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Dawn of War: Soulstorm Downloads > Mods:
HQ Units Mod (0.2)
Filename: ss_hqunits_mod.zip


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5.28 MB
0.2
Miguel Echavarria
1183
03-24-2008
Mods


Average User Rating: 6.8
Number of Votes: 5
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HQ Units Mod (0.2) - File Description  


Description:
This mod introduces slight variants of existing units that are buildable from your HQ. It is intended as a 'leg up' against the AI, and specifically for the campaign when defending a map. This mod will not affect the AI player, and if you never use the units, your play will be the same as the unmodded original. The intent is to bend the standard rules without completely changing the complexion of the game.

Note - as of version 0.2 only Eldar, IG, SoB, SM, and Tau factions have HQ Units.



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HQ Units Mod (0.2) - Readme  
Readme File:
HQ Units, a Single Player Mod for DoW Soul Storm
Version: 0.2

=== Brief Intro ===

This mod introduces slight variants of existing units that are buildable from your HQ. It is intended as a 'leg up' against the AI, and specifically for the campaign when defending a map. This mod will not affect the AI player, and if you never use the units, your play will be the same as the unmodded original. The intent is to bend the standard rules without completely changing the complexion of the game.

Note - as of version 0.2 only Eldar, IG, SoB, SM, and Tau factions have HQ Units. If there is sufficient feedback, I'm willing to add any other faction. I don't play them, so I didn't implement them at this time.


=== Installation ===

Unpack the zip file into your main SS directory, the one with DXP2.module file.
After starting game, select 'HQ Units Mod' from the Game Manager.


=== Details ===

With this mod a small number of modified units are buildable from the HQ. Their screen names are identical to the normal units, with '[HQ]' appended. Since they share a crowded build panel, their build icon will only show once their build requirements are satisfied, and disappear once their unit cap is exhausted.

Typically, they have the following advantages compared to the normal unit of the same type:

1) Cap cost reduced
2) Tech requirements lowered
3) Building structure requirements relaxed
4) Infantry squads start with 1 squad member, but can only be reinforced to 1/2 of the standard unit max strength.

Example at the low tech spectrum:
The Eldar "Ranger [HQ]" unit has a squad cap of 1, can be built immediately, starting strength is 1 reinforcable to 4, has a hard cap of 1.

Example at the high tech spectrum:
The SM "Predator [HQ]" unit has a vehicle cap of 2, can be built once the Machine Cult is built, has a hard cap of 1 (which it shares with the Whirlwind [HQ]), comes already upgraded with lascannons, and as a bonus, can detect infiltrated units.

= Order of Battle =

Eldar: Ranger Squad [HQ], Warp Spider Squad [HQ], Falcon Grav Tank [HQ], Vyper [HQ], Fire Prism [HQ]

IG: Heavy Weapons Team [HQ], Kasrkin [HQ] x2, Chimera [HQ], Leman Russ Battle Tank [HQ]

SoB: Seraphim Squad [HQ] x2, Rhino Transport [HQ], Lightning Fighter [HQ], Penitent Engine [HQ] -or- Exorcist [HQ]

SM: Assault Marine Squad [HQ] x2, Apothecary [HQ], Rhino Transport [HQ], Land Speeder [HQ], Whirlwind [HQ] -or- Predator [HQ]

Tau: Pathfinder Team [HQ] x2, Devilfish Troop Carrier [HQ], Krootox [HQ] -or- Hammerhead Gunship [HQ]

=== Credits ===
@ .
Brought to you by kontuz ^ pacbell ^ net
Special thanks to Corsix for the wonderful Corsix's Mod Studio.

Please do not distribute this mod without my permission.


HQ Units Mod (0.2) - 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: 7 | Last comment: 06-30-2009 at 22:37

 #1 - 03-24-2008 at 07:04
Grand_Master_Bean
From: (Grantham)
Joined: December 1st, 2007
Posts: 743
interesting...

 #2 - hmm - 03-24-2008 at 09:29
LYNX_Timmy
From: (Fife)
Joined: December 4th, 2006
Posts: 42
"Note - as of version 0.2 only Eldar, IG, SoB, SM, and Tau factions have HQ Units. If there is sufficient feedback, I'm willing to add any other faction. I don't play them, so I didn't implement them at this time." Bit selfish is it not?
anyway like the idea smile

 #3 - 03-25-2008 at 02:41
Tau22
From: (Banská Bystrica)
Joined: April 9th, 2006
Posts: 248
I like this thing. Please add Chaos!!! That would be cool.

 #4 - 03-25-2008 at 08:19
Kontuz
Joined: March 23rd, 2008
Posts: 10
Tau22, what units would you recommend? Raptors and a Predator would follow from the SM type force.

 #5 - 03-28-2008 at 07:15
Araqiel
From: (Eastbourne)
Joined: October 3rd, 2007
Posts: 27
Dude adding chaos HQs would be great- but personally I wouldn't follow SM units since they'd be too similar otherwise.
My idea is as follows:
Berzerkers(has 5 in squad [one of whom could be an aspiring champion like on cultis and CSM squads if you can pull it off/want to give it a try], faster, eversoslightlystrongermaybe), Obliterator (has 2 in squad, can see infiltrated, more HP), cultist (20 in squad, but strength/hitpoints are at half, to fit in with the "cheap innefective meatshield" idea) Possessed (same improvements as zerks; automatically has fire-breathing upgrade, 4 in the squad) maybe have the Defiler (make it useful eg: give it health and armour more like a dreadnaught than it's current armour, which is too light for a close-combat-able vehicle)...
It's a long post but if you choose to follow any of the ideas I'd be damn grateful.

 #6 - 03-28-2008 at 10:59
Kontuz
Joined: March 23rd, 2008
Posts: 10
OK, I'll add in Chaos. Look for an update this weekend, after I have a chance to test the additions.

I don't think I'll be making the individual units very uber, they already give the player a nice advantage, and I don't want to change the play style too much (except that I get frustrated at the infiltrating troops, so I'm partial to the keen sight upgrade wink )

 #7 - necrons - 06-30-2009 at 22:37
redrat9595
Joined: June 30th, 2009
Posts: 22
please add necrons. they are awesome. smile



thanks?

redrat



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