Greetings! We are the imperial knight mod team and we are a huge fan of the imperial knights' army in 40k and thus would like to see them represented in dawn of war soulstorm. Although we have enough knowledge as game designers, we've no modding experience within dawn of war and would like to ask the hivemind for some help in creating this race. As of right now, we have a design plan and idea to bring them into dawn of war unification that would be balanced with the other races. However, getting the mod to work will take some time and although our lack of modding knowledge, We have the will and drive to learn and succeed! If you're interested in helping us get these titans into the game please sent us a message and together we can triumph!

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Knight Mod V0.60

Knight Mod V0.60

Demo 8 comments

New version of the knight mod with much more early game balance.

Knight Mod V0.59a

Knight Mod V0.59a

Demo

Another update on the knight mod before unification version 7.0. Armiger and imperial guard units no longer effect the imperial guard or black tempelar...

Knight Mod V0.58a

Knight Mod V0.58a

Demo 3 comments

The mod now works on survival maps. However, the mod does not work with the fortress win condition INSTALL: (Delete the old knight folder in your main...

Knight Mod V0.51d

Knight Mod V0.51d

Demo 4 comments

We thought it was time for another update! We managed to fix the scar error and the mod now works in multiplayer. The knight race does not work on survival...

Imperial knights

Imperial knights

Demo 4 comments

The Imperial knight race still gives the player a scar error. (When this happens press the pause button on your keyboard) This isn't the full version...

Post comment Comments  (0 - 10 of 29)
Guest
Guest - - 689,401 comments

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Guest
Guest - - 689,401 comments

I'd love it if you could add in some other knight types as well, cerastus knights if possible.

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BjörnCoppersight Creator
BjörnCoppersight - - 16 comments

We are currently busy with 3D modelling some stuff if we make any progress we will post it ^^

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klmascheck
klmascheck - - 1 comments

I want to enjoy the mod, however, whenever I boot it up I get a scar error, and execution is paused. it always happens while the level is booting up for either skirmish or survival and I tried my best by trying to reinstall the mod but to no avail. I would appreciate the help as I'm pretty new to modding and I'm fairly in over my head

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BjörnCoppersight Creator
BjörnCoppersight - - 16 comments

To install make sure unification 6.9.25 installed. Then drop the contents of the knight mod into your dawn of war soulstorm folder. When asked to override press yes.
Launch unification_new_races via the mod launcher. (Not the knight mod since it's a addon for unification)

Or it could be that the win condition fortress is on. This does not yet work for the knight mod.

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TarosIkis
TarosIkis - - 3 comments

This faction's tech tree overlaps with ig to the extent guardsmen can't get grenade launchers or plasma guns because they need the knight research building.

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TarosIkis
TarosIkis - - 3 comments

And-and the imperial guard knights can't upgrade.
And the knights faction guardsmen don't have reactive dialogue.
All I have for now.

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BjörnCoppersight Creator
BjörnCoppersight - - 16 comments

thanks for the info i'll update asap

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Guest
Guest - - 689,401 comments

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gentlemann1698287156
gentlemann1698287156 - - 2 comments

I love this mod so much and I am so happy it exists :)
I love my knights and the base idea here is amazing!

I have many suggestions for balance.

Suggestions for the looks of the armies are obvious I think..
- Army painter should work to make it perfect.
- the building need unique looks and I think imperial guard is kind of a weird choice

- also as a suggestion, to make the building issue less of an issue, your builder units could actually just build the knights themselves (since they are basically walking buildings) ***(explaination below)
- and there could just be a smaller building hosting both of the upgrade instead

For balance and gameplay:
- I think that infantry and the building for them should be removed completely (not the mechanicus builder ofc), and instead armigers should be a tiny bit cheaper, you could try 350/350 or possibly make them 300/300 and also make them a bit less tanky.
- make armigers only 20 supply instead of 26.
armigers you build in the beginning, and then just delete to get a bigger guy and you only ever have 4 if you play optimally, and late game only 4 big guys can't keep up with other armies. making armigers only half of a BIG guy should help a bit with the early game before you have to delete them.
-make armigers build slightly faster, I suggest something like 25% faster

with these changes armigers serve more of a early game role and are allowed to stay in that role for longer before they become money that you just wasted.

- Questoris should then also be 30 supply. so with the around 120 suppy you usually get, you can exactly build 5 armigers, 4 questoris or 3 dominus.

- for simplicity you could also just reblanace everything to just be a regular cap of 20, with armigers costing 3, questoris costing 5 and and dominus costing 10. that way your endgame goal would not be just having 3 dominus, but instead having some big guys, and alot of small guys, with this suggestion of armigers only costing 3 (for 6 of them possible at max) they ofcourse would also need to be a bit less tanky.

-if you ask for numbers, armigers at base should have 500 less health, and the upgrade will also give 500 less each time, going from 2k to 4k to 6k

*** as for making the knights the buildings you make. I think the the armigers could just spawn from the research building if you want. and then for the questoris you can just build a "questoris chassis with your builder, (which is basically a naked gallant) just its stubbers and rockets and 2 melee weapons, and then you can upgrade its left and right arm, to become the other variants.
just have all the left arm weapon options on the left side, and the right arm options on the right side (the cost should be made to somewhat take into account that yo no longer need to build their building. so maybe 100/25 for each weapon upgrade.

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BjörnCoppersight Creator
BjörnCoppersight - - 16 comments

thanks for your in depth ideas, will surely have a look at it. Waiting for unification to drop 7.0 because I have some irl stuff at the moment. However thanks for the support :D

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