Dawn of War: Dark Crusade Bugfix Mod v30.0
Patch 21 commentsThis is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain...
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This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain Mod', it was intended to fix an upgrade bug with the Chaplain (which prevented the Chaplain from gaining melee damage bonuses), but over several iterations turned into the most comprehensive bugfix mod available for Dark Crusade. The mod focuses only on fixing what truly appear to be bugs, mistakes or omissions without trying to modify or add other features, with one exception: it does incorporate the Skirmish AI mod (version 2.6) for Dark Crusade, thus improving computer AI.
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This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain...
This is the final version of Dawn of Skirmish AI mod for Dark Crusade (v3.20), to patch the one included with the bugfix (v2.60).
mission for 2 players player 1&2 are to be under the same team(race you play as is depending on version installed don't have multiple versions installed...
This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain...
This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain...
This is a bugfix mod for Dawn of War: Dark Crusade, version 1.2 or later. Originally created by Relicnews forum member "anilkocman" with the name 'Chaplain...
Great mod. I read through the entire readme. Thank you for documenting all changes. I found that some changes are questionable. In particular the changes to Fire on the Move penalties. I haven't decided if I'll revert them (yet), but it seems to me the original balance took the unit's speed into consideration -- faster units had more of a penalty, and slow units had less (or none). Another is the addition of moral damage to some weapons that seem to be done for sake of "realism" or, perhaps, consistency. Also the changes to units' weapons ranges, in particular for stealthed units. Some DPS calculation changes. I should probably make a real list somewhere.
Something that might be worth including into the readme: although you'd normally need to copy the Movies folder to the Bugfix folder for the campaign cinematics to play in the mod, there's an alternate method in Windows Vista and later: open a console window and use "mklink /J [Movies folder's path] [Bugfix folder's path\Movies]" to create an NTFS directory junction to the original Movies folder. Google for instructions if necessary. When the mod is looking for the cinematics, the junction seamlessly redirects it to the original Movies folder and the game loads that without ever noticing that it's not actually where it's supposed to be. This way, an arbitrary number of mods can use the same cinematic files without the user having to copy and duplicate anything, saving 647 MB of disk space per mod.
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Hello!
I encountered strange bug.I use cheats in my skirmish games because I make cool 1vs2 or 2vs3 etc matches.So cheat for requisition works but for power it doesn't work.Can you guys fix this issue?
Also when I start the match i turn off the fog and in console there's a lot of text going false for ig,tau_devour and so on,I guess it means it's not working right?
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Hi! I encountered some errors that weren't fixed around the Chaos stronghold. Eliphas omits many secondary quotes when the attackers closing in, for example "come brothers, let us welcome you home" for the Space Marines. He also incorrectly addresses the eldar, saying "your blood will serve as any other, alien" (which meant for the orks) instead of the "I have waited a long time to speak with you, Taldeer" one.
Minor problem, but when the Sorcerer turns into a greater daemon and says his "none can stand against the coming darkness" thingy, the portrait incorrectly uses Eliphas instead of the sorcerer. I don't know if it counts as error that the daemon fails to march into my base which maybe his purpose, considering its decreasing hp wasn't meant for standing idle.
The Bloodthirster is given over to AI control, so its actions are somewhat unpredictable.
The Bloodthirster is the least of the problems.
I also encountered a fatal ai error that paused the game permanently after taking the relic in the ork stronghold when I finished the secondary quests. The error didn't occur when I took the relic before completing all the secondary quests.
Is that a Fatal AI error or a Fatal Scar Error?
Not sure now, but I believe its AI. I bypassed it by copying my savegame to the original game and putting it back to the bugfix after I'm on the map. Fatal scar error seem to appear on the ork stronghold if I get the relic after destroying all clan banners.
If it is an AI error then that is really weird as the mission script actually disables the AI for all the Ork players right at the start. Hmm...