Dawn of War 2: Codex Edition
NOW COMPATIBLE WITH RETRIBUTION! This is the NEW RELEASE of Codex Edition.
UPDATE: This is the newest version, Codex Edition Beta 1.86
***This patch does not have all of the new Imperial Guard heroes, only the Lord General works ATM and he doesn't have all his wargear or retinue members yet. They will be released later this week as they are finished.
THE IMPERIUM NEEDS YOU! You can find CE games online on the CE Steam Group, where ALL members can post announcements! Join up today! http://steamcommunity.com/groups/DoW2-CE
The time has come, my fellow hereteks, to unveil the Emperor's Light! BEHOLD the bastion of His Fury! Let the bolters rain EXPLOSIVE death on xeno and heretic alike! This mod is for multiplayer only, I have plans to do a campaign in the future but for now, Codex Edition does not modify the campaign.
Thank you for your interest in our new mod for Dawn of War 2. Codex Edition is an attempt to recreate the feel and intensity of the Warhammer 40k universe in a way that many players felt was lacking in the origninal DoW 2. Specifically, it is a blend of TT elements and background/fluff from 40k material to provide a more exciting and immersive tactical war game.
EVERY player needs to join this Steam group! Go on group chat to find games. We have hundreds of players in the group, and the best way to find Codex Edition games is to join the group, and go to group chat to find other players. ALL players can post announcements, so let's get some games going!
alright follow these locational directions and you'll get to the place you need to load all your files in.
steam/steam apps/common/dawn of war ii - retribution
place your modules in this directory as well as the DOW2 Codex Edition folder.
after you place your modules in this directory you go to the folder: game asset/locale/English and place your ucs files into there
I have put a GameAssets folder into the mod archive, so just extract it into the main dow2 retribution folder and the ucs should go to the right place.
after you place that go to documents under your libraries section and go to my games/dawn of war ii - retribution/settings and place your keydefaults.lua in there
after you have those all in place go into your steam right click on retribution and go to properties, once there click on set launch options and put in -dev -modname DOW2CodexEdition -nomovies
after that is done just enter the game and enjoy.
-Official Thread: http://forums.relicnews.com/showthread.php?t=239552
1.7 Beta to 1.71 Beta change log
Global: Upkeep and XP values have been rebalanced, hopefully units will level up at a more consistent pace and heroes will level faster. SM upkeep won't be as bad as it was before.
SM: Melta guns and multimeltas snare vehicles like lascannons do in vanilla. They do not affect weapons fire like melta bombs. The effect does not stack with itself or other melta guns. Multimeltas snare 50%, melta guns snare 30%. It does not prevent Fexes or Dreads from attacking.
Dreadnought weapons will be available in t2 except for Plasma Cannons and Twin Lascannons.
Assault Cannons are rebalanced with Autocannons, making the Asscan a real infantry shredder. Autocannons are more effective against anything bigger than heavy infantry unless you get into short range with the assaultcannon. Asscan still has barrage, but autocannon has more range and no range modifier for damage - meaning it does the same damage at max range as it does at short range. Asscan does more damage closer to its target but is FAR more accurate now than it used to be.
Whirlwind and Vindicator are in! Have fun blowing things up.
Chaos: Fully implemented! Wreak havoc as the chosen marauders of the ruinous powers of the Warp. Full patch notes will be coming soon. See the last several pages of the thread for detailed descriptions for now.
Eldar: Grav tanks, Wraithlords, and Guardian Defender plats now have ALL weapons available from the Codex. Scatter lasers are great infantry killers, shuri cans of course suppress, brightlances are your go-to vehicle sniping lazzors, missile launchers fire barrages of krak or plasma missiles, and star cannons are great for taking on heavy inf. The d-cannon is still the dread artillery black hole gun of doom, but is relegated to t3 now and only available on plats. Coming soon: Vibro cannon!
Reapers, Fire Dragons and Flash Gitz are much better now.
Storm Guardians are better in melee and have better dps on their flamers and fusion guns.
Ranger knockback shot hits a wider area, should displace a whole squad now.
Banshees auto-leap cover like Hawks now.
Orkz: Rokkits got a boost, Deffguns do more damage to vehicles, the Kustim Mega Blasta and basic gun for the mekboy got improved, and the Flash Gitz are tougher.
Mob Rule! Now has a maxium bonus of 30% supp resist if you have 40 or more orkz together. Each squad can benefit from up to 30% supp resist from Mob Rule, but can still benefit from Call Da Boyz, Waaagh Banners, Waaagh and Warboss Banners.
Stikkbombs will knock down heavy infantry. They also only throw 2 waves (damage adjusted to compensate) instead of 3, so they aren't sitting ducks.
Tyranids: Are next in line for a complete update so they will be on par with other factions, this weekend. Tyrannoformation will be a core mechanic for nids, as will harvesting (eating) biomass with ripper swarms to boost your red gain... which can be spent on tyrannoforming the battlefield, calling down hordes, or using special buffs like Catalyst.
Next time in 1.71: Pintle guns will get fully animated, and all eldar models will be updated. New ork units like 'ard boyz and 'skar boyz upgrade for sluggas. Also, I am looking forward to adding wargear upgrades for all Exarchs.
RETRIBUTION: CODEX EDITION CHANGE LOG
ONLY Space Marines, Chaos Space Marines, Eldar, and Orkz are ready for testing. The other races aren't implemented yet. You can pick them, but they will suck until I update them.
Space Marines and Chaos Space Marines are designed to be very fluffy and powerful. As a race, SM favor short ranged firefights that end in devastating melee charges. Their downside is related to their elite nature: they are few in number. A full SM army is typically 6 or 7 squads (including the hero), while most other forces can field 8 to 10 squads and have less upkeep per squad. SM need to use every clicky and choose their wargear wisely to manage the enemy's numbers and maintain VP control.
Space Marine leaders provide additional powers and/or buffs that enhance the squad's role on the battlefield or provide added versatility. Chaos Space Marines buy powers separately with Marks of Chaos, but their leaders are just as strong stats-wise and wargear-wise as their Loyalist counterparts. They also benefit from cultist worship and shrine buffs, and can get quite a few temporary (and permanent) daemons out on the battlefield as well. Chaos tends to have more raw power, but are narrower in focus (khorne is choppy, nurgle is tough but slow, tzeentch is blasty and tough in shootouts) than the Loyalists. Raptors don't get merciless strike, but they benefit from whatever Mark you give them. Chaos Tacs can get chainswords and Mark of Khorne, but they cannot use ATSKNF and break retreat/damage resist like the Loyalist Tacs, etc.
Vindicator demolisher cannon is really strong. The vindi itself, however, is relatively lightly defended with 2 pintle mounted storm bolters (not much in T3) and can be killed by a single squad of ASM or Raptors (t1 units) that melta bomb it from behind and proceed to unleash the powerfist sgt/champion on its rear armor. This is an expensive, super deadly unit that must be protected and used carefully or you will lose it. The whirlwind is a bit safer, with its long range, but the demolisher is currently the strongest aoe weapon in the game. The only other vehicles with a comparable weapon are the Baneblade and the (coming soon) Eldar Scorpion superheavy tank.
Terminators are still very powerful but can be gunned down more easily than before. Plasma, AV weapons, power weapons and heavy melee weapons are more effective on them, but you still need quite a bit of focus fire to down Termies. No longer can a single squad of terminators push an entire t3 army back to base.
Heavy weapons that suppress do less insane damage.
Snipers are nicely balanced now, as are melta weapons. They are very strong but don't overshadow plasma or bolter weapons outside of their intended battlefield purpose.
Apothecary now leads the Command Squad, with 2 veterans at tier 1, and the option to add the Standard Bearer and Company Champion in tier 3.
The Techmarine now gets a servitor retinue that he can upgrade with various heavy weapons. New models and a servo harness are incoming for him in the next update.
The models are now compatible with the DLC skins.
Orkz don't generate as much waaagh passively anymore. New ork specialist units are tougher but cannot replace the general ruggedness and utility of slugga and shoota mobs.
Ork shootas are now noticeably less effective versus heavy armor. Ork guns are best for spraying down masses of light infantry; they need upgrades to be effective versus heavy armor (other than deffguns of course).
Ork mobs now scale better into tiers 2 and 3, and will soon get an upgrade that allows them to add more members in higher tiers. I am working out the details, it will be in the next update.
Ork vehicles are now stronger, not quite as good as SM/Eldar vehicles in terms of durability, but still cheap and offensively strong.
Waaagh! is more effective. Ork players will notice that the orkz' global buffs are great force multipliers, and when timed correctly, can really turn the fight in your favor. Orkz generally aren't as competent in small engagements as SM and Eldar but their clickies can give them a big spike in damage and toughness that will turn the tables. Combined with Waaagh! and Call Da Boyz, a good ork player should be very confident in seizing the initiative and taking the field, so long as he can micro his mobz out of fire traps and artillery fire...
Eldar now get all aspect warriors. The Autarch hero is implemented (although his sync kill animations are bugged, he works). Eldar stats are improved and their squad sizes are smaller to better represent their elite nature. They rely on mobility and firepower, and the precise application of combined arms. They are not as tough as the other races and generally do not hold up well in prolonged assaults. Fortunately, they are the fastest race and can abuse webways and psychic powers for their benefit.
Dark Reapers excel in gunning down heavily armored troops. They cannot fleet or fight in melee, and need to be protected from jump infantry.
Fire dragons get melta bombs and fusion guns, and can melt anything at close range - but need to be protected from melee, and are vulnerable to snipers.
Scorps and Shees are much better in melee now.
Avengers are master skirmishers who move fast, cap fast, and can suppress enemy troops with Bladestorm. They get plasma grenades as well (guardians don't get nades anymore).
Melee combat has been rebalanced. Weaponskill is now MUCH more important. Note your level relative to your enemies'. Non-melee units fighting each other in melee is a strategic option; a warlock leader will make a huge difference in a fight between two guardian squads, and a Warp Spider Exarch is an excellent secondary melee unit for tying up suppression teams. Melee weapons make a big difference between regular troops now.
Light melee troops such as guardsmen and guardians cannot damage heavy armor or vehicles with their melee attacks. Light melee is only good for fighting other light melee units - don't try to charge tacs with a big mob of guardsmen, as they cannot damage power armor with their bayonets alone. Shooty Orkz are generally tougher than other "soft races" in melee, so guardsmen and GDU's can be charged by ork shootas unless commissars and warlocks are there to protect them. Orkz without melee weapons should still not get stuck in with SM/CSM or Raveners, however.
Tyranids, Imperial Guard, and Chaos are NOT implemented yet. Don't bother trying to tell me that they aren't balanced, or they suck or are bugged. I have NOT updated them for MP play yet.
Special thanks for the valuable feedback to the balancing team and community, and to Xenenator for organizing this page.
HEROES OF THE IMPERIUM: Take a moment to honor these brave souls, without whom the Light of the Astronomican would have gone out long ago...
Bloodravage, Master of the Forge (Models, textures, animations, the Standard Bearer, new weapon fx, pintle guns and too many awesome models to list here, check out his mod Destroyer40k)
Canis Lupus, Chapter Master (Models, textures, animations, new Eldar features, worked on pintle guns with Bloodravage)
Horus Heretic, Warmaster of Chaos and the WOA + FOK team
Full credits to the WOA team can be found here: Woa + FoK Modteam -http://fok.dow-mods.com/index.php
Smokin' Joe NL, 1st Company Captain (organizing games, getting new people into the mod, being a top player since the very first release, balance info, and overall support)
Swarmlord Sovereign, The Great Devourer (helping to organize games and get new people into the mod, balance info, becoming a top player and writing some of the up-coming player guides, being a source for lore and tt accuracy, especially for SM and Nids)
Shuma, Master of the Armoury (models, textures)
RagnarR40k, Master Artificer and Codicier (artwork, chapters and banners, game ideas)
Caid, Master of the Eldar Warhost (Dark Reaper models and weapons)
Kilgar, Master warpsmith (portraits, icons, new art assets)
Jaylo138, Master of the Armoury (models, textures for terminator Chaplain)
Hangar-8, Keeper of the Chapter Heraldry (artwork, chapters and banners)
Darrius88, Master Reclusiarch (chaplain model and textures)
Shadowninja009, for helping me with some models and the scout heavy bolter issues.
Unusualfashion/OneProduct, Master of the Librarium (coding, many instances of help getting things to work)
Miguel, Master of the Librarium (coding, many instances of getting wargear and other issues cleared up)
If I didn't add you to this list and you helped me with the assets, send me a pm and I will add you.