Half Scale 1.20 for DoW: Dark Crusade
Dec 13, 2006 Full Version 6 commentsHalf Scale 1.20 DC Author... zurn Homepage For Dawn of War: Dark Crusade. Weird Installation note: due to a dependancy in the mod manager (for all mods,...
Half Scale 1.20 DC
For Dawn of War: Dark Crusade
Weird Installation note: due to a dependancy in the mod manager (for all mods, the thing in the main menu), make sure you have Adobe Acrobat Reader 7 installed. Weird but true.
For old out-of-date versions see bottom.
Smaller units, Grander Battles!
This mod scales down everything in Dawn of War by half, including all units, speeds, and weapon/ability ranges; unit caps, however are increased. This lets you fight massive battles, with larger armies, on effectively huge maps!
Features:
* nearly everything is scaled down by half
* choice of doubled or tripled caps (for unit hardcaps as well as squad/support/pop)
* compatible with the Dawn of Skirmish AI Mod
* Necron Warrior build time penalties reduced, initial cost is the same
Exceptions to the scaling:
* buildings remain full size
* hero personality hardcaps are not changed (eg. Necron Lord, Command Squad)
* most area effect ability radii are not changed
* mines are regular size, but have twice as many charges and cost twice as much
You can choose between the various options in the Game Manager in the Main Menu, or from the Start Menu. The AI has been tweaked to let it take full advantage of cap increases.
Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option from the Game Manager or Start Menu. You'll need to install Dawn of Skirmish separately, available at the Dawn of War Complete Mods forum: Forums.relicnews.com
I also recommend the Camera Zoom mod, which lets you zoom out more for a commander's perspective: Dawnofwar.filefront.com
Installation
Run the installer and choose your Dawn of War: Dark Crusade directory. Once you're done, run Dark Crusade normally and select the Game Manager from the Main Menu. Choose the version of Half Scale you'd like to play: Half Scale with double or triple unit caps, and with or without the Dawn of Skirmish AI Mod. You can also use the Start Menu shortcuts.
You can remove the mod by running the uninstaller from the Start Menu, from the half_scale\uninstall directory, or from the Windows Add/Remove Program utility.
Feature Details
Things that were rescaled (all races):
* unit sizes
* unit shadows
* unit sight/identification ranges
* unit speeds
* weapon range
* projectile speeds / artillery error offsets
* ability ranges
* building and unit effects with a radius value (eg. explosions)
* squad formation spacing (set to 2/3 size to prevent excessive collisions)
* multiple squad formation spacing
* response ranges relating to melee/range combat and stances
* weapon hardpoints
* unit melee_sizes
* selection circles/boxes and volumes
Other changes:
* Individual and general unit caps doubled / tripled
* Squad/Support Cap upgrades/buildings adjusted for cap increase
* AI tweaked to take advantage of larger unit caps
Things that were deliberately not rescaled:
* building sight ranges
* building control ranges
* building size
* Ork pop tech requirements
* Most area-effect abilities (eg. Orbital Bombardment) keep their original radii of effect (but activation ranges are still halved); see the included readme file for details
Known Issues
- Beam weapon effects (such as lasgun beams) will seem to stop half-way towards the target; they are in fact hitting, but the problem is they are scaled both with the base unit model and proportional to the target's distance as a fraction of the max range. So they in effect get scaled twice, with the unit and with the max range fraction.
- Undeployed Heavy Weapons Teams (Imperial Guard) look full size; couldn't seem to change their visual size. The Deployed version scaled properly, though.
Modding info
I used Cucc's handy RGDEdit tool extensively. I included the script files I used for making mass changes to the attribute files. The SGA archives were created with Relic's Mod Packager.
---
Feel free to post your comments and feedback here or at the Relic forums (the Half Scale thread at Forums.relicnews.com). Thanks for playing Half Scale!
zurn
---
Older Versions
For DoW 1.4 use Half-Scale 1.14
For DoW 1.3 use Half-Scale 0.93
For DoW 1.2 or earlier, use Half-Scale 0.9
2 comments by zurn. on Aug 1st, 2005 digg this super bookmark
The Half Scale Mod is now compatible with Dawn of War 1.3. Half-Scale Mod shrinks everything in Dawn of War down to half size (and doubles all pop maxes), allowing for truly huge battles.
Half Scale 1.20 DC Author... zurn Homepage For Dawn of War: Dark Crusade. Weird Installation note: due to a dependancy in the mod manager (for all mods,...
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
Thanks zurn =D!
And yes, the crouching Eldar Guardians aren't really a big deal, they just look strange. Thanks for the clarification.
Thanx for ur help i got it to work but the desciptive box (bottom rite corner) dosnt say enything is this a bug of the upgrade??
Valon:
Try uninstalling Half-Scale. Make sure the half_scale folder and all half_scale*.module files are removed form the Dawn of War directory. Also, try removing any other mods you may have installed.
Dawn of War tries to load the last mod you loaded when you start. If the versions aren't compatible, DoW will crash.
im talking about the game with no patches of nuthing i had to re-install the intire game and all it dose is play the intro movie then closes??? how can i fix this?
New version should be up soon.
teknotiss:
I haven't made Half Scale for WA yet, I have to wait until Relic releases the tools I need.
Valon:
Did you patch DoW up to 1.4? You're probably trying to use an incompatible version of Half Scale. Half-Scale 1.04 only works for DoW 1.4, get the other versions for earlier patches.
... hey dude does this Mod for the WA Exp do the same? cos i'll wait till its fixed if that the case. other wise i'll just get that Exp.
and does the unit cap and the vehicle cap have to be the same? cos i thought maybe half as many vehicles and some extra squads for Eldar Orks (and Imp Guard), would make it a bit closer to reality? i just think that 60 of each is a bit, erm, unbalanced!
What do you think?
cheers for the prompt prev reply
oh and i basically haven't stopped playing since that post...
very nice!
i had to re instll me dow game and now all it dose when i play it is play the intro movie then cuts out y is this???
BTW, the squad leader bugs (and others) are due to a problem with the 1.4 patch; other mods are having the same problem. Previous versions of Half Scale work fine.
are all these mods for 1.4 or r sum 4 winter assualt??
I'm going to take a look at the squad leader problems. Currently only the following units can get squad leaders: Cultists, Guardians, Banshees, and Dark Reapers. Also, Orbital Bombardment is broken, but I think that'll be easy to fix.
The Eldar Guardians "crouch-walking" is fine; it's because the animations are linked to the speed, but they are moving fast enough. I'll also take a look at the Chaos Horrors weirdness.
For the latest 1.4-compatible mods, take a look here.