you have the 'nid mod. Go now, patch your mod and consume the stars. - Heretic/Abbadon
stop them using the medium of the turret. For every creep you kill you get money to build better or more turrets. For every creep that gets away, you lose a life.
Annihilation Mod v1.6[/quote]Not much else to say on this, the rest can be found in the ReadMe, and for those who download this, you already know what the project is all about. : - Ash
20 or 30, with 100 caps you should never reach it ) - Terminator Caps Fixed But still have building limit[/quote] Looks pretty neat! -saoreire
Nevertheless, I'm sure this will please. - SSA
free reinforcements and Honor Guards. Also, it allows you to unlock all the wargears for your commander after a single battle! This is definitely the mod for those whom want to skim through the campaign with all races!
Chapter in front of each of the 5 Chaos Legion from Chaos Buildings. Ultramarines, Black Templars, Imperial Fists, Iron Hands and Blood Angels are now on duty. All the Chapters have been re-textured and each Force Commander is different as for Chaos. Now you can choose between good and/or evil. Hope you will enjoy. Sgt. Rotten [/quote] -colonialhockey10
global DoW community a more intense and 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! Whats In The Package? ==================== o Main Installation Package containing the Enhanced DoW AI scripts (contains ONLY those .ai files that our team altered) o Dawn Of Skirmish DC V2.2 dowai.txt (what your reading) o Doc folder containing information how to add your own faction to the AI project. What\'s new in Dawn of Skirmish DC AI 2.2? ========================================= o Rework of large parts of the code to increase the performance, get rid of lags and and fix the MP sync problems o IG bunkering (Only with activated \'AI SCAR support\' option in the game options) o Transport code (Only with activated \'AI SCAR support\' option in the game options) o Units enter buildings for deepstriking o Improved capturing, jumping, harassing, attack and defense behaviour o Race specific build order and tactic improvements o Lots of bug fixes o Includes Heroes Special mod, which allows units to gain experience levels (Activate \'Heroes\' in the game options to use that) AI Highspeed Setting ==================== Option set in the game mode panel at the setup of a game. People who experience heavy lag and sync problems in multiplayer should try this option. Some AI calculations are simplified or skipped to increase performance. But beware, the AI could be slightly weaker because of that. AI SCAR support =============== Option set in the game mode panel at the setup of a game. Activates AI donations, IG bunkering, support for transport vehicles Heroes Special ============== Option set in the game mode panel at the setup of a game. Activates the Heroes Special mod which is a rework of CutterShanes exceptional Heroes mod, that specializes only on the unit experience system. Have a look at the Heroes Special readme file for further information. There\'s also a Heroes Special modding document which describes the inclusion and modification of Heroes Special for other mods. AI Donation System ================== Option can be toggled in the AI Config Panel - All races donate requisition if they own more than 800 - All races demand requisition if they own less than 200 - All races donate power if they own more than 600 (Necrons: more than 1100) - All races demand power if they own less than 200 (Necrons: less than 400) AI Config Panel =============== There are several options you can change for each difficulty level to adjust the AI behaviour to you liking. 1.) Dancing ~~~~~~~~~~~ Dancing is the ability to run away with ranged units if they are attacked in melee. There are three possible settings: a) Off => Dancing is not used at all b) Standard => The AI is restricted to only dance with one unit at a time c) Godlike => The AI will dance with several units at a time if necessary 2.) Attack Delay ~~~~~~~~~~~~~~~~ This forces the AI to wait with an attack until a specif time has passed. You can adjust this time in two minute steps from 0 to 20 minutes. 3.) Tech Speed ~~~~~~~~~~~~~~ With an increased teching speed, the AI will spend its resources more on teching than on building troops. With a decreased teching speed, the AI will spend its resources more on building troops than on teching. 4.) Teching Handicap ~~~~~~~~~~~~~~~~~~~~ A handicap will slow down the teching of an AI. It will also hoard more ressources instead of spending it immediately for units or buildings. You can give allies an handicap or opponents. If you give allies a handicap, all AI\'s allied with a human player are affected. If you give opponents a handicap, all AI\'s not allied with a human player are affected. You can use this behaviour for example to weaken AI opponents if you don\'t feel good enough to face them at full strength. Or you want the exact opposite, a real challenge, and weaken your own allies, so you have to do more yourselve. 5.) Allow alternative strategies ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ All AI\'s have 4 different strategies: - A solid allround strategy - A special ranged strategy - A special melee strategy - A vehicle fast tech strategy If alternative strategies are activated, the AIs will choose one of those strategies at the start by random, though the chances of each strategy are influenced by opponent and map size. If deactivated, the AI will always choose the solid allround strategy. 6.) Early Harassing ~~~~~~~~~~~~~~~~~~~ This allows commanders and combat troops to make an attack at an extremly early state to avoid opposing scout capturing strategic points. If successfull, this can severly cripple the opponents ressource income and decide the game at a very early state. On the other side, harassing can also lead to a quick sacrifice of troops, which gives the opponent an advantage. Harassing is only possible in the first 4 minutes. 7.) Multiple Troop Production Buildings ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The AI normally builds more troop production buildings if it has excess ressources. This allows often an outproducing of the opponenr who can\'t replace its losses fast enough. Bear in mind that the AI might still build more troop production because of other reasons. IG for example need to build them to increase their squad and support caps. In this case those buildings are normally only built a bit later. This can also hurt the balance between the races since some of them are affected more and others less of it. 8.) Allow Relic units ~~~~~~~~~~~~~~~~~~~~~ If deactivated, the AI won\'t build any Relic units like the Baneblade from the Imperial Guard or the Chaos Bloodthirster. 9.) AI donations ~~~~~~~~~~~~~~~~ Allows the AI to donate resources.
strategic points, your men are weak and inaccurate. The more powerful units are capped to help with balance. The civie_hq generates the main requisition and power supply, turrets add a small amount also. Building more hqs and building them in your allies starting zones will help you to consolidate your position. The chimeras and rusted leman russes can make for good armoured columns which pack a good punch whilst your foot troops die in their droves to hold ground but there are always more of them. This mod also works with SoulStorm although it has only been tested this a few times, the only difference being that dead bodies remain glowing purple.
yay!), but my only criticism is how the metamap looks - a bit strange. Great mod, though. - jack051093
Deamonc Visage. and have Fun with those Stronger Servants. *Changes* - Chaos Units have all their Armor and HP risen. - Veteran Chaos Marines Buildable from the HQ (Icon appears as normal Csm just more expensive and with better stats) - Cultists buildable from the Sacrifice Pit (still the chaos scout unit in the HQ) - Damage & Research Untuched some readed to Armoury, Sacrifice Pit and Greater Scrifice Pit - All uppgrades & Leaders for Cultists Removed (Never trust a cultist with a Greneade Launcher!) - Deamon Prince Better (No i meen it better) - Some more changes done (can\'t remember them all) *Buggs & Known Issues* - Deamonic Visage Research doseint have any Desctription or name (I\'m still learning! and everyone still keeps saying \'Modify them Manualy!\' with what tool?) - Deamon Prince Researchable from the begining (Not my fault) - Cultists VERY bad armour (They have a 80 Armour lower than 100 get wasted by a lasgun) - Bloodtirster not Researchable! (Chaos Proiectiles Removed by a simple misstake!) - Corupption research affect Deamon Prince Resistance. (Still not sure if it fully does) - Many Research have more Effects than they tell (I still are learning how to change the $00000 Value to $2000000 in the Help_txt_id) - Veteran Chaos Marines Do not have a different description.
in Dawn of Skirmish DC AI 2.1? ========================================= o Very strong performance improvements (Try it, you will notice it!) o New AI Highspeed option available for people with lag problems o Eldar attack bug fixed o Damaged vehicle dancing around HQ bug fixed o Fixed several other bugs[/quote] As you can see, some serious multiplayer lag issues/bugs have been fixed. So go forth online now, and get trounced by the AI with your buddies!
taken advantage of its codes (FOK) and I see that other projects would also used for their mods. Unfortunately the links I put on various forums are broken. That\'s why I put my work here so he could have benefited everyone, as long as possible. I am unable to technical support. the work planned for modders. Sorry if the translation is bad I do not speak the language.
like it. and please take it easy on me. please note that I have not tested this on Dawn of War:SoulStorm may or may not work but its worth a try (but I know that if it did that the barracuda wouldn't be changed)
The flames are stronger in the Fire warrior, the buildings are faster to create (1hp and quite hard to destroy). Also the Tau Commander is stronger. There are a few other tidbits of updates with the Tau included but its still a nice mod for a first time. - [b]IKS[/b]
down. For every enemy you kill you will get money to upgrade or build more turrets. For every enemy that you don't kill you will lose a life. Simple?! It contains a single player and multiplayer game mode.
mod, so here it is... Read the change log if you\'re interested, download link is below. Enjoy ~Gaffer
trouble with file posting a while back so it sort of got pushed to the side! Anyway highly recommend this mod but unfortunately there was no Screenies supplied but don't let that stop you from downloading this great mod! ~Gaffer
Hope everyone enjoys! :rock:Talon:rock:
and I certainly recommend a download. This mod just basically makes a few changes to things, and looks as if they are positive changes. Very nice mod here. -Guzzy
readme enjoy :borg:BIO_Ultra_:borg:
original as well, and restore his old voice. What\'s more, the old Nob and Chaos Sorceror voices are back too! Two versions of the Force Commander are there for you to choose from, pre 1.4 with Gold Armor, adn the post 1.4 with more teamcolour.
for each race, so the community can download which parts they want. Adeptus Imperium (my first release which you are hosting) has been split up into Adeptus Marines & Adeptus Guard. if u wish to remove or cross out that version that would be fine by me. Adeptus Maximus is all 7 mods compiled into 1 file for people who want the full on experiance.[/quote]The eighth file is the \"whole package\". This I think is a must download (even if just to try it out). I get the feeling a lot of work has gone into this project, and it stands to reason. ;) - SSA
like a pretty solid mod. Also i do not want people to bash this mod like that other necron monolith mod, if you dont like the mod then do not make negative comment, unless you have suggestions or positive feedback. -Slash
and Immortals resurrection time reduced Immortal health increased from 450 to 800, damage reduced, can use Summon ability Flayed Ones health reduced from 700 to 550, speed increased from 14 to 16 Warriors and Flayed Ones max squad size reduced from 8 to 6 Immortals max squad size reduced from 5 to 4 Added 2 researches to increase Warriors, Flayed Ones and Immortals max squad size by 1 each Wraith health reduced from 500 to 250 Wraith max squad size increased from 1 to 2 Added 2 researches to increase Wraith max squad size Destroyers and Heavy Destroyers max squad size increased from 1 to 3, damage and health reduced Lord Destroyer max cap reduced from 2 to 1 Lord Destroyer squad cap cost removed Resurrection Orb artifact swapped with Veil of Darkness Veil of Darkness no longer infiltrates vehicles Lightning Field activated ability removed (since it's broken) melee reflection damage remains the same Restored Monolith max cap increased from 1 to 5 Restored Monolith health reduced from 10000 to 4000 Restored Monolith weapon damage reduced to 1/3 Restored Monolith cost reduced from 1000 to 500 Chaos: Chaos Marines and Raptors starting squad size reduced from 4 to 3 Chaos Marines and Raptors max squad size reduced from 10 to 5 Chaos Marines and Raptors health and weapon damage increased Chaos Marines Flamer and Missile Launcher weapon upgrades restored Chaos Marines and Raptors max number of weapons reduced from 4 to 2 Chaos Marines and Raptors heavy weapon damage doubled, cost doubled Cultist max weapons reduced from 5 to 4 Cultist Aspiring Champion weapon upgrades restored Some Possessed Marine researches restored, speed and damage reduced Eldar: All leaders require Soul Shrine Fleet of Foot research removed, all infantry movement speed increased from 16 to 20, except for Banshees and Harlequins which move at speed 24 Dark Reaper health reduced from 450 to 400 Fire Dragon armour type changed from heavy_high to heavy_med, 2nd infantry health research changes back Fire Dragon and Fire Dragon Exarch mass greatly reduced Warp Spider health reduced from 615 to 415, 2nd infantry health research changes armour type from heavy_med to heavy_high Falcon health reduced from 1850 to 1450 Falcon support cap cost reduced from 3 to 2 Fire Prism health reduced from 5285 to 3285, support cap cost reduced from 5 to 4 Wraithlord health reduced from 2950 to 2450 Orks: Orky Pop resource multiplied by 10 Slugga Boyz pop cost kept at 1 Shoota Boyz pop cost increased to 2 Stormboyz pop cost increased to 5 Other infantry pop costs multiplied by 10 Slugga Boy health halved, cost halved, damage halved Mek Boy and Warboss pop cost removed Killa Kan cost reduced from 190/275 to 150/250 Killa Kan build time reduced from 30 to 25 Killa Kan armour type changed from vehicle_high to vehicle_med Killa Kan speed increased from 14 to 20 Killa Kan support cap cost reduced from 4 to 3 Wartrukk support cap cost reduced from 3 to 2 Space Marines: Scout Marines starting squad size increased from 2 to 4 Scout Marines max squad size increased from 4 to 8 Scout Marines health and damage reduced Scout Marines can now reinforce Sergeants Tactical Marines and Assault Marines starting squad size reduced from 4 to 3 Tactical Marines and Assault Marines max squad size reduced from 8 to 5 Tactical Marines and Assault Marines health and weapon damage increased Tactical Marines max number of weapons reduced from 4 to 2 Tactical Marines heavy weapon damage doubled, cost doubled Terminator and Assault Terminator max squad size decreased from 8 to 4 Terminator and Assault Terminator health and damage increased Land Raider max cap increased from 1 to 2 Land Raider health reduced by 1/2 Land Raider weapon damage reduced by 1/2 Land Raider cost reduced from 400/400 to 250/350 Land Raider build time reduced from 90 to 60 Imperial Guard: Guardsmen starting squad size increased from 5 to 6 Guardsmen max squad size increased from 9 to 12 Guardsmen health reduced from 150 to 75, cost reduced from 160 to 80 Guardsmen squad cap cost reduced from 2 to 1 Kasrkin hard cap removed Kasrkin health reduced from 385 to 325 Kasrkin weapon damage reduced from 65/75 to 45/60 Kasrkin Frag Grenade recharge time doubled Psyker morale break when using abilities removed Baneblade support cap cost increased from 3 to 5 Leman Russ support cap cost reduced from 5 to 4 Command Squad squad cap cost removed Tau: Pathfinder swapped with Stealth Suits Pathfinder starting squad size increased from 2 to 3 Pathfinder max squad size increased from 4 to 6 Pathfinder health and weapon damage reduced Pathfinder can now reinforce Shas'ui and Shield Drone Fire Warrior starting squad size increased from 3 to 5 Fire Warrior max squad size increased from 6 to 10 Fire Warrior health and weapon damage reduced Greater Knarloc squad cap increased from 1 to 3, damage reduced Greater Knarloc cost reduced from 400/400 to 200/300 Greater Knarloc build time increased from 30 to 60
feature predominantly black units, completed by flames and skulls (very cool :cool: ) Overall a good pack, hope you enjoy playing it as much as we did testing it and the author did making it.
not interfere with other mods as it uses its own building, research and icons.
upload this file for the second time, cuz there was probably a connection problem the first time, I appologize to the filefront staff for double upload) [/quote] -colonialhockey10
[url]http://dawnofwar.filefront.com/file/Mobilize_for_War;86296[/url], which is required in order to use this. Anyway enjoy ~Gaffer
modern greats in terms of a fantastic battle experience. And they even made an installer for you. -Legion
his first mod, so go easy on him!) HOWEVER! the readme and e-mail contained no mention of the authors name, so if he would like to contact us, we\'ll stick his name up asap :p Killa:cool:
necrons & fancy an invincible Monolith, this might be worth a look! -saoreire
the flags to be placed.
Squad Veteran Raptors Eldar: No new units sorry. Guard: Normal units deleted. Tau: Veteran Stealth Suits Veteran Fire Warrior Veteran Crisis Suits Veteran Kroot Hounds Veteran Kroot Sharper Necrons: Veteran Necron Warrior Veteran Pariah Veteran Wraith Veteran Flayed One Squad Veteran Immortal Squad Space Marine: Veteran Apothecary Veteran Librarian Orks: Veteran Nob Squad Veteran Big Mek
makes it more hard. For best effect set AI to insane and chose Chaos as your opponent and either you'll lose in the first 2 mins or you will survive the whole game..
community will give you a hand to further improve upon the skin.
the assassin, I have had some fun playing this mod, sending teams of assassin powered squads to butcher my opponents.. The lasguns appear to be animated too, that's a nice touch, though they are a little overpowered imo.. There are other little tweaks which should've been default, and make this well worth a play - Mikey
schemes done before, but this one takes it a step further and applies the 71st Cadian "Hellhounds" paint scheme, badge and banner to the Imperial Guard in campaign mode. Nice if you're a Hellhounds fan. -Mikouen
modify data to carry over from one mission to another. Currently in Beta, so please give feedback! The Campaign External Function Library (CampExt) adds functions required to make skirmish games linkable into a coherent set of campaign missions. It consists of a pair of dll files and one .module file. This is a test module that includes many more files, both to demo the capabilities of CampExt and to act as an example its use.
for each race depending on their class. Here is the changelog: Med-Low infantry = 20 Med-High infantry = 15 Commanders = 5 Low Vehicles = 8 High Vehicles = 5 Also, each squad member costs 1 req and power. Note: Due to the possibility of large numbers of units that may appear on screen, this mod is definitely not for the lower end computers that can barely handle Dawn of War. [b]Changes for this version:[/b] Fixed Heavy Weapons team bug Orks now have a small buff Players will not run out of resources too soon. And a couple of small fixes here and there Check it out!
infantry = 20 Med-High infantry = 15 Commanders = 5 Low Vehicles = 8 High Vehicles = 5 Also, each squad member costs 1 req and power. [i]Note: Due to the possibility of large numbers of units that may appear on screen, this mod is definitely not for the lower end computers that can barely handle Dawn of War.[/i]
FilesTHQDawn of War - Dark CrusadeW40kDataartebpsRacesTauTexture_share if the folders are not there just meke them. you can use it or edit but just put my name in credits.[/quote]
templar of old,hope you like it and feel free to do as you wish with it just give me credit as i made the badge and banner that accompanies the file myself.[/quote] Killa :cool:
and Chaos only. The idea is for people to give feedback to see if its a worth while mod.
initial amount instead of starting with it and a bunch of other cool fixes. This is a pretty cool mod, worth a download for sure. Enjoy! :rock:Talon:rock:
Laybob :) (& apologies for the late file upload) -nid-
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 4 of 6, you will need all of the six files for this to work correctly.
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 3 of 6, you will need all of the six files for this to work correctly.
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 2 of 6, you will need all of the six files for this to work correctly.
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 1 of 6, you will need all of the six files for this to work correctly.
unsure on the white patch area. - Ash
and WA. Huge effort has gone into this, and it comes with a cool magazine-cover screenie wink -Legion
with your gut and if you want to, see if you like or dont like. If you download, please post feedback for other users. :borg:BIO_Ultra_:borg:
don\'t be too hard if you don\'t like it. :borg:BIO_Ultra_:borg:
comes out soon! NOTE: You WILL need the correct codec to view the trailer. I have not been informed as to [i]which[/i] codec it is, but I'm sure Compiler will be able to post it in the comments. -Guzzy
issues, so please read below for readme and screenshots. -Guzzy
new powers (of the warp). - Ash
IG pwn a horde of enemies, then this is the right mod for you! IMBA FTW!! :P -Slash
the wargear upgrades from the campaign in skirmish! Check out the readme for more in-depth detail. -Slash
Skirmish DC AI 2.0? ========================================= o New races Tau and Necrons included o New AI resource donation system o New vehicle/building repair system o New detector code to handle the new infiltration system in DC o Improved building placement system o Improved assassination game mode o More AI control panel options o Corsix Mod Manager o One hell of a lot of other fixes and improvements o Updated AI Docs folder so modders can build their own AIs [/quote] Download it now, and check out that new AI control panel for more unique battles for your Dawn of War experience! Only plays on DC.
all, it works in all games. ;) - SSA
little bit extra in the Tau. :) - SSA
\"detection_local.lua\" Extracting all the files and subdirectories into your Dark Crusade folder (default \"C:Program FilesTHQDawn of War - Dark Crusade\") will create a module for Dark Crusade with a new skirmish rule \"Avoid detection!\" (uses DPX2 localization data, the title of the rule may change if you use a non-English locale). This rule grants detection to Listening Posts as well as a limited detection ability to most leaders and contact detection for many basic units. This rule can also be installed directly in the DPX2 directory or another mod rather than the simple standalone module \"Detection_Rule\". As it is intended for use with the Tyranids mod (in combination with the Inquisition_Daemonhut and Witch_Hunters mods), and as the Tyranids mod already includes custom skirmish rules under \"Tyranidsdatascarwinconditions\", I suggest placing the files \"detection.scar\" and \"detection_local.lua\" there and discarding the \"detection_rule.module\".
enough flags, you\'ll win.
DEMO is brought to you by. Possessed of three types of units available. Normal, Veteran, and a champion. New secret unit! A Unique Hero. Quite expensive 2000 requisition & power + 5 squad & 1 vehicle cap.\" So here is Veteran mod, however it\'s only demo. So you only have access to the possessed squad it goes normal Veteran and Champion. Just like in the single player. However my issue is that I wish you would have told us which race you added these into sense there is like 6 races which as you can tell quite hard for someone review your demo mod. However that being said I look forward to playing the full Version of the demo.
Necrons so I\'m assuming they\'ll be in later. I have suggestion Good sire why not have all the added units full squad! 8 members like the First Company Veteran? WE could have Veteran war! Dawn Of War - Dark Crusade Veteran Unit Mod Added Units Chaos Temple Veteran Chaos Marine Berserker Champion Possessed Champion (limit 1) __________________ Sacrificial Circle Veteran Sorcerrer (limit 1) Veteran Obliterator (limit 1) Aspiring Champion Raptor Aspiring Champion ______________________ Eldar: Banshee Exarch Council (limit 2) Dark Reaper Exarch Veteran Rangers (limit 1) _____________________ Imperial Guard Regimental Bodyguard Bon\'ead Squad Veteran Kasrkin Squad (limit 1) ___________________________ Orks \'eavy Slugga boyz \'eavy shoota boyz \'eavy Stormboy squad (limit ? not tested.) \'eavy Tankbustaz (limit 1) ___________________________ Space Marine First Company Veteran (full squad! 8 member.) Veteran Assault Marine Veteran Terminator (limit 1. Only one member.) ________________________________________________________ The Tau Veterans working progress ~Uwsar
You can see the little details in the faces, although they are meant to be robotic in nature some of them just look like Cyclops with red eyes. The Force Commander looks better then his counterpart the Chaplain. You can see the Robotic mouth, grey and detailed in every way. I'd give this a download, if not the big red eye Chaplain is going to get you.
conditions make massacre more atmospheric, but can be used separately or in conjunction with this map. With some new content, such as the new marine voice sounds (very nice job) which mixes very well with the default content, this mod is overall a good play, and well worth the download! It's worth reading the readme for more details on the win rules and conditions, to fully understand them, the author has included a very detailed readme for this purpose ;) - Mikey
-Heal +Repairable 02.Broadsides -Heal +Repairable 03.Crisis Suits -Heal +Repairable 04.Kroot Hounds +Heal (2) 05.Krootox +Heal (2) 06.Greater Knarloc +Heal (3) 07.Pathfinder +1 unit(5 to 6) 08.Army painter shows all units You can modify all you like. To install copy TauRepairHealingMod folder and model file to the Dark Crusade folder, then activate the game. Wishlist: If you know how, I would like to fix the Tau badges so they change and add turrets. Have fun! Argonium
not familiar, the scheme is similar to the Blood Ravens, albeit with a more vibrant shade of red and silver-beige as a secondary colour. Included also are some elements from other mods; the banner and badge by hangar-8, and some custom force commander and terminator textures from Spectre716. -Mikouen
mission is timed, and depending on the player's success with completing the objectives, he will have more or less units available for the following mission. The second mission is an adaptation of the scripted "Hyperion Peaks" critical location mission of the DC meta-map campaign. In this demo, you will always control the Eldar, and you will always fight the Orks. ("Deh Eldar break eazzy!") Other races maybe be implemented in the future, if there's demand.
anilkocman which implemented most of the fixes that were in Slow_Runner's Dark Crusade NoBrainer fix list, also includes the Dawn of Skirmish AI mod. Changes since last version: Chaos: Bloodthirster regenerates health in combat instead of only in melee Bloodthirster damage to buildings reduced significantly Eldar: Webway Gates no longer count in Annihilate Harlequin Kiss splash damage reduce from 200 to 150 Fleet of Foot change to timed ability, duration 8 seconds, recharge time 45 seconds Dark Reapers, Rangers and Fire Dragons Fleet of Foot increases speed to 20 instead of 24 (from 16) Imperial Guard: Guardsmen Plasma Gun damage decreased from 34/54 to 28/48 Assassin accuracy increased from 80% to 100%, damage reduced from 1100/1300 to 860/1060 Necrons: Solar Pulse reduces weapon accuracy by 1/2 instead of disabling shooting Orks: Squiggoth Big Shoota FOTM penalty reduced from 0.35 to 0.25 (25% FOTM accuracy) Squiggoth Zzzap Gun FOTM penalty reduced from 0.6 to 0.4 (35% FOTM accuracy) Tau: Hammerhead cap cost increased from 3 to 4 Krootox cap cost increased from 3 to 4 Greater Knarloc cap cost decreased from 5 to 4 Check it out!
[url="http://dawnofwar.filefront.com/file/Soulstorm_Minor_Balance_Changes_Mod;97606"]Soulstorm version of this mod[/url]. This is based on the Chaplain BugFix mod by anilkocman which implemented most of the fixes that were in Slow_Runner's Dark Crusade NoBrainer fix list, also includes the Dawn of Skirmish AI mod. Please refer to the readme for more details.
you to unlock all the wargears for your commander after a single battle! This is definitely the mod for those whom want to skim through the campaign with all races!
unit, that unit can create an entire army...so basically you have your own little regiments. As for the Imperial Gaurd, the author took his own idea from the "Dawn of Suck" mod (Which he is also known as DDman465) and kind of gave it a little kick in this one. The author uses Corsix Mod Studio at the moment, and asks if anyone knows of another modding program please tell me. Check it out!
are repairable 2) Broadside Battle Suits have had sight range extended from 20 to 30 3) Firewarrior squad increased to 9 Check it out!
as big. StupidSizes Heroes + Relics - all commander units are 5 times as big and move twice as fast, all relic units are twice as big. DoubleHealth Heroes - all commander units have twice as much health. DoubleHealth Relics - all relic units have twice as much health. DoubleHealth Heroes + Relics - all commander and relic units have twice as much health. StupidSizes Heroes + DoubleHealth - all commander units are 5 times as big, move twice as fast and have twice as much health. StupidSizes Relics + DoubleHealth - all relic units are twice as big and have twice as much health. StupidSizes Heroes, Relics + DoubleHealth - all commander units are 5 times as big, move twice as fast and have twice as much health, all relic units are twice as big and have twice as much health. Soulstorm users should download the Soulstorm version
all commander units are 5 times as big and move twice as fast. StupidSizes Relics - all relic units are 2 times as big. StupidSizes Heroes + Relics - all commander units are 5 times as big and move twice as fast, all relic units are twice as big. DoubleHealth Heroes - all commander units have twice as much health. DoubleHealth Relics - all relic units have twice as much health. DoubleHealth Heroes + Relics - all commander and relic units have twice as much health. StupidSizes Heroes + DoubleHealth - all commander units are 5 times as big, move twice as fast and have twice as much health. StupidSizes Relics + DoubleHealth - all relic units are twice as big and have twice as much health. StupidSizes Heroes, Relics + DoubleHealth - all commander units are 5 times as big, move twice as fast and have twice as much health, all relic units are twice as big and have twice as much health. A bit silly, but it's fun nonetheless, so check it out!
of the old boring one! -colonialhockey10
"attrib" mod (probably), and no other changes were made. if you have any questions or other things just send them unto . the readme.txt file goes into details about what i've meant by this small m o d. its not (not at all) anything great by coding standards, just possibly useful.[/quote] It's a simple min mod that edits the population cap, to make battles seem bigger. Looks ok to me. - Heretic/Abbadon
Dawn of War before downloading this. This pack adds the following units: A Landraiders Crusader, Ares, Terminus and a Infantry version of what the developer likes to call the Lander Raider Harvester. Also included is what he calls the Forge World Land Raider Hyperios. Unfortunetly the developer has failed to provide us with screenshots to show his work prior to the download. I also wanna repeat that you better not download this file without proper knowledge on how to modify your game, you need to know how to texture and implant units in order to use this pack. - File Submitted by Crazykenny
doing the lascannon laser and the chimeras multilaser, but they will be added soon so keep your eye out for that Enjoy ~Gaffer
to make buildings. It\'s almost Zen like...
etherdragn and Phelan76, and Autoability mod, developed by Cuttershane.
version! Enjoy ~Gaffer
and chaos. Download this map! Enjoy ~Gaffer
the pink, as can be seen by looking closely. They\'re not that obvious though, which is good, I guess. Even without the details, this thing still looks freaky. It\'s like.... it\'s been turned inside out. Definitely lives up to it\'s name. I\'m gonna move on now, because this thing makes me feel uneasy. Just bear in mind if you use it, that there may be some online issues, as Gallonigher mentions. ~Kouen
-War gear as Secondary (all the war gear trimmings colors set to the secondary color in War painter) -war gear as trim (all the war gear trimmings colors set to the trim color in War painter) -war gear as trim2 (all the war gear trimmings colors set to the trim2 color in War painter)
shots are with the Tau\'an default DC unit colors so if you want to know what the Tau commander looks like with out this reskin just open up DC and take a look before you install this skin.
changelog, what I can tell you is that this looks much better. Can\'t quite put my finger on it, maybe it\'s the DPI of the texture images, maybe it\'s just a better texturing job than the half-arsed effort Relic put forward, but you gt my drift. It\'s a nice little reskin. Personally I don\'t see myself using it because I never spend much time admiring my units up close, so it would have no use for me I\'m afraid... but someone out there will like this, possibly for screenshots, possibly just to make the game more of a visual treat. So, enjoy. ~ Kouen
on a Dingo that only has 128 HP? [i]That[/i] is overkill. 150000 damage on a unit which by default has between 600-1000 HP, is genocide. Plain and simple. :p Well, this minimod from Hoggins sets your Imperial Guardsmen to do a minimum damage of 150000, and a maximum damage of 20000 (I\'m going to assume on good faith that it\'s supposed to read 200000, but the last zero got cut off ;) ). Obviously, don\'t play with either the CPU or another human player playing as IG, or you\'re totally shafted. Which is also an understatement, but I\'m not allowed to use the word I\'d like to use. Strictly a fun mod, a boredom mod, or a mod for those times when you just want to mercilessly slaughter helpless armies. ~ Kouen
armor this particular specimen is encased in, I\'m surprised the flames are as controlled as they appear to be. But anyway, this reskin takes a whole different approach to said Avatar. Fire is still a prevalent theme, but it\'s more heavily armored and textured in a theme that is rather comparable to ancient Asian mythos. Whereas the vanilla Avatar is dark and moody, this version appears more like a knight of sorts, as you\'d expect from a \"good\" god (if you can even label anyone in the WH40k universe as the \"good guys\"). Few things have been left alone - the readme sums it all up pretty well. Personally, I think it\'s a vast improvement, and the shaders really improve the skin over what it would have been had it just been a simple retexture. As I\'ve said many times on JediKnightFiles, the shader doesn\'t make the skin... but it sure as hell doesn\'t hurt, either. It\'s very rare I actually see glow shaders used effectively on specific parts of a model; it\'s not exactly an easy task, although I suppose that really depends on the tools you use. The last file I got my mitts on where the glow shader was a blessing rather than a curse (in my eyes, anyway), was [url=http://jediknight3.filefront.com/file/Scerendos_Shadow_Trooper;74138]Scerendo\'s Shadow Trooper for Jedi Knight 3[/url], back in \'06. But that\'s enough rambling, and I think I\'ve gone on far too long about nostalgic crap which isn\'t all that relevant. One last opinion I would like to express. I like swords. But I [i]really[/i] like this guy\'s sword. In my book, this one\'s a keeper. But, like it or loathe it, one thing is for sure. It\'s a quality skin. ~ Kouen
course. Aside from having an anime-esque style, the dude almost looks normal now. The focus has shifted away from the semi-mutant theme which seems prevalent with the Space Marines, and Mr Servitor seems a lot more like an average Joe in a big cybernetic suit. The new eyepiece is the most noticeable addition, but what\'s better is that the Servitor is now more customisable in the Army Painter, and displays it\'s team colors in a much more obvious manner. Other than that, just a few minor tweaks that overall make the guy less creepy. As Zhou Kai states in the readme, feedback and ideas are always welcome, so offer some up, eh? ;) ~ Kouen
and give it a download, Enjoy! :rock:Talon:rock:
randomly into certain matches depending on if you check the box. These weather effects also come with either provided a bonus or punish your troops in some way from visibility to moral regeneration. Kinda cool and adds a new twist to gameplay...go ahead, give it a whirl. It\'s a small file too. Enjoy! :rock:Talon:rock:
dude(ette)s! :p ~ Kouen Okay, "lyric units" is a typo, it was intended to say "relic units". Eh, typos get us all at times. Just makin' a note, for anyone as confused as I was. :o
scale warfare. This mod goes a certain length towards increasing the scale of the battles, raising squad capacity to 50 and vehicle capacity to 35, and all the limited units have had their capacities slightly boosted too. The gameplay impact of this seemingly small change isn't as insignificant as you'd think. Since both you and your enemies have more firepower to bring to bear, you'll need better use of micromanagement, and having a larger force opens up a larger range of viable attack strategies. Although no doubt rushing and pushing will probably still be the popular ones. Maybe. Rawr. Believe it or not, the AI actually understands the concept of flanking and pincer attacks, so watch your back. Research costs are also tripled, so you'll need to invest a little more carefully. There are also apparently some other minor changes, but to be honest, there wasn't much different that was noticeable for me. Maybe someone who has actually played the game without modding it to the eyeballs will spot something different. This was designed as a personal mod, so it's not going to be for everyone, but it's a good mini-mod all the same. ~ Kouen
been rusted and bloody in the first place anyway, because when the words \"chaos\" and \"sorcerer\" are put together, you don\'t expect a dude in pristine armor. It\'s not a change you\'ll notice unless you get up close and personal with your units, but it\'s there and it looks good. Screenshot #1 is a comparison on medium graphics at a close-ish range, screenshot #2 is a high-detail closeup that was supplied with the file, which more clearly illustrates what has been done. ~ Kouen
living speed bumps and make it to the end of the track. Definitely worth a try if you want something different. Enjoy! -Legion
the Halo series, but even I admit this looks pretty cool. Enjoy! -Legion
American Rifles) and a sort of, Royal Naval Detachment scheme based on the First World War uniform of the Royal Navy and the Royal Marines.[/quote]I think they look quite nice personally, so for those interested, download. ;) - Ash
show you what you are downloading, so if they are to your liking, get and download, if they aren\'t then don\'t. :) - Ash
to have missed). Regardless of that though, this should be enjoyed by those who are a fan of the Halo Games. All we need now, is for someone to actually make a Halo playable side for the Dawn of War game. ;) - Ash
Nid and Gaffer are ok?). Anyway, Im very glad to see a mod like this, and hope to see more from the miraculous Fuggles in the future. - jack051093 P.S. - 1. Don't worry about copying the DXP2 folder over your original one, it only puts some maps in, it won't break online play. - 2. Once the proper thing is here (not the alpha release), maybe we could organise some games of this?
in the experience list. A nice looking mod -nid-
imperial guard one better, it would re-balance the game. - jack051093
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 6 of 6, you will need all of the six files for this to work correctly.
Druids, these seek to annihilate the forces of evil and any other those who possess the potential to join them. There are several key points most of the visual graphics have been taken from existing races so there isn\'t anything really that new, well except for there being a new race and an interesting story to go with it. Unfortunately there is no AI for this race as they will just sit dormant or inactive if selected as an AI. The Serpent Druids have powerful weapons and tide changing abilities however they are weak armoured and slow moving which balances it out (see the readme for more) This is File 5 of 6, you will need all of the six files for this to work correctly.
intense and 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![/quote]- Ash
altered, Squad cap increased, etc... Well download if you wish :p
changes the look of the Imperial Servitor, and Force Commander (of which looks fairly nice) ;) - Ash
comes with a cool magazine-cover screenie ;) -Legion
ReadMe and say exactly what this file is? - Ash [b][i]*Edited*[/i][/b] Readme now added. -Guzzy.
please appreciate his work. -Guzzy.
normal little game. go download if it sparks your interest! :D :borg:BIO_Ultra_:borg:
the developer? ;) Anyhow, download I guess if you want to try a different balance for DC. :) - Ash
below) This mod is fun for all who wish the actualy emperor model was in the game (unfortunetly hes not because of stupid Horis...). And wish to destroy all who oppose his will. Enjoy the emperor :D may he be with you... \"For the Emperor!\" :borg:BIO_Ultra_:borg:
them. - Ash
recording was simply terrible. I don't know what Relic were thinking. Nevertheless, this changes the DC FC to the DoW / WA FC. - Ash
recommend this for all Ork fans! -Slash
doesn\'t say so thus that may just be good timing on the picture. - SSA
vice-versa) or against them & T'au. They look really cool together.
first mod, so if you have any comments, positive feedback or constructive criticisms please email the author. -Slash
army leaders to purchase the wargear upgrades from the campaign in skirmish! That is not nearly all this mod does however, and from adding Inquisitor Toth to raising unit limits, this one is a fun thing to play! Check out the readme for more in-depth detail.
first mod :) -Slash
Relic should have allowed it to do that in the first place. - SSA
Monolith, it does stand out as a pretty good modification. - SSA
best way to do it, and if this interests you, download now! Texture by Necron_Warrior.
images could be submitted along with the actual screenshots... Don\'t ask, i don\'t know, but it is something different :p - SSA
each Changed the races respective way to increase Caps Space Marines / Chaos : Same as before. each set to 15. IG --------------------------: Same but and increase from 6 to 9 i belive. Orks------------------------: Same, but increased Value Eldar-----------------------: Same, but increased Value Tau-------------------------: The Research, Tank, and both Center increases the Caps, Necons---------------------: You have to capture a Strategic Point and build an Obelisk on it, ( Note that on Necrons Builder, the Scarab can Capture and build on point )[/quote] -saoreire