Titanium Wars Mod ver. 1.00.xx ============================================================ Grumbling Orc Game Development, Grumbling Orc Great Hall, December 2008 - February 2012. ======================================================== NB!: This Mod only for Soulstorm (not for Dark Crusade)! Dark Crusade version see here: http://forums.warforge.ru/index.php?showtopic=63763 and here: http://www.moddb.com/mods/titanium-wars-mod ======================================================== Preliminary remarks: ******************** - Main goal of this Mod: to realize all Games Workshop units and all 11 classic W40k race of tabletop game: Space Marines, Chaos, Orks, Eldar, Imperial Guard, Tau, Necrons, Dark Eldar, Whitch Hunters, Daemon Hunters, Tyranids. - This Mod was made with Relic standard of quality (and even higher for some parts and aspects). - This Mod was the first DoW mod when you can see Titans and Titan-like units in all game types (campaign, skirmish and multiplayer). - This Mod changed mind of DoW Community about Titans in game (balance issue). Now we see many mods with Titans. :) - A lot of work was made in this Mod framework on 3D-level and in OE-code for Relic and DoW Community models. Many units and buildings were reworked to more quality variants (behaviour especially). Titanium Wars stuff are used in many other mods now. - This Mod is new view on campaign single game. You can see new quality of game in campaign. URLs: ***** Visit the Titanium Wars page on Mod DB (download available): http://www.moddb.com/mods/titanium-wars-mod-ss Official forum of this Mod: http://forums.warforge.ru/index.php?showtopic=125362 International forum of this Mod: http://forums.relicnews.com/showthread.php?265263 Important notes: **************** For gamers. If you'll wish to play multiplayer with using the new version you must install the new version for all your opponents. Do not use old saves! Especially in campaign! (Saves from previous version of Mod.) Old saves do not compatible between different versions of Mod. Fully delete "titaniumwars_ss" directory from the Profiles directory in your game profile (Profile1 usually) before installing the new version of Mod. For testers. Look on damage info HTML-files. For modders. You may use my work without special contact with me. My work is free for all true lovers of DoW game series. Just mention about me and Titanium Wars in credits section of your readme files and forum tread start messages. Of course you must receive permissions from true authors of DoW models and only then my additional work over their models and OE-code is free for you. Some of my work is only mine and some other my work is over DoW Community ready-made models and other DoW stuff. Consult with me if it's necessary. Introduction: ************* Welcome to the World of epic wars on Titanium Wars Mod arena. Let me make it clear that this Mod wasn't made by the experienced modders team from the DoW Community. It was made by just an ordinary DoW-gamer and great lover of Warhammer 40000 Universe who is tired of waiting for good Game Process from existing modders teams. As well known proverbs says: "Help yourself!" "If you will not do it yourself, then nobody will do it for you and especially as you need." None of DoW mods which I know (on December 2008) satisfy me in gameplay quality. I don't mean units' model quality. Some modders are able to make good models for DoW, however, almost all mods have low-quality amateurish stuff as well. This fact corrupts impressions from mods. Still and all it's the quality of GAMEPLAY that's most important. Many modders made mods pursuing unachievable "realism" or "closeness to Codex" but all of these mods are lacking any interesting gameplay. Good models and FXs scattered across on different mods were actually left unclaimed by DoW gamers. Thus I was obliged to abandon pleasure from game and take up so-called "Game Development" in trying to make from many ready-made parts (ready-made models, textures, FXs, icons, sounds from other mods) something pretending to be an interesting gameplay. During the development of this Mod I always looked at everything not as a professional game developer but a gamer who above all longs an interesting GAME in that Game Universe. Titanium Wars (temporary working name: All GW Units Mod) is a fully independent mod regarding gameplay, it's built on the basis of the ready 3D arts from many other previously developed mods: Annihilation Mod, TTRU Mod, Firestorm Mod, DoW Pro Mod, Steel Legion Mod, Craftworld Mod. I used ready-made models from those mods. All copyrights of 3D-models, textures, FXs belong to their hardworking creators. This Mod (in its current form) is the direct conversion to Soulstorm (SS) format of my old Titanium Wars project for Dark Crusade. Most of the basic features of the Titanium Wars Mod were moved into this new SS-version in almost unchanged form. Two new races were adapted to the standards of Titanium Wars, it will be discussed with more details below. Skirmish AI for SS version 3.2 used here with my redaction. It was modified for compatibility with well-developed AI of the Titanium Wars Mod. Advanced campaign game will be available as usual with the development of this Mod. TTRU Mod and Firestorm Mod had strong influence on Titanium Wars. Many units have come from those two Mods. However I don't follow the gameplay idea of these Mods or any other mods. This Mod is a kind of a superstructure over original masterpiece from Relic and it isn't a radical revision of all gameplay ideas of DoW. At least in Tier 1 you'll feel almost the same as in the original Dawn of War: Dark Crusade. Main goal of this Mod is the transfer of as many units from Warhammer 40000 Universe in Dawn of War as we can. My purpose is to see all of that we can see in Games Workshop miniatures, Codex texts and tabletop game. Other important goal that is closely connected with the previous one which is to make DoW battles more diverse in tactical and strategical capabilities. At the same time I want to keep the original gameplay conception from Relics and I want to keep spirit of W40k Codexes. At last the third goal (easy guessed from the name of this Mod) is TITANS. Titans will make battles in DoW really epic matching the spirit of Warhammer 40000 Universe. Changes and additions: ********************** Full list of changes (compare with the original version of the game from Relic) is too extensive for bringing it here in full details. A lot of work was done. Therefore I list below only most noticeable and important moments. Everything else you should see in the game. I made detailed help popups for new units, buildings, weapons and abilities. It was given special care. All new text information was organized as special UCS-file. Common remarks: =============== - Many WHE-files were strongly improved. It was made many revisions in WHE-files of old and new models to correct animations for old and new actions of some units. Most important changes and additions mentioned below in specific race sections. - WHM-file units were also changed as necessary (some models of units and especially new buildings). However many models have the original author's form in relation with geometry and 3D-animation. Quality of models is not always good. However I had some work in 3Dsmax for making new units and buildings animations. I did't find some models needed for Mod idea. Therefore Mod still needed some redesign. It needed some new units models, related textures, FXs and sounds. I invite 3D-modelers for collaboration. - Balance is made in accordance with Codex all races but game parameters of original game from Relic are saved as possible. This Mod is superstructure over original creation of Relic, it is not radical revision all gameplay. In the Tier 1 you will sense yourself almost as in original DoW: SS. - Weapon's range system is revised. Relative ranges of weapons for all races are made in accordance with Codexes. If we take for base scale the model of ordinary humanoid (for example IG Guardsman or Tau Fire Warrior) then we find true table of correspondence between W40k tabletop game inches and DoW conditional units for ranges: 06' = 10 12' = 20 18' = 30 24' = 40 30' = 50 36' = 60 48' = 80 60' = 100 72' = 120 96' = 160 120'= 200 240'= 400 However this table is unacceptable in DoW, because it lead to bad gameplay. Maps in DoW are too small for true ranges of W40k weapons. Therefore Titanium Wars have another table now: 06' = 10 12' = 20 18' = 25 24' = 30 30' = 35 36' = 40 48' = 50 60' = 60 72' = 72 96' = 96 ... = ... and so on, numbers go linear further. Only one exclusion for pistols. Pistols fire as before, i.e. 25 DoW conditional units. This table is near to classic DoW and it provide us true Codex-like relative ranges of weapons for all races. - Construction lists almost all buildings were changed. All unit icons of the original game are kept as possible on old places in construction panels. In case impossibility to do it, they are transferred in accordance with logic of W40k Universe (for example Avatar now in Webway Assembly and Gray Knights now in Sacred Artifact). New units icons are elaborated and some new icons are made. - Squad cap system and support cap system completely revised. Base values are zero (only IG have base squad cap 2 and Orks have base pop 15 as before). Each HQ adds 10 squad cap points (15 pop for Orks). Chaos, Space Marines, and Witch Hunters add for themselves by own upgrades maximum 20 squad and support cap points. Eldar, IG, Necrons, Orks, Tau, and Dark Eldar use their own rising system of cap points as before. Max cap both type for all races are 40 (250 pop for Orks). Squad cap points raised for maximum with additional HQs, support cap points with buildings of highest (titanic) technology and additional buildings (Orks have their own Big Banners system for both types of cap). - Skirmish AI is fully adapted for Titanium Wars. Computer know all about new units and buildings, it is able to build and use them right up to corresponding special abilities. Thus new units and new buildings fully functional for computer opponents in skirmish game for any races. - The commanders of all races use campaign wargear. Cooresponding researches can be made in the special additional buildings. - A lot of attention is paid to the Heroes system. I strongly recommend to game with it, although you are able to disable it. Game process with squads experienced with current battles is more interesting than archaic faceless RTS-stamping identity units. In this Mod some aspects of original DoW were removed as incompatible with Heroes system. - Buildings hitpoints are rised four times more than before. It's more realistic. W40k buildings are made of strong materials (see W40k background). If you accustomed to "houses of cards" as in classic DoW, it is not comfortable for you first time. I understand this. But take into considerations of new gameplay possibilities in defensive sutuations and the increased firepower of the armies in this Mod. Buildings become more durable for balace reasons. - For all buildings (except turrets) of all races (except Chaos, it have this before but with own features) were added regeneration ability for own and allied units in some radius from themselves. Thus units have true rest from battles in own bases. Machinery are repaired slow and automatically at HQ or tech factory. - Turret system of defence was remade for all races. Fortify researches were added for each race. Increases hitpoints for all ordinary turrets by stages. Listening posts increase own hitpoints by stages too (by adding corresponding add-ons). All ordinary turrets (except Ork Waaagh Banners) have restriction 16 per HQ now. - Air deep strike was added for the Imperial Guard (uses Valkyrie as dropship from Mechanized Command and Mars Pattern Command), Orks (uses Fighta-Bomma as dropship from special buildings), Space Marines (uses Thunderhawk as dropship from Machine Cult), Whitch Hunters (uses Thunderhawk as dropship from Inquisitiorial Landing Pad), and Tau (uses Orca Dropship from Tau Commtower). Uses standard Relic models. Additional animations and events, OE- and AE-coding were made by Grumbling Orc. - Freely flying aircrafts (under the direct control of the player) have been removed for all races. The system realization of aviation in Soulstorm (in understanding of Iron Lore) was very bad. The game role of aircrafts and their system realization will be reconsidered in framework of this Mod in its future versions. - New rational binding system for control pannel of units and buldings. All hotkey buttons for buildings, units, researches, and addons were mapped to 12 buttons on the left side of standard keyboard. Q W E R A S D F Z X C V In addition 7 small buttons of small unit's control pannel were mapped to 7 buttons in the middle of standard keyboard. T Y G H B N U New bindings were added for old and new units, buildings, researches, weapon upgrades, addons, and abilities. Now almost all hotkeys are easy for remembering and using. Some of abilities were binded by another way for evading incorrect mapping under hero attachment. For example, "D" is special key for ordinary grenade, "F" is special key for some inspirational abilities, necrons use own binding scheme. Gamers may edit "keydefaults.lua"-file in their game profiles for changing this binding scheme as they wish. All neccessary binding markers are present there now for all Titanium Wars stuff. - New view of Army Painter interface. More free space for viewing models. - Campaign changes: - - New Honor Guard system in campaign. Other set of Honor Guard units and their deployments to the provinces. All Honor Guard squads have normal reinforcement size. Hitpoints of elite units were increased. One Honor Guard tank was added for each race. - - Tau Turrets were added to the set of Forward Base buildings (instead Kroot Nest) as for all other races. Tau Turrets also appear anywhere on the scripted campaign map, where they also presented for other races. - - Turrets in scripted missions (in race Strongholds) upgraded to maximum HP now. - - RTX-texture were made for all new units and buildings. The Titans and the new units are now painted in campaign normally. - During study this Mod and/or this document for understanding additions by races, take into consideration that "balance of real-time strategy game" is vague idea. The obtaining whole is not a simple sum of composing parts. Try to use new manifold of features with maximum effects and at the time you will see that number of possible tactics and strategies rise steeply. Let alone about arising thin nuance of interaction own and enemy units on the battlefield. Chaos: ====== - Upgrades for Chaos Space Marines from first DoW (accuracy, bionics) were added. - Flamer was added for Chaos Marine tactical squads. - Second upgrade on maximum number of weapons was added. Max limit number of weapons: Chaos Space Marines - 6, Raptors - 6, Cultists - 8, Chaos Terminators - 4. - Upgrade Ranged Skill for Chaos Space Marines was added. It was exist in code of game as Relic idea for first version of DoW. - Havoc squad was added. Heavy fire support unit. Squad size - 8. Heavy weapons - 8. - Chaos Marine Bikes were added. Assault warriors on bikes. - New building Chaos Gods Temple was added. It adds 10 squad points and 10 support points. Here the follower of Chaos can pray and choose one of Chaos Gods which he wishes to devote own being. Depending on this choice accessible set of Tier 2 (and higher) units is changed. This implies changing tactic of all next phase of game. It's possible five variants: service for one of four Chaos Gods or service for Chaos Undivided (actually for all pantheon of Chaos Gods). It has not only thematic set of units. Each choice has its own global game bonuses granted corresponding Chaos Gods in the manner of Warhammer 40000 Universe. Moreover one choice is not inevitable necessity. It can do without any choice and Chaos army remain sufficiently powerful for confrontation with any enemy. - In the time of choice of Mark of Chaos unique special ability appear in the Chaos Gods Temple. You pray your own Chaos God and receive gift from Him. Offer your own blood and blood of your warriors for Khorne and all your army will go to berserk state. Pray to Nurgle and He sends death and decay in any place of map. Appeal to Tzeentch and deadly thunderstorm rain down on heads of your enemy. Call Slaanesh and all your enemy will hear His terrible scream so that they fully deprived of their courage. And finally Chaos Undivided appear in the battlefield as terrible Warpstorm. All of this abilities are used by Chaos Lord as main alter ego of Chaos gamer or they are used directly from Chaos Gods Temple where you will see corresponding icon (as Chaos Icon and as button for using ability). - Thematic (i.e. corresponding service one of Chaos Gods) Marines: Plague Marines, Rubric Marines, Noise Marines and corresponding their Aspiring Champions were added. Models for Khorne Berserkers and their Aspiring Champions were changed. - By choice of one Chaos God you have access only for one type thematic Marines (for example Khorne Berserker by choice of Khorne) and they receive some unique bonuses for strength and protection. If you serve of Chaos Undivided you have access to all thematic Marines, but without corresponding bonuses. - Khorne Icon Bearer, Nurgle Icon Bearer, Tzeentch Icon Bearer, Slaanesh Icon Bearer and second type of Chaos Undivided Icon Bearer (two different models of this type) were added. Hired in Chaos Gods Temple. They have some restrictions for hiring corresponding hostility and intolerance of Chaos Gods. They attach to squads, give variety battle bonuses for squads, have ability corresponding their Chaos icon. - Thematic Chaos Sorcerers were added with corresponding abilities. - Thematic Chosen Champion squads were added with corresponding retinue. - Minor Chaos daemons: Bloodletters of Khorne, Plaguebearers of Nurgle, Screamers of Tzeentch, Daemonettes of Slaanesh were added. They are accessible only at service of corresponding Chaos God. Horrors are accessible at service of Tzeentch or Chaos Undivided. - Great Unclean Ones, Greater Daemon of Nurgle; Lord of Change, Greater Daemon of Tzeentch; Keeper of Secrets, Greater Daemon of Slaanesh were added. With Bloodthirster, Greater Daemon of Khorne having before, they accessible only at service corresponding Chaos God. They appear on the battlefield by possessing corresponding thematic Aspiring Champions or Icon Bearers. Sorcerer and (no thematic) Aspiring Champions now don't be possessed by Greater Daemon. However at service with Chaos Undivided they can be the Daemon Prince of Chaos Undivided. Chaos Lord become the Daemon Prince as before. Thus at service with Chaos Undivided you have no Greater Daemons but you can have two different Daemon Princes. - Great Unclean Ones was added in true form. Great thanks to Catwell for model. Additional animations, needed markers, events, OE- and AE-code were made by Grumbling Orc. - Keeper of Secrets was added in true form. Great thanks to Catwell for model. Additional animations, needed markers, events, OE- and AE-code were made by Grumbling Orc. - Chaos Dreadnought was added. It takes a role of a main heavy support unit in melee combat. Defiler restored as heavy fire and artillery support unit. - Chaos Vindicator was added. Heavy artillery support unit. Max limit 3. - New type of building Chaos Tower was added. Defensive structure. Chained Sorcerer cast the same spells, but enhanced by special Chaos rituals. Max limit 2 on each HQ. - Missile Launcher Turrets from campaign can be built from advanced building menu. Max limit 4 on each HQ. They take role of enhanced fortifications. - New buildings Dark Mechanicums was added. It adds 10 support points. Here you will build the Unit of your dream. Dark Eldar: =========== - Archon model was replaced by Archon model from the campaign. Wargear was added for using just as for all commanders of any other races in this Mod. - Warp Beast Pack max limit 6. - All machinery of Dark Eldar has the jump ability now. OE-code for all models of vehicles was remade properly. - Reaver Jetbike model was replaced. Thanks to Horus Heretic for model. New weapon upgrades were added. OE-code was changed for adding jump ability too. - New ability Shadow Beam was added for Ravager. Special powerful shot. Effective only against Vehicle High, Monster High, and Buildings High. - New ability Shadow Dancing was added for Ravager. Temporarily cloaks Ravager and reduces damage from enemy ranged attacks. - Ravager max limit 6. - Tower of Dominance was added as defensive turret. Max limit 16 per HQ. Eldar: ====== - Bonesinger have Entanglement ability now. It does not depend on corresponding research for Warlock. - Grav platforms made as first version of DoW. They require support cap 2 now. - Harlequins max limit - 5. - Rangers max limit - 2. - All Eldar Warlocks (any type) have commander type of armour. Their health were increased. Upgrade bonuses were remade. - Dark Reapers were essentialy remade on WHE- and WHM-file level. Added Shuriken Cannons for Dark Reapers as first weapon. Dark Reapers Launchers are weapon upgrade now. Effects for Reaper Launcher was made as Codex say. Tempest Launcher Fire ability and Fast Shot ability were added for Dark Reaper Exarch. - Aspect warriors Striking Scorpions were added. Heavy infantry for melee combat. They are not so quick as Banshee, but they are more protected. They can infiltrate after corresponding upgrade for Rangers. - Aspect warriors Swooping Hawk were added. Assault infantry for ranged combat. Able strike from the sky. In melee combat they are the same as other Eldar ranged combat warriors. - Eldar Jetbikes were added. Light scout skimmers. Maximum 3 per squad. - Jetbike Warlock was added. Leader for Jetbikes Squad. - Eldar Shining Spear was added. Rare type of aspect warriors on jetbikes. Melee combat warriors. Good to pursue retreating enemy. They have passive ability to slow down their enemy in forward of themselves. Max limit 4. - As a result of the second commander upgrade (research in Soul Shine) Farseer receive her own mystic ability: Farseer's Prediction. It opens any place on map in big radius. Recharge takes a long time. - Eldar Autarch was added as new commander unit. Forcefield wargear upgrade was added and OE-coded for this model. - Now Avatar have slow regeneration and he can increase speed of it by staying at Webway Gate as ordinary infantry. - Wraithguards were added. Super-heavy assault infantry. Slow moving. Their leader Warlock Spiritseer restore normal moving and has powerful combat abilities. - War Walker was added. Manoeuvrable universal fire support unit. - Wave Serpent Grav Tank was added. It takes a role of a main transport tank. It is not so strong armored as Falcon but it has twin-linked weapons and carries more infantry. - Eldar dual missile projectile was added for Wave Serpent Grav Tank. - Models for Falcon, Fire Prism, Viper, and Wave Serpent were replaced. Wargear researches were added for all Eldar skimmers with corresponding abilities. - Prism Cannon Contributor ability was added. Combines beams of two Prism Cannons as Codex say. - Night Spinner Grav Tank was added. It takes a role of an anti-infantry artillery. - Scorpion Super-heavy Grav Tank was added. Super-heavy titan-like unit. - D-cannon turrets from campaign can be built from advanced building menu. Max limit 4 on each HQ. They take a role of enhanced fortifications. - New type of building Webway Great Portal was added. Analog of portals from campaign in Eldar Fortress. It needs to build titan-like Eldar units. It can teleport not only infantry. It can teleport machinery by net of same Great Portals. - Eldar Titan Revenant was added. Thanks to old Craftworld team for good model and textures. Thanks to Thudmeizer as keeper of many interesting DoW 3D assets. Thanks to Andrei354 for base comlex animations (idle, move, jumping). Other animations, OE-code, AE-code from GrOrc. Thanks to MonkeyXXL for team colorable textures (fix and remade by GrOrc). Imperial Guard: =============== - Conscripts were added. Anti-infantry Heavy Weapon Team can be added on sergeant place. They hired in HQ and use as starting unit instead Guardsmen. Guardsmen appear only in Barracks. Model of Guardsmen was changed. - Model of Commissars were replaced. In addition all Commissars now receive bonuses from Officer's Power Sword, Officer's Bolt Pistol, Officer's Plasma Pistol upgrades. - Field Medic was added. He can attach to squads and heal infantry. With medic soldiers have a few chances for survival even after critical wounds. Max limit 3. - Vox-Caster Operator was added. He can attach to squads and provide communication with HQ. He have Rally ability that instantly restore morale of squads in some radius. General swearing by vox to encourage soldiers. :-) Max limit 3. - Master Vox Operator was added. He can attach to squads and provide communication with HQ. Analog of Vox-Caster Operator, but he can use Strafing Run ability in addition. Max limit 2 (cumulative with the same Officer's squad member). - Anti-infantry Heavy Weapon Team, Anti-tank Heavy Weapon Team, Mortar Heavy Weapon Team were added. New model without entrench. Old models are not used as Heavy Weapon Team. Leader is Vox-Caster Operator. - Special Weapons Support Squad was added. Anti-tank Heavy Weapon Team can be added on leader place. They take role additional heavy fire support. Max limit 2. - Sniper Squad was added. They have infiltrate ability in the same time as assassins. Leader is Vox-Caster Operator. Max limit 2. - Max limit 2 for Kasrkin Squads and Ogrin Squads. - Vindicare Assassin's ability increase sight radius as in Winter Assault. Max limit 1. - Eversor Assassin was added. Max limit 1. Combat Drugs ability and melee leap were added. - IG General model was changed in skirmish. General Sturnn taking command in skirmish instead Alexander. New model of Sturnn can use all wargear from DC campaign. - General can add Kasrkins in his squad. Sound is fixed. HQ squad speaks only by general's voice independently of current squad members. General speaks as general Sturnn in skirmish. - New HQ squad Imperial Lieutenant was added. Squad members are Commissar, Field Medic, Master Vox Operator, Kasrkin. - New upgrades were added. Old upgrades were changed. You should read help text in game for details. New upgrades are Carapace Armour and weapon variants for HQ units. - New type of building Psy Tower was added. Defensive structure. Chained Psyker cast same spells, but enhanced with stationary psy-amplifier. Max limit 2 for each HQ. - Sentinel armed with multilaser then it can be armed with flamer, autocannon, lascannon, plasma cannon sequentially. - Support Sentinel was added. It armed with anti-infantry missile pod then it can be armed with anti-tank missile launcher. - Scout Sentinel was added as early vehicle. - Hydra AA tank was added. Powerful anti-infantry fire support unit. Very long range. Max limit 4. - Griffon Mortar was added. Artillery fire support in offensive combat. - Conqueror, Demolisher, Punisher, Exterminator, Eradicator, Executioner, Vanquisher and Command Tank were added. Punisher, Exterminator, Eradicator, Executioner, Vanquisher and Command Tank can be made in Mars Pattern Command. Max limit for all types of Leman Russ except Command Tank is 4. With Command Tank it will be 5. - Stormblade, Stormsword, and Shadowsword were added. Baneblade had already existed. Now IG have four super-heavy tanks. - Missile Launcher Turrets from campaign can be built from advanced building menu. Max limit 4 on each HQ. They take a role of enhanced fortifications. - Main hope of Imperial Guard for victory over all enemies is forged in Mars Pattern Command (in addition it adds 10 support points). Necrons: ======== - Flayed Ones, Immortals, Pariahs receive health bonus from Disruption Field and Enhanced Disruption Field. Corresponding visual effects were added for these units. - Teleportation to the Monolith for Builder Scarabs, Immortals, Pariahs, Wraith was added. - All types of Destroyers have skimmer ability. Recharge takes a long time. - Lord Destroyer was remade as commander in correspondence with Codex. His role is the same as Necron Lord, but some abilities are different. - Necron Lord is not possessed by C'tan now. Necron's Star Gods can be called direct from base as self-sufficient units (see below). They "dying", i.e. they can be banished from the battlefield and Necrons will be needed with energy for recall them back. - Nightbringer has new ability: C'tan Chronometron, Lightning Field, Nightmare Shroud, Raise Blinding Pylon, Nightbringer Invulnerability, Night Bringing. Passive: Stun and Dread. - Deceiver was remade. His ability: C'tan Chronometron, C'tan Solar Pulse, C'tan Phase Shifter, Possess Vehicle, Raise Blinding Pylon. Passive: Stun and Dread. - Both C'tans appear from Greater Summoning Core. They require special research in Energy Core. Deceiver can appear from Deceiver Beacon (see below). - Chronometron ability was remade. Now it is worthy ability. Necrons are able to slow down current of time as Codex say. Lords, C'tans and Chronometron Beacons have this ability with its own specific characteristics and it works effectively. - Raise Blinding Pylon ability rises up Necron Blinding Pylon from underground. This Pylon decrease Sight Range of enemy squads, increase necron's regenerations in some radius from itself. - Necron Blinding Pylon can call Monolith From The Deep. This is a full analog of Restored Monolith. Max Suad Cap cumulative with Restored Monolith. Monolith From The Deep don't have a return place on base and it fight untill the end of hitpoints. Necrons can have up to 4 Monolith (any type). This was made for better balance with Titans. - Necron Blinding Pylon can call Necron Gauss Pylon. Necron Gauss Pylon is powerful stationary superheavygun based on necron's particle accelerator with teleport ability. It has very long radius of fire but it doesn't hit the target in some short radius from itself. Necron Gauss Pylon can be called from Greater Summoning Core too. It takes a role titan-like unit on a level with Restored Monolith. - Four new types of new special buildings were added. They are an analog of Beacons from campaign in Necron's Fortress. Chronometron Beacons (max limit 4) have Chronometron ability. Beacons of the Void Dragon (max limit 3) can build special Possessing Scarabs (max limit 6, use Vehicle Cap 3) those have Possess ability. Resurrection Beacons (max limit 2) have Mass Resurrect ability and increase probability of rising of "dead" necrons in some radius from itself. Beacon of the Deceiver (max limit 1) hide necron's squads and buildings in some radius from itself and it can call Deceiver. Thus during the game for Necrons you can make your necropolis more interactive. - New type of turrets (Heavy Gauss Turret) was added. Max limit 4 on each Monolith. Actually this type of turrets are turrets from campaign, but their weapons are enhanced and made universal. This fact affect on turret in campaign. They take a role of enhanced fortifications. - Energy Core adds 10 squad points and 10 support points. Orks: ===== - Grot Gungz were added. They can infiltrate as ordinary Gretchinz. They can be upgraded with shortgunz. They have Burna Bomb ability (transferred to them from Mad Dokz). - Ork Lobba, Ork Kannon, Ork Zzap Gun were added. They appear as crew like Grot Gungz (see above) with all their ability except infiltration. Then Big Gun can be added. For Ork race this units can take a role of additional fire support with low cost. They are lower mobility than fire support Ork vehicles, but they appear early than Mek Shop. Combat effectiveness of its gunz is the same as Ork vehicle's gunz. In addition Burna Bomb ability will be surprise blow for enemy. - Slagga Boyz can use Big Shootaz and Rokkit Launchaz. - Shoota Boyz can use Burnaz and Rokkit Launchaz. - Tankbustaz are remade as in first version of DoW. They can be upgraded with anti-tank bombz and Rokkit Launchaz. - Ard Boyz were added. They take role of universal main infantry unit in Tier 2. Max limit 4. - Skarboyz were added. Another type of elite Ork infantry. Universal anti-infantry unit. They are like Nobz by tactical role. Melee weapons are the same as for Nobz, but hitpoints are not so thick. They can be armed with Twin-linked Shoota and thus they can be able effective anti-infantry shooters. Max limit 2. - Burna Boyz were added. They appear only in Burnaboyz Banner (see below). Max limit 4. - New Nob Leaderz for Shoota Boyz, Burna Boyz and Tankbustaz were added. - Ork Kommandoz were added. Elite unit for subversive operation in the enemy's rear. Their speed little more than other Ork infantry. They can infiltrate. They have different weapons, both types of grenades and Burna Bomb ability. Their boss can detect infiltrated units in small radius from himself. They can't capture a strategic point, but they can uncapture it. Max limit 1. - Loota Boyz were added and their model was OE-coded for using different weapon choice. - New type of the Big Mek was added and named as Big Mek Boss. He appears only in Big Banners (see below). He has his own wargear upgrades set. He is armed after first Big Mek (analogous upgrades in the Pile O Gunz! version 2). For other wargear he has his own upgrades in the Pile O Wargear. One of his upgrades influences on first Big Mek. Passive ability Repair Aura automatically repairs all machinery and buildings close by Big Mekz. Thus Orks can have three Bosses on the battlefield now. - Wartrakk was remade as in first version of DoW. It can be upgraded with Twin Rokkit Launcha or Bomb Chucka. - Gunwagon was added. Mobile artillery support unit. - Battlewagon was added. Good armed and armored transport. Favourite vehicles for Warboss' travels. - Ork Dreadnought was added with new weapon upgrades. - Battle Fortress was added as titan-like unit for Orks. (I don't have a model for Ork Gargant.) - Kustim Stompa was added as titan-like unit for Orks. (I don't have a model for Ork Gargant.) - Big Shoota and Rokkit Launcha Waaagh! Bannerz from campaign can be built in advanced construction menu. Max limit each type that Waaagh! Bannerz is 2 for each HQ. They take a role of enhanced fortifications. - Five types of new buildings were added. They are analogs of Big Banners from campaign. Headcrushaz Banner adds 50 pop and increases morale, speed and Choppaz effectiveness for all Ork infantry. Burnaboyz Banner adds 25 pop and increases effectiveness of all Burnaz. Rokkit Rangaz Banner adds 25 pop and increases effectiveness of all rokkit weaponz. Kwik Mekz Banner adds 10 pop and 10 support pop and increases speed and resistance of all Ork machinery. It can launch Kustim Stompa from itself to any point of map. Footstompaz Banner adds 10 pop and 10 support points and increases speed and resistance of Squiggothz and allow Gargantuan Squiggoth for build. Old type of Squiggoth is not uber unit for Orks now. Now uber units are Battle Fortress, Kustim Stompa, and Gargantuan Squiggoth. Witch Hunters: ============== - This race was renamed. Sisters of Battle renamed to Witch Hunters. This is canonical name of this faction from the tabletop W40k game with its own classic Codex. This race will be realized in this Mod framework as a union of Ecclesiarchy and Ordo Hereticus with full compliance with the Codex. - Canoness model was replaced by Canoness model from the campaign. Wargear was added for using just as for all commanders of any other races in this Mod. - Sister Repentia Squad max limit 4. - Rhino Transport max limit 6. - Penitent Engine max limit 6. - Exorcist max limit 4. - Ordo Hereticus Inquisitor Lord was added. The new commander unit with his own retinue: Acolyte, Servo Skull, Hierophant, Storm Trooper Bodyguard. - Storm Troopers Squad was added with corresponding sergeant. Storm Trooper and Storm Trooper Sergeant models were OE-coded for correct work of Missionary abilities (Missionary can be attached to this squad). Model of Storm Trooper Sergeant is also used as an Acolyte, so the necessary changes were made in the OE-code in addition. - Combat Servitors Squad and Gun Servitors Squad were added. They have repair ability. Leader of this squads is Techpriest with Auspex and Reset Servitors abilities. - Vindicare Assassin was added. Max limit 1. - Eversor Assassin was added. Max limit 1. - Inqusitorial Chimera was added. This is improved version of Chimera with modified Predator turret. - Inqusitorial variants of Land Raider, Land Raider Crusader, and Land Raider Redeemer were added. Cumulative max limit 3. - New building Inquisitorial Landing Pad was added. Max limit 1 per HQ. It adds 10 squad points and 10 support points. All inqusitorial units can be built here. Deep strike on Thunderhawk can be used from here. - Multi-Melta Turret was added as improved variant of defensive turret. Max limit 4 per HQ. Space Marines: ============== - Force Commander model was remade in skirmish. O'Thul's head replaced by Gabriel Angelos' head in the Force_Commander_TGD model. Old hero return in new powerful and beautiful wargear. Beware enemies of the Emperor! - Force Commander speaks as Angelos in skirmish and as O'Thul in campaign. Emperor Champion voice was chosen vice versa with FC. Thus we will hear always our beloved Angelos unjustified forgotten by Relic company. Rise up your artistic imagination... - Chaplain was changed with jump pack variant and Reclusiarch was added as new type of Chaplain. Reclusiarch has more hitpoints, but Assault Chaplain more quick and manoeuvrable. - Librarian model was replaced. Jump pack upgrade was added. - Emperor Champion was added as new hero unit. Company Rally and Word of Emperor were added as ability for Emperor Champion. - Chapter Master Command Squad was added. New powerful hero with strong retinue. - Grey Knights were transferred into Tier 3. Veterans take their tactical role in Tier 2 (see below). May be Grey Knights must be removed as Daemon Hunters units. Anyway we all accustomed to see them in game for Space Marines. May be I will not remove them from Space Marines. Grey Knight's help for Astartes is possible by W40k background but only in extremal circumstances and against Chaos Greater Daemons. Now they appear in Sacred Artifact as Brother Librarian's visitors and they removed from common barrack of Order. - Tactical Marine, and Assault Marine models were changed. Devastator Squad was added (max limit 2). New type of Tactical Marine Squad was added. They can carry Meltagun except Flamer and they appear in Orbital Relay. - Vanguard Veteran Marine Squad was added with corresponding sergeant. Max limit 1. Old models removed (less functionality model). - Vanguard Assault Marine Squad was added with corresponding sergeant. Max limit 1. - Sternguard Veteran Marine Squad was added with corresponding sergeant. Max limit 1. - Second upgrade for max weapons was added. Max weapon limit for the Tactical Marines, Assault Marines, Sternguard Veteran Marines - 6; Devastators, Vanguard Veteran Marines, Vanguard Assault Marines, Assault Terminators - 8; Terminators, Scouts - 4. - Jump ability was added (and OE-coded) for Skull Probe. - Techmarine was added with corresponding weapon upgrades and abilities. - Space Marine Bike and Bike Mk2 were added. - Land Speeder Tornado, Land Speeder Typhoon and Land Speeder Storm were added. Old model is not used. - Razorback was added. It takes a role of fire support light tank. Max limit 6. - Damocles was added. Light command tank for radar scouting. Max limit 1. - Dreadnought Mortis was added. Customizing heavy fire support unit. - Vindicator was added. Heavy artillery tank. Max limit 3. - Land Raider Crusader was added. Max limit set as 2. - Land Raider Prometheus was added. Max limit 1. Super-heavy command tank with big sight radius because it is equipped with more sensitive observation devices. - Land Raider Helios was added. Max limit 2. Superheavy missile tank. - Land Raider Redeemer was added. Max limit 3. Superheavy flamethrower tank. - Cumulative max cap for all types of Land Raiders set as 3. - Missile Launcher Turrets from campaign can be built from advanced building menu. Max limit 4 on each HQ. They take a role of enhanced fortifications. - Orbital Relay add 10 squad points and 10 support points. - New building Adeptus Titanicus Factory was added. It adds 10 support points. Immeasurable power of Imperium forged here. Tau: ==== - Pathfinders appear in Tier 1. In Tier 2 they can be upgraded with Rail-Rifle (2 per squad) and Shield Drone. - Pathfinder Shas'ui was added as solo unit and as leader for Pathfinders. As solo unit he could be attached to any infantry squad, he is infiltrated unit with max limit 2. - Model for Tau Shas'ui Fire Warrior was replaced. This model and model for Tau Shas'ui Pathfinder were OE-coded for true Photon Grenade Launcher (see below). Bodyguards and Elite Fire Warriors have improved Pulse Rifle now. Pulse Carbines with Photon Grenade Launchers are used only by Shas'ui Firewarrior in Fire Warrior squads, Fire Warrior Assault squads, and Tau Shas'ui Pathfinders. - XV25 squad with Marker Drone was added. It appears in Tier 2. XV25 model was changed. - Sniper Drone Squad was added with Spotter as leader. Spotter has very big sight radius and detect infiltrated unit in some less radius. Max limit 3. - Gue'la Warriors were added (IG with Gue'vesa'ui as leader). In addition, Gue'vesa'la were added with Tau weapons access and with own Tau loyal sergeant. All of those types of squads will appear for Tau only in time of Titan technology. In standard game on a small map possibility of using this squads is very low. - XV8 max limit 6. XV89 (max limit 6), and XV81 (max limit 4) were added. - XV8x have only one unit per squad. (Reason: Even small squads with thick units 3 per squad have very bad behaviour while they moving. DoW engine is guilty in this. Squads with thick units are tactically uncomfortable. Units from this squad often take bad position for firing. This situation is uncontrolled in DoW engine. Relic developers had rejected this type of squads many times ago, but many modders like to use this bad idea.) - XV81 can be upgraded twice as fully missile XV. Thus he takes a role of light mobile missile platform. - XV8x can be repaired by Earth Caste Builders as mechanical unit. - Kroot Shapers have Cannibalize ability now (OE-coded). - All Tau machinery have skimmer ability as Codex say. Long time for recharging. - Piranha was added. Light fast skimmer. - Fire Warrior Assault Squad was added. They appear in Coalition Center and Communication Tower. They armed with Pulse Carbines and they can launch Photon Grenades in the same time with ordinary fire (as Codex say). Pining test from grenade appears in game as slower moving enemies while under fire. - New upgrade named Load Photon Grenade Launchers was added. After this upgrade Shas'ui can use Photon Grenade Launchers with their Pulse Carbine as say in previous item. This upgrade hide behind Advanced Pulse Rifle upgrade. - All Shas'ui armed with Pulse Carbine as we can see on unit's models. Pulse Carbine has less range than Pulse Rifle. I realized this as Codex say. Now you will not see Bodyguards firing with Pulse Carbine at greater distance than Fire Warrior firing with Pulse Rifle. And you will not see Shas'ui Fire Warrior firing with Pulse Carbine at same distance as Fire Warrior firing with Pulse Rifle. However you will see working Photon Grenade Launchers mounted on Pulse Carbine as it was said above. I hope that you will like this. - XV89 Commander was added with some wargear. In particular, Multi-Tracker, Iridium Armor and Energy Shield were added. - Ethereal have ranged fire now (OE-coded). - Tetra Scout Skimmer was added as early vehicle. - Model for Attack Drone was replaced. Drone Squad now can deep strike from Vehicle Beacon. Burst Cannon upgrade was added. - Models for Devilfish, Drone Harbringer, Sky Ray, Hammerhead were replaced. Smart Missile System upgrade was added. - Hammerhead with Ion Cannon was added. It takes a role of base battle tank. Limit 4. - Mounted Knarlock was added. Limit 3. It is armed with Twin-linked Kroot Gun. Old variant of Knarlock was removed. - Knarlock is not true uber unit for Tau. Special Rail Gun Hammerhead was added as uber unit. (Limit 3, cumulative with Ion Cannon Hammerhead. Cumulative limit of all Hammerheads set as 5. Also have cumulative limit 4 with Knarlocks.) It has Railgun Submunitions (see Tau Codex) ability as powerful single anti-infantry shoot. Powerful fragmentation blast in aim point. This Hammerhead is strongest universal unit for ranged combat in the Tau arsenal as Codex say. - Drone Sentry Turret was added (old TTRU model, but it was essentially remade by Grumbling Orc). - Rail Gun Turrets from campaign can be built from advanced building menu. Max limit 4 on each HQ. They take a role of enhanced fortifications. - Tau mines were added. - Tau key structures add 5 squad points and 10 support points. Coalition Center adds 10 squad points and 10 support points. - New building Communication Tower was added. It has Detection Field ability. - New building Tau Gue'la Outpost was added. It adds 10 squad points and 10 support points. Gue'la hired here. Captured Imperial Titans can be constructed here. TITANS: ======= - At finally Titans were added for all races (even Necrons have titan-like Necron Gauss Pylon). Titans can be constructed in big buildings for big cost and long time. It requires full tech development and captured Relic. Fixed bugs: *********** - With new models for new and old units, new bugs came in the game. These bugs came from those mods where those models were found. I fixed as many bugs as I could. I work only RGD- and WHE-files level. I am not enough professional with 3Dsmax for big quality work on WHM-file level. I am not artist and modeler. Thus you don't await cardinally new models from me. I work with ready parts. I should sort out any ready-made models with their corresponding parts and I should be able to insert any of them to this Mod. Main motto of this mod: "All units from Warhammer 40000 must be in DoW!" (All GW units!) hold good. General fixes: ============== - New animations were added for Chaos Tower, Chaos Gods Temple, Webway Great Portal, IG Psy Tower, all Ork Big Banners, Tau Communications Tower, Tau LP, Tau Ion Cannon Turret, and Drone Sentry TurretThus all additional buildings are animated properly in this Mod framework. Chaos: ====== - Muzzle point of Missile Launcher fixed for Rhino, Defiler and Predator. Missiles were flying away from wrong (no muzzle) place before. - No firing Havoc Missile Launcher was fixed for Defiler (incorrect firing progress in WHE-file). - FXs for Chaos Dreadnought's weapons were remade with correspondence of Chaos style. No firing weapons bugs were fixed. - It isn't bug but it was annoying. Aspiring Sorcerer idle talk was removed. (Came from Firestorm.) - Possessing animation was added for all Icon Bearers, thematic Aspiring Champions, Raptor and Terminator Aspiring Champions. - Fixed bugs with capture strategic point, flag motion, syncdeaths, synckills for Chaos Icon Bearers. - Animation for Mark of Khorne ability was added for some new Khorne-oriented models. - Firing progress was added for Plague Marine, Chaos Marine Bike, Aspiring Champion Biker. - Fixed many bugs with firing effects for Chaos Terminator (incorrect OE-coding). - Added team colourable texture for Chaos Dreadnought. Thanks to Bloodravage. Dark Eldar: =========== - Fixed texture bug for LP (from original Soulstorm). No working texture for Dark Lance Add-on in skirmish. Eldar: ====== - WHE- and WHM-files for Striking Scorpion Exarch, Swooping Hawk, Swooping Hawk Exarch, War Walker, and Wraithguard were essentially reworked. In particular jump aims for Swooping Hawk were added for their fire from the sky ability. - Muzzle marker of Wraithcannon for Wraithguard model was fixed in WHM-file level. This error led to incorrect fire effects for Wraithcannon. - Glow gem effects were added for Wraithguard. - Aim behaviour for Eldar War Walker was fixed. Aims animations were reworked, WHM-file was remade and correct muzzle/origin data were added in RGD-file. Imperial Guard: =============== - Fixed bugs with synckills for Conscripts, Guardsmen, Kasrkin, and Kasrkin Sergeant (on WHE-file level). - Errors of Coaxial Bolters and Vanquisher Cannon markers in Leman Russ Battle Tank model were fixed (WHE- and WHM-file levels). - Firing progress for Swadowsword Volcano Cannon was fixed. - Idle FX for Stormblade Plasma Cannon was added. - Fixed bug with sponson bolters aims for Stormblade. - Effects of die animation for Stormsword variant were replaced in OE-code. - Incorrect move firing was fixed for Eversor Assassin. Necrons: ======== - Necron Gauss Flux Arc was fixed for Necron Gauss Pylon. Orks: ===== - Muzzle point for Ork Big Gunz was fixed. Shells were flying away from wrong (no muzzle) place before. - Unrepairable Kustim Stompa bug was fixed (incorrect Selection Volume). - Fixed aims for Battlefortress on WHM-file level (incorrect usage of aim bones). Sound for main Kannon was changed. - Model for Ork Dreadnought was taken from FoK. This new model was remade on WHE- and WHM-file level for independent usage of right/left weapon slots. Megablasta tracers were added. - Also correct megablasta effects were added for Warboss. - Fixed special attacks for 'Ard Nob Leader (OE- and AE-code). Whitch Hunters ============== - The Ecclesiarchal Servitor has unused death vocals. Sound_vocal_die was added to die motions in OE-code of this model. - The Purgatus Mine Field has a square selection highlight. Mine fields for other races have a circular highlight. The selection highlight of this model was changed from rectangle to circle in its OE-code. - The Seraphim Veteran Superiors was not have Feral Leap like regular Seraphim. The Feral Leap parameters were added from the regular Seraphim to all Seraphim Veteran Superiors. Seraphim Veteran Superior model was OE-coded properly with needed animations. Space Marines: ============== - Stormbolter's FXs for Damocles, Razorback, Rhino, Predator, Vindicator, and all Land Raiders were fixed (firing tracers were added). - FX for Hurricane bolter was remade. - FX for missile fire of Land Speeder Typhoon was fixed (firing both now). Missing firing progress was added in corresponding motion. In addition action for Missile Volley was added. - Bikers model has VERY low quality. I made all that I could with it. Space Marine Bike needs new quality model on WHM-file level. Fixed bugs for all bikes (SM and HSM). All bikes were essentially reworked. Bike Smite ability was added for all bikes. - WHE-file (and WHM-file too) for Assault Chaplain model was strongly remaded because it has some critical errors in moving aim animations. - Teleportation animation was added for Vanguard Veteran Marine, Sternguard Veteran Marine, Vanguard Veteran Sergeant, Sternguard Veteran Sergeant and Banner Bearer. - Capture strategic point animation was added for Banner Bearer. - Teleportation animation was OE-coded for Apothecary. - Flag motion action was added for Techmarine. Tau: ==== - Muzzle point for XV8x Missile Pods was fixed. Missiles were flying away from wrong (no muzzle) place and in wrong time before. This is original bug from Relic themselves. FX for missile was changed with correspondence of Tau technology. - Horizontal moving aim error was fixed for XV25 model. This is original bug of classic DoW model from Relic themselves. - Sniper Drone firing ray wasn't linked with muzzle. Bad visual effect. Muzzle go up while fire but ray flying away from wrong (no muzzle) point. This is not so good animation for this unit. Sniper Drone should not have so strong recoil. I temporary fixed this bug by linking FX to muzzle and I added FX transformation to aim. - Rail Guns rays for XV88-2 Broadside Battlesuit were fixed and FX transformation to aim was added. Result is not so good but better than before. In original model rays came out to underground. - Some incorrect conditions on weapons of XV89 Commander model were fixed. Sometimes this bug led to Flamer fire visual effect, but Flamer had been replaced by Energy Shield. In addition, melee modifiers removed from corresponding RGD-files. Those modifiers led to incorrect behaviour of XV89 Commander in melee combat. - Firing progress was added for all weapon systems of XV88-2 Broadside Battlesuit. - Fixed texture for XV25 Markerlight Drone for correct XV25 colour. - Fixed bugs with Holographic Projection (for Ethereal). - Tau Turrets (ordinary, advanced and for barracks) and Listening Posts were OE-coded. True Tau-style building animations were added. Firing progress was fixed. Aims were tuned. - The Kroot Shaper was not have Feral Leap like Kroot Carnivores. The Feral Leap parameters were added from the Kroot Carnivores to all Kroot Shapers. Kroot Shaper model was OE-coded properly with needed animations. Titans ====== - Plasma Blast Gun visual effects were changed for Warhound Titan. - Warhound Titans are made team colourable. Correct team colour for all races. - Fixed bug with pointing of Titan Plasma Blast Gun. Knowing bugs: ************* Chaos: ====== - Actually this is not a bug. Playing for Khorne glory, do not upgrade Khorne Berserkers with axes. You lose their upgrade points without effect. Take notice that Khorne has given axes for all his liked warriors. This "bug" is easy for fix but I don't wish to do it. ;-) This is Khorne's will. Gift from Chaos God could be a bless or a curse... Orks: ===== - Main bug for Orks is absence of Gargants. Request for all: this Mod needs good quality model of Ork Gargant. Summary: ******** This Mod was created with hope for further reliable development of the game series based on Warhammer 40000 Universe. You can assume that this is our asymmetry answer to mainline game developers in regards to their weak attempts to continue Dawn of War series. I (and many other gamers) am not satisfied with game development progress globally and specifically with the development of Dawn of War series starting with Soulstorm. We all want to see new horizons of tactics and strategies, new epic scale of battles and legendary events, new ideas in development of RTS (Real-time Strategy) genre. Unfortunately I don't see any of this. What I see is the pathetic cloning partially good ideas and projects. Gratitudes: *********** ================================== I WISH TO EXPRESS MANY THANKS TO: ================================== - Games Workshop for creation our beloved Game Universe and serious support to Warhammer 40000 fans for many-many years. - Relic as best game developers team in all Our World (at least in periods 1999, 2004-2006). They serious press Blizzard (good guys as well) on game development Olympus. Without Relic we would never see such game masterpieces as Homeworld (it wasn't said about Homeworld 2) and Warhammer 40000: Dawn of War series (it wasn't said about Soulstorm). - Corsix's Mod Studio and its creator. Without this great tool, DoW modding would like drudgery. - Dawn of War Texture Tool and its creators. Indispensable tool for extracting and converting DoW textures. - Brother Santos as creator Santos' Tools for 3Dsmax 2008. Without this script I would never see "soft interior" of WHE- and WHM-files of DoW. - Annihilation, TTRU (especially), Firestorm (especially), Purgation of Kaurava, DoW Pro, Steel Legion, Inquisition Daemonhunt (especially), Whitch Hunters (especially), Craftworld, and Tyranid (especially) mods creators. Without those Mods, I would never find so many ready-made models and its corresponding elements (textures, icons, sounds) necessary for basic idea of this Mod. - Enthusiast-creators of new models, textures and FXs for DoW. This Mod was never created without good hard work of modelers and artists from International DoW Community. They created many beautiful good functional models for DoW Mods. Take my hot gratitude guys... in spite of some low quality models and many little and big errors in WHE-files of good quality models that I constrained to fix. It was hardest time-losing work for me. - Special thanks to Winterdyne as author of Warhound Titan model. - Special thanks to Catwell as author of Great Unclean Ones, Keeper of Secrets, and Hierophant Bio-Titan models. - Special thanks to Maestrorobertus as author of Stompa model. - Special thanks to BoyChaos as author of Annihilation Barge, Doomsday Ark, and Ghost Ark models. - Heroes System. Original Heroes idea and implementation by CutterShane 2006. Heroes Special rework by Arkhan 2007. Big thanks for their work. Developers from all world can't create true RPS -- Role Playing Strategy game. Warcraft 3 was our hope, but it disappointed us. Other strategy games (before WC3 and after WC3 include DoW II) also can't be named as true full functional RPS. This genre nobody understand yet and no one was able to realize it in the proper way. If existing strategy game has RPG elements then this RPG elements are weak and game don't use these elements enough. Relic was not trying to do RPG experiment in DoW I. In DoW II we see this experiment, but it is not so good and it like all other games. It is a great pity... Warhammer 40000 Universe has big potential for future RPS genre. W40k game of this type would become etalon game in this genre. This Game Universe is good developed and true RPS game must be done in a Universe like that. Heroes System by CutterShane and Arkhan had done little (but important) step to our RPS-dream in hard framework of DoW engine. Gamers demonstrate for game developers what we all awaiting from them so long time. We are still waiting... - AI programmers from Dawn Of Skirmish Mod Team. These guys made new life for DoW skirmish. At last computer AI demonstrates us interesting game. Singleplayer Game sector is very important for game community. Unfortunately many game developers underestimate Singleplayer Game in our time. I very pleased for DoSM Team also for their easy understanding files. This enabled me to programming DoW AI adapted for Titanium Wars. - Special thanks to Thudmeizer for his directions to some existing DoW models which were unknowing for me. (Needs list was partially satisfied. ;-) ) - Thanks to SS BugFix mod team for their detailed readme file. Some their observations were very useful and some their fixes were incorporated into the Titanium Wars Mod. - Eugene Roshal for his great multi-functional file-manager Far. This program helps me in my computer life many-many years in different tasks. Far is my quick skillful hand in any computer work. In particular some features of Far greatly help me in work over this Mod. - My best friend Vadim Nikitin for support. I saw all Warhammer 40000 Codexes and all big DoW Mods only with his help. All of that were very important for good correct work over this Mod. - Alexei Yudichev, Evgeny Nikiforov, and Irina Fridman for their help with editing of English variant of readme-file. - And you for reading this document and your interest for Titanium Wars. Sincerely yours, Grumbling Orc. Grumbling Orc Great Hall, 2009-2012.