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Imperial Guard Redesign (0.92a)
Filename: ig_redesign_0.92a.zip


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1.81 MB
0.92a
Sandy Warnstaff
960
12-06-2005
Mods


Average User Rating: 7.8
Number of Votes: 9
Related Files:
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5 Other Files by Sandy Warnstaff:
- IG Redesign+ (1.5.0)
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- IG Redesign (1.0.0)
- IG Redesign (0.96.1)

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Imperial Guard Redesign (0.92a) - File Description  


Description:
When I bought Winter Assault, I thought I'd be getting the Imperial Guard as a turtleing race, not a rushing race. This mod makes the Imperial Guard into a turtle race. Almost all early IG offencive power has been nerfed into oblivion, defences buffed, and teching now much harder. I am rather pleased with the way this mod has progressed in the few days I have been working on it. In addition to the IG changes, I also did some balance changes for the Orks and SM factions.



Imperial Guard Redesign (0.92a) - Screenshots  
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Imperial Guard Redesign (0.92a) - File Download Options  

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Imperial Guard Redesign (0.92a) - Readme  
Readme File:
IG Redesign+

The + is for a few changes for other races

Installation:
-If first mod version is installed, delete it's folder and module

-Unzip into main DoW folder
-Use the game manager to activate this mod

Known bugs:
-Imperial guard will raise Ork banners, specificly, the Blood Axes banners - I do not know how to fix this at this point (Has to do with the module)
-Main screen will probably display the marine from DoW original. This is because I fucked up somewhere (AGAIN!!!!).

About:
When I bought Winter Assault, I thought I'd be getting the Imperial Guard as a turtleing race, not a rushing race. This mod makes the Imperial Guard into a
turtle race. Almost all early IG offencive power has been nerfed into oblivion, defences buffed, and teching now much harder. I am rather pleased with the
way this mod has progressed in the few days I have been working on it. In addition to the IG changes, I also did some balance changes for the Orks and SM
factions.

This mod is by no means complete. Theres still balance issues that I need to resolve, and some things I'd like to do.

There are some un-modifide files included, and this is because I didn't feel like going through each one.


To do list:
-Buff mines on other factions
-Continue to redesign Eldar
-Continue to redesign Chaos
-Address balance issues

///////////\\\\\\\\\\\\\\\/////////////\\\\\\\\\\\\\\////////////////\\\\\\\\\\\\\\\//////////\\\\\\\\\\
UPDATED CHANGELIST for 0.92A

Imperial Guard:

Units:

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

Baneblade:
-Will regenerate when not in combat (Was in old version, but forgot to add it to the list)
-Armour slightly increased

Buildings:

Mines:
-No knockback effect (was in old version, but I forgot to add it to the changelist)

Space Marines:

Scout:
-Sniper rifle reload time now 6 seconds

Buildings:

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

Research:

Space Marines:
-Sniper training now free and instant

Chaos:

Units:

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!)

NOTE: This is a copy and paste from Dawn of War original, and all I have done is copied it. I did not edit it, and this particular file for the Chaos
Tactical Marine is property of Relic, and credit should be given to them for this file. My modding skill is insufficient for adding the heavy weapons with
animation files.

Raptors:
-Old raptor build icon restored (side effect of Chaos tactical marine changes, stated above)

Buildings:

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

Eldar:

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:
-Weapon rate of fire increased
-Weapon penetration against heavy infantry increased
-Setup time introduced at 2 seconds

Buildings:

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

Changes:
///////////////////////////////////////////////////////////////////////////////////////////////////
Imerial 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)

Sentinals:
-Power cost increased to 250
-Acceleration time now 2.5 seconds
-Deceleration time now 2 seconds
-accuracy increased

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

Baneblade
-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

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

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 depot:
-Full scale war now costs 1600/1600 and takes 4 minuets to upgrade too.

Upgrades:

Sattellite targetting system:
-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
///////////////////////////////////////////////////////////////////////////////////////////////////
Orks:

General:
-Increased maximum squad cap to 200
-increased maximum vehicle cap to 50

Buildings:

WAAAAAGH! banner:
-Cost reduced to 65 req
///////////////////////////////////////////////////////////////////////////////////////////////////
Space Marines

Units:

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)



///////////////////////////////////////////////////////////////////////////////////////////////////
Special thanks to the guy who made the RGD editor. His program made it possible for this mod to exist. (This will be unpdated when I learn his/her's name.)


***************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.


Imperial Guard Redesign (0.92a) - 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: 10 | Last comment: 05-08-2009 at 07:57

 #1 - kool - 12-06-2005 at 09:47
zanathid
From:
Joined: September 7th, 2005
Posts: 15
now its just like the old DOW but WITH MORE IGARDSMEN YES!!!!Rock

 #2 - errrr - 12-09-2005 at 07:34
zanathid
From:
Joined: September 7th, 2005
Posts: 15
just found a glich it dont work online not even if we both hav it it just dont seem to let him in to the game, plz explain!?!? madAaargh!!!Hmmm Donut!

 #3 - 12-09-2005 at 16:56
Warnstaff
From: (Aldergrove)
Joined: November 17th, 2003
Posts: 110
#2:Hmmmmm, thats the first I've heard of this. I'll look into it and try to fix it for my next release. Unfortionetly, I don't have anyone to test it with, so it might not be fixed, but i'll continue to work on it 'till it's fixed.

 #4 - 12-09-2005 at 17:17
Warnstaff
From: (Aldergrove)
Joined: November 17th, 2003
Posts: 110
Ok, I think I may have fixed it, faster then I though to. The next release will be released later today (a few hours) with it.

 #5 - 01-29-2006 at 10:23
ImperialGuards
Joined: January 9th, 2006
Posts: 7
a last a mod with loads of Guard like in the table-top game and the old DOW yes thnx much RockRockTwo Thumbs Up!

 #6 - 04-01-2006 at 03:26
Subaru999
Joined: December 24th, 2005
Posts: 3
ill tell you when i have played it , it sounds good

 #7 - Rock!!! - 04-14-2006 at 06:02
Fohammer
From: (Roscommon)
Joined: April 11th, 2006
Posts: 37
Rock ROCK ON!!! Rock

 #8 - help!! - 06-24-2007 at 17:27
Eliminated
From: (Swansea)
Joined: June 24th, 2007
Posts: 6
i cant get it to work, i extracted it to the file like you said but it isnt in the game manager, help me please

 #9 - dee to deeee - 12-04-2007 at 20:42
redgreen
From: (lancaster)
Joined: October 13th, 2007
Posts: 23
that right yo a deee to deeee!!!!

 #10 - 05-08-2009 at 07:57
jendo
From: (london)
Joined: January 31st, 2009
Posts: 414
The reason for it being a rush race is because its a weaker race the units that are good at helping the imperial guard are the karskin and the basilisks if its a turtle it will be too long and get destroyed before it gets the units.



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