Dawn of War Custom Modifications
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AI's
The AI in Dawn of War's not too shabby, but
like many game AI's it's not that bright either unless it cheats
like mad. Luckily, there's an AI mod to save the day!
indicates the mod is Winter Assault compatible; otherwise, assume
it's only for the original Dawn of War.
indicates
the mod is only for Winter Assault.
indicates
the mod is for Dark Crusade.
RTSC says: you really should get this!
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Dawn
of Skirmish
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There's really
only one custom AI out there for this game, and its this one: the
Dawn
of Skirmish AI. This is a Skirmish AI upgrade
that improves the standard "substandard" computer players
in Skirmish and Multiplayer games, by AI maestro thudmeizer
and his team. For those who have quickly learnt how to flatten the
internal AI's and need a challenge, or at least some half basic
training before jumping into the zoo Online, this is almost a mandatory
install. Its pretty damn good - making Skirmish almost an end in
itself, and worthy as an Online training
tool, both for single and team gaming. In fact, its so damn good
the thing can actually "dance" its own units, almost like
a competent human player. Its an excellent tool for practising your
team work with your mates, without having to play pot luck with
droppers or griefers Online. Opposing teams of AI's certainly give
you a run for your money - and even assist each other, even donating
resources to each other when necessary! However, they're not the
best team players, so teaming up with one yourself can lead to mixed
results.
Still, if you need to pad out a odd numbered multiplayer game with
an AI, the Dawn of Skirmish AI is far better
than nothing. This will only work if all players have the same
version of the AI mod installed and have activated it in the Games
Manager. It installs as a separate mod, but doesn't actually
change any game values or settings - so you can replay Dawn
of Skirmish recorded games within the normal WA and DC game
and vice versa. You will have to copy your army
colour schemes to the dowai folder
in your game Profile if you want to use
them.
Old versions: 1.95
was exclusively for Winter Assault version 1.51
only. Dawn of Skirmish was also
the official AI for a number of custom mods out there including
DoWPro and Fairness
balancing mods. 1.4 was the last version
for the original Dawn of War.
Version 2.30
is exclusively for Dark Crusade. It now
includes provisions for the Heroes
Special mod. Go bananas. 
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Campaigns Single player missions or campaigns
that can be played solo or cooperatively in multiplayer.
indicates the mod is Winter Assault compatible; otherwise, assume
it's only for the original Dawn of War.
indicates
the mod is only for Winter Assault.
indicates
the mod is for Dark Crusade.
RTSC says: you really should get this! |
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C2C:
Firestorm
over Kronus
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Closer
to Codex: Firestorm over Kronus is one of the newest examples
of that neverending obsession by many modders to bring Relic's RTS
closer to the original tabletop rules. C2C:FoK
basically modifies Dark Crusade's single player
campaign so that a lot of customised models (especially the
"honour guard" units) were simply regular units with upgraded
stats. The idea is to add elite units that do look elite, plus incorporate
the entire menagerie of W40K units that missed out in Relic's RTS.
You can also check out its own
forums. |
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Horus
Heresy
Campaign  |
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This is a major
fan built single player campaign. In W40K
game lore, the Horus
Heresy was the big event that saw the creation of the Chaos
Marines. A number of devout Space Marine
chapters betrayed the Emperor, and plunging
the Human Imperium into a tea spilling,
scone throwing conflict of darkly gothic, galaxy spanning proportions.
Most of the mod's changes seem to be in armour types for the Space
Marines (before they became Chaos Marine chapters) reverting back
to older, more "primitive" designs and some distinctive
"chicken beak" helmets found early on in W40K game history.
You can read up on the original RelicNews Forum's starting
thread.
It's produced a second demo. |
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Space
Hulk
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The Space Marines go on an extermination
campaign to rid some old floating space hulks of a particularly bad
infestation of space bugs. Bit like killing cockroaches, except these
ones are bright purple, over seven feet tall, and have a tendency
to rip yer 'ead orf before running off with your DNA to do who knows
what. The space bugs are Genestealers (part
of the Tyranids army - see the Tyranids
Mod). The Space
Hulk Mod is loosely based on the old board
game and eventual PC port
of the same name which did the rounds well over a decade ago. The
original was a top down, orthographic like affair - much like a Diablo
or a Dungeon
Siege.
This is quite a change from the regular game. For a start, line
of sight plays a big part and for once, you simply can't shoot through
things as though they're not there. Your squad members and the the
claustrophobic map features restrict lines of fire, and while you
might play a top down view, you can only see what your squad can
see.
You start with a squad of five Terminators,
and these must last you the duration of the mission. You get a leader
with a couple of useful spells, two regular Termies with their standard
issue Storm Bolters, one with a long barrelled Autocannon for ranged
fire, and the other who is effectively unarmed except for a powerful
flamethrower that has a strict number of uses. In the cramped and
confined Space Hulk maps, there is barely enough room for two Terminators
to squeeze past each; arranging your guys and using their respective
strengths in the right place and time is what Space Hulk is all
about. It's highly strategic. War's slightly less than optimal path
finding trips you up a lot, and your men will either not move or
mysteriously stop en route once they've worked out their path is
blocked. Or worse - stroll into a blazing fireball and die in a
second.
You can play this solitaire by turning off the other allied slots,
but you'll find the going extremely tough. Using AI's for allies is
very awkward: they're not the brightest things and they frequently
block each other and you. This is a mod where player cooperation and
communication is vital - A real Aliens "get out of the way of
my fire you foooaaaggh!" sort of thing. This mod would work best
with XFire or
some other networked team chat.
Current version:
Space Hulk Co-op: 1.41 Release. This is the last version,
compatible with Winter Assault 1.4. While
the game features promised a twelve part single player campaign,
only Co-Op mode is present in this release.
This is hardly a problem: simply load up each of the Campaign maps
in Skirmish and make yourself the only human player. At the moment
it can only handle one victory condition at a time, and you must
set all starting positions to be non-random,
and make the AI enemy team slot 2 in order
for it to all work properly.
Under the 1.5x patches, the Space Hulk
loader insists on a CD-ROM being present, but if you use DoW's internal
Game Manager you can avoid this issue.
Its a cool little mod, and while I've only played singleplayer it
looks like an solid co-op game. |
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Space
Hulk 2
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Its not often
you see a sequel for a custom modification. This starts where Space
Hulk 1 left off. The results are singularly impressive! It adds
a few extra features, and feels a slicker than before.
Current version: Space
Hulk 2: v1.01. Like its predecessor, it comes complete
with a full twelve level single player campaign to go with it that
you can only access from the Skirmish Menu.
Activating the Tutorial will only cause
the mod to crash. Space Hulk only works with Winter
Assault. As before, it can only handle one victory condition
at a time, starting positions must be non-Random, and the enemy
AI needs team slot 2 in order for it to work properly. Its well
worth the time and attention. |
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