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Titanium Wars Mod for Dark Crusade
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Grumbling Orc Game Development,
Grumbling Orc Great Hall, December 2008 - May 2013.
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NB!: This Mod only for Dark Crusade ver.1.2 (not for Soulstorm)!!!
Soulstorm version see here:
http://forums.relicnews.com/showthread.php?265263
and here:
http://www.moddb.com/mods/titanium-wars-mod-ss
Please don't write in this topic about Soulstorm version. Go to the appropriate topic.
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Welcome to the World of epic wars on Titanium Wars Mod arena.
This is almost classic gameplay DoW Mod but with almost all GW units. If you was tired by "revolutionary revision of gameplay" mods you are welcome here. In this Mod you'll see very interesting dynamic extended gameplay with fully functional single campain, skirmish, and multiplayer. If you dream about epic Warhammer 40000 battles then this is your Mod. If you want to see all Warhammer 40000 units in one mod then this is your Mod. This Mod is a kind of a superstructure over original masterpiece from Relic and it isn't a radical revision of all gameplay ideas of DoW. Main motto of this Mod: "All Warhammer 40000 units must be in DoW!"
See Mod's readme-files for more information. This is HUGE Mod. So much work was done and so much work awaits in future development!
Good luck in your epic battles in Warhammer 40000 Universe!!!
Screenshots
General Sturnn
Sturnn with full wargear.
Gabriel Angelos with full wargear
Chaos Undivided
Eldar
Swooping Hawks attack from the sky
Accurate aim
Nightbringer arise
Necron Lord with full wargear
Orks
Tau
Team Colourable Warhound
Imperial Guard Warhound Titan.
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Space Marine Warhound Titan.
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Chaos Warhound Titan.
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Tau (captured) Warhound Titan.
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Battle Screenshots
Warhound Titan attack.
Necron Gauss Pylon jump to Eldar base.
Eldar Titan Revenant and Necron Gauss Pylon (close view).
Valkyrie drop IG troops...
Thunderhawks drop SM troops on enemy base directly (on Victory Bay).
Fighta-Bomma drop (on smoke marker).
SM titan on the battlefield.
Orca drop Tau troops...
Landing campionship.
Double shot!!!
IG attack (on Victory Bay).
Orks attack on Tyrea.
Great Unclean Ones, Greater Daemon of Nurgle on the Deimos Peninsula.
Battle on the Thur'Abis Plateau.
Battle on the Green Coast.
SM landing on the North Vandea.
Battle on the North Vandea.
Unity Plaza captured!
Landing of Tau army.
Landing of Tau army (next view).
Landing of Kroot army.
Landing of Kroot army (next view).
Final Ethereal defence line.
Tau citadel. Final Ethereal defence line (ground view).
Titanium Wars Army Painter
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Mod's files:
Visit Titanium Wars page on Mod DB, and download mod files there:
http://www.moddb.com/mods/titanium-wars-mod
Setup
NB! If you have used a previous version of TWM, then completely uninstall it before installing the new version.
Installation instructions.
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Simply extract Mod files from 7zip-archive to your DoW: DC directory with keeping of the directory structure. If you see in your DoW: DC root directory one new directory named as Titanium_Wars_Mod and one new file TitaniumWars.module it means that installation was correct. Titanium Wars Mod ready to launch from Game Manager in DoW: DC. For more comfort Mod launching, create copy of DoW shortcut, open shortcut property and edit run string. Add parameter -modname TitaniumWars. Example of correct run string:
"D:\Games\Dawn of War Dark Crusade\DarkCrusade.exe" -forcehighpoly -nomovies -modname TitaniumWars
Don't forget about new native shortcut icon titanium.ico.It located in Mod directory. Launch Mod from new shortcut and enjoy! Old shortcut for classic DoW: DC must be edited with adding parameter -modname Dxp2 for correct launching of classic DoW game. Example:
"D:\Games\Dawn of War Dark Crusade\DarkCrusade.exe" -forcehighpoly -nomovies -modname Dxp2
If you want to play campaign you can copy Movies directory from DXP2 directory to Titanium_Wars_Mod directory for seeing intro-movies.
If you've used an old version of the Mod before, delete the directory "titaniumwars" from the Profiles directory in your game profile (Profile1 usually) BEFORE installing the new version. It is necessary for proper installation of hot keys and delete old saves. Using old saves with new version of the Mod is not recommended.
Uninstallation instructions.
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Simply delete Titanium_Wars_Mod directory and TitaniumWars.module file from root directory of DoW: DC. Also delete "titaniumwars" directory from the Profiles directory in your game profile (Profile1 usually).
For removing TWM-logo, just delete file: Engine\Data\art\ui\textures\wxp_loadscreen_dawn_of_war.dds. Path from DoW root directory.
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Note about known software problem under Windows 7
Known problem with campaign playing. Old DoW engine is not truly compatible with Windows 7. (Maybe Windows Vista and Windows 8 too. No any problems under Windows XP 32bit.) The problem is only in the end of some Strongholds in campaign. Sometimes DoW game crash after playing outro before end-mission-screen. This is software problem. DoW1 is very old game now without any support from Relic. TWM is not guilty...
Methods of solution:
1. Under Win7. Edit the exe-file of the game in accordance with item 2.8 of the Titanium Wars FAQ, or download the exe-files from ModDB already edited by GrOrc.
2. Under Win7 without editing the exe-file. Use DoW in compatibility mode with Win98/Me. Save game in the end of Stronghold mission (before outro). Exit from game. Change mode to Win98/Me in properties of TWM-shortcut. Start game (TWM). Load campaign-savegame. Finish mission. You'll see metamap as reward in this mode. Save game on metamap, exit from game, and swith TWM-shortcut to WinXP mode or Win7 mode. Note: Do not use Win98/Me mode for play constantly. Sometimes game works incorrectly in this mode. Use it only for resolving this problem.
3. Radical method: Don't play TWM under Win7 – play it under WinXP 32 bit. No such bugs in campaign there.
4. Another radical method (requires a powerful computer): Install WinXP under Win7 by using Windows Virtual PC. Look on Microsoft for this (“Windows XP Mode”). Play TWM under WinXP emulation.
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Change Log
Version 024 (9 May 2013)
- Victory version.
- Some cosmetic changes in campaign.
- Some other changes.
- UCS-files were updated.
Version 023 (1 May 2013)
- Festive version. All fixes are included.
- Some cosmetic changes.
Hotfix 022 (28 April 2013)
- Campaign fix. Fixed new bug (exist only in ver. 20) in Necron Stronghold.
Hotfix 021 (15 April 2013)
- Fixed bug with teamcolour for Eldar Farseer.
- Titanium UCS-file was updated.
Version 020 (10 April 2013)
- Annihilate the Enemy research essentially icreases HP of Wraithguards.
- New units: Necron Annihilation Barge, Doomsday Ark and Ghost Ark were added. Model, textures, and FX from BoyChaos. Great thanks for his great work. Final integration 3D stuff in DoW, AE-, OE-, AI-code from GrOrc.
- Energy Core increases squad size for Necron infantry squads (+2). Second Monolith addon increases squad size for Immortals (+2).
- Titanium Wars FAQ was created. See file "Titanium Wars FAQ (eng).txt" among txt-files of Mod. It contains very useful info for all TWM-players.
- Some cosmetic changes.
- Titanium UCS-file was updated.
Version 019 (23 December 2012)
- Fragmentation Grenade was added for Vox-Caster Operators.
- Jump animations were OE-coded for Apothecary, Banner Bearer, Emperor's Champion, Reclusiarch, Force Commander, and Force Commander campaign variant. It was done for correct behaviour in jump state with attaching into jump-squads (Assault Marines).
- Fixed some little bugs (incliding campaign).
Version 018 (6 October 2012)
- All vehicles and buildings can be repaired faster. Maximum number of useful repaires were icreased for all races.
- Battlecry special ability was added (and OE-coded) for Emperor Champion.
- Fixed AI-bug (coming with ai-file from SS version) concerning TechMarine. CPU manager was updated for this. (This bug exist only in ver.16 and 17.)
Version 017 (31 July 2012)
- New Heroes scar-script was updated for compatibility with campaign.
- Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.04.
Version 016 (20 July 2012)
- Heroes System (scar-script) was updated by GrOrc. Attached squad problem (no XP for attached units) and garrisoned attached squad problem (XP and level loss for attached squad in garrisoned state) problem were fixed. Now with new Heroes system attached units gain XP and levels correctly.
- Leman Russ Annihilator was added. (Old FoK model was updated by GrOrc.) This unit was inserted in campaign scripted maps too.
- Titanium UCS-file was updated.
- Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.3.
Version 015 (8 June 2012) (first version with release status)
- Lord of Change was added in true form. Great thanks to TS Mod team for model. Thanks to Andrei354 for base complex animations. Additional animations, needed markers, events, OE- and AE-code were made by Grumbling Orc. No placeholders in this Mod now. Now we can see first release version of the Titanium Wars Mod (for DC). Number of current version is 1.00.15. And 1.00.xx in future development...
- New Ork Stompa was added. It was named "Grot Stompa" because it is not enough big as normal Stompa and piloted by Grot (as part of model). Great thanks to Maestrorobertus for model and its base animations. Thanks to Andrei354 for die animations. Additional animations, needed markers, events, OE-, AE, AI-code, and many other things were made by Grumbling Orc.
- New idle turn animations were added for Revenant (by Grumbling Orc).
- Whirlwind battery can be upgraded now. Old upgrade was renamed to "Hunter-Killer Missile Launchers for Rhino based vehicles, and improved Whirlwind Missile Battery". New function: increases range of fire for Whirlwind Missile Battery.
- Now "More Sluggas" research increases maximum number of heavy weapons Slugga Boyz, Shoota Boyz, Kommandoz, and Grotz Gang squads can carry. It was renamed as "More Sluggas and Dakka".
- New rational binding system for Necrons abilities.
- Mark of Khorne ability was added (and OE-coded) for Bloodthirster and Bloodletters. Additional sound effects for Mark of Khorne were added to OE-code of other Khorne units.
- Fixed bug with disappearing Mark of Khorne ability icon after reinforcing of Khorne Chosen Champion Squad. Bind "S" for this button now.
- Avatar, Bloodthirster, and Keeper of Secrets were rescaled.
- Fixed bug with incorrect transformation of some fire tracers from muzzles of enemy weapons to Kustim Stompa and Keeper of Secrets.
- Improved OE-code for Ork Dreadnought and Killa Kan. Correct move animation for both, and improved aim behaviour for Ork Dreadnought.
- File "autoexec.lua" was changed.
- Fixed bug with disappearing Rail Rifle within Pathfinders Squad interface (ver.13 and 14).
- Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.2.
Version 014 (24 February 2012)
- Some bugfixes and rebalnce changes were made for synchronization with SS version 0.99.01.
Version 013 (16 February 2012)
- Keeper of Secrets was added in true form. Great thanks to Catwell for model. Additional animations, needed markers, events, OE- and AE-coding were made by Grumbling Orc.
- The Kroot Shaper had no Feral Leap like Kroot Carnivores. The Feral Leap parameters were added from the Kroot Carnivores to all Kroot Shapers. Kroot Shaper model was OE-coded properly with needed animations.
- Pathfinder Shas'ui was added as leader for Pathfinders. Solo unit present too as before.
- Some new icons were made (especially for Greater Daemons).
- Some bugfixes and rebalnce changes were made for synchronization with new SS version. Now two Titanium Wars Mods (DC and SS) will be live in synchronized manner with respect to bugfixes and rebalnce changes.
Version 012 (25 January 2012)
- Eldar Titan Revenant was added. Thanks to old Craftworld team for good model and textures. Thanks to Thudmeizer as keeper of many interesting DoW 3D assets. Thanks to Andrei354 for base comlex animations (idle, move, jumping). Other animations, OE-code, AE-code from GrOrc. Thanks to MonkeyXXL for team colorable textures (fix and remade by GrOrc).
- Max pop for Orks 250 now.
- Jump ability added (and OE-coded) for Skull Probe.
- Flag motion action was added for Techmarine.
- Flayed Ones, Immortals, Pariahs receive health bonus from Disruption Field and Enhanced Disruption Field now. Corresponding visual effects were added for these units.
- Fixed special attacks for 'Ard Nob Leader (OE- and AE-code).
- All ordinary turrets (except Ork Waaagh Banners) have restriction 16 per HQ now.
- Fixed some little bugs.
- Some rebalance overpatching was made.
Hotfix 011 (23 May 2011)
- Banshee Exarch Council and Reaper Exarch Council were added to Heroes System.
- Fixed bug with bomb ability scar-button for Eldar Farseer Taldeer in Necron stronghold.
- Fixed some rare appearing bug in SM stronghold.
- Some other changes.
Version 010 (8 May 2011)
- New team colourable texture for Chaos Dreadnought. Thanks to Bloodravage.
- Flamer was added for Chaos Marine tactical squads.
- Stormsword was added. Effects of die animation for Stormsword variant were replaced in OE-code.
- Model for Tau Shas'ui Fire Warrior was replaced. This model and model for Tau Shas'ui Pathfinder were OE-coded for true Photon Grenade Launcher (new more correct OE-code for this weapon than it was used in previous versions of this Mod). Bodyguards and Elite Fire Warriors have improved Pulse Rifle now. Pulse Carbines with Photon Grenade Launchers are used only by Shas'ui Firewarrior in Fire Warrior squads, Fire Warrior Assault squads, and Tau Shas'ui Pathfinders.
- Ethereal have ranged fire now (OE-coded).
- Air deep strike was added for the Imperial Guard (uses Valkyrie as dropship from Mechanized Command and Mars Pattern Command), Orks (uses Fighta-Bomma as dropship from special buildings), Space Marines (uses Thunderhawk as dropship from Machine Cult), and Tau (uses Orca Dropship from Tau Commtower). Uses standard Relic models. Additional animations and events, OE- and AE-coding were made by Grumbling Orc.
- New view of Army Painter interface. More free space for viewing models.
- Some rebalance overpatching was made.
- (!!!) Global campaign update. (Now the DC-campaign is made in the true style of Titanium Wars Mod (TWM). Everything you have seen up to this point was not this campaign TWM-style. Only since the 10th version of this Mod the campaign takes real quality in TWM):
- - New Honor Guard system. Other set of Honor Guard units and their deployments to the provinces. All Honor Guard squads have normal reinforcement size. Hitpoints of elite units were increased. One Honor Guard tank was added for each race.
- - Tau Turrets were added to the set of Forward Base buildings (instead Kroot Nest) as for all other races in DoW: DC. Tau Turrets also appear anywhere on the scripted campaign map, where they also presented for other races.
- - Turrets in scripted missions (in race Strongholds) upgraded to maximum HP now. Some scripted movies were corrected to include new models (for example, the model of Khorne Champion was replaced from a conventional Berserker to Skull Champion wherever it occurs, Emperor Champion kills Eldar Avatar in Outro of Eldar Fortress, Predators were upgraded to lascannons in the Intro and Outro of Marine Fortress, Dreadnoughts and Chapline were replaced by new models, etc.). In particular, fixed critical bug in the Outro of Eldar stronghold.
- - Other scripted mission also redesigned for their compliance with the spirit and style of Titanium Wars Mod. To find all 10 servitors on Pavonis (Space Port), their model was replaced. Need more kills for the glory of Khorne on the Eres Badlands. You have a little more time at The Vandean Coast to kill all before the accumulation of energy (actual only on hard difficulty). Special rework was made for the mission The Hyperion Peaks. Basic Army was increased. It includes new units (and some other stuff). Now there are given all the upgrades and you can normally hire all sergeants in the squads for all races.
- - AI is at war more actively. The reaction of AI was strengthened in the defense of the provinces. Double opponent appears earlier during the campaign.
- - RTX-texture were made for all new units and buildings. The Titans and the new units are now painted in campaign normally.
- - Stronghold scripts were special remade and redesigned for their compliance with the spirit and style of Titanium Wars Mod. Many new improved algorithms for many aspects of gameplay. New camera and sound events. Strong reactions from AI opponents. New defensive and offensive behaviour. Improved patrol and moving algorithms with more stability after save/load procedure. New battle events. All new units and their new weapons used in Stronghold's armies. New buildings and researches too. NIS events were changed and improved. Many new units used as NIS actors.
- - - Chaos Stronghold: Improved Chaos attacks. Thematic Chaos Marines with support of Chaos Dreadnoughts attack player base. Nurgle Greater Daemon and Daemon Prince of Chaos Undivided are on the battlefield. AI uses Warpstorm on player's squads.
- - - Eldar Stronghold: Improved Chaos and Ork opponents. Randomised Chaos opponent with true thematic textures and gameplay capabilities. Strong Chaos and Orks attacks. Strong Eldar attacks on Falcons and Wave Serpents with support of Swooping Hawks jumping attacks.Improved Eldar reactions on capturing Critical Locations.
- - - IG Stronghold: Strong attacks from IG base on a river. This position is a key for IG defensive and offensive stategic plans. All supertanks are on the battlefield.
- - - Necron Stronghold: Impoved attack algorithms. Necrons intensify their attack and use key positions more effectively. Improved Beacon abilities. Improved defence for all key positions. Necron Gauss Pylons are on the battlefield. Strong Necron reaction in the end of scenario while player is escaping.
- - - Ork Stronghold: Improved defensive and offensive behaviour for all Ork clans. True Ork Civil War algorithm. Clans can fight with other clans long time. Now Gorgutz send battle orders to each clan while it is loyal. Rebel Ork bosses also send battle orders to their clans. All clans have own specific units.
- - - SM Stronghold: Thunderhawks drop infantry and vehicles. Landing attacks on Razorbacks. Global attacks with any SM units. New SM heroes are on the battlefield.
- - - Tau Stronghold: Orca Dropships drop Tau infantry, Tau vehicles, and Kroot army. Specific attacks from Mont'ka and Kauyon bases. Harassing jumping attack by random Crisis Suits with random weapons. Ambush behaviour for XV25 and Gun Drones. Markerlight, markerlight, markerlight!
- - - Many-many other changes...
- Many-many other changes for skirmish too...
Version 009 (28 December 2010)
- Great Unclean Ones was added. Many thanks to Catwell for model. Additional animations and events, OE- and AE-coding were made by Grumbling Orc.
- Firing progress was added for Plague Marine, Chaos Marine Bike, Aspiring Champion Biker.
- Fixed bugs with capture strategic point, flag motion, syncdeaths, synckills for Chaos Icon Bearers.
- Eldar dual missile projectile was added for Wave Serpent Grav Tank.
- Some rebalance overpatching was made.
Version 008 (9 December 2010)
- Stormbolter's FXs for Predator were fixed (firing tracers were added).
- New Nob Leaderz for Shoota Boyz, Burna Boyz and Tankbustaz.
- Loota boyz were added and their model was OE-coded for using different weapon choice.
- Blast Krak Kannon upgrade is separate research now (for Kustim Stompa).
- Incorrect move firing was fixed for Eversor Assassin. Combat Drugs ability was added.
- Forcefield wargear upgrade was added for Eldar Autarch.
- Teleportation animation was added for Apothecary.
- Fixed bugs for all bikes (SM and HSM). All bikes were reworked. Bike Smite ability was added for all bikes.
- Fixed many bugs with firing effects for Chaos Terminator (incorrect OE-coding).
- Fixed bugs with Holographic Projection (for Ethereal).
- Glow gem effects were added for Wraithguard.
- Build placement animation was added for Webway Great Portal and Drone Sentry Turret.
- New animations were added for Chaos Tower, Chaos Gods Temple, IG Psy Tower, all Ork Big Banners, and Tau Communications Tower. Thus all additional buildings are animated properly now.
- New rational binding system for control pannel of units and buldings. All hotkey buttons for buildings, units, researches, and addons were mapped to 12 buttons on the left side of standard keyboard.
Q W E R
A S D F
Z X C V
In addition 7 small buttons of small unit's control pannel were mapped to 7 buttons in the middle of standard keyboard.
T Y
G H
B N
U
New bindings were added for old and new units, buildings, researches, weapon upgrades addons, and abilities. Now almost all hotkeys are easy for remembering and using. Some of abilities were binded by another way for evading incorrect mapping under hero attachment. For example, "D" is special key for ordinary grenade, "F" is special key for some inspirational abilities, necrons use own binding scheme. Gamers may edit "keydefaults.lua"-file in their game profiles for changing this binding scheme as they wish. All neccessary binding markers are present there now for all Titanium Wars stuff.
- Some essential rebalance overpatching was made.
- Some fixes and changes were made in campaign.
- Fixed some errors in Titanium UCS-file.
- Many-many other changes...
Version 007 (20 July 2010)
- Texture for XV25 Markerlight Drone have correct colour now.
- Fixed bug with reinforce of Chapter Master Squad.
- Weapon upgrades for Field Medics and Kasrkin Bodyguards were added.
- Fixed bugs with synckills for Conscripts, Guardsmen, Kasrkin, and Kasrkin Sergeant (on WHE-file level).
- Fixed aims for Battlefortress on WHM-file level (incorrect usage of aim bones). Sound for main Kannon was changed.
- Model for Ork Dreadnought was replaced. This new model was remade on WHE- and WHM-file level for independent usage of right/left weapon slots. Megablasta tracers were added.
- Also correct megablasta effects were added for Warboss.
- Dark Reapers were essentialy remade on WHE- and WHM-file level. Added Shuriken Cannons for Dark Reapers as first weapon. Dark Reapers Launchers are weapon upgrade now. Effects for Reaper Launcher was made as Codex say. Tempest Launcher Fire ability and Fast Shot ability were added for Dark Reaper Exarch.
- Kroot Shapers have Cannibalize ability now (OE-coded).
- Tau mines were added.
- First global rebalace overpatch! All weapons were reworked with more closer to codex style (however Relic-style of gameplay was kept as possible). Some too strong abilities (in previous versions of TWM) were remade for more adequate damage.
- Heroes System work in scar-scripted campaign maps now.
- XV89 Commander (Shas'el Sashn Ar'Ro Mont'yr) now receive wargear in campaign simultaneously with O'Kais.
- Many-many other changes...
Version 006 (14 June 2010)
- Models for Griffon Mortar, Sentinel, and Support Sentinel were replaced.
- Scout Sentinel was added as early vehicle.
- Medusa was added.
- Warhound Titans are made team colourable.
- Fixed bug with pointing of Titan Plasma Blast Gun.
- Fixed bug with sponson bolters aims for Stormblade.
- Models for Falcon, Fire Prism, Viper, and Wave Serpent were replaced. Wargear researches were added for all Eldar skimmers with corresponding abilities.
- Prism Cannon Contributor ability was added. Combines beams of two Prism Cannons as Codex say.
- Models for Devilfish, Drone Harbringer, Sky Ray, Hammerhead were replaced. Smart Missile System upgrade was added.
- Model for Attack Drone was replaced. Drone Squad now can deep strike from Vehicle Beacon. Burst Cannon upgrade was added.
- Tetra Scout Skimmer was added as early vehicle.
- Model for ordinary Tau turrets was replaced (old model, but reworked by me).
- Tau Turrets (ordinary, advanced and for barracks) and Listening Posts were OE-coded. True Tau-style building animations were added. Firing progress was fixed. Aims were tuned.
- Firing progress was added for all weapon systems of XV88-2 Broadside Battlesuit.
- Techmarine was added with corresponding weapon upgrades and abilities.
- Librarian model was replaced. Jump pack upgrade was added.
- Chapter Master Command Squad was added. New powerful hero with strong retinue.
- Thematic Chaos Sorcerers were added with corresponding abilities.
- Thematic Chosen Champion squads were added with corresponding retinue.
- Animation for Mark of Khorne ability was added for some new Khorne-oriented models.
- Defence system remade for all races. Fortify researches were added for each race. Increases hitpoints for all ordinary turrets by stages. Listening posts increase own hitpoints by stages too (by adding corresponding add-ons).
- Many new icons were created.
- Some rebalance overpatching was made.
- Many-many other changes...
Hotfix 005 (29 January 2010)
- Fixed bug with speed of Space Marine Scout Squad.
- Fixed bug with speed of IG Command Squad when multiple priests were incorporated.
- All Eldar Warlocks (any type) have commander type of armour now. Their health were increased. Upgrade bonuses are remade.
- Titanium UCS-file was updated.
- Titanium readme files were supplemented. I publish in Titanium readme the weapon's ranges system is adopted in Titanium Wars. This is useful info for betatesters and modders.
Hotfix 004 (8 January 2010)
- Special Weapon Guardsman and Sniper Guardsman now receive bonuses from Battle Armor, Death before Dishonor and Will of the Emperor upgrades.
- Anti-infantry Heavy Weapon Team, Anti-tank Heavy Weapon Team, Mortar Heavy Weapon Team now receive bonuses from Death before Dishonor and Will of the Emperor upgrades. Initial morale of these squads were decreased.
- Model of Commissars were replaced. In addition all Commissars now receive bonuses from Officer's Power Sword, Officer's Bolt Pistol, Officer's Plasma Pistol upgrades.
- Bane Wolf's Chem Cannon was remade. Health degeneration modifier was removed. No post-effects to all targets. But now Chem Cannon is very effective weapon against infantry and monsters. Be careful! Chem Cannon kill ALL in forward cone angle. Include own troops!
- Punisher Cannon have small area effect now.
- Aim behaviour for Eldar War Walker was fixed. Aims animations were reworked, WHM-file was remade and correct muzzle/origin data were added in RGD-file.
- Eldar Eldritch Storm effectiveness was increased.
- Annihilate the Enemy research pass to Eldar HQ.
- Placeholder model for Eldar Titan was replaced. Scaled War Walker model used as Eldar Revenant Titan. Equipped with Sonic Lances in arms and Missile Launcher in head. Can be upgraded with Pulsars in arms. Can jetpack quickly around, and over, the battlefield.
- Titanic super-weapons now more powerful.
- Fixed some errors in Titanium UCS-file.
Hotfix 003 (19 December 2009)
- Fixed bug with no damage Missile Launcher of Support Sentinel.
- Unusable Carapace Armor buttons were hided.
- Titanium readme files were updated.
Hotfix 002 (5 December 2009)
- Adding missing black&white icon for Sternguard Veteran Marine.
- Fixed bug with too rapid fire of Dreadnought's Plasma Cannon.
- Fixed some errors in Titanium UCS-file.
- Titanium readme files were updated.
Hotfix 001 (18 November 2009)
- Adding possess animation for terminator aspiring champion.
- Fixed some errors in Titanium readme files.
Version 00 (15 November 2009)
- Look on files "Titanium readme (eng).txt" and "Titanium Wars FAQ (eng).txt".
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Titanium Wars FAQ
1. General information
======================
1.1. What is the Titanium Wars Mod?
Titanium Wars Mod (TWM) is a modification (mod) on RTS-game “Dawn of War” (DoW) which was developed by Relic and based on the concept of Warhammer 40,000 gaming universe. This Mod was created as a very significant expansion of the original game from the Relic. It includes completely redesigned gameplay for all types of game: campaign, skirmish, multiplayer. The Mod adds a tremendous number of new units, buildings, weapon upgrades, technology research, special abilities, new heroes and their equipment, RPG-like ranking system and experience of the units and much more. And all of this is done in the spirit of the atmosphere and the rules of the Warhammer 40,000 (W40k) universe with maintaining game balance of RTS-game. This is the first DoW-mod historically, which realized W40k-titans and titan-like units in all types of games and for all races. This Mod demonstrated for all DoW community that a balanced game with the Titans is possible.
Note: RTS – Real Time Strategy. RPG – Role Playing Game.
1.2. Who the author and creator of this Mod?
The author and creator of this Mod: Grumbling Orc (GrOrc - short alias). All the basic elements of the Mod: AE-, OE-, AI-, scar-code, 2D-art, some 3D-animation, some FX, changes in the campaign, and much more in the TWM framework were created by GrOrc. Contribution to the TWM from other people and other mods (full list: Annihilation Mod, TTRU Mod, Firestorm Mod, DoW Pro Mod, Steel Legion Mod, Craftworld Mod) is only a 3D models, textures and FX. The contribution to the creation of TWM by the DoW community was discussed in the file “Titanium readme (eng).txt” with more details (look on Gratitudes section in the end of file). However, all the real work in TWM from conception to its realization was made by one person - GrOrc.
1.3. There are a lot of DoW-mods. What is the prime difference between this Mod from the others?
- High quality. All aspects of the Mod were elaborated in details. TWM concept is entirely based on the Codexes of the Warhammer 40,000. The spirit and the rules of the W40k universe were complied in TWM.
- Good interesting dynamic RTS-gameplay. The Mod is well balanced for all playable races, in contrast of many other mods. Game balance is well-designed and well developed. And it continue to improve in the new versions of the Mod. Gameplay complexity and replayability were increased.
- Beauty and the correct behavior of all graphic objects in game. The Mod is based on the best models from Relic and DoW community. These models were corrected and supplemented by the author of this Mod on 3D-level and in relation to their OE-code responsible for correct behavior models in the game (including in terms of the new features that have been developed within the TWM framework).
- The Mod was designed for all types of game: campaign, skirmish, and multiplayer. Skirmish and multiplayer work well and it is well balanced. TWM has new quality of game in the single campaign. Campaign was completely redesigned in the TWM framework. TWM is a unique Mod in this relation. TWM is the only one DoW-mod with the complete and true support of the single campaign. Thus, TWM is actually a new game in relation to all aspects.
1.4. Which version of DoW is needed for this Mod?
Currently TWM was developed in two variants: for Dark Crusade ver.1.20 and for Soulstorm ver.1.20. You must strictly observe the correspondence TWM variations and version of DoW for correct Mod’s installation.
1.5. When this Mod was created? What its version exist?
The Mod was originally created for Dark Crusade (DC). Commencement of the Mod - December 15, 2008. Fully functional alpha version was created near May 2009. Fully functional beta version was created near October 2009. The first public release of the first beta version took place November 15, 2009 (TWM ver. 0.95.00). In prospect the Mod was steadily developed and updated, and passed many public re-editions. Release status since June 8, 2012 (ver. 1.00.15). The number of current version you can see on the official page of the TWM-DC version on ModDB.
Since the beginning of January 2012 the development of TWM for Soulstorm (SS) was started. The first public beta TWM for SS (ver. 0.99.00) was published February 16, 2012. To date, several public re-editions came out. Release status since April 10, 2013 (ver. 1.00.07). The number of current version you can see on the official page of the TWM-SS version on ModDB.
The Mod continues to evolve and be updated in both its versions. The last digit in the version of the Mod is the serial number of its public re-edition (version).
1.6. I have heard that this Mod is a combination of some other DoW-mods. Is this true?
No. Titanium Wars Mod is a completely original design and includes a unique work of its author. From other mods (full list: TTRU Mod, Firestorm Mod, DoW Pro Mod, Steel Legion Mod, Craftworld Mod) were taken only some models and their textures and FXs. In addition, models from those mods were not taken “as is”. They were substantially corrected and refined, especially in regard to their behavior in game (OE-code). Everything else was created in the TWM framework by its author. In his work on TWM, the author was essentially based on the original material of the Warhammer 40,000 universe to realize the spirit and the rules of this game universe in the DoW framework. TWM follows the rules of the Warhammer 40000 universe so far as it is possible in the framework of modifications based on DoW engine.
1.7. Why you do not cooperate with the team of (any name) mod? Why the team of your Mod is always only one person – GrOrc? Why not create a team of several people?
TWM is old reputable DoW-mod now, it is more old than many other "modern DoW-mods". Historically, TWM is the first global all-races DoW-mod with almost all (lots !!!) Games Workshop W40k-units including Titans. Many modern DoW-mods are based on TWM content now and they used many TWM ideas and concepts. Many modern (young and/or novice) DoW-modders use TWM as a visual aid for DoW-modding. GrOrc never collaborated with other modders (in one team) for TWM-making. GrOrc no need to create a large team of modders for this. GrOrc is universal modder: AE-, OE-, AI-, scar-coder, 3D-, 2D-, events-, and FX-editor, animator (simple animation), the integrator a new 3D-content in game, creator of new campaigns and much more. TWM has done and it will be done always only by one person – GrOrc. This is the established tradition. There are only two types of work that GrOrc prefers not to do by himself: it is the creation of new models and textures from scratch. Therefore GrOrc has interest only to new models and new textures that are made by good modelers and texturers with the true spirit and design of the Warhammer 40,000 universe (see W40k Codexes and miniatures of tabletop game). Therefore GrOrc has no interest to other DoW-mods if their team have no own good modelers and texturers, i.e. if they have no own unique 3D-content. Mods with unique 3D-content (and with true spirit of W40k Codexes) is very rare. It is needed to understand: who, what, when, and how did in DoW-modding, and it is needed to understand the real sources of new 3D-content in DoW. Thus GrOrc prefers to work with modelers and texturers directly. GrOrc is always open to cooperation with the creators of really interesting 3D-content for DoW. In the TWM framework many new units received its real birth from the original (but unfinished) materials of their creators. Thus TWM is the real source of new units for DoW. Moreover, even many ready units from other old famous mods received very significant improvements within TWM framework. GrOrc's work is currently used in many other “modern DoW-mods”.Thus GrOrc works on all DoW-community really, i.e. not only on the own Mod.
2. Technical issues
===================
2.1. How to install TWM?
Read the Installation Manual and follow the installation instructions. Installation Manual is a text file among other txt-files of the Mod. Look on the file named “setup (eng).txt”. In addition, it is published on start pages of the official forums (here on Relicnews) of this Mod. Also it present on TWM page of ModDB site (forum section). All necessary URLs are listed in “Titanium readme (eng).txt”.
2.2. I installed the TWM for DC, but I do not see it in the Game Manager. What should I do?
You do not patch the game. You have a version of DoW: Dark Crusade which is lower than 1.20. Install the official patch for DoW: DC from Relic. Version of DoW: DC must be 1.20.
2.3. I updated the version of TWM. However some icons have no hotkeys in game. What did I do wrong during the installation?
You do not follow the installation instructions. Delete your old profile of TWM. To do this, delete the “titaniumwars” folder (“titaniumwars_ss” for SS version) from the “Profiles” folder with your profile of game (usually “Profile1” subfolder in “Profiles” folder).
2.4. I updated the version of TWM and continue to play single campaign from my old saves. Icons of some elite squads in the campaign became pink. Wrong squads are loading in game. How to fix it?
You do not follow the installation instructions. Delete your old profile of TWM. To do this, delete the “titaniumwars” folder (“titaniumwars_ss” for SS version) from the “Profiles” folder with your profile of game (usually “Profile1” subfolder in “Profiles” folder). This action also deletes all your old saves remaining from a previous version of the Mod. Playing campaign from old saves is not recommended strongly. In the each new version of TWM, you should begin to play the campaign from start for the correct working of the Mod.
2.5. The Mod was installed and it runs fine. However my computer takes control of the game itself when I try to play. I'm in game only as spectator. What did I do wrong?
You added the “-dev” parameter to the run-string into Mod’s windows-shortcut. Remove this parameter. It can not be used for normal playing. Read the file “WarhammerFilm(eng).txt” about it.
2.6. I play the campaign, but I do not see starting movies before campaign and movie with fluttering flag of my race in the end screen of Stronghold’s scripted missions. How to fix it?
You do not follow the installation instructions. Copy “Movies” folder from the “DXP2” folder to the “Titanium_Wars_Mod” folder (“Titanium_Wars_Mod_SS” for SS version).
2.7. Can I combine the Titanium Wars Mod with some other mods by using the module-file in order to add new playable races, new units, new gaming capability?
Yes, technically. However this is not recommended strongly. TWM has its own unique balance and gameplay. Playable races from the other mods will be very unbalanced with the W40k-races of TWM. TWM-playing in simple combination with other DoW-mods can be unstable and it can have a variety of problems with the objects of the game, AI, and interface. Any experiments of this kind are not supported by the author. All damage that you put to your game by such actions will be entirely on your fault.
2.8. DoW game crashes after trying to load all 8 players with different W40k-races on one big map. What to do?
DoW is a very old game now, it was released in 2004. So is not surprise that its components might be a bit outdated or even limited when interacting with the all new PC stuff, specifically the RAM usage. We must increase the RAM usage limit of DoW in order to run massive battles in Titanium Wars Mod without fearing CTDs. By default DoW has a limit of 2GB RAM usage, this might be just enough for the original game but for Titanium Wars Mod that adds huge art content, the application starts to falter and eventually crashes, specially when playing on big maps where it loads the content of many races plus the map stuff. So what will follow is how to increase that 2GB limit to 4GB on 64x windows OS (either 7 or Vista). First of all, make sure you have a 64x Operating System and that you have more than 2GB RAM, preferably 4GB or more. Second, you need to download this little software needed to edit the executable, CFF Explorer: http://www.ntcore.com/exsuite.php . After downloading it, open the CFF Explorer and top left click on “File”, then “Open” (or just on the big folder image beneath it). A new window should open, browse to your DoW (DarkCrusade.exe or Soulstorm.exe) and double click it or click it and then open. On the left side there should be a list, under “Nt Headers” should be “File Header” click once on it. Now in the panel on the right, all the way to the right bottom there should be “Click here” click it. Finally a small window will open with a bunch of options you can check or uncheck, look for “App can handle >2GB address space” and check it. Then click Ok and save it (“File” top left, then “Save”).
Moreover, you can download these exe-files from ModDB already edited by GrOrc.
2.9. I use a localization of DoW on my national language (not English). I can not see some popup-help-texts for some new buttons (units, buildings, etc.) while playing Titanium Wars Mod. How to fix it?
Titanium Wars Mod was created only in the original language, there is only the English version. The localization of this Mod into other languages is not planned by the developer of TWM. You should use only the English localization of DoW with TWM. Or seek third-party translations of TWM to your language which made by fans of the TWM in your country.
2.10. After installing the Titanium Wars Mod I always see TWM-logo at startup of DoW even if I do not start the TWM, but I start the original game or other DoW-mods. Is this normal? Does it mean a permanent starting of TWM?
TWM-logo was installed on your computer during the installation of this Mod, and it just symbolizes that you have Titanium Wars Mod installed on your computer. The Mod is activated only when you're deliberately start it (from Game Manager or special TWM-shortcut). DoW-logo is changed globally after installing TWM and it is not associated with the launching of Mod. If you want to return the old DoW-logo, then just remove TWM-logo. To do this, simply delete the file: Engine\Data\art\ui\textures\wxp_loadscreen_dawn_of_war.dds. The path from the root directory of the game.
2.11. I use Win7 on my computer. I play the TWM-campaign. Game crash after playing outro in the end of mission in Stronghold of enemy race. How to solve this problem?
This is known problem with campaign playing. Old DoW engine is not truly compatible with Windows 7. (Maybe Windows Vista and Windows 8 too. No any problems under Windows XP 32bit.) The problem is only in the end of some Strongholds in campaign. Sometimes DoW game crash after playing outro before end-mission-screen. This is software problem. DoW1 is very old game now without any support from Relic. TWM is not guilty...
Methods of solution:
1. Under Win7. Edit the exe-file of the game in accordance with item 2.8 (see above), or download the exe-files from ModDB already edited by GrOrc.
2. Under Win7 without editing the exe-file. Use DoW in compatibility mode with Win98/Me. Save game in the end of Stronghold mission (before outro). Exit from game. Change mode to Win98/Me in properties of TWM-shortcut. Start game (TWM). Load campaign-savegame. Finish mission. You'll see metamap as reward in this mode. Save game on metamap, exit from game, and swith TWM-shortcut to WinXP mode or Win7 mode. Note: Do not use Win98/Me mode for play constantly. Sometimes game works incorrectly in this mode. Use it only for resolving this problem.
3. Radical method: Don't play TWM under Win7 – play it under WinXP 32 bit. No such bugs in campaign there.
4. Another radical method (requires a powerful computer): Install WinXP under Win7 by using Windows Virtual PC. Look on Microsoft for this (“Windows XP Mode”). Play TWM under WinXP emulation.
2.12. I play with the Heroes wincondition. Experience level of my squads equal to 1 (“Regular”) after saving the game and loading it from this save-file. Is it normal?
Yes. It is normal. Heroes is an external module which was developed by DoW-modders, and its specific variables can not be stored in the DoW-save-game-files of course. However, it is based on standard DoW-modifiers. Therefore, all improvements of your units are actually stored in save-file and loaded correctly then. To see this, just look at the HP of units that were gained experience in the previous game. Level itself is not stored in the save-file, so “Level = 1” with each new loading of game. Thus, the squads' improvements can grow abnormal, if too often use the save / load in the game process. It can lead to confusion if it will a significant influence to the enemy units. It will be difficult to win. This is especially true in the campaign game, where the game can be very long and the player may wish to save. It is recommended to play the game without saving. In this case, the Heroes module will work most correctly.
3. Gameplay
===========
3.1. How do I know what new was added by this Mod in the DoW-game?
Read the files “Titanium readme (eng).txt” and “TWM_Change_Log.txt”. Study control panels of buildings and units in game. Read carefully the pop-up help messages with the information about buttons in game.
3.2. I play skirmish. Will my computer opponent to use all the innovations of TWM?
Yes, it is. TWM has a new advanced artificial intelligence (AI), which takes into account all the new features of this Mod. Your AI opponents will use all of the new units, build new buildings, to conduct new researches and upgrades, walk throughout the tree of technologies from lower to higher, to use all the new weapons and all new special abilities in the battle, to build new heroes and use all their wargear.
3.3. Does TWM support network game?
Yes.
3.4. I heard that improved campaign was made in the TWM framework. What is new TWM adds in the campaign?
In the campaign for the player and his computer opponents are available new units, buildings, research, weapons, special abilities, and so on, which are available in TWM-skirmish. System of elite squads was revised and supplemented. Elite infantry squads have a full staff. New elite squads were added. The main feature of the TWM-campaign: scripted missions in Strongholds of all races were fully revised and updated in TWM-style. New scripted events were added. Scripted campaign missions use all new features of TWM. Stronghold’s missions became more interesting, more complex, and more replayable.
3.5. I play TWM and I think that the game has become too complex compared to the original game. Is it possible to reduce the level of difficulty in TWM?
TWM is the Mod for experienced players. Train and raise your level of playing. Experiment with the rules of the game and its interface.
3.6. Why the buildings in TWM are so durable?
This is done for reasons of balance and concept of Warhammer 40,000 universe. Firepower of armies in TWM was greatly increased. It was needed to increase the combat stability of bases as result. In addition, the concept of W40k requires so hard buildings.
3.7. How to carry out air drop by the air transports?
Some of the buildings of the some races in TWM have a deep strike feature for landing some types of units in any visible point on the map by air transport specific to race.
Imperial Guard: Mechanized Command uses Valkyrie for landing infantry.
Orks: a special building in the form of standing on the ground Fighta-Bomma uses Fighta-Bomma for landing infantry.
Space Marines: Machine Cult uses Thunderhawk for landing infantry.
Tau: Communications Tower uses Orca Dropship for landing infantry.
Daemonhunters: Inquisition Watch uses Valkyrie for landing infantry.
Witch Hunters: Inquisitorial Landing Pad uses Thunderhawk for landing infantry.
In addition, some other buildings have the deep strike function for other units that they have the ability to landing by their own features in correspondence to W40k concept. Learn the game interface, and track deep strike button in building control panels.
4. Other questions
==================
4.1. Necron Gauss Pylon invulnerable one minute for his first appearance on the battlefield during animation of the initial installation. However he is shooting at the enemy all that time, even though his gun is not directed at the enemy. Is this normal?
This is a system feature of DoW engine on low level. During the spawn-animation the units are invulnerable. The developers of the Relic company did not provide off shooting in this mode. Ordinary units have spawn-animation with very short time (less than one cycle of fire reload) and it does not lead to problems. Necron Gauss Pylon is the only one unit with a long-time spawn-animation and it is not desirable to reduce. Only the developers of the Relic company could qualitatively solve this problem at a low level of DoW engine. We need to add a boolean flag on the working fire in the spawn-section at AE-code.
This feature can be seen as a bug-feature for Necron Gauss Pylon. This feature is not critical to the game and it even creates interesting game consequences. Necron player can use this feature in his own gaming interests.
4.2. Why the models from (any name) DoW-mod are not used in the TWM?
Either because they are not needed on the concept of this Mod, or they have not enough quality. TWM uses the models only with very high quality and they must be made in the true spirit of the Warhammer 40,000 universe (see arts of Games Workshop, Codexes and miniatures from the tabletop game).
4.3. I am a modder. Can I use the models from TWM in my own DoW-mod?
You must obtain permissions from their true authors. If you have received this agreement, you can freely use the model provided the correct copyright in your readme-files and the start messages of your topics on the forums. If you want to use advanced variants of units and buildings from TWM, you should also mention the Titanium Wars Mod as the source of the content which you are using. TWM content can be used freely without asking GrOrc for copyright permissions if you follow this rule of politeness in modder’s community. To find the real authors of the model, you should become familiar with the mod-source of the 3D-content which used in TWM (the list has already been mentioned above, and it is listed in “Titanium readme (eng).txt”). Refer to the files with the WHE (OE-code) and WHM (3D-model) using any file browser and look for the author's signature at the beginning of the file. GrOrc’s WHE- and WHM-files (which were improvement and/or manufactured in the TWM framework and they were made by GrOrc) are labeled by internal signature: Alexander.
4.4. Will there be added to the TWM such W40k-faction as Steel Legion, Black Templars, Blood Angels, Space Wolves, and so on?
No. TWM is dedicated to the global classic W40k-races. There are only 11: Chaos, Dark Eldar, Eldar, Imperial Guards, Necrons, Orks, Space Marines, Tau, Daemonhunters, Whitch Hunters, Tyranids. Each race is created in TWM as "all in one". Small factions within W40k-classic races will not be realized as separate playable races in TWM. Currently, 10 classic W40k-races were realized in the TWM for SS. Tyranids planned for realization in the future development of the TWM for SS. In the version of TWM for DC 7 races were realized, as in the original game from Relic. Additional new races (in excess of this amount) are not planned in the version of TWM for DC.
4.5. I play as Tau and I can build an Imperial Titan. Is this normal? Is this consistent with the W40k concept?
Tau Gue'la Outpost represents human’s enclave of Tau-loyalists in the service of the Tau Empire (see the propaganda of Tau in the original materials of W40k). According to concept W40k, humans in Tau service can use any weapons and any technique of Imperium, including the Titans. In the TWM Human’s enclave of Tau-loyalists represented only by infantry and Warhound Titan. It is available only with the full development of the technology of Tau. This symbolizes the success of Tau propaganda among the people with the full deployment of expeditionary Tau forces on this planet.
4.6. Why the TWM for SS has no combat aircrafts?
DoW engine can not realize flying freely and realistically maneuvering aircrafts with good quality. Aircrafts present only in TWM-SS-campaign scripted maps of strongholds controlled by computer opponents.
4.7. Why the TWM has no Titans larger than Warhound?
Firstly, they do not fit in the TWM-balance. Also such Titans are not present for all W40k-races. Secondly, they do not fit in DoW engine for reasons of relative scales.
---------------------------
Features of this mod:
- Many-many new units and buildings. Extended tech tree.
- Many-many new abilities and upgrades.
- New Heroes and fully functional Heroes wargear.
- RPG elements from CutterShane's Heroes System. Experienced units after battles.
- Fully functional single campain, skirmish, and multiplayer.
- And finally Titans and Titan-like units!
Important remarks:
- Main goal of this Mod: all Games Workshop units in DoW game.
- This is high quality Mod. This Mod was made with Relic standard of quality (and even higher for some parts and aspects).
- This Mod was the first DoW mod when you can see Titans and Titan-like units in all game types (campaign, skirmish and multiplayer).
- This Mod changed mind of DoW Community about Titans in game (balance issue). Now we see many mods with Titans.
- A lot of work was made in this Mod framework on 3D-level and in OE-code for Relic and DoW Community models. Many units and buildings were reworked to more quality variants (behaviour especially). Titanium Wars stuff are used in many other mods now.
- This Mod is new view on DoW Dark Crusade campaign. You can see new quality of game in campaign (especially in strongholds with new scar-code scripts).
Current active Team Members:
Grumbling Orc.
I WISH TO EXPRESS MANY THANKS TO:
- Games Workshop for creation our beloved Game Universe and serious support to Warhammer 40000 fans for many-many years.
- Relic as best game developers team in all Our World.
- Corsix's Mod Studio and its creator.
- Dawn of War Texture Tool 1.8.1 and its creators.
- Brother Santos as creator Santos' Tools for 3Dsmax 2008.
- Annihilation, TTRU (especially), Firestorm (especially), DoW Pro, Steel Legion, and Craftworld creators. Without those Mods, I would never find so many ready-made models and its corresponding elements (textures, icons, sounds) necessary for basic idea of this Mod. All permissions for using models were received from corresponding team leaders.
- Enthusiast-creators of new models, textures and FXs for DoW. This Mod was never created without good hard work of modelers and artists from International DoW Community. They created many beautiful good functional models for DoW Mods. Take my hot gratitude guys...
- Special thanks to Winterdyne as author of Warhound Titan model.
- Special thanks to Catwell as author of Great Unclean Ones and Keeper of Secrets models.
- Special thanks to Maestrorobertus as author of Stompa model.
- Special thanks to BoyChaos as author of Annihilation Barge, Doomsday Ark, and Ghost Ark models.
- Heroes System. Original Heroes idea and implementation by CutterShane 2006. Heroes Special rework by Arkhan 2007. Big thanks for their work.
- AI programmers from Dawn Of Skirmish Mod Team.
- Special thanks to Thudmeizer for his directions to some existing DoW models which were unknowing for me.
- Eugene Roshal for his great multi-functional file-manager Far.
- My best friend Vadim Nikitin for support.
- Alexei Yudichev, Evgeny Nikiforov, and Irina Fridman for their help with editing of English variant of readme-file.
- And you for reading this text and your interest for Titanium Wars.
Also many thanks to our donators (look on file "Donations.txt" in the Mod's folder):
1. Manny Sandoval (especially)
2. Strawberry Lisa
3. Daniele Onizzi
4. Sinisa Kusan
5. Jared Terwilliger
6. ...
Donations remind modders that modders have to work.
Sincerely yours,
Grumbling Orc.
Grumbling Orc Great Hall, November 2009.
P.S. Some important remarks:
- For gamers. Before ask me about features of this Mod please read my Titanium readme file carefully. It is huge but it consist of many ready answers.
- For beta testers. Look on damage info HTML-files. This is very useful information for balance tunings. Looking forward for your observations, remarks, and considerations.
- To authors of DoW models. If you author of DoW models, and you see your model(s) in this Mod, and you want personal copyright in my Titanium readme file (or in first post of this thread), then send me list of your models used by me with confirmation of corresponding mod team leader where I found this model(s). We can make authors' huge list together if it is needed for you.
- For modelers and texturers. Version of Titanium Wars Mod will stay 0.99.xx (pre-release status) while placeholders are present in it (Lord of Change Greater Daemon of Tzeentch). I invite 3D-modelers and artists for collaboration (see Needs List). This Mod is a kind of a public megacollection of your best artwork. You may test your new models in this Mod framework with my help. May be I'll able to fix some problems of your models, especially on WHE-file level. See Titanium readme "Fixed bugs" section and "TWM_Change_Log.txt" for details.
- For other modders. You may use my work without special contact with me. My work is free for all true lovers of DoW game series. Just mention about me and Titanium Wars in credits section of your readme files and forum tread start messages. Of course you must receive permissions from true authors of DoW models and only then my additional work over their models and OE-code is free for you. Some of my work is only mine and some other my work is over DoW Community ready-made models and other DoW stuff. Consult with me if it's necessary.
- At finally. I repeat that I am not a 3D-modeler and artist. I never pretend to any authors rights of any DoW models. Actually all rights and renown belong to artwork creators. In my humble opinion I think that all created ready-made models belong to all International DoW Community. We all work with love to Warhammer 40000 Universe. We all work for each other. My work is free for all true lovers of DoW game series.










































