Half-scale

Major changes: * scaled down the green selection circles/boxes so they fit properly * scaled down selection volumes Minor changes: * fix...

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Major changes: * scaled down the green selection circles/boxes so they fit properly * scaled down selection volumes Minor changes: * fixed Defiler collision problem * The following additional leader abilities now have their full original radius of effect - Eldar Eldritch Storm - Chaos Doombolt - Chaos Symbol of Chaos - Chaos Corruption

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Half-scale Mod v0.9

Smaller units, Grander Battles

This mod scales down everything in Dawn of War by half, including all units, buildings, speeds, and weapon/ability ranges by half (even for the Imperial Guard). This lets you  fight massive battles, with larger armies, on effectively huge maps! Some things were deliberately not rescaled, and several other changes were made to reflect the large scale combat, like doubling the unit caps. The AI has also been tweaked to let it take full advantage of these increases.


Installation

Expand into the Dawn of War/ directory (not Dawn of War/W40K/). Run Dawn of War/Half Scale Mod.bat to run DoW with this mod, otherwise just run DoW normally. No need to rename/delete folders to play normally.

This procedure only works for patch 1.1 users; if you haven't patched, just stick the extracted Data directory from half_scale/ into the W40K/ directory.


Homepage:			http://mods.moddb.com/4177/

Relicnews forum thread: 	http://forums.relicnews.com/showthread.php?t=46442

Also available at DoWFiles:	http://www.dowfiles.com/


-- Changes from v0.8 to v0.9 --

Major changes:
* scaled down the green selection circles/boxes so they fit properly
* scaled down selection volumes
Minor changes:
* fixed Defiler collision problem
* The following additional leader abilities now have their full original radius of effect
  - Eldar Eldritch Storm
  - Chaos Doombolt
  - Chaos Symbol of Chaos
  - Chaos Corruption


--- Mod Features ---

Things that were rescaled (all races):

* unit sizes
* unit shadows
* unit sight/identification ranges
* unit speeds
* building sizes
* weapon ranges / mine trigger ranges
* projectile speeds / artillery error offsets
* ability ranges
* building and unit effects with a radius value
* Strategic Point/Relic/Critical Point pad sizes
* squad formation spacing (set to 2/3 size to prevent excessive collisions)
* multiple squad formation spacing
* building placement size
* response ranges relating to melee/range combat and stances
* weapon hardpoints
* unit melee_sizes
* selection circles/boxes and volumes


Things that were deliberately not rescaled:

* building sight ranges
* building control ranges
* The following ability damage radii
  - Space Marine Orbital bombardment
  - Eldar Psychic Storm
  - Eldar Eldritch Storm
  - Chaos Doombolt
  - Chaos Symbol of Chaos
  - Chaos Corruption
* Bonesong combat effect radius
* Ork pop tech requirements

The reason for the above not being changed is because I feel like the fact that there's a lot of room on the map now makes it better for gameplay not to change these. 


Other changes:

Space Marines and Chaos
* squad and support cap max increased to 40 each
* Squad Cap upgrade increases cap by 15, cost 225 instead of 150,
  takes 45 sec instead of 30
* Support Cap upgrade increases cap by 10

Eldar
* squad and support cap max increased to 40 each
* Webways increase squad/support cap by 6/4

Orks
* support cap max increased to 40
* max pop now 200
* Waagh banner adds squad/support cap by 20/4

All races
* AI tweaked to take advantage of larger unit caps



zurn

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Zurn


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Registered 8th November 2004

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