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НЕ мини-моды, но и не тотальные конверсии


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Clonesa (хорошо не канонесса :P ) сделал мод, изменяющий и добавляющий тучу мелкого в игру, как в кампанию, так и в скирмиш. В числе изменений:

  • и баланс
  • и варгиры
  • и новые юниты
  • и новые раскраски армий, просмотр не только героев
  • и удвоение сложности и скорости AI (привет улучшенный АИ?)
  • и переработанная сложность в кампании (местами легче, но в общем стала сложнее)
  • и новые режимы игры
  • и знакомые нотки из DoW1 (например с апгрейдом на тир главки увеличивается лимит войск)
  • и добавление останков от разрушенной техники (в следующих версиях мода)
  • и добавление ВСЕХ эмблем в арми-пейнтер
  • и много другого

ИЗМЕНЕНИЯ под спойлер-тегом

» Нажмите, для отображения текста «
Campaign
  • Difficulty modes reworked. Players should take slightly less damage in harder modes, but enemy units will now have additional health and player units less. Easier difficulty levels players will take slightly more damage, but have additional health. Overall is a difficulty increase.
  • New wargear items available and all wargear now has a chance to drop.
  • Item recycling base reward experience reduced to 7, from 15, but epic quality multiplier increased to 4, from 3.5 and rare increased to 2, from 1.75.
  • Item drop rate from "chaff" increased to 12%, from 4% and drop rate from "swarm" increased to 5%, from 1%.
  • Item drops are now slightly less likely to be armour and more likely to be accessories and commander accessories.
  • Base reward experience increased to 20, from 15.
  • Final mission reward experience increased by 50%.
  • Resilience star multiplier value increased to 2.5, from 2.
  • Zeal star multiplier value decreased to 1.5, from 2.
  • Fixed an issue with a few wargear items requiring higher levels to equip than intended.

    Skirmish
  • Retreating no longer increases melee damage received by 30%, but rather reduces melee damage received by 10%.
  • Knockback physics are now slightly more realistic. Units may not get knockbacked as far or long.
  • Melee power weapons damage against vehicles and light buildings greatly increased.
  • Infantry and turrets now take 15% more damage when hit from the rear.
  • Population cap increased to 120, from 100.
  • Setup weapons no longer have a teardown time, but their setup time has been increased to 5 sec, from 4.
  • Units now have a build limit of 3 (or less).
  • Victory points increased to 750, from 500.
  • Higher difficulty AI now more reliably avoid targetted abilities.
  • AI will now build a wider variety of units and upgrades.
  • Easy and Normal AI are now slightly more difficult.
  • Removed resource penalty in 2vs2 and 3vs3 matches.
  • Starting base defenses are now detectors and capable of rotating 360 degrees.
  • Activated power nodes are no longer auto targeted and have been reduced to 4 power per minute, from 4.5 per minute.
  • Power generators reduced to 7 power per minute, from 10 per minute.
  • Requisition points now initially generate 15 requisition per minute, up from 10.
  • Players now start matches with 575 requisition and 10 power, up from 500 and 0.
  • HQ requisition generation reduced to 210 per minute, from 264 per minute, but power generation increased to 15 per minute, from 10 per minute.
  • The message when a player is taken over by the computer is now significantly more noticeable.
  • Rear Armor Hit message removed. It was irritating :P
  • Fixed an issue where the AI would try to build units that didnt exist and pause for extended periods.

    Space Marines
  • Force Commander now has access to the Jump Pack accessory upgrade at Tier 2.
  • Force Commander Iron Halo Energy Shield ability now costs 10 energy to activate and has a 10 sec recharge time.
  • Force Commander Two-Handed Hammer damage reduced to 165, from 175, but increased effectiveness against buildings and vehicles.
  • Tech Marine now has access to the Missile Launcher weapon upgrade at Tier 3.
  • Orbital Relay Beacon no longer functions as a retreat point, but its healing aura now also affects commanders.
  • Scouts cost increased to 225 requisition, from 210.

    Ork
  • Mekboy commander renamed to Big Mek.
  • Big Mek commander now has access to the Rokkit Launcha weapon upgrade at Tier 3.
  • Big Mek Teleport ability energy cost increased to 45, from 35.
  • Shoota Boyz can now repair.
  • Stormboyz health slightly increased.

    Eldar
  • Webway Gates now become camoflauged when fully constructed.
  • Webway Gate cost reduced to 125 requisition and 75 psychic might, from 0 and 125.
  • Warlock commander now wears "epic" armor.
  • Avatar maximum movement speed increased to 6.2, from 5.5.
  • Grav Weapon Team Shuriken Cannon damage increased to 225, from 220.
  • Warp Spider Pheonix Lord ranged damage increased to 37, from 30.
  • Warp Spiders ranged damage increased to 40, from 35.
  • Banshees health slightly increased.

    Tyranid
  • Hive Tyrant now has the Tyrant Guard Mycetic Spore ability. This drops a Tyrant Guard Brood onto the field. The tyrant guard is bred to defend the hive tyrant. They are slow moving, but powerful and emit a healing aura that heals the hive tyrant.
  • Hive Tyrant Warrior Vanguard ability removed.
  • Ripper Swarm cost reduced to 220 requisition, from 240 and ranged damage modifier reduced to 0.4, from 0.5.
  • Ripper Swarm can no longer capture points.
  • Warrior Brood cost increased to 420 requisition and 20 power, from 400 and 15.
  • Carnifex health slightly reduced.
  • Ravener Brood requisition cost increased to 465, from 400.

    Army Painter
  • Additional units added to army painter preview
  • All badges are now available to Orks, Space Marines and Eldar.
  • Several new army patterns, army painter colours and bagdes available.

TODO:

Campaign

  • Final mission no longer ends the campaign.

    Skirmish
  • New Assasination, Epic and Domination game modes available.
  • Global abilities reorganised for each commander for more variety.
  • Tier 2 and 3 research now increases population cap by 25 and HQ's power generation by 5 per minute each.
  • Units that can repair now also do so passively to the vehicle they are being transported in, although at a reduced rate.
  • Units that have purchased a weapon upgrade can now switch to other weapons.
  • Dead bodies now last much longer on the battlefield.
  • Vehicles that are destroyed can create wrecks that can be used as cover or destroyed.
  • Transports that are destroyed now simply damage and eject transported units rather than killing them.
  • Abilities that granted invulnerability no longer do so, but simply grant very high damage taken reduction.

    Space Marines
  • Space Marine HQ can now call in deep strike squads using drop pods.
  • Imperium of Man ability now available. This ability summons in a Greynight Marine squad and two Imperial Guard Stormtrooper squads.
  • Techmarine now has access to the Missile Launcher weapon upgrade at tier 3. This gives the Techmarine anti-vehicle capability.
  • Techmarine now has access to the Stun Grenade utility upgrade at tier 2. This allows the Techmarine to stun infantry and garrisoned units.
  • Techmarine now has access to the Reinforce Plating armor upgrade at tier 3. This increases anti-vehicle damage taken by 15%, but reduces all other damage taken by 15% and allows the Techmarine to be repaired.
  • Apothecary now has access to the Sanguine Plating armor upgrade at tier 3. This increases health, increases the healing done to commanders and causes melee attacks to heal the Apothecary.
  • Chapter Masters unit now available. This powerful melee squad inspires nearby troops and can charge through powerful enemy lines, but only one can be fielded at a time.
  • Predator's cannon now does knockback to infantry.

    Orks
  • Kommando commander renamed to Kommando Boss.
  • Kommando Boss now has access to the Big Shoota weapon upgrade at tier 2. This gives the Kommando a fast deploying light suppression weapon.
  • Kommando Boss now has access to the 'Ard Bits armor upgrade at tier 2. This greatly increases health and reduces melee damage taken.
  • Warboss now has access to the Burna weapon upgrade at tier 2. This gives the Warboss more ranged and anti-garrison capability.
  • Warboss now has access to the Waaagh Horn utility upgrade at tier 2. This gives the Warboss the ability to increase all units damage done and movement speed and increases Waagh resource generation for the duration.
  • Shoota Boyz can now repair.
  • Nob Squad cost reduced to 570 requisition and 95 power, from 600 and 100.
  • Tankbustas can now be upgraded with a Nob Leader and the Barrage ability now requires the Nob Leader upgrade.

    Eldar
  • Warp Spider Exarch commander renamed to Warp Spider Pheonix Lord.
  • Warp Spider Pheonix Lord now has access to the Plasma Grenade utility upgrade at tier 2. This allows him to throw plasma grenades.
  • Shuriken Cannon Weapon Team renamed to Grav Weapon Team and has access to Brightlance and D-Cannon weapon upgrades at Tier 2 and Tier 3 respectively.
  • D-Cannon and Brightlance Weapon Team units removed.
  • Grav Weapon Team cost increased to 300 requisition, from 270.
  • Grav Weapon Team Brightlance weapon damage increased.
  • Ranger's holo-field ability now only affects allied units.
  • Howling Banshee's damage against vehicles reduced, but now have a small chance to knockdown.

    Tyranids
  • Tyranid HQ can now call in deep strike squads using spore pods.
  • Hive Tyrant now has access to the Barbed Strangler weapon upgrade at tier 2. This grants the hive tyrant ranged area suppression.
  • Hive Tyrant now has access to the Flexible Endoskeleton armor upgrade at tier 2. This increases health, melee attack speed and movement speed.
  • Hive Tyrant melee damage slightly increased.

The entire change list is quite long and a wip so its in the spoiler above if you wish to read through it. Here's the TLDR version:

  • New units and upgrades for skirmish (ie. Tyrant Guard, FC w/ jump pack, etc.)
  • Skirmish gameplay tweaks (infantry take 15% bonus dmg rear hits, no more teardown times, base turrets 360 and detectors, camoflauged webway, higher pop cap, etc.)
  • Skirmish balance changes (ie. rippers can no longer cap, but a bit cheaper, resource tweaks, etc.)
  • Army painter tweaks (badges available to all, new colours, patterns and badges, more units can be previewed)
  • Campaign tweaks (exp tweaked, difficulties tweaked, all wargear drops, etc.)
  • Skirmish AI tweaked (faster, harder).

Топик автора

СКАЧАТЬ

http://www.mediafire.com/?ninyiubd25m

http://www.fileplanet.com/197121/19...nesMod-for-DoW2

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Zetrial тоже потрудился над многочисленными изменениями (новые иконки, новые загрузочные экраны, все юниты в арми-пейнтере, трупы пехоты и остатки техники, изменения кампании)

» Нажмите, для отображения текста «
Welcome to Brothers of the 4th

This mod is designed to make the campaign experience of dawn of war 2 much more enjoyable and add some new elements to the campaign. It does this by making each and every single marine under your command unique, no more generic troopers being led by your sergeants.

Instead you will watch as each and every soldier grows at points in the game, upgrading their armour, their looks, their weapons and each adding something else to their squad.

Most of these changes are largely cosmetic but there are significant changes gameplay wise, making your squads tougher and more versatile. To keep things even for the filthy xenos that are pitted against the brothers their numbers have increased.

1.3 Changes

Command Squad

* Company Champion wargear changed, he now wields a powersword and storm shield and a plasma gun when needed. Terminator wargear left unchanged. The shield increases his armour and melee damage resistance.

* Standard Bearer will now keep his chainsword and bolt pistol when the force commander equips a thunder hammer.

Balance Adjustments

* Armour mitigation levels have been adjusted to allow for a higher maximum mitigation.

* Health bonus on Primarch and Captain difficulty of 25%.

* General marine scaling redone, all marines far more durable.

* Cover ratings readjusted to be more protective, a grenade will no longer gaurantee a cleared building, if you want them out quickly use high powered shot or level the place.

* Changes to the fall back ability, only slight speed increase, can still be suppressed and better accuracy against retreating units, this goes both ways. This does make Cyrus's smoke on fall back far more valuable.

General Changes

* Default accessory slots lowered to 2, but still 3 upon upgrade. Thule left with 3.

* Drop rate from chaff increased to 10% and from swarm to 5%, from 4% and 1% respectivly. Supplies drop far less frequently to counter act.

* New Icons for Predator Drop and Rhino Drop (Props to Jaylo for these)

* Complete army painter, that's right every single unit visable in the painter.

* Vehicles no longer corpse stay. Infantry still do.

Bug Fixes

* Rhino and Predator drop infinute uses glitch. (Pretty sure it's 100% now, wasn't able to replicate it anymore)

* Cyrus's ability icons glitch finally fixed (swear I fixed that last version, must of forgot to copy the files)

1.2 Changes

Command Squad

* Standard Bearer now provides a small buff to troops nearby, increasing energy regen, armour and damage done by a small amount. Not game breaking but enough that you want to keep him close and alive.

* Fixed bug with no weapons equipping on champion and bearer when force commander was equipped with a thunder hammer.

Cyrus Scout Squad

* Abilities like high powered shot and high explosive round will no display when Cyrus isn't equipped with a shotgun or rifle.

New Items

* 2 new pieces of wargear added, a drop pod beacon to drop a rhino and a beacon to drop a predator.

* Rhino beacon has 1 use but gains another with the force commanders extra pod ability, it is a level 5 rare item and will drop from swarms, chaff or bosses.

* Predator beacon has only 1 use and doesn't gain any further uses, it is a level 10 epic item and will drop from swarms, chaff or bosses.

* Both the Rhino and Predator will be the level of the force commander when he summons them.

* Currently at the moment, no pod is dropped when using these and the vehicle just spawns, I tried having a pod there but it nullified the vehicle spawning, if anyone has any ideas on how to have both let me know please.

General Changes

* Persistant bodies for all soldiers found in campaign, this does not affect skirmish or multiplayer.

* New Loader. Yay!

1.1 Changes

Bugfix

* Fixed a bug involving level 20 tactical not veteran marine armour

1.0 Changes

Command Squad

* Force Commander now has 2 battle brothers accompanying him, a standard bearer and a company champion.

* Standard Bearer comes equipped with a company standard, chainsword & bolt pistol, switching to a bolter when the Commander uses a ranged weapon.

* Company Champion comes equipped with an iron halo, power sword & plasma pistol, using a plasma gun when the Commander uses a ranged weapon.

* Upon wearing terminator armour these brothers will use either a thunder hammer & storm shield or powerfist & storm bolter depending of what the Commander has equipped

Tarkus Tactical Squad

* The squad has been increased to 6 members including Tarkus, starting with 1 plasma gun, 1 flamer and 3 bolters, upgrading at veteran to 2 plasma gun, 1 flamer and 2 bolters.

* As melee the squad is equipped with 1 flamer (Thanks to Jaylo138 for how to keep a ranged weapon in melee) chainswords, 2 plasma pistols and 2 bolt pistols, upgrading at 14 to swap out 2 chainswords to a powerfist and poweraxe and at veteran to 3 plasma pistols total.

* As terminator the squad is equipped with 1 heavy flamer, 1 assault cannon and 3 storm bolters.

Avitus Devestator Squad

* The squad has been increased to 5 members including Avitus, starting with 2 heavy bolters and 2 bolters, changing at level 8 to 2 heavy bolters, 1 missile launcher and 1 bolter and finally at 14 to 2 heavy bolters, 1 missile launcher and 1 plasma cannon.

* As terminators the squad is equipped with 2 assault cannons, 1 heavy flamer and 1 storm bolter.

Cyrus Scout Squad

* The squad has been increased to 5 members including Cyrus, starting with 2 bolters, 1 shotgun and 1 sniper rifle.

Thaddeus Assault Squad

* The squad has been increased to 5 members including Thaddeus, starting with 1 flamer, 3 chainswords & bolt pistols, upgrading at 8 to give them 1 plasma pistol and at 20 to come with 1 powerfist and 1 powersword.

* As ranged the squad comes with 1 flamer and 3 bolters to start with, upgrading to include a plasma gun at level 14.

* As terminators they are standard assault terminators (So not enough to play with as far as terms go)

General Changes

* Xp Range for squads increased 10 times, so now just being on the map should be enough to ensure a squad gets xp.

* All brothers armours are different and unique, upgrading at level 8, 14 and 20 with Tarkus's squad taking on an additional upgrading when becoming veterans.

* Each sergeant has been given a maximum in each statistic of 26.

* All sergeants have 3 accessory slots. Including Thule.

* Points given via level up grow with levels, for the first few you will still only get 2, after a few levels in builds to 3 and so on, so that by level 20 you will have maxed stats but not be completely overpowered early on by a mass amount of stats.

* All Eldar squads have 50% more members and Ork and Tyranid squads being doubled in size, for a bit of fun try and hold the area when first confronted by Tyranids

* The mighty brave souls of the Imperial Guard have also increased their squad sizes to double what they were before.

* To make up for the increase in numbers damage done on higher levels scaled down to twice as much on captain and 3 times as much on primarch, down from 3 and 4.5 respectivly.

* To make bosses tougher and not so much a cake walk with larger squad sizes, enemy health on captain increased to twice as much and on primarch to 2 and a half times the default, up from 1. This will also affect general xenos as well, making fights more drawn out and bit more of an epic feeling.

Wish List of Changes (upcoming)

* More variation on the terminator armour looks, not enough additional objects for terminators.

* Keep the company champion equipped with sword and shield when force commander has a ranged weapon equipped.

* Additions to looks, normal space marine helmet on an assault marine.

* If someone wants to make a lascannon model I'd like one wiggle.gif

Known Bugs

* Marine on the main menu will be equipped with plasma gun, powersword and plasma pistol and have clipping issues with his helmet, purely cosmetic, causes no problems ingame.

Installation

* Extract the folder Brothers_of_the_4th, GameAssets, Brothers_of_the_4th.module and Brothers.bat to your Dow 2 installation directory.

* Run Brothers.bat

De-Installation

* Simply delete the Brothers_of_the_4th folder, Brothers_of_the_4th.module and Brothers.bat from your Dow 2 directory.

* Remove Brothers.ucs found in GameAssets\Locale\English.

Now go forth and punish the Xenos Brothers

Credits

* Jaylo138 for showing me how to bypass ranged in melee and finding the problem with our intial stats editing way back when.

* {Exo}{Elite} as an inspiration, his wargear mod is what inspired me to build this, loved having the non standard marines but they still seemed a tad to generic for me.

* Relic for Tarkus's squad, good ol Larry, Willy & Tenderfoot, the first unique marines they gave us, so I just made more of them.

* Corsix for his unbelievable tools where if it weren't for him we'd be very much still in the dark ages.

* Croaxleigh for opening my eyes on how I screwed up the initial module file smile.gif

Download Link

http://files.filefront.com/Brothers...;/fileinfo.html

Mirror

http://www.mediafire.com/zetrial

СКРИНШОТЫ

http://img25.imageshack.us/img25/1310/combase.jpg

http://img22.imageshack.us/img22/7107/com20.jpg

http://img9.imageshack.us/img9/2364/tacbase.jpg

http://img22.imageshack.us/img22/8/tac20.jpg

http://img15.imageshack.us/img15/1863/tacvet.jpg

http://img14.imageshack.us/img14/7697/devbase.jpg

http://img10.imageshack.us/img10/7307/dev20.jpg

http://img21.imageshack.us/img21/1798/scoutbase.jpg

http://img13.imageshack.us/img13/9727/scout20.jpg

http://img15.imageshack.us/img15/1321/assaultbase.jpg

http://img9.imageshack.us/img9/9413/assault20.jpg

P.S. Лично для меня мини-моды - это моды, в которых есть лишь изменения аттрибутов игры, и то не много. В двух модах выше (по крайней мере в первом) изменений столько, что это уже несколько перевешивает звание "мини-мода", хотя и не тотальная конверсия :)

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А есть мод (или может в разработке) который тупо анлокает мультиплеерный варгир максимального ранга всех рас, без изменений баланса и механики? И возможно ли будет (хотя б в теории) с таким модом играть в авто? (60-ый ранг за одну расу при моем уровне игры набью где-то через пол года, столько времени тратить на анлок нескольких полигонов на моделях юнитов это черезчур)

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А есть мод (или может в разработке) который тупо анлокает мультиплеерный варгир максимального ранга всех рас, без изменений баланса и механики? И возможно ли будет (хотя б в теории) с таким модом играть в авто? (60-ый ранг за одну расу при моем уровне игры набью где-то через пол года, столько времени тратить на анлок нескольких полигонов на моделях юнитов это черезчур)

Это и была основная идея, когда создавали плюшки с повышением ранга... Я бы и не играл бы в авто если бы не эти несколько полигонов(играл бы только для разминки перед есл) :) А если они будут у всех подряд - это уже не интересно, тем более, что на баланс они не влияют

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Это и была основная идея, когда создавали плюшки с повышением ранга... Я бы и не играл бы в авто если бы не эти несколько полигонов(играл бы только для разминки перед есл) :) А если они будут у всех подряд - это уже не интересно, тем более, что на баланс они не влияют

В итоге палка о двух концах: с одной стороны на баланс они не влияют (т.е. непосредственно к геймплею отношения не имеют), с другой - с ними войска выглядят круче, и типа есть стимул играть, но эта фишка сродни платному контенту и другим взятым из ММО "грязным" приемам. Это не далеко ушло от варгира и металликов за деньги. Кому-то вообще не нужен мультиплеер и он играя в сингл никогда не увидит то, за что он деньги отдал на 100%. Ладно бы еще максимум ранг был где-то 30, но Релики имхо как обычно перегнули палку, получилось задротство в стиле "линейки". Вобще терпеть не могу онлайн игры они отжирают СЛИШКОМ много времени, а сейчас, я смотрю, мода пошла "онлайнизировать" все подряд жанры, и это очень тоскливо.

Но вопрос остается открытым - можно ли ломануть эту хренотень для мульта (для сингла, я уверен можно)?

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totoshenka69 спасибо, щас попробую.

[Добавлено позже]

totoshenka69 спасибо, щас попробую.

Выдаёт ошибку, отправте отчет. :(

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то не далеко ушло от варгира и металликов за деньги.
Не было этого. Это шло в качестве подарка за преордер. Игра стоила столько же.
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Не было этого. Это шло в качестве подарка за преордер. Игра стоила столько же.

Ну не было, так не было, в любом случае моя точка зрения по поводу всей этой ерунды не изменилась. Насчет мода, который я искал - уже есть мод анлокающий варгир 60-го лвла для скирмиша. Советую всем скачать и посмотреть на что все таки время убиваем :) .

P.S. Установка:

1. Положить sga файл в GameAssets/Archives

2. Отредактировать DOW2.module чтобы выглядело так:

[attrib:common]

folder.01 = GameAssets\Data

archive.01 = GameAssets\Archives\epic.sga

archive.02 = GameAssets\Archives\GameAttrib.sga

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все изза нескольких блестяшек да(в лом устанавливать и копаццо в файлах)? :-

:D

Типа того... из-за того, что многие называют хорошим стимулом набить 60 ранг. Поставь, и посмотри... и сможешь решить (если для тебя оно и в правду было стимулом), ринуться в авто с удвоенным энтузиазмом, набивая ранги, или забить на эту затею.

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Вместо СМов в кампании... ОРКИ! Да-да!Очистим сектор Аврелия силой Орков!

http://forums.relicnews.com/showthread.php?t=218009

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O_o Вот это интересно.

Правда, как сказал начинайющий модмейкер - автор мода, он не смог заменить иконки, ибо это пока он не знает как сделать. Он просто заменил юнитов (ФК, Таркуса, Цируса и т.д.) на орковские

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Он просто заменил юнитов (ФК, Таркуса, Цируса и т.д.) на орковские

а как при этом обстоят дела с варгиром ? по нему нет изменений ? )) просто слаги в терминаторской броне это комично ))

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Вышла версия 0.2 для Clone’s ‘Uge Mod. Изменения под спойлер-тегом.

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Beta 0.2 - Released March 21st, 2009

Campaign

-Cyclone Missile Launcher can be equipped by squads with terminator armor and melee weapons.

-Veteran Pack Grenades are now a lvl 10 rare drop.

-Drop rates adjusted again. Rare wargear drops more than original, but supplies drop less.

-Fixed an issue with missing or improperly functioning wargear.

Skirmish

-Epic and Assasination game modes added.

-Chapter Masters now available to Space Marines at Tier 3.

-Races that start skirmish matches with units worth less than 270 requisition now gain requisition compensation.

-Victory Point game mode can no longer be won by destroying all of the enemy team's HQs.

-Energy shields now cost at least 10 Energy to activate, prevent energy regeneration, have a 10 sec recharge time and take roughly 10% more energy damage.

-Some energy shield abilities no longer removes knockback chance.

-About 20 new badges added to army painter available to orks, sm and eldar.

-Default Victory Points reduced to 600, from 750 (original 500). Epic mode increases vic points by 50%.

-Power and requisition are now capped at 2500.

-Walkers removed from army painter to fix issue until workaround can be found.

-Fixed an issue with missing localised string values (and other UCS file based errors such as missing unit renames from last version).

-Maximum camera height increased to 65, from 55.

-Some AI changes reversed to avoid issues (AI still remains slightly harder and faster than original).

1510362.jpg 1510364.jpg 1510365.jpg

Для установки нужно распаковать архив в основной каталог игры и запустить .bat файл. По крайней мере, на лицензии)

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  • 4 месяца спустя...

сорь за возможный некропост, но

Clonesa мод не хочет работать нифкакую.

Делаю все точно по инструкции, запускаю .БАК или как там его и... багсплет.

В чем может быть трабл?)

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  • 3 недели спустя...
Ну не было, так не было, в любом случае моя точка зрения по поводу всей этой ерунды не изменилась. Насчет мода, который я искал - уже есть мод анлокающий варгир 60-го лвла для скирмиша. Советую всем скачать и посмотреть на что все таки время убиваем :) .

P.S. Установка:

1. Положить sga файл в GameAssets/Archives

2. Отредактировать DOW2.module чтобы выглядело так:

[attrib:common]

folder.01 = GameAssets\Data

archive.01 = GameAssets\Archives\epic.sga

archive.02 = GameAssets\Archives\GameAttrib.sga

по ссылке ни чего нет!

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Подскажите, а нет случайно мода чтобы можна было сохранятся после каждой миссии как в дарк крусейд?

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  • 2 недели спустя...
Подскажите, а нет случайно мода чтобы можна было сохранятся после каждой миссии как в дарк крусейд?

Сохраняться итак можно после каждой миссии :?

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Сохраняться итак можно после каждой миссии :?

Да, только каждый раз автоматически начинаешь именно с последнего сохранения, а в Дарке можно хоть в начало вернутся.

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