TTRU fans start doing your happy dance! The final release of TTRU mod for Winter Assault is here! With new units like the War Hound Titan and the Hydra, this mod will definitely will keep you occupied for a while with all new stuff crammed into this 118 MB package!
To check all changes please check the readme file for full detail.
*Note: This mod is compatible only with Winter Assault version 1.41
Go download it!
Tabletop Round-up mod - version 1.2 (for DOW: Winter assault version 1.41) --Intro & Mod information-- I'm not a modding Pro, so please don't tell me things like "This mod is bulls**t!" or "I hate you, your mother, your country, your entire family, & your dog... because of this mod." If there's a problem, then please give me useful & persuasive constructive critisism (I get easily upset & am a bit self-centred) for me to learn from & use. NOTE - The content of the Space Marines Armoury mod has been added to this 'compilation' & tweaked a bit. I was given permission by Compiler to use his files from version 2.1 of his latest mod. Please don't think anything quite suspicious of this, as I Have been given permission to do this. The tweaked files are not the main part of this mod, so this mod has been "partially created with these files." They've been tweaked to suit the original purpose of the mod. Some of the content from the Closer-to-codex mod has also been added. Adrian Smith (one of my 'messangers') told me that we'd been given permission to use these files. Same applies as from above. If there's anything wrong, please inform me. Thanks to these kind people is at the bottom of this Readme. This mod was primarily designed to increase the damage values to more 'realistic' values for those people (like myself) who can get easily bored with games because of the sheer amount of time it takes to complete things. I've particularly improved the damage of many guns & most other miscellaneous ranged weapons, but as Dawn of war has also weakened close combat weapons (though not as horribly as ranged weapons), I have improved the majority of them too, some more than others. However, as Orks are a Close-combat heavy army, they were affected by my changes considerably. Their pop cap has now been doubled, the max slugga boyz in a squad is now 20, & shoota boyz & slugga boyz take less time to produce & re-inforce. Wartraks, Trukks & Killa Kanz have their HP reduced to Table-top similarities, but are now cheaper & quicker to produce. Monsterous things, such as the Avatar, have had massive improvements to their damage values (apart from Squiggoth shooty weapons) as they're already powerful. The bloodthirster however has been made tougher & stronger, like in the Tabletop game, to match or even beat the Avatar. This mod was made on knowledge I have from the rules of the tabletop miniature game (Warhammer 40 000), so if you don't know much about the miniature game, then expect a few surprises! If you're curious, I've also modified the damage-based special abilities & even the special attacks that some units have access to, some vehicle death explosions have also been tweaked slightly. --Mod Goals-- In the next few versions, the main additions & changes I wish to make are: To balance the mod better; To get the mod working with Dark Crusade; Other tanks & stuff not implemented by THQ & Relic. --Changes-- 1.2: Added the Hydra to the AI’s list, & tweaked the AI a bit as well; Taskbar minimize buttons now don’t shrink when moused over (problem introduced when Heavy support cap was in the works); Fixed the Hydra’s Heavy bolter FX bug; Twin-linked weapons are now not drastically more powerful than their non-linked cousins, they do roughly 25% more damage than their normal variants, but still have improved accuracy; Commander & monster_high armour types are now MUCH tougher; Eldar Wraithlord is tougher, to be more worth what it is; A number of Eldar Codex changes introduced have been implemented into the mod - The Eldar Avatar is now tougher in general; Guardian storm squads are now the Eldar’s starting troops, as defenders are generally more useful now. Guardian defenders & storm squads have squad sizes of 9 - 14 now; Dark Reapers have the same armour type as warp spiders now; (Dire avenger shuriken catapults have a range boost); Guardian Defender squads have heavy weapon platforms as leader upgrades; Prism cannon weapon modes introduced for anti-infantry & other target modes (dispersed & focused blasts); Avatar is much tougher than other things against fire & melta-based weaponry than other monstrous creatures (as par the Avatar’s resurrected tabletop rule). 1.2 beta: Warhound Titan (all weapon types available too) added to the new map “City Of Titanic tales (4).” It can be used when the central critical location is captured for a certain time. (Model & texture by Winterdyne, animations & the rest by myself, Map by Buster_wounds); Another weapon overhaul: Close combat weapons have been adjusted to be more in accordance to tabletop (so that close combat squads are now a lot better than non-hitty ones); Heavy support cap added to simulate the Heavy support category in the Tabletop Force Organisation charts. All races apart from Orks use it. This feature is experimental however, & isn’t fully functional. Certain units use this, such as basilisks & Leman Russ tanks; Hydra AA tank added. There’s a limit of 2 on these due to the model’s high-poly count. This was originally Havoc’s model. Texture systems were changed slightly to avoid colour-bleed; More adjustments made to fast-firing weapons, where rate of fire has been modded so that weaker infantry don’t die too quickly. Damage has been changes in proportion; Flame weapons now have less of an impact on morale (including the inferno cannon), but are still just as powerful; The Inferno cannon is weaker against heavy infantry & Bloodletters\Avatar\Bloodthirster; Chaos Bikes added (thanks to GreenPhero). Many bugs though that will need fixing; Land Speeder Tempest added to the Space Marines (original model by the adeptus aviatus team, textures & everything else is my part); Griffon Mortar tank added to Imperial guard (original model & texture by the Cadian Inquisition, my animations); Bloodletters & Khorne Terminators are now MUCH more useful, as the morale issues are fixed; Bloodletters & Horrors now have ‘Invulnerable saves’ (automatic ability); Revised Chaos terminators introduced, thanks to the C2C team; Hit point doubling script added, many thanks to Incarnate added (More information on this after the change log); Conscripts are now colourable (thanks to Carcharodon); Support sentinel added (all my work) - Rocket pod & missile launcher options; Necron Living metal armour introduced, which is more resistant to bright lances, melta weapons etc than typical vehicles; Codex Vypers introduced for the missing weapons (starcannon, scatter laser & bright lance options now available); Few other minor changes… 1.1: Huge changes to the weapons. Almost ALL shooting weapons (flamers not changed much though) have had their ranges set to 2.5 x the tabletop value, making most of their ranges better; Fast-firing shooting weapons, such as bolters & starcannons, are now much weaker, down to 33% of their original damage levels. Also inflict les morale damage in proportion; Skorchas added to the Battle Wagon, or rather - they start off with them now, & are upgradable to big shootas; Bloodletters are now much tougher in general (different armour type); Ork Big Gunz batteries added (Lobba, Kannon or Zzap gun options) to the Ork Settlement; Sight values increased again; All Ork infantry that use choppaz are more powerful in close combat, particularly slugga boyz; Eldar Scatter laser & Starcannon heavy weapon platforms added to the webway gate building; Scorpion Grav tank’s dodgy aiming has been fixed; Scorpion’s also got a new texture, thanks to Carcharodon; Few other minor changes… 1.0: Ork Battle Wagon added; Ork Wagon-type vehicles have new (though slightly odd) voices now; Few aiming bugs (might have been) fixed with the Battle Fortress; The worst one of the aiming problems with the Night spinner has been solved. Now only the dodgy vertical aiming & unpredictable projectile problems remain!; Codex Predators & Chaos Predators added (thanks again guys!); Venerable Dreadnought & Codex Dreadnought added; AI updated & tweaked a little; Minimum damage & general armour-piercing value of weapons reduced, so that Vehicles & tough buildings can’t easily be destroyed by massed anti-infantry weaponry. Sight radii of most units & vehicles increased a lot; Few other things I can’t be asked to mention… 1.0a/b (private testing only): Many of the extra units now have AI programmed, including the SM bikes & the Scorpion Grav tank. Leman Russ variants added (thanks to the C2C team); Added Chaos Bloodletters (experimental). Model & texture by Kjon, base animations by myself; Few minor tweaks that’re unmentioned as of such… 0.99b (beta tester release): Bloody annoying bug that caused the game to crash randomly has been fixed (caused by certain abilities back-firing & killing the user. Abilities act normal now, so no more back-firing earthshaker cannons!); Added Imperial Heavy Weapons team: Mortar; Heavy bolter & Lascannon (thanks to Korbah, Excedrin & Mlai from Dawn of War: Professional for the files); Increased the weapon ranges of most weapons by 50%, & artillery weapons have now got much better ranges too; Added a few more things from the closer-to-codex team, such as the Rhinos; Added Ork Dreadnought (experimental). Model & changes done by myself; Added Necron Destroyers & Heavy Destroyers (thanks Alan Mace for the model & textures); Added Necron Gauss Defence Structure (model & a small part of the texture by Morkai Iron Wolf, aka Aaron Smith); Valkyrie Deep-striking feature implemented to a special guardsmen squad built in the Tactica Control (Thanks to Kjon for the Valkyrie stuff); Certain units which fire ‘artillery’ projectiles (like the Baneblade) can now move & shoot yet still use the same projectiles. I worked that out, but I think someone else may’ve found this before me; Brought back Sorcerer’s Doombolt, as it actually works now. 0.99a (beta tester release): Brought back some Orky research things; Added Chaos Dreadnought & Land Raider (credit to Kjon & Minaithnir2005); Added Eldar Scorpion Super-heavy Grav tank (exclusive model to us, thanks to Catwell & Compiler for models & corrections to any faulty animations I did)! Added Ork Battle Fortress (thanks to Them_Apples & Skills for animations & model); Added a whole array of Closer-to-Codex units (big thank-you to both Medes & Havoc); Added The Land Raider Helios (credit to HorusHeretic for the original model, which I fixed); Changed the stats of a few more things; Made certain tougher vehicles more destroyable (less HP) so that they weren’t too tough; Added Ork Gunwagon, Grot Tank, Grot Gangz & Eldar Jetbikes (many thanks to MaestroRobertus); Added a few more Necron things (thanks to Havoc); A few other changes I’ve forgotten to list… (From Fatality mod Original): 1.4: Unfortunately, due to a known bug, but an unknown actual cause, I've disabled the Chaos Sorcerer's Doombolt ability, as it caused the game to crash back out to the desktop when used. Sorry guys. Scorpion Grav tank & Vaul portal made & Implemented. These are our 1st Mod-specific units! 1.3b: Added & tweaked the Terminators, Khorne Terminators & Chaos Havocs (many thanks to Medes & anyone else who helped out in the Closer to Codex mod); Experimental - added voices to the khorne terminators, vindicator & typhoon; Pulse laser added to the Falcon grav tank - The Star cannon is now the 'base weapon' for the Grav tank, & can be upgraded to the pulse laser (Bright lance with a rate of fire of a shot per 0.8 seconds, & does less damage overall, in particular to heavy armoured vehilces & buildings, though they still shred them in a matter of seconds). No FX implemented yet (unless someone wants to help out), sorry; Prism Cannon & Sniper rifle ranges (all types) increased; Battle cannons, missle batteries & Earthshaker cannons have their weapon ranges increased dramatically; Sniper rifles (all types) have a more variable damage value; Vehicle HP & armour types changed to match those in the Tabletop game (Since when the hell did Killa kans have tough armour? Changed Killa Kan's armour type to vehicle_low); Lascannons have a slower rate of fire, but are more powerful; To prevent being quickly destroyed by the indirect fire of Defilers, the Battlecannon is now a non-indirect firing weapon. The indirect fire capability is now an upgrade which requires the Chaos Daemon pit to obtain. The Wraithlord's undergone a few changes - experimental. Due to the sheer power of them, the Wraithlord stone add-on for the support portal requires 'Mobilise for war' research to be researched; FX for Eldar shuriken weaponry modified, & they now have very small blast radiu's to show the spread of the weapons; A few more minor changes that haven't been listed... 1.3a: Space Marines Armoury mod units added & tweaked (many thanks to Compiler, Goldo, Thudmeizer & anyone else involved in the mod); To prevent prevent a premature death thanks to Chaos Predator rushes, Predators now require the Unholy Monastery HQ upgrade to be built; Imperial guard regimental command HQ upgrade now really does have an increased sight radius instead of having it decreased! Ork Armoured Nob squad size changed to 5 - 10. Ork Armoured Nobz requre the power klaw research to be produced, to prevent easy Orky victories. The Vindicator is, well, something to be feared, really; Melta bombs & Tankbusta bombs should now have half a chance of slowing movement and/or disabling combat for a few seconds (untested); Haywire bombs should do the same, only that it has a 100% chance of causing these effects; A few more minor changes that haven't been listed... 1.2: Grenade launchers have frag profile; Set-up time for Battlecannons removed; A few more minor changes that haven't been listed... 1.2b (public release): Imperial guard Full scale war research has been cheapened & time-cut much due to being over-run by other armies too quickly; Guard now start with a Kasrkin squad in multiplayer games for balancing issues; Missle launcher turret add-on no longer mkes most of the map visible, The upgrades of the HQ building do that instead; Skimmers even faster!; Bloodthirster is now actually cheapened (research, it seems); Bloodthirster has a horrifyingly high regeneration rate of 56HP a second when fighting in combat; Whirlwinds have a max. 3 cap too; Land Raider's cap is back to one; Artillery weapons have been strengthened yet again; Hellfire dreadnought's missile launcher has now got a frag profile (anti-infantry, as described in Dawn of war); Morale damages of shooting weapons have been matched with the improved damage values, melee comes later; Researches that lead to super units have had their research times halved (gain access quicker); As a compromise to the long production times of slugga boyz (10 per squad minimum), Orks in multiplayer now start with a shoota boy squad to give them that little edge; Most special abilities (including grenades & teleporting) have had their recharge times reduced dramatically to be more useful (Warp spiders are now a real fear!); A few more minor changes that haven't been listed... 1.2a: Ork Close combat Boyz & nobs even cheaper; Most Ork buildings are cheaper to build; Weaker close combat weapons have been strengthened, especially Orks; A few more minor changes that haven't been listed... 1.1: most Close Combat infantry (soldiers) have been cheapened (especially Ork stuff) for balancing; Imperial guard & Kasrkin squads are cheaper to produce (still 2 squad cap though); Ork Vehicles (apart from Looted tanks) have been cheapened & take up less support cap; Baneblade & most other tanks are more expensive to produce; A few more minor changes that haven't been listed... Bloodthirster, Avatar & Squiggoth are much cheaper & quicker to produce, also have HP improvements; Most shooty vehicles are more expensive & take up more Support cap to avoid 'vehicle massacre forces'; Bloodthirster has a triples jump distance & is faster when doing so; Avatar is slightly faster; Wraithlords are very tough, like in the tabletop; Defilers, Fire Prisms & Leman russes (all sorts) have max 3 caps; " weapons have had increased power values as a result to being capped; Land Raider's max cap is 2 instead of 1; Baneblade takes much longer to build; A few more minor changes that haven't been listed... 1.1b: Sight values modified to suit weapon rages, for most units that need the sight improvements; Rate of fire (damage adjusted to keep in sync.) of: Shootas; Big Shootas; Flamers (damage not adjusted as they've been underpowered); Shuriken weapons & The mighty Inferno cannon! Scare away your opponent's troops with these weapons! Winter Assault Campaign is enabled for use (2 errors however, In Order campaign, the Bloodthirster that appears at the end of mission 2 dies early due to gunfire. Skip this scene. Start of mission 2, Disorder - Warboss can be killed early & mess up the game, so keep the troops away from the Orks & let the Boss blab on about his shield). 1.1a: Basilisk's AP has been 'sorted out;' Wraithlord has heavy_med infantry armour (again, to be more like the tabletop rules); Squiggoth's armour has been changed again to High infantry armour; Skimmers & wheeled vehicles have more & quicker jumps (skimmers), & are generally faster; Falcon & Fire prism have compromised & similar HP values to each other; A few more minor changes that haven't been listed... 1.0b: Armour penetration values have been 'de-stupified' for certain weapons (in particular - Space Marine bolter types); Bloodthirster HP increased; Avatar HP decreased; The Bloodthirster is slightly more powerful in close combat; All Eldar warlocks have less HP but now own Commander armour; Ork 'semi-leaders' (Nobs) have less HP, weaker armour but are now cheaper to produce); Many anti-infantry weapons are now no longer 'all-purpose' weapons, as they've been weakened against vehicles & buildings considerably; Anti-armour & building weapons are now much more effective, so missile launchers can't be easily replaced with assault cannons now! Weapon ranges are now less unique & are more similar to those from the table-top rules, some weapons that're supposed to be long ranged (e.g. - Sniper rifles, Battle cannons, etc.) have had their ranges improved; Original Battlecannon stats from Dawn of War are back (big blast radius!); Rhinos (both armies) have more HP; Squiggoth has slightly less HP & has medium monster armour (read the Gargantuan Squiggoth rules in Imperial Armour update if you think this change doesn't fit the game); Land Raider now has 6000HP instead of a horrific 10000HP; Wraithlord now has 3950HP; Whirlwind has much less than 5000HP, to 'fit it' to having a Rhino chassis! A few more minor changes that haven't been listed... --Installation-- Simply enough, extract (using WinRar or whatever expreacts .RAR files) TTRU_modxxx (x being version information) to your Dawn of War 'root' directory (e.g. - C:\Program Files\THQ\Dawn of War). Do the same with the .module file & then select it in the 'mod switcher' (or whatever) & play away. Extract the Engine folder to the Root directory, but DON’T overwrite anything. There should only be 2 DDS files in the Engine folder in the Mod archive here. These are the files that’re supposed to be unzipped. They are however, not essential for gameplay. --Hitpoint-doubling script- Since some players have been complaining that damage values are too high in the mod, a script has been made kindly by Incarnate for this mod. It doubles the HP of all units & buildings, making everything generally harder to destroy. The script can be triggered in the Objectives customization menu when setting up a skirmish game. --Bugs & Crashes-- Most have been fixed now, including the one that caused the game to crash randomly. This was caused by a fault with the ability.nil file, which also lead to certain abilities back-firing on the user & destroying them too. However, not all have probably been found & solved. Only the major ones have been corrected as of now. If you identify anything, then please join our forums (look a little lower in this document) & tell us. Bugs that still exist in the mod are as follows: The Eldar Nightspinner tank’s vertical aiming is a bit ‘off;’ The Nightspinner’s projectiles don’t always display for some reason; The Khorne Bloodletter’s animations are slightly weird (my 1st attempt at genuine infantry you see); Whilst the Heavy support cap works properly, the Waagh image is displayed for some odd reason, & the counter isn’t displayed either; The Ork Dreadnought doesn’t aim properly. Also, some of the UI icons display as pink boxes. Most of the causes are known, but some aren’t. The unknown causes so far are for the Chaos Land Raider & The Ard boyz (when upgraded). I AM NOT RESPONSIBLE FOR ANYONE’S COMPUTER BEING DESTROYED! Sorry, I just wanted to make myself clear on that in case such an unfortunate co-incidence occurs. That shouldn’t happen anyways. --'Precautions'-- I don't intend to damage or harm any computer out there with this mod. It may seem strange, but I just want to include this here in case there is anyone who's extra cautious. Software (as far as I know, apart from overclocking apparatus) very rarely harms your computer, & never have I heard of a mod doing serious damage. I assure you that this mod contains no viruses, spyware or (what I'd consider as) any horrifying trash. So, there you are. Phew! This mod is in no way Endorsed by Games workshop or any of its branches & products. I also don't want anyone to copy any files from this mod without permission. If you wih to use any files from this mod, then please e-mail me at: edmund DOT duesbury AT [spam-is-crap] lycos DOT co DOT uk. --Our forums- If you think you can aid this mod’s cause, or just wanna join us & chat, then please visit: http://s9.invisionfree.com/Tabletop_Roundup_Mod/index.php? --The team- Zany Reaper - Leader, animator, coder, founder of this mod & a few more things! Wackymodder - Co-leader of this mod & AI specialist-in-learning. Carcharodon - Team colour expert & superior texture artist. Badgernun & Minaithnir2005 - messengers. Stim - Chaos voice artist (at times). Our beta-testers (Immortal, Stim, Minaithnir & Badgernun) Anyone else who I unfortunately forgot to mention (sorry any of you). --Thanks & Ending-- This mod was inspired by DJ_Oggy's 'Total Masacree' mod, which I enjoyed much, even though it's very old & is discontinued. It was a bit unsavoury, having wildly increased pop caps & such, but still, it was a a great yet quite a simple mod. I'd like to give thanks to the following: Some of the DOW:Pro folk for the Heavy Weapons team; Them_Apples & Skills for giving me ‘some of’ the animations & the model for the Battlefortress; Havoc - for a bunch of models listed in the most recent changes; MaestroRobertus - for some of his Steel Legion Xenos units; Wackymodder (AKA Kou Uraki), BladeDragon & badgernun, for allowing the merging of the Fatality & Left-out units mods to form this new one; Winterdyne, for the Warhound Model & textures; Medes, & anyone else involved in the making of the Closer-to-codex mod & codex units, for 'allowing me' to use some of their files; Adrian Smith, for asking the Closer-to-codex guys for usage of their files (above); Compiler, & anyone else involved with the making of the Space Marines Armoury mod 2.1, for allowing me to use their files; Catwell - for allowing me to modify his Scorpion chassis & texture, & Compiler - for sorting out some of the major screw-ups made with the Scorpion; Mlai & Havoc - for allowing me to use the Necron extra units & coding files; Alan Mace - for the Necron Destroyer Models & textures; Carcharodon - for re-texturing the Scorpion grav tank a bit, & making its team-colourability better; Buster_Wounds - for The Map ‘City of Titanic Tales.’ AKA Magna-Imperialis (titan map); Qwertypp7 (Chris Leigh) for making some of the speech files; Knight of Ni (aka Chris H.) for the Battle Fortress speech files (which I unintentionally lowered in quality); Morkai Iron Wolf (aka Aaron Smith) for the Gauss Defence turret model, & a small portion of the texture (despite having to practically babysit him!); The folks at THQ & Relic, for making this great game in the 1st place & releasing the mod tools to make this mod (& the others out there) possible; www.pegi.info, for rating the game (is this necessary?); DivX, for the video formats for the videos in Dawn of war & Winter Assault; Warkirby - for a bit of diplomacy; The Relicnews boards, for a little bit of help from the community there; Carcharodon, for the Khorne Bezerker WTP (less team-colourable now, so it’s more Khornate); DJ_Oggy, for the 'Total_Masacree' mod (sorry DJ, it's correctly spelt 'Total Massacre'); Everyone who made (however simple it was) a mod for this game; & all of you who enjoys this! No Thanks to: The bugs in he mod that made it less enjoyable; Myself (in a little way) for accidentally implementing the bugs in the 1st place; All the highly prejudiced people & bullies in the world for being very stupid. Zany Reaper
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