Glad to introduce a new project with new playable race - Adeptus Mechanicus Explorators.
Mod Team:
Karandras - Project Leader, 3D-content, OE-code, FX, textures, AE-code.
Warboss_Rus - lead AE-coder.
Archon - 2D (menu design, old taskbar design)
Skinnie - FX, 2D-content (new taskbar, icons, etc.)
MonkeyXXL - textures (teamcolors and reflection maps).
Dante Inferno - textures (teamcolors and reflection maps).
Thanks to:
Thudo for support and coordinating of voice recording.
GoldenHorde for soundscript writing and valuable suggestions.
Andrei354 for his awesome Knight model.
FoK team for their content, modified parts of which we use.
Elysian Legends Mod team for their content.
The mod is for Soulstorm.
All hail the Omnissiah!
The public Beta of the Adeptus Mechanicus Mod is available now for download containing a fully playable new race for Dawn of War Soulstorm with a very unique playstyle!
The priests of Mars, followers of the Cult Mechanicus have arrived on the battlefields. Driven by their quest for knowledge rather than for conquest, the Explorators are here to recover lost technology, but will fight to the death in this cause. Their love of the machine means that the Tech-priests utilise advanced technology in their weapons and automatons and revel in upgrading the weak flesh with mechanical augmentations.
Arriving in a mobile base, which is both production plant and fortress they use powerful automatons to assist them, however these must have their databanks refreshed by coming into contact with a listening point, or being rebooted by a leader else they will grind to a halt and need to be recovered.
Explorators are highly mobile, moving from site to site and do not use more than the minimum of buildings, so their listening posts are unique in that they can be used for research or defence. Further, they can convert incoming requisition into power with their matter converters.
Truly, the Adeptus Mechanicus have arrived!
Important news regarding the Adeptus Mechanicus Modification for Dawn of War : Soulstorm.
There are a number of Soulstorm race modifications available on Moddb, so I've put together a quick guide of the available ones, as well as the Unification...
This mod brings Adeptus Mechanicus Explorators faction into Soulstorm. After the 1st Public Beta, this is now the Release Candidate version.
New Tau facility map set in Svarog. You need Patriarch's Decal Pack installed. Enjoy.
A new map for Dawn of War Soulstorm, compatible with Unification mod. You need Patriarch's Decal Pack installed to play. Enjoy
A new map set in Svarog Sector. I hope you enjoy. Hold the bridge at all costs!
Stealth cover map set in Svarog Sector. You will need Arpheniors stealth cover fix, which is easy to install and is necessary to play this map as it is...
The most known community map pack of the past decade, age of glory of DoW modding. Uploaded 17-11-2006 on DownOfWar.FileFront.com. Now saved on Moddb.
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Where does the Visitor concept come from? I can't find any description of the unit online.
Apparently the chrono-gladiator.
Will I be able to play the campaign with this?
U probably figured out the answer by now. But for anyone coming here later with the same question: no U can't play the Admech Xplorators in the campaign.
maybe im being dumb but how do you get more caps i only seem to be able to build hq, listening posts and slag deposit buildings
Hey so i got the mod to work and tried it out and i love most of it but there are a lot balance issues i notice. So first off, they seem good mid game but there early game and late game is horrible. Now all the infantry feel fine and all the vechiles are great. Now with early game, they dont seem to have any ways with dealing with rushes. A fix to this would just to add bolter turrets. That alone would fix it.
Another issue is all the upgrades feel way overpriced. None of them made any significant changes to my army, even the later ones. So cheaper upgrades would be nice. Also i couldnt find any real use for the servo skulls. They seem like a waste of points to me. My final issue is their final unit and mobile base is just bad. Like the lvl 2 units are just straight up better than the final ones.
Finally, admech should have titans. In lore, they make all of them. They should have titans.
Thats my review so far. I have no issues with anything else in the mod.
I agree, I have however noticed my units feel squish and can't really fight back that well, but that might be me
Is there to fix the green turret atop the listening post? Otherwise this mod is perfect.
I've noticed it too I guess the team never really finished the mod properly it's not a big deal though
The team over at the Unification Mod have fixed it for the upcoming version of Unification.
even though it be for unification can they at least release it as a single faction aswell.
That's good to know I hope the mod gets slightly updated as well ad mech are fun but they don't have many vehicles I've tried to do diemos peninsula with them in the strongholds mod and their lack of vehicles makes it difficult to get passed the blood pulses as admech are not immune to blood pulses so I can't keep my vehicles running as they need to be near my leader to stop them from breaking down