A mod that modifies the Soulstorm campaign. In this mod, you can see global abilities on the metacart from Dark Crusade, improved global abilities from SS (using the Tau Ar"Ka cannon in battle; fast and automatic reinforce of Ork's abilities; the ability of a Space Marine that provides access to a special building with a deepstrike, etc.), edited versions of ALL maps, enhanced strongholds, a unique atmosphere at the moment, which includes graphics, a unique musical atmosphere, dynamic weather, as well as a variety of sounds of the maps themselves (birdsong, sea noises, etc.),

Answers to frequently asked questions, as well as comments and recommendations.

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1. In this mod, the role of global abilities on the metamap has been significantly increased (Industrial production, Rapid population growth, etc.). The more bonuses you grab, the easier it will be to pass. There are no new races at the moment, but they are planned to be added in the future.

1.1. At the moment there are two versions of the mod: 1.0 with new races and territories, as well as the lite version, which includes all the changes of version 1.0 with the exception of races and new territories. Plus, there is another separate branch within the Improved campaign, which returns the campaigns of the original Dawn of War, Winter Assault and adds a custom campaign "The Fall of Cyrene" (Improved campaign missions mod). The version you are interested in can be found in the corresponding section of the server, news is also published in it (in particular, about the unavailability of version 1.0 at the moment)

2. When starting a new game, be sure to create a new profile, otherwise critical errors will begin to appear in the future.

3. The mod includes a script for reinfors (replenishment of detachments) and unit improvements (issuance of weapons, etc.) near some buildings and vehicles, this is mentioned in the description of such buildings and equipment (at least I tried not to forget and make this mention for all such buildings and units).

4. Before installation, carefully check the data subfolders in the DXP2 and W40K folders, they must be empty without fail, otherwise the stable operation of the modification is not guaranteed. Also, when installing a new version of the mod, COMPLETELY delete the previous one.

5. Before you finish the battle (before the destruction of the headquarters, etc.), be sure to save the game, otherwise you may expect a not very pleasant surprise that will send all your hourly labors to the landfill. If the crash still occurred, then as a rule it is solved by simply loading the last save. A convincing request on strongholds (and preferably not only on them) to make a habit of being saved every 5-10 minutes, since the scripts of these territories have been changed and have not been fully tested for errors, plus errors and glitches of the original game are added to these problems, including crashes due to lack of RAM (regardless of whether how much the player has it, the game uses 2 GB by default, or 4 when using the add-ons manager).

6. Be sure to save after passing each card, regardless of the type of battle (stronghold, defense, attack). Resentment of the type "Here, I spent 10 hours going through something there, and in the end the game crashed / a critical error came out" will be perceived as an irresponsible attitude both to myself and to my outrageously simple duties prescribed in the management header. The culprits of a large amount of wasted time will only be you.

7. It is not recommended to skip videos on strongholds, because at this time the script is being played, skipping which, again, can lead to unexpected errors.

7.1. There are delays on the Tau stronghold after completing tasks related to Ethereal. Don't worry, just wait a few minutes and the task will be completed.

8. I ask you to confirm any critical errors with screenshots, for this it is necessary to set the launch parameter "-dev" before turning on the game, and after the error appears, open the console by pressing ctrl + shift + ~ and take a screenshot of the place where ALERT is written in large letters (you can scroll through the console using the Page Up and Page Down keys), and also confirm the fact that the data subfolders in the DXP2 and W40K folders are empty, otherwise we will not be able to properly determine the cause of the problem and your error comment will not be taken into account. Plus, do not forget to follow the order of installation and launch of the mod.

9. The "hard" level of the game is now really HARD, think before choosing it. If you want to make it easier for yourself, then choose a difficulty level below "Hard". Redesigned difficulty levels, they differ from each other. WHEN CHOOSING COMPLEXITY, PROCEED FROM THIS POINT.

(!!!!!) ᴛʜɪs ᴘᴀʀᴀɢʀᴀᴘʜ ᴀɴsᴡᴇʀs, ᴀᴍᴏɴɢ ᴏᴛʜᴇʀ ᴛʜɪɴɢs, ᴛʜᴇ ǫᴜᴇsᴛɪᴏɴ "ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ ᴡɪᴛʜ ᴀɴ ᴀʟʟʏ"

Ranking of difficulty levels:

A) Easy: the health of the player's units and buildings prevail over AI, battle formats:

1) The strength of the territory 1-4 - 1x1 battles;

2) The strength of the territory 5-10 - 2x2 battles - there is an ally, but the greater the strength of the territory, the weaker the ally;

B) Normal: the health of the player's units and buildings and AI are equal, battle formats:

1) The strength of the territory 1-4 - 1x1 battles;

2) The strength of the territory 5-10 - 2x2 battles - there is an ally, but the greater the strength of the territory, the weaker the ally;

C) Hard: as close as possible to vanilla, the health of the player's units and buildings and the AI are equal, the stronger the strength of the territory, the "smarter the AI" (opponents, the same rule applies to other difficulty levels), the battle formats:

1) The strength of the territory 1-4 - 1x1 battles;

2) The strength of the territory 5-10 - 1x2 battles - there is no ally.

10. Crashes during the transition to the metamap are not related to this modification in any way, such a problem is observed both in other modifications and in the vanilla version of the game. To solve this problem, it is NECESSARY (this is a prerequisite for enabling the mod in principle) to use the mod manager, which is in the archive with the mod. After launching the manager, click on the "TOGGLE LAA" button and the game will start using a little more RAM. After doing this manipulation, the mod must ALWAYS be run through the same program. If you want to play vanilla multiplayer, you need to disable these two functions of the manager, as well as the "-dev" function, or if you are playing with a friend, then he needs to start the game with the same parameters as you. Plus, I also advise you to enable the "/hihg /affinity 6: Set to highest thread priority and CPU affinity" function in the mod manager, this will allow you to increase the priority of the game if the PC RAM is heavily loaded, and I remind you that 4 GB of free RAM is needed for the normal operation of the mod (namely free, and not at all).

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11. When playing with an ally, it is mandatory at the very beginning of the battle to switch to an ally and back to update the team sheet, otherwise the ally will arrange pandemonium on the player's base and decapitate his points. Also, an ally needs help from time to time (there are problems with the construction of buildings), he does not have to do everything for you

11.1. If suddenly a "Critical AI error - ..." pops up on the screen, then this does not prevent the passage of the map.

12. Carefully, thoughtfully and completely read the procedure for downloading and installing the modification, everything is described in as much detail as possible (I hope that everyone knows how to turn on the PC, because sometimes there are the most stupid questions, and this sometimes gets boring, so don't be surprised if we react acutely to anything)

13. Mod was created and is being developed on the Steam version of the game, work on pirates and other repacks is not guaranteed

14. It is not recommended to turn off fog, it was invented by developers for optimization, and given the fact that you are going to play a modification that significantly loads the game engine, then turning it off is contraindicated in principle

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16. The mod has changed the ways of moving between satellites and planets. Carefully read the description of the territories to understand the rules of movement (there are problems with this in the English localization, since the descriptions are not adapted for it), or study them yourself. Plus, do not forget to read the description of the territory of the "Island Spaceport" to familiarize yourself with the bonus of this province.

17. In the modification, there is one of the serious bugs that has roots from the original game: if a player joins a single guard unit (for example, an IG Commissar) to any squad, and later the player wins the battle, then this leads to the death of this unit, it needs to be rehired on the metamap. In order to avoid such situations, you need to detach such units from detachments before the end of the battle

18. I draw your attention to the fact that each Commander had the property of detecting invisible units added to one of wargear (applies only to those who did not have this property in the original, for example, it was added to the halo of the Commander of the Space Marine). Carefully read the description of the wargear to understand which item it refers to.

19. The interchangeability (cumulativeness) of many heroes is implemented in the mod, for example: a player for a Space Marine receives a Librarian for capturing a certain territory on a metamap. After the player lands in battle with this Guard Librarian, he will not be able to hire a regular Librarian until the death of the guard Librarian.

20. All manipulations with mod files (changing unit parameters, combining mods, changing scripts, including disabling weather or editing strongholds) are done at your own risk. If during the analysis of the bug report it turns out that any changes were made to the mod files (with the exception of installing addons), then this analysis stops and you will have to fix all the consequences of the changes yourself.

adeptus mechanicus icon by neilh

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