Half-scale

* AI tweaked to take better advantage of larger unit caps * weapon hardpoints rescaled * unit melee_sizes rescaled * building explosion d...

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* AI tweaked to take better advantage of larger unit caps * weapon hardpoints rescaled * unit melee_sizes rescaled * building explosion damage ranges rescaled

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Half-scale Mod v0.8

This mod scales down all the units, buildings, speeds, and weapon/ability ranges by half (even for the Imperial Guard). Ever wanted to play really large battles, with massive armies on  huge maps? Well, since none of the present maps are that big, I made this mod. Some things  were deliberately not rescaled, and several other changes were made to reflect the large scale combat, like unit caps. The AI has also been tweaked to let it take full advantage of these increases.

NEW INSTALL PROCEDURE

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 new 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.


Relicnews forum thread: http://forums.relicnews.com/showthread.php?t=46442
DoWFiles page: http://www.dowfiles.com/file/Halfscale;32577


-- Changes from v0.54 to v0.8

* AI tweaked to take better advantage of larger unit caps
* weapon hardpoints rescaled
* unit melee_sizes rescaled
* building explosion damage ranges rescaled

-- Changes from v0.5 to v0.54

* a problem with Orks building Listening Posts has been fixed
* Space Marine/Chaos squad cap research takes 45 sec instead of 30
* Ork cap max now 200
* fixed some scaling issues that might be preventing some troop from melee attacking strategic point structures
* corrected the Defiler scale from 1/20 to 1/2
* rescaled all jump/teleport distances to half the original


--- 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 bumping)
* multiple squad formation spacing
* building placement size
* response ranges relating to melee, assault combat, and stances
* weapon hardpoints
* unit melee_sizes

Things that were deliberately not rescaled:

* building sight ranges
* building control ranges
* Orbital bombardment combat effect radius
* Psychic Storm combat effect radius
* Bonesong combat effect radius

The reason for the above not being changes 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. This hasn't really been tested, though. 


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


* AI tweaked to take advantage of larger unit caps


Things I couldn't rescale:

* Green selection boxes/circles when you click on or pass over buildings/units
* Green image of the building inside the build placement box.

Other issues:

* despite changing the troop entity blueprint size, I can't find a good way to fix squad members continually bumping into each other without simply increasing the formation spacing a little above half-size (2/3)


zurn

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Zurn


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Registered 8th November 2004

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