phils_tsons.zip —
This mod simulates the Thousand Sons but has nothing to do with the well-known 'Thousand Sons' mod. I've just been wanting to play Thousand Sons in DoW:WA for a while so I decided to make a small mod to simulate them in a crude fashion.I am using existing models to represent Thousand Sons units. The only additional media is some new badges, banners and modified icons. With their permission, I have used the Closer to Codex models to represent Rubric Terminators.
-Ash
Phil's TSons Mod for Winter Assault ----------------------------------- DISCLAIMER: This mod simulates the Thousand Sons but has nothing to do with the well-known 'Thousand Sons' mod. I've just been wanting to play Thousand Sons in DoW:WA for a while so I decided to make a small mod to simulate them in a crude fashion.I am using existing models to represent Thousand Sons units. The only additional media is some new badges, banners and modified icons. With their permission, I have used the Closer to Codex models to represent Rubric Terminators. ** Winter Assault is required. This will not work in vanilla Dawn of War ** This mod adds a new faction (phils_tsons_race), playable in skirmish by humans and AI. It does not change the existing Chaos Marines race in any way. For this reason if you are using this mod as-is your strategic point banners will be the default Ork texture. If you use this mod together with the objective_points mod you will be able to see the Thousand Sons banner (see instructions below). The design philosophy is that TSons units are tougher and have better morale than regular Chaos Marines, but emphasise ranged combat and spell casting rather than assault. Only units that are allowed in a pure 'Codex' TSons army are permitted, so Raptors, Berzerkers, Obliterators and the Bloodthirster are removed. Most units have some kind of psykic ability in place of the usual Chaos abilities. For the time being I have re-used Doombolt in a few places but would like to add a greater ranger of abilities later. Unit sizes have been made 9 in total (including champions) across the board. This means that there will generally be fewer individuals in a TSons army. To compensate some units have a health boost. Since Horror squads have increased in size they have had a health cut. Although Rubric Marines are fearless in the table-top game, in the interests of balance I am simulating that by just boosting their morale for the time being. I have also given them some anti-vehicle capability in the form of melta-bomb equivalents (Bolt of Change) to make them a little more flexible. Download -------- In addition to hosting at Dawn of War Files, the mod is hosted on a couple of free servers for the time being. I have also provided the banners and badges separately. Main http://www.gigafiles.co.uk/files/1585/mods/phils_tsons_mod.zip http://www.gigafiles.co.uk/files/1585/mods/phils_tsons_badges.zip Secondary http://filexoom.com/files/2006/12/30/50899/mods/phils_tsons_mod.zip http://filexoom.com/files/2006/12/30/50899/mods/phils_tsons_badges.zip Install ------- The mod package consists of a single 'phils_tsons_mod.zip' file containing the .module files and a directory called 'phils_tsons'. 1. IMPORTANT: first delete any old mod files for Phil's TSons. You must delete the files phils_tsons.module phils_tsons_objective_points.module and the folder phils_tsons 2. Unzip the mod somewhere and copy the contents so that the files phils_tsons.module phils_tsons_objective_points.module and the folder phils_tsons are in the main Dawn of War directory. For example, on my system I put them in the directory C:\Program Files\THQ\Dawn of War After copying I have the files C:\Program Files\THQ\Dawn of War\phils_tsons.module C:\Program Files\THQ\Dawn of War\phils_tsons_objective_points.module and folder C:\Program Files\THQ\Dawn of War\phils_tsons 3. (Optional) Install the objective_points module. It is available here: http://compiler.free.fr/dawn_of_war/downloads/files/objective_replacements_2_0.rar Version 2 of the objective_points mod is required. Running ------- To run the mod, either start Winter Assault using the arguments W40kWA.exe -nomovies -modname phils_tsons or use the game manager in Winter Assault. If you also installed the objective_points module then you can have a proper Thousand Sons banner on objective points using W40kWA.exe -nomovies -modname phils_tsons_objective_points instead (this shows up in the game manager as 'Phils TSons with objectives'). Uninstalling ------------- Delete phils_tsons.module, phils_tsons_objective_points.module and the phils_tsons folder. Units ----- Most squad sizes have been changed to 9, the sacred number of Tzeentch. Raptors, Berzerkers, the Chaos Lord, Obliterators and the Bloodthirster have been removed. Rhino (as Chaos Rhino) Predator (as Chaos Predator) Defiler (as Chaos Defiler) Thrall Wizards (as Heretics) Cultists (as Chaos Cultists) Rubric Marines These use the same model as Chaos Space Marines. To make them look a little different I've added a red 'glow' on their heads. They also use a 'block' formation to make them look more robotic, and use the Possessed voices which have some more reverb on them. They are slower than regular Marines but are not hampered by cover. They use Rubric Bolters, which are similar to regular bolters but do not lose accuracy when moving. They have higher morale than regular Chaos Marines. There are no weapon upgrades available but they have two new abilities which can be researched: - Bolt of Change, which is identical to Melta Bombs (with different animations). - The Key. This allows the entire unit to teleport when joined by the Sorcerer. It is based on the code for the Ork Kustom Tellyporta. Chosen These use the regular Chaos Marine model. They are similar to Chaos Marines except that they have access to heavy weapons. To represent their 'elite' status they cost more in requisition and power, and use more squad cap. Rubric Terminators Uses the 'Closer to Codex' chaos terminator models. They move slower than regular Terminators but are not slowed by cover, and have improved morale. They are armed with combi-bolters and power weapons and do not get assault cannons or heavy flamers or power fists, but can upgrade to Inferno Bolts. These are based on the Horror's daemon fire with a shorter range but higher rate of fire, so the Terminators are somewhat effective against buildings. They can be teleported once personal teleporters are researched. Aspiring Champion Same as the usual Aspiring Champion except that he has Doombolt and loses Berserk Fury Rubric Aspiring Champion This champion goes with the Rubric Marines. I made him a separate entity so I could reduce his speed to the same as the Rubrics. Identical to the usual Aspiring Champion except that he has Doombolt and loses Berserk Fury. Thousand Sons Sorcerer Lord Same as the usual Chaos Sorcerer except that he has more health and can teleport Rubric Marines with The Key ability. The Sorcerer Lord takes on the role of primary commander and is produced from the Temple. Thousand Sons only have one commander character (similar to Eldar Farseers) as the Chaos Lord seemed out-of-place in this legion. Since Raptors are removed, the intention is to use teleporting Rubrics in that role. For that reason I have increased the range of the Sorcerer's teleport ability. Horrors Same as regular Horrors except they are reinforceable. Possessed (same as Chaos Possessed) Daemon Prince Uses the Daemon Prince model from the campaign. Health and regeneration have been reduced to make him more killable. Used in the same way as the Bloodthirster. AI -- You can play against the TSons in AI skirmish. It uses the standard Chaos AI with some modifications for new abilities, build order etc. To keep things simple I didn't use the Skirmish AI mod. The AI appears to produce everything although I haven't thoroughly playtested it. I can't vouch for the balance. I have tried to maintain balance by keeping changes to a minimum and giving disadvantages to counter advantages. That's why this is not a kitchen sink mod that adds every possible unit (eg. dreadnoughts, flamers etc). Media ----- Banners and badges under phils_tsons\data\art\badges phils_tsons\data\art\banners Replacement default banner texture under phils_tsons\data\art\ebps\races\default\texture_share Modified icons under phils_tsons\data\art\ui\ingame phils_tsons\data\art\ui\ingame_disabled Feel free to steal them. Known bugs ---------- - When fighting against Chaos in skirmish, team and building colours of the Thousand Sons change to the colour of the opponent. Wish list --------- - fully incorporate with objective_points mod - proper teleport FX for Rubric Marines. Should be able to use the Reinforce FX somehow - get working in vanilla DoW - would like to have some way of turning enemy models into Horrors - get Rubric Marines to fire at the same rate as they do when stationary - more abilities - change textures for terminators and rubric marines - Flamers of Tzeentch as an upgrade for Horrors - better looking badges and banners - pre-Heresy banners, badges and colour scheme Thanks ------ ChaosReigns and Fourandtwenty for feedback and suggestions Compiler for help with objective_points mod Medes and the Closer to Codex team for permission to use their models http://forums.relicnews.com/showthread.php?t=82381&page=1 Melooo for the 'random weapons' trick http://forums.relicnews.com/showthread.php?t=130788 Contact -------- Feedback is welcome! email: [email protected] Revision History ---------------- VERSION 1.0 (22/4/2004) - updated to use objective_points 2.0 - added SCAR scripts for win conditions - minor corrections to AI VERSION 0.2 (7/1/2007) - Since the mod tools are still at 1.41, I updated the LUAs to 1.51 based on Relic's change log - changed UI name from 'Thousand Sons' to 'Phils TSons' so as not to clash with the Thousand Sons mod - minor changes to UCS values - Improved The Key. The default value of four minutes to recharge for the teleport seems too long, considering only one unit can use The Key at a time. I now allow Rubrics 1.5 jumps on a full charge, still less than Raptors and with a shorter range. Cultists - changed HPs back to default value of 155 Rubric Marines - reduced Teleport max charge from 240 to 180 - reduced Teleport cost from 240 to 120 - reduced time to research Bolt of Change from 70 seconds to 45 seconds (same as melta-bombs) Chosen - changed HPs back to default value of 375 Horrors - max squad size increased to 9 - HPs reduced from 600 to 350 to compensate for large squad size Rubric Terminators - use 'Closer to Codex' models and textures (but not LUAs) - changed ranged weapon from storm bolter to combi-bolter. Combi-bolter has the same stats as bolter but is more accurate. - do not lose accuracy when moving - changed melee weapon to generic power weapon. Weaker than a power fist but faster reload. Based on Berserker Chainaxe. - implemented Melooo's trick to have randomized melee weapons Sorcerer - change to Sorcerer Lord in UCS - given Symbol of Chaos ability - changed text for Chains of Torment to Twisting Path, otherwise identical - increased HPs from 1000 to 1400 - increased requisition from 150 to 220 - increased production time from 40 to 60 seconds - reduced Teleport max charge from 240 to 180 - reduced Teleport cost from 240 to 120 Lord - removed, Sorcerer Lord is now the only command unit (similar to Eldar command structure) VERSION 0.1 (1/1/2007) Cultists - max squad size 8 (9 including champion) - changed HPs from 155 to 194 to compensate for smaller squad - Aspiring Champion has Doombolt instead of Berserk Fury Rubric Marines - max squad size 8 (9 including champion) - reduced max speed from 16 to 12 - no move penalties for cover - no loss in accuracy for Rubric bolters when moving - removed heavy weapons, infiltration, berserk fury, frag grenades - changed HPs from 375 by 25% to 469 - changed base morale from 300 to 400, same as Sorcerer - Aspiring Champion has Doombolt - can be given Bolt of Change (essentially the same as Melta Bombs) - can teleport if The Key has been researched when joined by the Sorcerer - teleport setup/breakdown is set to 0 seconds so that we don't see the 'frozen' animation during the jump - have red glow to make them visually distinct from Chosen - use 'block' formation to look less chaotic Chosen - require Armoury - max squad size 8 (9 including champion) - changed HPs from 375 to 469 to compensate for smaller squad - removed infiltration, berserk fury - added heavy weapons options - Aspiring Champion has Doombolt instead of Berserk Fury - increased cost from 47.5 req, 0 power to 50 req, 5 power - increased squad cap usage from 2 to 3 Raptors - removed Horrors - max squad size 5 (squads of 9 seemed over the top) - reinforceable Possessed - max squad size 9 - changed HPs from 955 to 1055 to compensate for smaller squad Obliterators - removed Rubric Terminators - max squad size increased from 8 to 9 - reduced max speed from 12 to 10 - no move penalties for cover - morale increased from 750 to 850 - no change to HPs as the squad is slightly larger than the standard Marine Terminator squad - can upgrade to Inferno Bolts, which are effective against vehicles (this is essentially an improved Horror daemon fire) Sorcerer - spawned from the Temple - removed HQ addon requirement - new ability The Key allows Sorcerer to teleport Rubric marines he has joined - changed Teleport distance from 35 to 60 Lord - requires first HQ addon - spawned from the HQ - has Doombolt ability Daemon Prince - requires Chaos Projectiles - can possess Lord, Sorcerer, Aspiring Champion - HPs reduced from 15000 to 12000 - regeneration reduced from 12 to 0 (Bloodthirster has more HPs but loses HPs when not in combat) - time to produce reduced from 214 to 180 seconds (same as Avatar) - requisition reduced from 1470 to 500 (Bloodthirster and Avatar require 400) - power increased from 490 to 500 (Bloodthirster and Avatar require 400) - In one-on-one battles the Bloodthirster and Avatar handily beat the modded Daemon Prince so I don't think this guy is OTT. Perhaps even needs buffing.
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