Welcome to the Legion of the Damned Modification for Soulstorm!
Team Thudmeiser proudly presents to you this mod which adds a new playable race, the Legion of the Damned to your skirmish games of Soulstorm. To install extract the contents to your Soulstorm root directory - note that you will require the Objective Points Modification for this to work. Although currently the Objective Points Modification does not support the Legion,iIt is hoped in time that their banners will be added to the mod.
Although loyalist Space Marines, the legion are VERY different to codex chapters - this is the third mod I know of to attempt this force and my second attempt to portray this unusual bunch, who are nowadays represented by a codex containing one single squad entry! I've tried to keep to the spirit of this, but have had to expand beyond the one squad concept by using units appropriate to lore and history and have even invented a couple of my own.
The Legion are small in number, do not require land, territory or conquest...indeed no-one knows who they are or why they fight. They appear from nowhere, say nothing and leave, surviving horrendous injuries. So how do you do justice to such a mob? Well I've tried something different, a bit experimental as we've been doing this a while now, but still work hard to come up with new game styles.
Have I succeeded? Time will tell.
The most important thing to understand is that your portal building is unstable and requires LP's to maintain itself. Initially it needs two to stop the health degeneration, any more than this will heal. However every time you progress a tier you will require an extra lp, so
Tier 1 = 3 LP's
Tier 2 = 4 LP's
Tier 3 = 5 LP's
Having any more than this at any time will cause the portal building to gain in health, but having insufficient will cause the portal to dissolve and you to fail.
The legion are largely invulnerable unless they have no morale, however once broken they will start to take heavy damage from pyromortis, which will likely lead to the soldier dying a fiery death - there is not a lot that can be done once you have entered pryomortis. If you happen to be near the portal that may help, but otherwise just know that you are a lot more efficient at fighting whilst on fire and sell yourself dearly.
Whilst Thudmeiser and gambit have done an amazing job on the AI, they have been met with heavy challenges owing to my semi-ridiculous design. Owing to their unique play style then the AI tends to be weaker than other races in team games, but note that they have been primarily tested in 1 V 1 against Hard AI. This has often lead to a position where the player has a clearly OP race, whilst the AI has a UP race as I've made a probably unsolvable balance nightmare. Thud has also show willing to assist with patching in voices at a later date - perhaps a slight deviation from the lore, but will certainly add to the experience - plus if it's a patch we can avoid any further arguments over voice acting!
Credits
Thanks to:
Radical Rad - Original LOTD textures
Gambit - Testing, AI help, SCAR coding.
Arzgul - Testing
Odyssus - Testing
ghobot - Testing
Roderick - Testing, team colours
jones - testing, OP support
Mel_Danes - LOTD textures, dreadnought and original tacticals.
Thudmeiser and other LOTD team; Danimator and Grimnar 42 for access to their work (I have no idea who made all of their stuff, but thank you)
C2C team for their tactical models
Anyone else lost to time alongside the Legion who made this mod possible.
As ever, the following for flavour text:
Warhammer40k.wikia.com
Wh40k.lexicanum.com
The Dawn of War community for their ongoing support.
Relic for making such a damn fine game.
Iron Lore, because whatever you think, they gave us soulstorm.
Me! Thanks, me:
fuggles - Concept, AE, AI, 2D, 3D.
Team Thudmeiser have been involved in the majority of the race mods output in some shape or form and we are very proud of what we have accomplished. The Unification mod is a project that will allow all race mods to be combined into one single mod and play seamlessly together into the ultimate, albeit perhaps not so apocalyptic Warhammer 40,000 RTS.
More will added as they become available to play, rather than just conceptual but first, there are some utility mods that are required to get these running.
Unification
The project to combine all other projects. This page has instructions on how to alter you module file to combine races that you have installed. It also has links to the other required mods, Free UI and bugfix
Free UI
A project that allows modders to do crazy things with the UI, included on the Unification page.
Objective Points
This project partially supports all of the mods and allows most races to have unique banner flags.
Now onto the race mods:
Eldar
Harlequins
A special cadre of Eldar who dress as clowns as dance a deadly dance of death, so expect lots of bright colours as they specialise in holograms and trickery. Melee and movement specialists in their holographic suits, but very much glass cannons - whilst hard to hit, it hurts a lot if they are hit.
A loved but under represented Imperial Guard regiment who wear Pith helmets. Specialising in artillery they keep the enemy at a distance, but they are quire prepared to pay Orks to help them out with melee combat.
An original mod that was developed prior to Relic developing the Imperial Guard, this mod is very much about the legions from Armageddon and features a more classic selection of units. Mobile field cannons, horse cavalry and a famous Commissar all feature in this mod.
The vostroyans work closely with the Adeptus Mechanicus to produce weapons for the Imperium. During the Horus Heresy they did not join the fight, arguing they were better utilised making weapons. To attone for this they now send their firstborn to war.
The Adeptus Mechanicus believe that the machine God is the true God. They value machines over flesh and scour the galaxy looking for new technology. In this mod they rely heavily on machines to do the fighting whilst they power up their roving base.
A very famous mod indeed. With easily the best graphics in any mod for Soulstorm, this starts with those lowly space police the Adeptus Arbites and if things get out of hand, they can then call for the might of the Inquisition or the Canoness and her Battle Sisters.
When there is chaos to be purged, send in the Inquisition! Starting with the Inquisitor and his retinue in their quest to scourge the foul forces, when it gets too much they can call in the legendary Grey Knights! The inquisition rely on abilities to hold off the enemy.
The first chapter of Space Marines. This mod brings the whole Dark Angel chapter to the battlefield where you can pick one of three tech trees to bring the Ravenwing, Deathwing or battle company to the fight.
The Firehawks Space Marine chapter disappeared in the warp, presumed dead. Since then there have been rumours of ghostly burning space marines who appear when times are bleak, dominate the battlefield and then slip away into the void. With a unique hitpoint based economy, the Emperor's Daemons are here!
Hailing from a high gravity nocturnal planet, the Salamanders are bigger than regular Space Marines, but slightly sluggish. They are warrior blacksmiths who worship a cult of fire, so expect a lot of hammers and fire - look out for the their Librarian who has a whole array of powers that set himself on fire...oh and look out for giant Salamanders.
The Blood Angels are, if we are honest, ever so slightly vampiric. These loyal warriors have a flawed gene and can get lost in the maelstrom of battle in a red thirst. If they cannot withstand the call, they go mad and become part of the infamous Death Company. Featuring a line up of the Blood Angels greatest heroes, this beautiful mod will encourage you to be a bit wary around melee combat as whilst it empowers your troops, it is hard to get them out again.
A very accomplished mod featuring the somewhat unorthodox Black Templars. Featuring their own crusade style armour and their own crusader tactics, the Black Templars are very much fans of getting in a melee. Pick a tactical doctrine and lead your champions to battle!
The wolves of Fenris are feral, brave warriors with powerful noses and a wild fighting style and this mod adds them to the game.
Thirteenth Company
The 13th are a lost Space Wolf Company that plunged into the warp chasing Abaddon during the Horus Heresyonly to re-emerge in normal space 10,000 years later. With very limited access to supplies they rely on cunning, infantry and Wulfen..
Imperial Fists
Masters of the art of siege warfare the Imperial fists believe in occupying a position and then fortifying it until it can be fortified no more. A turtle play style which will suit those who love slow moving heavy armoured units.
The forces of chaos unleashed! Pick one of 5 tech trees for each of the four chaos Gods or undivided loyalty and then burn the galaxy to ashes with a massive range of diabolocal beasties, just ensure to expand slowly as Daemons are not used to being in the mortal realm.
When the Imperial Guard fall to chaos, they become renegades. Whilst having naturally similar technology and style to their loyalist brethren they feature daemon engines and mutants to get up close and personal.
A fallen chapter who have become inherently psychic over the years so expect lots of spells. Owing to a spell gone wrong, a lot of their troops are empty suits of armour - also this mod features a customisable class system for your hero to add a light RPG element
Chaos Marines dedicated to Khorne, the god of BLOOD and SLAUGHTER! A unique economy means that you are rewarded for being in melee, which Khorne would approve of.
A chaos space marine chapter who don't realy on daemons?! Night Lords believe in just using the foulest, most terrifying tactics on the battlefield. Expect lots of infiltration and morale damage - These marines are not chaotic, just evil!
Emperor's Children
The Chaos God of Excess and Desire lands on the battlefield! A huge mod featuring copious amounts
of drugs, nudity and rock and roll!
Tyranids
The shadow in the warp consumes all. The tyranids are a race of swarming intergalactic predators that rely on a variety of different sized organisms from tiny to giant to devour living worlds whole.
Maybe more to come...
The Legion of the Damned race for Soulstorm. This adds the Legion as a race for skirmish or multiplayer - simply Unzip the contents to your Soulstorm...
Patches official beta version to version 0.7 beta.
And you get another Svarog map. As for previous ones, you need Patriarch's Decal Pack installed. Enjoy
New Tau facility map set in Svarog. You need Patriarch's Decal Pack installed. Enjoy.
A new map for Dawn of War Soulstorm, compatible with Unification mod. You need Patriarch's Decal Pack installed to play. Enjoy
A new map set in Svarog Sector. I hope you enjoy. Hold the bridge at all costs!
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Hi guys love this mod only criticism I have is defensive structures you can only put turrets on slag deposits if this is how you want it to work cool but I can't easily defend my listening posts from random attacks while my main army is away attacking bases nor is it easy to get my main army back as they are super slow leading to me being easily destroyed due to a lack of listening posts it would be nice to be able to build turrets to defend some of my listening posts I hope you guys consider it keep up the great work with this mod and all the others you are working on
I imagine there's no way to make this compatible to Ultimate Apocalypse right?
Can't wait for update, I love you!
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Thanks for all the feedback guys it will all be reviewed when we get back to this. As you know there's not many of us and currently super busy working on new mods
I love this mod, it's defiantly one of my favourite factions !!!
Recently for fun I've been messing around with a with a 'mod for this mod', (a little one of my own that loads on top of this one and changes some things, my one might be in a state where someone else might find it interesting soon and I'm interested if I could get permission to upload it as an 'unofficial addon', (it doesn't directly contain much of the original stuff, just inherits it from this mod when it loads, then alters the tech tree somewhat, replaces some units, changes how to portal works (Portal health links to requisition :D), adds a very different "fire burning in the warp" a few new models of my own, etc.))
(either way your welcome to use the models for my new LOTD listening post and Animum Malorum, or any other asset from my one if you want them for anyting :D )
for vanilla ss:
the main building should be able to teleport anywhere in the map and can spawn mini warp portals as a building for the units to go in and out to have map control since they only have one main building that cannot be built.
the infantry when burning should deal double the damage and deal morale damage to be able to sustain with small numbers and also effective to all units including vehicles.
faster reinforcement and unit production.
more focus on dreadnoughts as vehicles since they are infantry centered army and an opportunity to add dark age of technology dreadnoughts my favorite is the contemptor pattern.
since mini warp portals will be their retreat points also have some units have teleportation ability for army mobility.
the army should be centered around burst damage since they will be squishy with the burning ability. mostly their strategy will be ambush and bait and switch.
it will also be good if their colors do not change only faded bits of coloring and the insignia on their shoulder pads are from different chapters since in lore they also consist of fallen space marines.
I loved how unique they are, and how ridiculous the idea of needing slag deposits for.... turrets :D
I lost using this race against Vostroyans, felt a bit weak, especially against a vehicle blob, but nevertheless I don't play new races for balance :)
Large scale battles with these guys is absolutely awful. Their population costs for the troops are too high to mass anything, they produce far too low to counter an enemy attack, god help you if you're against tau because your troops won't close the gap quick enough especially when missile gunships are knocking them back, and what the hell is with their morale? I get that they take damage when their morale is broken, but playing with Unification for example. There's a LOT more ways to break morale. These guys are so pitifully weak late game it's sad. Their armored units break like butter, and there's literally zero way to recover their morale except just waiting. But guess what, the AI, and other players, do not wait.
If your forces get wiped, best to just quit at that point. There's no chance of coming back against a relenting enemy force. Gotta love AI being able to control multiple production buildings at once to keep sending while we get ONE that produces god-awfully slow.
Any tips to this? I love that they seem to tear through units but with as much stuff as is capable of breaking their morale (Seriously. One enemy special ability seems to melt it entirely, FULLY UPGRADED), their slow movement speed, short range, slow production speed, no regen, no way to re-boost their morale, SQUISHY AF COMMANDER UNITS LIKE WTF, they're just far too easily overwhelmed, especially when you're trying to hold but you can't produce fast enough meanwhile your troops that remain that have just had their morale broken, cannot reinforce their squad fast enough to stay alive through the burning.
Also, their only detector seems to be their squishy af commander? Cmon, that's just poor design.
Hmmm... Can you please send this to brother Fuggles?
He is the designer and he can guide you through.
Plus, he could use your feedback in order to improve the Damned!
Dunno how to. I barely know how to use this site :x I'd love to submit feedback though. Playtesting and balancing stuff is fun for me, and I'm usually fairly good at it.
VERY GOOD!!!
Then, you can send him a Private Message to brother Fuggles...
...here ! Moddb.com
Browse the page, and at the right you will see a [Contact] box (just above the [Friends] box). In the contact box, there is a [Send Message] link. Just click it!