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View Full Version : DC 1.2: Dawn of War Take 2 (Patched)



HiveMind
26th May 07, 7:11 PM
Features: - Choose which of the four Ruinous Powers to worship as Chaos, each with four special units.
- Imperial Guard can follow either the Imperial Hammer doctrine, crushing the enemy under the weight of hundreds of men and the mighty tanks of the Guard, or the Artillery Barrage, pinning the enemy down in their base and then pounding them into the dust from afar.
- 28 new units spread across the races.
- A variety of new technologies, heavy weapons and squad leaders.
- AI coding for all new units and technologies.

NEW: Patched! This patch is a full download, but I'll start using a normal patching system for any further patches. Download Link (http://files.filefront.com/Dawn+of+War+Take+2rar/;9562170;/fileinfo.html). Its name does not suggest a patch, but it is.

- Land Raider Crusader model.
- Plenty of model randomisations.
- Honour Guard models.
- All Chaos terminators are represented by Undivided Chaos Terminators.
- Berserker Aspiring Champion model used by all units with the Berserker model
- Nerfed Stealth Suit damage.
- Fixed Easy and Standard AI, this also works in Campaign.
- Fixed profile resetting bug.
- Removed plaguesword HP reduction until I can figure out why it's making Cultists unkillable.
- Made Warp Scream only deal morale damage until I can find out why it affects the user.
- Removed Tank Shock, which didn't really work.
- Chaos Temples are free in Tier 1. The cost of getting to tier 2 has been increased to what it was before. They take 5 seconds to research, so you aren't badly punished for misclicks.
- Added campaign compatibility.
- Nerfed Vyper area of effect and, thus, knockback.
- Replaced Justiciar sight penalty with a slight damage reduction.

CHANGELOG
GENERAL
- Most of the changes in the no-brainer fix list (http://forums.relicnews.com/showthread.php?t=143127) have been implemented.
- Uber units have their icon displayed like commanders and cost no cap.
- Most units are more vulnerable to morale.
- All units have armour values based on their armour save in TT. The exception is commanders and ubers; commanders have commander armour and uber units have vehicle_high or monster_high.
- Fire on the move accuracies are now based on the TT weapon type. Rapid fire is 15, pistol is 30 and assault is 50. Flamers always have 100% accuracy.
- All tanks have rampage (tank shock). Note that this is only proper tanks, skimmers and walkers do not have a rampage.

CHAOS
FIXES
- Gave Heavy Bolters proper armour penetration values. Come on, Relic, you can do better than that!
- Possessed Marines are vulnerable to morale.
- The Bloodthirster has a regeneration rate of 10 while in combat. He may only be summoned on the Sorceror.
- Cultists do not take longer to reinforce while in combat.
- Heretic has a health regeneration rate.
- Increased Corruption damage and removed its friendly fire.
- The Daemon Prince has Commander armour.
- The commander buff technologies affect the Daemon Prince.
- Aspiring Champions take 12 seconds to add. They require the Desecrated Fortress add-on instead of the Armoury.
- Raptors cost 55 requisition. A new squad costs 220.
- Raptor flamers cost 35/10.
- Furious Charge increases Raptor melee damage.
- Buffed Obliterator power fist damage hugely.
- Obliterator plasma guns are weaker against Infantry. Their lascannons have been changed from killing everything other than tanks to anti-tank weapons (wtf Relic?).
- Doubled Cultist Plasma Gun damage.
- Gave Horrors a health regeneration rate.
- Defiler Battlecannon deal less damage. The the Unholy Monestary add-on greatly increases its infantry disruption capability.
- Mark of Khorne technology and Khorne Berserkers require Temple of Khorne (see below).
NEW STUFF
- Khorne Berserkers can be upgraded with Berserker Champions. They are powerful leaders.
- Havocs can be built from the Chaos Temple. They require the Desecrated Fortress. They are squads of Chaos Space Marines equipped with missile launchers.
- Added four new technologies: Temples of Khorne, Nurgle, Slaanesh and Tzeentch. They cost 100/0. They are researched from the Chaos Temple, which can now only research one technology. They require for the Desecrated Fortress add-on, which costs 200 requisition. The Armoury researches frag grenades and raptor speed boost. The HQ researches cultist detection.
- The Chaos Temple builds Plaguemarines, Noise Marines and Rubric Marines. They and Khorne Berserkers require their respective Temple.
- Plaguemarines have more HP than normal tier 2 Chaos troops and can be upgraded with flamers instead of heavy bolters. Their cloud of flies reduces ranged damage that is dealt to them.
- Noise Marines have longer line of sight than normal Marines and detect infiltrated units. They excel at breaking morale and disrupting infantry. Their Warp Scream ability stund nearby enemy squads. They are represented by Khorne Berserkers.
- Rubric Marines have 1400 HP and a move speed of 5. They do not have any penalty for firing on the move. They are represented by Necron Warriors.
- The Daemon Pit can build Terminator Berserkers, Pestilent Terminators, Slaaneshi Terminators and Rubric Terminators. They require their respective Temple.
- Terminator Berserkers are vicious close combat specilialists. They may be upgraded with up to two heavy weapons: heavy flamers or plasma pistols.
- Pestilent Terminators are tough all-rounders. They may be upgraded with up to two heavy weapons: heavy flamers or reaper auotcannons.
- Slaaneshi Terminators excel at breaking enemy morale. They can be upgraded with infantry disruption and anti-tank weaponry. They have the Warp Scream ability.
- Rubric Terminators are almost unkillable but slow, and have no penalty for firing on the move.
- Bloodletters, Plaguebearers and Daemonettes are built from the Sacrificial Circle. They all require their respective Temple. Bloodletters and Plaguebearers are represented by Horrors, Daemonettes by Howling Banshees.
- Bloodletters are expensive but fast and very powerful in close combat.
- Plaguebearers have plagueswords, which function like Pariah warscythes. Their cloud of flies reduces the ranged damage they take. They are fairly durable.
- Daemonettes are fast and deadly. They have the Flayed One morale draining aura.
- The Great Unclean One, Keeper of Secrets and Lord of Change can be built from the Daemon Pit. They all require their respective Temple. They are represented by the Bloodthirster.
- The Great Unclean One has an enormous amount of HP and a large regeneration rate. He is fairly slow. He also has the cloud of flies and warscythe abilities. He is built from the Daemon Pit.
- The Keeper of Secrets is very fast, but fairly fragile for an uber unit. Its Chains of Ecstasy ability works like Chains of Torment, but deals high damage to both HP and morale. It has an improved Warp Scream ability and an improved version of the Deamonette aura.
- The Lord of Change is fragile and fast, and has a jump. It has three abilities. Eye of Tzeentch expands its line of sight and detection range to fill the entire map. Will of Tzeentch causes one enemy squad to do nothing for a moderate amount of time. It also has a buffed Doombolt.
- Nurgle's Rot technology may be researched from the Armoury. It has the same requirements as Mark of Khorne, but requires Temple of Nurgle instead of Khorne. It allows Plaguemarines and Pestilent Terminators to use the Nurgle's Rot ability, which causes an enemy unit to lose HP instead of gaining it for a short time.

ELDAR
FIXES
- The Avatar of Khaine has a regeneration rate of 5, which is unmodified by combat. It adds 4 support cap instead of 10.
- The Farseer has an improved version of Conceal.
- The Falcon is effective against Infantry. It may be upgraded with either twin starcannons or twin brightlances, making it effective against heavy infantry or vehicles, respectively.
- The Vyper's missile launcher is weaker against vehicles but stronger against buildings. It also has an extra jump and more speed, making it perfect for base harassment.
- Because they now have infantry_low armour, Harlequins have a very high resistance to ranged attacks and a small HP bonus.
- Fire Dragons no longer have ridiculous mass. As far as I'm aware, they don't have those funky mass things in TT, and I don't care if I'm wrong, because infantry are meant to be disruptable in DoW.
- Webway Gates do not count for the Annihilate win condition.
- Increased Psychic Storm and Eldritch Storm damage.
NEW STUFF
- Veteran Aspects may be researched from the Aspect Shrine after Mobilize for War has been researched. It increases the power of all Aspect Warriors. It is the prerequisite for Haywire Bombs.
- Wraithguard may be produced from the Support Portal. They are tough and powerful, but slow. They excel at taking out uber units and commanders with ranged attacks.
- Striking Scorpions may be built from the Aspect Portal. They are powerful and tough close combat units than can infiltrate after a technology is researched.
- Shining Spears may be built from the Aspect Portal. They are fast glass cannons that speed up and deal good damage when they charge into melee. They can also jump.

IMPERIAL GUARD
FIXES
- Imperial Guardsmen cannot be built from the Field Command.
- Guardsmen cost 1 squad cap and do not gain extra squad members when you upgrade the Field Command. Their reinforce cost is reduced to 15. Lasgun damage is decreased slightly. Heavy weapon upgrades take 15 seconds.
- The Command Squad costs no squad cap.
- The Regimental Command upgrade's build time is halved.
- Hellhounds and sentinels have no requirements.
- The Assassin does not require a research to infiltrate. His damage against commanders has been doubled. The Assassin has 100% accuracy.
- Weapon Specialisation does not increase the number of special weapons your squads can be upgraded with.
- Buffed Hellhound damage hugely and reduced its HP to 1000.
- Heavy weapon teams cost 180/30 instead of 250/50. Their build time has been reduced by 25%.
- Ogryn and Kasrkin damage and HP have been increased by roughly 25%.
- Psykers outside the Command Squad have the Telepathic Order ability, making the squad they are attached to immune to morale.
- The Psykers' abilities do not deal morale damage to their squad.
- Because they have infantry_med armour when entrenched, heavy weapons teams have 1200 HP and take less damage from ranged attacks due to sandbags.
- Each HQ addon considerably increases the damage that Guardsman lasguns deal.
- Strip Soul has been restored to its former glory: 300 damage and 75 armour penetration against commanders. It deals morale damage.
- Uncommon Valour increases the HP of all Command Squad members by 50% instead of increasing it by 100. It requires the Battle Command.
- Basalisks cost less. Their reload time has been decreased to 7 seconds. Their area of effect has been increased to 10.
- Brought the Imperial Guard economy-boosting technologies back in line with those of other races.
- Leman Russ Battle Tanks have an area of effect and disrupt infantry, but have slightly less firepower. They do not require Full Scale War. They have no hard cap and cost 3 cap instead of 5. They are built from the Artillery Barrage Doctrinal Command (see below).
- Basalisks require only the Artillery Barrage Doctrinal Command. Ogryns require only Imperial Hammer. Kasrkin only require either (see below).
- The Baneblade is built from the Imperial Hammer Doctrinal Command (see below).
NEW STUFF
- The Field Command produces Conscripts. These cost no squad cap but are hard capped to 6, and come in very cheap squads of 15. However, they fight like gretchin. They are, however, good for capping and are ideal meat shields. They are represented by guardsmen, their icon is a cultist.
- After the Battle Command has been built, Guardsmen may be equipped with meltaguns, short-ranged anti-tank weapons.
- The Artillery Barrage Doctrinal Command and Imperial Hammer Doctrinal Command can be built. They are incompatible with each other. They both use the Mars Pattern Command model, which cannot be built.
- Leman Russ Thunderers can by built from the Artillery Barrage Doctrinal Command. They are Leman Russes armed with a demolisher cannon (the main cannon on the Baneblade) with much reduced range. They have less HP than the other Leman Russes. They use the Whirlwind icon.
- Leman Russ Destroyers are powerful anti-tank vehicles built from the Imperial Hammer Doctrinal Command. Their icon is a heavy destroyer. Leman Russ Exterminators are also built there. They specialise in killing infantry and heavy infantry. The icon for Exterminators is a plasma gun.
- You can research Kasrkin Infiltration from the Tactica Control. As the name suggests, it allows Kasrkin to infiltrate. It uses the Chaos Marine Infiltration icon.
- The Artillery Barrage Doctrinal Command can produce the Shadowsword. It is a Baneblade equipped with only three heavy bolters and a volcano cannon. The cannon has the same range as a basalisk's earthshaker cannon and deals high damage. However, it has a large minimum range as well. It uses the Baneblade's model and icon.
- Either Doctrinal Command can produce Leman Russ Vanquishers. These are Russes with vanquisher cannons instead of battle cannons. Vanquisher cannons are powerful anti-tank weapons.

ORKS
FIXES
- Wartrakks come in squads of 1-3. Their HP is reduced to 900. Their cost is reduced to 125/80.
- Killa Kans cost 110/200 and 2 cap and take 23 seconds to build. Their HP has been nerfed and their speed increased from 14 to 16.
- Wartrukks cost 115/110 and takes 18 seconds to build and 2 cap. They deal less damage.
- The maximum Ork Pop is 150. Banners add 15 Pop instead of 10. Ork Pop requirements have been adjusted accordingly.
- All Ork units are cheaper.
- Reduces Shoota Boy cost and damage greatly and added them to the Settlement.
- Looted Tanks do not require Extra Vehicle Armour. They are limited to 3 instead of 2. They cost 4 cap instead of 5.
NEW STUFF
- Painbosses can be built from the Settlement. These are Mad Doks with a more powerful healing aura and the ability to summon up to three Cybork squads. Cyborks are very powerful and tough close combat troops.
- Battlewagons can be built at the Da Mek Shop. They require Extra Vehicle Armour. They have three Big Shootas that can upgrade to Zzzap Guns. They can transport up to 3 squads and have the Turbo Boost ability.
- Kommandos can be built from the Da Boyz Hut. They are infiltrating Slugga Boyz that deal good damage against buildings.

NECRONS
FIXES
- All Necrons other than Pariahs, Tomb Spyders and the Monolith and Necron Lord have a 50% get back up chance. They all get back up on 100% HP.
- All Necrons other than Attack Scarabs, Pariahs and the Monolith have the same morale as the Necron Lord in every respect. This includes both types of destroyer and tomb spyders!
- The Monolith does not start surrounded by the corpses of three Tomb Spyders and the Necron Lord. However, they still spawn from their bodies if they are killed.
- All Necron ranged weapons have a minimum of 5 armour piercing against all targets.
- Destroyers and Heavy Destroyers have 1250 HP and no regeneration rate. They both cost 250 power.
- The Necron Lord can attach to Necron Warrior, Immortal and Pariah squads. He cannot teleport until the Awakened Monolith add-on has been built. He has 1600 HP.
- The Summon ability may only be used to summon to the Monolith.
- Builder Scarabs do not detect infiltrated units.
- Necron Warriors have HP equal to that of Space Marines. A squad of Necron Warriors costs 60 power.
- Flayed Ones and Wraiths have HP equal to that of Space Marines.
- Immortals are not anti-vehicle. They are hard-capped at 3. They deal double Necron Warrior damage. Each Immortal costs 45 power. Their HP has been increased to 450.
- Hugely nerfed Tomb Spyder morale damage in melee.
- Pariahs' reinforce time is increased by 200%.
- The Necron Lord's abilities have a global cooldown time.
- Wraithflight increases Wraith HP by 20%.
- Disruption Field and the imroved version take 45 seconds to research.
- Necron Lord abilities require the Forbidden Archive.
- The upgraded Gauss Turret's weapon deals poor damage against infantry. The normal turret's range has been reduced.
- Increased the effectiveness of the Chronometron.
- Doubled the damage of the Tomb Spyder and took away one claw. The second arm is automatically upgraded to a Particle Projector.
- The Tomb Spyder cannot spawn Immortals.
- The Obelisk costs 75 power and has 1500 HP. It increases your Power income by 5.
- Generators are limited to 4 per Monolith.
NEW STUFF
- Advanced Sensors technology may be researched at the Summoning Core. It requires the Awakened Monolith. It gives Builder Scarabs a keen sight range of 25.

SPACE MARINES
FIXES
- Buffed Terminator close combat damage massively.
- Terminators have a very low fire on the move penalty.
- Replaced Weaken Resolve with Fear of the Darkness. Fear of the Darkness causes all enemy squads within an area of effect to have a large penalty to morale regeneration.
- Nerfed Smite damage.
- Land Raiders have been returned to their vanilla use: a heavy transport. They are hard capped at 2.
- Slightly reduced Missile Launcher cost.
- Whirlwinds have friendly fire and less HP. They do not require Heavy Armour Deployment. They deal considerably less damage but are fantastic at disruption.
- Grey Knights are built from the Sacred Artifact.
- Increased Space Marine plasma damage.
- Scout sniper rifles require the Armoury.
NEW STUFF
- The Space Marine uber unit is now the Land Raider Crusader, a Land Raider with devastating firepower against infantry of all kinds.
- Grey Knights have the Justiciar leader unit. He is very powerful in combat, and reduces the sight range of nearby enemies.
- Honour Guard can be built from the Chapel-Barracks after Heavy Armour Deployment has been researched. It is effectively a squad of Force Commanders.

TAU
FIXES
- Increased the damage of all Tau tier 3/4 units.
- Crisis suits cost 1 squad cap and take 25 seconds to build instead of 30. They are limited to 4. They have a regeneration rate. They deal double damage, but have less HP. Their flamers deal less damage to vehicles and buildings and slightly more to other targets.
- Targeting Optics requires the Mont'Ka Command Post instead of the Kauyon.
- The Improved Metallurgy technology increases the Fire Warrior HP by the normal 1.35 instead of increasing it by 1.1 and improving its armour.
- Because they went from infantry_heavy_high to infantry_low, kroot hounds now have 1050 HP instead of 600.
- The Fire Warrior Shas'ui gives his squad +100 morale and +3 to its morale regeneration rate.
- Halved the damage Vespids deal to buildings and increased their damage against infantry.
- Increased Devilfish cost and speed.
- Reduced the cost of reinforcing Fire Warriors to 55 requisition.
- Reduced the cost of the Command Posts to 300/300.
- Increased Krootox and Greater Knarloc speed to 20.
- Reduced the build time of Kroot Shapers and Kroot Hounds.
- Reduced the excessive range of some Tau weapons and increased their damage.
- Stealth Suit burst cannons deal half damage. Their reload time is divided by 4.
- Stealth Suits scale from a 2-man scout squad into a squad of 3 uber anti-vehicle and -building warriors. They are hard-capped at 4.
NEW STUFF
- The Path to Enlightenment may research the Kroot Adaptation technolog after the Kauyon Command Post has been nuilt. It increases the damage, health, speed and sight of all Kroot units except the Krootox.
- The Path to Enlightenment may research the Improved Mercenary Equipment technology. It increases the HP of Kroot Shapers and Vespid Stingwings and equips them with vastly improved ranged weapons.

There are also probably some other changes I've made and forgotten about.

I have no way to do graphics, so all models are stand-ins.

Download Link (http://files.filefront.com/DoW_T_2rar/;7616117;/fileinfo.html%3C/a%3E)
Simply extract to your Dark Crusade folder and enjoy!

Dark Angel N00b
27th May 07, 6:47 AM
Great changelog, if you could get all the models made and animated and stuff as well this would be an incredible mod!

TheEmperor
28th May 07, 7:06 AM
Nice mod, but the standard AI doesn't work.

HiveMind
29th May 07, 12:10 AM
Oops. I playtested on Hard. I must have forgotten to do AI for other difficulties. I'll fix that.

If there are any more things like that/balance problems, please tell me. I'm not sure about IG and Necrons, I get the feeling I might have overbuffed the Guard and overnerfed the Necrons.

s1_ONE
29th May 07, 10:20 AM
just tested, tau's stealthsuits seem dramatically imba. Terrific damage against all kind of units vehicles and building. Should fix it.

thudmeizer
29th May 07, 12:03 PM
HiveMind - whats the AI ya using? Advanced AI v2.3, right? Just got thru fully updating Zany's AI for the TTRU balance mod.

Also.. almost all the new 3d content you need is available from many projects so you can cut your development time down to a fraction.

PoPoKaKa
29th May 07, 7:40 PM
I'm not sure if this is relative to just your mod, or a bug with the game, however, it seems that only yours is affected.

The problem is the playercfg.lua seems to be reset whenever your mod is activated or game started.

Pretty minor, need to reset sound options, and click NO on the tutorial suggestion, still it is fairly annoying.

HiveMind
29th May 07, 11:48 PM
s1One - You mean the post-Coalition Centre version with leaders and fusion guns? They're meant to be glass cannons that die horribly if you spot them. Are they too tough to warrant their extreme power, or are they just too powerful to be balanced even with 1 health?

Thudmeizer - I'm using the standard AI that comes with DC.

PoPoKaKa - Yea, that happens. I have no idea why, so I can't fix it.

PoPoKaKa
30th May 07, 1:20 AM
Not sure if the AI will abuse it, but players might, the keeper of secrets doesn't have a limit value, and as much fun as it is having 5 or more in a map, it is a little unfair, hehe.

Fun mod so far!

HiveMind
30th May 07, 1:52 AM
PoPoKaKa - Whaaa? Ok, consider that changed. How did that happen? More importantly, why didn't I notice? Mysterious, to be sure...

EDIT: I just tested it, and it does have a limit. Are you sure it was the Keeper of Secrets? If so, it must have been some freaky bug. Either that or the download didn't work properly, but I doubt that.

PoPoKaKa
30th May 07, 3:04 AM
Opps! The Lord of Change.


Also, I'm not a modder of any sort, however, going through the warnings.log the following lines are distinct to your mod...all the other little errors that pop up happen to all other mods I mess around with.



04:49:19.82 LOCALIZER -- Requested string ID '15033003' does not exist!
04:49:19.82 LOCALIZER -- Requested string ID '15033001' does not exist!
04:49:19.82 LOCALIZER -- Requested string ID '15033002' does not exist!
04:49:19.82 LOCALIZER -- Requested string ID '62' does not fit in a valid key range!


If these mean something to you, maybe they have something to do with the config files reseting?

Octopus Rex
30th May 07, 3:25 AM
Those are errors in the UCS file, are more accurately missing lines in the UCS - fill them in and you'll be fine. The one which is 62 is probably a mistyped ui entry that needs to be redone. Finding it might take you a while though.

thudmeizer
30th May 07, 4:38 AM
Thudmeizer - I'm using the standard AI that comes with DC.Why? The vanilla AI is braindead and lacks hundreds of individual tweaks which help to grossly retard it. Further, we have a tutorial guide in our project which tells you how to craft your own Advanced AI. Wouldn't take you long to update yours to obviously far superior logic.

c40000
11th Jun 07, 7:29 PM
To bad, I might of limed this mod but my comp never could use files that end in .rar.

GuiltyGear
15th Jun 07, 10:01 PM
hey like all the new things you said but i could never get how to extract rar files into the darcrusade file so really all im saying is what do i do once i download it

Gremlin Shoota
16th Jun 07, 7:21 PM
Wow the chaos list for 1.2 looks delicious :D
This mods progressing well, good luck!

Ishi
13th Jan 08, 6:27 AM
Sorry for this bump, but i love this mod.. Is it possible to play mods on campaign? i tried with this mod and it worked.. but the enemy had no AI D:

Pocktio
13th Jan 08, 8:59 AM
Looks like a good change list, but without models and such I just cant tell the difference between it and so many other rebalance mods.

lordwilliam
15th Jan 08, 1:56 AM
One way to increase the effectiveness of this mod is to use DC Mod Manager (http://forums.relicnews.com/showthread.php?t=129693) and combine this mod with the DC Enhanced Beta 2 (http://forums.relicnews.com/showthread.php?t=174606) mod. List the DC Enhanced Mod first.

This adds the Skirmish AI (via DC Enhanced) as well as some other "enhancements". Use the AI control panel within the AI folder inside of the DC Enhanced Mod folder to set your AI options.

You can also use the Mod manager to combine this mod with the Skirmish AI mod directly as well.

This should also work for the campaign but I haven't tested it.
-LW

Destructor
15th Jan 08, 4:16 PM
Hey Thud- totally agree with you on AI. Why the frak haven't Relic bought your advanced AI code off you for the new game? It makes the game a zillion times better.

Shas'El
15th Jan 08, 6:14 PM
Hey all. :wave:

First off, I'm a big CSM player, and I love what this mod does to them (this is my favorite mod in terms of CSM), and I just know that it'll be so much better once the stand-in models/icons are replaced.

Anywho, I'm not one to nit-pick or criticize some one's hard work, but I stumbled across a couple of things while playing this mod that I thought that I should share, so that they can be fixed in future versions of this mod.

The first came when playing Temple of Nurgle CSM. I summoned the Great Unclean One and set him loose on an enemy squad of Cultists, expecting him to make short work of them, so I left him to do his thing. When I came back to him a minute or two later, I found that his Pariah effect is kinda bugged. The Cultist squad was down to 2 members... at -183/-2157 health. :err: Essentially, the squad became invincible/immortal, and if I hadn't set victory conditions to Annihilate, the match would have gone on forever. I played a second match and the same thing happened.

The second thing I found was that ever since I installed this mod, whenever I start up the game, it resets all my in-game settings. When I click Skirmish, it gives me that window that says that I've never played this mod before and recommends the tutorial, and my Skirmish settings are in their defaults. This also applies to every other mod that I have installed.

And then there are some pink box issues, but that's understandable, every mod has 'em.


But other than these things, I gotta give a lot of props to the mod team, it's a really good job overall, and I can't wait for future versions. :awesome:

HiveMind
29th Jan 08, 6:39 PM
Sorry for this bump, but i love this mod.. Is it possible to play mods on campaign? i tried with this mod and it worked.. but the enemy had no AI D:

No, it isn't campaign compatible.


Anywho, I'm not one to nit-pick or criticize some one's hard work, but I stumbled across a couple of things while playing this mod that I thought that I should share, so that they can be fixed in future versions of this mod.


I want to have my work nit-picked. The whole reason it took me this long to notice new posts is because I stopped bothering after no-one nit-picked, even though I have found blatantly obvious flaws in the mod.


The first came when playing Temple of Nurgle CSM. I summoned the Great Unclean One and set him loose on an enemy squad of Cultists, expecting him to make short work of them, so I left him to do his thing. When I came back to him a minute or two later, I found that his Pariah effect is kinda bugged. The Cultist squad was down to 2 members... at -183/-2157 health. Essentially, the squad became invincible/immortal, and if I hadn't set victory conditions to Annihilate, the match would have gone on forever. I played a second match and the same thing happened.

Damn. That bug exists in DC as it is, but not in this situation. Basically, if the Pariahs hit something that is invincible and reduce its max HP to a negative number, it can't die. I can't change that. However, if the GUO can do that to enemies that aren't invincible, something wierd's happening.


The second thing I found was that ever since I installed this mod, whenever I start up the game, it resets all my in-game settings. When I click Skirmish, it gives me that window that says that I've never played this mod before and recommends the tutorial, and my Skirmish settings are in their defaults. This also applies to every other mod that I have installed.

Yep, that's because the name has spaces in it. No idea why, but that appears to make the game forget about your profile.


And then there are some pink box issues, but that's understandable, every mod has 'em.

Are these pink boxes just a squad's icon when the squad is upgraded with heavy weapons? If so, that's fine, but if the pink box of doom is anywhere else, there's something going wrong.


But other than these things, I gotta give a lot of props to the mod team, it's a really good job overall, and I can't wait for future versions.

Sadly, there isn't really a mod team, which is why I don't have any graphical stuff. But thanks for that. I'm going to update the mod someday.

Leafy-1
2nd Feb 08, 1:26 AM
This mod is shamefully underexposed for its raw asskickery, y'know that?

Beg, borrow and/or sell your soul to the Ruinous Powers for a graphics-monkey. There's something fundamentally wrong with trapping The Lord of Change in a Bloodthirster's model. I'm sure you can find someone in this community to bang out a few purdy pictiures.

I can't say much about the Necrons being nerfed - I'm rather biased against the ol' Space Zombies - but the IG don't seem hideously bent yet. Further testing will be done.

HiveMind
2nd Feb 08, 2:58 PM
This mod is shamefully underexposed for its raw asskickery, y'know that?

Thanks. I guess the main problem is that a lack of pretty pictures means that most people don't get interested. Dawn of War is about pretty pictures in a big way (sync kills are IIRC one of the most popular features), and the fact that all the mainstream mods push it down the thread list so no-one really sees it.

I've managed to acquire a few models off Closer to Codex, but sadly no Chaos stuff. Still, it helps a bit. Unfortunately, I don't have the Ruinous Powers' number. If I did, I would have got a graphics monkey long ago. :) I made a thread a while ago asking for models, but no eager young monkeys offered to make anything. Still, that is what let me know about Closer to Codex and got me a few models.

HiveMind
3rd Feb 08, 2:02 AM
To the people who can't use .rar, download winrar (it says you have to buy it after 40 days, but you just have to click close on the pop-up and you can keep using it) to extract the file.

Announcement: Patch!
- Land Raider Crusader model.
- Plenty of model randomisations.
- Honour Guard models.
- All Chaos terminators are represented by Undivided Chaos Terminators.
- Berserker Aspiring Champion model used by all units with the Berserker model.
- Nerfed Stealth Suit damage.
- Fixed Easy and Standard AI, this also works in Campaign.
- Fixed profile resetting bug.
- Removed plaguesword HP reduction until I can figure out why it's making Cultists unkillable.
- Made Warp Scream only deal morale damage until I can find out why it affects the user.
- Removed Tank Shock, which didn't really work.
- Chaos Temples are free in Tier 1. The cost of getting to tier 2 has been increased to what it was before. They take 5 seconds to research, so you aren't badly punished for misclicks.
- Added campaign compatibility.
- Nerfed Vyper area of effect and, thus, knockback.
- Replaced Justiciar sight penalty with a slight damage reduction.

PLEASE PLEASE PLEASE criticise EVERY slight flaw in gameplay, balance, whatever! It gives me something to do!

Link (http://files.filefront.com/Dawn+of+War+Take+2rar/;9562170;/fileinfo.html), also added to original post. Forgot to call it 1.1, but I'm not uploading again just to change the name.

EDIT: Hmm. There appear to be graphical errors. Damn. That's what I get for not playtesting; I never remember to do that. Still, at least I actually have the models, I'll fix them in a future patch.

I want a public opinion: should I add more options to the races? Should I have branching tech trees or incompatible technologies that allow Chapters, Craftworlds and Klanz? Would people like to see a Lost and the Damned Chaos tech tree? What are your opinions on how I should improve the mod (other than graphics and sound, which are currently out of my control)?

Shas'El
3rd Feb 08, 12:27 PM
Glad to see an update. I'll do a little playtesting and see what I can come up with.

As for branching tech trees, I'm all for it. When I first got into DoW, I knew nothing about WH40k. But seeing these mods where Chaos can follow one of four gods or the Imperial Guard have two different battle doctrines and things like that, I can't help but wonder what else Relic left out. I'd love to see different chapters and craftworlds and klanz (lol, I love how Orks spell things).

I just wish that I could help in some way, but I can't afford those modelling programs, and even if I could I have no experience. Plus my mic is shot to hell, so I can't even record dialogue or sound effects. :(


Edit: Alright, I just got through a round of playtesting CSM, and this is what I got.

Plaguemarines, Noise Marines, and Rubic Marines have no animations for ranged combat, and the Aspiring Champions for Plaguemarines, Noise Marines, and Berzerkers show as pink cubes ("bad model, check the log"). Everything else works fine, though the Chaos Sorceror shouldn't be available on the Temple of Khorne tech tree (for the sake of the fluff).

As for balance, everything seems fine. But then again, I've never had an eye for spotting balance issues. Hell, if I can take a single squad and overrun an entire enemy base, I ain't gonna complain. But if there is any imbalance, it'd have to be because of the Rubic Marines. Their amount of health seems a bit excessive (considering their resiliance to damage), and they move a bit too slow for my taste. It's as slow or slower than Necron Warriors. I understand that they're supposed to be slow and tough to kill, but this seems a bit excessive, but that may just be me.

I'll keep playing and see if I can't dig anything up.

HiveMind
4th Feb 08, 12:08 AM
As for branching tech trees, I'm all for it. When I first got into DoW, I knew nothing about WH40k. But seeing these mods where Chaos can follow one of four gods or the Imperial Guard have two different battle doctrines and things like that, I can't help but wonder what else Relic left out. I'd love to see different chapters and craftworlds and klanz (lol, I love how Orks spell things).

Ok, I can do that. I might even make Lost and the Damned as a seperate race; they certainly have enough differences. Orks are great, it's true. :)


I just wish that I could help in some way, but I can't afford those modelling programs, and even if I could I have no experience. Plus my mic is shot to hell, so I can't even record dialogue or sound effects.

That's okay, I need people to tell me if the mod is any good or not just as much as I need graphics and sound.


Plaguemarines, Noise Marines, and Rubic Marines have no animations for ranged combat, and the Aspiring Champions for Plaguemarines, Noise Marines, and Berzerkers show as pink cubes ("bad model, check the log"). Everything else works fine, though the Chaos Sorceror shouldn't be available on the Temple of Khorne tech tree (for the sake of the fluff).

Mmm, yeah. I must have made a typo for the model of the first Aspiring Champion and then copy + pasted it into the others, which would explain why they all have bad models, and, similarly, the randomised Berserker models have different weapons, which means that the models are trying to fire a weapon that doesn't exist, and go on strike. The coding is unaffected, fortunately.


But if there is any imbalance, it'd have to be because of the Rubic Marines. Their amount of health seems a bit excessive (considering their resiliance to damage), and they move a bit too slow for my taste. It's as slow or slower than Necron Warriors. I understand that they're supposed to be slow and tough to kill, but this seems a bit excessive, but that may just be me.

True. They've been changed in the new Chaos codex, so now their battlefield role is considerably different; they're very durable against heavy weapons such as plasma guns that are designed to kill Marines and are also good against Marines due to their inferno bolts that punch straight through armour. I'm going to change how they work to reflect this, but I'll have to fix the mess of armour values in DoW first; right now heavy infantry are just glorified infantry because balance requires them to take roughly the same amount of damage. Once I fix that, I'll be able to make Rubrics reflect their tabletop battlefield role properly, and I'll fix their speed.

Oh, and, like you, I'm not too good at spotting balance problems. The way I do it is by seeing if something beats the snot out of me. I play against the AI a lot, so I can easily defeat it on any setting, so if something beats me or comes close I know that something is going wrong with either my race or the enemy. Do you have trouble against the Guardsman rush I always get hit by?

EDIT: I figured out why the cult unit champions were getting boxed. The name of the model I downloaded was misspelled, so my correct spelling didn't work.

Leafy-1
4th Feb 08, 5:02 PM
Poking it in strange places until it pukes...

Researching one Chaos path and clicking on another during research results in the necron "forbidden archive" research spiel. It does not allow the following of two paths at once (which, I imagine, would make code go blewy), so it's mostly a harmless artifact of the codebase.

At some point after (Heavy reinforcement? The addition of a Champion?) Havocs gain an "Effective Against: Infantry" tag in addition to vehicles and buildings. This tag persists even after the death of the Champion and decimation of the squad.

http://farm3.static.flickr.com/2144/2242413327_04905b70c0_o.jpg

This tag is a filthy lie of the highest order, as yonder Guardsmen well know.

HiveMind
4th Feb 08, 11:01 PM
The Forbidden Archive thing can't be helped; it's hard-coded into the research limit mechanic. I'd need the source code to fix that. But allowing 2 paths at once wouldn't actually kill the code, it would just give you access to troops from 2 gods.

And yes, the infantry tag would be due to the Aspiring Champion. He has the Infantry tag, so including him adds it. I'll fix that for the next release.

Incidentally, did you end up winning that game? It doesn't look too good for you.

Leafy-1
5th Feb 08, 12:10 AM
'Course I didn't, I was just gawking at the goodies and looking for nits to pick. I'm generally not a Chaos player.

The Eldar mirror I wound up in later was a sound victory, though. Striking scorpions are decidedly yipe. Infiltration almost makes them too good, if it weren't for the fact that everyone has detectors against Eldar by T2. We're sneaky bastards like that.

Speaking of the Eldar goodies, though:

The new Eldar units have no Aspect Stones. I assume this is not intentional.

The Striking Scorpions dom't recieve Fleet of Foot, a marked departure from Eldar Infantry in general. I assume this is intentional, since they're the closest thing Eldar have to an infantry bulwark.

It'd also be nice if you could give the new goodies greyed-out icons and "Requires:" tooltips, for convienience.

Finally, a bit of pedantic semantics. Correct "Striking Scorpions" "Shining Spear" and "Fire Dragon" to "Striking Scorpion Squad" "Shining Spear Squad" and "Fire Dragon Squad". The latter is Relic's fault, Khaine knows why.

Is it me,. or do Eldar have an unhealthy amount of "Effective Against All Unit Types"? To me, that designation should be reserved for little save Wraithlotds and Khaine himself - one of the big things about the Eldar is that their infantry are hyper-specialized things, with few exceptions. That's just personal preference, though.

The Chaplain
10th Feb 08, 9:40 AM
About the Great Unclean One problem a while back, and this also goes for Pariahs: they may be invincible, but if knocked down with negative health, they die. To amend the problem, give the GUO knockback.

HiveMind
11th Feb 08, 12:08 AM
Really now? That's good news indeed. I will be doing that, thanks.

prejudice
24th Sep 08, 5:26 AM
Is this mod gonna be updated for SS?

Lunarwolf713
21st Oct 10, 10:26 PM
can you reupload this mod soo i can DL it