Zany Reaper's Fatality Mod (1.3a)

This mod was primarily designed to increase the damage values to more 'realistic' values for those people (like myself) who can get easily...

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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.

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Download 'zr_fatalitymod13a_wa.zip' (17.01MB)

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Zany Reaper's Winter Assault 'Fatality' compilation mod - version 1.3a (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) 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 anythingquite suspicious of this, as I Have been given permission to do this.
The teaked 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.

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 slightly 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 little 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.


--Changes--

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) ZR_FatalityCompxxx (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. 


--'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! 

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 lycos DOT co DOT uk.


--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:

Compiler, & anyone else involved with the making of the Space Marines Armoury mod 2.1, for allowing me to use their files.
The folks at THQ & Relic, for making this gret 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?)
Gamespy, (although I don't use it) for multiplayer things;
DivX, for the video formats for the videos in Dawn of war & Winter Assault;
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!

Zany Reaper

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Zany Reaper


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Registered 28th January 2006

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