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DOW2R - Reincarnate - No longer working on mod

  1. #1

    DOW2R - Reincarnate - No longer working on mod

    [CENTER]
    Dawn of War 2 Retribution- Reincarnate




    Welcome to Dawn of war 2 Retribution - Reincarnate


    The Team


    Me(Adratus) - The Dark Lord(Mod leader), Coder, Concept

    Stranger - Modeller, Animator, Texture artist


    Member Status's

    Me(Adratus) - Active

    Stranger - Non Active


    [SIZE=3]You can get current Retribution version(version 4.0.0) here: http://www.gamefront.com/files/20988...sion+4.0.0.rar

    Version 4.0.0 features a long term worth of balance and polish, see below for more details.

    This is the steam group: http://steamcommunity.com/groups/DOW2-Reincarnate?

    Use this group to arrange games etc.

    Whats New in Version 4.0.0

    Version 4.0.0, has been in the making for a long long time, as lots of you know , however I hope it was worth the wait. In general, this is just a big balancing patch from the last version, but it does make all the difference.

    Here's a list of changes (probs more than I can remember ):

    - Lots of small balance changes which I can’t remember :P
    - devastators and havocs can no longer research lascannons or auto cannons and get 2, they must have the leader for the second one, can mix and match different weapons with the new leader upgrades.
    - Chaos terminators can no longer enter buildings
    - Nob squad size reduced by 1
    - Can now use chapter DLC
    - Guardsmen now have grenade launchers
    - Guardsmen now start off with 8 men + sergeant
    - Guardsmen free reinforcement mechanic reworked, sergeant now does not grant 1 extra man per reinforce and commissar now only grants 1 extra free man
    - Ogryn’s melee damage slightly decreased
    - 250 victory point match is now unlimited, so enjoy 2 vs 2 vs 2 or FFA annihilation
    - Space and Chaos marine predators lascannon area of effect reduced to 0, upgrade cost reduced.
    -Eldar webway cost increased, comes with a healing aura though.
    - no more secondary hero’s, weird boy, Liberian and autarch back to normal.
    - Slightly changed AI
    - homagaunts, termagaunts, and lictors have no up keep cost, used to balance out tyranids encomy
    - Honour Guards cost decreased, squad size also increased
    - Space marine plasma devastator sergeant upgrade cost increased
    - HQ health decreased to 6000





    About The Mod


    This like the title says is a mod for Dawn of war 2 Retribution, the mods aim is to capture more of the fluff feeling of Warhammer 40K whilst still maintaining a fun and balanced game. Unlike with the previous version of the mod, this new version keeps Relic's balance in place, with only minor modifications to each unit. Some units however have changed a lot but all in the style of Relic's vanilla gameplay style. So if you love Dawn of War 2 but felt like it could been just that much more "fluffy" this is the mod for you.

    Gameplay

    As said before the gameplay is very much like vanilla with only a few additions to give it that little something more, a few new units have made it in and a couple of new "Secondary heroes" which act as another commander for your race. There has been lots of attribute tweaking to create as balanced game as it can be, changes which you will most likely have to learn over time. Below I will explain some of the general and race changes that have been made.

    Adratus's AI (AAI)

    New and greatly improved AI feature in this mod, they play more aggressively and will give you a run for your money (unless you are as good as me :P). Don't expect them to run around the map capping while you build up a force like they did before, they will find you, and they will kill you. They also can build all the new units in the mod, if they choose to that is.

    General


    - Total pop cap has been raised to 120 for each race

    - A vehicle cap has been introduced, each race can now have only 3 vehicles at any one time, not including transports, the exception to this is guard, who can have 4 vehicles at any one time.

    - Quick start now doesn't just give you 9000 odd of each resource, instead I have opted for the COH version, where you now receive 2200 req and 500 power at the beginning, this allows the game to quickly progress without it just being a "rush to tier 3 and spam tanks" game.


    - A unit in a race is "as seen" now, meaning for example the marines in a tactical squad no longer have different stats to marines in a devastator squad, there all the same, obviously balanced accordingly.

    - Far more challenging AI, fixed errors that they used to do(like nids spam mines) and they will build more units and some of the new units I have added in.

    Below is some information on the races and IMPORTANT changes, by no mean all the changes

    Space Marine



    An small numbered elite fighting force of humanities best warriors, strong in both melee and ranged, a space marine squad can stand up to multiple squads of the other factions. However while they are a serious threat for the enemy in a one on one battle, if out numbered by a lot, which they find all to often, the space marines will find it a hard time to drive back the enemy.

    - A new squad making it into the space marine forces are the holy Honour Guard of the company, elite melee troops equipped with powerful weaponry, they can drive back all but the most powerful of foes.

    - Terminators now build-able by all commanders at the HQ

    Chaos Marines



    Like their fellow loyalist fools, they are an small elite fighting force strong at both melee and ranged combat. Unlike their loyalist counter parts however, they can access the dark powers of their gods, to become a horrible presence on the battle field. With the addition of daemon support, they truly are an evil force, like the marines though, if out numbered they will find it hard to drive the enemy back.

    - Khorne bezerkers join the fray, fast melee troops who put the fear in enemy heavy weapon teams

    - Rubrics are here, with dark shields protecting them and equipped with inferno bolters, heavy infantry better not stand in their way.

    - Chaos Chosen Terminators........enough said

    - shrines now can reinforce nearby troops

    - juggernaut no longer classed as a vehicle

    - Chaos tactical marines upgrade system completely changed

    Eldar



    A mysterious and ancient race, what the eldar lack in durability they more than make it up with high fire power. An army that focuses on mobility and fire power, the eldar sneak up around the map picking of starnded squads, untill they can in their heavy infantry and vehicles.

    - Guardians now have 2 new upgrades, which turn them into support troops

    - Autarch now a secondary commander

    - Seer council now a build-able unit

    Orks



    Waaaaagh!!!!! CHOP THEM!! CHOP THEM GOOD!!!!!.......The orks are an army of wild and mindless beats who just want a good fight, and there good at it. Durable low cost troops allow the orks to swoop through the battlefield in a huge green tide, and if big enough, not much will stand in their way.

    - Ork Weird Boy now a secondary commander.

    Imperial Guard



    The hammer of the emperor, an army built around defense and tanks, the guard are large in number and can pack quite a punch, they have the best tanks in the game and powerful specialized infantry. No other army can hold a potion quite like the guard, which allows them to create effective choke points on the map.



    Tyranids



    An alien race from the darkest corner of the universe, they are a horrible sight to behold on the battle field. Endless in number and supported by massive monsters of war, they pose a serious threat to any commander.

    - NON SYNAPSE units can no longer level up, balanced accordingly

    - Swarm lord now more like avatar in terms of health and armour


    These are some of the main changes that have been made, there are still a lot lot more which you will find in game, I hope you enjoy the mod and please remember to join the steam group at the top for arranging games. Thanks and here some pictures, will post up more soon.




    Credits


    Shuma - for his models
    Last edited by Adratus; 1st May 12 at 4:56 AM. Reason: update

  2. #2
    I like this mod already, the only thing i can offer is that you like everyone else here in the modding community is welcome to use any of my little modifications here freely:

    http://forums.relicnews.com/showthre...ompatible-Mods!)

    I wish you good luck.
    Pro-Skub, supporting the idea of new heroes for the Last Stand as DLC since 1967.
    Mod forum: SWR

  3. #3
    Thanks a lot Shuma, much appreciated.

  4. #4
    Member Squab66's Avatar
    Join Date
    May 2010
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    Withernwick you know that place you've never heard of
    just on a note id have eldar with a bit smaller numbers than sm and csm also have orks with a bit larger numbers (by a bit i mean 1-2 members)
    and are you having nids and orks with lots of cheap squads or normal price with with big swarms

  5. #5
    Quick Update

    Have been working all day on space marines and eldar, as I will be using these armies as my testing roots to check the balance of the game. So far so good, space marine numbers have stayed the same from the original game, but eldar has had a couple squad sizes increased, but all troops have been made cheaper and the pop cap for the race increased. This means eldar can build a lot more squads for the same price as the space marines, but the space marines are now powerhouses. Orks and Tyranids will be following the same roots as eldar but will have even larger squad sizes and cheaper units. Chaos will follow the space marines.

    To Squab66 - The eldar will have more numbers than those 2 races as overall their units are not as elite, orks and tyrainds will be cheaper and larger in number.

    Might post some screen shots soon of the new looking space marines, as I have changed all of their armours just so they look more awesome

  6. #6
    Member Squab66's Avatar
    Join Date
    May 2010
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    Withernwick you know that place you've never heard of
    ok then i was mostly because i hate it when mods mean eldar have to swarm swarm due to the fact that eldar don't do that they ambush space marines with banshees after a grenade.ect

  7. #7
    Well eldar will be able outnumber space and chaos but I wouldn't say will swarm them. eldar are more the mid ranged army in terms of numbers, as they have less than orks and tyranids

  8. #8
    Updated the first post, progress is going really well, very happy with the gameplay so far.

  9. #9
    Looking very good so far.

  10. #10

  11. #11
    Beetle Black Infantry?

  12. #12
    lol yeah I know, the UCS string needs a little tweak that's all. will post some pictures soon of other cool stuff. Oh yeah all of the space marine and eldar units have had their armour changed, their all looking sweet

  13. #13
    Orks are now on their way, shouldn't take too long as their standard attributes are fairly accurate to my mod, which is great news will post some more pictures later on in the day

  14. #14
    God i have been working hard, space marines and eldar are pretty much done, orks are not far behind, and nids are getting there, updated the first post. No screen shots yet, waiting to finish off these races first, then will move onto chaos which i have grand plans for hence why I left them last.

  15. #15
    Yesssssssss, got the 4 races nice and balanced played a long 3 vs 3 game and the races matched each other evenly. Now it's on to chaos, which will take a while, then maybe a few more squads added in then any last tweaks. Oh yeah i decided to add in a vehicle cap, depending on what race you play. Prevents the game going to a vehicle spam.

  16. #16
    Well that should fix the AI spamming vehicles problem.

  17. #17
    Exactly , and for some reason they refuse to build leader add ons to squads :/

  18. #18
    Managed to get in the Alpha Hive tyrant in but for some reason my computer won't let me take screen shots of it.

  19. #19
    Sounds interesting.
    - sincerely, the Sign Painter

  20. #20
    first post updated, image of chaos tactical squad but not that many plasma guns. that was an error

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    Chaos will now have 3 tactical squads to build, each one following a different god, with unique upgrades

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    Tyranid picture in first post, can you spot the new super unit

  21. #21
    This mod looks pretty awesome. I am happy that Orks will be choppy and killy and WILL CRUMP in CC.

    And in the 'Nid picture, is that an Assault Marine with a power sword and a lightning claw? That's awesome. They must be Vanguard Veterans.

    The Emperor Protects.
    Imperial Guard Player
    'The men of the Imperium are arrayed before you. They are ready to destroy those who would seek to rip the Imperium asunder.'
    -Colonel McKendrick to Warmaster Fexizhaen, on his regiment of the Hadriasian 308th
    I've noticed that the number of words in an Ork naming convention is exponentially proportional to that of its destructive power... -Darklight004

  22. #22
    No sorry not both just lightning claws, posted another picture so you can see more clearly, there is also vanguard veterans with them

  23. #23
    Added in a little campaign change just for fun, you get pretty much all your attribute points at the beginning of the game. Mod might be released in like 2 weeks

  24. #24
    Updated first post, glory to the power of chaos (new screen shot)

  25. #25
    version 2.4.0 OUT NOW!! LINK IN FIRST POST

  26. #26
    Could SM have a 'Guard Liason Officer' who has abilities that use red resource to depoloy IG squads?

  27. #27
    Probably but not sure yet if I want guard in the mod. At the moment it's the balance I want to get right, then I will think about extra things like that.

  28. #28
    After people have given the mod ago, feedback would be great, I'm always looking for ways to improve the balance. Oh and for the ork fans who are disappointed there are no new units for them, I am planning on adding some new units.

  29. #29
    One Question:

    Does the terminator double Lightning claws animate well on Assault Marines?

    I tought about it, but decided against it because I tought it would clip horribly.

  30. #30
    Quote Originally Posted by DeusImperator View Post
    One Question:

    Does the terminator double Lightning claws animate well on Assault Marines?

    I tought about it, but decided against it because I tought it would clip horribly.
    Yeah I think so, there not perfect but good enough

  31. #31
    Hi I am new to the forum I'm interested in this mod but when I install it apparently does not work.
    Locate the problem is that in the DATA file and no files could be resolved would be appreciated.
    Thanks.
    And please excuse my English.

  32. #32
    Try downloading it again and making sure you extract the files in the right place, and make sure you have the latest patch for DOW2 which is 2.4 I believe. If that doesn't work go in to your steam library, right click on dawn of war 2 and go to properties. then go into launch properties and add in the this line: -dev -modname DOW2Reincarnate . Then use your normal double click icon for DOW2, that should work.

  33. #33
    Nothing I tried as you have said and I keep going out error.

  34. #34
    @kraldixie man.... i feel sorry for you XD

  35. #35
    Nothing I tried as you have said and I keep going out error.
    Damn erm, not too sure then it should work, can you play other mods? What's your computers operating system? Can you post me the error? and if you want I can send you the files by e-mail if you want to see if that works?

    ----------

    Just thinking it could be filefront so I will upload the files to a different website aswell

    ----------

    New link in first post

  36. #36
    Nothing I say the same.
    Looks do not eat my head I wait for the update.
    I say the same thing before and is in the DATA discharge but no files in the file DATAAtrib if simulation.
    And sorry for my English a lot and not use translator.

  37. #37
    I really dont know why it wont work :/ is anyone else having problems?

  38. #38
    Member ChaosMarine1992's Avatar
    Join Date
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    Currently fleeing Medrengard aboard Strike Cruiser "Black Perdition" following successful gene-seed raid
    I just downloaded the mod, waiting to try it out but I need to clarify something first. Would this mod be compatible with the Rank 60 visuals mod by primalhuntchaos?

  39. #39
    No sorry, last stand is disabled in my mod, The only way i could think of you merging them would be to replace the Dow 2 files with mine, but you would have to back up the old ones.

  40. #40
    Mine crashes everytime i want to play (is it because i have just DOW 2 .. not CR ) what can i do ?
    Plz help .. i realy want to play this mod.

  41. #41
    Sorry you have to have Chaos rising to run the mod, it's not too expensive these days and a very good expansion to have

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    Good news everyone, the 2.5 patch from relic doesn't effect the mod working . Version 2.5.0 will be done soon, if anyone has anything to say about balance in the mod or things I could add in for the next release please let me know asap

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    To CrTy - here is the cheapest place i could find for chaos rising : http://www.amazon.co.uk/Dawn-War-II-...8796003&sr=8-1

    £10 aint bad

  42. #42
    thx Adratus but i m saving money for retribution

  43. #43
    thx Adratus but i m saving money for retribution
    How much money do you get lol? retribution doesn't come out to like march, I will try and see if I can get it working for DOW2

    ----------

    NOTE TO EVERYONE, THIS MODULE FILE IS ONLY FOR CrTy AND ANYONE ELSE WHO DOESN'T OWN CHAOS RISING AND THE MOD DOESN'T WORK


    To CrTy : Download this: http://www.filefront.com/17471887/DO...arnate.module/

    And replace the current mod module with this one and see if that works. Oh and make sure you have the latest patch because that could be why it wont work

  44. #44
    If anyone has downloaded the module file for none Chaos Rising players can anyone confirm it works??

  45. #45
    2.5.0 should be up later on today

  46. #46
    Version 2.5.0 is ready now, link in first post

  47. #47
    Version 2.5.5 is out now, link in first post

  48. #48
    Member Dazz's Avatar
    Join Date
    Sep 2003
    Location
    United Kingdom
    I can't seem to get it to work when double clicking the short cut provided it tries to load vinalla DOW2 then get a bug splat message, Tripple checked the read me 3 times to make sure all the files where in the correct place. Tried to download .NET 2.0 but says that my version of windows (7 X64) comes with it already installed. So downloaded .net 4.0. I am currently uninstalling and reinstalling via steam again. Did't have any mods as far as i am aware. So better luck with the reinstall.

    Also using Chaos Rising so a little puzzled by it is trying to load vinalla DOW2, oh well Steam i running a little slow only getting 4.7MB/sec i guess with COD just coming out their servers might be a little overloaded.

    Nope still doesn't work crashes as soon as the lanch button is pressed, with a fresh install and directory wiped before reinstalling CR. Might try that modified file. Got nothing to loose

    Tried the modified DOW2Reincarnate.module provided above, the .exe lancher now loads without the bug splat message but the mod is not loaded. Is it right the mod is really only 1.6MB? I remember the Chaos terminators being twice that size alone.

    Is the bottom part of the modual correct? As part of the installation did not have to put the CTerminator.sga in the archives folder.

    [data:common]
    folder.01 = DOW2Reincarnate\Data
    folder.02 = GameAssets\Data
    archive.01 = GameAssets\Archives\CTerminator.sga
    archive.02 = GameAssets\Archives\230_data.sga
    archive.03 = GameAssets\Archives\220_data.sga
    archive.04 = GameAssets\Archives\210_data.sga
    archive.05 = GameAssets\Archives\200_data.sga
    archive.06 = GameAssets\Archives\GameArt_DELTA.sga
    archive.07 = GameAssets\Archives\GameArt.sga
    archive.08 = GameAssets\Archives\GameArtEnvironment_DELTA.sga
    archive.09 = GameAssets\Archives\GameArtEnvironment.sga
    archive.10 = GameAssets\Archives\GameArtEnvironmentTextures_DELTA.sga
    archive.11 = GameAssets\Archives\GameArtEnvironmentTextures.sga
    archive.12 = GameAssets\Archives\GameMaps_DELTA.sga
    archive.13 = GameAssets\Archives\GameMaps.sga
    archive.14 = GameAssets\Archives\GameDefault_DELTA.sga
    archive.15 = GameAssets\Archives\GameDefault.sga
    Last edited by Dazz; 11th Nov 10 at 6:18 PM.

  49. #49
    OH CRAP! Completely forgot about that sga file, thanks a lot give me 2 minutes, check the first post

    ----------

    Link in first post, new version out now

  50. #50
    Member Dazz's Avatar
    Join Date
    Sep 2003
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    United Kingdom
    Hey we all make mistakes, i'll try the new one. Thanks

    Hmm Tried all that still does not appear to be loading the mod correctly. Even tried the command line through Steam. Still CR vanilla balance/units.
    Last edited by Dazz; 12th Nov 10 at 2:32 PM.

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