Advanced Campaign mod with new balance close to real Warhammer 40000, +new units,models and sometheng else. Installation Path: Extract mod folder and module file to game directory. Added Optional folder with improved effects.
By the way, here is an insipient Mod Discord link Discord.gg
I would listen your suggestions about mod further improvements :)
And here is improvisation content on Youtube.com
What Features:
Fixed scale and missing textures for Eldar Farseer
Added new path from Chaos base in Eldar Stronghold and added 2nd ally reinforcement moving by this way
Reworked IG Stronghold: Fixed autovictory bug when Player is close to IG Final Base
Partially restored cut Basilisk script: after Rebel Base capturing, appear 3 damaged Basilisks
After repairing they become usable. Changed Rebel Guardsmen move path, now they attack IG Final Base
Added Doomsday Monolith atacking Player base after bomb planting and restored cut voiceline(Player Commander about Escape)
Placed Ork Battlefortress and added addon upgrades for Waagh Banners on Ork Stronghold
Placed Chaos Land Raider on Chaos Stronghold
Added new voicelines for Necron units
Added new model for Eldar Farseer and Chaos Lord (Skirmish mode)
Added new Fatality animations for Librarian, Chaplain and (Skirmish)Chaos Lord
Restored Voice Lines for Chaos Lord and Sorcerer Abilities
Restored Vanila SM Force Commander for Campaign(Chapter Master for Skirmish and Campaign Ally)
Added SM Sternguard Veteran 2nd variation(with Storm Bolters) and increased limit to 4
Added different names for unit squads variations as Cultists, Guardsmen, Scouts etc
Fixed Ork Ard boys colour schemes in campaign
Updated Chaos Ranged Cultist Plasmagun textures
Fixed bug with nondeepstriking Eldar Wraithguards
Changed Armoured Shoota boyz weapon to vanila variant
Nob Leader Power Claw damage increased
IG Kasrkin Plasmagun damage increased
Added Additional build menu
Added turrets and mines for Tau
Fixed missing Tau turrets iin Stronghold missions(Forward Bases Ability)
Increased mines damage
Added improved builders for SM,Chaos and Tau
Added Ork Weirdboy with bunch of abilities and Honour Guard Variation
Added new abilities for SM Librarian and Chaos Sorcerer
Ork Armored Nob morale increased
Ork and IG Heroes don't fill limits
Added morale and morale restore voicelines for SM Grey Knights and Chaos Berserkers
Placed Land Raider on SM Stronghold at the final base
Tau turrets and new builders included to Harrison/Forward Buildings list
Changed Eldar Harrison units list
Disabled Chaos Ranged Cultists endless screams
Fixed Tau Honour Guard Broadside icon
Fixed rare fatal error on Vandea Coast
finnaly,no more cultist screaming i have always hated this
Right,annoying hell scream...
so what does the Jun 16th do?
It Fixes missing Weirdboy effects and missing Tau turrets in strongholds
ah nice
Having trouble launching the mod in the steam version. seems to just ignore the file when I try to play DC
Enough to extract mod files to game directory and activate in menu
Tried looking for it in game activator, but no mod found
Then I don't know...All you need is Dark Crusade v 1.2, extracted mod folder and module file and activation mod in menu
Maybe that's the problem, DC on steam is ver 1.0 and you cant update it.
Seems it's a reason.With earlier DC version mods can't be launched
Still no IG Liberators signature number fix?
You mean 001 badge?It was also updated before(001 & winged skull)
Dont work propa on GOG version of DoW
GOG doesn't support any mod!Use Steam or nonsteam version
I cracked up when I saw the original Space Marine Captain model for the campaign. because he got tired of seeing the space marine captain without a helmet.
Skirmish Captain still the same, Boreale need to deep breath without helmet
Codex astartes
Hi - thanks for the Mod.
qq - does the Optional Graphic Effects zip file need to be manually unzipped to the game folders?
So far, Main mod content applied fine and I have it activated in game manager.
After extraction of the base mod, the Optional Graphic Effects zip file is currently sitting in the game dir root but still zipped up.
Graphical effects are optional, you can play witout it
But if you need improved effects of shooting, explosions, abilities etc then unzip this archieve to mod folder
hi.. how can i disable the reinforcment units that have color blue in the map? it's good idea but i do like play it alone..any idea how to do that please?
I can't understand why, but yes, you can remove it
Download Ally and Bases Addon here(below in list)
Then copy files from remove folder
Отлично, попробуем. Как раз хотел перепройти Дарк и Соул!
"Сегодня враг познает смысл слова страх"))
Спасибо тебе, добрый человек
Тогда можно уж и старенькие DoW & WA кампании с этим модом перепройти, на здоровье)
Any way to use the original Captain model for thule?.
I am not really fan of the New ones.
Also in campaing.
Your stats for yours commander really increase when you get their wargear?.
Appears having 150 in melee instead of 660 with all wargear in story mode,as they struggle with normal melee enemy units.
Actually vanila Thule was restored for campaign in this version.Only FC in skirmish mode remains modded
Ok.
But what about the stats during campaingn?.
Does wargear stats upgrade affects him?
I didn't change wargear upgrades.Both of it work good, damage and health upgrades
Thanks fro the answer.
i check out i have a older version of the mod.
sorry for not checking out before