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.
Adds Dark Angels, new units, new maps, eldar runes of battle, new Ulthwe and Alpha Legion campaign textures.
update 1.9.1
So your interested in modding dawn of war but you don't know where to begin, this article is for you.
an introduction to modding dawn of war
v1.4 brings tyranids and aircraft to the game. Tyranids get their 8th edition psychic powers and can consume corpses to get extra resources.
update 1.4 patchnotes
Version 1.3 adds the Sisters of Battle, several units for other factions and many other improvements.
v1.3 patchnotes
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