This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Update and install notes are in the description. This version is compatible with Medstar's Mod Manager.
Leader Overhaul Mod v1.6:
*If you are updating from a previous version, delete the previous version before installing.
Download and extract this .rar archive using WinRAR or an equivalent program.
If you are using the Steam version, you may place the "LeaderOverhaulMod v1.6" folder anywhere. If you have the windows store version, then you must put it here:
C:\Users\*YourUsername*\AppData\Local\Packages\Microsoft.BulldogThreshold_8wekyb3d8bbwe\LocalState
Open the "LeaderOverhaulMod v1.6" folder, then open "ModData" and copy the address/path.
Then, go to:
C:\Users\*YourUsername*\AppData\Local\Halo Wars
Right click, create a .txt file and name it "ModManifest".
Open ModManifest and paste in the address that was copied.
Save ModManifest, and you're done
Example of the mod folder path:
C:\Program Files (x86)\Steam\steamapps\common\HaloWarsDE\Medstar's HaloWarsDE Mod Manager\HWDE Mods\LeaderOverhaulMod v1.6\ModData
Download and extract this .rar archive.
Download and install Medstar's Mod Manager
Follow the instructions given in the description of the Mod Manager
Place the "LeaderOverhaulMod v1.6" folder in the "HWDEMods" folder
Example of the mod folder path:
C:\Program Files (x86)\Steam\steamapps\common\HaloWarsDE\Medstar's HaloWarsDE Mod Manager\HWDE Mods\LeaderOverhaulMod v1.6\ModData
- Medics can now deploy their medic beacons by right clicking on the ground, rather than by using an ability
- All Marines and Rebels now have Halo Reach models, and ODSTs have Halo 3: ODST models
- Spartans (except Jerome) now have Halo Reach armor, and some have armor abilities (jetpack, hologram). More are planned to be added in the future
- Replaced Cutter's hornets with Falcons
- Many Elites now use full Halo Reach models
- Rocket Marines' hitpoints increased significantly
- Rocket Marine hitpoints increased by 119%, and armor type changed from "Light" to "LightArmored"
- Rocket Marines' first upgrade is now researched by default
- Cutter BR marines changed back to regular AR marines but given medic upgrade, while other UNSC leaders retain the New Blood II upgrade
- Marine Sniper changed to Marine Marksman
- UNSC/Rebel watchtowers' line of sight has been increased
- Watchtower upgrade (to change a turret into a watchtower) no longer requires any tech levels
- Reduced the cost of Watchtowers to 200 from 250
- Rocket Warthogs damage increased by 7.5%
- ODST drop now has a maximum of 5 drops at a time instead of 10
- Reduced stat increases provided by ODST upgrades
- ODST upgrades increased to tech 4. Upgrades 2-4 now cost more supplies.
- ODSTs' rocket ability replaced by a dedicated rocket ODST in the squad (still unlocked via the upgrade)
- Increased Rhino Hitpoints by 30%
- Increased Rhino projectile velocity by 40%
- Rhino lockdown attack damage increased by 34%, range increased by 16%, and splash damage radius by 55%
- Increased Rhino non-lockdown attack damage by 20%
- Increased Rhino non-lockdown attack AOE by 33%
- Reduced Gauss warthog damage by 10%
- Heavy Scorpions' cost reduced from 650 to 550
- Tigers' hitpoints increased by 11.5%
- Sergeant Forge (warthog version) now spawns when a field armory is built for the first time, just like other unsc leaders (does not affect campaign)
- Sergeant Forge (warthog) damage increased by 20% (does not affect campaign)
- Sergeant Forge (Infantry) basic attack and grenade damage increased by 60%, Rapid fire attack damage increased by 36% (does not affect campaign)
- Anders' damage increased by 38% (does not affect campaign)
- Cyclops' repair speed increased by 50%
- Cyclops' base movement speed increased by 30%
- Cyclops and Goliath damage against medium vehicles (such as warthogs or wolverines) increased by 50%, damage against armored infantry (like cyclops) increased by 25%
- Grizzly weapon types for its MG turret and canister shell updated to match those of scorpions
- Removed second page of the rebel barracks
- Increased Medic hitpoints by 50%
- Increased Medic damage by 212%
- Changed Medic armor type from Light to LightArmored
- Reduced Heavy Scorpion Flame Mortar damage by 30%
- Shotgun Marines' first upgrade (Shotgun Buff) is now automatically researched
- Increased Carpet Bomb Damage by 4%
- Increased Vulture hitpoints by 60%
- Increased Vulture damage against air units by 30% (Barrage is unaffected)
- Increased Vulture main attack damage by 20%
- Increased Vulture cost from 900 to 1200
- Increased Vulture population cost from 6 to 12
- Reduced Revenant damage by about 37% for all attacks
- Reduced Revenant range by 25%
- Increased Revenant population cost from 1 to 2
- Decreased Revenant cost from 300 to 250
- Reduced Mega turret population to 1 to help combat the infinite firing bug
- Reduced Elite Honor Guard (Sword), Brute Major, and Elite Ultra costs from 350 to 250
- Elite Honor Guard (ranged) cost reduced from 250 to 200
- Elite Honor Guards (both) damage types changed from Light to LightArmored
- Reduced Grunt Tank cost from 500 to 350
- Grunt Deacons no longer interrupt their attacks to reload
- Grunt Deacons' movement speed increased by 30%
- Grunt Deacon hitpoints increased by 13%, shieldpoints increased by 25%
- Grunt Deacon Heavy Needler upgrade replaced with Supercombine
- Grunt Deacon Damage increased by 16%
- Reduced Grunt Deacon train time by 37%
- Reduced Grunt Deacon cost from 300 to 250
- Shade turret cost reduced from 350 to 300
- Goliath Hitpoints increased by 22%
- Goliath damage increased by 52% (more closely matches locust's damage)
- Goliath cost reduced from 350 to 300
- Increased Tech level cost for Goliaths from 2 to 3
- Enforcer hitpoints increased by 12%, shield hitpoints increased by 28%
- Enforcer grenades' AOE radius increased by 40%, and moving accuracy on all attacks increased from 0 to 40%
- Added 3 Specops Grunts (Plasma Pistols) to Grunt Heavy units
- Grunt Heavies can now throw incendiary grenades while in cover
- Fuel Rod Wraith damage against ground units reduced by 20%
- Increased Spectre hitpoints by 35%
- Increased Prowler hitpoints by 35%
- Increased Shade Turret damage by 25%
- Increased Shade Turret hitpoints by 37%
- Shade Turrets are now also upgraded by Covenant Base Turret upgrades
- Increased Grunt Tank shieldpoints by 22%
- Grunt Goblins no longer interrupt their attacks to dance
- Grunt Goblins should no longer use idle animations when switching targets
- Increased Grunt Goblin hitpoints by 18%
- Increased Grunt Goblin damage by 25%
- Reduced Grunt Goblin cost from 250 to 200
- Slightly improved unupgraded Suicide Grunts' ability to use their ability, they should be more consistent (not confirmed)
- Brute Chopper cost reduced from 200 to 150
- Elite Rangers now gain veterancy at a slower rate
- Goliaths now gain veterancy at a slower rate
- Increased Grunt Deacon's Sniper Towers' hitpoints by 35%
- Decreased Grunt Deacon's Mega Turret cost from 2500 to 2250
- Many Elites now use full Halo Reach models
- New Leader: Sesa 'Refumee
- Leader unit, Sesa Refumee, can spawn holodrones of himself
- Unique set of units: Heretic Infantry, Heretic Ghost, Modified Locust, Shadow, Gorgon, Aggressor Sentinel, Heretic Banshee, Protector Sentinel, Protos Scarab
- Massive AI Improvements, all thanks to Blackandfan
- Infection forms no longer increase in cost as they are upgraded
- Infection form 3rd upgrade removed, instead its buffs are spread between the first two upgrades
- Infection forms can now move across various impassible terrain like scarabs can
- New units: stalker form, ranged form, tank form, juggernaut, abomination, infected main infantry, infected ranged infantry, infected sniper infantry, infected heavy infantry
- The Flood now starts the match with a Proto-Gravemind instead of a Colony
- Flood combat forms have been updated with new models and bug fixes
- Flood economy has been improved, and the cost of various upgrades and buildings have been reduced
- Carrier forms now spawn 3 infection form units instead of 1
- Some infantry now become Carrier Forms when infected
- Spore Clouds now move much slower and have a shorter lifespan
- Flood Swarms and infection forms move much faster.
- Increased hitpoints and damage of all combat forms by 25%
- Increased cost of Flood Power Stalks built from the Beacon Drop power from 450 to 850 supplies
- Increased cost of Flood Stalks built from the Beacon Drop power from 100 to 150 supplies
- Increased Flood Beacon Drop cost from 0 to 50
- Increased Flood Root (from Beacon Drop) cost from 0 to 75
- Combat Forms give you less XP for killing them
- Removed Spore cloud spawning from Flood Launchers
- Flood Launcher damage increased by 35%, and damage type changed from Basic (no damage multipliers) to Explosive
- Increased Flood Swarm damage by 25%
- ODSTs, ODST snipers, Flood beacons, and elite generals can now only be used in areas within your line of sight
- Scarabs, Protos Scarabs, and Abominations can no longer be stunned
- Fixed an issue where double clicking certain units would also select certain other units
- Gauss warthog turrets should now appear properly
- Fixed an issue where Flood Beacons could not be dropped when at maximum population
- Removed the UNSC hook socket pieces from flood minibase buildings
- Fixed Spartan battle chatter lines
- Rocket Spartans now spawn properly
- Fixed an issue where the upgrade to convert a turret to a watchtower could only be researched once
- Covenant Sniper Towers are now able to be self-destructed (only when garrisoned)
- Grunt Deacon's Shade Turrets are now able to be repaired
- Heavy Elephants no longer lose the ability the garrison and unload units when fully upgraded
- Flood AI will no longer build covenant buildings on minibase sockets
- Segway
- Updated some strings
- Infected units do not have a visible Line of Sight
- The selection box (the thing that's used to select multiple units) is invisible for the flood and heretic leaders
- Flood eggs falling off of stalks sometimes do not go away
- Imported heretic elite dodge animations snap the unit back to its original position at the end of the animation
- Warthogs, carriers take a long time to be infected
- Heretics do not work properly in Deathmatch
- Choppers are unable to be infected properly (they just become invisible and immovable)
- There are no infected variants of rocket, gauss, or flame warthogs, grunt ghosts, some infantry
- Rebel leader AI often does literally nothing
- Hawks may be being visually doubled by the upgrade
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Of course this comes out when my laptop is in the shop. ðŸ˜
Love the new additions, especially the revamped Flood.
However, there are a few issues I've encountered so far:
Pelicans and Spirits can't be healed.
Rocket Spartans are no longer available to make, as far as I can tell.
The AI is now overtuned on easy difficulty. They seem to have major resource and production speed bonuses/cheats, are hyper aggressive, and focus on almost exclusively spamming heavy/anti-vehicle infantry and uber units, which is very frustrating to deal with (The Flood are especially guilty of this).
However, some commanders seem to have almost dead AI, like the Arbiter, who doesn't really attack, and only spawns a handfull of Elite Ultras. The Grunt Rebellion also seems to have AI issues, where it spawns nothing but Deacons and Scarabs.
The Rebel's Heavy Elephant can create Rebel Shotgun infantry, but they have no upgrades.
The Grunt Rebellion's Grunt Heavy's shield upgrade only applies to the Grunt with the Fuel Rod Gun, the rest are unshielded. Also, for the Grunt Hordes, when upgraded with shields, they are unable to fully regenerate shields if they regain lost squad members through healing.
Flood AI can somehow build vehicle nests from dropped building beacons.
Infected infantry units built from a Proto Gravemind Flood Den can not earn veterancy. Also, the Infected Ranged Infantry squad from the Flood Den cannot garrison structures/cover.
Not sure if it's just a visual bug, but the final upgrade for the anti-infantry Heretic Squad appears to do nothing. Their strength indicator stays at 2. Also, for the Heretic Ghost's final upgrade, the shield bar does not appear, but otherwise it seems to work.
Rocket Spartans were replaced, since they more or less shared the same role as the laser spartans.
The AI seems to act differently for everyone, its an untamable beast
Icywhisker here. - the AI is actually ioncredibly hard to win against. I've been playing your mod since 1.5 and there is a very drastic change in difficulty. in 1.5 I was used to taking my time and it felt more like natural halo wars. with 1.6, I have to be agressive in almost every way to win on any difficulty.
Good evening,
I have long dreamt of this day.
Thank you!
Best regards,
:)
The latest version does not work for me for some reason.
Did you install manually or with the mod manager?
I tried both methods
Were you able to get the mod manager to work at all?
I recommend joining the hw modding discord linked in the mod's description, it'll be easier to help you there
There is an issue where I am unable to access the other Spartan types while playing as Captain Cutter. The area where I am supposed to train the Spartans just forces me to make 3 SMG types.
Edit: I am unable to go to the 2nd pages for barracks and vehicle depot. I am forced to build one type of unit instead.
I'll be releasing a bug fix patch in the near future, which should have a fix for the issue with second pages.
I have a problem when using Cutter (haven't tried other leaders with version 1.6):
Whenever I build falcons, the game crashes just before the first one spawns. Not sure if the game is having some issue loading its 3d model or what.
I've tried installing the mod both manually and using the mod manager and this happens in both cases.
Also, the secondary menu where you can buy Spartans is not available anymore.
How well does your PC run the game/this mod normally? In testing, Falcons caused a hit to performance for those with slower PCs, but only when there was a good amount on screen.
I'll be releasing a bug fix patch in the near future, which should have a fix for the issue with second pages.
No problem at all in terms of performance with the vanilla game or the previous version of the mod with the highest settings, let alone games with better graphics like RE2, or simulators like UEBS. Also, the game crashed just before the game loaded the very first falcon like I said, not with several.
My guess is that the game fails to load the 3D model or some related asset.
I'm having the exact same problem, the game crashes just before the first falcon is built. I've only tried it on Cutter but after the first crash I started a new match and rush-built the air building to test the theory with the same crashing result. I haven't had any performance issues with the main game or any other mods I've tried for Halo Wars, I also have a Nvidia 1080 and can run TW:WarhammerII with graphics mods at max settings with good fps even with a crazy amount of units so I don't think my PC is the issue.
Yeet, my wish has been granted! Besides the already mentioned issues and bugs, great update!
where in the files can I altar the heal rate of the protector sentinels, as well as change their population from "1" to "0"? other than that, great mod! Though the Flood, for me, can get stuck on their bases and don't send their forces to fight anything else, and if they do, it would be a small force of infection forms or scouts.
If you downloaded this file before it was reuploaded, redownload it. The reuploaded version fixes the issue that caused many players to have issues with second pages being inaccessible
Hi I know this a bit odd
but the heretic and gravemind do not respond to color changes in the overide, they stay UNSC green even when i change to yellow etc but if i choose stock leaders like chieftain, prophet and arbiter they change to the assigned color i.e yellow, can you help? thanks again
jacob.
hi
the pelican does not respond to all units or local units and must be manually selected, and when ordering a warthog to exit pelican it gets stuck in mid air until told to move
also deathmatch is messed up with gravemind and heretic,
gravemind: starts with 150000 as you should but still has to upgrade units
heretics: start with only 800 and need to upgrade everything
as for the abomination it is really useless, it cannot deal with multiable units attacking at once and only got 2 attacks off before dying.
i know its not going to be perfect on release but just somethings i noticed, thanks again.
Hello there, been playing your mod since Version 1.1 and I'm loving it still. For Version 1.6, the issues I'm facing as of now is when playing the new Heretic leader Sesa 'Refumee. The following is what I've discovered so far:
-The game crashes after playing about 3-5 minutes 1v1 or when it comes down to 1v2 or 1v3 with the Heretic leader in Skirmishes
-As the Heretic leader, when attempting to highlight all units on screen by dragging the mouse over them, nothing appears. The units get selected though.
I'll continue to inform you of bugs as I continue playing.
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I firmly believe this is the greatest Halo Wars mod of all time. All the new and revamped leaders are super fun, and the custom models are super nice to look at. Also I love the way the flood AI works, even if they mostly just spam anti-vehicle infantry.
My friends and I often turn on a bunch of Legendary Flood AI and just try to survive. We also play Gruntpocalypse with Legendary Grunt Rebellion AI
I noticed that after the last update while playing as the Arbiter, if he dies I cannot retrain him.
Hello TheRealSlimLady
A real great update again.
A love the new additions too the mod.
Only suggestion/bugs i have notices so far, is ai issues, some pics are also missing in the menu. (I will notify you again, when i see more stuff)
But i already saw in the comments you are aware of this :-).
Good luck, and i will look forward too the next update.
Kind regards
Nox
I am utterly impressed with this latest update and happy to see the Flood AI functional. It's extremely satisfying not only to get to play against them, but to see the dynamic Flood overgrowth as the AI places down beacons and new buildings all around its conquered territory.
The only issue I have noticed so far, which seems to be somewhat of an oversight rather than a bug, is that Sesa 'Refumee's Holodrones will always default to the global rally point when they spawn, causing them to run away unless I order them to stay. Not game-breaking by any means but a tad inconvenient. I hope it will be an easy fix, if you get to it.
Otherwise looking forward to playing this version for quite some time, until your next update. Cheers!
That's a product of the holodrones being a trained unit, so I'm not sure if that's something I can fix without reworking the way holodrones are produced
how to do zoom in out
hold ALT then scroll
Does this work in multiplayer?
Yes, but only if all players have the exact same version of the mod
Do you plan to make a self installer for this version? I am having issues installing it manually
I do not have plans to do that (I don't know how actually, someone else made the previous installers). You should try to use the mod manager, it makes it much easier once you get it working
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