Author Topic: Dawn of War mod.. (Ork Swarm)  (Read 10438 times)

kais_4

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Dawn of War mod.. (Ork Swarm)
« on: September 25, 2006, 10:55:16 am »
Hey everybody I don't write much on this forum but i do alot of reading lol... anyways I've released the beta for my mod for dawn of war so if ya have it then give it a try and tell me what ya think!!

cheers!!
robbie
 :P

http://dawnofwar.filefront.com/file/Ork_Swarm_Mod;70094

DIGI_Byte

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Dawn of War mod.. (Ork Swarm)
« Reply #1 on: October 13, 2006, 01:41:31 am »
link seams dead can you upload it to atleast a better site.

try www.bigupload.com

holyknight

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Dawn of War mod.. (Ork Swarm)
« Reply #2 on: October 13, 2006, 01:44:59 am »
OH MY GOD DAWN OF WAR!!!
But I don't have it X(
I want it X(
I tried demo, and it was awesome X(
I want Dark Crusade! X(

kais_4

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Dawn of War mod.. (Ork Swarm)
« Reply #3 on: October 14, 2006, 01:50:54 am »
here's the new version of the mod.. it isn't winter assault compatible but it improves the eldar and chaos in this release... real fun to play!

http://dawnofwar.filefront.com/file/Ork_Swarm;70339

Bajsefar

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Dawn of War mod.. (Ork Swarm)
« Reply #4 on: October 16, 2006, 11:05:53 am »
Just wondering...
why are you posting this here?

i mean, i guess there are not that many people on this forum who really posesses this game you are making mods for..

why not find a forum for this game?

this is not meant as flaming or anything... ..just wondering..

gareth

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Dawn of War mod.. (Ork Swarm)
« Reply #5 on: October 16, 2006, 04:08:24 pm »
Quote from: "Bajsefar"
Just wondering...
why are you posting this here?


because this is the off topic forum.

Bajsefar

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Dawn of War mod.. (Ork Swarm)
« Reply #6 on: October 17, 2006, 07:19:00 am »
ah.

Neo

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Dawn of War mod.. (Ork Swarm)
« Reply #7 on: October 17, 2006, 10:34:37 am »
Yeah, its the little details you miss :D

I'd try it but i've just uninstalled it and can't be arsed to reinstall all 5 CDs again :(

Captain Ventris

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Dawn of War mod.. (Ork Swarm)
« Reply #8 on: October 17, 2006, 01:49:14 pm »
Just get Dawn of War: Dark Crusade. 1 DVD, 7 sides, 25 dollars new.

kais_4

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Dawn of War mod.. (Ork Swarm)
« Reply #9 on: November 11, 2006, 05:28:30 am »
The new version for Dark Crusade is here...

http://dawnofwar.filefront.com/file/Ork_Swarm_Mod;72255

ENJOY!!

change list is as follows!!

Change List:

GAMEPLAY!!!

- ANNIHALATION VICTORY CONDITION NOW REQUIRES YOU TO DESTROY ALL OF THE ENEMYS' UNITS AND STRUCTURES (EXCLUDING MINE FIELDS)

RACES SUMMARIES!!!

Orks = Virtually no range, virtually no damage, virtually unbelievable numbers!!
Space Marines = More range, damage, squad members.. good all rounder..
Chaos = Lots more health and units per squad and faster resource hording
Eldar = Short range with massive damage, effective at cloaking/ambushing passing orks
Imperial Guard = Strong defencive play and extreme range artillery. Weak attack options.
Necron = Almost impossible to stop, huge amounts of health and regeneration. But their weakness lies in their extremly vunerable power generators.
Tau = Massive range for Tau warriors and larger squad sizes for kroot/vespid squads but weak defencive options (in comparison to other races)

Change List

TAU!!!

-All Tau weapons range doubled
-All kroot/vespid squads have doubled in size and have half the reinforce cost (slightly faster reinforce time aswell)
-Listening post has a large sight range
-No buildings regenerate
-Stealth teams squad size doubled


NECRON!!!

-All necron infantry health and regeneration dramatically increased (vehicles stay the same; exlcuding monolith)
-Fully upgraded necron listening post rapidly shoots gauss strikes at anything that aproaches. Very deadly.
-Restored monolith has 50000 health and 3x the regeneration rate
-Tomb Spyder regenerates and scarabs are free to build but die easier
-Necron Turrets are extremly resiliant and rapidly regenerate
-Power generators are extremly fragile and now cost 40 power to build (this means if you don't take care of your generators you don't stand a chance)
-Normal Power generators produce power at half the rate (balancing)
-Thermo power plants produce power at 8x the normal rate
-Necron basic warriors are free to reinforce
-All Necrons infantry have 10,000 morale.

IMPERIAL GUARDSMEN!!!

-Mars Pattern reveals map
-Listening post and turrets regenerate
-Basilisk does massive damage and can shoot across the map.. the downside is that it is extremly vunerable and expensive (but worth it :P)
-Deployed heavy weapons teams' bolter is extremly effective against the ork swarm and does massive long range damage
-Bolter turret range increased.. and rate of fire multiplied by 4x
-Guardsmen build speed halfed and are free to build and reinforce
-Guardsmen initial squad max size is now 14 instead of 9
-Hellhound flamer range and damage increased (only good against infantry now however), health decreased.. Hellhound is excellent long range infantry defence but dont let any thing get to close to it or it'll die lol.
-Mine Field range doubled and has unlimited mines (slow ROF and normal damage)

ORKS!!!

-HQ has 8000 health and 4x regeneration speed
-All ork units replaced by Slugga (including Ork vehicles)
-Warboss remains unreplaced by slugga's
-Ork Squads cost 30 requisition
-Ork Squads cost no population or Waagh!!
-Ork Squads build in 30 seconds (Once the squad is built it can reinforce rapidly however) to reduce the chance of being overwhelmed at the begining of the game
-Ork Squads contain 6 initial members rather than 4 and has a maximum member count of 20
-Ork Slugga's health reduced to 150
-Ork choppa weapon is good at spliting armor apart (to counter the fact that the orks have no anti-vehicle weapon lol)

SPACE MARINES!!!

-All Bolters, Heavy Bolters etc have had their range doubled and damage increased. (A few exceptions)
-Space Marine Tactical Squads can now only have 6 members all upgradeable with bolters flamers etc..
-Assault Marines can now have 12 members and do 80-120 damage (Melee).
-Scout Marines can have 8 members all upgradeable with sniper rifles etc..
-Sniper Rifles range is dramatically increased and can kill any ork in 1 hit.
-Assault and normal terminators are practically walking gods. (more health more damage more regeneration and assault terminators have more members.)
-Listening Posts and Bolters shoot further and do more damage and also are able to self regenerate.
-Mine fields have unlimited mines, 5000 regenerating health and a larger attack range. The only detonate once per 3.5 seconds  though to compensate.
-Orbital Relay reveals map.
-Servitor now has 800 health
-Space Marine's now do 30-40 melee damage
-Dreadnoughts now have 8000 health and rapidly regenerate(Hellfire has half the health and half the health regeneration)
-Apothecary now has 2000 health
-Grey Knights have 2600 health and a reasonable regeneration rate
-Whirlwind reflects its name by launching hordes of missiles onto an area (excelent for suppressing ork hordes) range is now 140 to compensate.
-Landspeeder damage doubled and ROF increased slightly

ELDAR!!!

- All ranged weapons damage multiplied by 6. Range remains the same
- All ranged weapons rate of fire doubled
- Mine Field has slightly smaller range (and less health) than other counter parts but detonates twice per second apossed to once per 3-4 seconds
- All eldar buildings slowly regenerate
- Eldar HQ can has sight range of 120 apossed to 25
- Eldar HQ has larger build radius.
- Building an advanced warp generator reveals the entire map.
- Avatar has 20000 health and a fast health regeneration
- Wraithlord now has 2500 health and regenerates slowly
- Banshees now have 800 health and banshee leader has 1200.
- Warlocks now also have 800 health
- Seer Council members have 1600 health and regenerate fast OUT of combat

CHAOS!!!

- HQ has 8000 health and regenerates. Also produces 120 requisition to compensate for larger chaos squad sizes.
- Turrets have 3000 health and are cheaper and faster to build
- Minefields are free have unlimited mines but do less damage than their Space Marine counterparts
- All Chaos infantry have more health and regenerate faster and squads contain double the maximum troop numbers
- All Chaos vehicles have more health and regenerate
- Chaos Bloodthirster has 25000 health. Regenerates rapidly in combat and does 1800-2400 melee damage (Seems like a lot but by himself he'll just slow the enemy down until he dies)
- Listening post has 4000 health and slowly regenerates
- Daemon Prince has 10000 health and regenerates rapidly in combat


THERE ARE OTHER CHANGES THAT HAVE BEEN MADE I SIMPLY CAN NOT REMEMBER THEM lol...

holyknight

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Dawn of War mod.. (Ork Swarm)
« Reply #10 on: November 11, 2006, 07:29:29 am »
hey! That's really nice~! I'm JUST installing my Dark Crusade :D

kais_4

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Dawn of War mod.. (Ork Swarm)
« Reply #11 on: November 12, 2006, 09:15:37 pm »
Ork Swarm mod for dark crusade is now the file of the week at File front!!  :D woot woot!!

holyknight

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Dawn of War mod.. (Ork Swarm)
« Reply #12 on: November 14, 2006, 05:57:53 am »
doesn't work, I download it and put it in
here C:\Program Files\THQ\Dawn of War - Dark Crusade and when I went to "Game Manager," it didn't show up
do I have to download something?

kais_4

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Dawn of War mod.. (Ork Swarm)
« Reply #13 on: November 14, 2006, 08:00:21 am »
extract ALL the files into the Dark Crusade directory and if the game manager still doesn't work then use the shortcut that comes with it.. that generally fixes it.. other than that relic screwed the GM up so its not easy to get mods to work lol... when they patch and fix it everyone "should" have no problems.. until then its unfortunatly a mixed bag lol.. :D

holyknight

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Dawn of War mod.. (Ork Swarm)
« Reply #14 on: November 15, 2006, 12:28:56 am »
do you have to click on the "extract" button on the zip program, or just drag? Because I did the first one