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Spacehulk mod

spacehulk_mod.zip —


A mod for Relic's W40k: Dawn of War. In this you have to clean giant spaceships called 'Spacehulks' from alien (namely Genestealer) infestion.



Title                       : Spacehulk mod v0.1 - alpha version only for testing
Release Date                : 2004.12.15
Author                      : Gyarmati Roland aka ScarCow
Additional Credits to       : Relic for DoW, Marc 'tave' Jeffrey for the maps and this readme format... :)
Description                 :  A mod for Relic's W40k: Dawn of War. In this you have to clean giant spaceships called 'Spacehulks' from alien (namely Genestealer) infestion.
--- Features ---
Currently the game is only for two players. There is nothing that would prevent the players to choose the same race, it is just silly...:) 

1. They start with a preset number and equipment. To change the starting squad you have to manually change the file \Mod_spacehulk\data\scar\TermiSquad.scar
2. Their planted bioscanner shows them the general whereabouts of the Genestealers, but not their numbers.
3. Their shooting weapons (ie. Stormbolter, Assaultcannon) is sensible to Jams. This means that sometime their weapon jams, so they are not able to shoot until it unjams...

1. Genestealers arrive to the game area through Burrow Holes. This is simulated with a building called Burrow Hole, which can call Genestelears in gruops of 1, 2 or 3.
2. All of these Burrow Holes are connected to each other, as if there was a complex tunnel system.
3. The Holes can be built by any Genestealer on occupied SPs.
4. Every minute the Genestealers receive 3 available genestealers as long as thier starting building (called the Hivemind Glan) is not destroyed.

--- Construction ---
Editor(s) used              : Eclipse Platform from IBM (i think)
Base                        : From scratch
Construction Time           : some 30 hours

Unzip into your Dawn of War directory. Start by running spacehulk_mod.bat

Known Issues & Problems
The distributed version does not work with AI. It starts, but the AI doesn't do anything. There is a file called spacehulk.scarsp in \Mod_spacehulk\Data\scar. If you replace spacehulk.scar with this, the Genestealers will act in Skirmish (however rather dumb). Even this won't make the Terminators work in Sp. If you want to return to the original, replace the spacehulk.scar with spacehulk.scarmp.
The jam rule is a workaround. It will set the terminators' stance to Ceasefire/Assault. It will reset the stance to Hold/Versatile at Unjam.
The weapons only jam if the termies are shooting at Genestealers, they won't if they are shooting buildings. Also the engine cannot decide if a unit is shooting, so it is possible that the weapon jams even if the termi is in melee... Sorry.

Copyright / Permissions / Disclaimer
This mod is copyrighted by Gyarmati Roland aka ScarCow
Authors may use this mod for whatever reason.

You are NOT allowed to commercially exploit this product for profit in any way,
including but not limited to, putting it on a CD ROM or any other medium that 
is sold in or out of retail channels, for any amount of money.  You must obtain
written permission from me, Gyarmati Roland, to exploit this level commercially.

You MAY distribute this product through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file, leave the archive
intact, and do not charge a fee for access to this file.


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