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Dawn of War: Dark Crusade Downloads > Mods:
Annihilation Mod (1.1)
Filename: annihilation_mod_v11.1.zip


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3.27 MB
1.1
Balnazzar
3414
11-25-2006
Mods


Average User Rating: 9.2
Number of Votes: 20
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5 Other Files by Balnazzar:
- Annihilation Mod (1.6)
- Annihilation Mod (v1.6)
- Annihilation Mod (1.5)
- Annihilation Mod (1.4)
- Annihilation Mod (1.3)

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Annihilation Mod (1.1) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Annihilation Mod Description:
A new version of the Annihilation mod released earlier today, this one does NOT break multiplayer and is standalone. Good news! Also included in this version is TheClone's wargear mod, which allows army leaders to purchase the wargear upgrades from the campaign in skirmish! That is not nearly all this mod does however, and from adding Inquisitor Toth to raising unit limits, this one is a fun thing to play!

Check out the readme for more in-depth detail.




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Annihilation Mod (1.1) - Screenshots  
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Annihilation Mod (1.1) - File Download Options  

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Annihilation Mod (1.1) - Readme  
Readme File:
Annihilation Mod v1.1

Mod is for Dawn of War: Dark Crusade ONLY!

Readme

Basically the same as previous, caps are bit modified, and some minor changes.

I have included TheClone's wargear mod, and a bit edited it so that researches contain description.

For those who don't know. TheClone's wargear mod allows you to gear up primary commander for each race. Like in campaign, but this mod makes wargear available in skirmish.

By TheClone
Quote:If you want to include this mod in your,DO IT, im glad that its being used:Quote

Researches can be found in:

SM - Armory
Chaos - Armory
Eldar - Webway Assembly
Orks - Da Mek Shop
IG - Infantry Command
Necrons - Summoning Core
Tau - Barracks\Path to Enlightement

-Install instructions-

Extract to your [dark crusade path]

(This version of mod is standalone, does not break multiplayer.)

To uninstall just delete the Annihilation_Mod folder and AAAAAAAA.module, Annihilation.module, WXPMod_DCMod.dll files.

-Using Instructions-

Start Dark Crusade.
Go in Game Manager and select Annihilation.
Play and Enjoy.

=List of changes=


-Overall Changes-

Turret limit removed.
Builder limit removed.
New unit descriptions are all from me :)
Wargear mod descriptions are from campaign and a bit from me.
Changed available deploy slots on buildings capable of teleporting,summoning units.
Super unit healths and damages have been improved.Some have more, some have less(balancing issues).

-Chaos-

Predator limit changed to 4.
Bloodthirster and Daemon Prince health and damage improved dramatically.
Bloodthirster now does not require Chaos Projectiles research.
Obliterator and Possessed Marine limit changed to 4.
Chaos Marines are upgradeable with Missile Launchers, and weapon limit is 6.
Sorcerer damage improved.
Obliterators are now 9 by squad.

-Eldar-

Warp Spider limit changed to 4.
Fire Prism limit changed to 4.
Harlequins are now in squads by 3, squad limit is 2.
Avatar damage and health improved dramatically.

-Imperial Guard-

...New Unit...
Colonel Brom now can be recruited in Command Squad.Has Rally ability and edited Battlecry ability(does not require research and is not so powerful as FC' one).
-----------------
Ogryn and Kasrkin limit changed to 4.
Ogryn and Kasrkin are now 9 by squad(including sarges).
Kasrkin upgradeable with 5 instead of 4 weapons.
Kasrkin are available when Battle Command is built, but their researches are available only when Regimental Command is built.
Leman Russ limit changed to 4.
Basilisk limit changed to 5.
Baneblade health buffed up dramatically.
Baneblade limit changed to 2.
All leader limits changed to 4.
All command squad leader health and damage buffed up.
Assassin limit changed to 2, and health improved a bit.
Removed Command Squad's Psyker's ability Strip Soul(if it would remain Colonel Brom's Battlecry ability wouldn't have a space to fit in)

-Necrons-

Removed morale from all Necron infantry(cuz they are machines, they can't be afraid of something).
Monolith limit changed to 2, health buffed up.
Lord Destroyer limit changed to 4.
Lord Destroyer health buffed up sightly.
Summoning Core and Greater Summoning Core can now produce units.
Energy Core generates Power resource, but at a higher rate than standart power generator.
Necron Lord now equippable with 4 artifacts.
Wraiths are now in squad by 5.
Pariah limit changed to 4.
Mass Resurrection ability now recharges faster.
Nightbringer damage improved.
Monoliths can now teleport at a little more distance.
Monolith teleporting recharges faster.
Wraiths are now second Necron unit which can capture Strategic Points.
Pariahs are now able to summon.
Lightning Field and Solar Pulse abilities have little more casting range.

-Orks-

Armored Nobz limit changed to 2.
Flash Gitz limit changed to 4.
Nobz limit changed to 4.
Big Mek health buffed up a bit.
Squiggoth health improved dramatically.
Looted Tank limit changed to 4.

-Space Marines-

...New Unit...
Inquisitor Toth can be recruited from Sacred Artifact building.Can direct Orbital Bombardement,and use all of Librarians abilities.Wields Daemon Hammer stronger than FC's one.
-----------------
Terminator and Assault Terminator squad limits changed to 3, and both are 9 by squad.
Terminator squads are now upgradeable with 5 instead of 2 weapons.
Land Raider limit changed to 2, health buffed up.
Hellfire Dreadnought now carries Twin Lascannon instead of an Assault Cannon(more effective against vehicles and buildings).
Chaplain attachable.
Grey Knight limit changed to 4.
Predator limit changed to 4.
Librarian damage improved.
Whirlwind limit changed to 5.
Whirlwind Missile Battery reload time decreased(now it has the real name).
Tactical Squads now upgradeable with 6 weapons.
Orbital Bombardment is now way stronger and recharges faster.

-Tau-

Commander and Ethereal health buffed up.
Ethereal damage improved.
Hammerhead Gunship health buffed up.
Hammerhead Gunship limit changed to 4.
Greater Knarloc limit changed to 2, health buffed up a bit.
Crisis Suit limit changed to 4.
Crisis Suits are now in squads by 3 with 3 upgradeable weapons.
Stealth Teams are now 5 by squad(including sarge).
Vespid Stingwings limit changed to 2.
Kroot Hound limit changed to 4.
Kroot Shaper limit changed to 4.
Broadside are now 4 by squad.

(Please excuse me if i have missed some changes, just can't remember them all.)

-Known issues-

Crisis suits don't have a different weapon icon. When you upgrade squad with different weapons icon turns pink.
Necron Lords health just keeps raising when you build more than 1 monolith.Dunno where to fix it.

-Credits-

Making time: 1+ hours(dunno really).
Making tools: Gniarf's AEP 1.02 RGD Editor, Spooky's Relic Archive Tool, RGD Edit(Great tools).

You can include this in your mod.Just don't say that you made it.
But you CAN'T sell it illegaly.
Only asking me and giving me 70% of cash(just joking:))

(I'm sorry if i'm missed some letters in words, i need a new keyboard.)

-Thanks-

Relic Entertainment
GWI
All editing tool creators
DoWFiles
TheClone(for wargear mod)
All those who support me

-Contact-

balnazzar(AT)inbox(DOT)lv (please dont send spam,stupid,useless emails and other that like stuff)


Annihilation Mod (1.1) - User Comments  
The following comments are owned by the user that posted them. Dawn of War Files is not responsible for their content.

Total comments: 54 | Last comment: 12-02-2006 at 15:59

 #1 - 11-25-2006 at 17:37
Zke
From: (The O.C.)
Joined: November 11th, 2005
Posts: 201
Hey, the more the merrier. And by that, I mean Grey Knights.

 #2 - 11-25-2006 at 18:08
conscript
Joined: June 29th, 2004
Posts: 227
The limit for the Grey Knights was 6 I believe.

 #3 - instillation question - 11-25-2006 at 19:28
collusus
Joined: August 5th, 2006
Posts: 77
sup yall,
I've tried to install about 3 mods for the DC and none of them have worked.I have extracted them in to the correct folder and everything else was done as was put, i don't know what is making them not play. Also on the RARE files ( i believe thats what they are called ) i have been having the same amount of trouble.
I'm sry about the amount of space made and i know this probably isn't the proper place to discuss such issues but i need to resolve this complication so i may actually enjoy these mods
I thank you for any helpfull replies.

 #4 - 11-25-2006 at 20:02
thursti
Joined: July 24th, 2005
Posts: 143
yo its called RAR and did you download WinRaR it will help you extract your things. And did you extract it into the right place? Did you put it in the Dark Crusade folder or Dawn of War?

 #5 - 11-25-2006 at 20:35
the_boog
From: (Ottawa)
Joined: July 5th, 2006
Posts: 27
one question...do the chaos marines still have infiltration? if so....then it is unbalanced...send in two squads of marines and thats 12 heavy weapons...

also they put a limit on the landraiders for a reason...the land raider can win the game alone....its got somethin like 25000 health or so..

other than those things and some other issues this is a pretty good mod...

 #6 - 11-26-2006 at 00:32
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
I will release a 1.1a version which fixes Crisis Suit icon bug and Necron Lord's health bug. But i need to think what else can i add, because releasing the same again because of 4 files would be stupid.

To #3

Go to http://www.rarlab.com, download, install , WinRaR.
Open mod archive, extract it where instructions said.
Follow the rest of the instructions and play.

 #7 - 11-26-2006 at 00:38
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
To #2
The limit for Grey Knights was 1(and i think that's unbalanced, cause GK matches Khorne Berserkes.)

To #5
If you are so concearned about caps and health, THINK. When you see a Land Raider you stop building units and let it raze your base? You react, build units to destroy him. And increasing his health will make him more resistant and will be interesting to play. Think about it.
As i love to play, put AI on insane and build units in my base and wait for enemies to come. I play somekind of defence. And when i'm starting to crush him at my one base i start to advancing on his base.

 #8 - To #3 - 11-26-2006 at 00:57
DrIstvaan
From: (Budapest)
Joined: May 25th, 2006
Posts: 97
Collusus, have you downloaded Corsix's Game Manager Enabler? It is yet required to play these mods with DC, as the games GM is yet somewhat buggy. You can find it at http://www.corsix.org/misc/GameManagerEnable.zip

 #9 - 11-26-2006 at 01:56
blabsy
From:
Joined: November 20th, 2005
Posts: 123
just like to say NICE JOB CLOSER TO CODEXISH but you need to buff up the baneblades power more. example: the bane blanes mega battle cannon is powerfluler than the leman russ's on TT this is. on DOW the russ's is better. Pick up the imperial armour and take not in the bane blades weaponry and there statiscs. the thing is supose to distory ENTIRE ARMIES! not 1 krootox then be blown up. DAMN THEM!

 #10 - 11-26-2006 at 02:06
blabsy
From:
Joined: November 20th, 2005
Posts: 123
oh yeah grey knights need a sound effect for there weapon (nemisis force hally) because its soundless. Use the power sowrd one would be good. even the libriarans for staff would be another!

 #11 - Sorry, I haven't noticed... - 11-26-2006 at 02:32
DrIstvaan
From: (Budapest)
Joined: May 25th, 2006
Posts: 97
Oh, NOW I see you don't need the enabler to play. Then I don't know what's your problem.

 #12 - WHAT ABOUT SM VEHICLES ? - 11-26-2006 at 02:44
Lambdaf
From:
Joined: July 9th, 2006
Posts: 15
I'm sorry, I must be dumb, but : with the 1.0 version, the SM builder had two armories building icons and no vehicle-building icon. I couldn't build any vehicle !!
Am I the only one to have noticed it, or have I missed something ?
A nice week end to all of you

 #13 - 11-26-2006 at 03:32
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
You must have missed something, cuz i have tested mod and all was ok

 #14 - 11-26-2006 at 04:13
kahem
Joined: May 30th, 2005
Posts: 257
heh next one you need the original IG general and Gabriel Angelos

 #15 - 11-26-2006 at 04:45
DeusImperator
Joined: May 28th, 2006
Posts: 202
You can get Gabriel Angelos back wih Knighter's mod from : http://dawnofwar.filefront.com/file/Gabriel_Angleos_in_Dark_Crusade_texturesound_pack;72741
IT will also add back old nob and Chaos Sorcer sounds.However Thule reamains the FC in the champaign, but in multi and skirmish you get Angelos, with his much better battlecries.

 #16 - 11-26-2006 at 07:53
ben331
Joined: August 10th, 2005
Posts: 87
sorry for triple post....looks like a fun mod, i've d/led it but not played yet. will do any minute now, just sorting out my cellar with stormproof walls.

 #17 - owner of mod read this. - 11-26-2006 at 11:12
HRDCOREMAZ
From:
Joined: April 6th, 2006
Posts: 25
I thought of some suggestions for you to do in 11.1a. why not add these from the 1st dawn of war game:

Bloodthirster will have the "Kill Avatar" Ability

- Chaos Sorcerer will have the "Possess Guardsmen" Ability

- Warboss Gorgutz will have his forcefield from SP

- Warboss Orkamungus will be added from the 1st Dawn of War

-Chaos Lord Bale

Let me know what you think?msg bk on here or e-mail me, hrdcoremaz@hotmail.com

 #18 - 11-26-2006 at 11:39
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
Well ideas are good but:

Kill Avatar ability will be useless, because i rised health of Avatar to let him match Daemon Prince and Bloodthirster together.

Adding units is not possible. I will have to modify original 1st DoW files, because they are bit different from DC lua's.

About ability and forcefield i don't know where to find them. And i think that these will ruin the game.

No offence.

 #19 - hey - 11-26-2006 at 12:38
Envywolfe
From: (leicester)
Joined: October 6th, 2006
Posts: 7
heres some thing what happens if some1 online has the mod plasy agains some one with out would that mess up game// ?? cos thne the teams ant fair if it did work. and why would u use it if not evey1 hast it cos it will casue unfair advv antages. in the online game and i think some things seem unblanced to me. but ill might see. what its like i gess.

 #20 - leman russ vehicle cap cost to 2? - 11-26-2006 at 14:07
ironwithin
Joined: November 4th, 2004
Posts: 41
Any chance you would consider lowering this? I am a bit of a tread head and like to field a bit of armoured company when I play guard. Anyways thanks for consideration and for the mod. Keep up the great work! smile

Iron

 #21 - 11-26-2006 at 14:17
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
The mod is not ment for online multiplayer. It's ment for skirmish and a bit for campaign.

 #22 - 11-26-2006 at 15:40
Ultimentra
Joined: August 5th, 2006
Posts: 114
Does this include corsixs advanced ai mod? Cause i dont want that. AI is too hard in that mod..

 #23 - 11-26-2006 at 19:02
sph1988
From: (haddonfield)
Joined: June 6th, 2005
Posts: 1041
loved the original one and definately gonna love this one more ^^ yay standalone WOOT

 #24 - 11-27-2006 at 02:15
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
Mod does not include any AI.

 #25 - 11-27-2006 at 04:51
HRDCOREMAZ
From:
Joined: April 6th, 2006
Posts: 25
I think they use the abilitys in the DOW campaign. Yeah i fink u should modify original 1st DoW files to have at least chaos lord bale and you will have his sound file aswell. The chaos Lord on DC has a helmet on and would be nice to see Chaos lord Bale standing by his side. What other ideas are you thinking of?

 #26 - Balnazzer - 11-27-2006 at 04:53
HRDCOREMAZ
From:
Joined: April 6th, 2006
Posts: 25
Have you any luck on Crisis suits that don't have a different weapon icon and the Necron Lords health just keeps raising when you build more than 1 monolith?

 #27 - 11-27-2006 at 06:24
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
I am working on v1.2. Icon and health bug fixed.

 #28 - 11-27-2006 at 06:27
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
About old units. I dont have Dawn of War and Winter Assault anymore. So i can't get to these files. But modifying them could be messy, cause if something goes wrong the game crashes and breaks up.

 #29 - 11-27-2006 at 08:07
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
The next version is ready for release, but saoreire doesn't like that i release several versions too often.

 #30 - 11-27-2006 at 08:37
TheClone
From: (Ceske Budejovice)
Joined: November 13th, 2004
Posts: 189
balnazzar you can find campaing spells in DC abillities and if something goes wrong just fix it huh?Btw youre gonna be soon out of versions (one week and you have v. 2)

 #31 - 11-27-2006 at 08:54
saoreire
From:
Joined: May 4th, 2006
Posts: 1182
Well dude, in all fairness, if you had released 2 (yes TWO) more versions like you wanted to yesterday, then everyone will be confused abt which one to dwnload & then the others who have previous versions will get p****d that they have to install ANOTHER one just 1 day after! Think abt it. & nice mod BTW. Definately worth FotW.
Just fix all the bugs in the next few days & let ppl dwnload & use this mod & find out how good it is & then when v1.2 (or whatever youre gunna call it) comes out in like, say, 3/4days, everyone will be like "yay! v1.2! I SOOOO love this mod!" & we'll all live happily ever after.

THE END

 #32 - 11-27-2006 at 09:27
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
Well saoreire you are right.
TheClone i need help right now. I've added Lascannon as a selectable weapon to SM Terminator squads, but it doesn't have Terminator-like model. Can you tell me is there something like that or i will have to make it myself(i dunno how to make models for DoW).

 #33 - 11-27-2006 at 09:35
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
saoreire for FotW of my mod picture which can be seen when you enter the site you could better set Necron Lord with 2 Monoliths, very good screen.

 #34 - 11-27-2006 at 10:54
saoreire
From:
Joined: May 4th, 2006
Posts: 1182
Ill try. & i AM right winksmile

 #35 - 11-28-2006 at 05:17
HRDCOREMAZ
From:
Joined: April 6th, 2006
Posts: 25
I must admit that with this mod added on, yeah it gives you a better skirmish battle but in campaign thats when it gives u a real run for your money. TheClone have u considered making an AI so that computer AI researchs the wargear just like human players do?

 #36 - 11-28-2006 at 07:08
TheClone
From: (Ceske Budejovice)
Joined: November 13th, 2004
Posts: 189
#32 well all weapons must be in model,with animations so if you cant edit models,you cant use them.
#35 Nope im not good at scar editing : /

 #37 - 11-28-2006 at 10:37
saoreire
From:
Joined: May 4th, 2006
Posts: 1182
Im sure some other modder would be willing to teach you. just ask arnd. I'd love to learn...

 #38 - Please read this balnazzar - 11-28-2006 at 15:00
Ultimentra
Joined: August 5th, 2006
Posts: 114
This mod is perfect. I love it. And i havent had the purple icon bug ever. So awesome. Great job. Two Thumbs Up!

 #39 - Great Work! - 11-28-2006 at 19:01
tha_flamingn0
Joined: August 12th, 2006
Posts: 49
Sounds great I think im gonna try it tomorrow stick out tongue

 #40 - wont run on my version - 11-29-2006 at 08:58
Deredeo
From:
Joined: October 30th, 2005
Posts: 17
ok so i tried both versions of this mod , placed them in the folders specified and still no mods listed in the game manager. i tried upgrading to the newest winrar version avail but still no mods listed - the files are in the dc directory.
i am using wh40k dow ver 1.1 eng; dc ver 1.0 build ver 95874 (just purchased sat)
has this mod been tested on this version? i really want to use it as on team of knights, one land raider, one whirlwind and 2 predators is pathetic. as a bonus i am about to tackle the ig fortress in campaign so i am really not looking forward to dealing with up to 3 baneblades and countless lemmings with no real armored column of my own. anyway sorry this is abit long - any help would be greatly appreciated
deo

 #41 - 11-29-2006 at 10:30
saoreire
From:
Joined: May 4th, 2006
Posts: 1182
do you have the original DoW & WA? You probably need them.

 #42 - 11-29-2006 at 10:56
YumBeer
From: (Chesher)
Joined: August 13th, 2005
Posts: 52
About to download and try. Looks absolutly amazing but monolith will hurt my tau frown Crisis squads are best idea that I read big grin

Beer! Beer!

 #43 - ans to 41 - 11-29-2006 at 11:00
Deredeo
From:
Joined: October 30th, 2005
Posts: 17
sao
yep - all three reside happily on my pc. do i run this mod from the original dow game screen? i mean do i start with the dow game not dc game, then select annilation from the original dow mod manager screen? i admit i did'nt try that but that would'nt make much sense because the campign mode requires the dc dvd to run or am i off on a tangent big grin

 #44 - glitch time! - 11-29-2006 at 11:09
sergent_killa
From: (liverpool)
Joined: December 26th, 2005
Posts: 478
hey guys, mega glitch try this:

when u get detach monolith, click the reserch the realy fast click some think else (e.g warriors) and when ur monolith detaches it will have cloned itself! there will be a monolith that you can move arround and one at HQ, so u can produce units twice as fast! but sadly u cant make another mobile mono, hehee, hope i've helped!

 #45 - 11-29-2006 at 12:29
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
Yeah i now this bug. But it shows up only when cheats like instant build activated or research time decreased.

 #46 - 11-29-2006 at 12:31
balnazzar
From: (Riga)
Joined: February 27th, 2005
Posts: 388
It's a game bug, not my mod bug

 #47 - err.... no - 11-30-2006 at 00:02
sergent_killa
From: (liverpool)
Joined: December 26th, 2005
Posts: 478
err, no, it happened in online play with cheats deactivated and my m8 was laffin his head off when he saw it. it lasted till 0hp (unlike monos that tele away at somin like 200hp) so it was realy cool. and yeh, it didnt happen on his mid, but the 2 monos reminded me! big grin

 #48 - still tryining - 11-30-2006 at 12:40
Deredeo
From:
Joined: October 30th, 2005
Posts: 17
ok so last night i took the folders from the mods folder and directly placed them over the corresponding folders in the dc directory (ofcourse after making copies of all)
strange thing is when i compare the rgd files in this mod to the ones in my game directories, there is no difference. not a size or date variance at all. mabye i am missing something here but is there soething eles i can do to get this mod working?confusedm

 #49 - 11-30-2006 at 22:16
Shifty490
Joined: November 30th, 2006
Posts: 7
awesome. looks good. dl now.
I think it's kool that u fixed battlesuits so theyre in squads now.
i kinda downt like brom and toth in the mod tho... but thats just me

nice modRockHmmm Donut!Rock

 #50 - 12-01-2006 at 06:42
evolution76
From: (+38.20000 -84.86170)
Joined: May 19th, 2006
Posts: 5
This mod rules.......

 #51 - works but not in mod mgr - 12-01-2006 at 08:11
Deredeo
From:
Joined: October 30th, 2005
Posts: 17
ok so heres more help for anyone else possibly having probs running this mod:
make sure you dow files are updated to atleast version 1.5. there are some folders that i saw the mod was looking for when it starts that i didnt have but the 1.5patch put in. for me this kind of worked. i say this because the mod name did not show up in the list , but since i did do the file / replace method all the bonuses from the mod work now.
in any event this mod rocks out RockRockRock
great job!

 #52 - So................ - 12-01-2006 at 08:24
Destroyers_TB
From:
Joined: December 1st, 2006
Posts: 7
So really we can all say this mod rocks Rock for ppl who like it and those who dnt................................ well all i can say is Rock te he lol Dudes!!!

 #53 - Awesome Mod - 12-01-2006 at 20:27
pughgo
Joined: December 1st, 2006
Posts: 1
Great mod just on question how do you change the heavy weapons limit for the chaos marines and space marine tactical squad. I'm working on my own mod and i can't figure it out.

 #54 - 12-02-2006 at 15:59
kingckfu
Joined: December 1st, 2006
Posts: 9
53#

It should be in the sbps folder under reinforce it will say maximum upgrades 5 or whatever it is



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