The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.
This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain Mod', it was intended to fix an upgrade bug with the Chaplain (which prevented the Chaplain from gaining melee damage bonuses), but over several iterations turned into the most comprehensive bugfix mod available for Dark Crusade. The mod focuses only on fixing what truly appear to be bugs, mistakes or omissions without trying to modify or add other features, with one exception: it does incorporate the Skirmish AI mod (version 2.6) for Dark Crusade, thus improving computer AI.
This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain Mod', it was intended to fix an upgrade bug with the Chaplain (which prevented the Chaplain from gaining melee damage bonuses), but over several iterations turned into the most comprehensive bugfix mod available for Dark Crusade. The mod focuses only on fixing what truly appear to be bugs, mistakes or omissions without trying to modify or add other features, with one exception: it does incorporate the Skirmish AI mod (version 2.6) for Dark Crusade, thus improving computer AI.
New version up. Fixes a potential Fatal Scar Error, corrects the Tau campaign commander's speed boost from the jetpacks research, adds a Daemon Prince commander icon to the Campaign map screen and corrects some English text.
The IG stronghold still buggy. During the commanders' final dialogue, it just ends without the need to destroy the HQ.
It's good to see this bugfix still moves forward. I have another suggestion: Helm of Lorgar doesn't work for Daemon Prince during campaign (Daemon Prince can't detect hidden objects, mines for example). Can you confirm it on your end? If it confirms, I have a solution prepared.
I encountered audio bugs with the Kroot Hound and Greater Knarlock. The Kroot Hound uses the Pathfinder Team sounds when ordering to move, while the Greater Knarlock uses the Fire Warrior Team sounds when ordering to move. This happens in the campaign, however in Skirmish only the Greater Knarlock uses the Fire Warrior Team sounds, the Kroot Hound remains unaffected.
The Obliterator Squad still uses the CSM sounds when you want to put them in the Daemon Pit, and when you Deep Strike, it still uses the Horror Squad sound. I don't know if this is intended or not, but I'd rather have Obliterators say "Take us to battle" when Deep Striking.
Thanks for the update!
This comment is currently awaiting admin approval, join now to view.
Is there any hope for a script fix for the Imperial Guard stronghold? The map ends prematurely.
Can you give me some more details of the problem?
What happens exactly?
How can I reproduce it?
I don't want to promise anything (got a toddler now that eats up pretty much all of my spare time) but if it's something I can easily fix I'll try to give it a go.
Supposedly, you just have to get close to the base. There's a baneblade next to the hill where the last of the IG base is. The commanders exchange conversation but during the middle of it, the ending cinematic is triggered.
My layman guess is that instead of (or as an extra) the proper destroying the HQ, the victory condition was accidently either set to entering the region or set to the final dialogue. I don't think that's a very hard fix.
If you want to reproduce it, maybe the best way is to play as necron and keep teleporting toward the HQ on the north. Or if you can check the files, maybe you can spot the victory condition or cinematic trigger that leads to the victory. I'd appreciate if you could fix it, the rest of the issues are like a few missing dialogues and wrong portaits which are not essential.
EDIT: it didn't trigger for the eldar. Maybe only a few races affected. Chaos most certainly is.
So, it looks like something sometimes causes the Imperial Guard Regimental Stronghold building to either not spawn properly or to get destroyed before your troops get there.
If that happens, the final cinematic will trigger the moment you reveal the fog of war in that area and show the building is gone.
However, it's not consistent - I've had it happen once with the Necrons, but only once. All repeated attempts to recreate it (bugfix mod or no) have failed.
Unfortunately unless I can figure out what's causing the Regimental Command building to disappear I can't really fix it either...
The bug always occurs during the middle of the final conversation of the commanders, so it isn't too random. I think it was the v27 bugfix when it occurred to me with every race. I don't know how much the bugfix changed the original script of the stronghold, maybe a tool that can show the differences between scripts can give a hint what could be the cause as it never occurred in the original version.
That's the thing:
1) The bugfix mod doesn't touch the scar file for the stronghold in any way.
2) The issue occurs when the Regimental Command building isn't there and you get close enough to 'see' that it's not there. But this doesn't always happen (I've tested it 5 times, and it's only happened once. The other 4 times I had to destroy the Regimental Command building before the mission would end).
Being close enough to see that it isn't there is also what triggers the conversation between the commanders, so it's no coincidence the two overlap.
Since the mod doesn't touch the script for the Imperial Guard stronghold mission and I'm not able to consistently recreate it, I'm at a loss as to how exactly to fix it.
Isn't it possible then to put one there and assign the HQ destroy to the new one that's certainly there?
Also, could it be affected by how many previous strongholds were conquered before? I'm playing hard difficulty, I don't know if that has any impact on the events.
No, the number of strongholds conquered has no effect. My attempts to recreate the issue consisted of reloading the same game (just before selecting to attack the stronghold) 5 times. 4 times it worked fine and the Regimental Command building was there - it was only missing the first time. I didn't do anything different between those different attempts that I've been able to find yet.
Adding a second HQ might mean we end up with two of them, plus since we don't know what causes it to disappear in the first place that's still a very 'dirty' fix that might not even work, which is something I'm not keen on.
I've been trying to see if different ways of interacting with the in-game cinematics (eg, skipping the one where the gun activates, or cancelling them early) might be in some way to blame for the disappearing building, but so far I haven't found anything conclusive.
Is there a cheat or something to turn off fog of war? That could show if the HQ is there and if not, I could just reload and attack the stronghold again. A bit duct tapish solution but it would help not wasting time when the bug occurs.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
How to make the builders build faster? I can't find it when modding.
This comment is currently awaiting admin approval, join now to view.