Cope's Defense Mod (CDM) is a work-in-progress modification for Dawn of War II. The newest version is 0.5. The goal in CDM is to survive as long as possible against the waves of enemies (currently 40 waves, more to come) with the Space Marine squads (scouts, Tactical Marines, Assault Marines, Heavy Bolter, Apothecary and Techmarine, Force Commander) you receive in the beginning. You can upgrade your squads to be stronger and more effective. Still WIP but you can already download a playable version (which actually is lots of fun).
This is the newest version of Cope's Defense Version with lots of changes. IF YOU ARE EXPERIENCING PROBLEMS EXTRACTING THE MOD-FILES TRY 7ZIP.
7-zip.org
Changelog 0.5
Fixes
- fixed some crashes
- the abilities of the Apothecary now don't interfere anymore
Balancing
- Tyranid Warriors now appear from wave 10 on
- jumping Hormagaunts will also appear earlier (wave 15) and in greater numbers
- waves 20-40 are now significantly stronger, a bug prevented them from being harder
- Force Commander and Techmarine now don't gain level as fast as they did before, Scouts gain levels faster than before
- decreased cost of 'Angels of Death'
- reduced number of enemies in Mayhem Waves
- Ork Burnas now deal less damage
- slightly decreased drop-probabilities
- walls are now more resistant
Gameplay
- added Stormboys (wave 15+)
- added Tyranid Boss: Hive Tyrant
- changed Waaaghboss Bosswave:
- the Waaaghboss will now automatically attack
- new ability for Force Commander: 'Selfless Sacrifice' - BOOM!
- new ability for Apothecary: 'Combat Drugs' - Reduces ability-cooldown of target squad by 50%, doubles movement speed and disables knockback for 10 seconds. It also disables health regeneration. This ability can be improved with the Heal Upgrades.
- new ability for Apothecary: 'Poison' - Target enemy is 50% easier to hit, takes 20% more melee damage, is 33% easier to suppress and has a reduced weapons range for 10 seconds. This ability can be improved with the Poison Upgrades. @requires level 2
- completely reworked upgrade system!
- Assault Marines upgrades: Close Combat, Concentration, Strength (lvl. 1-5)
- Close Combat:
Lvl 1: + 3% Damage, + 2 Melee skill
Lvl 2: + 3% Damage, + 2 Melee skill
Lvl 3: + 5% Damage, + 3 Melee skill @requires level 2
Lvl 4: + 5% Damage, + 3 Melee skill
Lvl 5: + 10% Damage, + 5 Melee skill @requires level 3
- Concentration:
Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
- Strength:
Lvl 1: + 0.25 Health regeneration/second, - 10% Knockback chance
Lvl 2: + 0.25 Health regeneration/second, - 10% Knockback chance
Lvl 3: + 0.33 Health regeneration/second, - 10% Knockback chance @requires level 2
Lvl 4: + 0.33 Health regeneration/second, - 10% Knockback chance
Lvl 5: + 0.5 Health regeneration/second, - 100% Knockback chance @requires level 3
- Apothecary upgrades: Heal, Concentration, Poison (lvl. 1-5)
- Heal:
Lvl 1: Improves Heal ability, Adds accuracy buff to Combat Drugs
Lvl 2: Improves Heal ability, Adds damage buff to Combat Drugs
Lvl 3: Improves Heal ability, Adds experience-earning-speed buff to Combat Drugs @requires level 2
Lvl 4: Improves Heal ability, Adds energy regeneration buff to Combat Drugs
Lvl 5: Improves Heal ability, Removes the health regeneration debuff from Combat Drugs @requires level 3
- Concentration:
Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 3: + 0.33 Energy regeneration/second, - 3% Ability recharge time @requires level 2
Lvl 4: + 0.33 Energy regeneration/second, - 3% Ability recharge time
Lvl 5: + 0.5 Energy regeneration/second, - 5% Ability recharge time, - 10% Ability energy cost @requires level 3
- Poison:
Lvl 1: Adds an accuracy debuff to Poison ability
Lvl 2: Adds a damage-taken debuff to Poison ability
Lvl 3: Adds a speed debuff to Poison ability @requires level 2
Lvl 4: Adds a damage-output debuff to Poison ability
Lvl 5: Adds a weapon disabling debuff to Poison ability @requires level 3
- Devastator upgrades: Ballistics, Speed, Concentration (lvl. 1-5)
- Speed:
Lvl 1: + 2% Movement Speed, + 2% Setup speed, + 2% Rotation speed
Lvl 2: + 2% Movement Speed, + 2% Setup speed, + 2% Rotation speed
Lvl 3: + 3% Movement Speed, + 3% Setup speed, + 3% Rotation speed @requires level 2
Lvl 4: + 3% Movement Speed, + 3% Setup speed, + 3% Rotation speed
Lvl 5: + 5% Movement Speed, + 5% Setup speed, + 5% Rotation speed @requires level 3
- Ballistics:
Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time @requires level 2
Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time @requires level 3
- Concentration:
Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
- Force Commander upgrades: Close Combat, Speed, Strength (lvl. 1-5)
- Speed:
Lvl 1: + 2% Movement speed
Lvl 2: + 2% Movement speed
Lvl 3: + 3% Movement speed
Lvl 4: + 3% Movement speed
Lvl 5: + 5% Movement speed
- Close Combat:
Lvl 1: + 7% Damage, + 2 Melee skill
Lvl 2: + 7% Damage, + 2 Melee skill
Lvl 3: + 10% Damage, + 3 Melee skill @requires level 2
Lvl 4: + 10% Damage, + 3 Melee skill
Lvl 5: + 15% Damage, + 5 Melee skill @requires level 3
- Strength:
Lvl 1: + 0.25 Health regeneration/second, - 10% Knockback chance
Lvl 2: + 0.25 Health regeneration/second, - 10% Knockback chance
Lvl 3: + 0.33 Health regeneration/second, - 10% Knockback chance @requires level 2
Lvl 4: + 0.33 Health regeneration/second, - 10% Knockback chance
Lvl 5: + 0.5 Health regeneration/second, - 100% Knockback chance @requires level 3
- Scout upgrades: Sight, Speed, Ballistics (lvl. 1-5)
- Sight:
Lvl 1: + 10% Sight range, + 2% Weapon range
Lvl 2: + 10% Sight range, + 2% Weapon range
Lvl 3: + 10% Sight range, + 3% Weapon range @requires level 2
Lvl 4: + 10% Sight range, + 3% Weapon range
Lvl 5: + 15% Sight range, + 5% Weapon range @requires level 3
- Speed:
Lvl 1: + 10% Movement speed
Lvl 2: + 10% Movement speed
Lvl 3: + 10% Movement speed
Lvl 4: + 10% Movement speed
Lvl 5: + 15% Movement speed
- Ballistics:
Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time @requires level 2
Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time @requires level 3
- Tactical Marines upgrades: Ballistics, Concentration, Strength (lvl. 1-5)
- Ballistics:
Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time @requires level 2
Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time @requires level 3
- Concentration:
Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
- Strength:
Lvl 1: + 0.25 Health regeneration/second, - 10% Knockback chance
Lvl 2: + 0.25 Health regeneration/second, - 10% Knockback chance
Lvl 3: + 0.33 Health regeneration/second, - 10% Knockback chance @requires level 2
Lvl 4: + 0.33 Health regeneration/second, - 10% Knockback chance
Lvl 5: + 0.5 Health regeneration/second, - 100% Knockback chance @requires level 3
- Techmarine upgrades: Concentration (lvl. 1-5)
- Concentration:
Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
- added wargear for squads:
(...) The changelog is too long for this field, just download the mod, full changelog is included in the readme :).
Can you please reupload this with winrar? I cannot unzip it with winrar nor can I open it with 7-Zip..
I can't unzip it either.
i download need only to delet my imperial guards minimod
were do you get teh imp mod?
the mod have a mod launcher IT HAVE A MOD LAUNCHER
IT WONT LET ME DO NORMAL or 7-ZIP
can u use this on Chaos Rising?
i cant create map
when i press create server, put server name my game crashed!!
i have net framework 4, but launcher dont work
windows 7 x64
i create bat file with dow2.exe -modname z_cope
need ur help!!
i have
Chaos Rising 2.1.2.4
some 1 help me!!!
can you redo the exact instructions on how to install this *CORRECTLY* I get the same problem everyone else has, and I have followed the readme correctly.
can you make this for 2.6 ver plz ?
This comment is currently awaiting admin approval, join now to view.