It is the 41st Millennium in Sub-Sector Aurelia, a cluster of worlds on the edge of the Galaxy, and a battle of epic proportions is about to begin. Ancient races will clash across the planets that dot this section of space, battling for the greatest of stakes - not only the claim to the land and its bounty, but the fate of each race.
This mod from Netrogor makes many tweaks to the single player campaign. See File Details for more info.
Author: Netrogor
- Space Marine units are slightly stronger
- Space Marine Squad Commanders have slightly reduced health, greatly increased energy, and slightly increased melee and ranged damage
- Dreadnaught now has nano machines, with which it will self repair
- Ork and Tyranid races spawn in greater numbers
- Force Commander and Cyrus capture faster
- Made certain squadmates use different weapons
- Enemies are stronger on higher difficulty settings, easier on easy, just the same (for the most part) on medium
- More Tyranids and Orks to fight
- Enemies deal slightly less damage in hard and legendary difficulties
- Several dozen new pieces of wargear
Extract wherever you want. Copy or cut (either way, as long as files reach destination) all files within folder to open Dawn of War 2 directory...
i.e.- C:\Program Files\Steam\steamapps\common\dawn of war 2\
If you experience problems, do not use the attached CampaignModsDOW2.module, and instead modify your base .MODULE file (whichever you use and that works) as follows...
Under [attrib:common], located at the top of your DOW2.module, insert this at the beginning of the archive list ->
archive.01 = CampaignMods\Archives\CampaignMods.sga
Make sure to knock all of the other archives down a notch, so that they load in their own respective order (mods must always load before vanilla archives, though).
v1.4.4
- Added fourteen more pieces of wargear
- Lowered wargear drop rates slightly
- Fixed broken wargear
- Added more variation to the levels of wargear that may drop
- Altered enemy health multipliers from 90%, 120%, 175%, 300% to -> 120%, 150%, 200%, 325% (in order of easy-medium-hard-legendary)
- Altered enemy damage multipliers against player from 75%, 100%, 200%, 400% to -> 80%, 110%, 200%, 400% (in order of easy-medium-hard-legendary)
- Reduced Wargear Drop Rates by 1% (from 10% and 4%, chaff and swarm, to 9% and 3%, respectively)
- Increased variation in wargear drops from -2 or +1 to -6 or +4
v1.4.3
- Fixed wargear names
- Removed all ability altering changes from the past, will retouch in the near future
v1.4.2
- Altered enemy health multipliers from 70%, 100%, 175%, 300% to -> 90%, 120%, 175%, 300% (in order of easy-medium-hard-legendary)
- Altered character health multipliers from 150%, 120%, 110%, 100% to -> 130%, 120%, 110%, 100% (in order of easy-medium-hard-legendary)
- Altered enemy damage multipliers against player from 66%, 100%, 200%, 400% to -> 75%, 100%, 200%, 400% (in order of easy-medium-hard-legendary)
- Added ten new pieces of wargear -> bolt pistol, two two-handed hammers, a thunder hammer & storm shield, three purity seals, and three new pieces of dreadnaught armor
v1.4.1
- Altered enemy health multipliers from 70%, 100%, 250%, 500% to -> 70%, 100%, 175%, 300%
- Altered enemy damage multipliers against player from 66%, 100%, 250%, 450% to -> 66%, 100%, 200%, 400%
v1.4
- Complete rebuild of the mod, everything was overhauled; as such, previous changelog builds should be ignored
- Thaddeus' Squadmates: 2 -> 3
- Avitus' Squadmates: 2 -> 4
- Cyrus' Squadmates: 2 -> 3 | One shotgun and two snipers
- Dreadnaught Thule now progressively reconstructs (regenerates) up to a total of 5hp per tick
- Max Levels extended to 30
- Max stat points extended to 26 per stat, for a total of 104
- Force Commander captures 50% faster, while Cyrus captures 100% faster
- Thaddeus' Assault Marines have powerswords instead of chainswords
- Enemies have 70% normal health on easy, 100% on medium, 250% on hard, and 500% on legendary
- Player has 120% normal health on easy, 100% on medium, 100% on hard, and 80% on legendary
- Several Ork squad types were boosted with an additional grunt or two
- Several tyranid squad types were boosted with an additional grunt or six (^^)
- FC charge, battlecry, and rally abilities recharge slightly faster, cover larger areas, last slightly longer, and cost many times more energy
- Avitus' focus-fire costs more energy (no perks, it just costs more)
- Teleporting abilities recharge slightly faster
- Flash Grenades recharge slightly faster
- High Powered Shot from Cyrus recharges slightly faster
- Tarkus' taunt covers a larger area, recharges slightly faster, lasts the same amount of time, and costs a lot more energy
v1.3.1
- Lowered Tarkus', Avitus', and Thaddeus' squad sizes by one (still more than default)
- Changed enemy health a bit, so it is harder on hard, much harder on legendary, normal on medium, but easier on easy
- Force Commander captures faster (50% faster)
- Fixed stats looping back after assigning a certain number of points
- Increased the health of squadmates
v1.3
- Increased the gains for each stat point assigned significantly
- Modified enemy health based on difficulty (it is actually harder on the most difficult setting now)
- Increased squad sizes
- Removed cheated up level + gear to start with
- Increased wargear drop rates
- To compensate for drastically increased drop rates, made it so that drops can have levels significantly less than commanders'
- Increased accessory slots a bit (so that the base is two, allowing for all commanders to cap out at three)
v1.2.1
- Fixed a piece of wargear that wasn't spawning
v1.2
- Start newgames at level 20, all stats assigned
- Some starter gear, already equipped
v1.1
- Compressed to SGA file format
- Made to work without dev mode
- Now works in coop campaign mode
v1.0
Initial release
Doesn't work at all, crashes on splash or once the menu videos load.
Loading it as a mod doesnt work, editing the modulew file doesnt work, is this mod not made for dow2? because it doesnt work at all.
the same happened to me. Tried almost every possible thing to get this mod working