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Dawn of War Downloads > Mods > Mini Mod:
IG Redesign+ (1.4.0)
Filename: ig_redesign_1.4.0.zip


Size:
Developer:
Downloads:
Date Added:
Type / Category:
2.61 MB
Sandy Warnstaff
733
12-28-2005
Mods > Mini Mod


Average User Rating: 9.2
Number of Votes: 5
Related Files:
Latest 5 Mods > Mini Mod:
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- Unit Cap to 10 (1.0)
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- Blood Angels Icon Pack (1.0)

5 Other Files by Sandy Warnstaff:
- IG Redesign+ (1.5.0)
- IG Redesign (1.2.2)
- IG Redesign (1.0.0)
- IG Redesign (0.96.1)
- Imperial Guard Redesign (0.92a)

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IG Redesign+ (1.4.0) - File Description  


Description:
This mod is designed to turn the Imperial Guard into a turtle/mass swarm race, and re-introduce some of the complexity of the original Dawn of War. The Imperial guard are now turlers but can be used to swarm te enemy. The Space marines are now very good generalists, able to adapt to the battlefeild conditions as the situation dictates, especially since they have the upgrades to keep their tactical squads alive late game. Chaos, like the Space Marines, are also now very good generalists, but have a very diffrent style of play, with all the demons and spells. The Eldar are now a race of highly specialized units, each one excelling in one task, but fall short in other tasks, like reapers in melee will die, but dominate at range. The Orks, the hardest to do, in my opinion, are a close combat mob race. Like the IG, they swarm the enemy, but, instead of mass fire power ranged combat, they are close quarter combat masses, who, when in large numbers, can dominate close combat, but still not have a good anged
army, unless you completely sacrifice all CC.



IG Redesign+ (1.4.0) - Screenshots  
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IG Redesign+ (1.4.0) - File Download Options  

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IG Redesign+ (1.4.0) - Readme  
Readme File:
Imperial Guard Redesign plus Space marines, Eldar, Orks and Chaos 1.4.0 (IG Redesign+ 1.4.0)

///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
Installation:

-If old version of IG Redesign+ installed, delete the IG redesign+ folder and module

-Unzip and to your main Dawn of War folder
-Activate through the game manager at the main Winter Assault menu (ingame)
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History:

After buying Winter Assault, and ending my long break from Dawn of War from when 1.3 came out, I was bitterly dissapointed with the new and
tarnishing changes made. After trying to like the changes, the sevre imbalances, and the total disregard for how the Imperial Guard worked in
the Warhammer 40K universe, I damn near took the game back. But fortionetly, I found DOWPRO, witch changed alot of things, and made me realize
that I could change the game to what I wanted. So after a couple weeks restling with the RGD editor (before the mod tools were out) I manage to
pump out my first build for my mod. I rather enjoyed it. Now, despite the small fanbase (largely due to a total lack of hype and advertising on
my part) it has grown to a complete overhual of the Imperial Guard, and brought back alot of the things that made Dawn of War a great game with
a number of tactical options available for each side. The biggest challenge I have had with this mod is that the Orks are very hard to balance
with my limited modding skills, and with no team to test it, it's all been by gosh and by golly with the vanilla AI. Despite these problems, I
am very proud of this mod, and will continue to play it, modify it, and have alot of fun with it for a long time to come.


To do list:
---------------------------------------------------------
Address any and all balance issues that arise.
Address any bugs that may pop-up
---------------------------------------------------------

1.4.0 Changelist:
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Imperial Guard:
---------------------------------------------------------

Units:

***********************************

Leman Russ Demolisher (I believe this is the right tank name)
-Uses NPC guard tank from original campaign
-Added to Mechenized Command
-Costs 150/250
-Build time now 28 seconds
-Requires Regimental Command to build
-Weapon uses new guard support cannon (based off of modifide Ork battlecannon)
-Main Cannon accuracy now only 65%
-Main cannon range moderetly reduced
-Main cannon minimum range reduced
-Main cannon damage vs. vehicles reduced (It's a support tank, not an MBT)
-Main cannon overall damage reduced
-Main cannon reload time increased (now 6 seconds, was 5)
-Heavy bolters quite effective against infantry
-Heavy bolter effectiveness against buildings reduced
-Has vehicle_med armour (instead of high)
-2000 hitpoints
-Largely a support tank, meant for anti-infantry support, not anti-armour
-Gives something more for players to use as an alternative to late game turtling, prior to full-scale-war, but retains support effectiveness even then
-Icon will show when tank becomes available (don't panic if it doesn't show the second you build your mech command)

***********************************

Baneblade:
-Two smoke Launchers added
-Smoke launcher spawn positions changed to refelct locations of smoke launcher appetures (Having trouble keeping it in the right place)

///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
1.2.2 Changelist:
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Designer notes:
-I recently became aware of a balance issue with the SM, Chaos, and Eldar pop caps. I have increased these, but not having a beta tester to test with,
I'm rendered to having the crappy AI, and limited comunity balance feedback, so I am concerned that I may have overpowered the above races. If this is
the case, then I'll fix it shortly afterwards.

-My email server will not allow me to send this with an installer. Shame, as I have an installer version ready.

///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

General:
---------------------------------------------------------
-Original Dawn of War camapign (the Blood ravens one) is now available
-SPECIAL NOTE AND MUST READ!!!!!!: If you want the breifing movies, go to your W40K folder, and copy the folder Movies to the IG Redesign+ folder.
It's 166 megabytes, thats why they aren't included in the in the download, plus they are property of Relic, so.... *trails off*

-Army painter now shows all units paintable (units with changeable colour, i.e. not horrors) of the selected side, in order of
infanrty (least-most powerful), commanders (least-most powerful), and vehicles (least-most powerful, including supers). Construction and non-combat
units not included.
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Space Maines:
---------------------------------------------------------

General:
---------------------------------------------------------

***********************************

-Squad cap increased to 30 (research items adjusted accordingly)
-Vehilce cap increased to 24 (research adjusted accordingly, goes to 20, machine cults add 2 each)

---------------------------------------------------------

Units:

***********************************
Predator:
-Changed back to it's classic self
-Has both bolters and autocannon back, with no problems
-Has all upgrades back without problems
-Cost is back to DoW original (190/455)
-Went through hell getting it to work again

Special note: This unit uses Relic's old predator model. This model was created by Relic, and is owned by them. I (creator of this mod) did
NOT create this model. All appropiate rights to this model reserved.

***********************************

Landspeeder: (Special thanks to Remus of the Imperial Honour mod for this whole 3 squad Landspeeder idea!)
-May now reinforce into squads of 3
-Reinforce slightly less then initial buying cost
-May not be repaired, but does have a small regeneration bonus when not in combat
-Accelleration/decceleration time almost instant (pathing issues)
-Rotaion rate increased (pathing issue)
-Corner anticipation time adjusted for better pathing
NOTE: There are still some minor pathing issues, mostly hanging while moving parrallel to a wall. Theres nothing I can do about that, but it is workable.

***********************************

Space Marine Tactical Squads:
-Heavy Bolters now availble at Armoury (no more monastary requirement)

***********************************

Scouts:
-Sniper rifles no longer require the 0/0 instant snipery research


Buildings:

---------------------------------------------------------

Stronghold:
-Snipery research no longer available (no longer needed)

///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Eldar:
---------------------------------------------------------

General:
---------------------------------------------------------

***********************************

-Squad cap increased to 30 (research items adjusted accordingly)
-Vehilce cap increased to 24 (research adjusted accordingly, goes to 20, machine cults add 2 each)

---------------------------------------------------------
Units:

***********************************

Brightlance Platform:
-Buildtime now 30 seconds (was 50!)
-NOTE: The armour type is vehicle_low before modding, so keep that in mind
***********************************

Shuriken platform:
-Buildtime now 30 seconds (Again, was 50)
-Armour tpe changed to vehicle_low (was hig heavy infantry)
---------------------------------------------------------
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Orks:
---------------------------------------------------------
Units:

***********************************

Killa Kan:
-Fixed bug where pop cap reverted back to vanilla (4). (Strange as I never touced the Kan's pop cap since setting it to two, maybe Relic is fucking with me)
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Chaos:
---------------------------------------------------------

General:
---------------------------------------------------------

***********************************

-Squad cap increased to 30 (research items adjusted accordingly)
-Vehilce cap increased to 24 (research adjusted accordingly, goes to 20, machine cults add 2 each)


///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
VERSION HISTORY
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Changelist:

///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

General:
---------------------------------------------------------
-Campaign mode compatable with this mod
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Imperial Guard:
---------------------------------------------------------
General:

***********************************

-Maximum squad cap increased to 80
-Maximum vehicle cap inscresed to 45
-Reduced formation priorities (makes for better pathfinding)
---------------------------------------------------------
Units:

***********************************
Guardsmen:
-Armour decrease
-Shorter weapon range
-lower damage for weapons
-Lowered accuracy for laser guns
-Severe accuracy penalty for moving now implimented
-Initial squad now 5 men
-Initial squad now 75 req
-reinforcing now 7 req
-reinforing time now 3.5 seconds
-max squad size now 15 (16 with sergent, 17 with sarge+attachment)
-Number of heavy weapons per squad now 2
-Squad cap usage now 1
-guardsmen grenade launchers accuracy decreased
-guardsmen grenade launchers cost increased

***********************************

Kasrkyn
-Squad capped at 7 (Sorry, only 7 kassies at one time)
-Movement accuracy penelty implimented (15% loss, hey, they've gotta have some advantages)

***********************************

Leman Russ tank:
-Main battlecannon accuracy reduced slightly
-Rate of fire decreased (now 3.5 seconds, was 2.5)

***********************************

Chimera: (somehow, it's old stats got restored a while back, and I didn't notice. I've fixed that)
-All stats are now correct to the stats in 0.91
-Smoke launchers added (requires research)

***********************************

Sentinals:
-Autocannon damage against infantry increased
-Autocannon description added to the weapon description pop-up
-Autocannon addition added (does awsome damage against infantry, but inaccurate, and limited effect on tanks)
-Autocannon cost 60/20
-Autocannon build time 8 seconds
-Power cost increased to 250
-accuracy increased

***********************************

Enginseers:
-Maximum cap doubled (now 6)
-Hitpoints reduced to 150

***********************************

Baneblade:
-Autocannon reload time decreased
-Will regenerate when not in combat (Was in old version, but forgot to add it to the list)
-Armour slightly increased
-Battle cannon damage increased
-Battle cannon movement accuracy penalty implimented
-Battle cannon armour penetration for demons/monsters/vehicle_low/med/high, and building_low/med/high increased
-Demolisher cannon damage increased
-Demolisher cannon accuracy increased
-Demolisher cannon movement accuracy penalty implimented
-Demolisher cannon armour penetration for demons/monsters/vehicle_low/med/high, and building_low/med/high increased
-Lasercannon (left) Damage increased
-Lasercannon (left) movement accuracy penelty implimented
-Lasercannon (right) Damage increased
-Lasercannon (right) movement accuracy penalty implimented
-Auto-cannon accuracy increased
-Auto-cannon damage increased
-Autocannon movement penalty implemented
-All 6 heavy bolters accuracy increased
-All 6 heavy bolters movement accuracy penalty implimented
-Fixed bug that reverted everything on the tank back to vanilla
-Side lasercannons fire cone increased (wasn't shooting enough tanks, mostly infantry, and it's an anti-tank weapon)

***********************************

Ogryns:
-Build time increased to 12 seconds
-reinforce time now 15 seconds
-Unit caped at 4 (only 4 squads at any one time max)

***********************************

Comissar:
-Cost increased to 120 req and 100 power
-build time increased to 30 seconds
-Now neds battle command upgrade at HQ to build (Tier 2 I believe)

***********************************

Chimera:
-Slight increase in armour (110 from 100)
-Slight increase in health
-Slight increase in speed
-Increase in weapon accuracy (main and hull weapons)
-decreased reload time for weapons (Main and hull)
-Costs increased alot
-Increased build time

***********************************

Assassin:
-Speed increased 50%
---------------------------------------------------------
Buildings:

***********************************

Infantry command (also known as bunker):
-Cost now 50 req
-Build time now 15 seconds (single builder)
-Armour increased by 10%
-Hit points now 3500
-Now holds 5 squads (only three will shoot, the other 2 do nothing)

***********************************

Headquarters:
-Now holds 5 squads (only three will shoot, the other 2 do nothing)
-Armour increased 10%
-Increased weapons range against lower elevations
-Substantial increase in cost and buildtime for teir elevations.

***********************************

Mines:
-Cost now 35 req and 35 power
-Build time now 25 seconds
-Will now regenerate 10 HPs per seconds (5 if under attack)
-damage increase
-huge moral damage increase
-Every full second that there is an enemy within the trigger radius will detenate a mine.
-Can explode up to 30 times before rebuild is needed
-No knockback effect

***********************************

Turrets (Bolter and missle)
-Increased hit points
-Increased rate of fire for heavy bolter
-increased accuracy of heavy bolter
-increased accuracy for missle launchers
-decreased reload time for missle launchers
-Will regenerate slowly when not in combat

***********************************

Power generator:
-Req. cost increased to 265
-build time increased to 45 seconds

***********************************

Thermal power generator:
-Req. cost increased to 295
-build time increased to 75 seconds

***********************************

Mechenized command:
-Smoke launcher research added
---------------------------------------------------------
Upgrades:

***********************************

Sattellite targetting resolution:
-cost increased substantially
-Range increase now increases range by 60% (was 20%)
-Now effects bunkers
-Cost increased to 250/450
-research time increased to 120 seconds

***********************************

Full scale war:
-now costs 1600/1600 and takes 4 mins to reach

///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Orks:
---------------------------------------------------------
General:

***********************************

-Populaion cap now 150
-Squad cap now 80
-Vehicle cap now 30
-Starting squad switched back to slugga boyz
-ALL infantry formations changed to guardsmen formation (was modifide for better pathing, works for ork mobs just fine).
---------------------------------------------------------

Units:

***********************************

Mega Armoured Nobz:
-Moral increased to 1500
-Mob bonus increased to 2.000000
-May now have attachments

***********************************

Killa Kan:
-Pop cap usage back to 2

***********************************

Looted Leman Russ tank:
-Penetration against vehicle_high armour increased

***********************************

Slugga boyz:
-Initial slugga now does more damage (can actually kill scouts 1-on-1 now)
-Slugga upgrade now does more damage

***********************************

Stormboyz:
-Initial slugga now does more damage

***********************************

Nobz:
-Power clawz now 10/0 and build in 5 seconds per nob (was instant in old build, but very overpowering)
-Power clawz now rquire Even' more choppy

***********************************

Killa Kanz:
-Armour reduced to vehicle_med
-Hitpoints increased to 4400 (was 3000)

***********************************

Tank bustaz:
-Tank busta boombs re-added
-Tank busta bombs require research
---------------------------------------------------------
Buildings:

***********************************

WAAAAAAAGH! Banner:
-Cost reduced to 100 req

***********************************

Pile o' Gunz:
-Research item Even More Choppy now available

***********************************

Da Boyz Hut:
-Research item "Tank busta bombs" added
---------------------------------------------------------
Research:

***********************************

More choppy:
-Slugga boyz recieve more of a damage bonus from this

***********************************

Even More Choppy:
-cost 150/100
-Requires More Choppy
-Requires Ork HQ addon
-Upgrades slugga boyz weapon much more

***********************************

Both armour upgrades:
-Gives better bonus's for slugga boyz

***********************************

Power clawz:
-Added to Pile o' Gunz
-Requires Even more choppy

***********************************

Tank busta bombs:
-added to Da Boyz Hut
-Enabvles tank busta bombs for Tank bustaz
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Chaos:
---------------------------------------------------------
General:
-All powerfists now do much more damage
---------------------------------------------------------
Units:

***********************************

Obliterators:
-Squad capped at 4 (4 squads at any one time)
-Squad max size reduced to 3
-Squad will start at full strength
-Assault cannons do less damage to commander armour, buildings, and vehicles
-Lasercannons now do more damage to buildings and vehicles

***********************************

Chaos Rhino:
-Hitpoints increased to 1550
Speed slightly increased (not quite as much a SM version)

***********************************

Khorne Berzerkers:
-Accuracy and damage from bolt-pistol horribly reduced (Now you can actually dance around them!)
-Build time increased to 15 seconds
-Reinforce power cost now 15
-Reinforce time now 14 seconds

***********************************

Tactical Marines:
-All vanilla DoW (1.41) stats restored (this means all heavy weapons are back!)

***********************************

Possesed Marines:

-Capped at 4
---------------------------------------------------------
Buildings:

***********************************

Heavy Bolter Turret:
-Accuracy increased (Not quite as good as SM)
-Cost decreased to 75/40

***********************************

Armoury:
-Al new health and weapon upgrades added
---------------------------------------------------------
Research:

***********************************

Health/bionics:
-All health and accuracy upgrades from "classic" Dawn of War restored at armoury (this includes Level 2bionics and health upgrades)

***********************************

Weapons:
-Heavy weapons increase restored
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Space Marines:
---------------------------------------------------------
General:

***********************************

-All powerfists now do more damage then the powersword
---------------------------------------------------------
Units:

***********************************

Scout:
-Sniper rifle reload time now 6 seconds

***********************************

Terminators:
-Unit capped at 4 (up to 4 on the field at any one time)

***********************************

Assault Terminators:
-Unit capped at 4 (up to 4 on the field at any one time

***********************************

Landspeeder:
-Main weapon far more accurate (deadlier to infantry)

***********************************

Rhino:
-Hitpoints increased to 1500
-Speed slightly increased

***********************************

Assault Termies:
-Reinforce costs increased to 50/75
-Reinforce time now 20 seconds (was 10)
-Stun now only has a 25% chance on stunning
-Stun now lasts 3.5 seconds (can be increased through repeated strikes)
---------------------------------------------------------
Buildings:

***********************************

Armoury:
-All health and accuracy upgrades added

***********************************

Heavy Bolter Turret:
-Accuracy increased
-Cost decreased to 85/40
---------------------------------------------------------
Research:

***********************************

Health/Bionics upgrades
-All health and accuracy upgrades from "classic" Dawn of War restored at armoury (this includes level 2 bionics and health upgrades)
-Accuracy upgrade no longer requires bionics

***********************************

Smoke launchers
-Smoke launcher research requirements eliminated (still requires research from the machine cult, so you won't notice any change), this
is because of IG changes.

***********************************

Sniper training:
-now free and instant
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Eldar:
---------------------------------------------------------
General:

***********************************

-ALL Brightlances have a flat minimum vehicle armour penetration rating of 50 (basicly, all brightlances have no less then a 50 in vehicle armour
penetration)
---------------------------------------------------------
Units:

***********************************

Rangers:
-Cost slightly reduced
-Weapons do substantially more moral damage *GASP* They can break squads now!
-Weapons do more physical damage (not like a SM sniper, but decently powerful)

***********************************

Dark reapers:
-weapons now do large amounts of damage vs light-medium infantry
-Weapon rate of fire increased
-Weapon penetration against heavy infantry increased
-Setup time introduced at 2 seconds

***********************************

Warpspiders:
-now does little damage do all but heavy infantry and terminator/obliterator armour
-Haywire bombs now recharge in 60 seconds (was 120)

***********************************

Banshees:
-Power swords (regular and improved) now have no building penetration. They'll still do some damage, but not as much (however, they will still rape LPs)

***********************************

Vypers: (Overhualed, now great fire prism helper/raider/harrasser, but can't take much punnishment from other then small arms fire)
-Speed increased
-Can now reinforce into squads of 3
-Initial cost now 90/75
-Reinforce time 12 seconds
-Reinforce cost 80/50
-Max upgrades now 3
-Missle launcher upgrade now has better accuracy
-Missle launcher upgrade now does large ammounts of damage to vehicle_med/high
-Missle launcher now does penetration damage against building_high
-Missle launcher fire cone doubled (larger firing radius, easier raiding/armour harrass)
-Missle launcher horizontal traverse speed doubled
-Small regeneration rate introduced
-Regeration rate decreases in combat
-New formation file used (makes up a little for horrid pathfinder scripting)
-Will now excellerate/decellerate to full speed/stop instantly (again, makes up for crappy pathing script)
-Will turn faster
-Will take corners better (won't hang on them as much)

***********************************

Fire Prism:
-Capped at 6 (maximum of 6 at any one time)

***********************************

Wraithlord:
-Brightlance armour penetration vaulues higher against vehicle armour (especially against vehicle_med)
NOTE: Armour penetration against infantry_heavy_high is unusually high. I believe this to be a nasty little surprise to termies.
-Brightlance cost now 60/100 (offsets the higher damage vaule without making it worthless)

***********************************

Falcon:
-Brightlance armour penetration vaulues higher (not as high as Wraithlord)
-Shuriken cannon does less damage vs. buildings

***********************************

Brightlance Platform:
-Brightlance armour penetration vaulues higher (not as high as falcon)

***********************************

Shuriken platform:
-effectiveness against heavy infantry increased
---------------------------------------------------------
Buildings:

***********************************

Listening post (second upgrade):
-Brightlances have much higher vehicle penetreation power now (it was so little before that it was actually a downgrade)

***********************************

Scatter Laser suport platform (turret):
-Cost reduces to 60/40
-Accuracy increased
---------------------------------------------------------
Research:

***********************************

Webway Relocation matrix:
-Costs lowered to 100/50
-research time now 30 seconds

***********************************

Webway shroud:
-Cost and time now 0 (figured that the Eldar should have more acces to stealth tactics)

***********************************

Ranger infiltration:
-Cost and time now 0 (same reason as above)
///////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


***************LEGAL********************
This modification has been created by Sandy Warnstaff. All data files used are Relic Game Data files that have ben modifide for this mod, and is in no way
supported by Relic. All elements of this mod are based in the Warhammer 40,000 universe created by Games Workshop, and is not supported by them. This mod
may be redistributed as any end user sees fit on the condition that he/she/they give appropiate credit, and include this readme. This mod may NOT be hosted
on websites that require payment for download, in any form.


IG Redesign+ (1.4.0) - 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: 29 | Last comment: 01-05-2006 at 17:52

Click the Expand symbol to expand all comments (view full comments)

 Expand#1 - Yah. - Posted by: Zke (Member) - 12-28-2005 at 17:24

 Expand#2 - Posted by: Warnstaff (Member) - 12-28-2005 at 17:38

 Expand#3 - Demolisher?! - Posted by: PwnedShop (Member) - 12-28-2005 at 19:47

 Expand#4 - Posted by: kendall2 (Member) - 12-28-2005 at 20:01

 Expand#5 - Posted by: Warnstaff (Member) - 12-28-2005 at 20:53

 Expand#6 - Posted by: Zke (Member) - 12-28-2005 at 21:50

 Expand#7 - Posted by: Warnstaff (Member) - 12-28-2005 at 22:16

 Expand#8 - Posted by: SpaceDug2005 (Member) - 12-29-2005 at 02:18

 Expand#9 - Posted by: Tichondrius_L (Member) - 12-29-2005 at 03:57

 Expand#10 - Posted by: Warnstaff (Member) - 12-29-2005 at 04:56

 Expand#11 - Feedback - Posted by: wolf777 (Member) - 12-29-2005 at 08:26

 Expand#12 - Posted by: wolf777 (Member) - 12-29-2005 at 08:34

 Expand#13 - Posted by: optimal_prism (Member) - 12-29-2005 at 09:01

 Expand#14 - Excellent! - Posted by: _Y0da_ (Member) - 12-29-2005 at 09:12

 Expand#15 - Posted by: woody2 (Member) - 12-29-2005 at 09:28

 Expand#16 - Posted by: Warnstaff (Member) - 12-29-2005 at 09:36

 Expand#17 - Posted by: Das_Nichts (Member) - 12-29-2005 at 15:13

 Expand#18 - Posted by: MrQuack (Member) - 12-30-2005 at 07:37

 Expand#19 - Posted by: Warnstaff (Member) - 12-30-2005 at 09:11

 Expand#20 - Question - Posted by: _Y0da_ (Member) - 12-30-2005 at 11:42

 Expand#21 - Posted by: Warnstaff (Member) - 12-30-2005 at 14:35

 Expand#22 - Posted by: Das_Nichts (Member) - 01-02-2006 at 01:51

 Expand#23 - Posted by: Das_Nichts (Member) - 01-02-2006 at 01:55

 Expand#24 - Posted by: Warnstaff (Member) - 01-02-2006 at 02:33

 Expand#25 - Posted by: Das_Nichts (Member) - 01-02-2006 at 10:40

 Expand#26 - PSSSSSSSHT - Posted by: The2vs2KING (Member) - 01-02-2006 at 12:31

 Expand#27 - Posted by: Warnstaff (Member) - 01-02-2006 at 19:36

 Expand#28 - Posted by: Das_Nichts (Member) - 01-03-2006 at 12:57

 Expand#29 - very good keep up good work - Posted by: genestealer24 (Member) - 01-05-2006 at 17:52



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