Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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More Starting Reinforcements Winconditions (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Fan Thread : More Starting Reinforcements Winconditions) Locked
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Feb 20 2015 Anchor
Do you want to start battles with bigger armies? MSRW is just for you! I cannot make a good advertisement

In my free time time I've made three additional windonditions for current version of UA. Nothing special, just modifications of Starting Reiforcements:
-Addon: Starting Reiforcements - Bigger -adds more squads than normal Starting Reiforcements

CSM: 2 Renegades, 1 Chaos Marines, 1 Raptor
DE: 2 Madrakes, 2 Warriors
Eldar: 2 Guardians, 2 Storm Guardians
IG: 2 Conscripts, 2 Guardsmen
Necron: 2 Builder Scarabs, 3 Attack Scarabs
Orks: 2 Sluggas, 2 Shoota Boyz
SoB: 2 Missionaries, 2 Battle Sisters
SM: 2 Scouts, 1 Tactical Marines , 1 Assault Marines
Tau: 2 XV15 Stealth Suit, 1 Fire Warriors, 1 Kroot
Tyranid: 2 Spinegaunts, 1 Terma~ and 1 Hormagaunt

-Addon: Starting Reiforcements - Elites - adds elite squads

CSM: 1 Noise, Plague, Rubric and Berserker squad
DE: 2 Scourges, 2 Wyches
Eldar: 2 Dark Reapers, 2 Striking Scorpions
IG: 2 Kasrkins, 2 Commissar Cadets
Necron: 3 Pariahs, 2 Builder Scarabs
Orks: 2 Nobz, 2 Flash Gitz
SoB: 2 Repentias, 2 Celestians
SM 2 Stern~ and 2 Vanguards
Tau: 2 Pathfinders, 1 XV8 Sunfire, 1 Kroot Hounds
Tyranid: 2 Warriors, 2 Raveners

-Addon: Starting Reiforcements - Transports - adds transport units and/or other vehicles
CSM: 3 METAL BAWKES!!! Rhinos, 2 Chaos Dreadnoughts
DE: 2 Raiders
Eldar: 2 Falcons
IG: 2 Chimeras, 1 Kronus Chimera
Necron: 2 Destroyers
Orks: 3 Trukks
SoB: 3 Rhino, 2 Sentinels
SM: 2 Rhino, 1 Razorback
Tau: 3 Devilfishes
Tyranid: 1 Screaming Killer, 1 Hellfex

-Addon: Starting Reifor.-CommandersA and Addon: Starting Reifor.-CommandersB - both add commanders but there's difference between added Space Marine commanders
CSM: Chaos Lord,
DE: Archon
Eldar: Autarch
IG: General
Necron: Necron Lord
Ork: Warboss
SoB: Canoness
SM: Brother Captain (added by CommandersA), Force Commander (added by CommandersB)
Tau: XV22 Commander
Tyranids: Hive Tyrant

To install them just extract .lua files from Starting Army2.1.zip Mediafire.com and put them where you have Soulstorm installed: Ultimate Apocalypse/data/scar/winconditions

I appreciate any suggestion that can improve these winconditions.

Edited by: Kaitenhammer

Feb 20 2015 Anchor

On Starting Reinforcements -Bigger-, I'd say the Eldar have the upper hand. I haven't played DoW in a long time, but if the stats remain anywhere close to what I remember, 2 Guardian squads + 2 Storm Guardians will make short work of most of what other armies get.

On Starting Reinforcements -Transports-, Necrons and Tyranids are kinda lacking mobility. I see they got anti-vehicle squads, but any of the other races "just" has to load melee units into their allocated transports (and assuming they use them well) to pretty much nullify the Immortals/Zoanthropes.

It should be also taken in account I haven't played DoW in a loooong time and when I did I was really not gud (could only turtle and on specific maps, gah), so there's a sizable chance I may be speaking the gibberish.

--

How to improve performance on DoW: Soulstorm
if TV and Beer == nil then
rgd.GameData.crazy = true
rgd:save() end

Feb 21 2015 Anchor

Hm, I'll see if Eldar have an upper hand, but I don't think they have such a great advantage over other races.

About -Transports-; originally I intended to put 2 Tomb Spyders for Necrons but IMO it could make them kinda too strong. Maybe it would be better to replace Immortals with Destroyers... or are they even stronger?
Tyranids... maybe I should replace Zoanthropes with Hell/Killfex?

Also do you think Chaos should get different squads, cause they felt kinda underwhelming when I fought against them?

Edited by: Kaitenhammer

Vvacjrier
Vvacjrier The Great Confessor
Feb 23 2015 Anchor

The only thing I would change after having a quick glance at this is at Starting Reinforcements -Bigger- the Orks schould get 2 Sluggas and 2 Shootas instead of 4 Sluggas
1. Most other races have ranged and melee units
2. Da gits iz choppy alroight but yer can neva haf enuff dakka

Edited by: Vvacjrier

--

I tread the path of righteousness. Though it be paved with broken glass, I will walk it barefoot. Though it crosses rivers of fire, I will pass over them. Though it wanders wide, the light of the Emperor guides my step.

Mar 1 2015 Anchor

I have created another version that changes amount of added units and added another wincondition that adds commanders:

Orks:
2 Sluggas, 2 Shoota Boyz, 2 Nobz, 2 Flash Gitz
SM:
2 Scouts, 1 Tactical, 1 Assault
Necron:
2 Builder Scarabs, 3 Attack Scarabs, 2 Destroyers instead of Immortals
IG:
2 Conscripts, 2 Guardsmen, 2 Commissar Cadets instead of Ogryns
Chaos:
1 Chaos Marines, 1 Raptor, 2 Chaos Dreadnoughts instead of Attack Bikes
Tyranids:
1 Screaming Killer and 1 Hellfex instead of Zoanthropes

I also updated the first post where there are more details about Addon: Starting Reifor.-Commanders

Edited by: Kaitenhammer

Mar 2 2015 Anchor

I probably wont be using the mod as i prefer to start games with a blank slate, but its still interesting as a thought experiment.

Kaitenhammer wrote:
SM:
2 Scouts, 1 Tactical, 1 Assault


That one can't be right though. I can't see any matchup where they wouldn't loose badly to the others, in fact without any special weapon upgrades i think you'd be surprised of the outcome of them only meeting the 3 attack scarabs from necrons. If chaos gets two dreadnoughts then you could at least add one for space marines.

Another thing i'm thinking is that if you dodge figthing at the start an infantry heavy setup like the orcs would be able to cap points extremely fast, orcs will have capped 8 points before the tyranids have capped their first.

Other than that i like that you've tried to make the setups different and not just something easily balanced like 1 ranged, 1 melee and 1 tank from the same tier. Flipside is ofc that you always get bad and good matchups

Edited by: mbjo

Mar 8 2015 Anchor

Hey Kaitenhammer, once again thank you for these nice winconditions!

I've discovered a bug. If you stack up multiple winconditions together, you will get a scar error and game won't continue. It is because you have stacked up "AddArmy" several times. All names must be different for those multiple winconditions to work...

Rename "AddArmy" to "AddArmy_Elites" and etc like I did, then you will most certainly have a functional addon. :)

Mar 9 2015 Anchor

Oh, thanks for reporting that bug. Though it's weird, I had all of the winconditions enabled and it worked just fine...
Anyway I uploaded "repaired" winconditions Mediafire.com here and in the first post.

Now if only I could make Mark Target's icon show where I want it to...

Mar 9 2015 Anchor

I wonder what is on your mind... :)

Mar 9 2015 Anchor

Basically I wanted Tau Probe Turret add-on to use Markerlight but the icon is either hidden by Fortified Defenses and Heavily Fortified Defenses Researches or it doesn't show at all. When the researches are completed it usable though. It's the same as normal Mark Target but has a longer range (50 instead of 35).

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