Vostroyan Firstborn, Blood Angels, Dark Angels, Thousand Sons, and Tyranids.
Weapons do the same amount of damage regardless of what unit is carrying them. A heavy bolter carried by a space marine is the same as a heavy bolter on a leman russ. Explosive weapon aoe matches the visible blast that it causes. Weapons with multiple barrels multiply their damage by the number of barrels they have. ie twin linked lascannons do twice as much damage as one lascannon, storm bolters do twice as much damage as a regular bolter and so on.
Weapons that fire one shot at a time (plasma guns, autocannons etc.) always fire in sync with the damage they deal.
Pistols do not suffer an accuracy penalty when moving.
Ranged weapons no longer knock down infantry.
Ranged weapons cannot shoot though terrain.
Melee weapons always hit.
Most units don't use squad or vehicle cap or have any limits on how many can be built. There are a few that do for balance or lore reasons, such as superheavy tanks and lost tech like the leman russ vanquisher.
Reductions in training time allow rapid army building from a single infantry and vehicle building. This increases the pace of the game and prevents the ai units from getting stuck. All research now requires the player to make a choice between limited options, any research that doesn't has been removed. Together these changes make teching up and building a large army much faster.
Instead of changing health, campaign difficultly changes ai resource generation rate. 50% reduction on easy, 25% reduction on normal, and same rate as player on hard.
A weapon will do full damage to the armortype its designed to defeat and full damage to all weaker armor types. For example a lascannon will do full damage to everything, a heavy bolter will do full damage to infantry and reduced damage to light vehicles while doing almost nothing to a tank.
Only units that are actually invisible in the lore have infiltration. At the moment these are the tau stealthsuit and necron wraith. All units and turrets have a detection range of ten meters.
Each faction has a unit with a sight range of 60, these are: space marine scout, eldar ranger, guard sentinel and assassin, sisters assassins, necron deathmark, tau pathfinder, ork kommando, tyranid lictor, and vostroyan snipers.
No weird homebrew stuff.
Much less stop and go movement, tanks reach full speed and stop nearly instantly. The monolith now moves like a hovercraft and doesn't have to come to a stop to turn.
Aircraft have global jump range and instant jump recharge. Some of them can drop bombs on units they fly over. They have all been scaled up and given crash animations.
So far the guard, space marines, sisters, chaos, eldar, and thousand sons, have received lore accurate scale. More to come.
Fog has been customized for each map, most maps are clear but some with rain or snow have shorter view distances.
The mod also adds shadows to many units and terrain objects that didn't have them.
Normal and hard difficulty now gives the ai extra resources instead of changing health. Hard is significantly more difficult then vanilla dawn of war.
More then a dozen new loading screens by a variety of artists.
Imperial Guard:
Turrets and listening posts have above average hitpoints.
Basilisks have global range but are the most fragile heavy artillery.
No more free intel from the radar scan.
Guard infantry (not ogryns), take greatly reduced ranged damage in cover, but also suffer a larger speed penalty in cover.
Eldar:
Many of their ranged weapons do not lose accuracy when moving.
All infantry (except wraithguard) got +50% speed.
Turrets and listening posts have below average hitpoints, but can be concealed by the webway portal.
Their hovertanks can fly across the map at extreme speed, but their fragility is not forgiving of micro mistakes.
Added runes of battle for warlocks, research at the soul shrine.
Necrons:
No longer have moral.
Gauss weapons do full damage regardless of armor type, have shorter then average range but above average damage.
All infantry (not just warriors) can now teleport to friendly buildings.
Monoliths now have global jump range. Combined with the above, monoliths are more dangerous then ever.
Space Marines:
The orbital relay and barracks (now called the first company barracks) have switched positions in the tech tree. The orbital relay is more expensive then other races barracks to compensate for the mobility it provides.
Terminators are great against buildings in melee and can teleport back to their barracks, great for surgical strikes like in the lore.
Tau:
Now get access to all units regardless of what doctrine they choose.
Lacks indirect fire.
Railguns now have their own fx.
Thousand Sons:
Slower but more durable then chaos marines.
Tyranids:
Use DoW2 models.
Can consume corpses for resources.
The hive tyrant and swarmlord now have access to their 8th editon physic powers via research.
Installation
If you've installed this mod before delete the old cinematic_battles folder and
cinematic_battles.module before installing the new version.
1. Download and Launch the 4gb_patch executable and navigate to your Soulstorm.exe file
and patch it. As soon as that's done click "Another file" and search for the
GraphicsConfig.exe file and patch that one too
2. Extract the Cinematic_battles folder and Cinematic_Battles.module to your soulstorm
directory
3. Launch the game and activate the mod in the game manager.
General:
updated barracuda, hell talon, nightscythe, and fighta bomba audio
reduced all aircraft collision radius, this should prevent anymore crashes
added shadows to many units and map objects that were missing them
New units:
guard valkyrie with multilaser and lascannon upgrade
guard griffon mortar
tau orca
eldar war walker
eldar wraithknight
eldar shadow specters
sisters paragon warsuit, also synced their footstep sounds to the animations
sisters castigator
new animations for the Valkyrie and Orca
chaos dread model updated
chaos raptor model updated
chaos thunderhawk model updated
eldar fireprism model updated
eldar avatar model updated
Maps:
added 6p_Macragge
6p ferric gully
7p therion jungles
7p scyllan foundry
7p ceprus prime
8p ash wastes
8p cadian pylons
8p carters trophy
8p deacons hubris
8p kezzian dunes
8p red scar
8p palace of thorns
8p magmarus
8p jakarra island
8p gnessi hive
8p gnessi hive defense
8p gorge of trials
8p drykenna jungle
removed 6p act of war, ai couldn’t handle the chokepoints
started adding new scenery to the IG stronghold, this is not finished but its better then vanilla.
rokclaw foothills now has out of bounds scenery in campaign and multiplayer thanks to
eranthis
Scar: added x2 health and x2 turret health options
Blood Angels:
fixed vanguard vet color bleeding
fixed assault sergeant color bleeding
increased devastator cost by 10power
increased sniper rifle cost by 10power
reduced terminator weapon upgrade cost
reduced terminator sergeant cost
reduced assault terminator sergeant cost
Chaos:
ai will jump attack with raptors and bloodthirsters more often
ai can now use noise marine and hellsmith ability’s
updated ai squad cap values and relic unit list
changed aspiring champion advance sp model to hh_chaos_space_marine
new campaign textures for hh_chaos_space_marine, predator codex, vindicator, biker, hell
talon dreadclaw, and thunderhawk
chaos now has the same thunderhawk model space marines do
added some new units to teamcolor viewer
increased havoc cost by 10power
fixed noise marine footprints
added word bearers icon to noise marine and squad leader
reduced chaos terminator sergeant cost to 50r/25p
increased horror range and let them fire in an arc like in total warhammer
reduced blastmaster cost to 40r
reduced lascannon volume
renegade plasmagun can no longer shoot through terrain
Dark angels:
added landraider terminus ultra,
landraider solumnis,
bolter turret,
thunderfire cannon
Dark Eldar:
increased scourge cost by 10power
the slave chamber can now produce slaves
balanced campaign wargear
made the archons splinter pistol consistent with other splinter pistols
Eldar:
fixed guardian description
fixed autarch description
updated wraithguard model
fixed missing texture on spiritseer
made new campaign textures for guardians, shadow specters, nightspinner, waveserpent,
scorpion, and cobra
reduced volume of wraithlord steps
listening post no longer shoots though terrain
increased avatar stronghold sp health to 2500
changed rangers advance sp to use same gun as rangers
fixed brightlance grav platorm shooting though terrain
increased dark reaper cost by 10power
increased ranger cost by 10power
changed eldar ui to ulthwe colors
increased combat reinforcement time multiplier of guardians
reduced seer council to 6 men
reduced seer council ability recharge modifier to 8% per man
ai can use warshout again
fixed the war walkers feet sliding across the ground
fire prism will always use the new, longer gun
changed nightwing to light vehicle armor type
added hi res textures for structures, farseer, rangers, banshees by Wright_oh
runes of battle overhaul - player can only pick one pair per battle
researched at the soul shrine
CONCEAL/REVEAL reduces/increases ranged damage taken by 30% radius 12
EMBOLDEN/HORRIFY increases/reduces max morale by 50%
ENHANCE/DRAIN increases/reduces melee damage by 30%
QUICKEN/RESTRAIN increases/reduces movement by 25% speed
Firstborn:
increased heavyweapon team cost by 6power
Imperial Guard:
increased heavyweapon team cost by 6power
reduced cost of command squad sp leaders
all baneblade variants now require full scale war research
fixed leman russ weapon textures
removed thermoglow_rgb
laspistols will no longer fire through terrain
added meltagun and flamer to kasrkin
added krak grenades to kasrkin
removed anime girl from banesword
added hi res building, baneblade, and captain textures by wright_oh
Necrons:
ai will now reinforce wraith squads
ai will jump attack with wraiths, monoliths, and the night bringer more often
slightly reduced tombstalker ai effectiveness rating
ai will tech up faster now
changed ai generators to baseback area
added new units to RelicRequired ai list
updated ai check for thermogen cost
the obelisks wailing terror ability is now a weapon, so it will fire by itself
added hi res textures for structures, lord and tomb spyders by Wright_oh
Orks:
all superunits now have the same requirements
increased loota cost to 35req and 10power
fixed kill krusha shoota aim points
buffed mega armored nob damage and accuracy slightly
Sisters of Battle:
changed rhino honor guard to use witchhunters model
increased retributor cost by 10power
fixed veteran superior description
changed multimelta fx to match imperial guard and space marines fx
arcoflagellents can no longer capture points
ai will now add leaders to all squads
improved ai build plans
removed witchhammer abilitys from living saint, gave her more argent blades instead
added krak grenades to battlesisters and missionary’s
fixed confessor honor guard
replaced the weakest honor guard units
updated exorcist model
buffed assassin health, squad size and reduced cost
Space Marines:
ai will jump attack with assault marines more often
ai will use melta bombs with more units
stalker AA now has blood ravens color scheme in campaign
increased devastator cost by 10power
increased sniper rifle cost by 10power
reduced terminator weapon upgrade cost
reduced terminator sergeant cost
reduced dreadnought special attack min damage value to 0
fixed some assault cannons doing less damage then intended
fixed some heavy flamers doing less damage then intended
added hi res forcecommander and building textures by wright_oh
changed tempest to light vehicle armor type and reduced their health
Tau:
ethereal no longer damages friendly units on death
corrected fire warrior shas’ui description
changed every squads transport capacity use
made the tetra slightly larger
increased sniper drone cost by 15power
added hi res commander, aircraft, and building textures by wright_oh
Thousand sons:
removed music from frontend model
reduced ahriman training time to 30 seconds
ai can now use ahrimans spells
added land raider to thousand sons
warp bolt ammo armor piercing against non vehicle units reduced from 66% to 50%
removed turrets 50% damage reduction, slightly increased health regen
Tyranids:
termagaunt and hormagaunts got consume animations
gargoyles now count as flying units again
Models, art and code contributed by:
UA team
Unification team
tyranid mod team
codex team
objective points team
skirmish ai team
vanilla model fixes team
wright_oh for hi res textures
Special thanks to: Kekoulis, Gambit, and Thudo for their advice
v1.4 brings tyranids and aircraft to the game. Tyranids get their 8th edition psychic powers and can consume corpses to get extra resources.
Version 1.3 adds the Sisters of Battle, several units for other factions and many other improvements.
Bug fixes and balance changes for dark crusade. Click read more for details.
Bug fixes and balance changes for soulstorm. Click read more for details.
Adds Dark Angels, new units, new maps, eldar runes of battle, new Ulthwe and Alpha Legion campaign textures. Click read more for full patchnotes.
Highlights: new units, new maps, eldar runes of battle, new Ulthwe and Word Bearers campaign textures. Also an announcement, Dark Crusade version will...
v1.8 adds the Blood Angels, new units, map refinements, and many, many balance changes. Click read more for full patch notes.
v1.8 adds the Blood Angels, new units, map refinements, and many, many balance changes. Click read more for full patch notes.
Gotta admit this is porbably my favorite mod soley for the fact that the guardsmen infantry and leman russ'doesn't take up population meaning i can have like 200 infantry running to their death it just feels like the other mods limit that
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I started the DC campaign and when I tried to build the Tau (forgot the name) combat "plane", the game just crashed. I also noticed a few bugs in Army Painter. I had to "reinstall" the mod because after the first time a purple cube was displayed instead of the unit. In addition, some units already had no weapon in their hands in Army Painter. - Either something is wrong with my game or the quality control of this mod.
Edit: So I have tried again. This time the game crashed before I built any aircraft or vehicles.
The mod is generally weird. My stealth units, although shown as concealed, are constantly being shot at and die like flies. One moment of not paying attention and the whole squad is wiped out. In general, entire infantry squads are wiped out within seconds.
I've not seen the game crash from building the plane. Rarely giving it a jump order will crash but never just from building it.
Which units don't have weapons?
All stealth units are revealed at close range, because invisible units punching space marines in the face was not believable.
I suggest reading the summery section at the top of this page. It explains the changes to stealth units and other things.
Love this mod so much, can you add a creator mode? Hope to use it to customize both units
Aren't the Orks a bit too OP, can't budge the little ******* cus of their grot canon infantry
Regarding grot cannons: these can be countered by basically any other race's artillery. Even thunderfire cannons can clear 'em out without issue. Not every race has artillery, of course, but still.
I had a crash when trying to attack Eldar stronghold and dont know what to do.
In the Dark Crusade
I will look into it.
What race were you playing and how far into the mission?
Chaos, crashing right when loading the mission. And sorry that i have not answered sooner.
Patch is ready.
Moddb.com
Thanks! It works.