Half Scale

This mod scales down everything in Dawn of War by half, including all units, buildings, speeds, and weapon/ability ranges (even for the Impe...

Download

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

File Description

This mod scales down everything in Dawn of War by half, including all units, buildings, speeds, and weapon/ability ranges (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.

Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option in the Dawn of War Mod Manager, from the main menu. This assumes, of course, that you've installed Dawn of Skirmish, available here: http://dawnofwar.filefront.com/file/Dawn_of_Skirmish_V_12_Ai_Mod;45164

Read More

Download 'half_scale_093.zip' (2.79MB)

Screenshots
Readme
DESCRIPTION:

=== Half Scale Mod v0.93 ===

-> Now compatible with Dawn of War v1.3

This mod scales down everything in Dawn of War by half, including all units, buildings, speeds, and weapon/ability ranges (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.

Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option in the Dawn of War Mod Manager, from the main menu. This assumes, of course, that you've installed Dawn of Skirmish, available here: http://dawnofwar.filefront.com/file/Dawn_of_Skirmish_V_12_Ai_Mod;45164





README FILE:



=== Half-scale Mod v0.93 ===

-> for Dawn of War v1.3 (use 0.9 for previous versions)

=== Smaller units, Grander Battles ===

This mod scales down everything in Dawn of War by half, including all units, buildings, speeds, and weapon/ability ranges (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.

Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option in the Dawn of War Mod Manager, from the main menu. This assumes, of course, that you've installed Dawn of Skirmish, available here: http://dawnofwar.filefront.com/file/Dawn_of_Skirmish_V_12_Ai_Mod;45164


=== Installation ===

This version is for Dawn of War 1.3. For previous versions, download Half Scale Mod v0.9 here: http://dawnofwar.filefront.com/file/Halfscale;33349

Expand into the Dawn of War/ directory (not Dawn of War/W40K/). To run Half_Scale, simply go to the Mod Manager in the Main Menu of Dawn of war, and activate Half Scale. If you have the Dawn of Skirmish AI Mod, you can also choose Half Scale + D. of Skirmish AI.


Homepage:			http://halfscale.moddb.com

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

For downloads:			http://www.dowfiles.com/


-- Changes from v0.9 to v0.93 --

Now works with Dawn of War 1.3!

Also: the high, medium, and low requisition multipliers were increased.


-- 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


=== 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
* 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 (but activation ranges are still halved)
  - 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 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
* The high, medium, and low requisition multipliers were increased.


=== Source Code ===

Source files are included.


zurn

Read More

Comments on this File

There are no comments yet. Be the first!

Zurn


50 XP


Registered 8th November 2004

5 Files Uploaded

Share This File
Embed File