Hardcore War

This is a squad cap/new win condition mod that works with the new 1.3 patch. It increases the support/squad caps by 300%. I figured too much...

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This is a squad cap/new win condition mod that works with the new 1.3 patch. It increases the support/squad caps by 300%. I figured too much more would blow something up.

Exterminate Win Condition This win condition works for every mod you use and for the regular game as well. It is a basic adjustment of the annihalate win condition. I made it so you don't lose if you still have a chance. I thought it was pretty silly to make it so if you lost all your building you lost the game EVEN if you had a massive army. I say if you can win then you should win so now to win you must kill ALL their buildings except the stuff likes mines, listening post, relics, ect. If the enemy can build units they dont lose. If they can still kill you with their army they dont lose. So like I said to win you must destroy all building (minus exceptions) and their entire army to the last guy.

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Download 'hardcore_war.zip' (563KB)

Readme
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---Hardcore War mod 1.0 for Dawn of War---
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Contact: gentry_joey at hotmail dot com/same for msn messenger
Creator: Valleyman86 aka Enigma
Website: none atm maybe l8r

I like feedback so feel free to email. (I know this mod aint nothin new so do it anyway =)) Make the subject Hardcore War:whatever.

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-----------------About--------------------
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This is a squad cap/new win condition mod that works with the new 1.3 patch. It increases the support/squad caps by 300%. I figured too much more would blow something up. Here is exactly everything I did sorted by armies.

----------Exterminate Win Condition------------
This win condition works for every mod you use and for the regular game as well. It is a basic adjustment of the annihalate win condition. I made it so you don't lose if you still have a chance. I thought it was pretty silly to make it so if you lost all your building you lost the game EVEN if you had a massive army. I say if you can win then you should win so now to win you must kill ALL their buildings except the stuff likes mines, listening post, relics, ect. If the enemy can build units they dont lose. If they can still kill you with their army they dont lose. So like I said to win you must destroy all building (minus exceptions) and their entire army to the last guy.

------Chaos------
Base Squad Cap = 20
Base Support Cap = 0
Max Squad Cap = 60 (requires 4 researches)
Max Support Cap = 60 (requires 6 researches)

You may now build 3 Bloodthirsters (yea I said build =/ (more info below)), 3 chaos lords, and 3 chaos sorcerers.

The Daemon Pit has changed (this is where building bloodthirsters comes in). For some reason I had MAJOR difficulties in allowing the player to do 3 reasearches on bloodthirsters so they could possess 3 of their commander units and creating 3 bloodthirsters. The problem was something to do with researching. It would ether not allow more than 1 (this is default how boring) or it would allow for infinite of them (wow thats cool but not fair since these creatures are CRAZY). SOOO I changed it. Now instead of researching the bloodthirster it will now build like normal and then be put into hold (like the horror squad). Then you use it like the horror squad by clicking on it(remember the Daemon pit is holding it) and then droping it somewhere. Yea it still does the cool effect when it spawns but I couldn't get the "throwing people around" to work. But I think its an ok trade off.
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-----Elders------
Base Squad Cap = 20
Base Support Cap = 0
Max Squad Cap = 60 (requires 5 webgates @ +8 to cap ea.)
Max Support Cap = 60 (requires 10 webgates @ +6 to cap ea.)

You may now build 3 avatars(w00t), 3 farseers, and 3 seer councils
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------Orks-------
Base pop Cap = 20
Base Support Cap = 0
Max Squad Cap = 300 (requires 10 waagh banners @ +28 to cap ea.)
Max Support Cap = 60 (requires 10 waagh banners @ +6 to cap ea.)

You can now build 12 Mad Doks, 3 big meks, 3 squiggoths, and 3 warbosses.

Im not sure how the Ork Resource works exactly so if anyone finds that it is not sufficient with this mod please email me and tell me what you think should be done. Feel free to explain exactly how the Ork Resource works =).
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-----Marines-----
Base pop Cap = 20
Base Support Cap = 0
Max Squad Cap = 60 (requires 4 researches)
Max Support Cap = 60 (requires 6 researches)

You can now build 12 apothacarys, 3 force commanders, 3 librarians, and 12 skull probes.
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------All-------
Vehicle buildings do not add +2 to support cap anymore.
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-----------Install/Uninstall--------------
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---Install---
Run the hardcorewar100.exe and it will install EVERYTHING for you. This includes all the mod files, the module file, and it also fixes the pipeline.ini for you without ruining the rest. Its cool and easy!

---Uninstall---
There is 2 ways to do it. Run the hcw_unistall.exe from the main DoW directory or go to control panel>Add or Remove programs and then change/Remove DoW Hardcore War mod 1.0. 

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--------------Help Needed-----------------
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Ok Im asking for help now. If you know how to solve these problems email me please. Make the subject Hardcore War:Help request.

1. The problem with the bloodthirster research. I would like to research 3 times and be able to create 3 different bloodthirster at a commanders expence (like default just 3).

2. When I summon a creature (like the bloodthirster in this case). I want it to do the cool effect that happens when you possess a commander unit and the bloodthirster pops out. You know how everyone goes flying around. (Thats cool btw).

3. I read somewhere about renaming my files so that mods can be combined. This is cool but Im not sure which files to rename. If I rename them all I get lost and it seems I have to create a WHOLE new full blown mod so they are compatible (since pretty much every file is linked). So what files do I change and what do I leave.

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------------------Bugs--------------------
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If you find any email me. Make the subject Hardcore War:Bug.

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Valleyman86


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Registered 11th June 2005

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