Updated changelist for 0.96.1
Version backround: -This particular version concentrates mostly on Eldar, Orks, and making Rhinos able to last a few seconds in combat. I am concerned about the Orks, as they are kinda hard to edit without overpowering or underpowering them. I will be reading the comments and suggestion for this, and adjust the mod accoringly.
Bug fixes: -Inability to play online with others who have the same mod version SHOUDL be fixed. If it isn't, I'll continue to try to fix it.
General: -Campaign missions are now working with this mod -Win condition "Annihilate" now "classisized", meaning that you'll have to kill all your opponets buildings to win (even LPs).
IG Redesign+ The + is for a few changes for other races Installation: -If first mod version is installed, delete it's folder and module -Unzip into main DoW folder -Use the game manager to activate this mod Known bugs: -Imperial guard will raise Ork banners, specificly, the Blood Axes banners - I do not know how to fix this at this point (Has to do with the module) -Main screen will probably display the marine from DoW original. This is because I fucked up somewhere (AGAIN!!!!). About: When I bought Winter Assault, I thought I'd be getting the Imperial Guard as a turtleing race, not a rushing race. This mod makes the Imperial Guard into a turtle race. Almost all early IG offencive power has been nerfed into oblivion, defences buffed, and teching now much harder. I am rather pleased with the way this mod has progressed in the few days I have been working on it. In addition to the IG changes, I also did some balance changes for the Orks and SM factions. This mod is by no means complete. Theres still balance issues that I need to resolve, and some things I'd like to do. There are some un-modifide files included, and this is because I didn't feel like going through each one. Oh, and I do read all the comments about this mod, and will adjust balance accordingly. To do list: -Buff mines on other factions -Continue to redesign Eldar -Continue to redesign Chaos -Address balance issues ////////////////////////////\\\\\\\\\\\\\\\\\///////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\ Updated changelist for 0.96.1 Version backround: -This particular version concentrates mostly on Eldar, Orks, and making Rhinos able to last a few seconds in combat. I am concerned about the Orks, as they are kinda hard to edit without overpowering or underpowering them. I will be reading the comments and suggestion for this, and adjust the mod accoringly. Bug fixes: -Inability to play online with others who have the same mod version SHOUDL be fixed. If it isn't, I'll continue to try to fix it. General: -Campaign missions are now working with this mod -Win condition "Annihilate" now "classisized", meaning that you'll have to kill all your opponets buildings to win (even LPs). Imperial Guard: Units: Sentinel: -Autocannon addition added (does awsome damage against infantry, but inaccurate, and limited effect on tanks) -Autocannon cost 60/20 -Autocannon build time 8 seconds -Squad cap usage decreased to 1 Baneblade: -Autocannon accuracy increased -Autocannon reload time decreased Eldar: General: -ALL Brightlances have a flat minimum vehicle armour penetration rating of 50 (basicly, all brightlances have no less then a 50 in vehicle armour penetration) Units: Warpspiders: -Haywire bombs now recharge in 60 seconds (was 120) Banshees: -Power swords (regular and improved) now have no building penetration. They'll still do some damage, but not as much (however, they will still rape LPs) Vypers: (Overhualed, now great fire prism helper/raider/harrasser, but can't take much punnishment from other then small arms fire) -Speed increased -Can now reinforce into squads of 3 -Initial cost now 90/75 -Reinforce time 12 seconds -Reinforce cost 80/50 -Max upgrades now 3 -Missle launcher upgrade now has better accuracy -Missle launcher upgrade now does large ammounts of damage to vehicle_med/high -Missle launcher now does penetration damage against building_high -Missle launcher fire cone doubled (larger firing radius, easier raiding/armour harrass) -Missle launcher horizontal traverse speed doubled -Small regeneration rate introduced -Regeration rate decreases in combat -New formation file used (makes up a little for horrid pathfinder scripting) -Will now excellerate/decellerate to full speed/stop instantly (again, makes up for crappy pathing script) -Will turn faster -Will take corners better (won't hang on them as much) Fire Prism: -Capped at 6 (maximum of 6 at any one time) Wraithlord: -Brightlance armour penetration vaulues higher against vehicle armour (especially against vehicle_med) NOTE: Armour penetration against infantry_heavy_high is unusually high. I believe this to be a nasty little surprise to termies. -Brightlance cost now 60/100 (offsets the higher damage vaule without making it worthless) Falcon: -Brightlance armour penetration vaulues higher (not as high as Wraithlord) -Shuriken cannon does less damage vs. buildings Brightlance Platform: -Brightlance armour penetration vaulues higher (not as high as falcon) Shuriken platform: -effectiveness against heavy infantry increased Buildings: Listening post (second upgrade): -Brightlances have much higher vehicle penetreation power now (it was so little before that it was actually a downgrade) Research: Webway Relocation matrix: -Costs lowered to 100/50 -research time now 30 seconds Webway shroud: -Cost and time now 0 (figured that the Eldar should have more acces to stealth tactics) Ranger infiltration: -Cost and time now 0 (same reason as above) Space Marines: Units: Rhino: -Hitpoints increased to 1500 -Speed slightly increased Chaos: Units: Chaos Rhino: -Hitpoints increased to 1550 Speed slightly increased (not quite as much a SM version) Orks: (Hopefully I've done it right this time) General: -Populaion cap now 150 -Squad cap now 80 -Vehicle cap now 30 -Starting squad switched back to slugga boyz Buildings: WAAAAAAAGH! Banner: -Cost reduced to 100 req Units: Mega Armoured Nobz: -Moral increased to 1500 -Mob bonus increased to 2.000000 Killa Kan: -Pop cap usage back to 2 Looted Leman Russ tank: -Penetration against vehicle_high armour increased ///////////\\\\\\\\/////////////\\\\\\\////////////////\\\\\\\\//////////\\\\\ UPDATED CHANGELIST for 0.92A Imperial Guard: Units: Ogryns: -Build time increased to 12 seconds -reinforce time now 15 seconds -Unit caped at 4 (only 4 squads at any one time max) Baneblade: -Will regenerate when not in combat (Was in old version, but forgot to add it to the list) -Armour slightly increased Buildings: Mines: -No knockback effect (was in old version, but I forgot to add it to the changelist) Space Marines: Scout: -Sniper rifle reload time now 6 seconds Buildings: Heavy Bolter Turret: -Accuracy increased -Cost decreased to 85/40 Research: Space Marines: -Sniper training now free and instant Chaos: Units: Khorne Berzerkers: -Accuracy and damage from bolt-pistol horribly reduced (Now you can actually dance around them!) -Build time increased to 15 seconds -Reinforce power cost now 15 -Reinforce time now 14 seconds Tactical Marines: -All vanilla DoW (1.41) stats restored (this means all heavy weapons are back!) NOTE: This is a copy and paste from Dawn of War original, and all I have done is copied it. I did not edit it, and this particular file for the Chaos Tactical Marine is property of Relic, and credit should be given to them for this file. My modding skill is insufficient for adding the heavy weapons with animation files. Raptors: -Old raptor build icon restored (side effect of Chaos tactical marine changes, stated above) Buildings: Heavy Bolter Turret: -Accuracy increased (Not quite as good as SM) -Cost decreased to 75/40 Eldar: Units: Rangers: -Cost slightly reduced -Weapons do substantially more moral damage *GASP* They can break squads now! -Weapons do more physical damage (not like a SM sniper, but decently powerful) Dark Reapers: -Weapon rate of fire increased -Weapon penetration against heavy infantry increased -Setup time introduced at 2 seconds Buildings: Scatter Laser suport platform (turret): -Cost reduces to 60/40 -Accuracy increased Changes: /////////////////////////////////////////////////////////////////////////////////////////////////// Imerial Guard: General: -Maximum squad cap increased to 80 -Maximum vehicle cap inscresed to 45 -Reduced formation priorities (makes for better pathfinding) Units: Guardsmen: -Armour decrease -Shorter weapon range -lower damage for weapons -Lowered accuracy for laser guns -Severe accuracy penalty for moving now implimented -Initial squad now 5 men -Initial squad now 75 req -reinforcing now 7 req -reinforing time now 3.5 seconds -max squad size now 15 (16 with sergent, 17 with sarge+attachment) -Number of heavy weapons per squad now 2 -Squad cap usage now 1 -guardsmen grenade launchers accuracy decreased -guardsmen grenade launchers cost increased Kasrkyn -Squad capped at 7 (Sorry, only 7 kassies at one time) -Movement accuracy penelty implimented (15% loss, hey, they've gotta have some advantages) Sentinals: -Power cost increased to 250 -Acceleration time now 2.5 seconds -Deceleration time now 2 seconds -accuracy increased Enginseers: -Maximum cap doubled (now 6) -Hitpoints reduced to 150 Baneblade -Battle cannon damage increased -Battle cannon movement accuracy penalty implimented -Battle cannon armour penetration for demons/monsters/vehicle_low/med/high, and building_low/med/high increased -Demolisher cannon damage increased -Demolisher cannon accuracy increased -Demolisher cannon movement accuracy penalty implimented -Demolisher cannon armour penetration for demons/monsters/vehicle_low/med/high, and building_low/med/high increased -Lasercannon (left) Damage increased -Lasercannon (left) movement accuracy penelty implimented -Lasercannon (right) Damage increased -Lasercannon (right) movement accuracy penalty implimented -Auto-cannon accuracy increased -Auto-cannon damage increased -Autocannon movement penalty implemented -All 6 heavy bolters accuracy increased -All 6 heavy bolters movement accuracy penalty implimented Comissar: -Cost increased to 120 req and 100 power -build time increased to 30 seconds -Now neds battle command upgrade at HQ to build (Tier 2 I believe) Chimera: -Slight increase in armour (110 from 100) -Slight increase in health -Slight increase in speed -Increase in weapon accuracy (main and hull weapons) -decreased reload time for weapons (Main and hull) -Costs increased alot -Increased build time Assassin: -Speed increased 50% Buildings: Infantry command (also known as bunker): -Cost now 50 req -Build time now 15 seconds (single builder) -Armour increased by 10% -Hit points now 3500 -Now holds 5 squads (only three will shoot, the other 2 do nothing) Headquarters: -Now holds 5 squads (only three will shoot, the other 2 do nothing) -Armour increased 10% -Increased weapons range against lower elevations -Substantial increase in cost and buildtime for teir elevations. Mines: -Cost now 35 req and 35 power -Build time now 25 seconds -Will now regenerate 10 HPs per seconds (5 if under attack) -damage increase -huge moral damage increase -Every full second that there is an enemy within the trigger radius will detenate a mine. -Can explode up to 30 times before rebuild is needed Turrets (Bolter and missle) -Increased hit points -Increased rate of fire for heavy bolter -increased accuracy of heavy bolter -increased accuracy for missle launchers -decreased reload time for missle launchers -Will regenerate slowly when not in combat Power generator: -Req. cost increased to 265 -build time increased to 45 seconds Thermal power generator: -Req. cost increased to 295 -build time increased to 75 seconds Mechenized depot: -Full scale war now costs 1600/1600 and takes 4 minuets to upgrade too. Upgrades: Sattellite targetting system: -cost increased substantially -Range increase now increases range by 60% (was 20%) -Now effects bunkers -Cost increased to 250/450 -research time increased to 120 seconds /////////////////////////////////////////////////////////////////////////////////////////////////// Orks: General: -Increased maximum squad cap to 200 -increased maximum vehicle cap to 50 Buildings: WAAAAAGH! banner: -Cost reduced to 65 req /////////////////////////////////////////////////////////////////////////////////////////////////// Space Marines Units: Assault Termies: -Reinforce costs increased to 50/75 -Reinforce time now 20 seconds (was 10) -Stun now only has a 25% chance on stunning -Stun now lasts 3.5 seconds (can be increased through repeated strikes) /////////////////////////////////////////////////////////////////////////////////////////////////// Special thanks to the guy who made the RGD editor. His program made it possible for this mod to exist. (This will be unpdated when I learn his/her's name.) ***************LEGAL******************** This modification has been created by Sandy Warnstaff. All data files used are Relic Game Data files that have ben modifide for this mod, and is in no way supported by Relic. All elements of this mod are based in the Warhammer 40,000 universe created by Games Workshop, and is not supported by them. This mod may be redistributed as any end user sees fit on the condition that he/she/they give appropiate credit, and include this readme. This mod may NOT be hosted on websites that require payment for download, in any form.
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