This update brings the Ultimate Apocalypse Mod to the latest public version of 1.88.72! We made this to help people having a hard time installing the 1.88.72 patch and newcomers that want a complete package. This is a FULL version! FOR MORE INFO, PLEASE READ THE DESCRIPTION!!!!!
Thanks to jONES1979 for the original Objective Points Mod and to Kekoulis who continued the development, so that we can use his latest version in UA. Praise the Objective Points mod as UA and many other mods would not be possible without it!
Hello everyone! This upload is the release of the next version, version 1.88.72 Full! Including AI fixes, crash fixes, IDH versus Daemons new gameplay updates, and more! DOWNLOAD NOW! And win! Check the changelog for details ;-).
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REQUIREMENTS:
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- Ultimate Apocalypse Full Installation (1.88.72).
- Dawn of War - Soulstorm.
- At least 10 gigs of space on your computer. (Recommended) Minimal of 9.7 GB + Standalone faction mods.
- Tyranids 0.5b2
- Download Tyranids standalone mod if you do not have it.
- Inquisition Daemonhunters for Soulstorm is already integrated in UA! Thanks to jONES1979 and IDH team.
-OP MOD already being integrated into UA!
-FreeUI is optional when you want to play chaos daemons standalone.
INSTALLATION:
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Installation should be straight forward:
1. Download 1.88.72 file
2. Open the zip.
3. Extract all the files somewhere.
4. Run 1.88.72 installer.
5. Download Tyranids
6. Run Tyranids Installer
7. Done
(Useful Links)
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- Download Tyranids 0.5b2
- Use DOW Mod Manager version 1.5 (1.5 included inside installer)or greater
PROBLEM: INSTALLATION FAILED (Via crash to desktop upon starting game):
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- One possible solution would be you did not download and install any standalone factions.
- Another possible solution would be you did not put ALL files into the SS directory.
- Last and final solution would be you have a corrupted install. Try to download again from a different mirror.
- UA FAQ found here
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Known issues:
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- Meanwhile some crashes were fixed, crashes will forever exist for DOW depending on your settings due to the performance of the old engine.
- Fan made campaign causes crashes. The UA team is responsible for what comes in the base mod. Not fan made projects.
- UCS (tooltips and names of units and/or weapons/abilities/research)
- Some maps. Due to some fan made maps implemented, some may cause scar errors, lack critical locations, or fog. We hope to fix these issues or remove them.
- Tau Ion Cannon issues, including cease firing and its nuke sometimes not igniting.
- The reason why these issues can't be fixed easily is because if we allow the cease firing to exist and restrict the nuke until the addon is complete, it will break the AI...
and we cant find the reason why the nuke isn't firing off every time.
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AI Changes:
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* Ethereal was reported to cause crashes, so the unit is disabled to be produced for the ai.
* Standard AI resource rates increased from 70% resource collection to 90%, 100% from player resources.
* Easy AI resource rates increased from 30% resource collection to 50%.
* Added Taurox to the missing AI unit build list.
* This also fixed a possible crash.
* Inquisition Daemonhunters were remade to fit the new changes.
* Dark Eldar can no longer use screams of the damned global ability.
* Sisters no longer uses the HK Missile ability
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SCAR (Winconditions) Changes:
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* Fixed Addon: cap limit addons affecting Orks. Orks will no longer suffer from this wincondition being used
* Issue for now: There is currently no way to decrease population of Orks without an overhaul. At least though Orks will not break via AI
* Fixed Addon: Restriction: Game Enders. Causing the Orks AI to break.
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Global:
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* All tank traps are no longer infiltrated (invisible).
* UA credits were updated!
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Chaos Daemons:
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* Daemon Lord's voiceover changed to the default Daemon Lord - Stature
* The Daemon Lord now purely costs the relic resource instead of requisition and relic resource
* Furies no longer requires squad cap, limit 4
* Furies cost to produce decreased by 60%
* Furies build time increased by 2 seconds
* Furies movement speed, sight radius, and keen sight radius increased
* Furies jump range increased by 30 meters, making them the best early units to traverse around the map
* Warp Spawns now only costs 600 relic resource (pop) instead of 700 requisition
* Warp Spawn damage and movement speed increased by 30%
* Warp Spawn health increased from 8250 to 14401 hp.
* Warp Spawn sight radius decreased by 90%, making them bad at detecting enemies but is highly more effective instead
* Warp Spawn damage against structures increased by 60%, making them effective at destroying structures
* Warp Spawn can be able to cast Mini Warp Storms at tier IV.
* Juggernaut health increased.
* All minions health increased by 30%, "Instability" passive abilities were mainly removed.
* All minions morale increased by 100%.
* Screamers of Tzeentch movement speed and damage increased by 25%, health decreased by 25%
* Fiends of Slaanesh morale increased by an additional 100%
* Fiends of Slaanesh morale damage increased by 100%
* Daemonettes movement speed and damage increased by 15%, health decreased by 10%
* All Greater Daemon health (except Lord Of Change) starting initially increased by 100%, cost increased as well.
* Keeper Of Secrets damage output increased by 40% (so does her special attacks), health increased by 10%
* Bloodthirster damage output increased by 50%, so does its special attacks
* Great Unclean One health increased by 10%, cost slightly decreased
* All daemon unit costs were changed depended on their applied stat changes
* Warp Storm of World End damage radius was restored to normal, damage output massively increased.
* Warp Storm of World End cost decreased from 50000/50000 to 30000/30000 req/power
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Chaos Marines:
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* All vehicle armor (stimulats) were removed due to various ingame problems
* All infantry armor (stimulats) were nerfed due to various ingame problems, health increased to compensate.
* Mark of Slaanesh speed bonus no longer stacks with Icon Bearers of Slaanesh.
* Speed bonus gained from icon bearers of Slaanesh increased by 50%.
* Eye of The Warp ability no longer turns enemy units against each other
* Eye of the Warp ability is now free to cast.
* Warp Storm of World End damage radius was restored to normal instead of global (due to fx offset differentiation)
* Warp Storm of World End damage increased by 31%.
* Warp Storm of World End cost decreased from 40000/40000 to 30000/30000 req/power
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Dark Eldar:
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* Fixed the missing texture of the Dark Eldar Websail.
* Instigator Titan health decreased by 6,000 hp due to teleportation and overall movement reliability.
* Instigator Titan damage increased by 10%, will no longer cause enemies to engage each other.
* Instigator Titan missile reload time decreased, for more rapid fire.
* Instigator Titan cost decreased.
* Tormentor Titan health decreased, since it can infiltrate.
* Tormentor Titan ranged damage decreased.
* Void Raven Bomber damage increased so it no longer deals wimpy damage against structures.
* Void Raven Fighter and Bomber health decreased as they are infiltrated flying titans.
* Agony Titan Bombard cannon can now pierce all structure types, making the Agony Titan a moveable deployable Basilisk Magnus.
* Araspida transformed into a walking army infiltrator that can stealth basic infantry units.
* If deployed, it can stealth heavy infantry and vehicles.
* Cost of the unit and production time greatly increased.
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Eldar:
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* Banshee Warcry morale damage and radius increased by 100%
* Vehicle shields were fixed as they malfunctioned for some reason.
* Update: Apparently they were removed at one point, but we don't remember when?
* Phantom Titan missile launcher reload time decreased, for more rapid fire.
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Imperial Guard:
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* Added Taurox to AI build list.
* Relocated the Taurox to be deployed from the Industrial Command structure.
* Fixed Taurox hotkey from Q to V.
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Inquisition:
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* Many thanks to the Inquisition Daemonhunters mod team for the new units and more, with also thanks to Kekoulis for the provisions on this particular update to the Inquisition race!
* Inquisition tech tree was revamped. There is now a tier 1, 2, 3, 4, and 5 via research.
* Inquisition tech tree research works similar to Daemons, where the teching is produced faster.
* Schematics were reworked. Along with the cheap tiering capability, schematics are now cheaper too and quicker to unlock.
* Exterminatus was completely reworked. It can be unlocked earlier in the tech tree and offer bonuses now.
* Exterminatus again kills everything hopefully this time now. Ability casting was reworked and removes all invulnerability to everything.
* Exterminatus Apocalypse superweapon now kills everything in an expansive radius more slowly instead of instant.
* Inquisition Urban Territories now give off a little more income, especially with garrissoned workers inside.
* Incomes increased by 20% overall.
* Garrissoned workers inside the structure bonus stays the same, but addons do not restrict workers from being produced.
* Workers now cost 20 requisition instead of 50.
* Urban Territories are cheaper to create.
* Allowed Death Cult Assassins, Grenadiers, and Astropaths to be unlocked from the start of the game.
* Decreased the health and damage of Death Cult Assassins. Health will be restored after a research.
* Stormtroopers are now produceable from the HQ and Watch as the main cap unit.
* Stormtroopers production time decreased.
* Stormtrooper max upgrade count increased by 2.
* Stormtroopers morale damage increased from 0.05 to 1. Damage against monstrous type armor and commanders increased slightly.
* Stormtrooper, Bodyguard, and Weapon Servitor Melta weapons are a lot more powerful now, but expensive.
* Bodyguards are now considered as a commander squad, limit 1, no squad cap.
* Bodyguard default damage increased by 50%, cost increased.
* Scholars damage against monstrous creatures increased.
* Each Bodyguard alive increases the health of the Inquisitor Lords by 55hp.
* Listening Post damage increased by 100%, making them very deadly compared to other races and especially versus monstrous creatures.
* Cost to upgrade Listening posts increased.
* Grand Master gains severe melee damage protection when upgraded with his armor wargear. Great against Angron.
* The Grand Master removes invulnerability on attack with his Nemesis weapon now.
* Nemesis Dreadknight has now new upgrades considerably better (and at the same time expensively worth it)!
* Nemesis Dreadknight weapon upgrades requires tier 4.
* Dreadnought cost decreased from 180/290 to 150/250.
* Grey Knight Interceptor Falcions not only are effective against vehicles, but damage output drastically increased. Cost increased as well.
* Grey Knight Justicar damage against commanders increased by 100%.
* Purification Decrees Extremis Deabolus aura range increased.
* Purification Decrees Extremis Deabolus now disables the ability for daemons to jump over terrain.
* Terminator Paladin health decreased by 300hp.
* Paladins cost to produce increased. Schematic cost decreased.
* Archivists can now repair as the model was updated thanks to the IDH team!!
* Archivists movement was reworked. They can move and turn much faster. They can also jump farther across the map.
* Stormtroopers equivalent researches were moved to the Inquisition Watch (Barracks building).
* Librarium researches and Stormtrooper equivalent research choices were removed and combined into one.
* Inquisitior Lord's "Destinative Portal" was fixed. Units can now be transferred to and from the battlefield.
* Inquisitor Lord and Ordo Maleus Supreme Lord Daemon Hammer damages increased by 20%. Morale damage increased by 20%.
* Stormtrooper textures were updated to the latest of the IDH mod.
* Improved the Daemon Hammer icon thanks to IDH mod team.
* All Daemon hammer costs and effectiveness greatly increased.
* Grey Knight Terminators are now effective against vehicles
* Grey Knight Terminators are now morale immune.
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Necrons:
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* Heavy Thermo Plasma Generator required build time increased by 300 seconds.
* Plasma Generator build time decreased.
* Amplification Generators build time per generator decreased.
* Amplification Generator passive ability bonus radius decreased from 75m to 5m.
* Amplification Generator passive ability bonus effectiveness increased by 100% (excluding the special research abilities/capabilities it has).
* Amplification Generators now increases the production speed of surrounding structures by 25% per generator.
* Necron Walls health increases as the Necrons tier up with their monoliths.
* Necron Walls health decreased by 50%, but are available at tier 1.
* Immortals damage against infantry decreased.
* Necron Warrior overall damage increased by 25%.
* Flayed Ones movement speed increased by 2m.
* Standard Turret cost decreased by 35 power.
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Orks:
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* Winconditions were updated for the Orks race so they do not break when certain winconditions like "Restriction: Game Endaers" or "Army cap decrease" is in effect
* Global Waagh structure production time bonus decreased by 33% as it was incredibly powerful of an ability.
* Meanest Tellyporta cost increased from 1000/750 to 1300/900 req/power.
* Meanest Tellyporta build time increased from 230 seconds to 290 seconds.
* Ork Shoota Boy weapon limit decreased from 8 to 5 due to severe balance issues
* Since the Gargant has a new Zzzap eye, Ork Gargant main Canon damage decreased by 10%.
* Ork Gargant Zzzap Eye damage decreased by 60% as it was way too much. Balance reasons. Stun removed.
* Ork Gargant and Great Gargant Tech Tree research requirements and cost increased.
* Waagh Banner population addon cost increased from 100 req to 125/25 req/power
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Sisters Of Battle:
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* Fixed the glitched out Exorcist HK missile by adding an actual projectile with it.
* Exorcist HK missile damage against all structures decreased by 50%.
* Allowed Death Cult Assassins to be unlocked from the start of the game.
* Decreased the health and damage of Death Cult Assassins. Health will be restored after research.
* Capitol Imperialis will no longer damage allied structures when moving.
* Decreased the damage dealt by Immolators by 10%.
* Decreased the health of Living Saints by 10% as they are very spammable and requested due to them resurrecting over and over.
* Arch Angel research 1 and 2 health buff decreased. Health regeneration also increased.
* Saint Celestine and the Throne Of Judgement are no longer incompatible with each other.
* Throne Of Judgement now requires tier 5 as the Throne Of Judgement was remade into a demi-god.
* Cost, damage, and overall strength increased to demi-god levels of destruction.
* Throne Of Judgement blast damage fx changed to that of the Emperor's Plasma Blast Gun fx.
* Throne Of Judgement can now emmit an aura of Invincibility.
* Living Saints can no longer emmit an aura of invincibility, only Arch Angels and the Throne Of Judgement can.
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Space Marines:
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* All vehicle armor (stimulats) were removed due to various ingame problems
* All infantry armor (stimulats) were nerfed due to various ingame problems, health increased to compensate.
* Fixed the beeping noises of Silenced Bolters
* Fixed the missing plasma cannon decal from Terminators
* Fixed the missing icon for terminator plasma cannon upgrade
* Graviton Guns/Cannons were rebalanced again, no longer dealing too much damage against HQs and are considerably less reliable against living metal.
* Graviton Guns can attack air units. Graviton Cannons cannot.
* Graviton Cannon and Guns costs greatly increased.
* Graviton Cannon damage output greatly increased, setup time increased from 3 seconds to 7 seconds.
* Predator Tank Conversion Beamer cost increased slightly.
* Redid the WIP Silenced Bolters for Scouts. They are now useful in situations like supression and quick morale deduction at the damage level of standard bolters, but since silenced, slightly less range.
* Scout Bolters cost decreased to 5/5 req/power. Damage increased.
* Scout Bolt Pistols accuracy increased especially on the move along with a damage increase as well.
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Tau:
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* Tau updates will appear with splendid new stuff in the future.
* Manta health decreased by 10,000 hp.
* Tigershark hp decreased by 5,000 hp.
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Tyranids:
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* Swarmlord and Screamer Killer shout ability morale damage and radius increased by 200%, affecting pretty much the entire game screen.
* Swarmlord's shout ability now knocks back everything in its wake
yay i approve of this!
so, question, can you add a win condition that removes the cap for resource gain, cause 1000 rec and 800 power is, very underwhelming and soooo annoying when I'm trying to get some of the big awesome tier stuff and I don't really want to play with the win condition that removes all the costs and makes everything build instantly cause I want a fair and fun battle with the ai and it just takes too long with the cap
(oh and why is it that around the 1-hour mark the ai just spams units and just sits in their base doing nothing but lagging my unit orders, like I can play just fine and order my builder to build a thing but then they might just stop moving and not do it and so I would have to reorder them to build the building and it would stutter them)
Use the production rate upgrades on the respective heroes for each faction. If you choose the production rate increase addon on multiple heroes; the effects stack...
"Tau updates will appear with splendid new stuff in the future."
Can't wait for the STORMSURGE.
So do I have to delete the old version to download this?
Just run the installer over your old installation, old files will be removed before the new stuff is installed.
my game keeps crashing when I start up a game sometimes and always when I start up a large game with multiple AI and it crashes sometimes in game
Make sure you have the LAA patch activate by using the Mod Manager v1.5 to toggle the LAA active. Also don'T use too fancy win conditions. Best is game timer, ua rules and annihilate. Try again if that improves your situation.
where is the Plague Reaper ????????
Some of each faction's structures are missing in game from the build menu, notably vehicle structures so I can't make any tanks. wat do?
Yeah me too i cant make a plague reaper :(
This makes me moist.
Hey just wondering will any new faction be added I really want custodes
No new standalone races will be added in the near future. However some units might get added from other factions, like catachan devils, elysian drop troopers etc. no guarantees on anything though.
Actually adding regiments as sort-of special units in the IG is really a good idea.
Have you considered take some of the other models from the regiment mods that already exist (like Vostroyan, Steel Legion, and on Eternal Confrontation there are even Death Korps of Krieg) and add them in UA mod as well?
It would make the Imperial Guard very cool.
so if the installation FAQ is outdated, how the hell do i install it?
Check the description, it should cover the necessary steps.
got this installed but can find any online games
the models turn invisible please help i checked resolution and game settings but nothing works please help
If you are checking on this. I have had this happen to me in past versions. How i fixed this was saving the current game and Reloading it which fixed it. I found this happens when you zoom to far out far to often.
play as or againts chaos always crashing after playing about 20 minutes. *Only Chaos*, other races are fine. Any....???
I think I have been having a similar issue, I have been getting crashes around the 10-20 min mark randomly, I'm not sure what's causing it either. Never had this issue until I updated to the newest patch. I used 1.88.5 before hand and never had any crashes like this before.
Installed but can't play any online games?
It crashes when you order chaplain as generic SM.
NEED MORE GUNS FOR GOD OF GUNS!
installed but cant play or find any online games. Is there a way to fix this
After updating I was unable to see games in multiplayer. Wiped the game twice over and reinstalled everything in frustration, to no avail.
Make sure you have the LAA flags activated by using the latest Mod Manager v1.51.
Updating to Mod Manager 1.51 ended up fixing it for me, thanks for the response.
Any way to add the unit/building tree of another faction to mine? Kind of want to a game to encompass all Human forces under my command against other factions
Wait so what about the patch which was released recently? v1.88.72
I have just tried to uninstall my game, reinstall, and apply the UA_THB_v1.88.72_FULL.zip and nothing has happened. The install is done in literally 1 second and says completed. What is happening?!?!?!?!?!
Extract the .zip file to some location then run the installer executable. If it still doesn't work, create a new folder somewhere and let the installer install its contents to that new folder. Once done, move the files by hand into you Soulstorm folder.
Mate I've been playing this mod for a while and reinstalled on my new rig when I got it last year. Something about this install process is going so wrong for me. I originally had limited disk space so now deleted a load of stuff. I have the1.88.71 and 1.88.72 and something has gone wrong everytime I try to install. Am I meant to have the original out of date version I was playing before August? Am I meant to be installing 1.88.72 stand alone? I tried that first and it failed. So clean installed and tried again. Now I clean installed and tried 1.88.71 and then 1.88.72 over the top. Bro please help. This time I have a UA loading screen, no Tyranids, no Chaos Demons, No IDH and I've lost 4gig of disk space. First time I installed this game I managed it fine. First time with 4gig patch was clean. This patch is screwing me up man.
I have them in separate folders named 1.88.71 and 1.88.72. Should I just manually drag them in ?
OK so I did a fresh install started with 1.88.5, did nids, did 1.88.71, did 1.88.72, and I swear 1.88.72 just deleted all the UA files and only unpacked the uninstaller and mod manager...
Yeah copying the files from 1.88.72 into the Soul Storm folder aint working either.
Create a new folder somewhere on your system and launch the 1.88.72 standalone (It has all you need besides Tyranids). Change the install location to that new folder you just created somewhere on your system. Once the installer finished check if there's folders for chaos_daemons, UltimateApocalypse_THB and objective_points_SS_UA. If that's the case copy and paste all those folders from that newly made folder and paste them into your soulstorm root directory being "..\Dawn of War - Soulstorm". Don't put the folders inside other folders or it won't work. Make sure there's no traces of old outdated UA installations.
For some people the installer somehow fails to install the core packages and I dunno why :/. The above solution should usually work. If you still have issues, try joining our Discord.gg channel as we have a dedicated tech-help channel there with many helpful people.
So this did work, but I had to activate the mod inside the game at Game Manager. Not 100% sure it's working, didn't see any new units for IG or SM? CSM, CD defo had new units and I think IDH. Wasn't there meant to be SM Chapters at some point? I haven't had time to fully explore the game yet, to excuse me if I'm being silly.
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im haveing a temp file error when i do a skirmish and it happens a little after it gets halfway done loading map
Apply the LAA patch via the Mod Manager v1.5 or higher and make sure you have enough disc space.
Hey Everybody !
Can somebody help me?! I try to download it from europe and its slow like bloody hell :(
If somebody could make a drive link or something else, i would be very thankful!
Ok I just tried copy and pasting all the files into Soul Storm. Nothing happened still no Tyranids, IDH, Chaos Demons, UA loading screen but it's like the mod isn't there. I ran the 1.88.72 installer and I think the 1.88.72 installer is just deleting the files anyway. When I've tried to run it it's either done nothing or deleted stuff, and then says completed.
So, the Ork AI still glitches out if you use high pop caps + titan wars wincoditions + high resource rates. Doesn't seem to be fully fixed (did a clean uninstall / reinstall via the full installer).
Sisters seem to crash the game about 15mins in due to some glitchy ability, and the next update is nowhere to be found.
If you guys are interested I can tell you a few things about continuous integration and how to ship small bits of new stuff and patches every week or two (like Chrome, FF and most mobile app devs are doing) instead of having people suffer for 6+ months.
Mod Manager won't launch, gives a error code when attempted from the desktop shortcut. Any ideas?
What does the error message say? What OS are you running on?
if the restrict AIs super weapon doesnt work and way to make all the factions have super weapons blockers cause i love holding a base vs tyranid but after a point they just bomb ya
well i know the space marines have a building thats stops it i guess if they cant fix the restrict AIs super weps could they give everyone a super wep blocker and if you wanna keep the AI from building it everywhere limit it to 1
I dont need to install previous versions?
Hey, guys! Is the game still laggy? I mean when there are hundreds of units my processor uses only one core and it can't handle the game :)
The old engine uses only one core, nothing we can do about it :(