Daemonhunters Mod

- Inquisitorial Stormtrooper now get their MELTA instead of plasma guns (which are not available for them) Melta guns are the ultimate ta...

Download

Uploading...
Do not refresh or leave this page!

File Description

- Inquisitorial Stormtrooper now get their MELTA instead of plasma guns (which are not available for them) Melta guns are the ultimate tank hunter weapons of the imperium but are very short ranged. Melta is based on Eldar Wraithlords Brightlance but only has a range of 10 (i.e even laspistols have a range of 20) so you have to bring your troop real close to targeted tanks. (please not that a SM missile launcher has nearly the same damage code) - Cadian Sentinel is now available for Daemonhunters as inducted imperial guard forces (light walker (very light version of a dreadnought), cadian variant: extra armour, autocannon (predator))

Read More

Readme
Daemonhunters Mod v0.15 - latest release - 23.11.04
--------------------------------------------------------------------------------------------------------
This Mod is dedicated to the Ordo Malleus the Daemonhunters of the Inquisition and it's Chamber Militant, the Grey Knights.
As a Inquisitor Lord you have also access to inducted Imperial Guard troops (Cadian regiments).
--------------------------------------------------------------------------------------------------------
Daemonhunters Mod Homepage: http://www.innocence-proves-nothing.com
Visit our Relic Forums thread:  http://forums.relicnews.com/showthread.php?t=48781
Download: http://dow.huwig.de/

Email questions, rants, bugs, resume, etc to: OrdoMalleus@innocence-proves-nothing.com
or just post them in the forum thread!

Remove any previous versions of our mod before installing. Thanks.

Attention: This Mod is in beta state. Please bear with us. Use this mod at your own risk - and have fun.
--------------------------------------------------------------------------------------------------------
Installation:  (latest release v0.15 - 23.11.04)

1.) DoW 1.0x
     Download the file daemonhunters-modv010-dow10x.zip

     Copy the directory daemonhunters in your <DoW-folder>\W40k\
     Your directory should look like this: <DoW-folder>\W40k\daemonhunters\
					\art
					\attrib
					\scar
     and place the file 'dh.module' in your <DoW-folder> and create a shortcut (see shortcut.jpg): 
     &quot;<DoW-folder>\W40k.exe&quot; -modname daemonhunters

2.) DoW 1.1 - with Patch 1.1 installed
     Download the file daemonhunters-modv010-dow11.zip
    
     Copy the directory daemonhunters in your <DoW-folder>\
     Your directory should look like this: <DoW-folder>\daemonhunters\data\
					\art
					\attrib
					\scar
     place the files 'daemonhunters.module' and 'Daemonhunters Mod.bat' in your <DoW-folder> 
     and start the game with the Batch file 'Daemonhunters Mod.bat' - double click the file.

    The Daemonhunter Mod works with DoW 1.1 if you use the DoW Mod Manager 1.2 
    dowmodmanager12.zip (http://files.filefront.com/dowmodmanager12/;3676823;;/fileinfo.html)
 
--------------------------------------------------------------------------------------------------------
Release notes:

v0.15
Highlights:
- Inquisitorial Stormtrooper now get their MELTA instead of plasma guns (which are not available for them)
  Melta guns are the ultimate tank hunter weapons of the imperium but are very short ranged.
  Melta is based on Eldar Wraithlords Brightlance but only has a range of 10 (i.e even laspistols have a range of 20)
  so you have to bring your troop real close to targeted tanks.
  (please not that a SM missile launcher has nearly the same damage code)
- Cadian Sentinel is now available for Daemonhunters as inducted imperial guard forces
  (light walker (very light version of a dreadnought), cadian variant: extra armour, autocannon (predator))

Changes:
- GK used a custom storm bolter now the in game variant is used (--> weaker vs infantry, better vs tanks)
- Due to several battle reports the Daemonhunters are upped, in order to survive the first few minutes.
   Thus Cadian Infantry Platoon (but not Inquisitorial Stormtrooper) will have immediate access to grenadelauncher upgrade. 
   Plasma guns still needs an armoury and max upgrades for Cadian Platoon has been limited to 3.
- Setup time for Inquisitorial Henchman was reduced from 5 to 3,75 - now lies between Imp. Guard (5) and SM (2,5)

Known Problems:
- Saved games that use previous versions of the Daemonhunters mod might get corrupted if certain values where changed
  in an update. I don't know if this is a general mod problem or not

Credits:
- DeathsHeadIII metioned that there is already a storm bolter in DoW (terminator use them)
- We would like to thank DeathsHeadIII, Mars_3K and Morat for giving use detailed battle reports
- The Cadian Sentinel was inspired by Sasquatch's ('His Righteous Mod of the Imperial Guard') approch to the Sentinel 
  He was the first to use a Eldar Wraithlord as placeholder. Visit their Mod Thread at Relics website:
  http://forums.relicnews.com/showthread.php?t=35681

--------------------------------------------------------------------------------------------------------

v0.11	patch only (no full install, needs v0.1)
Bug fixes:
- Cadian Infantry Platoon used Hellguns should be Lasguns and had a too high close combat accuracy

Changes:
- DeathsHeadIII pointed out that psycannon and Assualt Cannon both have identical values (codex)
  therefore armour piercing values of psycannon were changed

Known problems:
- Inquisitorial Stormtrooper use Hellgun weapons the in game damage code states 21-32 range damage
  (which would be greater than bolter damage (22-27) this is not intended, checked the weapon lua file
   and cannot find an error  - if you know why this happens, please tell me)
- same thing with Cadian Infantry Platoon weapon damage has been fixed, but in game display of damage is
  still too high
- AI for Daemonhunters as allies is not implemented - thus don't use Ordo Malleus as an ally

Credits:
- other pictures where taken from the ForgeWorld Onlineshop
   http://www.forgeworld.co.uk/acatalog/IMPERIAL_GUARD_TANKS.html

Scheduled:
New Vehicles:
- Cimera (heavy bolter), Cimera (heavy flamer), Cadian Sentinal (extra armour, autocannon)

--------------------------------------------------------------------------------------------------------

v0.1
New units:
- Cadian Infantry Platoon (Armory)
- GK Grand Master (Psyker = Librarian + FC strength, really expensive but worth the costs)
- Inquisitor (inc. moral, can regroup units, command aura)

Changes:
- GK have no longer access to plasma or missile launchers
- Unit icons where adopted to represent the Daemonhunters units
- minor chnages i.e. 'real' names of weapons will now be displayed
- build time for Inquisitor Lord was too fast  (20 --> 57)
- research of frag grenades and melta bomb has been removed, because GK don't have this option

Known problems:
- if you upgrade units with their weapon options the unit icon is no longer displayed (will be fixed in next major release)

Credits:
- Lunar Wolf posted a picture of the gk hellfire dreadnought - painted by Mark Bedford - we will always remeber this battle brother
- other pictures where taken from the Games Workshop Onlineshop (http://de.games-workshop.com/storefront/)	
- I would like to say a bit thanx to AdamBomb for locating most of the errors 

Scheduled:
New Vehicles:
- Chimera (like Rhino but with 2x heavy bolters, better armoured, Cadian)
- Sentinal (light Walker with lascannon udgrade, Cadian)

New units:
- Terminators will be Grey Knight Terminators with psychic power 'Smite',
  at the moment the terminators are normal SM Terminators

New updgrades:
- Improvements/Upgrades for Inquisitional and Cadian units
- Cadian Infantry Platoon will get heavy bolters and missile launchers

--------------------------------------------------------------------------------------------------------

v0.02
Build time for barracks and grey knights were fixed. They were reduced for testing purpose only. Sorry for that.
--------------------------------------------------------------------------------------------------------

v0.01
HQ: Sevitor, Inquisitorial Henchman (use Scouts as placeholder) --> Henchman Akolyth
Barracks: Lord Inquisitor Coteaz, Inquisitorial Stormtroopers
Armory: --> Grey Knights (Barracks)
Machine Cult: Rhino, Grey Knight Dreadnought, Grey Knight Hellfire Dreadnought, Leman Russ, Grey Knight Land Raider
(Chimera and Sentinal, Grey Knight Land Raider Crusader scheduled)

Known problems in version v0.1:
- Inquisitor Lord does not gain psychic power 'Smite' should be available at HQ-Tech Level 3
- Improvments of the command unit are not applied to Inquisitor Lord

Please note:
- Improvments (i.e Targeting, Health) is only applied to Grey Knights - this is intended
- Grey Knights don't gain plasma weapons or rocket launcher, use Inducted Cadian Platoon for heavy weapon support
- Grey Knight psycannon is pretty expensive (res 200, power 50) 
   but has no setup time and can fire while moving with 1/2 accuracy

--------------------------------------------------------------------------------------------------------

v0.00
HQ: Servitor, Inquisitorial Stormtroopers
Barrack: Grey Knight Grand Master, Grey Knight squat
--> this is much too strong
I know we all are eager to command Grey Knights, but due to balancing considerations they will be only available at tech level 2.
--------------------------------------------------------------------------------------------------------

Read More

Comments on this File

There are no comments yet. Be the first!

OrdoMalleus


50 XP


Registered 20th November 2004

16 Files Uploaded

Share This File
Embed File