The purpose of this mod is to de-emphasize the importance of the tech tree by enforcing a leveling effect on the max health and health recharge rate of all squads. A side-effect of this is that battles are more brutal and end more quickly. All weapons do the same damage as before, but with less health it doesn't take five minutes to kill a Dreadnought. Because buildings are unaffected, Listening Posts and Turrets (and Ork buildings) are now effective defensively.
HEALTH MODERATOR version 1.0 by CutterShane This mod does not replace any game files, and will work with any content (eg user-created races). I find that I spend more time trying to race up the tech tree than I do managing battles, even though I'd prefer managing the battles. Normally squads of a particular tech level are not effective against most squads of higher tech. By bringing the health of powerful squads closer to the level of basic squads, I find that the basic squads remain competetive throughout the game. Of course, high-tech squads will still have more health as well as other advantages. Now you won't have to throw old squads into suicide missions just to make room within your squad cap. There are still many advantages to pursuing technology, but it is part of the picture (rather than THE picture). HOW TO USE When you run Dawn of War and start a skirmish, you will now have a new Game Rule in the Game Options, after you pick your map. Check to enable. Uncheck to disable. hm_health_mod = 17.50 This value affects the overall amount of health that squads will have. The default value will adjust your basic squads to have roughly the same health as default, and decreases health for advanced units. By increasing this value, you increase the maximum health of all squads. Health recharge rate is reduced overall. The reduction in health recharge is equivalent to the reduction in max health. CONTACT http://www.secretgovernmentlabs.com/page/moddowhealth http://forums.relicnews.com/showthread.php?p=1449671 http://mods.moddb.com/6985/
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