Dawn of War 3rd Generation is a mod for Dark Crusade that adds tonnes of new stuff, from new units for existing races, to whole new races themselves including: Dark Eldar, Tyranids, Daemonhunters and Witch Hunters! Alongside this are also new maps, titans, new honour guard units and original Dawn of War campaign missions in skirmish!
Requirements
This mod does not have any known dependencies other than the base game.
Only version 3.2.1 is required since the conversion already contains the 3.2.2 update
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credit to Kekoulis and Team Unification for their amazing work on much of the custom model work, effects, UI and voice work from the Witch Hunters, Inquisition Daemonhunt, Thousand Sons, Steel Legion, Emperor's Children, World Eaters and the leaked Tyranid Swarm races used here; you can find their stellar mod for Soulstorm over here on ModDB: https://www.moddb.com/mods/unification-mod-dawn-of-war-soulstorm or on the Nexus here: https://www.nexusmods.com/warhammer40000dawnofwar/mods/340 Work from the Unification Team is not allowed to be used without their explicit permission. Credit to Iron Halo for the original Soulstorm Dark Eldar assets. Credit to Thudo for helping with the getting Dark Eldar ai code working in Dark Crusade. Credit to the creators of the ancient Lights of the Warp mod that formed the start of this one.
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Changelogs
Version 3.2.2
-- General --
- General stability increased (hopefully)
- Added basic support for all languages besides English. The Mod text should now appear but will still be in English as I'm unfortunately not a polyglot.
- Shiny new icons from NexusBram's 3rd Generation Better Buttons mod have been included, thank you again for the wonderful work!
-- CHAOS --
- New AI code that focuses one mark until tier 4
- New AI Strategies that focus Daemons and Renegade Guard
-- ELDAR --
- Dire Avengers now require an aspect stone addon at the Aspect Portal (50req, 0pwr, 10s)
- Dire Avengers build cost increased from 160 req to 220 req
- Dire Avengers build time increased to 25s from 20s
- Dire Avengers reinforce cost increased from 35 req to 55 req
- Dire Avengers reinforce time increased to 8s from 7.7s
- Dire Avengers shuriken catapult armour piercing value lowered to 1
- Dire Avengers shuriken catapult minimum damage value lowered to 1
-- IMPERIAL GUARD --
- Rotation ranges on all Leman Russ tank turrets have been increased to 360 degrees
- Leman Russ weapon upgrade descriptions updated
- Chimera squad hold description updated
-- NECRONS --
- Reduced the cumulative damage resistance for Lychguard to make them less invincible at max squad size.
-- ORKS --
- Ork tunnel transfer time is now 3 seconds instead of 1 due to removal of red paint.
- Massive Battles win condition now scales Ork pop correctly
-- SPACE MARINES --
- The Hellfire Dreadnought now has a lascannon upgrade.
-- WITCH HUNTERS --
- Geminae Superia description improved
- Geminae Superia defensive aura for Saint radius decreased to 120
-- Campaign --
- Tweaked Chaos Stronghold Difficulty
- Fixed most scar errors when playing as new races
- Pavonis Spaceport scar error when playing as a modded race has been fixed
- Hyperion Peaks scar error when playing against a modded race has been fixed
- Eres Bandlands scar error when playing against a modded race has been fixed
- Commander/Wargear models for new races updated to show correct commander
-- Skirmish Campaign (Original DoW) --
- Missions should now end rather than error after the closing cinematics
Version 3.2.1
-- General --
- Massive overhaul to the UI text for all units, buildings, weapons, research and abilities to give clearer indication of what they are and what they do.
- Improvements to AI competency and tactics.
- Removed a lot of chaff from the map list.
- Balancing for many, many units throughout (specifics to follow).
- Fixed the missing lights on Relics, shine on you shiny points.
- "Classic Battles" win condition added, allowing you to play with caps similar to the vanilla game for much smaller battles.
- "Minor Escalation" win condition added, limiting all players to tier 2 at maximum.
- "Fortification research" added to the listening posts of each race that increase the health of all their buildings by 1.5x (first research, tier 3) and 2x (second research, tier 4) since buildings felt like paper.
-- CHAOS --
- Marks of Chaos now cost resources and take time to research but all provide tangible benefits to your army.
- Updated reinforce costs for Cult Squads and their leaders
- Icon Bearer cost increased by 5 and building upped from 4s to 7.5s
- Icon Bearer infiltrates when joining an infiltrated squad
- Daemon squad costs reduced to 250 req, 275 pow
- Daemon reinforce costs/time reduced to 30 req, 35 pow/7.5s
- Renegade Chimera now has an explosion chance on death like Guard Chimeras
- Purge the Weak research now shows fear aura on Renegade Guard/Commando champion
- Furious Charge research now improves speed of Raptors & Renegade Guardsmen
- Renegade Guardsmen health reduced from 260 to 160
- Renegade Guardsman Champion health reduced from 425 to 255
- Renegade Guardsman initial build cost increased from 150req to 180req
- Renegade Guardsman reinforce cost reduced from 30req to 25req
- Renegade Guardsman reinforce time increased from 4s to 5s
- Renegade Guardsman Champion cost changed from 60req/15pwr to 50req/20pwr
- Renegade Guardsman Champion reinforce time increased from 10s to 20s
- Renegade Commando reinforce time increased from 7s to 10s
- Renegade Commando reinforce cost reduced from 45req/20pwr/ to 45req/10pwr
- Renegade Commando Champion cost increased from 75req/15pwr to 80req/20pwr
- Renegade Magos leader in Cult Champion squad's cost increased from 5pwr to 15pwr
- Cultists now actually use the Renegade Psyker meant for them that doesn't require a temple
- New Cultist formation
- New Raptor formation
- New Rubric Marine formation
- Renegade Champion build/reinforce cost changed to 120req/40pwr from 100req/50pwr
- Chaos Unclean Corruption ability radius lowered from 12 to 8
- Chaos Unclean Corruption ability range lowered from 40 to 25
- Chaos Unclean Corruption ability duration lowered from 20 to 15
- Chaos Unclean Corruption ability armour piercing value lowered from 100 to 25
- Brass Scorpion now requires Mark of Khorne
- Daemon leader cost change to 40req/50pwr from 90req/25pwr
- Daemon leader build time reduced from 18s to 12s
- Daemon build cost reduced from 250req/275pwr to 200req/240pwr
- Daemon build time reduced from 60s to 40s
- Daemon reinforce time reduced from 7.5s to 6s
- Renegade Malcador Battle Cannon now has same blast radius and armour penetration as the Renegade Leman Russ one
- Havoc Autocannons, lowered min damage range from 275 to 240, min damage reduced from 50 to 5
- Sacrificial Circle and Daemon Pit now hold 8 squads instead of 5
- Infernal Manufactorum now only requires tier 2 not tier 3
- Renegade Leman Russ now has tier 3 requirement
- Renegade Malcador now has tier 3 requirement
- Havoc Lascannon and Autocannon costs adjusted to be slightly cheaper
- Havoc Lascannon and Autocannon upgrade times adjusted to 10s from 12s
- New model for Khârn
- New model for Typhus
- Typhus can now spawn Deathshroud Terminators
- Lucius the Eternal added to Greater Sacrificial Circle
- Palatine Blades added (spawnable from Lucius)
- Miriael Sabathiel added
- Fallen Sister units added (Battle Sisters, Retributors and Seraphim, requires Miriael)
- Doomrider added to Sacrificial Circle
- More psychic powers added to the Lord of Change
- Doombolt added to the Horror's squad leader
- New voice lines for the DPGS
- Renegade Heavy Weapon Team reinforce cost changed to 115req/25pwr
- Greater Daemons and Daemon Primarchs can deep strike from the Greater Sacrificial Circle
- Upgrades for the Chaos Predator revamped with more options
- Upgrades for the Chaos Warhound revamped with more options
- AI now uses deep strike buildings to great effect
- Generally increased the health of Chaos Marine units to match their Space Marine counterparts
-- DARK ELDAR --
- Added Wracks to the HQ
- Added Grotesques to the HQ
- Archon ability cool downs raised slightly
- Health of Archon reduced from 1800 to 1300
- Health of Archon's Incubus reduced from 750 to 500
- Health of Incubus in squads reduced from 750 to 425
- Health regeneration bonus of Animus Vitae change from x6 (18 total) to +7 (10 total)
- Health degeneration for targets of Animus Vitae reduced from 6 to 4
- Check cost of Hellions for reasonableness -reasonable
- Warrior starting squad size reduced to 4 from 5
- Wych starting squad size reduced to 4 from 5
- Hellion starting squad size reduced to 4 from 5
- Adjusted reinforce cost of Mandrakes from 20req to 30req
- Adjusted reinforce time of Mandrakes from 4s to 7s
- Adjusted build cost of Mandrakes from 60req to 105req
- Adjusted build time of Mandrakes from 10.5s to 18s
- Adjusted reinforce time of Hellions from 13s to 15s
- Adjusted build cost of Hellions from 260req/40pwr to 210req/50pwr
- Adjusted build time of Hellions from 40s to 36s
- Hellion max squad size reduced to 9 from 14 (exc. leader)*
- Adjusted reinforce time of Warrior from 8s to 10s
- Adjusted build cost of Warrior from 165req to 160req
- Re-adjusted build cost of Warrior from 160req to 170req
- Adjusted build time of Warrior from 20s to 24s
- Re-adjusted build time of Warrior from 24s to 26s
- Warrior max squad size reduced to 9 from 14 (exc. leader)*
- Adjusted reinforce time of Wyches from 10s to 12s
- Adjusted build cost of Wyches from 225req/75pwr to 200req/60pwr
- Adjusted build time of Wyches from 35s to 32s
- Wych max squad size reduced to 9 from 14 (exc. leader)*
- Make Tier 2 HQ upgrade increase max squad sizes of Hellions/Warriors/Wyches up from 10 to 14
- Adjusted reinforce time of Bloodbrides from 10s to 14s
- Adjusted reinforce time of Trueborn from 10s to 12s
- Change Raider so passengers only fire when there's squads embarked
- Added Raider's jump ability to Ravagers and Reapers
- Added Shadow's jump ability to Dais of Destruction
- Adjusted initial squad size of Hellions from 4 to 3
- Adjusted initial squad size of Warriors from 4 to 3
- Re-adjusted build cost of Hellions from 210req/50pwr to 180req/45pwr
- Re-adjusted build cost of Warrior from 170req to 165req
- Re-adjusted build time of Warrior from 26s to 24s
- Re-adjusted build cost of Wyches from 225req/75pwr to 240req/60pwr
- Adjusted Tier 2/3 HQ upgrade increase max squad sizes of Hellions/Warriors/Wyches by 4
- Adjusted build time of Reavers from 15s to 20s
- Balanced Dark Lance damage
- Reduce splinter weapon health degeneration modifier by 50%
- Haemonculus no longer uses squad cap
- Dark Eldar buildings now have to use control area
- Haemonculus Laboratory/Hall of Blood no longer project control area
-- ELDAR --
- Added D-Cannon Support Platform to Webway Gates
- Added Shadow Spectres to Webway Gates
- Autarch reworked to start "plain" and upgrade his wargear when unlocking aspect stones
- Adjusted Swooping Hawk initial cost changed to 200req/40pwr from 160req/0pwr
- Adjusted build time of Swooping Hawks from 16s to 24s
- Adjusted damage of Farseer's Psychic Storm ability
- Added Swooping Hawks to the heroes script
- Fire Dragon/Storm Guardian Fusion Gun range increased to 25 from 20
- Adjusted Dire Avenger damage against buildings
- New model for Harlequin Troupe Shadowseers
-- IMPERIAL GUARD --
- New model for the Aerial Command
- Weapon range research applies to all weapons
- Added Medic to Infantry command
- Added an Earthshaker Emplacement Turret
- Reworked Conscripts to start out at 15 men instead of 30 and have 1-3 weapon upgrades and up to 3 Commissars as leaders
- Heavy Weapon Teams now have Plasma Cannons and Mortars as weapon options
- Change Shadowsword support cap requirement to 15 from 10
- Change Stormblade support cap requirement to 15 from 10
- Limited Stormblades to 8
- Change max repairers to 99 for every Guard tank
- Limit Aerial Command to 8 instead of 1
- Aerial Command slots increased to 8
- Valkyrie drop now carries two units to prevent Ogryns getting stuck in the building
- Changed conscripts to use two transport slots
- Chimera transport capacity changed to 2 instead of 3 because 3 was silly
- Hydra autocannons no longer obey terrain line of sight
- Strike Kasrkin build time increased from 20s to 30s
- Strike Kasrkin initial cost reduced from 375req/275pwr to 350req/175pwr
- Strike Kasrkin reinforce cost increased from 40req/20pwr to 70req/35pwr
- Hellhammer cost changed from 450req/375pwr to 385req/390pwr
- Stormsword heavy flamers were the wrong way around, now fixed
- Balanced Guard Sniper accuracy, lowered from 85% (better than scouts!) to 55%
- Balanced Guard Sniper damage, lowered by about 150 per shot
- Guard Sniper build time increased from 14s to 30s
- Guard Sniper reinforce time increased from 7s to 15s
- Guard Sniper initial cost increased from 80req/40pwr to 120req/40pwr
- Guard Sniper reinforce cost increased from 40req/20pwr to 60req/20pwr
- Guard Sniper morale damage decreased to 75
- Guard Snipers now affected by battle armour upgrade, health increases from 180 to 225
- Heavy Weapon Team entrenched armour now Building Low instead of Infantry Heavy High
- High Commander Retinue Psyker now costs the same as the Command Squad's Psyker
- Malcador build cost reduced from 450req/225pwr to 350req/225pwr
- Malcador build time reduced from 45s to 40s
- Malcador Twin Lascannon damage/armour piercing adjusted to be better
- Malcador Hull Lascannon accuracy improved
- Malcador Battle Cannon now has right effects
- Malcador Battle Cannon now has same blast radius and armour penetration as the Leman Russ one
- Malcador HP reduced from 7800 to 7000 to match Chaos one
- Aerial Command Build time increased from 30s to 45s
- Tech Priests have been given servitor friends
- Tech Priest limit increased to 4 from 3
- AI now uses deep strike buildings to great effect
- Guardsmen/Kasrkin Melta damage made reasonable, starts at 100/125 and doubles to 200/250 rather than starting 237/289 and doubling to 474/578
- Added health degeneration/light poison effect to simulate radiation on Eradicator/Hellhammer cannons
- The Acolyte in the Inquisitorial Retinue now has a new model
- New model for the Warhound
-- INQUISITION DAEMONHUNTERS --
- Land Raider Redeemer added
- Land Raider limit increased to 3 from 2
- Grey Knight Paladin limit increased to 3 from 2
- New Relic Unit: Kaldor Draigo added
- Death Cult Assassin limit increased to 4 from 2
- New models for Grey Knight Paladins
- New effects for Grey Knight Purifiers
- No more texture bleed on some Grey Knight units!
- Inquisition Storm Troopers no longer have their cost reduced below 0 when building several Grey Knight Teleporters
- New effect for Grey Knight Dreadnought's plasma cannon
- AI now uses deep strike buildings to great effect
-- NECRONS --
- Monolith building limit increased to 5, but only 3 can be active at a time
- Reduced time cost extension on plasma gens from x1.22 to x1.2
- Raised cap on Pylons to 4
- Raise cap on Doomsday Monoliths to 2
- New Destroyer formation
- Slightly increased Warrior build time (-1s per warrior, 40s to 28s)
- Adjusted health/armour of Tomb Stalker
- Adjusted Monolith Jump Health requirement down to 35% instead of 55%
- Nightbringer build time adjusted to 60s from 30s
- Deceiver build time adjusted to 60s from 35s
- Necron Warrior Boost 1 research damage increase lowered from x1.35 to x1.25
- Necron Warrior Boost 1 research health increase lowered from x1.35 to +95
- Necron Warrior Boost 1 research range increase raised from 4 to 5
- Necron Warrior Boost 2 research range increase raised from 4 to 5
- Necron Warrior Boost 1 research time cost increased to 45s from 30
- Necron Warrior Boost 2 research time cost increased to 45s from 30
- Necron Warrior default squad size reduced from 5 to 4
- Revamped Tomb Stalker damage
- AI now spawns scarabs from Tomb Stalkers correctly
- Added Deathmarks to the Summoning core
- Added Triarch Praetorians to the Summoning core
- Added Lychguard to the Summoning core
- Added Crypteks to the Summoning core
- Added more AI variations of the Necron Lord's artefacts (less solar flare!)
-- ORKS --
- Can now attach leaders to Gretchin squads to allow them to teleport
- Ork buildings that could garrison units can now use tunnels like the Imperial Guard to give the garrisoning a purpose
- Tankbusta Bombs now deal damage to buildings, hopefully
- Ork AI now enjoys a variety of upgrades for their Loota squads
- Even More Extra Vehicle Armour research added from unused vanilla file, further increases vehicle health
- Weirdboy now has effects on his model
- Weirdboy abilities now have effects for their animations/impacts
- Weirdboy's melee damage has been balanced
- Weirdboy can now shoot projectiles
- Weirdboys now explode on death
- Weirdboy now has new voice lines
- Ork Pop now scales correctly when playing classic/small battles
- Balanced Kommando Big Shoota damage (accuracy reduced from 80% to 60%)
- Fixed Kommando Nob being unable to see infiltrated units
- AI now makes better use of the "Free Sluggaz" research, enjoy the green tide
- Pile 'O Gunz now requires a Day Boyz Hut be built first
- Made all the 'boyz get big shoota, burnas and rokkits upgrades!
- Looted Tanks can now upgrade their Battle Cannons to Zzapp Cannons
- Ork Big Kannon added, a long ranged artillery turret
- Killa Kan reinforce cost decreased
-- SPACE MARINES --
- Increased the limit for the orbital relay to 4 instead of 1
- Orbital Relay deals damage in a larger radius when deep striking
- Balanced the cost of Devastators, changed from 325req to 260 req
- Adjusted build time of devastator squads from 33s to 30s
- Adjusted build time of tactical squads from 26.4s to 24s
- Adjusted build time of artificers from 20 to 10
- Adjusted build cost, time and requirements of servitors
- Adjusted cost of Servitors to 30req
- Adjusted costs of Command Squad leaders to be reasonable
- Banner Bearer now has a 1.25x damage increase aura
- Techmarine cost increased to 215req/95pwr
- Techmarine physics weight increased to 45
- Techmarine build time increased from 45s to 50s
- Added Grey Knights to Orbital Relay akin to the Aerial Command for Guard
- AI now uses deep strike buildings to great effect, prepare for the STEEL RAIN
- Bionics Research now applies to Tactical Marines, Assault Marines, Terminators, Assault Terminators, Sergeants, Scouts, Bikes, Veterans, Sternguard Veterans, Assault Veterans, Command Squad Veterans and Deathwatch Veterans
- Deathwatch Veteran formation now diagonal diamond
- Deathwatch Veterans now have morale
- Sternguard Veteran reinforce cost changed to 50req/15pwr
- Sternguard Veteran Sergeant cost changed to 75req/15pwr
- Sternguard Veteran Squad build time increased from 44s to 45s
- Sternguard Veteran Squad build cost changed to 200req/80pwr from 200req/100pwr
- Veteran Squad reinforce cost changed to 50req/15pwr
- Veteran Squad Sergeant cost changed to 75req/15pwr
- Veteran plasma pistol name is now correct
- Veteran Squad build time increased from 44s to 45s
- Jump Pack Veteran reinforce cost changed to 55req/15pwr
- Jump Pack Veteran reinforce time changed to 11s from 8s
- Jump Pack Veteran Sergeant cost changed to 75req/35pwr
- Jump Pack Veteran plasma pistol name is now correct
- The Veteran's weapons have been overhauled in general to have their own roles and strengths as well as making their initial weapons better as a whole since the unit was lacking
- The Techmarine's plasma gun now fires correctly, yay!
- Command Squad has a new arrowhead formation
- Devastators added to the Orbital Relay
- Venerable Dreadnought upgrades now all have costs and upgrade times
- Deathwatch Veteran build cost changed to 220req/100pwr from 240req/120pwr
- Scout squad max size increased from 4 to 5
- Scout upgrades after max weapons changed to 5 instead of 4 to reflect the above
- Devastator health increased from 300 to 390 to match Tactical marines
- Increased cap on Land Raider Prometheus from 1 to 4
- Increased build cost of Land Raider Prometheus from 400req/400pwr to 420req/420pwr
- Increased hold of Chapel Barracks from 5 to 6
- Increased hold of Orbital Relay from 6 to 8
- Veteran Squads upgrade count increased from 4 to 5
- Moved Legion of the Damned Squads to the Chapel Barracks
- New effects/models/weapons for the Legion of the Damned squads
- Devastator Lascannon cost reduced
- Techmarine can now deploy tarantula turrets as an ability
- Land Speeder can now be upgraded with a multi-melta in place of its heavy bolter
- Land Speeder reinforce cost decreased
- The Acolyte in the Inquisitorial Retinue now has a new model
- Upgrades for the Predator revamped with more options
- Upgrades for the Warhound revamped with more options
- New model for the Warhound
-- TAU --
- Fixed Vespid limitation, set to 8
- Made Crisis suit squads cost 3 squad cap
- Made Farsight take up 2 spaces in transports
- Made Farsight give minor melee buff to firewarriors/pathfinders/etc
- Shield Drones now have a 10% ranged damage reduction aura for their squad
- Fixed sight range on Marker drones
- Fixed Tetra keen sight & damage
- Made Devilfish carry only 2 squads instead of 3
- Increased range for the Piranha fusion blaster
- Gue'Vesa'La health reduced from 400 to 200
- Gue'Vesa'Ui health reduced from 500 to 295
- Gue'Vesa build cost increased from 180req to 240req
- Gue'Vesa build time increased from 18s to 24s
- Gue'Vesa reinforce cost increased from 20req to 30req
- Gue'Vesa max squad size reduced from 15 to 11 (excluding leader)
- Gue'Vesa max upgrades reduced from 15 to 2
- Gue'Vesa melee damage increased from 15-13 to 20-18
- Gue'Vesa lasgun damage increased from 12-10 to 24-20
- Gue'Vesa lasgun range increased from 27 to 30
- Gue'Vesa pulse carbine damage reduced from 80-62 to 60-42
- Gue'Vesa pulse carbine cost increased to 20req/35pwr
- Gue'Vesa pulse rifle cost increased to 30req/25pwr
- Gue'Vesa sight range set at 20 (no increase from Targeting Optics)
- Gue'Vesa Tau weapon range set at 35 (no increase from Targeting Optics)
- Targeting Optics research now increases max upgrades for Gue'Vesa by 4
- Gue'Vesa'Ui now has EMP grenades instead of photon grenades
- Gue'Vesa now use staggered formation
- Firewarrior initial squad size reduced from 4 to 3 (back to vanilla)
- Firewarrior build cost increased from 190req to 210req (back to vanilla)
- Improved Metallurgy increases the health of Gue'Vesa by 1.1x
- Hyperion Peaks Campaign mission units updated to be less shit
- Pathfinder initial cost changed to 260 req/60pwr from 300req/80pwr
- Broadside Battlesuit entrenched armour now Building Low instead of "Armour"
- Broadside Battlesuit reinforce cost increased from 60req/0pwr to 120req/60pwr
- Broadside Battlesuit reinforce time increased to 25s
- Removed Riptide melee
- Riptide cost reduced from 650req/425pwr to 500req/425pwr
- Riptide build time reduced from 120s to 90s
- Riptide burst cannon damage range increased from 170/100 to 270/200
- Riptide ion cannon damage range increased to 500/350 from 450/150
- Riptide ion cannon minimum damage value increased to 100 from 0.5
- Riptide ion cannon armour piercing values changed to match Hammerhead ion cannon values
- Riptide ion cannon armour reload time increased from 1s to 2s
- Marker Drone base sight range increased to 20 from 15
- Tau Barracks turret add-on now detects infiltrated units and increases the building sight range
- Fixed Pathfinder kill animation missing decal
- Added little circles around Farsight, R'Myr and bodyguards
- XV8 Crisis Suit reinforce cost increased to 90req/20pwr from 65req/10pwr
- XV8 Crisis Suit reinforce time increased to 15s from 10s
- XV81 Crisis Suit build time increase to 35s from 30s
- XV81 Crisis Suit reinforce cost increased to 100req/40pwr from 65req/10pwr
- XV81 Crisis Suit reinforce time increased to 15s from 10s
- XV89 Crisis Suit build time increase to 35s from 30s
- XV89 Crisis Suit reinforce cost increased to 110req/30pwr from 65req/10pwr
- XV89 Crisis Suit reinforce time increased to 15s from 10s
- XV89 Crisis Suit health increased to 3250 from 3000
- XV89 Crisis Suit Bodyguard health increased to 3250 from 3000
- XV9 Crisis Suit build time reduced from 51s to 45s
- XV9 Crisis Suit build cost reduced from 325req/180pwr to 270req/120pwr
- XV9 Crisis Suit reinforce cost changed from 250req/55pwr to 135req/60pwr
- XV9 Crisis Suit reinforce time reduced from 40s to 20s
- Reinforce cost of Farsight bodyguard Crisis Suits changed to match reinforce cost for that type
- Reinforce time of Farsight bodyguard Crisis Suits changed to match build time for that type
- Farsight's squad formation changed to a new bespoke one
- Kroot Knarloc Riders build cost decreased from 450req/825pwr to 300req/390pwr
- Kroot Knarloc Riders build time decreased from 90s to 60s
- Kroot Knarloc Riders reinforce cost increased from 45req/0pwr to 80req/105pwr
- Kroot Knarloc Riders reinforce time increased from 8s to 20s
- XV15 & XV25 Stealth Suits now use Firewarrior formation for better placement at max squad size
- Broadside Battlesuit Squads can no longer reinforce while entrenched to prevent them from getting stuck
- Kroot Carnivore max squad size increased from 10 to 15
- Kroot Carnivore formation changed
- Kroot Hounds max squad size increased from 8 to 10
- Kroot Hounds formation changed
- Piranha fusion blaster cost increased from 0req/0pwr to 50req/50pwr
- Piranha burst cannon damage increased to 85-115 from 25-30
- XV22 Commander cost increased to 260req/65pwr from 250req/55pwr
- Farsight cost increased to 275req/75pwr from 250req/55pwr
- Hammerhead Ion Cannon now has a cost
- Hammerhead Ion Cannon now has a build time
- Hammerhead Ion Cannon now has an icon
- Hammerhead Submunition Rail Gun now has a cost
- Hammerhead Submunition Rail Gun now has a build time
- Made Harbingers deploy two drones each time the spawn button is used
- Crisis Suit Fusion Blaster cost changed to 50req/10pwr from 0req/0pwr
- Kroot Carnivores now have a sniper rounds upgrade, making them more effective at later tiers
- Kroot Carnivores can now infiltrate (requires Kauyon Command Post), the ability is a toggle like DoW/WA infiltration
- Kroot Shaper limit increased to 8 from 3
- Kroot Hound speed increased from 18 to 20 to match Carnivores
- Crisis Suit Plasma Rifle damage range reduced from 300/250 to 250/200
- Drone Harbinger cap reduced from 5 to 2
- Added Ghostkheel Battlesuits to the Vehicle Beacon
- AI now uses their deep strike building to great effect, expect many Orca dropships
- Starting power on standard reduced from 400 to 300
- HQ power income reduced from 4pp/s to 2pp/s
- Applied resource decay to Magma Vents, Spore Chimneys, Reclamation Pools, and Capillary Towers
- Lowered Zoanthrope damage by 50%
- Lowered Tyrannofex damage by 75%
- Increased reload time on biovores by 0.5s
- Made tunnel warrens require relic to build
- Reduced Lictor stealth damage reduction from 0.66 to 0.8
- Raised Zoanthrope cap usage from 2 to 3
- Raised Ravener cap usage from 1 to 2
- Raised Lictor cap usage from 0 to 1
- Raised Ripper Swarm cap usage from 0 to 1
- Raised Hierophant cap usage from 10 to 15
- Raised Trygon cap usage from 8 to 10
- Lowered Tervigon cap usage from 3 to 2
- Changed time bonus applied by each spore chimney from -5% to -3% (24% total)
- Fixed inaccurate display of time bonus per spore chimney
- Made Tyranid time bonus require 8 Spore Chimneys for full effect
- Lowered Tyranid base support cap to 10 from 40 (practically 20)
- Lowered Tyranid base squad cap to 50 from 20 (practically 30)
- Raised Digestion Pool build time from 30s to 40s
- Added "Tyranid Carpet" function to AI to make squad cap generally stay higher than support cap
- Updated Broodlord formation
- Adjusted build times to be longer, reinforce times/cost to be longer/higher
- Added ability to build builders from spore chimneys
- Tyranids now drop gore like every other unit
- Termagant Devourer upgrade now applies to "Max" squads
- Spore Chimneys now hold 8 instead of 10
- Balanced Warrior Barbed Strangler damage versus buildings?
- Adjusted mentions of "brood cap" to Squad cap
- Added note about xeno/carnifex hives increasing vehicle cap
- Added note about digestion pools increasing squad & support cap
- Added note about digestion pool/spore chimney ratio
-- WITCH HUNTERS --
- Balanced the Exorcist's damage to be more reasonable
- Exorcist barrage ability recharge time increased
- Fixed possession tool tip for Callidus Assassin
- Daemonhost now has a death explosion
- Added the Castigator tank to the Vehicle Building
- Added the Confessor to the Reliquary
- Added the Zephyrim to the Convent Military
- Added the Adeptus Arbites Marshal to the HQ
-- Campaign --
- Added new Honour Guard units to some races
- Found a work around to play as the new races in the campaign
- Added Wargear for Dark Eldar
- Added Honour Guard units for Dark Eldar
- Added Honour Guard units for Inquisition Daemonhunters
- Added Honour Guard units for Tyranids
- Added Honour Guard units for Witch Hunters
- Made all special missions (Eres Badlands, Hyperion Peaks, etc) playable for the new races
- Made all stronghold missions playable for the new races (including some reworked banter)
- Chaos Stronghold updated specifically so the AI swarms you with more thematic units (no more bike + havoc spam!)
- Chaos Stronghold Bloodthirster spawn has a chance to be other Greater Daemons
- Imperial Guard Stronghold HQ baneblade has a chance to be other baneblade-type tanks
- Ork Stronghold Burna Boyz use Burna Boyz squads
-- Skirmish Campaign (Original DoW) --
- Fixed a few bugs
- Missions 1 & 2 now end successfully when using the Campaign win condition
-- Misc --
- Tweaked maps spawns on a few maps
- Tweaked a few maps for better unit pathing
- Titan Forge SE now properly assigns the team of the second Reaver Titan
- Updated Heroes Script to remove the near-infinite health bug from leaders joining and leaving squads
- Units gaining a level from the heroes script now produce a notification
Credits
Credit to Kekoulis and Team Unification for their amazing work on much of the custom model work, effects, UI and voice work from the Witch Hunters, Inquisition Daemonhunt, Thousand Sons, Steel Legion, Emperor's Children, World Eaters and the leaked Tyranid Swarm races used here; you can find their stellar mod for Soulstorm over here on ModDB: Link! and also here on the Nexus: Link! Work from the Unification Team is not allowed to be used without their explicit permission. Credit to Iron Halo for the original Soulstorm Dark Eldar assets. Credit to Thudo for helping with the getting Dark Eldar ai code working in Dark Crusade. Credit to the creators of the ancient Lights of the Warp mod that formed the start of this one. Credit to NexusBram for the new shiny buttons on several of the units in mod from his wonderful work here!
Description:
Dawn of War 3rd Generation is a mod for Dark Crusade that adds tonnes of new stuff, from new units for existing races, to whole new races themselves including: Dark Eldar, Tyranids, Daemonhunters and Witch Hunters! Alongside this are also new maps, titans, new honour guard units and campaign missions from the original Dawn of War playable in skirmish!
Installation Instructions:
All you need to do is download the .zip file(s) and extract all the contents to your "Dawn of War - Dark Crusade folder" either where you installed it from the disc or where you keep your steam games. Once it's extracted (which might take a while since it's its quite big) run the game and go to the game manager on the main menu, select "Dawn of War - 3rd Generation" from the list and click activate.
Update Installation
If you have an older version and you're updating the mod, please delete all existing copies of the mod from your "Dawn of War - Dark Crusade" folder including the "objective_points" folder and "objective_points_DC" file. Then just install the mod as above, if you're asked to overwrite anything just say yes.
Full Feature List:
New races:
Dark Eldar
Daemonhutners
Tyranids
Witch Hunters
Overall Changes/Features:
New victory conditions such as "Extermination" and "Zombie Apocalypse"
New game modifiers such as "Infantry Only", "Heroes" and "Small Battles"
Squad and vehicle caps increased to 200 each (with some minor exceptions)
Unit limits relaxed to allow more of what you love
New music
New army colour schemes
Improved and more deadly AI
More maps to wage war on
All races are in the campaign! (although only the original 7 are playable currently)
New honour guard units in campaign
Wargear upgrades for your commanders in skirmish!
Survival game mode map!
Play the original Dawn of War Campaign in skirmish!
More units in the army painter!
Chaos features:
Choose marks of Chaos to devote your army
New leaders like the Dark Apostle and Lieutenant
Special characters such as Khârn the Betrayer and Ahriman
Lesser Daemons of all the Chaos Gods: Bloodletters, Plaguebearers, Daemonettes and Horrors (all with squad leaders)
Greater Daemons of all the Chaos Gods!
Cult units for all the Chaos Gods too: Khorne Berserkers, Plague Marines, Noise Marines and Rubric Marines (all with squad leaders)
Chaos Havocs, Terminators, Land Raiders, Dreadnoughts and Bikers
Cultists can no either take an Aspiring Champion or Renegade Psyker
Chaos Renegades! Including Renegade Guardsmen units, Renegade leaders, Renegades Vehicles and Renegade Baneblades!
Chaos Warhound titans!
Dark Eldar features:
Dark Eldar enter the fray!
A rapid assault force built for swift and deadly effect
Unit weapons can be upgraded to cause poison damage over time
Build slave caravels to boost your pop caps to maximum capacity as the war escalates
Field elite squads of Kabalite Trueborn, Wych Bloodbrides and Incubi!
Crush your enemy with Reaver Jetbikes, Raider Transports, Ravager tanks and the deadly Reaper Artillery
Bring the might of the Super Heavy Shadow Tanks to bear!
Eldar features:
More aspect warriors, including: Dire Avengers, Swooping Hawks, Shining Spears and Striking Scorpions
Storm Guardian, Wraith Guard, War Walkers and Jetbike squads!
Vypers now come in squads too!
Harlequins can now be built as single Solitaires and Troupe squads
A new Eldar commander: The Autarch
The Avatar can now have leaders added to form the Spear of Khaine!
Super Heavy Grav-Tanks and the mighty Revenant Titan!
Imperial Guard features:
Conscript squads upgradeable with leaders for all your meat-grinder needs!
More weapon upgrades for infantry squads like Guardsmen and Kasrkin
More Leman Russ Variants for your armoured columns!
Sniper Squads, so the guard have some infiltrators
Valkyrie air drops to throw your men into the thick of it!
New leader: The High Commander complete with Retinue
Inquisitorial allies! Build an Inquisitor and his retinue to reinforce your army with some powerful Grey Knights
Sentinels now come in squads and have upgrades!
Chimeras now have upgrades!
New vehicles: Hydras, Malcadors, Macharius', Shadowswords and Stormblades
Warhound titans too!
Daemonhunter features:
Command the might of the Ordo Malleus
Start with a strike force of inquisitorial shock troops and research pop cap upgrades to expand your force
Use powerful exterminatus abilities to decimate your enemies
Requisition the indomitable Grey Knight units like Strike, Interceptor and Purgation squads alongside elite Paladins and Purifiers
Deploy the Grey Knight Dreadnoughts and Land Raiders
Support your force with the power of the Grey Knight Grand Master and Librarian
Necron features:
Raise your immortal army to scour the living from the galaxy!
Wraiths now come in squads of 3
Immortals are now squads of 10
Destroyers are now squads of 5
Heavy Destroyers are squads of 3
Build multiple Monoliths to destroy your enemies!
Once one Monolith is raised build the powerful Pylon to annihilate enemies at long range
When all Monoliths are risen, call forth the mighty Doomsday Monolith to signal the end
Summon your Star Gods to aid you, both the terrifying Nightbringer and the beguiling Deceiver
Ork features:
GIT MOAR BOYS FER DA WAAAGH!
Build more WAAAGH Banners to increase your squad cap to up to 400!
More upgrades in the Pile O' Gunz!
Ever wondered why you could garrison in Da Boyz Hut? Well now it has tunnels to send boyz between two Boyz Huts!
New boys are 'ere for stompin' including: 'Ard Boys, Burna Boys, Kommandos and Lootas
New vehicles are ready for smashin' including: Battlewagons, Deff Dreads and Gun Wagons
Summon the Weirdboy to support your troops with his powerful abilities
Bigger, better and more orky Squiggoth
Construct the 'uge Battlefrotress and crush your enemies under it's deff-rolla!
Space Marine features:
Requisition the the Techmarine who improves the accuracy of nearby units and can repair damages.
New command squad full of your chapter's finest heroes!
The Chaplain and the Librarian now have jump-pack variants for increased mobility
Larger space in the Orbital Relay for more steel rain!
Land Speeder Squads and Rhino upgrades
Deathwatch veterans enter the combat to smite those foul xenos
New units such as: Devastators, Sternguard and Vanguard Veterans, Bikes, Veteran Dreadnoughts and the Land Raider Prometheus
More unit leaders, such as terminator sergeants!
Call the Legion of the Damned into battle as well an Inquisitor and his retinue!
Warhound Titans!
Tau features:
Codex sized Firewarrior squads for more firepower
More squad leaders for the Firewarriors and Pathfinders
Pathfinder weapon upgrades!
More auxiliaries: Kroot Knarloc Riders and Human Gue'Vesa!
More crisis suit variants: XV81, XV89 and XV9
Broadsides now in squads of 3!
Upgrades for Devilfish and Hammerheads
New commander! The XV89 Battlesuit Commander
Commanders now have gun and shield drone upgrades
New unit: Sniper Drones replete with spotter
Both XV15 and XV25 stealth suits complete with upgrades!
New vehicles: the Pirhana and the Tetra
Unity can be deep striked in via Orca dropships from the Vehicle Beacon
Greater Knarloc can have Kroot Shapers added to the squad
The Ethereal has shield drones and improved air caste strike ability
Named commanders join the war including Shas'O R'Myr and Farsight!
Tyranid features:
The devouring swarm invades!
Build your swarm, adapt to the planet and become without number to overcome your enemies!
Increase your squad cap up to 300 with your hives!
Harass your foes with hordes of Spinegaunts, Termagants and Hormagaunts
Support your swarm with squads of owerful Warriors lead by a Hive Tyrant
Tear vehicles apart with Zoanthropes, bombard enemy lines with Biovores, burrow behind with Raveners and bring buildings down with Carnifexes
Cause terror with Lictors, split apart squads with Tyrannofexes and reinforce your gaunts with Tervigons
Bring about the doom of the world with Trygons and Hierophant Bio-Titans
Cut a bloody swathe with the Swarmlord and consume the aftermath with Ripper Swarms!
Witch Hunter features:
Purge the heretic and burn the witch!
Build up squads of Arbites and support them with Battle Sisters and Seraphim to secure ground
The veteran Cannoness will lead your forces to victory, complete with powerful upgrades
As the combat escalates, research pop cap improvements to bolster your forces
Field deadly elite units such as the Heavy Firing Retributors and the Unstoppable Celestians
Infiltrate with the deadly Callidus and Eversor assassins
Dominate combat through acts of faith that improve ranged attacks, close combat and can even make units immortal for a time
Send fanatical Repentias, Penitent Engines and Archo-Flagellants into the fray!
Support your troops with powerful Inquisitors and their retinues
Mighty vehicles such as the Immolator, Incarcerator and Exorcist will aid in your conquest
Gain the help of powerful heroes such as the Throne of Judgement and the Living Saint herself!