Warhammer 40,000: Dawn of War delivers a level of visual detail never before seen in an RTS. Hundreds of units clash on the battlefields of the dark future, unleashing massive destruction through a stunning battery of long-range weaponry before closing in for the finish. Incredible kill animations bring science fiction combat to life like never before, and the gritty future-gothic Warhammer 40,000 setting provides a striking tableau for the chaos and carnage of this grim, dark future, where there is only war!

Description

Adds persistent bases to the Soulstorm single-player campaign, just like in Dark Crusade.

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Soulstorm: Persistent Campaign Bases Mod (v1.4)
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Guest
Guest - - 688,627 comments

you a good persion

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Machine-Reaper
Machine-Reaper - - 2,209 comments

yes, a very good persion

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nuruddinshah52
nuruddinshah52 - - 469 comments

NICEEEEEEEEEEEEEEEEEEEEEE
Now I don't have to spend 30 min to kill the AI

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GoodLuc
GoodLuc - - 86 comments

Great. Thanks a lot. Where did you find it?

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Miros
Miros - - 78 comments

I was about to upload this myself just now. Nevermind then :)

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TheSaltyBrit
TheSaltyBrit - - 142 comments

Hey

I'm just wondering if there would be a way to combine these two following mods so that they can work together for a more expansive campaign?

Campaign Bases: Moddb.com

Extra AI: Moddb.com

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Loup_blanc
Loup_blanc - - 124 comments

Just drag the content of the Campaign Bases mod data folder ("scar") into the Extra AI mod own data folder.

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Genin32
Genin32 - - 13 comments

A must have!

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Guest
Guest - - 688,627 comments

Hey guys,

my game always crashes when i finish a stronghold mission. I can play the mission just fine, but after the cinematic the game crashes and asks me if i have enough space in my TEMP or something like that.

Is this a known error or did i something wrong?

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Guest
Guest - - 688,627 comments

i have the same issue did you find a fix?

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Cheoklate
Cheoklate - - 1 comments

I have the same issue lol, did you find a fix?

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Guest
Guest - - 688,627 comments

Had the same problem, for me the issue was fixed after ulocking RAM using the LAA toggle from a mod manager

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Guest
Guest - - 688,627 comments

I have this issue when defeating the IG in their stronghold. Also currently in the Skerries when defeatimg the Tau, giving me a fatal scar error. 114:bad argument #1 to gfind (string expected got 'nil)

whatever that means.

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Guest
Guest - - 688,627 comments

you gotta install a Patch to fix that

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echo11
echo11 - - 131 comments

Super!

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Guest
Guest - - 688,627 comments

Excellent mod !
I tried with and without reinforcements, no bugs at all !

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Guest
Guest - - 688,627 comments

Is this compatible w/Ultimate Apocalypse?

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Guest
Guest - - 688,627 comments

Does it work with titanium wars??

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Guest
Guest - - 688,627 comments

Hello Everyone, I am currently trying to combined this Modd with the Ultimate Apocalypse Modd and the Kaurava Campaign Modd(To let you play Campaign with Ultimate Apocalypse Modd). For some reason when trying to play the "Soulstorm: Persistent Campaign Bases Mod" with Ultimate Apocalypse Modd and the Campaign Modd the game won't start but if I combine it with the "Titanium Wars" Modd and play the Campaign for Soulstorm everything is fine. This issue is really annoying can someone please help me out with a video or something. I'm using the DoW Mod Manager v1.4 and i have tried to edit the Campaign.Module file manually still not luck the game won't run with Ultimate Apocalypse. :(

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Guest
Guest - - 688,627 comments

Oi,
using the mod manager you can create you own mod-module, that merges this mod with UA.
1. make a copy of >UltimateApocalypse_THB.module<
2. In the mod manager and click "merge mods..."-button.
3. select your new .module in the merger window and add the CampaignBases-module.
4. modify the load order so that CampaignBases is loaded before the Tyranids-mod.
5. Save and go play! xD - none of your savegames will work now ;p

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Guest
Guest - - 688,627 comments

This is amazing, a quick google and the only real issue I had with this game is solved :) I did notice the campaign intro cutscene doesn't work with the mod however, does it affect anything else in the game?

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Guest
Guest - - 688,627 comments

If you're getting an error/pause when starting a defense just erase playercfg.lua located in profiles/profile# this also erases all saved buildings but you can continue your game w/o getting the error message. don't save/load a game when you're attacking or defending just save in territory menu and don't exit a game before getting a victory since it most likely sc##ws up playercfg.lua and not even loading an earlier save for that "race" can fix it (if you want to exit during you're game before getting a victory just exit directly to desktop). Extract to game folder, google and install DOW ModManager, enable LAA, then merge mods. For those looking for cutscenes, it's in DXP2/movies.

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Guest
Guest - - 688,627 comments

oh btw if you're just using this mod no need to merge anything in DOW ModManager just start mod directly. uncheck -nomovies option for cutscenes.

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UsernameUsernameRev
UsernameUsernameRev - - 16 comments

Flaws of this mod: The entire thing is set to loop exactly 100 times to create or read entries, not as many as it actually needs. With enough structures, points, addons this thing simply fails and bugs. The way it saves structures is also by a long string name instead of chosing a short number or letter per race and per structure etc.. It also lists every single structure etc. over and over that exists instead of summarizing where a type of structure etc. is built per territory to not have to name it over and over. When tested the function Difficulty_Get() was never recognized by Soulstorm - neither worked on the territory displaying map nor on the victory/loss screen nor in the actual strategy game mode. Yet this function is used to determine the difficulty played at. The difficulty setting storing variable itself doesn't seem to have a fixed value but depends on the mod(s) used. In strategy game mode the function Cpu_GetDifficulty(World_GetPlayerAt(number_of_the_CPU-1)) delivered the difficulty: 0 = easy; 1 = normal; 2 = hard. The mod decleares a lot of global functions and variables that don't need to be global. There's no error catching for the often used line [for GP, Dat in string.gfind(storedstring, "/([:%w]+)/([:,%s_%-%.%w]+)") do] - which may return nil (nothing found), causing the entire thing to bug out instead of having an if-check ahead of this, testing for nil and if that happens to skip this instead. I tried to find a way to generate any addon information, hoping that addon names could eventually be read instead of having to crawl through each mod's database for custom addons with custom names - but such a function doesn't seem to exist (Dawn of War games' scar code is really poorly or not at all documented !). So this can't be made compatible with all mods, unless tediously updating the addons list all the time. Edit: Also this mod just crashed when it tried to check for addon table#3 for the Necrons, which don't have an addon table#3: complain of nil value while expecting table.

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sirlimpy
sirlimpy - - 1 comments

Thank you for the code review. Unfortuantly, I wrote the functions described over a decade ago (When I was like 14) as this addon has existed long before it was uploaded. So off the top of my head (I could be wrong).

When Miros wrote the majority of this it was his first coding project in Dawn of War (at all?).

I wrote the saving and loading functions in about 10minutes at school. I remember the issue was that you don't know what is saved until you try and load it. In hindsight you can just make this a while loop or recursive, but I was young and 100 seemed like enough as before I wrote these people had managed to complete the campaign with just 1 saved entry

I seem to remember Difficulty_Get was a function that checked the resources to work out what difficulty you were playing against, I suspect it was supplied in the AI mod or something very commonly used.

I don't think in LUA 3(2?) there was no way to setup class objects so all functions would have to be global. And trying to properly manage local variables would of been a ballache, few scar coders bothered.

Technically I believe there was ways to scan for mod addons and such but they were all really convoluted and at the time at least no-one was making mods to work with the metamap.

You seem to have a good grasp on this, perhaps if you could update it that would be great for everyone?

Why did I bother to reply? I just wanted to say because of this game and the community at the time. I and many others took our first steps into coding which forever changed and shaped my life. So when we look at this old code try not to judge it too harshly.

Titlams

PS. If you don't fix it, I might rewrite it for old times sake.

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SergeantDiggs
SergeantDiggs - - 173 comments

Cool to find someone who worked on this mod in the comments!

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Sn4rk
Sn4rk - - 528 comments

Could you please rewrite it?

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Browncoat2000
Browncoat2000 - - 1 comments

Does anyone know how to get this to work with Titanium Wars or Ultimate Apocalypse?

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expired1560285727
expired1560285727 - - 2 comments

I keep getting fatal scar errors when defeating the IG in their stronghold.

Also currently getting it in The Skerries after defeating the Tau who are holding it, 114:bad argument #1 to gfind (string expected got 'nil)
Ive tried reloading and destroying almost all of my own buildings, but no matter what I do, once I take out the final Tau headquarters, I get the fatal scar error and the game refuses to end.

whatever that means.

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Guest
Guest - - 688,627 comments

hi ! , would like to ask how to combined this mod with other 2 mods which are *Tau Sept Mod* and *bug fix mod*

Much appreciated if anyone can help =)

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Guest
Guest - - 688,627 comments

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