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 15 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 44 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 3 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 169 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 46 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  (30 - 40 of 2,862)
Finlandiaperkele
Finlandiaperkele Jun 30 2014, 5:29am says:

OK. Just played another game in Valley of Khorne, IG(me)vs Tau.
Everything went well, until they attacked. There was no way to survive.
I should have attacked while I was at Tier1 (WITH GUARD), otherwise they just curbstomp.
All this in 4-5 minutes.

Here is my list of things that are wrong:
- Building cant take almost no hits
- turrets/LPs are useless
- You have no way to defend, as your units will be slaughtered into cover.
- (Mech)Infranty is totally useless on guard, since you have no time to produce units required.
- Infact, Guard as a faction is almost useless, since their only viable tactic is thrown out of the window (along with game balance).
- AI gains tech/units WAY too fast
- And WTF is this with building not producing units? If generator is needed, SAY IT somewhere.
- This is NOT DoW. This is Starcraft. This is rushing.

+2 votes     reply to comment
Finlandiaperkele
Finlandiaperkele Jun 30 2014, 2:53am says:

First of all, Thank you! I have waited this to happen, but something is wrong here. Quoting from relicnews, this kind of explains it:

"The game just isn't fun now. It's a rushfest. Buildings have no durability whatsoever. So the entire concept of bunkering is lost entirely. It feels kinda like...kinda like DoW 2...but worse because it's less forgiving and the units are in huge numbers. If I wanted DoW 2...I'd fire up DoW 2. It's not even turtle vs rush because honestly, you can't turtle with those buildings. The turrets are worthless right now and LPs are pointless in updating. You're better off saving for a squad of anything than upgrading an LP. The game just feels "wrong" now. I was a bit surprised that 6 minutes in the match was over. I mean that's SC 1/2 level gameplay but that kind of craps all over the concept of TT. FoK is now rushfest mod? If that's the focus, I understand but if that's the idea...then I guess it's back down to PoK or Apoc." -Madan, Relicnews forums

+2 votes     reply to comment
Legionary_119
Legionary_119 Jun 30 2014, 3:01am replied:

Damn, I was looking forward to the Kaurava version of this mod for a long time. Well... back to Kronus for me then until this is patched

+1 vote     reply to comment
Legionary_119
Legionary_119 Jun 29 2014, 10:04pm says:

Orks are either OP or I am utterly failing at playing Inquisition against them :/ personally I'm leaning towards the latter... (-_-)"

+1 vote     reply to comment
BananaPancake-Chan
BananaPancake-Chan Jun 29 2014, 11:30pm replied:

I dare say the inquisition currently needs a buttload of polish. The sisters have alot of missing tooltip descriptions and the whole faction has tooltips that are shared by several entities, and some things just have tooltips that are outright not true, like the valkyrie drop off. Im not sure, but is the pristine sanctuary supposed to be empty? Are the abilty icons supposed to double when heroes are combined with squads the have the same skills? Are grenades really on an extremely short cd? Are meltabombs okay with one shotting outposts and turrets? Are meltas on the immolator really meant to have ridiculous range? Are some vehicles really lacking anything in their upgrade menus? Is the chimeras hunter killer missiles not supposed to do anything or add any abilies?

If all this the result of a ****** installation, please do tell. D:

From the visual standpoint....both subfactions not having their own separate structure models, daemonhunters only having a retextured landing pad, is to say....could honestly use a change. Theres also some scaling issues with some things, like the valkyrie pick up.
But its understandable that the visual side of things isnt in the best state atm.

+1 vote     reply to comment
BananaPancake-Chan
BananaPancake-Chan Jun 29 2014, 12:03pm says:

Is it normal that my Tau landing site sometimes does not want to build anything?

+1 vote     reply to comment
konga296
konga296 Jun 29 2014, 3:53pm replied:

Trying putting generators near it, some buildings require a power generator near it.

+1 vote     reply to comment
BananaPancake-Chan
BananaPancake-Chan Jun 29 2014, 11:12pm replied:

Oh alright. It seemed like a bug because the barracks was doing the same thing until i rebuilt it in the same spot.

+1 vote     reply to comment
Calgar
Calgar Jun 29 2014, 5:42pm replied:

I got this as well, tried using different races but it keeps happening. Not sure if it may be related to the win conditions but I use the same ones as I did in the DC version of FoK so I doubt its that.

+1 vote     reply to comment
konga296
konga296 Jun 29 2014, 7:32pm replied:

I turned on the rule that lets the Ai use the Scar thing at the top of rules and I have played two matches without the problem, not sure if it completely gone though.

+1 vote     reply to comment
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