After a long break due to a breakdown of the original team, we are merging the Purgation of Kaurava and Firestorm over Kaurava modifications. This modification is the result of that merge and will STILL be Firestorm over Kaurava.

Melooo/yooo has been very generous in allowing the two modifications to merge and baz4431 has been heading the recent team reorganisation!

Expect more news as we progress; a Soulstorm version of the modification isn't that long away!

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9 comments by Gorb on Feb 1st, 2013

Today's news feature is bringing people up to speed on the Forces of Chaos in DoW40k: Firestorm over Kaurava!

The artwork, and a lot of the code behind it, comes directly from Melooo's efforts while involved with FoK and his own mod; Purgation of Kaurava. Squads gain visual upgrades as you unlock specific researches! What you see is here an Iron Warriors-themed force with not a lot of research unlocked!

Later on in the game, I chose the a siege-based Trait (Iron Warriors in all but name) over the Zealous Trait and my Chaos Lord and Chaos Marines changed to something more . . . Iron :) Conversely, the Zealous upgrade takes your Undivided force more in the direction of the Word Bearers . . . in all but name.

This allows you to create your own custom Chapters and warbands, but still get the great gameplay of the Traitor Legions of Chaos!

The current internal build is quite polished; Mirage Knight is doing excellent work behind the scenes. Our aim is to get it as refined as we can through internal testing, as the game mechanics aren't solid yet.

Check out our Images gallery for some previews! More screenshots to come when I get time!

Iron Within, Iron Without!

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Beta Firestorm over Kaurava Patch

Beta Firestorm over Kaurava Patch

Jun 28, 2014 Patch 32 comments

What I uploaded was actually an older version. This patch updates a bunch of unit stats and costs and also adds a few others. To install, simply extract...

Beta Firestorm over Kronus

Beta Firestorm over Kronus

Jun 27, 2014 Full Version 56 comments

Here's the first version of FoK for Soulstorm! Compared to the DC version, Firestorm over Kaurava features a completely revamped combat system, plus new...

Firestorm over Kaurava Beta

Firestorm over Kaurava Beta

Jun 27, 2014 Full Version 6 comments

How to install: -Extract the .rar inside your Dawn of War Soulstorm directory. -Open the new DoW40K_SS folder and then the for_root_dow_ss_directory folder...

DoW40K:FoK 3.6 - Release Candidate 4530

DoW40K:FoK 3.6 - Release Candidate 4530

Jun 3, 2010 Full Version 174 comments

This is a fairly recent internal build of the mod. Uploaded here cause some people are having trouble with the megaupload link, however it still requires...

FoK 3.5 .exe

FoK 3.5 .exe

Sep 19, 2009 Full Version 48 comments

For those of you having trouble installing the manual version/prefer .exes

FoK Map Pack

FoK Map Pack

Sep 14, 2009 Full Version 8 comments

This is a collection of maps you can use with FoK's 3.5 release. Enjoy!

Post comment Comments  (20 - 30 of 2,889)
mafnmarsn
mafnmarsn Jul 25 2014, 1:20pm says:

Great work :) Just one thing: Instead of a unit's name and ability descriptions I've only got some kind of number/code. It is the same in the army manager. I kow its abeta, but is that normal or did I screw something up?

+1 vote     reply to comment
GreenScorpion
GreenScorpion Jul 26 2014, 9:14am replied:

Copy the files in "Mod_folder_name_here"\locale\English to a folder in locale with the name if your language of installation. If there isn't a folder for your installation language create one (make sure to check soulstorm folder for the correct locale folder name if you don't know it).

If your installation is in English i would suggest reinstalling the mod.

+2 votes     reply to comment
mafnmarsn
mafnmarsn Jul 27 2014, 10:00am replied:

Thanks :) Now th only issue is the IG AI...well, I hope the next update comes soon.

+2 votes     reply to comment
onard
onard Jul 26 2014, 6:45am replied:

Do you have an english version of the game? If you're playing it in a different language, the UI names for the mod will fail to upload properly.

+1 vote     reply to comment
fm025
fm025 Jul 23 2014, 3:38pm says:

First of all, I wish to state that this mod is really GREAT in all terms, gameplay changes, features, and optics, and that anyone interested in WH40k should really play this! When this is finished (and some day hopefully includes Tyranids), this will probably be like the best WH40k game out there. Actually, the only thing that really keeps me from playing it even now is probably the opponent´s AIs; because, for example, even those that are (initially) working well would at times decrease their level of activity rather drastically later on and all of them keep attacking structures with units that can´t harm them. But, since the developers are already well aware of that area, I won´t go into further detail here, instead addressing some other issues below.

I can think of 3 intentional gameplay elements that, while probably having some kind of TT background (though I´m not sure about that), may not make as much sense given the different game mechanics here, while at the same time they, frankly, seem rather silly by any real world measure. These are:
1) The fact that whole squads charge into CC as soon as 1 member gets involved in it, which leads to rather ridiculous situations; like when that single Ork, after having slain his opponent from the squad his pals are fighting, charges the foremost one of the scouts firing in from behind, and the latter´s dumb colleagues, instead of shooting the attacker, run forward for quite some distance to get slaughtered in melee. This is quite a standard situation in Marines vs. Orks battles and, combined with the really short range of that weapon, makes it also quite risky to just throw in a grenade.
2) The fact that I need separate versions of units in order to transport them by vehicles. I should think that, even for Ork standards of intellect, it shouldn´t pose much of a challenge to get on a truck and ride along.
3) I´d also guess that if a thing called a “fragmentation grenade” goes off near me, I´d be pretty ******.

tbc..

+1 vote     reply to comment
fm025
fm025 Jul 23 2014, 3:42pm replied:

adding some random bug reports I can think of right now, just in case there´s something no one else noticed so far:
- The warboss´s (shouldn´t it be called Waaagh!-Boss, btw) attack squig won´t show up
- When I rotate the camera so to completely horizontal, and zoom in, I´m sometimes able to see “below” terrain surface, showing a light blue “background”; in fact, really flat terrain gets to look entirely like a clear lake with things “above” it being “reflected” in it
- On the map called Haine´s Demise, a long, thin, needle-shaped, shadow-like artefact, attached to Space Marine HQs, appears
- My units would sometimes just stand around and allow themselves to get slaughtered
- On other occasions, while on that supposedely defensive yellow what´s-it´s-name stance, they would charge enemy structures rather far away, and, I belief, out of at least their own sight
- Those flame effects from the Inquisition´s towers look rather a little big to say the least, especially when considering the fact that they don´t even do area damage
- The Inquisitor, instead of dying normally, will just freeze and sink into the ground
- In general, most corpses will disappear, even with that what´s-its-name setting on “high”
- My loading times have increased quite a lot (don´t know if anything can be done about this though)
- the game sound, is not nearly as loud as in the unmodded game
- there´s seemingly also rather a lot of metallic ringing as soon as close combat ensues, with rather little of that sweet chainsaw motor melody I love so much, even with only chainsaws in a fight, but this might also be because of the ****** ear phones I´m forced to use at the moment
- the lower left unit icon on the menu for that Eldar “barracks”-kind of thing shows some numerical code instead of a name
- once, it seemed 2 me like the Ork AI was charging a unit it wasn´t supposed 2 see because it was infiltrated

Otherwise, thank u very much for that cool mod, and continue the great work!!

+1 vote     reply to comment
onard
onard Jul 26 2014, 6:41am replied:

Now for your second post:
-We currently have no model to represent the attack squig.
-The camera sometimes does kinda funny effects when you put it in extreme positions. That's way outside my field of expertise, as I have no experience with DoW graphics manipulations.
-See above.
-Units sometimes standing still and letting themselves get killed is a known bug that unfortunately we couldn't found the reason for yet. However you can quickly correct it by simply ordering the unit to Stop (keyboard shortcut S), and then they should start fighting back.
-Maybe you were using tank bustaz? They have the Glory Hogs ability that makes them automatically chase and attack any tanks or buildings on the map if left idle.
-They do area damage, the area is just indeed smaller than the animation.
-Animation problems. Outside my field of expertise. Did I mention we really could use some animators?
-See above.
-I believe some older members of the team decided the vanilla sounds were somewhat too high. Well, you can simply turn on your computer's sound louder.
-This mod has a quite high number of extra stuff, so longer loading times are to be expected.
-Hmmm, I think it may be your earphones as well.
-Will see to it.
-Ork big mek has an ability to detect infiltrated units at distance.

Thank you for your support!

+1 vote     reply to comment
onard
onard Jul 26 2014, 6:40am replied:

Ok, let's see if I can reply to all of that:
1)Following tabletop, every member of a squad is either fighting in melee or shooting. That's also an hardcoded game mechanic. Otherwise it would kinda suck for low-numbers elite melee units, since they would still be taking shots from the enemy special guns even when in close and personal.
2)Again following on tabletop, there's a limit to how many troops a single transport can carry. Jamming 30 ork boyz in a single trukk or 30 guardsmen in a single chimera is just something that shouldn't happen. Due to engine limitations however, we need separate squads with different max sizes to code whetever they can be loaded inside transports or not.
3)Frag grenades do cause morale damage, but by itself isn't enough to break a squad consisting of bloodthirsty aliens/hardboiled warriors.

+1 vote     reply to comment
fm025
fm025 Jul 26 2014, 1:31pm replied:

Thanks for that extensive reply. As for 1), I´m sorry, I just didn´t get that it was already in the unmodded game, hadn´t played it for a while. 2) makes perfect sense now, of course. In fact, I almost thought that, but was apparently too lazy too check, sorry for that as well. Still not really confident with 3) though, but well.. As for all the stuff in my second posting, that shouldn´t be a complaint, but was rather an intended possible help for you in finding some of those little things (you probably understood that, just wanted to make sure). As for the units that attack over maybe a little too large a distance (at least I got that impression at the time), to pick that one out again, I first realized that with ordinary Space Marines. As for the sound, I really think that the max level may be a little low, at least for people with ****** sound systems (glad I´m not one of them, not normally). But hey, that´s just details, there´s a lot of great work in that mod already.

+1 vote     reply to comment
sgnl05
sgnl05 Jul 15 2014, 7:24pm replied:

Thanks for the reply. It just seems like an unnecessary change to me. It isn't really more codex 'friendly' no matter which way you look at it since IG have always been able to take heavy weapons in their regular squads and this has been in every edition. If you have to deviate from the codex for balance reasons then sure, but was it actually unbalanced?

+1 vote     reply to comment
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DoW40k: Firestorm over Kaurava
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