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.