realism_modv1.5.zip —
If you like realism, then this is the mod for you! Here is another version of the "Realism Mod" created by Hellocookie which makes more changes to Tau, Imperial Gaurd, Orks, Eldar except for 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
REALISM MODIFICATION --------------------------------------- Developer: Hellocookie Version 1.5 (I might continue to work on this more) Date Finished 12/10/06 Date Started 12/8/06* *Thought of the idea a long time ago For: Dawn of War: Dark Crusade NOT COMPATABLE WITH WINTER ASSAULT This is the work I am most proud of ever! For the last couple of mouths I was thinking that it would be cool to make a mod that made DoW more "realistic". Now before you poo yourselfs, let me say that when I say realistic I don't mean "no lasguns" or "no aliens". When I say realistic I mean that when a soldier gets shot he dies. War is cruel and people die. The Warhammer 40k universe is no execption so I think it is unrealistic when a guardsmen can charge through 30 bolter shells and still be alive. With this mod I changed all of the units health and armour. Orks will die by the hundreds when rushing bolter turrets or plasma cannons. Platoons of guardsmen will die when hit by artillery. Tau firewarriors will drop dead after being shot by Adeptus Astartes. Eldar will perish when they attempt frontal assualts on anything. Do you get my point? I hope so. THIS ISN'T A CODEX MOD just to let you know. All this mod does is make it so Orks, Tau, Eldar, and Guarsmen die when shot once or twice. I AM NOT STUPID I KNOW THIS MAKES SPACE MARINES, CSM, AND NECRONS OWN! They should after all; a squad of space marines or necrons is capable of killing squads of guardsmen, orks, firewarriors, or eldar. Now IG, orks, eldar, and tau can still kill sm, csm, or necrons but it takes greater effort and often the use of vehicals to outright destroy thier bases. This is a lot of text so I am going to put the changes down in order of race and universal changes. WHAT IS NEW WITH IS VERISION ------------------------------------------------- Well I fixed a couple of things but mainly just very small ajustments. The biggest thing in this version is that the ork pop problem is now fixed! Now you can enjoy the orks once again without errors. Other than that I made some minor changes. The chaos cultists now have the "realisitic" health and to compensate for that they are faster to build, cost less, come up with more units, and a have more max units. The cultists also have had their leader removed. I just didn't think a csm would lead a squad of stupid cultists, so now he is gone! GENERAL CHANGES TO ALL RACES CEPT THE NECRONS, SPACE MARINES, AND CHAOS SPACE MARINES --------------------------------------------------- Units are built way, way faster Squad and Support caps have been increased All health and armour research has been taken out Damage on all units remains the same All main commanders have normal health (couldn't change their health or armour) Every t'au, ork, eldar, or ig unit has had its health drastically (I mean drastically!) reduced along with its armour All altered units are cheaper Squigs, avatare, krootoxe, kroothounds, & greater knarlock have not had their health or armour changed All vehicals haven't been changed at all (cept maybe in cap) All unit moral is the same as before Some research has been renamed Some other small changes I forgot to mention perhapps ----------------------------------------------------------- RACE SPECIFIC CHANGES ----------------------------------------------------------- All guard buildings have their health greatly increased All guard turrets do much more damge and are way more accurate Tunnel time between guard buildings is shorter Guard mine feilds are much stronger Ork pop is different in ways I can't explain ----------------------------------------------------------- Bugs ----------------------------------------------------------- Well when you entrentch the heavy bolter teams they start at 65 health and regenerate up to 100 something. They are supposed to then convert to 100 something. When you sumon firewarrior body guards with the etheral they don't have the shortened health or lower armour. When you clone a unit with the etheral they clone with no health shortenings or armour shortengings. (not tested though) I couldn't get the ork pop ajusted right so I had to take away the ork pop cost on ork units. The ork pop it-self is weird now, but who really plays orks that much? Well I hope most of you don't that is. Sorry to the fraction of people who do. ----------------------------------------------------------- NOTES ----------------------------------------------------------- This mod is a lot better with Heros Roleplaying made by Cuttershane and the Dawn of Skirmish mod made by the Dawn of Skirmish Team. ----------------------------------------------------------- THANKS TO ----------------------------------------------------------- Corsix who made the mod tools I used GW ----------------------------------------------------------- INSTALL ----------------------------------------------------------- Extract to your DC main folder and then activate through the mod manager. ------------------------------------------------------------ Don't rip off this mod (because it is the property of Hellocookie) or include it in any of your own mods without asking me or I'll send my Order of Our Martyred Lady task force after your sorry ass!
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