Warhammer 40,000: Dawn of War delivers a level of visual detail never before seen in an RTS. Hundreds of units clash on the battlefields of the dark future, unleashing massive destruction through a stunning battery of long-range weaponry before closing in for the finish. Incredible kill animations bring science fiction combat to life like never before, and the gritty future-gothic Warhammer 40,000 setting provides a striking tableau for the chaos and carnage of this grim, dark future, where there is only war!

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Dawn of Criminals Mod (present) Orks da best! Orkz is made fer' two fings! Fightin', and winnin'
Blog RSS Feed Report abuse Latest News: Some Chaotic developments on Veteran Mod

About [DC] Veteran Mod with 6 comments by GreenScorpion on Dec 11th, 2014

The armies of Chaos are seductive to almost every single type of people. From the poor inhabitant of the lower levels of a hive world to the rich and powerful planetary governor, the influence of the Dark Gods always finds a way to corrupt those that are not dedicated enough to the service of the Emperor.
Chaos as race provides some freedom in terms of gameplay ideas since the origins of its warriors are many and some may bring their expertise from being in Imperial Guard or other military force.

Lately I've been working on some Renegade related concepts, both visual and gameplay concepts although obviously most of what I will show here is the visual part.

  • Exalted Champion - pretty much a veteran version of a renegade champion with improved combat capabilities. Possesses a trophy rack to demonstrate its rank among renegade forces by displaying the results of his combat capabilities.
  • Renegade Medic - the name says pretty much everything. This guy is a renegade with a medkit and probably some experience as battlefield medic.

Renegade medic concept

  • Renegade Vox - a renegade operating a vox, likely a guard once with some knowledge about IG communitcation procedures and probably capable of deceiving IG air support or artillery to hit their own soldiers or at least capable of transmiting orders from one renegade group to another.

Renegade Vox

  • Renegade Champion with Banner - a champion carrying the banner of the chaotic force it serves, inspiring renegades nearby to fight harder (banner changes according to banner chosen in the army painter just like it happens with aspiring champions).

Renegade Champion with army banner

  • Preachers - filling the role of IG priests preacher in renegade armies would inspire the surrounding troops in a similar way.

Renegade preacher concept

  • Disciples - the most dedicated renegade forces, the disciples would be the equivalent to IG stormtroopers/kasrkins or veterans.

Renegade Disciples militia based Concept
(check this for more images Moddb.com )

Most of these concepts still need some texture work and some fx work to get them to look a bit more chaos like but are functionally working which was the initial objective.

Some more chaos concepts were also done related with cultists, including the "heavier" melee version of the cultist. Based on a renegade champion conversion with cultist parts, this concept is related with the creation of an heavier melee variation of the cultist that can do serious damage to enemies before getting killed. As with the basic cultists these guys will likely serve as a fast moving meatshield mostly useful at eliminating long range specialists or occupy units so heavier chaotic troops can take them out.

More images of the melee cultists Moddb.com

An heavier ranged variant of the cultist was also created based on a conversion of the renegade militia. From autoguns/lasguns, passing through plasma guns and going to missile launchers, these cultists can be equipped with a great variety of weapons.

Chaos cultist militia concept

More images of the ranged cultists Moddb.com

Ingame comparison of "traditional" cultists, renegades and the ranged version of the cultists.

Cultist militia ingame comparison

Renegade putrid projection
Pretty much the nurgle related renegades are intended to have an explosion on death kind of thing healing allies or hurting enemies (because of how explosion on death works it is only one thing at a time, either it would heal or it would cause damage with 50% of chance for each one). I based the associated fx on an already existing blood fx mixed with the plague cloud usually seen on the nurgle champion while breathing. What do you think? I must say i am not a fx expert. Weapons fx still need to be changed (i may have changed it and then forgetting about it didn't convert the whe again before going to object editor, will have to check) and will be changed when the rest is working as desired.

WARNING: THIS VIDEO MAY CONTAIN CULTISTS SCREAMING LIKE GIRLS! (one of my watchers at my moddb profile requested me to put this kind of warnings)

On renegade based concepts i would like to thank meloo who created the renegades militia and champion models and RT2 who did some body synchs that allowed me to do some of the conversion concepts based on meloo's work.

Not all is chaos though and other armies have also received some work like IG for example:
IG Defensive bunker concept
How it works:
It begins with 3 basic weapons available, namely wall mounted lasguns, plasma weapons and missile launchers. The north weapons are being used by the bunkers own soldiers but external squads are required to man the south, east and west defenses (check the bunker more to the right it only fires from one side until its is garrisoned by some squads). This means this is a directional defense, which is not that useful if your manned weapons are not pointing in the direction where the enemies come from but with a few additional men inside additional directions are safe from enemy interference.
It can be upgraded with additional weapons through add-ons (banners indicate bought add-ons), first with flamers for close ranged defense against infantry and later with heavy bolters for long range, low reload time anti-infantry capabilities.
Two additional add-ons will cover other areas than adding weapons, providing passive defensive bonus to nearby troops, making it easier to mount a strong defense with the Imperial Guard.
Banners are currently not implemented but will reflect the nature of the add-on so it is easy to notice what building has certain add-ons available and which are lacking. This modified infantry command is based on the already modified DoW Pro infantry command bunker with 4 add-ons available with respective banners.

Lootas choosing their own weapons
If you check the video you will notice those lootas change weapons up to 3 times after spawning. This random weapon choice is as much a visual change as it is a stats change as every weapon they may choose has different stats. This was possible using a version of the lootas with some OE code done by GrOrc and an interesting detail that exists in jONES's Black Templars mod.
Your lootas will be fighting way happier now that they have weapons of their own choosing! First 2 weapons will of course appear more easily than the last 2 as it is probability related.

As always feel free to comment below. Thanks for reading and seeing the images and videos above.

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Bug FIX
Dawn of War

Bug FIX

Dec 14, 2014 Dawn of Conflict - Planetary Conflict Patch 3 comments

fixes bugs with Deathwing race, I hope you get him to run modification

patch on the taskbar
Dawn of War

patch on the taskbar

Dec 14, 2014 Dawn of Conflict - Planetary Conflict Patch 0 comments

patch on the taskbar, open access to additional buildings!

Dawn of Conflict - Planetary Conflict 1.5.23 part3
Dawn of War

Dawn of Conflict - Planetary Conflict 1.5.23 part3

Dec 12, 2014 Dawn of Conflict - Planetary Conflict Demo 24 comments

This mod is based on an all-out war with massive armies, resize, orcs and all the equipment, there are new units, abilities, icons, voices in Dawn of...

Dawn of Conflict - Planetary Conflict 1.5.23 part2
Dawn of War

Dawn of Conflict - Planetary Conflict 1.5.23 part2

Dec 12, 2014 Dawn of Conflict - Planetary Conflict Demo 0 comments

This mod is based on an all-out war with massive armies, resize, orcs and all the equipment, there are new units, abilities, icons, voices in Dawn of...

Dawn of Conflict - Planetary Conflict 1.5.23 part1
Dawn of War

Dawn of Conflict - Planetary Conflict 1.5.23 part1

Dec 11, 2014 Dawn of Conflict - Planetary Conflict Demo 2 comments

Part 1 of the modification of 3 mod changes the campaign, adds two new races - Steel Legion and Deathwing Resizes equipment, power tools There are new...

Steel Legion Hotfix - Heavy Weapons Team Speech
Dawn of War

Steel Legion Hotfix - Heavy Weapons Team Speech

Dec 10, 2014 The Imperium of Man Patch 0 comments

Fixes Heavy Weapon's team speech files and incorrect spotting files. Will be in major patch, it is for those that can't wait. To install: Simply extract...

Post comment Comments  (10 - 20 of 626)
Seregruth
Seregruth Nov 18 2014, 9:51am says:

greetings, is there a Horus Heresy mod out there? Like with that ancient special weapons and stuff...

+3 votes     reply to comment
jONES1979
jONES1979 Nov 19 2014, 1:42am replied:

Why are you asking? Besides that ugly spawn Moddb.com , still there are people who working on HH assets/mods.
Did you made something cool for them? LR Achilles Alpha-Pattern maybe? :)

Also, mean your post, you are returned to dow-modding again? ;)

+3 votes     reply to comment
Seregruth
Seregruth Nov 19 2014, 7:59am replied:

well if I knew that someone is working on a high-quality HH mod, I could make some assets for him, including the ancient LR Achilles Alpha Pattern...
but I asked mainly cause I enjoy playing for SM with pre-heresy scheme/paint against SM (loaylists), however none of existing mods offers culverins, rad-weapons, graviton weapons etc. :/

+3 votes     reply to comment
GreenScorpion
GreenScorpion Nov 19 2014, 1:41pm replied:

You could always make model assets for the comunity in general which would certainly lead to someone doing HH related mods even if not in the present, sometime in the future.

+2 votes     reply to comment
Rhinozeroz
Rhinozeroz Nov 20 2014, 10:15am replied:

He could, but does he wants? Peoples lazy

-1 votes     reply to comment
GreenScorpion
GreenScorpion Nov 20 2014, 4:00pm replied:

"Peoples lazy "
I suppose you include yourself in the lazy group :P

+3 votes     reply to comment
jONES1979
jONES1979 Nov 19 2014, 8:26am replied:

Ok, there are also this Moddb.com . Here the leader is modeler, so assets are pretty unique.
...And this Moddb.com (check screens/articles). But this mod mostly re-used the existed assets from DOW2 or kitbashed)

+2 votes     reply to comment
hayden112
hayden112 Oct 5 2014, 4:06am says:

Hi, hopefully this has now been posted in the right place which would allow someone with the info i need to find and answer it, (thanks in advance) :)
Im after a means of adjusting the difficulty of individual AI in single skirmish and multiplayer LAN, ending up with AI of different difficulty in the same game. im not sure how this would be done but i guess in the form of another drop down menu in addition to the drop down menus for; teams, race, colour etc. would be the ideal interface.
Couldnt find a mod, hopefully someone might know or have something, any help would be appreciated thanks

+2 votes     reply to comment
Kasrkin84
Kasrkin84 Oct 5 2014, 4:55am replied:

I don't know of any mods that do this, but in a pinch you could just do it through console commands.

Once a skirmish match has started, pause it and pull down the console and type the following:

Cpu_SetDifficulty(World_GetPlayerAt(i), x)

"i" is the player number minus 1 (i.e. for player 2, "i" would be "1", or for player 5 "i" would be "4"), and where "x" is the required difficulty level (options are AD_Easy, AD_Standard, AD_Hard, AD_Advanced or AD_Insane).

Do this for each CPU player in the game to set their difficulty levels individually. Note that the code is case-sensitive, and (probably) won't work for multiplayer.

+2 votes     reply to comment
hayden112
hayden112 Oct 10 2014, 5:47am replied:

hi, i need the convenience of adjusting all difficulties before the game starts (for eg. another drop down in the pre game menu) i want to use this to represent the ever changing strengths of races in a 2 player campaign played through a series of multiplayer games
(Guest comment is mine, forgot to log in)

+1 vote     reply to comment
Kasrkin84
Kasrkin84 Oct 11 2014, 12:26am replied:

Unfortunately this can't be done at the moment. The only possibility (and it's a slim one) would be editing of the game's EXE and/or DLL files, which is not something many people on the DOW modding scene have the required knowledge for.

+1 vote     reply to comment
Guest
Guest Oct 10 2014, 5:44am replied:

This comment is currently awaiting admin approval, join now to view.

killerferreira003
killerferreira003 Sep 29 2014, 10:15am says:

how the hell are shaders added into a rsh someone tell mah ive seen it but i cant do it.

+2 votes     reply to comment
killerferreira003
killerferreira003 Oct 1 2014, 9:23pm replied:

jgjkggkd

-2 votes     reply to comment
shef2
shef2 Sep 28 2014, 2:56pm says:

help me how to correct the mistake additions

+2 votes     reply to comment
Kasrkin84
Kasrkin84 Sep 28 2014, 6:47pm replied:

You're going to have to provide more information than that about what exactly the problem is.

+2 votes     reply to comment
shef2
shef2 Sep 29 2014, 12:10am replied:

I ustonovil mod for Warhammer, stop by launch it in the Add-ons Manager, turn on the mod, mod has started and suddenly on the screen is written is not possible to include extra. and so with every mod. what's the problem?

+2 votes     reply to comment
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Dawn of War
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Windows
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THQ
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Released Sep 19, 2004
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Highest Rated (19 agree) 10/10

For 6 years now I have been playing Dawn of War. Modding it gave me that extra plus.

8/10 because it is a really good game. I am however ashamed that Relic stopped at Soulstorm.

10/10 because I always experienced something new in it.

10/10 100% warhammer

10/10 for Dawn of War I and Winter Assault campaign

7/10 for Dark Crusade and Soulstorm campaign

10/10 for your epic stories and hard work combined.

Oct 27 2011, 4:50pm by Lord_Cylarne

Lowest Rated (3 agree) 5/10

So much more could have been done, that was ignored during development.
Betas should of had more input.

Only saving grace is that there is a Modding community with which to complete the incomplete game... :(

Sep 8 2012, 12:33pm by RT2...

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