This mini-mod tripples the unit cap (the maximum number of units you can build during the game), and gives you additional builders and a commander unit on top of the standard HQ building.

Updates will be done if there are any e-mails regarding any issues with this pack, as well as any glitches caused by new patches for Dawn of War.

Note: The Army Painter preview is missing animations for most of the units, and the standard non-transfered Imperial Guard units cannot be painted.

NOTICE: Direct download enabled! Click the link in the profile above.

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0 comments by The_Legacy on Oct 8th, 2005

Mainly because my mirror went kaputz, but partly because of a balance problem, Rev 3 is out. Download it here:

Edf.tauniverse.com

This link is temporary until a permenant solution is complete.

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W40k DoW Total War v2.1

W40k DoW Total War v2.1

Oct 7, 2005 Full Version 2 comments

This is the v2.1 version of the Total War mod. This mod is v1.3 - v1.4 compatable.

W40k DoW Total War v2.0

W40k DoW Total War v2.0

Jul 13, 2005 Full Version 5 comments

This is version v2.0 of the mod Total War. This version of the mod does not have any extra races on top of the four original races. That will come in...

Comments  (40 - 46 of 46)
Hellfire2005
Hellfire2005 Nov 9 2004, 12:43am says:

This mod seems relatively interesting. The population cap reels you in and the Imperial Guard grabs you hook, line, and sinker. Especially since I actually play as the Imperial Guardsmen in the real 40k Tabletop game. I'd love to see you improve this great mod. Keep up the excellent work!

+1 vote     reply to comment
The_Legacy
The_Legacy Oct 22 2004, 12:48pm says:

I'm glad you are enjoying it. Now to answer your questions:

1. The Imperial Guard units in the mod (with voiceovers) came with the game. Normally they are only available in the single player campaign, but by changing one line, I made them available for multiplayer and skirmish (though I added a large starting army). Now, because the game wasn't designed for the Imperial Guard to be playing, they have no AI. I will have to add some in a future release, as well as some stopgap structures (SM buildings that can only build Imperial Guard units).

2. The AI not using all of the cap is a problem I came across too. In skirmish mode this can be alleviated by either cranking the difficulty, or add more computer players that are allied all together. However, I will be modifying the AI in the future release. I will have to study the W40kData.sga file as soon as possible.

Thanks for letting me know, and feel free to contact me at thelegacy@gmail.com.

+1 vote     reply to comment
General_heidern
General_heidern Oct 22 2004, 8:01am says:

The Enemy AI doesent seem to realize for the most part that the Population limit has been increased substantialy, at least not in the easier difficulty levels. (I havent gotten around to trying it on harder modes) Also with the increased size of the armies it makes the maps a lot more cramped, Ive had to squeeze Marine armies off all things into bottlenecks when I make assaults, (which is annoying in the biffy's peril map if you want to make a Marine rush, though Whirlwinds make this job much easier *Maniacal Laugh*)

+1 vote     reply to comment
General_heidern
General_heidern Oct 22 2004, 7:57am says:

That would be great, Btw Where did you get the Imperial Guard models? When I ran them on the beta my jaw almost hit the floor, They looked like they were made by Relic entertainment themselves, Unfortunetly although I could select them I couldent do anything else with them. so I tried it in the demo and it worked flawlessly. I couldent beleive the voice overs, they sounded so official! The closest thing I could figure is that they have those units in the campaign version of the full game, as rescuables or something, but not as an actual race in skirmish mode, Also I noticed that They have no real AI, I played the Biffy's Peril map with 3 on 1 Imperials and one ork army, (thanks to moving the data folder from the open beta to the Demo's respective folder) Unfortunetly While I was able to mop the floor with the Orks (though with a somewhat tenuous hold on them) my Allies did absolutely nothing whatsoever, The guard AI is only good enough to know to defend themselves when attacked, Is that going to be changed?

+1 vote     reply to comment
The_Legacy
The_Legacy Oct 18 2004, 9:51pm says:

I wouldn't mind that at all, except that except for editing text files (which I did to make these changes), I don't know anything about modding models and such, especially since a lot of the tools have not been released yet. I'll definitely consider releasing a v2.0 with the Imperial Guard with buildings. There are some actual Imperial Guard mods coming out though, so look around, since they probably offer more than I could at this point.

+1 vote     reply to comment
General_heidern
General_heidern Oct 18 2004, 5:59pm says:

PLEASE make an update that allows Imperial guard to have Buildings If you arent already!!! Hell I wouldent mind seing a Stop-gap solution of just using Space marine variants in the meantime! (an imperial base could be made up of like tents or something. and troops brought in Via Valkayries at helipads.)

+1 vote     reply to comment
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Released Oct 8, 2005
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