v1.8 adds the Blood Angels, new units, map refinements, and many, many balance changes. Click read more for full patch notes.
Installation
If you've installed this mod before delete the old cinematic_battles folder and
cinematic_battles.module before installing the new version.
Moddb.com
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.
General:
New race: blood angels
doubled starting requisition on quick start setting
re-factored sisters localization files
adjusted campaign global requisition costs for all races
changed the difficulty resource modifiers for campaign ai
easy 0.5
normal 0.75
hard 1
New units:
ork kill bursta
ork kill krusha
guard banesword
sisters zephyrim
tau ghostkeel battlesuit
tau r'varna battlesuit
new altar of tzeench model
updated ts turret model
updated shadowsword model
updated riptide model
Maps:
added remastered Hell Beneath (6)
added new scenery and ambient sound to the chaos stronghold
added new scenery and ambient sound to the space marine stronghold
added new scenery and ambient sound to rhean floodlands
removed archon IV (4), City_of_Morgrim_V (4), academy state canal (6)
Chaos:
slightly increased the speed of the bloodthirster and deamon prince
increased bloodthirster jump range and jump speed
added more water behind the chaos stronghold, for the benefit of cinematics
chaos lord now shoots at the demon prince in the end cinematic, instead of off to the side
Dark Eldar:
reduced archon cost to 90r
ravager Disintegrators are now free
fixed a crash caused by the archon tactic, not sure if this was in 1.7
Eldar:
increased soulshrine build time from 50 to 75
reduced darkreaper damage from 18 to 16
Firstborn:
finished re-scaling
skirmishers now have the normal amount of health for guardsmen
reduced ambushers (snipers) to four men per squad and increased their sight to 60
ambushers now require hq addon 1
added melta cannon upgrade to the hellhound
macharius sponsons will no longer clip though the hull
added muzzle flashes to macharius
macharius vulcan cost reduced from 300/300 to 250/250
fixed missing heavy weapon team icon (thanks nil)
fixed asymmetric dust during malcador movement
added autocannon tracers to malcador
fixed chimera weapon upgrade descriptions
Imperial Guard:
fixed the melta cannons aoe and buffed its accuracy to 100% like other aoe weapons
reduced baneblade training time to 60s
fixed kasrkin sergeant requirements
moved honor guard confessor to janus savanah
fixed firstborn colors bleeding onto IG buildings
Necrons:
honor guard wraiths are now infiltrated
reduced deathmark damage to vehicles and buildings
increased damage of campaign staff of light wargear
Orks:
reduce looted tank build time to 16s, and reduced cost to 120r/240p from 150/300
ard boyz no longer require pile o guns
the waagh banner weapon upgrade no longer costs power
changed model for battlefortress and battlewagon
balanced commander campaign wargear
increased zapp guncart reload form 5s to 7s
slightly increased the speed of all ork melee troops
fixed gunwagon zapp gun description
fixed hg nob squad power claw requirements
restored nob leader power claw upgrade
removed squad limit from looted tank
reduced looted tank training time to 18s
increased battlefortress training time to 45s
new ork strategys:
small map generic
small map grot strategy
shoota strategy
large map stormboy strategy
large map tank strategy
Sisters of Battle:
reduced penitent engine squad training time to 16s
penitent engines will now move in sync
crusader and repentia squad leaders are trainable again
fixed the missing head textures
fixed sisters inferno pistol not being reduced by ability’s that reduce ranged damage
fixed sisters chain swords doing much less damage then intended
living saint resurrection chance reduced to 20%
removed the crusader squad
added inquisitor squad, which can be reinforced with crusaders
Space Marines:
reduced stalker damage vs all armortypes except vehicle low
increased stalker setup time from 2 to 3 seconds
added new strategy’s:
small map
large map anti infantry
large map anti heavy infantry
removed plasma guns and flamers from scouts, added shotguns
fixed thunderfire, vindicator, and rhino tracks
Tau:
fixed a crash at the beginning of the tau stronghold
resized all tau infantry
ai will now use battlesuit jetpacks
listening post now has proper railgun fx and shoots in sync with damage delt
moved vespid from hq to kroot building
Thousand sons:
increased flamers of tzeentch hp from 30 to 50
increased flamers of tzeentch cost from 15r to 25r
disc sorcerer champion now has heavy infantry armor type
reduced sorcerer dread repair ability duration and recharge time
Tyranids:
increased swarmlord health from 1200 to 1800
ai controlled warriors and carnifex will now use the venom cannon and barbed strangler
slightly increased screamer killer melee damage
increased carnifex power cost and reduced req cost
removed melee setup delay from carnifexs
Models, art and code contributed by:
UA team
Unification team
tyranid team
codex team
objective points team
skirmish ai team
vanilla model fixes team
Special thanks to: Kekoulis, Gambit, and Thudo for their advice
Wow I've only just discovered this mod and downloaded the older version. Cool to see it's still in development.
I followed all the instructions or at least I think I did but when I set it up nothing is different as if the mod is not installed. I need help in installing this mod so if anyone can help I will greatly appreciate it
yeah
me too
the problem I was having was that I have the CD/retail version of dark crusade, and I needed to update, with 1.10 and 1.2, once that was done the mod appeared at the main menu's game manager. hope it helps the mod is worth it.
Hi
i followed the instructions but the mod didnt appear in the game manager to active
someone can help me
thanks
Is cinematic_battles.module in the dark crusade folder? The folder that has DarkCrusade.exe
the mod is impressive, I mean the amount of stuff it has...and still some how it feels like you are only have way Capt_Cole.
love that you made BA a faction of their own and brought in their successors chapters.
when I saw the Firstborn I couldnt help but wonder "if I scroll a little further will I see the DeathKorps of Krieg?" but to my disappointment no, still a promising mod, hope you see this project through to its end...hell for 10 gigs of space I can say I did expect more though.
PS
the Tyranids looks monstrous well done.