The goal of this mod is to make combat look more realistic while maintaining balance by adjusting squad cost and training speed. To determine how strong a unit or weapon is I consider how its described in the lore, how it looks ingame and its relative strength on the tabletop. Most units do not use squad or vehicle cap, and the few that are limited have a lore reason (like the leman russ vanquisher) or balance reason (artillery). - No squad limits on most units. - Dozens of new units. - The AI can use all the new units. - New AI profiles for all factions. - Campaign and multiplayer compatible. - Greater emphasis on macro-management and aggressive gameplay. - Knockdown is now very rare. - Better vehicle pathfinding. - Research removed. Each races traits are more pronounced, space marines are more elite, eldar are faster, imperial guard and orks are big horde armies, necrons are hard to kill but slow, tau still like their gunlines.

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What this mod does

News

thunderhawk

What you see is what you get

Weapons do the same amount of damage regardless of what unit is carrying them. A heavy bolter carried by a space marine is the same as a heavy bolter on a leman russ. Explosive weapon aoe matches the visible blast that it causes. Weapons with multiple barrels multiply their damage by the number of barrels they have. ie twin linked lascannons do twice as much damage as one lascannon, storm bolters do twice as much damage as a regular bolter and so on.

Weapons that fire one shot at a time (plasma guns, autocannons etc.) should always fire in sync with the damage they deal. ←- still a work in progress

Pistols do not suffer an accuracy penalty when moving.

Ranged weapons no longer knock down infantry.

Ranged weapons cannot shoot though terrain.

Melee weapons always hit.

unitcaps

Unit caps

Most units don’t use squad or vehicle cap or have any limits on how many can be built. There are a few that do for balance or lore reasons, such as superheavy tanks and lost tech like the leman russ vanquisher.

Game pace and basebuilding

Reductions in training time allow rapid army building from a single infantry and vehicle building. This increases the pace of the game and prevents the ai units from getting stuck. All research (except wargear research) has been removed. Together these changes put the focus on the struggle for territory and reward early aggression.

How armor works

A weapon will do full damage to the armortype its designed to defeat and full damage to all weaker armor types. For example a lascannon will do full damage to everything, a heavy bolter will do full damage to infantry and reduced damage to light vehicles while doing almost nothing to a tank.

How infiltration works

Only units that are actually invisible in the lore have infiltration. At the moment these are the tau stealthsuit and necron wraith. All units and turrets have a detection range of ten meters.

Scout units

Each faction has a unit with a sight range of 60, these are: space marine scout, eldar ranger, guard sentinel and assassin, sisters assassins, necron deathmark, chaos none, tau pathfinder, ork kommando, tyranid lictor.

How regeneration works

Units no can longer regenerate while in combat, but the time it takes infantry to fully heal has been greatly reduced.

tanks

Official GW and Forgeworld units only

No weird homebrew stuff.

Tanks move better

Much less stop and go movement, tanks reach full speed and stop nearly instantly.

aircraft

Aircraft

Aircraft have global jump range and instant jump recharge. Some of them can drop bombs on units they fly over. They have all been scaled up and given crash animations.

Rescaled units

So far the guard, space marines, sisters and chaos have received lore accurate scale. More to come.

Removed the fog from all maps.

Campaign and multiplayer supported

Race specific stuff

Imperial Guard:

Turrets and listening posts have above average hitpoints.

Basilisks have global range but are the most fragile heavy artillery.

No more free intel from the radar scan.

Guard infantry (not ogryns), take greatly reduced ranged damage in cover, but also suffer a larger speed penalty in cover.

Eldar:

Weapons are slightly better then their imperial counterparts.

All infantry (except wraithguard) got +50% speed.

Turrets and listening posts have below average hitpoints, but can be concealed by the webway portal.

Their hovertanks can fly across the map at extreme speed, but their fragility is not forgiving of micro mistakes.

Necrons:

No longer have moral.

Guass weapons do full damage regardless of armor type, have shorter then average range but above average damage.

Lack conventional transports but all infantry (not just warriors) can now teleport to friendly buildings.

Monoliths now have global jump range. Combined with the above, monoliths are more dangerous then ever.

Space Marines:

The orbital relay and barracks (now called the first company barracks) have switched positions in the tech tree. The orbital relay is more expensive then other races barracks to compensate for the mobility it provides.

Terminators are great against buildings in melee and can teleport back to their barracks, great for surgical strikes like in the lore.

Tau:

Now get access to all units regardless of what doctrine they choose.

Lacks indirect fire.

Kroot units are weaker and cheaper.

Tyranids:

Use DoW2 models.

Can consume corpses for resources.

The hive tyrant and swarmlord now have access to their 8th editon physic powers via research.

v1.5 Patchnotes

v1.5 Patchnotes

News

v1.5 brings new Tyranid models and the Dark Eldar to the game.

Update 1.4 patchnotes

Update 1.4 patchnotes

News

v1.4 brings tyranids and aircraft to the game. Tyranids get their 8th edition psychic powers and can consume corpses to get extra resources.

v1.3 patchnotes

v1.3 patchnotes

News

Version 1.3 adds the Sisters of Battle, several units for other factions and many other improvements.

v1.2 released

v1.2 released

News

Added Necron units, many balance improvements and graphics fixes

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Cinematic Battles for Dark Crusade v1.5

Cinematic Battles for Dark Crusade v1.5

Full Version

v1.5 brings new Tyranid models and the Dark Eldar to the game.

My animations

My animations

Models Pack

Modders resources that contains all models/animations I've worked on. Update: Added multiple aircraft and dakkafex is 90% finished Anyone can use these...

commuity map assets v0.2

commuity map assets v0.2

Prefabs

I've updated the pack with a bunch of new decals, including flattened versions for walls, and three map templates. 256x256 space, 512x512 space, and 512x512...

Cinematic_Battles for Dark Crusade v1.3 (OBSOLETE)

Cinematic_Battles for Dark Crusade v1.3 (OBSOLETE)

Full Version 1 comment

Version 1.3 adds the Sisters of Battle, several units for other factions and many other improvements.

community map assets v0.1 (OBSOLETE)

community map assets v0.1 (OBSOLETE)

Decals

Reorganized decals into a more easily searched folder, converted them all to tga so the mission editer preview feature will work, and gave some of them...

Cinematic Battles for Dark Crusade v 1.2 (OBSOLETE)

Cinematic Battles for Dark Crusade v 1.2 (OBSOLETE)

Full Version 3 comments

Added Necron units, many balance improvements and graphics fixes.

Comments  (0 - 10 of 20)
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nuruddinshah52
nuruddinshah52

T.T....
for Dark Crusade

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X1Destroy
X1Destroy

Can you add traitor militia for Chaos?

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Devoutofkhorne
Devoutofkhorne

Hey love the mod but i'm having one problem, all of the new races are showing names as no range and i have had a few graphical glitches with the sisters of battle, primarily one where they will show up as a floating backpack and body textures will appear randomly on screen. I really hope you can help me as i love this mod with all the base game races and have been playing a lot with friends.

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Capt_Cole Creator
Capt_Cole

The text will be fixed in the next update, but until then you can fix it by following these steps:
1. Open C:\Program Files (x86)\THQ\Dawn of War - Dark Crusade\Cinematic_Battles\Locale\English
2. copy the .ucs files there to the folder of your language.

Also which sisters units were missing parts?

Reply Good karma+1 vote
itssimply
itssimply

If you don't mind me asking I'm curious as to why didn't you just make this mod for soulstorm instead of dc. If it was for dark crusades superior campaign then i understand but if it was for another reason then i'm interested to hear.

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Capt_Cole Creator
Capt_Cole

I chose DC for the campaign and because it had fewer mods. I'll port it to soulstorm eventually though.

Reply Good karma+3 votes
itssimply
itssimply

That's cool. In my opinion your mod is the best campaign mod for dawn of war I've played. I love the massive battles It gives aswell as the massive body counts.

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ebonhawk31
ebonhawk31

played this mod and Im absoulutely having and awesome time out of it! massive battles in a first battle is so cinematicly looking... everyone just dies and seeing a stalemate after the battle that's whats cool about this mod, but imo this mod needs covers like defensive covers imo.. like from the COH series and huge battleground maps.. looking forward for more updates on this mod!

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Guest
Guest

This mod is pretty fun but the one issue i have is the aircraft. Can we get an option/win condition that removes/restricts aircraft from the match?

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Capt_Cole Creator
Capt_Cole

I think thats doable. If I may ask, what do you dislike about them?

Reply Good karma+2 votes
itssimply
itssimply

From my experience the ai makes 3 of them and they just sit at their base not seeing any use. The orks on the other hand constantly spam there aircraft bombing random stuff the player has. They also only target player 1 even when being attacked by someone else. I play guard most often and the only counters I know of if making sure I have a hydra AA vehicle covering almost every where i have units or building.
The guest account was me before i made an account.

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