Just a little nostalgia trip. A tweak here, a bugfix there, a complete revamp of the difficulty system, every single enemy attack wave and optional integration with the Unification Mod there.
What is new:
General
- A new unit management system allows the campaign to check for additional units and integrate them if they are present in another mod, allowing them to be unlocked at appropriate missions, as well as being included in scripted spawns.
- Several non-essential quality of life changes have been included in a separate mod (CampaignFixes) which is used by the main mod. This mod can be switched out for other mods if desired.
- All commander units are now detectors. All squad leaders are also detectors, but with less range, to prevent scout cheese, while keeping them useful if microed well. Rangers are allowed to infiltrate again.
- Assault Marines, raptors and Stormboyz can now use transports and deep strike.
- Tartarus guardsmen can capture strategic points.
- The camera is a little bit more zoomed out.
- Compatible with the Unification Mod, except for visual glitches. Almost compatible with DowPro, except for the final Imperial Guard Mission, which is unwinnable due to not being able to construct the required number of thermo generators, and the soulstone not being usable in the final Eldar mission (which can be completed without it). Not compatible with Ultimate Apocalypse, unfortunately, as there are changes in that mod which breaks scripting.
- The frequency of scripted attacks is now dependent on difficulty.
- All attack waves are now randomized; unit composition, squad sizes and weapon upgrades. They will always have squad leaders to help spot careless scouts.
- Objectives requiring the player to capture strategic points or critical locations, now use the UI elements from skirmish to show how many of them have been captured.
- Eldar now have a separate drop in effect, instead of using the chaos one.
- Fixed a bug that gave Eldar an upgrade they should not have, which made banshees
even more overpowered.
Tartarus Campaign
- Restored the original Blood Ravens colour scheme.
- The AI has been increase to max level on Insane difficulty, for those who want an extra challenge. It is, however, prevented from attacking the player immediately.
Mission 1
- The guardsmen fights can now only be triggered after clearing the first ork base, to prevent them from dying without the player being able to do anything about it if they are accidentally spotted too early.
Mission 2
- Fixed a bug that caused a crash if the starting scouts were killed after the reinforcements had arrived.
- The rescuable guardsmen will now only be transferred to the player's command after their attackers have been defeated. The guardsmen squad that erroneously belonged to the Blood Ravens 3rd Company, now correctly belongs to the Tartarus Defence Force.
Mission 3
- The allied Leman Russ tanks will no longer drive out to attack nearby enemies after being saved, but will still shoot if they come too close to the base.
- The starting guardsmen squads now begin fully reinforced.
Mission 4
- Adjusted Orkamungus and Sindri's positions to better fit within the camera view in the opening cutscene.
- Orkamungus's AI is now turned on later in the mission, to prevent the traffic jam right outside the player's base.
Mission 5
- The ork base has been given a few generators and listening posts, so they have the economy to actually do things.
Mission 6
- The Eldar AI now starts active, to prevent cheese, but isn't allowed to attack until after the player has established a base.
- Colonel Brom now respawns if killed, but will stop doing so if the player loses all the imperial guard units.
- The eldar harassers now actually use the webway gates, instead of spawning next to them (probably not noticeable, but it's fun to mention anyway). Rangers only show up during the later stages of the webway cleanup objective, since they are infiltrated and annoying again.
Mission 7
- The first eldar enemy now starts with a full base, and listening posts on all the relics.
- The strategic point controlling the bridge has been replaced with a critical location, to signify its importance.
- The avatar now drops in bodyguards when attacked.
Mission 8
- Raptor harassers now respawn indefinitely until the allied space marine base has been saved. They will randomly choose which part of the chasm they will jump over.
- The rescuable space marines will now only be transferred to the player's command after their attackers have been killed. The chaos attackers now start with heavy bolters, to ensure they win the fight unless the player intervenes. The chasm turrets have been removed, to prevent them from killing an attacker without the player having to do anything.
- The chaos AI now has a small extra base in the top right corner, to make that part of the map relevant.
- The chaplain is now available from this mission onwards.
Mission 9
- The guardsmen squads now spawn fully reinforced.
- Replaced the spawned enemy attack waves with respawnable defenders for each relic, which they will try to recapture if the player has taken them.
- Gabriel now drops in with one terminator squad and one assault terminator squad, two scout squads and two servitors, regardless of difficulty.
Mission 10
- There is now only one AI enemy, with two bases, instead of two enemies, to make the mission less of a slog. The bases are now defended by turrets, and they start with some strategic points captured.
- Gabriel and Isador no longer switch back and forth between weapons during their duel.
Mission 11
- Daemon Sindri now drop in bodyguards when attacked.
- Moved some of the turret lines and mine fields to better positions.
- Removed the ban period on vehicles, because Chaos really needs them to defend against the orks and eldar, who like ganging up on them. They don't attack the player base early on anyway, so it shouldn't be a problem.
- All the factions are now allowed to build their super units, for a grand finale.
- Fixed a bug that caused the AI to default to easy when playing on insane difficulty (I feel a little bad about fixing this one - it was so close to celebrating its 20th anniversary).
Winter Assault
- Fixed an issue that could prevent commanders from respawning if they were attached to a squad when they died.
- Added a resource income bonus to the second playable faction in each mission where you switch between them, to compensate for the bug that reduces income. The income rate will look way to high, but is actually approximately what it should be.
Order Mission 1
- Replaced the seer councils with banshees and guardians, to make the eldar section a bit more challenging. There are no longer enemy possessed marines to fight.
Order Mission 2
- The eldar now have a soul shrine and can build fire dragons and the first set of upgrades on this mission, to make the fight against the wartraks less tedious. The killa kans can now more easily be killed instead of lured away, which will fail the objectives to distract them, but not the main objective. A more direct way to complete their section for those who don't like eldar trickery.
- Removed most of the eldar starting squads, to allow the player to choose unit composition.
Order Mission 3
- Removed two of the starting rangers, both of the starting kasrkins and one of the reinforcing leman russes, to comply with unit hard caps.
- Leman russes are no longer unlocked in this level.
- Kasrkins and ogryns are unlocked during the first stage of the Imperial Guard defence section.
- The rangers no longer turn invisible (actually invisible; not the normal infiltration) when they kill the assassin during the mid mission cutscene.
Order Mission 4
- Leman Russes are now unlocked in this level.
- Removed bonus armour on the landraider and allied imperial guard bunkers.
- The enemy will alternate between chaos and ork waves, and they will always attack what the active player is trying to protect (the landraider for imperial guard and the webway assembly for Eldar).
- There is now only one enemy in the ending cutscenes (chaos killing guard in the eldar ending and orks killing eldar in the guard ending) to prevent the enemies from fighting each other instead of their intended target.
Imperial Guard Mission 5
- The defenders of the ork and chaos bases now despawn when the necrons attack, to prevent them from killing monoliths.
Eldar Mission 5
- The enemy attack waves now move towards wherever the webway assembly is, rather than a specific point on the map, in case the player decides to get creative with relocation.
Disorder Mission 1
- Each ork clan now has a unique colour scheme.
- The squiggoth trainer now respawns in his cage if killed, instead of failing the mission.
Disorder Mission 2
- Changed the dialogue a bit, and some are now randomly chosen alternatives, instead of playing all, as there was just too much babbling. You can still hear every bit of dialogue, but not in one playthrough.
- The ork attacks from the base now continue indefinitely, until the base is destroyed.
- Gorgutz no longer turn invisible when collapsing in the mid mission cutscene.
- The orks spawning from the sewer tunnels in the ork section of the mission, are no longer randomized, to ensure that the player gets tankbustats before meeting any tanks that need busting. Fixed the amount of ork resource the player gets each time a new ork squad is spawned, so there is no longer possible to run out of it and make the mission a slog.
- Reactivated and repurposed an unused mission specific button for Gorgutz. It now re-summons lost ork squads from their sewer tunnels, without Gorgutz having to go all the way back himself to get them.
Disorder Mission 3
- Changed the dialogue a bit, and some are now randomly chosen alternatives, instead of being played in succession.
- Fixed an issue that could cause two Gorgutzes to appear in the cutscene where Sturnn is killed, if Gorgutz had died and respawned during the ork section.
- Removed one of the starting predators, to comply with unit hard caps.
- Extra guardsmen units now stop dropping in after the sacrifice objective has been completed.
- The avatar is now allowed to move after reaching his final destination, so he can attack things.
Disorder Mission 4
- The Eldar forces defending the psychic gate now correctly belong to Ulthwe Command.
Chaos Mission 5
- Extra guardsmen units now stop dropping in after the sacrifice objective has been completed.
THX!
Glad you enjoy it. And thank you, too. It is genuinely touching to see people still hanging around, even after half a decade.
how do I mix this with unification? Ive treid adding it to the module and merging but cant get it to work
great mod btw :)
Open the CampaignMissions.module in any text editor and replace "RequiredMod.1 = CampaignFixes" with "RequiredMod.1 = Unification_Bugfix". Save it and it should work.
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Wow, was searching for a way to use unification with this just 2 days ago.
Thank you for your effort.
So will it also use the updated models from unification?
Yes, for the most part. Some, however, will use the old ones, because they had to be included in the campaign mod. This includes the force commander, imperial general, chaos lord and farseer. The chaplain model has been included specifically to overwrite the one Unification and other mods use, because it lacks the animation to sync kill the bloodthirster, which will crash Winter Assault Order mission 2. Many of the new models also lack the talking animation, so they will look a bit goofy during cutscenes, but other than that, all visual improvements work fine.
absolutely great. Can't wait to try it out.
I've always wondered what motivates you to work on these things that probably nobody still plays. All this added value for nothing :)
Also personal finding in the CampaignFixes folder there is also a lua file for the camera setting.
If anybody uses custom camera settings just overwrite this file with yours and it works great.
The same with the keyboard shortcuts, overwrite them in the Profiles folder.
Well, clearly some people still play it, so I'd say it is for something. At any rate, I enjoy replaying old RTS campaigns from time to time, and want the best possible experience. Getting to share it with others so they can enjoy it too, is an added bonus.
Of course it is for something, just saying it is a lot of hard work for a thankless job basically :) so thank again.
Yes, I like playing the good old games for their story and it is nice to have improvements after so many years.
And another question
Open the CampaignMissions.module in any text editor and replace "RequiredMod.1 = CampaignFixes" with "RequiredMod.1 = Unification_Bugfix". Save it and it should work.
1) Wouldn't this stop using the CampaignFixes improvements that you made?
Shouldn't this change be put in the CampaignFixes module insteam of CampaingMissions?
2) And is it Unification_Bugfix or Unification New Races since New Races is the newest version...
Just asking :)
1) Yes, it will disable CampaignFixes, which is necessary for Unification to work properly. You can't have both, unfortunately.
2) I used Unification_Bugfix when testing, but it looks like they both use the same archive files, so I don't think it matters which one you choose.
Got it. Thanks!
Thanks for the Great Mod. I noticed in the 1st Mission of original DOW, that you cannot equip space Marines with heavy bolters after Gabriel says you can, when you build the Armoury. Heavy flamers can only be built though. Thanks for your work.
That is because of a balance change in Winter Assault and onward, which made heavy bolters require a monastery add-on, which isn't available until mission 2 in the campaign.
I met with a problem when playing with the unification mod, the textures of the guards disappeared in 1 mission of the original campaign and the colonel's model was replaced with a pink cube, the Lehman Ras model remained in place. Mod version 6.9.0 !Ok the problem is solved the old version of the mod does not work well with campaigns
Good evening! Any thoughts about making a mod like the DOW: Strongholds, where are you going play with all races from the Unificaton mod on DC and SS campaign strongholds? This is will be very funny playing the DC necron's stronghold with the Krieg boys. Thanks!
You can still play the Strongholds mod; you just need an older version of Unification (4.68), which is still available for download. A newer version of Strongholds was also being worked on last I checked, though that was a few years ago now. I currently have no plans of including the DC/SS missions in this mod. Maybe if the Strongholds mod gets confirmed abandoned.
Hi. First of all, thanks for continuing to update the mod. I just want to know if there is any issue with the Better Camera mod. When I updated just now, I couldn't zoom out like I used to.
Go to CampaignFixes/data and delete the three camera files, and it should work again.
hey, I like your mod and I noticed that when you ran your mod with unification, the symbol for joining commanders/heroes or side units, e.g. apotheracy space marine, disappeared
hey, I noticed that in the campaign when the Unification mod is turned on, some units are missing, is it optional or have you disabled them permanently?
Aircraft and titan units are restricted, as well as some named heroes that shouldn't be present lorewise.
Hello, is it possible to enable titans and other limited units and heroes?
Go to CampaignMissions/data/scar and open racetables.scar in any text editor. Every unit and building has a number associated with it. The ones that never appear in the campaign have the number 20. Change this to 0 to have them always unlocked, or between 1 and 10 to have them unlocked at some point during the campaign.
hey, I did as you said and I only unlocked Storm Talon and Gabriel. I can't unlock Titans, other units and buildings
Titans require the "0titan_building_enable" and "0titans_tier_ii_enable" upgrades to be buildable. To add these to the campaign, go to the end of each faction's research table, where you will find the "0more_vanilla_squads_enable" upgrade. Copy this entire line and paste it twice underneath. Then replace the upgrade name with the titan upgrades in the new lines. Be very careful not to change anything except the name, or it will cause a crash.
Note that the terminator force commander upgrade is restricted, and must remain so, because it replaces the force commander with the terminator variant, which causes the script to think he is dead and respawn him. Then the new one also gets replaced with a terminator and resapwned, and so it repeats infinitely.
hey, noticed that when I run the Tartarus and lorn v mod with unification, the symbol for joining commanders/heroes or side units, e.g. apotheracy space marine, disappeared how I can fix that?
you can still attach them using hotkeys.
Really glad I found this mod, fun replaying the OG campaigns again, quick question though on WA with unification mod enabled, the guard are showing as Cadian 8th and the marines are showing as Blood Ravens, anyway to revert these back to the Cadian 412th and Ultramarines respectively?
The new models used by Unification lack some texture files that the campaigns use for faction colours. I suppose it's possible to add them, but I have no experience with modelling or texturing.
hey, noticed that when I run the Tartarus and lorn v mod with unification, the symbol for joining commanders/heroes or side units, e.g. apotheracy space marine, disappeared how I can fix that?
Go to CampaignMissions\Data\art\ui\screens and remove gamescreen.screen. I think I left it there by accident when making the team switch button in Winter Assault work both with and without Unification, and that removing it should not cause any issues.
Hi again, i delete it but i don't see any changes in the game for example servitors doesn't open the build menu or scape marines doesn't have the icon for reforce, any clue?
I'm afraid I don't know. It works fine for me. I can only suggest re-installing the mod. Does Unification work properly for you on its own?
Hi! Thank you for the update. Any chance that one day the stronghold missions from Dark Crusade will be added as well? Playing them with Soulstorm units would be amazing.
Try the "Dawn of War Strongholds" mod.
None of the versions work anymore. Basically it requires an older Unification version that no longer available.
Unification 4.68 is still there, as far as I can tell. Click "More Files" in the "Files" section and go to page 2, and you should find it.
Is there a way to play this with Ultimate Apocalypse mod?
No, there are changes in that mod which cause crashes.
How do I make it work in Dark Crusade?
There is an article named "Dark Crusade Compatibility" in the Articles section. It might still work, but I haven't tested it.
I keep getting a scar error in mission 3 of the Tartarus campaign as soon as all of the leman russ' reach my base, Using Unification 6.9.25. Finished the mission without Unification no problems.
I don't get this error. If you open the console (Ctrl Shift ~), it should tell you more about what causes the problem.
My game CTD on start up after I have installed the Unification 6.9.25 patch. It worked fine before the patch on version 6.9.0
Strange. It works for me.
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Great work, i'm loving play this. Never play the saga, but i heard your mod was great to play the main campaigns in a newer enviroment; they were true.
But i'm having a problem with the text, showing always and only a code(something like \23004).
I 've read something about it, here when wondering around this part of the site. but now i can't find it anymore. I want to ask then if someone know how to fix it.
Do you use a language other than English? If so, go to CampaignMissions\Locale and rename the English folder to your language (check the DXP2\Locale folder to see what it is supposed to be called if you are unsure).