This mod consists of a transformation of some of Dark Crusade characteristics by adding more techs, including the powerful Veteran tech, new units and abilities that make all races different from the ones in the original Dark Crusade. When completed this mod will allow players to play through 7 different linear campaigns with nis and other developments, one campaign for each race already in the game. Some of the new features of this mod include aircraft abilities, like thunderhawks dropping bombs on the battlefield or valkyries bombing a target. This mod is still in the early phases of development, so stay tunned for updates. The first playable version should be release in the summer of 2013.

Report article RSS Feed Some of the latest developments on the Veteran Mod

Even though time has not been enough to make any major modding, some smaller tests and concepts development has been happening. From time to time i get some inspired ideas (or not) and some of them have resulted in some interesting models, abilities... Check the full news for more details.

Posted by GreenScorpion on Nov 9th, 2013

Some concepts are related to expanding the available customizable items in a unit like in the case of the improved bad dok concept for orks with the model being converted into something that has better armour, jump capabilities or other interesting wargear (weapons were not cooperative though thus the bad dok will have the same weapons available).

More tests with the bad dok

More tests with the bad dok

More tests with the bad dok

Have you ever felt that the scout snipers are just not veteran enough to do the job well?
That should not be the case with this concept of a Space Marine sniper/recon unit.

Space marine variant with shotgun, sniper rifle...

Space marine variant with shotgun, sniper rifle...

On the abilities side i've coded a new ability for orks which is still in testing phase and needs icons, description, tuning... The concept has proven to be working but there wasn't the time to finish it up for now.

Nobs and other big orks executing the smaller orks was represented in Dawn of War usually in cutscenes but during a battle a nob simply had no definitive way to get rid of a very stupid or coward boy. Now with this concept of execution applied to orks they should be much more imposing. Nobs execute boyz and greater orks execute Nobs...

As always stay tunned for updates and leave any suggestions or feedback below.

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Lord_Cylarne
Lord_Cylarne Nov 10 2013, 12:51pm says:

Oh I love the work here! Very nice job Greenscorpion, very nice.

Suggestion, have the Warboss shoot the boy via his special attack. Plus I think killing a Nob is not a good idea.

+3 votes     reply to comment
GreenScorpion Author
GreenScorpion Nov 10 2013, 1:49pm replied:

Yeah the motion the warboss used was just for my tests cause i hadn't found the right one which i have found now.
About killing the Nob, the execute ability is always about cost and reward and so bigger costs will mean bigger rewards since the warboss ability is different, the death of a singel nob may be used for something far greater like driving an huge group of slugas into a temporary but unstopable (by the enemy) killing frenzy.
Still my setting for the ability is versatile and instead of an instant death it may be just used to hurt the nob or the boy to show the way to the rest of the mob. I haven't decided yet but the concept is interesting enough to test further.

+2 votes   reply to comment
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GreenScorpion
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[DC] Veteran Mod (Dawn of War)
[DC] Veteran Mod Dawn of War - Single & Multiplayer Real Time Strategy
Related Games
Dawn of War
Dawn of War Single & Multiplayer Real Time Strategy