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.

Description

Full installer and changelog for DoW2 Retribution: Elite Mod 2.9.4. Does not require previous versions to play.

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dow2 elite 2.9.4 full installer
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Guest
Guest - - 690,153 comments

Awesome work! I am new to this mod, and I am wondering if there is any way that makes the corpses disappear? Thanks!

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WWindu Author
WWindu - - 141 comments

It's possible to do, but it would take some effort and you wouldn't be able to play with other people.

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Guest
Guest - - 690,153 comments

Hi Windu, thx a lot for your reply! I am new to this game and still trying to get some practice before playing with other people, and sometimes I found it hard to distinguish alive units and dead ones. So could you please share how I can change the setting?

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WWindu Author
WWindu - - 141 comments

No problem! Unfortunately, it's not just a setting. You would have to go unit by unit through the game files and change the timing on the dead units remaining on the field and then repackage them into the format required for the game to read them. You might be able to get a more comprehensive explanation from people on the discord channel listed in the news post than any explanation I could post here!

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Guest
Guest - - 690,153 comments

Hello WWindu - First up, thanks for the mod! It's superb! I've been reading your posts from a few years ago and trying to figure out how to use Cope's modding tool to alter the population cap to say 200-300, but can't seem to figure it out.

Are you available on disc/able to provide an explanation? When I try to open the elite.module with Cope's tool it throws an error attrib:common directories overlap.

Any help would be much appreciated :)

Cheers,

Scabmiester

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WWindu Author
WWindu - - 141 comments

If you want, you can tag me in the discord server listed in the news post (WiseWindu). But it basically just has to do with how the elite files are packaged, and how the .module file is set up for the mod. Try doing "Open SGA" instead, and open the elite>Archives>Elite_attrib.sga file, and the regular Archive files (because Elite doesn't modify all the files you'll need). Then you just open and modify the files in the racebps folder under race_bag>mp_resource_info>race_population_cap_table.

Hope that helps! Feel free to message me on discord as well.

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Guest
Guest - - 690,153 comments

Thanks mate - It took me a few hours but I managed to figure out what I think was the right process:

Unpacked the entire 'Elite_attrib.sga' file with the unpacker - then used Cope's tool to edit the attributes I wanted (this creates a copy of the .rbf file(s)) then overwrote the existing ones from the original unpacking and finally repackaged them together with the repacker tool.

Let's say you wanted to create a new .sga file - how do you tell the .module file to look for it?

Really appreciate you taking the time to reply + all the community support you provide - much obliged :)

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WWindu Author
WWindu - - 141 comments

Cool.

If you want to create a new .sga file, you can make the .module file look for it by putting its file path in this format:

archive.01 = elite\Archives\Elite_attrib.sga
archive.02 = elite\Archives\GameAttrib_orig.sga

Place the new .sga on the top and number it to make the .module prioritize it over older files, and you'll have something like this:

archive.01 = elite\Archives\NewSGA_attrib.sga
archive.02 = elite\Archives\Elite_attrib.sga
archive.03 = elite\Archives\GameAttrib_orig.sga

That should do it, I think.

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Guest
Guest - - 690,153 comments

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golub20541
golub20541 - - 1 comments

Will there be necrons in this mod? If so, how soon? Sorry for my english, i use Google translate

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WWindu Author
WWindu - - 141 comments

No plans for them any time in the near future, unfortunately.

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Guest
Guest - - 690,153 comments

Does this mod effect the campaign in any way? Just interested - love your work :)

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WWindu Author
WWindu - - 141 comments

I think there might be some model overlap and glitches like invisible armor and missing textures, but it shouldn't fundamentally break anything. No upgrades or extra missions to the campaign or anything like that.

Plus, to play the campaign normally, you can still boot up the base game with no issues.

Cheers

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pavelbono1992
pavelbono1992 - - 76 comments

Hello WWindu! Tell me please, is it possible to install a mod and play without Steam?

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WWindu Author
WWindu - - 141 comments

I'm not sure. I don't know much about non-steam versions of the game. I guess if the regular game works without steam, this should as well.

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Guest
Guest - - 690,153 comments

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