Dawn of War Custom Modifications
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Retunes & Remixes The 1.3 patch certainly
generated its fair share of criticism amongst the regulars in the
DoW community forums. Many of the tweak mods for DoW are a direct
result of that patch, determined to "fix" the game, and
most of them are being carried through to the Winter Assault expansion.
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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Codex
Completion  |
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A massive
retune with a swag of custom models, this is an ambitious attempt
to make Dark Crusade "closer to codex"
adding many custom units and features you've probably encountered
in other mods. The mod seems to have popped out of nowhere. Infantry
are scaled down by 20%, and the mod offers "divergence",
the option of selecting a "sub-race" for each side you play.
The changelist is almost as long as an entire forum thread! |
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Dawn
of
Warhammer
40,000  |
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Dawn
of W40K (DoW40K: formerly known as the Dawn
of War Rebirth Mod. This is an attempt to adjust the game
towards something as close to the original tabletop
rules (a.k.a. "TT") as
possible. Old figurine painting tabletop fans generally seem to
have issues with the liberties Relic took interpreting the game
to a real time format. At the very least, you can think of this
as a "hardcore" version of Dawn of War. Apart from adopting
the old TT philosophies, this mod has also been tempered by community
feedback.
The turn based rules of the tabletop could often see a battle resolved
by barely half a dozen turns, but DoW40K
still makes use of the real time DoW game engine. The unit line-up
is still based on the current game codices. Dice rolls, equivalent
health points, cost, etc have been translated directly off the tabletop
using the cost of units. Prices give you a good idea of just how
well they perform: a basic Marine squad costs 300
Req to buy and 75 to reinforce;
but a Terminator squad is 420 (for a starting
squad of two - and 200 each to reinforce!)
while a Dreadnought is 545. All the weapons
have been rationalised across the board: that is, a bolter is a
bolter is a bolter in this mod. Unlike the similar looking weaponry
in DoW and WA that all perform wildly differently, if you see a
bolter in the hands of a Scout, a Space Marine, or a Chaos Marine,
you can be sure they all do exactly the same thing and have the
same stats.
While for Winter Assault only, this
looks like it started from the original Dawn
of War. However, its economy is radically different from
either. Requisition is used almost exclusively on units and heavy
weapons, while power is reserved entirely for teching and buildings.
Building up to a high end force takes quite a bit of effort and
a fair bit of time. Reinforcing has been modified as well: overwatching
ceases the moment a squad is in battle, and only resumes when they're
well clear of it. This alone changes the whole dynamic of the mod
compared to many others. Numbers count, as does a little bit of
planning and common sense. If you haven't built up a sizeable force,
you'll get eaten alive in the fight.
Hard counters abound. While the cost of a unit gives you an idea
how useful it is, it can all but vanish in a few seconds if the
right counters are used against it. Your tactics are also going
to make you or break you.
Vehicles have been scaled up to "realistic" sizes, take
up one Vehicle Cap point each - but you
only get five of them. Each vehicle is a solid workhorse in its
own right, and even light units like Vypers and Landspeeders look
formidable.
Its a good little production, and eminently playable. It even has
its own IRC
channel for hosting multiplayer games. Current version: beta4
(v.99).
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Dawn
of
Warhammer
40,000: Firestorm  |
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This is the
next version of the Dawn of W40K mod,
applied to the Dark Crusade expansion.
The same design logic and sensibilities will be applied to the Necrons
and the Tau races as the originals were
in the first mod. A release was tentatively scheduled for June 2007,
but there's nothing to see yet. |
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Direct
Balance
Mod  |
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Another post 1.3
patch mod where some angry fan stomped off and made their own "fixes"
for the game. I have no idea what this one does. There are two versions
for the game. The original Dawn of War version:
0.4; and a Winter Assault version:
0.1.41.1 |
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DCPro  |
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DCPro
has superceded the classic DoWPro
mod.
Current version: 1.98 alpha. DCPro
picks up its version numbering where DoWPro
left off. At this stage, its still in alpha and no public release
is available. |
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DoWPro  |
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Unhappy with
the state of the original game under the old 1.3
patch, player Korbah began his own set
of game balance changes for Dawn of War.
Actually, he went further than that: he was convinced DoW's game
balance was completely broken, and rebalanced it from scratch. The
idea was to adjust and tweak unit stats so to maximize strategic
options for "pro" players high up on the Automatch
ladder. No unit or weapon or game feature has been left untouched.
Total Annihilation
fans might see some similarities here: DowPro
works as an alternative to Dawn of War in the same way as the ÜberHack
worked as an alternative to Total Annihilation. The "Pro"
these days is an apt description of the current state of the mod
itself: this is aimed for high level players, but you'll find its
still accessible to those starting out. In a couple of words: pretty
awesome. While it uses the Dawn of
Skirmish AI, its not intended to be used with AI's: this mod
is balanced for high level competitive play between human players.
If you ever played the original Dawn of War
before the Winter Assault expansion, then
you'll see where DowPro is coming from.
At first glance it feels like the pre-expansion game. Many of the
detailed features that disappeared when Winter Assault "streamlined"
them (i.e. dumbed down in the eyes of some) and "opened out"
(i.e. made too accessible for the tourists in the eyes of others)
the game. The idea that a relative newcomer might be able to use
the game interface to "outplay" an experienced player
is anathema in competitive Ladder circles. However, the Imperial
Guard, a Winter Assault army, have
been seamlessly blended into the mod, so they too are as complex
and interesting to play as the original armies. Chaos
gets all its old heavy weapons back, Ork
regains all its old techs and upgrades; and Eldar's
Aspect Warriors have returned to their old specialist roles. Along
the way, DowPro incorporates subtle little
graphical touches: most of the armies now have randomised heads
and bodies for infantry, and parts of the Steel
Legion mod are being incorporated into the Imperial
Guard.
DowPro has (or had, pre- Dark
Crusade) become a fully fledged alternative to the regular
game. Many of the alterations address common multiplayer tactics,
modify stats, and add a number of restrictions: strict unit caps
for advanced units, no build auras around Critical Locations, and
other checks.
Version 1.5 and onwards were designed
to work for Winter Assault and made full
use of the excellent Dawn of Skirmish
AI. This was a slick, professionally produced mod; while the
authors can seem almost fanatically one eyed about it sometimes,
its not without good cause. If you were even slightly put out by
some aspects of the official game and expansion, then there's a
good chance that DowPro will more than
fix those grizzles. Be warned though, it is a hard core version
of the game.
Last version: 1.6.
This is a DoWSanctuary
forum thread, which you will have to register with to even see the
page. (Don't worry, DoWS is mostly harmless).
The installer is slick and problem free; it also give you the option
to uninstall as well. This version now has its own DowPro
Map Pack - which you can use in Automatch
playing the DoWPro mod.
The DowPro mod has been superceded by the DCPro
mod, incorporating Dark Crusade's Tau and Necrons.
The DoWPro.net site is also down temporarily.
In the meantime, try this temporary, alternative
link.
See also:
DoWSanctuary
forums and replays.
DoWPro's own IRC chat channel: irc.quakenet.org
#dowpro. Instructions on how to use IRC and get there can
be found here
(temporary link);
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DoWXP
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Or Dawn
of War Expanded. Another game rebalancing mod that seeks to move
the game towards, quote: "diverse armies, better balance and
seeks to be closer to the tabletop game." Vehicles are scaled
up for realism, infantry units are scaled down (and slowed down to
compensate). There's a number of custom unit models and numerous hard
unit caps to prevent spamming. You can chase up its current RelicNews
forum thread here.
Current version: 3.5. |
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Fairness
2
Mod  |
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A continuation
of the Fairness Mod, which has
been canned with the arrival of the 1.5x patches.
While the original Fairness mod went bananas and pretty much began
to change everything in the game, Fairness
2 will only use "a feather touch to rebalancing the
game this time around." Its biggest feature to date has been
changes to how the close combat system works. Melee now plays a
bigger part of gameplay. Current version: 0.3. |
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Half
Scale
Mod  |
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For those
who wish to cram as much into their single player Skirmish
game as possible, this mod does exactly as it says: all units are
shrunk to half size and kept on the same old maps. This is expressly
designed for massive scale battles, with multiple God units,
and swarms of regulars. This is apparently compatible with the Dawn
of Skirmish AI mod. You can track it's progress at its latest
RelicNews forum thread.
Current version for Dark Crusade: 1.2DC.
Old version for DoW 1.4: 1.14.
I'm not sure if there was ever a Winter Assault version. |
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Heroes
Roleplaying
Mod
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Or more simply, the Heroes Mod. This mod
adds a new Game Rule to your Skirmish games
called Heroes. The mod is enabled when checked,
disabled when not. This effectively makes it compatible with just
about every properly built custom modification out there! Heroes
cranks up the game a fair bit, introducing roleplaying
style experience levels for Squads and a number of enhancements
to weapons, line of sight, and general carnage factor. The roleplaying
aspect emphasises the use of experience points
to progressively "level up" individual troops into "legendary"
veterans with more health and prowess. The more they come under attack,
the more they grow (and glow!) in stature. However, any fresh reinforcements
appear as novices, so simply overwatching your guys in battle can
see the Squad's experience levels being collectively watered down
by new recruits.
It generally peps up most of the original game's existing features.
Building, reinforcing and capping has been sped up, weapon and visual
ranges increased and many of the hand driven spells and effects
(including overwatch) have been automated by default. It has other
interesting changes too: making use of elevation lets your squads
see further, and artillery that fires at the furthermost units first,
preventing your front line troops from being targeted
This is not a mod that is likely to be enjoyed by serious Standard
game players or anyone on Automatch who feels precious about their
micro skills. It feels designed for Quickstart,
actually. It eliminates a lot of fine control, constantly overrides
Overwatch orders (unless globally paused), and sends broken squads
running back to the nearest build to garrison. With build and capture
times shrunk, range and line of sight extended, IG and Ork can spread
across a large map like the Plague, even bombarding enemy bases
with rockets from the middle of the map.
This creates its own kind of turtling game though; and as a sand
boxing mod, its great fun. However, if you're dedicated to "proper"
play or hate Quickstart, Heroes could very easily drive you up the
wall. As the readme says, it does force you think in big
picture terms.
Current version: v2. This has been replaced
by the Heroes Special
Mod for Dark Crusade. |
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Heroes
Special
Mod
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This is simply
the Heroes Mod updated to accomodate
Dark Crusade. What's more, its also compatible
with the excellent Dawn
of Skirmish AI project!
Current version: v2.3 |
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King
Size
Mod |
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Quadruples
the squad limit, triples the vehicle cap, makes everything cheaper,
faster to build and inflict more damage. Basically, another turbo
charged version of the original game. See also: modDATABASE
entry. This is not compatible with any DoW
patches before 1.3. |
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TableTop
Round Mod
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Or TTRU.
A retune mod (for Winter Assault 1.41)
based on the original Table Top (TT) rules
of Warhammer 40,000. Its biggest change comes to the amount of damage
units can inflict on each other: lots. Orks have been rearranged slightly
to cope with the boosted firepower of the "shootier" armies.
A carnage filled mod for the impatient vandal in all of us. Current
version: 1.1. |
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Total
War  |
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Triples the
unit limit, and adds the Imperial Guard
from the single player campaign to your build. Current Dawn
of War version: 2.1; Winter
Assault version: Beta Revision 3. There's
a third mod version in this lot: Total
War: Armageddon. This version is trying to amalgamate a number
of different race mods (e.g. Tau, Tyranids, etc.) so they can all
be played together. |
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