HQ Units Mod

This mod introduces slight variants of existing units that are buildable from your HQ. It is intended as a 'leg up' against the AI, and sp...

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File Description

This mod introduces slight variants of existing units that are buildable from your HQ. It is intended as a 'leg up' against the AI, and specifically for the campaign when defending a map. This mod will not affect the AI player, and if you never use the units, your play will be the same as the unmodded original. The intent is to bend the standard rules without completely changing the complexion of the game.

Note - as of version 0.2.1 only Chaos, Eldar, IG, SoB, SM, and Tau factions have HQ Units. If there is sufficient feedback, I'm willing to add any other faction.

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HQ Units, a Single Player and Skirmish Mod for DoW Soul Storm
Version: 0.2.1

=== Brief Intro ===

This mod introduces slight variants of existing units that are buildable from your HQ. It is intended as a 'leg up' against the AI, and specifically for the campaign when defending a map. This mod will not affect the AI player, and if you never use the units, your play will be the same as the unmodded original. The intent is to bend the standard rules without completely changing the complexion of the game.

Note - as of version 0.2.1 only Chaos, Eldar, IG, SoB, SM, and Tau factions have HQ Units. If there is sufficient feedback, I'm willing to add any other faction.


=== Installation ===

Unpack the zip file into your main SS directory, the one with DXP2.module file.
After starting game, select 'HQ Units Mod' from the Game Manager.


=== Details ===

With this mod a small number of modified units are buildable from the HQ. Their screen names are identical to the normal units, with '[HQ]' appended. Since they share a crowded build panel, their build icon will only show once their build requirements are satisfied, and disappear once their unit cap is exhausted.

Typically, they have the following advantages compared to the normal unit of the same type:

1) Cap cost reduced
2) Tech requirements lowered
3) Building structure requirements relaxed
4) Infantry squads start with 1 squad member, but can only be reinforced to 1/2 of the standard unit max strength.

Example at the low tech spectrum: 
The Eldar "Ranger [HQ]" unit has a squad cap of 1, can be built immediately, starting strength is 1 reinforcable to 4, has a hard cap of 1.

Example at the high tech spectrum:
The SM "Predator [HQ]" unit has a vehicle cap of 2, can be built once the Machine Cult is built, has a hard cap of 1 (which it shares with the Whirlwind [HQ]), comes already upgraded with lascannons, and as a bonus, can detect infiltrated units.

= Order of Battle =

Chaos: Raptor Squad [HQ] x2, Khorne Berzerkers [HQ] -or- Possessed Squad [HQ], Defiler [HQ], Chaos Predator [HQ]

Eldar: Ranger Squad [HQ], Warp Spider Squad [HQ], Falcon Grav Tank [HQ], Vyper [HQ], Fire Prism [HQ]

IG: Heavy Weapons Team [HQ], Kasrkin [HQ] x2, Chimera [HQ], Leman Russ Battle Tank [HQ]

SoB: Seraphim Squad [HQ] x2, Rhino Transport [HQ], Lightning Fighter [HQ], Penitent Engine [HQ] -or- Exorcist [HQ]

SM: Assault Marine Squad [HQ] x2, Apothecary [HQ], Rhino Transport [HQ], Land Speeder [HQ], Whirlwind [HQ] -or- Predator [HQ]

Tau: Pathfinder Team [HQ] x2, Devilfish Troop Carrier [HQ], Krootox [HQ] -or- Hammerhead Gunship [HQ]


=== Changes ===

= 0.2.0 -> 0.2.1 =

Added chaos faction.
Cleaned up file structure.


=== Credits ===
                         @         .
Brought to you by kontuz ^ pacbell ^ net
Special thanks to Corsix for the wonderful Corsix's Mod Studio.

Please do not distribute this mod without my permission.

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Kontuz


50 XP


Registered 30th March 2008

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