Open request. Titanium Wars Mod (TWM) is very-very needed with the official permissions from Inquisition Daemonhunt (IDH) Mod and Whitch Hunters (WH) Mod teams. Titanium Wars Mod is very-very needed with famous 3D content from those great Mods. All copyrights will be reserved here and in the Titanium readme files. Only with great 3D assets from these famous Mods, I'll able to create true Codex races Daemonhunters and Whitch Hunters within Titanium Wars Mod framework. Compiler (IDH Mod) and KRMZ, Friedric P. (WH Mod) do not answer me by E-mails so lo-o-o-ong time... I ask for help from the International DoW Community to help get these permissions for TWM.
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Titanium Wars Mod for Soulstorm
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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 Soulstorm ver.1.2 (not for Dark Crusade)!!!
Dark Crusade version see here:
http://forums.relicnews.com/showthread.php?t=237527
and here:
http://www.moddb.com/mods/titanium-wars-mod
Please don't write in this topic about Dark Crusade 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
Exterminatus by Ordo Hereticus Iquisitor Lord
Whitch Hunters in battle
Inquisitorial Chimera and Land Raiders
Warhound Titan attack.
Necron Gauss Pylon jump to Eldar base.
Eldar Titan Revenant and Necron Gauss Pylon (close view).
Valkyrie drop IG troops...
Fighta-Bomma drop (on smoke marker).
SM titan on the battlefield.
Orca drop Tau troops...
Landing campionship.
Double shot!!!
Keeper of Secrets, Greater Daemon of Slaanesh.
Keeper of Secrets lead Chaos forces to battle.
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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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-ss
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 archive to your DoW: SS directory with keeping of the directory structure. If you see in your DoW: SS root directory one new directory named as Titanium_Wars_Mod_SS and one new file TitaniumWars_SS.module it means that installation was correct. Titanium Wars Mod ready to launch from Game Manager in DoW: SS. For more comfort Mod launching, create copy of DoW shortcut, open shortcut property and edit run string. Add parameter -modname TitaniumWars_SS. Example of correct run string:
"D:\Games\Dawn of War Soulstorm\Soulstorm.exe" -forcehighpoly -nomovies -modname TitaniumWars_SS
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: SS must be edited with adding parameter -modname Dxp2 for correct launching of classic DoW game. Example:
"D:\Games\Dawn of War Soulstorm\Soulstorm.exe" -forcehighpoly -nomovies -modname Dxp2
If you want to play campaign you can copy Movies directory from DXP2 directory to Titanium_Wars_Mod_SS directory for seeing intro-movies.
If you've used an old version of the Mod before, delete the directory "titaniumwars_ss" 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_SS directory and TitaniumWars_SS.module file from root directory of DoW: SS. Also delete "titaniumwars_ss" 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 010 (9 May 2013)
- Victory version.
- Some cosmetic changes in campaign.
- Some other changes.
- UCS-files were updated.
Version 009 (1 May 2013)
- Festive version. All fixes are included.
- Some cosmetic changes.
Hotfix 008 (15 April 2013)
- Fixed bug with teamcolour for Eldar Farseer.
- Fixed bug with textures for Necron Lord in invisible state.
- Titanium UCS-file was updated.
Version 007 (10 April 2013) (first version with release status)
- Release status of the Titanium Wars Mod for Soulstorm is achived now. All aspects of DoW-game were good developed for SS version of this Mod, and good quality standards of this project were realized as well as in DC version before. Now we can see first release version of the Titanium Wars Mod for SS. Number of current version is 1.00.07. And 1.00.xx in future development...
- Global update for Whitch Hunters race within TWM framework:
-- Many new WH units were added. They are based on beautiful models and textures of great Whitch Hunters Mod (from KRMZ and Friedric P.). New units are: Arco-Flagellants, Canoness Seraphim, Callidus Assassin, Saint Celestine, Cherubims, Inquisitor (Female), Sister Hospitaller, Crusader, Retributor, Battle Sister of Silence, Celestian Sister of Silence, Repentia Sister of Silence, Seraphim Sister of Silence.
-- Most new units were placed in new building: Sisters of Silence Convent. This is alternative infantry building located among advanced constructions but it can be used as alternative first barrack of infantry in first stage of game.
-- New ability and new weapons for new units.
-- New AI for WH race with fully support of all new units.
-- New OE-code for all old models from Whitch Hunters Mod (many bugs were fixed and all needed SS-features were added in OE-code).
- Annihilate the Enemy research essentially icreases HP of Wraithguards.
- New units: Necron Annihilation Barge, Doomsday Ark and Ghost Ark were added. Models, textures, and some FXs 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).
- Correct die flying animation was OE-coded for Seraphim and Seraphim Veteran Superior (original Relic units).
- 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.
- Fixed some little bugs.
- Titanium UCS-file was updated.
Version 006 (23 December 2012)
- Fragmentation Grenade was added for Vox-Caster Operators.
- Celestian have 6 units per squad now.
- Global campaign update. The SS-campaign was fully updated within TWM-SS framework. Now the new TWM-SS-campaign has true TWM-style in all scripted missions in Strongholds for all races.
-- Common:
--- Stronghold's scripts and maps were essentially remade.
--- More agressive behaviour of campaign opponents in the Stronghold's missions.
--- All TWM-units, TWM-weapons, and TWM-upgrades are used in campaign Stronghold's missions, updated intro/outro, etc... many-many changes...
--- True single player enemy heroes fight in Strongholds with own wargear. Enemy heroes really present on the battlefields and fight against player forces.
--- Almost all TWM-skills for troops are used in Stronghold's missions.
--- More static enemy defence on the Stronghold's maps.
--- Campaign textures were made where they are needed.
--- New markers on Stronghold's maps for good initial placement of player's Honour Guards.
--- More correct algorithms for good behaviour after save/load procedure.
-- Chaos: New attack algorithms. Khorne shrines produce many troops and daemons. All Greater Daemons will appear there.
-- Dark Eldar: Intensive attacks. Vect vehicle jump back after combat. Other DE vehicles can jump into combat.
-- Eldar: Jump attacks on player base. Intensive attacks in first phase of battle. More intensive attacks from gates.
-- Imperial Guard: Randomize supertanks. Good attacks from different directions. Drivers get into the tanks more quickly. Main base active now.
-- Necrons: New Monoloth attacks. Three peripheral Monoliths can attack player. Relic base active now and produce elite troops. More intensive defence algorithms.
-- Orks: More intensive attacks on player base. Strong static defence.
-- Whitch Hunters: New attacks waves from new locations. Landing troops from different vehicles. Inquisition forces on the battlefield. Confessor stay on the battlefield after crusades and he help to defence main base in final stand. New sound events during mission.
-- Space Marines: More intensive attacks on player base. New defence algorithms by drop pods.
-- Tau: More intensive attacks on player base. Strong static defence (turrets and invisible units).
- 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.
- Titanium UCS-file was updated.
Version 005 (18 October 2012)
- All vehicles and buildings can be repaired faster. Maximum number of useful repairers were increased for all races.
- Battlecry special ability was added (and OE-coded) for Emperor Champion.
- SS-campaign were partially updated within TWM-SS framework.
-- Fixed some incorrect commanders' wargear in SS-campaign.
-- Space Marines and Orks Stronghold's scripts and maps were remade (new units, new weapons, updated intro/outro, etc... many-many changes).
Version 004 (31 July 2012)
- New Heroes scar-script was updated for compatibility with campaign.
- Some rebalance overpatching was made.
Version 003 (22 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.)
- Codex race Daemonhunters was developed within Titanium Wars Mod framework. Thanks to Inquisition Daemonhunt Mod for models, FX, arts, sounds, and some gameplay ideas. However Daemonhunters (DH) race have new TWM-like gameplay now. Some features are described below:
-- All unit/buildings parameters, models, and visial effects were made by Titanium Wars Mod (TWM) standards. AI is fully functional for DH as for all other races in TWM. DH race only for skirmish and multiplayer game as yet.
-- New units and buildings. New abilities and upgrades.
-- Concise description of DH race:
--- Tier 1. DH start with Stormtroopers (FoK model) as base inquisition forces. Stormtroopers like Kasrkin but more weak in Tier 1-2 up to Tier 3. They gain full power after Tier 1-2-3 upgrades. Bodyguards is other Tier 1 squad (limit 1). Like Stormtroopers in relation to upgrades. Builder Archivist can jump but unable to repair vehicles and buildings. However he able to construct buildings like DE builder - building is constructed automatically without builder presence.
--- Tier 1,5. Maintanance Servitor. Close combat unit and main repairer. Scholars squad. Early detector and special support squad with some special abilities. Rhino. Light support tank and transport.
--- Tier 2. Gun Servitors. Heavy fire support squad and secondary repairer. Assassins (Death Cult, Eversor, Vindicare). Infiltration forces. Chimera and Razorback. Light tank and transport. Availability of advanced weapons for infantry.
--- Tier 2,5. Grey Knights forces come here with Knights and Dreadnoughts.
--- Tier 3. Daemonhost. Spawned by Inquisitor, terror unit, can not be used near Grey Knight forces and buildings. Leman Russ Executioner and Annihilator variants (cumulative limit 5). Medium support tank. More advanced weapons for Grey Knight Dreadnoughts. Some special abilities for units and buildings.
--- Tier 4. Grey Knight Terminators (limit 2) and Paladins (limit 1). Grey Knight Librarian (hero). Land Raider and Land Raider Crusader (cumulative limit 3).
--- Tier 5. Warhound Titan.
-- OE-codes were fixed and reworked for Bodyguards, Scholars, Grey Knights (both models), Grey Knights Terminators, Dreadnoughts, GK Land Raiders, Inquisitorial Razorback.
-- New specular textures for Grey Knights squads based on FoK models. Thanks to MonkeyXXL for such textures.
-- New unit Daemonhost was created from Psyker model (GrOrc). Some new geometry, anims, FX, and OE-code.
-- All deepstrikes works correctly and different for different forces. Infantry uses Valkyrie as dropship from Inquisition Watch, Grey Knights forces uses teleport ability from Grey Knights' Teleporter, Land Raiders uses Thunderhawk as dropship from Domus Astra Telepatica.
-- Fully reworked new AI.
- Titanium UCS-file was updated.
- Some rebalance overpatching was made.
Version 002 (8 June 2012)
- 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.
- 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).
- New building Adeptus Titanicus Factory was added for Whitch Hunters. It adds 10 support points. Produces servitors, inquisitorial vehicles, and ultimate powerfull unit -- Warhound Titan.
- Ravager don't require Soul Cage now.
- Second infantry health upgrade was added for Dark Eldar.
- Planetary Strike Add-on increases maximum squad size of Mandrakes, Warriors, and Scourges now. Also upgrades maximum number of heavy weapons Scourge squads can carry.
- Haemonculus is more effective as detector now.
- Exorcist is more effective against buildings now.
- 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.
- Some rebalance overpatching was made.
Version 001 (24 February 2012)
- Elite Incubus Squad was added. It is spawned from Dais of Destruction. Max limit 1.
- Turbo Boosters ability was added for Reaver Jetbike. Allow the vehicle to move at top speed, but disables all weapons. Makes the vehicle resistant to ranged damage while the ability is active.
- Ravager max limit 6 now.
- Fixed some little bugs.
- Some rebalance overpatching was made.
- Fixed some errors in the Titanium UCS-files.
- Titanium readme files were updated.
Version 00 (16 February 2012)
- Look on files "Titanium readme (eng).txt" and "Titanium Wars FAQ (eng).txt".
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Titanium Wars FAQ
1. General information
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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, Inquisition Daemonhunt Mod, Whitch Hunters 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, Inquisition Daemonhunt Mod, Whitch Hunters 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.
3. Gameplay
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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
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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.
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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 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.
- Thanks to SS BugFix mod team for their detailed readme file. Some their observations were very useful and some their fixes were incorporated into the Titanium Wars Mod.
- 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, February 2012.
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 (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.



























