Dawn of Warhammer 40k is meant for those who want to play a Warhammer 40K RTS as opposed to an RTS based on the W40K Universe. The basic idea is that all units and weapon upgrades cost req and buildings, with the exception of HQ’s, Power Gens, and LP’s, cost power. In addtion, weapons like Power Klaws and Lascannons which punch through infantry saves with panache in TT will do exactly that in this mod. Almost everything has been converted over. Toughness / Wounds to HP...armour and invulnerable saves...weapon Strength vaules...even points to req costs. With this system it’s far easier to add in and balance new units and weapons - and every unit feels like it’s worth every point spent on it.
By basing stats on a system that is known to work, a far more balanced and rewarding W40k RTS experience has emerged. It returns options that were removed in Winter Assault. It all but eliminates lame spam tactics, early rushing and unit redundancy. It adds polish, depth and balance to Dawn of War that have been missing for some time and boasts an AI that is far more adaptive and brutal than what comes out of the box. For good measure we’ve even added new units and models to the mix to give players even more choices and options.
If you’re a fan of the table top game or just a gamer that wants a Warhammer 40,000 experience that will rock your RTS world, then this is definitely the mod you want to play.
Dawn of Warhammer 40k v0.985 Beta 3 --------------------------------------------------------------------- To put it simply, Dawn of Warhammer 40k is meant for those who want to play a Warhammer 40K RTS as opposed to an RTS based on the W40K Universe. The basic idea is that all units and weapon upgrades cost req and buildings, with the exception of HQ’s, Power Gens, and LP’s, cost power. In addtion, weapons like Power Klaws and Lascannons which punch through infantry saves with panache in TT will do exactly that in this mod. Almost everything has been converted over. Toughness / Wounds to HP...armour and invulnerable saves...weapon Strength vaules...even points to req costs. With this system it’s far easier to add in and balance new units and weapons - and every unit feels like it’s worth every point spent on it. By basing stats on a system that is known to work, a far more balanced and rewarding W40k RTS experience has emerged. It returns options that were removed in Winter Assault. It all but eliminates lame spam tactics, early rushing and unit redundancy. It adds polish, depth and balance to Dawn of War that have been missing for some time and boasts an AI that is far more adaptive and brutal than what comes out of the box. For good measure we’ve even added new units and models to the mix to give players even more choices and options. If you’re a fan of the table top game or just a gamer that wants a Warhammer 40,000 experience that will rock your RTS world, then this is definitely the mod you want to play. To install, drag the contents of the zip file to your base Dawn of War Directory and use the ingame mod enabler. If you're updating a previous version of this mod, delete that version's directory before copying over the new files. Please note that Dawn of War: Winter Assault is required to run this mod as well: It will NOT run under regular Dawn of War. Changelog for 0.985 (from 0.95) ------------------------------------------------- General ------------ -Added a charge modifier to all CC walkers that boosts max speed by 2x when closing in. -Cover no longer restricts movement of Heavy Powered Armour infantry. -Decreased recharge time of most psyker abilities. -Heavy T2 - T3 weapons now have a load time of 3 seconds. -Overall revision of ranged weapons damage and rate of fire. -Synchronized speed of all tanks and transports to 32 (double that of troop movement). -Vehicle HP scaled to match class. IE Fast attack vehicles have 600 HP but Heavy Support Vehicles have 1000. -All races now have a maximum Support limit of 5. -All races now start off with a commander and 2 infantry squads in addition to a builder. -All Vehicles except those functioning as Transports take up 1 Support slot. -All unit weapon upgrades now require an armoury / weapon research facility. -All non-transport vehicles restricted to 2-3 per unit type. -All offensive abilities such as Melta Bombs and grenades now cost power to use. -AP for Melta-class weapons revised extensively (should do heavier damage vs vehicles and buildings). -Fixed and/or updated various tool tips and icons. -Maximum range of ranged weapons (except pistols) extended by 25% with a subsequent 25% reduction in damage dealt by all weapons. -Overhead cover icons removed for performance / asthetic reasons - this does not affect gameplay. -Research that extends Support cap now gives I Support slot per research. -Recharge times of various psyker abilities (Eldar, SM, etc.) reduced. Damage scaled down accordingly. -Squads can no longer reinforce or upgrade to better weapons while in combat. -Task Bar finally updated - players should be able to manually target LP / Turret-mounted weapons. -Tracked vehicles no longer receive bonuses from light cover. Skimmer vehicles no longer receive bonuses from any cover. - Rapid fire weapons can no longer fire on the move. This includes Bolters, Death Spinners, Lasguns Plasma Guns, and Shootas. Chaos ------------------------ -Chaos players now start off with a Chaos Lord, Cultist Squad, Tactical Squad, and a Heretic. -Chaos Lord can now be given a retinue. 4 Chosen Tacticals at T1 and T2 and an additional 5 Chosen Tacticals and / or Chosen Terminators at Tier 3. -CSM models updated. Backpacks are now randomised -Defiler can now exchange its Reaper Autocannon for a twin-linked Lascannon at Tier 3. AP values for CC attack tweaked to better reflect TT stats. -Defiler Battlecannon Attack Ground feature reinstated. -Havoc Squad members start out with standard bolters. Starting size of 4 Havocs expandable to 9 and counts as a Support choice. -Horrors now take up 2 Pop. Reinforce time reduced to 8. Ranged attack now does heavier morale damage and degrades health (similar to flamers). -Khorne Berzerkers can now exchange their Bolt Pistols for Flamers and Plasma Pistols. Up to 2 squad members can upgrade their weapons. -Khorne Berzerker models updated. The models now have random -One Chaos Rhino can be obtained for every 9 Havoc Marines or Tactical Marines. -Rhinos can now self-repair damage slowly when not in combat. In addition, they now treat water like regular terrain. Eldar -------- -Eldar players now start off with a Farseer, two Guardian Squads and a Bonesinger. -Added a 50% failure rate to Mind War ability. Mind War now does 400 damage if sucessful. -Aspect Portal now costs 125 Power. -Avatar moved to Eldar HQ and available at Teir 2. AP values for CC attack tweaked to better reflect TT stats. -Dire Avengers now have proper models. -Dire Avenger Shuriken Catapult range extended to 22.5 from 15. -Eldar HQ control zone size increased to match that of other races' HQ's. -Farseer moved to Eldar HQ. -Farseer Guide ability now requires research. -Farseer Fortune ability now confers a 25% bonus to the armour value of friendly troops instead of a 10% damage reduction to all enemy attacks. Research requires Tier 2 upgrade. -Fire Dragons can now use Plasma Grenades and Melta Bombs (animations need fixing though). -Fixed Eldar vehicle armour bug. -Grav platforms can now fire on the move. Cost reduction of 60 points per platform type. -Guardian Brightlance squad removed. -Guardian Defender squad revised to allow for 2 "leaders". Players can choose any 2 "leaders" from the following list. Warlock, Shuriken Cannon Platform, Brightlance Platform. -Guardian Storm Squad added as an early CC option at the same cost as Guardian Defenders. Two Storm Guardians can exchange their pistols for Fusion Guns. Squad can utilize Haywire Grenades after research. -Howling Banshee ability added. Called Immobilize, it incapacitates enemy troops for 4 seconds. -Psychic Storm ability removed as per latest Eldar Codex rules. -Shuriken Cannon Platforms now requires Mobilize for War. Platforms now have the same armour type and HP as Guardians. -Warlock removed from Eldar HQ. Imperial Guard ---------------------- -Imperial Guard players now start off with a General, a Commisar, two Guardsmen squads, and a Techpriest. -Baneblade speed reduced to max infantry movement rate. Size increased. Ignores all cover restrictions, but does not benefit from cover either. -Basilisk now requistioned from Heavy Vehicle Facility exclusively. -Conscripts now take up 1 Pop - but are restricted to 4 squads max. -Chimera now equipped with a front-mounted Heavy Bolter. Multi-Laser can be replaced by either an Autocannon or a twin-linked Heavy Bolter. -Heavy Weapon Teams added (still a work in progress). One team can be obtained for ever 8 Guardsmen. -Hellhound now equipped with a front-mounted Heavy Bolter. -Leman Russ now requistioned from Heavy Vehicle Facility exclusively. In addition, the Leman Russ can now exchange its front mounted Heavy Bolter for a Lascannon. -Melta Guns can now be issued to Imperial Guardsmen and Kasrkyn troopers. -One Chimera can be obtained for every 12 Guardsmen or Kasrkyn Squad members. In addition, Chimeras now treat water like regular terrain. Orks ------- -Banner cost now 25 / 100. -Big Mek can now have a bodyguard of up to 5 Nobs. Requistioned from HQ instead of Boyz Hut. -Big Mek Tellyporta ability research requirement reinstated. Tellyporta research reinstated at Boyz Hut. -'Eavy Armour cost reduced to 200 Power. Cost scaling reduced to 20 req from 40. -Grots now cost 30 req each. -Mega Armoured Nob no longer available from Ork HQ. -Mobs now take up squad cap. -Nob Squad removed as per Ork Codex. -Ork Players start off with 6 Squad cap - expandable to 20 via Waagh Banners. -Ork players now start off with a Big Mek, 2 Slugga sqads and a Grot mob. -Squiggoth now has Predator HP and armour type, upgradable to Land Raider armour type. -Waaagh Banners now build up squad cap - each Banner adds 2 cap. -Warboss can now have a bodyguard of up to nine 9 members. Players can choose between the following leader types: Mad Dok, Nob, and Mega Armoured Nob (requires Relic). Space Marines ------------------------ -Space Marine players now start off with a Force Commander, a Scout squad, a Tactical squad and a Servitor. -ASM can now exchange their Bolt Pistols for Flamers and Plasma Pistols. Up to 2 squad members can upgrade their weapons. -Assault Terminator tool tips fixed. -Devastator Squad members start out with standard bolters. Starting size of 4 Devastators expandable to 9 and counts as a Support choice. Added Lascannon and Plasma Cannon upgrade options. -Dreadnaughts now count as Elites (3 pop) instead of Support choices. -Inflitration research moved to Progenitor Temple. -Land Raider model revised. Storm Bolter (with visible gunner) added to weapons list. -Land Speeder Tornado added. -Land Speeder Typhoon added. -One Rhino can be obtained for every 9 Devastator Marines or Tactical Marines. -Previous Land Speeder removed. -Rhino model revised: Storm Bolter (with visible gunner) now standard equipment. Rhino Strike ability removed. -Rhinos can now self-repair damage slowly when not in combat. In addition, they now treat water like regular terrain. Tool tips updated. -Scout squads now start with 4 Scouts per squad, expandable to 9 and automatically have the Infiltrate ability. Flamer and Plasma Gun upgrades removed as per codex rules and can be equipped with up to 9 Sniper Rifles (after Max Weapons research). -Veteran Squad introduced. 90 Req per Veteran and starts with 4 Vets per squad, expandable to 9 max. Up to 4 Veterans can exchange their weapons for Plasma Pistols or one of 3 types of Power weapons. Can use the Infiltrate ability (after completing Infiltration research) -Veteran Squad choice added to Progenitor Temple. Changelog for 0.95 (from 0.9) ------------------------------ General: ------------- -All HQ's give 10+ Power; Generator power output reduced to 10+ per Generator. -All turrets, with the exception of Ork Banners, now cost 300 Power to build instead of 200 Power. -Attack ground weapons now have a slightly larger projectile strike radius for blind fire and non-blindfire attacks. Additional, all heavy ordinance (projectile) weapons now have a 2.5 second setup time. -Fixed various icon issues. -Overall buff of 5-10 DPS for all Teir 1 weapons, Assault Cannons, Autocannons and Plasma Guns. -Overall buff of CC damage for Teir 1 Troops. -Overhaul of morale damage system: most ranged weapons will now do between 2-5 morale DPS with the exception of flamers and artillery which will do 25-50 morale DPS. -Reduced missile turret damage by 50% -Second Requisition research now costs 1200 Power. -Various AI tweaks for an even better "comp stomp" experience. Chaos --------- -Chaos Lord now also requires that a Daemon Prince not be present. -Daemonic Acension now requires that a Chaos Lord be present. -Havoc Squad Heavy Bolter and Autocannon "fire on the move" bug fixed. Eldar ------- -Conceal now provides 33% damage reduction instead of 20%. -Dire Avenger Exarch now provides a Defend Aura (subtracts 33% damage from all incoming RANGED attacks). -Falcon Pulse Laser rate of fire reduced to .5 from .33. -Fleet of Foot now disables all combat when active. -Guide now affects all friendly and allied units. -Prism Cannon accuracy when firing on the move reduced to 25%. -Rangers now benefit from a 33% automatic cover save and can move through cover like Scouts. Imperial Guard ---------------------- -Basilisk limit cap removed. Auto-attack range reduced to 36 from 120 and Support cost increased to 4. -Conscripts can now be equipped with Flamers. Reinforce time decreased slightly. -Doctrine: Tactical Flexibility moved to Teir 1. -Guardsmen can now be equipped with Flamers. Reinforce time decreased slightly. -Imperial Captain now benefits from a Plasma Pistol upgrade. -Imperial Captain now radiates an Inspiring Aura after researching Doctrine: Uncommon Valor. -Infantry Emplacement cost reduced to 50 Req and 225 Power from 100 Req and 225 Power. -Kasrkin Squads can now infiltrate after researching Doctrine: Infiltrate and decap enemy points. -Kasrkins can now be equipped with Flamers. Reinforce time decreased slightly. -Priest Eviscerator damage buffed slightly. -Strafing Run damage buffed by 50% -Tech Priest cost reduced to 150 Req. Power Axe damage buffed slightly. Orks ------- -Grot mobs now cost 60 Req to build. Reinforcing is free with no change in reinforce time. -Ork vehicle armour research cost modifier for Squiggoth fixed. -Tank Busta weapons now do 15% better AP vs Vehicles and Structures. Space Marines ----------------------- -Orbital Bombardment damage buffed by 50%. -Orbital Relay can now drop full Tactical and Terminator Squads, exluding squad leaders and special weapons. In addition: Tacticals requisitoned from the Relay cost an addtional 180 Power to drop and take longer to build. Terminators requisitoned from the Relay cost an addtional 200 Power to drop and take longer to build. Dreadnaughts requisitioned from the Relay cost an additional 300 Power to drop. -Scout Squads can now take up to 4 special weapons -Tactical models are now randomized (varied helmet styles and Purity Seals added). -Vindicator size now in line with other vehicles. -Whirlwind AoE damage and radius increased slightly. Things to keep in mind while playing: The Mod currently supports multiplayer only: This is intentional as this is purely a multiplayer mod. This Mod is NOT balanced for use in conjunction with other Mods. All structures and research will require Power to build, with the exception of structures that mount weapons. Said structures, such as turrets, will also require Requistion as well. All units and weapon upgrades require Requisition to build. Some researches will increase squad and/or unit costs. This is intentional. Known Issues: Placeholder / pink icons for some upgrades and units. This will be resolved at a later date. Feedback is welcome and highly encouraged. This Mod will only be as good as the feedback that we receive. To discuss the mod and post feedback / bug reports, check out our official forums at http://s13.invisionfree.com/Dawn_of_War_Rebirth/index.php If there are features or elements present in this mod that you wish to see officially incorporated into the game, let the Developers at Relic Entertainment know - but if you choose do, please do it in a constructive and polite manner. THE TEAM ------------------ Creative Direction & Coding: -Mirage Knight- Hybris n0z3k1ll3r dibujante Chaos Space Marine Raptor & Defiler Retextures: Hangar-8 Eldar Guardian & Farseer Retextures: MadMaffMan Space Marine Retextures: Hangar-8 Front end menu, Load screen, logos and backgrounds: Hybris Public Relations: Methuselath Credits: ---------- This mod was partially based on luas made by Compiler for his Rhinoz Mod. The Rhinoz Mod allows Space Marines players to add several several vehicles to their Dawn of War game : - Assault Rhino armoured transport with Rampage and Frag Defenders abilities - Razorback Armoured transport, with a twin Heavy Bolter mount updatable to a twin Lascannon mount or a Multi Melta. - Vindicator Assault Gun - Damocles ECM/ECCM tank with sensormap ability -Land Speeder Tornado with Assault Cannon, Heavy Flamer, and Multi Melta upgrade options -Land Speeder Typhoon with missile volley ability. These luas were used with permission from Compiler and the mod itself is available at http://dawnofwar.filefront.com/file/Rhinoz_Mod;43379 or http://spacedragons.free.fr/ Thanks are also extended to the following: -Maestrorobertus for allowing the use of the Ork Gun Wagon model and associated files from the Steel Legion Mod. -Medes and WeAreLegion for their improved Chaos Marine / Havoc, Defiler, Khorne Berzerker, and Space Marine models and textures. -Havoc for his Melta Gun models and FX for the Imperial Guard. -Kjon for his Chaos Land Raider model. -Riker2800 for his Flamer FX and animations for Imperial Guard Troops, Plasma FX for the Imperial General, and reworked Leman Russ and Defiler models. -Grimnar42 for helping us get the tooltips system for our custom units set up properly. -Excedrin for contributing a custom AI for offline skirmish matches. -IBBoard for going through each color with the color picker tool to get the proper color codes. Each color is dead on with Citadel's paint chips. -Everyone on The Friendly Players List who's helped test this mod and given us valuable feedback; in particular, Obtuse, Tiresias, Trizzdog, Excedrin, DatonKallandor, Inq, Hybris and Meth. -Everyone on the Relic Forums that's offered ideas, suggestions, criticisms and such. Give yourselves a pat on the back folks. You've all helped make this mod what it is. Sincerely, -Mirage Knight- Disclaimer: ----------------- This is an unofficial modification of the PC game Warhammer 40K: Dawn of War and as such is in no way endorsed by Games Workshop Limited, nor by Relic Entertainment or THQ. We cannot guarantee that this Mod will work in concert with other mods - only that it SHOULD work with a normal installation of Dawn of War: Winter Assault. This Mod is available for free distribution ONLY and must include the file you are reading now. You may use elements of this mod on the condition that permision is requested and granted by their respective authors and credit is given for their effort. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. Last but not least, I'd like to extend special thanks to RL and SC. If it weren't for your friendship and support, this mod would never have seen the light of day.
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