Ork Swarm

Now, this is the final version of the Ork Swarm Mod, and to see it in action, just look at the red on the second screenshots. Thats all I ne...

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Now, this is the final version of the Ork Swarm Mod, and to see it in action, just look at the red on the second screenshots. Thats all I need to say really, the image speaks for itself :p

- SSA

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Download 'ork_swarm_mod.zip' (3.06MB)

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Ork_Swarm Mod!!

Version: 1.0 (FINAL RELEASE!!)

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

Compatability: Dawn of War 1.4 upwards (Winter Assault not supported, you must play via vanilla Dawn of War for the mod to work properly)

Installation:

Open the file with a Zip program and them extract all contents to your main Dawn of War folder. Start the game and go to the option that says Game Manager and select Ork Swarm. Easy as pie!!

Description:

This mod was designed for multiplayer Co-op against the green swarms of Ork. The mod changes the entire Ork army to only produce swarms and swarms of Slugga Boyz and occasional Shoota Boyz. They produce them in large amounts and in rapid succession making them a formidable oponent on the battlefield. To counter this the Space Marine race has been given longer range and more firepower, the chaos have been given more units per squad and more health and regeneration, and the Eldar have been given the ability to build anywhere on the map have devastating weaponary at the cost of range.

If you've ever wanted to have an entire army against swarms of infantry then this mod is for you!! To give you an idea of the size you will be dealing with look at the screenshots.. they we're taken 5 minutes into the game on insane difficulty!! (Easy difficulty is substantially easier lol don't worry) You can easily expect upwards of 4000 kills by the end of a game!! This mod takes a while to get used to but is well worth it in the end!! (I know there the same pics as from the beta but its a little hard to physically show gameplay changes lol.. I'm sure you all understand!!)

NO NEW UNITS ARE IN THIS MOD!!
AI GENERALLY WORKS FINE ALSO!!

Change List:

Version 1.0 (Changes from beta only)

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

RACES DESCRIPTION!!

Orks = Virtually no range, virtually no damage, virtually unbelievable numbers!!
Space Marines = Long range medium damage
Chaos = Lots more health and units per squad
Eldar = Short range massive damage

ORKS!!!

- Ork HQ now has 8000 health to compensate for whirlwind

SPACE MARINES!!!

- Space Marine's now do 30-40 melee damage
- Scout Marines now have 200 health (reverted)
- Dreadnoughts now have 8000 health and rapidly regenerate out of combat (Hellfire has half the health and half the health regeneration)
- Apothecary now has 2000 health
- Servitor now has 800 health
- Lemun Russ health reduced to 800 and health regen lowered
- Imperial Guardsmen lasgun damage reduced from 45-60 to 33-53 (Balancing issue)
- Reinforcing guardsmen squads now costs 10 req per person.

CHAOS!!!

- HQ has 8000 health and regenerates. Also produces 120 requisition to compensate for larger chaos squad sizes.
- Turrets have 8000 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 75000 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)
- Possessed Marines morale is extremly high, 10,000 making it an effective ork melee counter.
- Listening post has 4000 health and slowly regenerates

ELDAR!!!

- All ranged weapons damage multiplied by 6 (Excludes guardian squads). 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 65000 health and a fast health regeneration
- Wraithlord now has 4000 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
- Guardian squads have 140 health but only cost 40 requisition (advice = use as point capturers only)


Version 0.2 (Beta)

ORKS!!!

-All ork units replaced by Slugga or Shoota Boyz (including Ork vehicles)
-Ork Squads cost 35 requisition
-Ork Squads cost no population or Waagh!!
-Ork Squads build in 3 seconds
-Ork Squads contain 8 initial members rather than 4
-Ork Slugga's health reduced to 150

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.
-Rhino Transport tank replaced by Lemun Russ Battle Tank that slowly regenerates health and has a larger range and damage output.
-Skull Probes replaced by Imperial Guard Regiment that spawns with 5 troops and has a maximum of 20. Damage dramatically increased but health is only 100. (only costs 75 to buy and is free to add more members, great meatshield)
-Whirlwind missiles can now shoot across the map and can do enourmous damage however they can only shoot once per 30 seconds good for anti-ork camps.
-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.
-Librarian has health of 35000 (its not alot if he's alone against the swarm)
-Force Commander has health of 50000 (same as above)
-Marine HQ reveals map.

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 AND WHEN FACING MORE THAN ONE ORK OPPONENT I SUFFER SOME FRAMERATE LOSS. I SUGGEST YOU GO ONE ON ONE WITH AN ORK TEAM AS THEY WILL PRODUCE MORE THAN ENOUGH TROOPS FOR YOU TO ENCOUNTER.

NOTE ON AI!!!

The AI seems to have a wonderful behaviour on with this mod, especially on insane difficulty. The moment they encounter your base they will not stop producing units to kill you and it will literatly be a constant flow of green into your base. BEST AI EVER!!!

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.. then do what ever possible to get a relic and give yourself access to Terminator squads. The usage of imperial guardsmen and lemun russ to defend key locations is critical along with minefields and bolter turrets. They also have the advantage of always knowing whats happening on the battlefield in terms of troop movement.. use this strategy!!

Chaos = Chaos should not focus on range weaponry but instead try to use cultists and chaos marines to hold off the enemy long enough for you to get possessed marines.. then proceed to build as many squads as possible and march over the top of the enemy.. also use the bloodthirster to fly over the top of enemies and distract them..

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!!! 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.

Ork = Swarm them like theres no tommorow (Orks lack strategic depth simply because this mod is designed for you to play AGAINST them lol)


BIG THANKS TO!!!

Everyone who tested and gave feedback on the beta which enabled me to improve and add to the Ork Swarm mod..
and also 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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