Ork Swarm Mod

This I believe to be the much awaited Ork Sawrm Modification (complete release). The past project (or Betas) have been exceptional, so expec...

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This I believe to be the much awaited Ork Sawrm Modification (complete release). The past project (or Betas) have been exceptional, so expect this to be no different (better if anything) ;)

- SSA

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Ork_Swarm Mod!!

Version: 2.0 (DARK CRUSADE VERSION!!)

Author: Robbie (kais_4@yahoo.com.au)

Compatability: Dawn of War: Dark Crusade ONLY!!!

Installation:
 
Open the file with a Zip program ( http://www.winzip.com/downwz.htm ) and then extract all contents to your main Dark Crusade Directory.. should be something like..

		"C:\Program Files\THQ\Dawn of War - Dark Crusade"

Then start the game and go to the "Game Manager" option and choose the Ork Swarm mod and activate it and there ya go!!

Description:

	This mod is designed to make each of the now seven Warhammer races more individual. Every single race now has a strength and a weakness. Necrons for example have an unstoppable force (once built) but a weak resource link, destroy it and they'll fall. Tau have excellent range and larger kroot squads but lack the structual base defences like other races.
	Another major feature of this race is the increased Turtling tactic. Imperial Guard no feature powerful defencive options and long range artillery capable of firing across any map, yet their weakness lies in their lack of a powerful offensive ability..
	In short the mod is meant to be all about fun!! I recomend you try each of the races and experiment with each of their new strategies.

THIS MOD WAS ORIGINALLY DESIGNED TO BE PLAYED AGAINST THE ORKS! I RECOMEND YOU VERSE THE ORKS ON STANDARD OR HARD WITH EACH RACE AT LEAST ONCE TO UNDERSTAND WHAT THIS MOD IS ALL ABOUT!!! (then you can kill everything else :P)

Change List:

GAMEPLAY!!!

- ANNIHALATION VICTORY CONDITION NOW REQUIRES YOU TO DESTROY ALL OF THE ENEMYS' UNITS AND STRUCTURES (EXCLUDING MINE FIELDS)

RACES SUMMARIES!!!

Orks = Virtually no range, virtually no damage, virtually unbelievable numbers!!
Space Marines = More range, damage, squad members.. good all rounder..
Chaos = Lots more health and units per squad and faster resource hording
Eldar = Short range with massive damage, effective at cloaking/ambushing passing orks
Imperial Guard = Strong defencive play and extreme range artillery. Weak attack options.
Necron = Almost impossible to stop, huge amounts of health and regeneration. But their weakness lies in their extremly vunerable power generators.
Tau = Massive range for Tau warriors and larger squad sizes for kroot/vespid squads but weak defencive options (in comparison to other races)

Change List

TAU!!!

-All Tau weapons range doubled
-All kroot/vespid squads have doubled in size and have half the reinforce cost (slightly faster reinforce time aswell)
-Listening post has a large sight range
-No buildings regenerate
-Stealth teams squad size doubled


NECRON!!!

-All necron infantry health and regeneration dramatically increased (vehicles stay the same; exlcuding monolith)
-Fully upgraded necron listening post rapidly shoots gauss strikes at anything that aproaches. Very deadly.
-Restored monolith has 50000 health and 3x the regeneration rate
-Tomb Spyder regenerates and scarabs are free to build but die easier
-Necron Turrets are extremly resiliant and rapidly regenerate
-Power generators are extremly fragile and now cost 40 power to build (this means if you don't take care of your generators you don't stand a chance)
-Normal Power generators produce power at half the rate (balancing)
-Thermo power plants produce power at 8x the normal rate
-Necron basic warriors are free to reinforce
-All Necrons infantry have 10,000 morale.

IMPERIAL GUARDSMEN!!!

-Mars Pattern reveals map
-Listening post and turrets regenerate
-Basilisk does massive damage and can shoot across the map.. the downside is that it is extremly vunerable and expensive (but worth it :P)
-Deployed heavy weapons teams' bolter is extremly effective against the ork swarm and does massive long range damage
-Bolter turret range increased.. and rate of fire multiplied by 4x
-Guardsmen build speed halfed and are free to build and reinforce
-Guardsmen initial squad max size is now 14 instead of 9
-Hellhound flamer range and damage increased (only good against infantry now however), health decreased.. Hellhound is excellent long range infantry defence but dont let any thing get to close to it or it'll die lol.
-Mine Field range doubled and has unlimited mines (slow ROF and normal damage)

ORKS!!!

-HQ has 8000 health and 4x regeneration speed
-All ork units replaced by Slugga (including Ork vehicles)
-Warboss remains unreplaced by slugga's
-Ork Squads cost 30 requisition
-Ork Squads cost no population or Waagh!!
-Ork Squads build in 30 seconds (Once the squad is built it can reinforce rapidly however) to reduce the chance of being overwhelmed at the begining of the game
-Ork Squads contain 6 initial members rather than 4 and has a maximum member count of 20
-Ork Slugga's health reduced to 150
-Ork choppa weapon is good at spliting armor apart (to counter the fact that the orks have no anti-vehicle weapon lol)

SPACE MARINES!!!

-All Bolters, Heavy Bolters etc have had their range doubled and damage increased. (A few exceptions)
-Space Marine Tactical Squads can now only have 6 members all upgradeable with bolters flamers etc..
-Assault Marines can now have 12 members and do 80-120 damage (Melee).
-Scout Marines can have 8 members all upgradeable with sniper rifles etc..
-Sniper Rifles range is dramatically increased and can kill any ork in 1 hit.
-Assault and normal terminators are practically walking gods. (more health more damage more regeneration and assault terminators have more members.)
-Listening Posts and Bolters shoot further and do more damage and also are able to self regenerate.
-Mine fields have unlimited mines, 5000 regenerating health and a larger attack range. The only detonate once per 3.5 seconds  though to compensate.
-Orbital Relay reveals map.
-Servitor now has 800 health
-Space Marine's now do 30-40 melee damage
-Dreadnoughts now have 8000 health and rapidly regenerate(Hellfire has half the health and half the health regeneration)
-Apothecary now has 2000 health
-Grey Knights have 2600 health and a reasonable regeneration rate
-Whirlwind reflects its name by launching hordes of missiles onto an area (excelent for suppressing ork hordes) range is now 140 to compensate.
-Landspeeder damage doubled and ROF increased slightly

ELDAR!!!

- All ranged weapons damage multiplied by 6. Range remains the same 
- All ranged weapons rate of fire doubled
- Mine Field has slightly smaller range (and less health) than other counter parts but detonates twice per second apossed to once per 3-4 seconds
- All eldar buildings slowly regenerate
- Eldar HQ can has sight range of 120 apossed to 25
- Eldar HQ has larger build radius.
- Building an advanced warp generator reveals the entire map.
- Avatar has 20000 health and a fast health regeneration
- Wraithlord now has 2500 health and regenerates slowly
- Banshees now have 800 health and banshee leader has 1200.
- Warlocks now also have 800 health
- Seer Council members have 1600 health and regenerate fast OUT of combat

CHAOS!!!

- HQ has 8000 health and regenerates. Also produces 120 requisition to compensate for larger chaos squad sizes.
- Turrets have 3000 health and are cheaper and faster to build
- Minefields are free have unlimited mines but do less damage than their Space Marine counterparts
- All Chaos infantry have more health and regenerate faster and squads contain double the maximum troop numbers
- All Chaos vehicles have more health and regenerate
- Chaos Bloodthirster has 25000 health. Regenerates rapidly in combat and does 1800-2400 melee damage (Seems like a lot but by himself he'll just slow the enemy down until he dies)
- Listening post has 4000 health and slowly regenerates
- Daemon Prince has 10000 health and regenerates rapidly in combat


THERE ARE OTHER CHANGES THAT HAVE BEEN MADE I SIMPLY CAN NOT REMEMBER THEM lol...

WARNINGS!!!

THIS MOD WAS MADE, TESTED, AND PLAYED ON 2.0 GHZ AMD, 512 MB (333MHZ), AND A GEFORCE FX5200 WITH ALL SETTINGS ON HIGH. You will encounter lag on large battles.. obviously.. the orks have been tweaked to produce less lag than previous releases but if you verse an insane ork opponent naturally your frame rate will kind of die lol..

LEGAL NOTICE!!

You may distribute this mod at will however you may not release it as your own!! etc.. (im sure you all know the drill)

TIPS!!!

Space Marine = Build fast and get a squad of marines with heavy bolters ASAP.. build turrets and mine fields near your HQ as soon as possible. Marines are very suseptable to being rushed so becareful. Use Whirlwinds with an escort to seal of chokepoints of shred enemy bases. Marines in this mod are the well rounded race..

Chaos = Chaos have a good mix of health and squad size improvements. Build up your forces and capture a relic and build both the Bloodthirster and Daemon Prince ASAP. This should be the chaos teams main goal.. raising you evil little demons lol..

Eldar = Eldar are all about short but powerfull attacks.. unlike the space marines who have good melee and ranged units the eldar rely pretty much only on short ranged weapons.. they're turrets and mines are extremly effective and they have the ability for the entire map to be revealed if an advanced warp generator is built.. Try to build warp spiders as fast as possible... they will literatly tear the enemy to shreds (Stand ground recommended)!!! Banshees are only good as a distraction for the enemy. Due to the relative weakness of your Farseer in comparison to other commanders always add them to a Seer Council squad. Eldars' strength comes with their vehicles which if you've read the change list you'll see now has 6x the damage output.. very lethal..

Ork = Swarm.. thats pretty much all there is to the orks lol.. In this release their axes are now capable of destroying armor to compensate for the fact that they only have slugga boyz.. Build as many HQ's and secondary bases to keep your army flowing.. Orks have long build times but once their built they reinforce rapidly so keep that in mind

Tau = Upgrade your stealth teams in their armory (what ever its called lol) and place them all over strategic points on the map, extremly effective against orks as they have only got the Warboss to reveal camoflouged units. Use you firewarrior squads to lay down suppressive fire for you kroot squads from a distance. Use Skyray gunships to bombard enemy bases from a decent range whilst protecting them with Fire warriors

Necron = Build as many Basic Warriors as fast as possible and defend your generators at all costs. If there are slag depots on the map it is highly recommended that you capture them as they can produce more power than 2 base worth of generators could. Work towards pumping out as many warriors as possible until you can fully upgrade the monolith and reap the benifits of the strongest unit in the game.. (if you can last that long :P)

Imperial Guardsmen = Use the now free and plentiful guardsmen to keep the enemy distracted while you work on building your defences. Use Heavy weapons teams with bolters to protect allies base's and hellhounds to take down masses of infantry or buildings. Your primary goal however should be to build basilisk artillery units which coupled with the Mars Pattern building will easily end in destruction of your enemies facilities.


BIG THANKS TO!!!

#HENRY CHUNG!!! He directed me to corsix's game manager fix and this mod wouldn't be out until Relics patch if it wasn't for him!!
#Corsix!!! He's program is what is used to make the mod and it also ended up saving it too!! keep up the great work mate!!
#Everyone who tested and gave feedback on the beta which enabled me to improve and add to the Ork Swarm mod..
#Purple Monkey Dishwasher cause he wanted to be in the credits lol..

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Robbie


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Registered 11th January 2006

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