Cinematic Battles
Cinematic Battles
The goal of this mod is to make combat look more realistic while maintaining balance by adjusting squad cost and training speed. To determine how strong a unit or weapon is I consider how its described in the lore, how it looks ingame and its relative strength on the tabletop. Most units do not use squad or vehicle cap, and the few that are limited have a lore reason (like the leman russ vanquisher) or balance reason (artillery). - No squad limits on most units. - Dozens of new units. - The AI can use all the new units. - New AI profiles for all factions. - Campaign and multiplayer compatible. - Greater emphasis on macro-management and aggressive gameplay. - Knockdown is now very rare. - Better vehicle pathfinding. - Research removed. Each races traits are more pronounced, space marines are more elite, eldar are faster, imperial guard and orks are big horde armies, necrons are hard to kill but slow, tau still like their gunlines.
New races
Vostroyan Firstborn, Blood Angels, Thousand Sons, and Tyranids.
What you see is what you get
Weapons do the same amount of damage regardless of what unit is carrying them. A heavy bolter carried by a space marine is the same as a heavy bolter on a leman russ. Explosive weapon aoe matches the visible blast that it causes. Weapons with multiple barrels multiply their damage by the number of barrels they have. ie twin linked lascannons do twice as much damage as one lascannon, storm bolters do twice as much damage as a regular bolter and so on.
Weapons that fire one shot at a time (plasma guns, autocannons etc.) should always fire in sync with the damage they deal. ←- still a work in progress
Pistols do not suffer an accuracy penalty when moving.
Ranged weapons no longer knock down infantry.
Ranged weapons cannot shoot though terrain.
Melee weapons always hit.
No unit caps (on most units)
Most units don’t use squad or vehicle cap or have any limits on how many can be built. There are a few that do for balance or lore reasons, such as superheavy tanks and lost tech like the leman russ vanquisher.
Faster Game pace and basebuilding
Reductions in training time allow rapid army building from a single infantry and vehicle building. This increases the pace of the game and prevents the ai units from getting stuck. All research now requires the player to make a choice between limited options, any research that doesn't has been removed. Together these changes make teching up and building a large army much faster.
Over 50+ Community made maps included
Armor works in a logical and consistent way
A weapon will do full damage to the armortype its designed to defeat and full damage to all weaker armor types. For example a lascannon will do full damage to everything, a heavy bolter will do full damage to infantry and reduced damage to light vehicles while doing almost nothing to a tank.
Fewer infiltrated units
Only units that are actually invisible in the lore have infiltration. At the moment these are the tau stealthsuit and necron wraith. All units and turrets have a detection range of ten meters.
Scout units
Each faction has a unit with a sight range of 60, these are: space marine scout, eldar ranger, guard sentinel and assassin, sisters assassins, necron deathmark, tau pathfinder, ork kommando, tyranid lictor, and vostroyan snipers.
How regeneration works
Units no can longer regenerate while in combat, but the time it takes infantry to fully heal has been greatly reduced.
Official GW and Forgeworld units only
No weird homebrew stuff.
Smoother tank movement
Much less stop and go movement, tanks reach full speed and stop nearly instantly. The monolith now moves like a hovercraft and doesn't have to come to a stop to turn.
Aircraft in Dark Crusade
Aircraft have global jump range and instant jump recharge. Some of them can drop bombs on units they fly over. They have all been scaled up and given crash animations.
Lore accurate unit scale
So far the guard, space marines, sisters, chaos, eldar, and thousand sons, have received lore accurate scale. More to come.
Greatly reduced fog on all maps.
Now you can see artillery blasts far off in the distance.
Campaign and multiplayer supported
Normal and hard difficulty now gives the ai extra resources instead of changing health. Hard is significantly more difficult then vanilla dawn of war.
Imperial Guard:
Turrets and listening posts have above average hitpoints.
Basilisks have global range but are the most fragile heavy artillery.
No more free intel from the radar scan.
Guard infantry (not ogryns), take greatly reduced ranged damage in cover, but also suffer a larger speed penalty in cover.
Eldar:
Weapons are slightly better then their imperial counterparts.
All infantry (except wraithguard) got +50% speed.
Turrets and listening posts have below average hitpoints, but can be concealed by the webway portal.
Their hovertanks can fly across the map at extreme speed, but their fragility is not forgiving of micro mistakes.
Necrons:
No longer have moral.
Gauss weapons do full damage regardless of armor type, have shorter then average range but above average damage.
Lack conventional transports but all infantry (not just warriors) can now teleport to friendly buildings.
Monoliths now have global jump range. Combined with the above, monoliths are more dangerous then ever.
Space Marines:
The orbital relay and barracks (now called the first company barracks) have switched positions in the tech tree. The orbital relay is more expensive then other races barracks to compensate for the mobility it provides.
Terminators are great against buildings in melee and can teleport back to their barracks, great for surgical strikes like in the lore.
Tau:
Now get access to all units regardless of what doctrine they choose.
Lacks indirect fire.
Railguns now have their own fx.
Thousand Sons:
Slower but more durable then chaos marines.
Tyranids:
Use DoW2 models.
Can consume corpses for resources.
The hive tyrant and swarmlord now have access to their 8th editon physic powers via research.
______________________________________________________________________________________________________
v1.8 adds the Blood Angels, new units, map refinements, and many, many balance changes. Click read more for full patch notes.
Installation
If you've installed this mod before delete the old cinematic_battles folder and
cinematic_battles.module before installing the new version.
1. Download and Launch the 4gb_patch executable and navigate to your Darkcrusade.exe file
and patch it. As soon as that's done click "Another file" and search for the
GraphicsConfig.exe file and patch that one too
2. Extract the Cinematic_battles folder and Cinematic_Battles.module to your dark crusade
directory
3. Launch the game and activate the mod in the game manager.
General:
New race: blood angels
doubled starting requisition on quick start setting
re-factored sisters localization files
adjusted campaign global requisition costs for all races
reduced the health buffs given by commander wargear in campaign
changed the difficulty resource modifiers for campaign ai
easy 0.5
normal 0.75
hard 1
New units:
ork kill bursta
ork kill krusha
guard banesword
sisters zephyrim
tau ghostkeel battlesuit
tau r'varna battlesuit
new altar of tzeench model
updated ts turret model
updated shadowsword model
updated riptide model
Maps:
added remastered Hell Beneath (6)
added new scenery and ambient sound to the chaos stronghold
added new scenery to the space marine stronghold (soulstorm)
removed archon IV (4), City_of_Morgrim_V (4), academy state canal (6)
Blood Angels:
fixed blood angels being unwilling to attack enemy base
Chaos:
slightly increased the speed of the bloodthirster and deamon prince
increased bloodthirster jump range and jump speed
added more water behind the chaos stronghold, for the benefit of cinematics
chaos lord now shoots at the demon prince in the end cinematic, instead of off to the side
Dark Eldar:
reduced archon cost to 90r
restored crucible of malediction ability (soulstorm)
ravager Disintegrators are now free
fixed a crash caused by the archon tactic, not sure if this was in 1.7
Eldar:
increased soulshrine build time from 50 to 75
reduced darkreaper damage from 18 to 16
Firstborn:
finished rescaling
skirmishers now have the normal amount of health for guardsmen
reduced ambushers (snipers) to four men per squad and increased their sight to 60
ambushers now require hq addon 1
added melta cannon upgrade to the hellhound
macharius sponsons will no longer clip though the hull
added muzzle flashes to macharius
macharius vulcan cost reduced from 300/300 to 250/250
fixed missing heavy weapon team icon (thanks nil)
fixed asymmetric dust during malcador movement
added autocannon tracers to malcador
fixed chimera weapon upgrade descriptions
Imperial Guard:
fixed the melta cannons aoe and buffed its accuracy to 100% like other aoe weapons
reduced baneblade training time to 60s
fixed kasrkin sergeant requirements
fixed firstborn colors bleeding onto IG buildings
fixed honor guard lascannon
Necrons:
honor guard wraiths are now infiltrated
reduced deathmark damage to vehicles and buildings
increased damage of campaign staff of light wargear
Orks:
reduce looted tank build time to 16s, and reduced cost to 120r/240p from 150/300
ard boyz no longer require pile o guns
the waagh banner weapon upgrade no longer costs power
changed model for battlefortress and battlewagon
balanced commander campaign wargear
increased zapp guncart reload form 5s to 7s
slightly increased the speed of all ork melee troops
fixed gunwagon zapp gun description
fixed hg nob squad power claw requirements
restored nob leader power claw upgrade
removed squad limit from looted tank
reduced looted tank training time to 18s
increased battlefortress training time to 45s
new ork strategys:
small map generic
small map grot strategy
shoota strategy
large map stormboy strategy
large map tank strategy
Sisters of Battle:
reduced penitent engine squad training time to 16s
penitent engines will now move in sync
crusader and repentia squad leaders are trainable again
fixed the missing head textures
fixed sisters inferno pistol not being reduced by ability’s that reduce ranged damage
fixed sisters chain swords doing much less damage then intended
living saint resurrection chance reduced to 20%
removed the crusader squad
added inquisitor squad, which can be reinforced with crusaders
Space Marines:
reduced stalker damage vs all armortypes except vehicle low
increased stalker setup time from 2 to 3 seconds
added new strategy’s:
small map
large map anti infantry
large map anti heavy infantry
removed plasma guns and flamers from scouts, added shotguns
fixed thunderfire, vindicator, and rhino tracks
fixed space marines being unwilling to attack enemy base
fixed honor guard missle launcher that was doing no damage (soulstorm)
Tau:
fixed a crash at the beginning of the tau stronghold
resized all tau infantry
ai will now use battlesuit jetpacks
listening post now has proper railgun fx and shoots in sync with damage delt
moved vespid from hq to kroot building
ethereal no longer damages friendly units on death
Thousand sons:
increased flamers of tzeentch hp from 30 to 50
increased flamers of tzeentch cost from 15r to 25r
disc sorcerer champion now has heavy infantry armor type
reduced sorcerer dread repair ability duration and recharge time
Tyranids:
increased swarmlord health from 1200 to 1800
ai controlled warriors and carnifex will now use the venom cannon and barbed strangler
slightly increased screamer killer melee damage
increased carnifex power cost and reduced req cost
removed melee setup delay from carnifexs
Models, art and code contributed by:
UA team
Unification team
tyranid team
codex team
objective points team
skirmish ai team
vanilla model fixes team
Special thanks to: Kekoulis, Gambit, and Thudo for their advice
Mod Run in Dawn of War
File: 3.67gb
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