New name, new missions, new factions, new abilities, new bugfixes - Dawn of War: Strongholds v1.5.0 is finally here. And it only took about two years. :P Remove any previous installations by deleting the "stronghold_missions_ss" folder and "stronghold_missions_ss.module" file from your main Soulstorm directory. Install this version by extracting the contents of the zip file to your Soulstorm folder. Before loading it up, open the "stronghold_missions_ss" folder and run "configure_mods.cmd". If you don't get any error messages here then you can then run the mod by selecting it from the Game Manager on the Soulstorm main menu, otherwise you will need to install any required mods and run "configure_mods.cmd" again. Check the instructions in the readme file for further details on how to get everything set up in-game, and as always: enjoy. :)
CHANGES IN V1.5.0
- General:
- Removed the Temple of Cyrene skirmish map from the list of available missions.
- Fixed unit shadows on missions where they were sometimes not showing up.
- All campaign wargear is now available to be unlocked during missions for Dark Crusade and Soulstorm commanders.
- Added six campaign bonus abilities, which can be unlocked by playing the relevant missions (currently only available for Dark Crusade missions).
- Removed Mannheim Bay and the Suratha Precinct from the list of available missions. A new Steel Legion stronghold to replace them will be introduced in a future release.
- Unification and FreeUI are now required mods.
- Black Templars, Inquisition: Daemonhunt and Steel Legion are now optional rather than required mods.
- Added full support for the Witch Hunters, Thousand Sons, Blood Angels, Adeptus Mechanicus Explorators, Legion of the Damned and Praetorian Guard.
- Fixed the optional Restricted Tiering win condition so that it now works correctly on missions where you start without a base.
- Added more dialogue to various missions.
- Fixed the Survival win condition so that it functions correctly when your commander is attached to another squad.
- Dark Eldar:
- Replaced the Kabal of the Bloodied Claw team colour with the Kabal of the Dying Sun, to be used when attacking Lacunae as the Dark Eldar.
- Sisters of Battle:
- Added Eranthis' improved Sisters of Battle building sounds.
- Space Marines:
- Replaced the Deathwatch Veterans squad with Grey Knights.
- Enabled additional sync kills for the Force Commander.
- Tau Empire:
- Targeting Optics and Improved Metallurgy are now also available to the Mont'ka tech branch.
- The Disciple of Kauyon no longer requires the Path of Kauyon research in order to be recruited.
- The Disciple of Mont'ka no longer requires the Path of Mont'ka research in order to be recruited, and now comes equipped with a plasma rifle and heavy flamer as standard.
- The Aceria Forests:
- Added a new scenario, "The Aceria Forests", based on the Dark Crusade campaign mission.
- Uses adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Overcome the enemy armies that surround you on all sides to gain the Increased Manpower ability for your faction.
- The Ariel Highlands:
- Added a new scenario, "The Ariel Highlands", based on the Dark Crusade campaign mission.
- Uses adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Take on the enemy armies also fighting control for this province as well as its own automated defences to gain the Bulwark ability for your faction.
- The Hyperion Peaks
- Added a new scenario, "The Hyperion Peaks", based on the Dark Crusade campaign mission.
- Uses adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Lead your ready-made army against the entrenched forces occupying the Hyperion Peaks to gain the Forward Base ability for your faction.
- The Vandean Coast:
- Added a new scenario, "The Vandean Coast", based on the Dark Crusade campaign mission.
- Uses adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Fight against three randomised opponents in an attempt to power up the ancient Manufactora and gain the Industrial Production ability for your faction.
- Tyrea:
- Fixed a Fatal Scar Error at the start of the mid-mission cutscene.
- The Thur'Abis Catacombs:
- Made some changes to how the various Necron Beacons' abilities function.
- Moved the position of one of the Necron Beacons.
- The Green Coast & North Vandea:
- Restored adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- General re-balancing of the missions and new enemy attacks.
- Added new mission dialogue.
- Or'es Tash'n:
- Restored adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Added new mission dialogue.
- Added a new secondary objective early on in the mission, with some minor changes to the map layout to accommodate this.
- Added Tau deep strike attacks.
- The Tau now upgrade their technology as the mission progresses.
- General re-balancing of the mission and new enemy attacks.
- Replaced the Imperial banners found across the map with new Tau versions.
- The Peninsula of Iseult:
- Made some small changes to the opening and closing cutscenes to make them run more smoothly.
- Scripted some new attacks against the player's base.
- Lacunae:
- Restored adjustable difficulty settings (selectable from the mission setup screen, rated from Easy to Insane).
- Added new Soul Cages for the Rend Soul and Rekindle Rage abilities, which the Dark Eldar will use against you.
- Randomised the positions of each of the Soul Cages.
- Soul Powers and other Dark Eldar abilities should no longer target your squads/buildings if they are infiltrated, veiled or shrouded (except Piercing Vision).
- Added additional Dark Eldar bases to the map.
- Added additional support units for Vect's Dais of Destruction.
- General re-balancing of the mission and new enemy attacks.
- Added some mission dialogue, including some that was cut from the Soulstorm retail release.
- The Upper Wastes:
- Changed the Barrier Shield Generators so that they have Ulthwé Craftworld colours.
what is Unification and where can i find it
Forums.relicnews.com
It's needed for various faction mods.
thanks
congrats Kasrkin84
Well no complaints in the past 24 hours so I'll take that as a win. :)
Great job Kasrkin84! Thanks for this mod! :thumbsup:
Any chance you could post the unification mod here or something? Forums.relicnews seems to be down
Cheers
Gambit_1 is the project lead for Unification, so I'll have a word with him about getting it up on ModDB.
relicnews is still down. Unfortunately this is unplayable until another path to download becomes available.
If you're talking about Unification and FreeUI then I've already posted alternative links on the main page for this mod:
Unification download link (v1.2): Mediafire.com
FreeUI download link (v1.36): Mediafire.com
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so... :/
MOD -- Fatal Data Error for ability 'daemons_pit_ability_undivided_strongholds' - the child ability 'daemons_pit_ability_undivided_child1' does not exist!
WXP Mod Init -- Failed load for step: 'MOD Data Validation'
Mod Interface Init -- Failed load for step: 'Mod Init'
GAME -- Failed to initialize MOD 'stronghold_missions_ss'!
I may have done something wrong though...