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. Click read more for full patchnotes.
Installation
If you've installed this mod before delete the old cinematic_battles folder and
cinematic_battles.module before installing the new version.
1. Download and Launch the 4gb_patch executable and navigate to your Darkcrusade.exe file
and patch it. As soon as that's done click "Another file" and search for the
GraphicsConfig.exe file and patch that one too
2. Extract the Cinematic_battles folder and Cinematic_Battles.module to your dark crusade directory
3. Launch the game and activate the mod in the game manager.
It is highly recommended to use DoW Mod Manager and toggle LAA on.
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1.9.4 changes
General:
overhauled krak grenades and melta bombs to be closer to tabletop rules
added two more necron loading screens
New units:
Maps:
added 4p Tomb_of_Ahkta
added animated lava to 8p_magmarus
Scar:
added an option to restrict necron units added after 3rd edition
Blood Angels:
added krak grenades to all marine infantry
replaced commanders melta bombs with krak grenades
Chaos:
renegade plasmagun can no longer shoot through terrain
reduced possessed marine cost from 70 to 60 and increased their health from 150 to 200
add krak grenades to all infantry and commanders that have them in tabletop
removed melta bombs
removed missile launcher form land raider until weapon visibility can be fixed
Dark Angels:
added krak grenades to all marine infantry
replaced commanders melta bombs with krak grenades
Firstborn:
fixed krak grenade requirements
fixed strafing run requirements
restored priest squad
ai now only uses strafing run on infantry
ai will tech up faster
Eldar:
increased fire prism cost to 150r/300p
brightlance grav platform now requires mobilize for war research
Imperial Guard:
removed melta bomb from general
krak grenades require tactia building now
ai now only uses strafing run on infantry
Necrons:
reduced builder scarab training time
increased necron warrior range
reduced warrior cost to 25p per model
increased starting power to 1600
increased tomb stalker training time to 20s
increased destroyer and heavy destroyer cost from 85p to 95p per model
reduced gauss blaster range from 35 to 30
Orks:
reduced zapp gun damage to 90, and morale damage to 50
burna boyz are now in their own squad
removed burnas from slugga boyz
added rocket launcha to slugga boyz
Sisters:
added rosarius to preacher
add krak grenades to all infantry and commanders that have them in tabletop
removed melta bombs
Space Marines:
added krak grenades to all marine infantry
replaced commanders melta bombs with krak grenades
Tau:
reduced path to enlightenment build time to 30s
reduced vehicle building build time to 45s
reduced montka/kauyon command post build time to 45s
reduced montka/kauyon command post cost to 50r/50p
reduced teachings research time to 30s
tau can now tech up as fast as other races do
reduced hammerhead build time to 18s
reduced hammerhead cost by 50p
reduced skyray cost by 20p
added drone controller as leader of sniper drone squad
reduced rail rifle max range to 30, and cost to 20. increased max per squad to 3
added drone leaders to pathfinder squad
removed sniper drone death explosion
sniper drones are now infantry, not vehicles
removed ai references to abilitys that no longer exist
Before release:
spell check patch notes
update localization files -- done 6/22
check tau tech up time
add blind grenades and min damage to vindicare
added drone leaders to pathfinder squad
add front end textures from ss
test burna boys and slugga rockit
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1.9.2 changes
Scar: added 4x health modifier
General:
most ranged weapons can shoot tyranid gargoyles now
Blood Angels:
assault marines no longer use squad cap
Chaos:
reduced possessed marine cost from 70 to 60 and increased their health from 150 to 200
Dark angels:
fixed thunderhawk
moved all dreadnoughts from vehicle building to orbital relay
increased chapel of the inner circle squad hold capacity
terminator squads now spawn with 5 men
reduced terminator sergeant time and cost
deathwing knights and kill team are no longer limited to one squad
dark angels ranged units now use standground stance by default
greatly reduced killteam terminator health to put them on par with other terminators
deathwing branch now provides additional 4 squad cap as intended
Dark Eldar:
slaves can harvest souls again
Eldar:
dcannons, fusion guns, shuriken catapults, and sniper rifles now obey terrain line of sight
increased fire prism cost to 150r/300p
brightlance grav platform now requires mobilize for war research
Firstborn:
barracks no longer autobuilds squads when completed
Necrons:
reduced builder scarab training time
increased necron warrior range
reduced warrior cost to 25p per model
increased starting power to 1600
increased tomb stalker training time to 20s
increased destroyer and heavy destroyer cost from 85p to 95p per model
Orks:
reduced zapp gun damage to 90, and morale damage to 50 -- increase accuracy to 100
Space Marines:
fixed apothecary textures
increased thunderhawk size
Thousand sons:
dread will now default to melee stance
removed rhino smoke launcher
reduced rhino to 2 transport capacity, to be consistent with other rhinos
reduced many building build times, so thousand sons can tech up as fast as other races
reduced terminator recruit cost
slightly increased marine, terminator, and dreadnought base speed
reduced vigor mortis damage to friendly squad to 30 damage
reduced wind of chaos damage to 50-100
increased withering gaze range to 25 and morale damage to 20 per second
slightly reduced telekinesis damage
fixed summoning spells
increased chosen health from 200 to 250 per man
reduced inferno bolt and warp bolt cost
reduced mutated marine cost from 70 to 60 and increased their health from 150 to 200
added small map / melee strategy
Tyranids:
reduced trygon damage to buildings by 50%
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1.9.1 changes
General:
updated barracuda, hell talon, nightscythe, and fighta bomba audio
added shadows to many units and map objects that were missing them
reduced all aircraft collision radius, this should prevent anymore crashes
New units:
guard valkyrie
guard griffon mortar
tau orca
eldar war walker
eldar wraithknight
eldar shadow specters
sisters paragon warsuit, also synced their footstep sounds to the animations
sisters castigator
chaos dread model updated
chaos raptor model updated
chaos thunderhawk model updated
eldar fireprism model updated
eldar avatar model updated
Maps:
added 6p_Macragge
6p ferric gully
7p therion jungles
7p scyllan foundry
7p ceprus prime
8p ash wastes
8p cadian pylons
8p carters trophy
8p deacons hubris
8p kezzian dunes
8p red scar
8p palace of thorns
8p magmarus
8p jakarra island
8p gnessi hive
8p gnessi hive defense
8p gorge of trials
8p drykenna jungle
removed 6p act of war, ai couldn’t handle the chokepoints
rokclaw foothills now has out of bounds scenery in campaign and multiplayer thanks to
eranthis
Scar: added x2 health and x2 turret health options
Blood Angels:
fixed vanguard vet color bleeding
fixed assault sergeant color bleeding
increased devastator cost by 10power
increased sniper rifle cost by 10power
reduced terminator weapon upgrade cost
reduced terminator sergeant cost
reduced assault terminator sergeant cost
Chaos:
ai will jump attack with raptors and bloodthirsters more often
ai can now use noise marine and hellsmith ability’s
updated ai squad cap values and relic unit list
changed aspiring champion advance sp model to hh_chaos_space_marine
new campaign textures for hh_chaos_space_marine, predator codex, vindicator, biker, hell
talon dreadclaw, and thunderhawk
chaos now has the same thunderhawk model space marines do
added some new units to teamcolor viewer
increased havoc cost by 10power
fixed noise marine footprints
added word bearers icon to noise marine and squad leader
reduced chaos terminator sergeant cost to 50r/25p
increased horror range and let them fire in an arc like in total warhammer
reduced blastmaster cost to 40r
reduced lascannon volume
renegade plasmagun can no longer shoot through terrain
Dark angels:
added landraider terminus ultra,
landraider solumnis,
bolter turret,
thunderfire cannon
Dark Eldar:
increased scourge cost by 10power
the slave chamber can now produce slaves
balanced campaign wargear
made the archons splinter pistol consistent with other splinter pistols
Eldar:
fixed guardian description
fixed autarch description
updated wraithguard model
fixed missing texture on spiritseer
made new campaign textures for guardians, shadow specters, nightspinner, waveserpent,
scorpion, and cobra
reduced volume of wraithlord steps
listening post no longer shoots though terrain
increased avatar stronghold sp health to 2500
changed rangers advance sp to use same gun as rangers
fixed brightlance grav platorm shooting though terrain
increased dark reaper cost by 10power
increased ranger cost by 10power
changed eldar ui to ulthwe colors
increased combat reinforcement time multiplier of guardians
reduced seer council to 6 men
reduced seer council ability recharge modifier to 8% per man
ai can use warshout again
fixed the war walkers feet sliding across the ground
fire prism will always use the new, longer gun
changed nightwing to light vehicle armor type
added hi res textures for structures, farseer, rangers, banshees by Wright_oh
runes of battle overhaul - player can only pick one pair per battle
researched at the soul shrine
CONCEAL/REVEAL reduces/increases ranged damage taken by 30% radius 12
EMBOLDEN/HORRIFY increases/reduces max morale by 50%
ENHANCE/DRAIN increases/reduces melee damage by 30%
QUICKEN/RESTRAIN increases/reduces movement by 25% speed
Firstborn:
increased heavyweapon team cost by 6power
Imperial Guard:
increased heavyweapon team cost by 6power
reduced cost of command squad sp leaders
all baneblade variants now require full scale war research
fixed leman russ weapon textures
removed thermoglow_rgb
laspistols will no longer fire through terrain
added meltagun and flamer to kasrkin
added krak grenades to kasrkin
removed anime girl from banesword
added hi res building, baneblade, and captain textures by wright_oh
Necrons:
ai will now reinforce wraith squads
ai will jump attack with wraiths, monoliths, and the night bringer more often
slightly reduced tombstalker ai effectiveness rating
ai will tech up faster now
changed ai generators to baseback area
added new units to RelicRequired ai list
updated ai check for thermogen cost
the obelisks wailing terror ability is now a weapon, so it will fire by itself
added hi res textures for structures, lord and tomb spyders by Wright_oh
Orks:
all superunits now have the same requirements
increased loota cost to 35req and 10power
fixed kill krusha shoota aim points
buffed mega armored nob damage and accuracy slightly
Sisters of Battle:
changed rhino honor guard to use witchhunters model
increased retributor cost by 10power
fixed veteran superior description
changed multimelta fx to match imperial guard and space marines fx
arcoflagellents can no longer capture points
ai will now add leaders to all squads
improved ai build plans
removed witchhammer abilitys from living saint, gave her more argent blades instead
added krak grenades to battlesisters and missionary’s
fixed confessor honor guard
replaced the weakest honor guard units
updated exorcist model
buffed assassin health, squad size and reduced cost
Space Marines:
ai will jump attack with assault marines more often
ai will use melta bombs with more units
stalker AA now has blood ravens color scheme in campaign
increased devastator cost by 10power
increased sniper rifle cost by 10power
reduced terminator weapon upgrade cost
reduced terminator sergeant cost
reduced dreadnought special attack min damage value to 0
fixed some assault cannons doing less damage then intended
fixed some heavy flamers doing less damage then intended
added hi res forcecommander and building textures by wright_oh
changed tempest to light vehicle armor type and reduced their health
Tau:
ethereal no longer damages friendly units on death
corrected fire warrior shas’ui description
changed every squads transport capacity use
made the tetra slightly larger
increased sniper drone cost by 15power
added hi res commander, aircraft, and building textures by wright_oh
Thousand sons:
removed music from frontend model
reduced ahriman training time to 30 seconds
ai can now use ahrimans spells
added land raider to thousand sons
warp bolt ammo armor piercing against non vehicle units reduced from 66% to 50%
removed turrets 50% damage reduction, slightly increased health regen
Tyranids:
termagaunt and hormagaunts got consume animations
gargoyles now count as flying units again
Models, art and code contributed by:
UA team
Unification team
tyranid mod team
codex team
objective points team
skirmish ai team
vanilla model fixes team
Special thanks to: Kekoulis, Gambit, and Thudo for their advice