Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

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Purge The Xenos
   
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Tags: tuning
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869.658 KB
13 Sep, 2017 @ 11:44am
1 Change Note ( view )

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Purge The Xenos

Description
New units ! More decision making ! Less cheese ! Less free stuffs !

Kill Team (with sergeant !), Stormboyz, Striking Scorpions added as line units. They don't share the same stats of the Elite.
Doctrinal turrets now all buildable !

PURGE THE XENOS !
----------------------------------------------------------------------

NEW UNITS :

SPACE MARINE
- Kill Team as a line unit, WITH A SERGEANT
Built in barracks, require arsenal + T2
Cost 400req/75pow/18pop, 40sec, 1850HP, 50 range dps (including 48 dps true damage), 50 melee dps (including 20 dps true damage)
1 member with 450 HP (call him the sergeant !!!), armed with boltpistol 2dps normal, and power sword, 20 dps true damage
4 members with 350 HP, armed with stormbolters, true damage, 12dps / member = 48dps. 7,5 dps normal melee / member = 30dps
Speed 6.5, charge + slow on hit
Fire on the move 50%
Abilities : frag grenade (= doctrinal tactical frag)
Pin (= doctrinal heavy bolter pin)
No Heal

ORKS
- Stormboyz line unit squad
Built in boyz hut, requires 1 waaagh tower + pile o gunz,
400req/15pow/12pop 26sec build, 50 melee dps, 13 range dps, 1400HP
Critical strikes, suicide, all removed
No heal

ELDARS
- Striking scorpions line unit squad
Built in warrior portal, requires soul shrine,
450req/15pow/13pop 27sec build, 54 melee dps, 20 range dps, 550/825 HP/shield
Critical strikes, mandiblasters, detection and buff on hunt, all removed
Speed 6.5
No heal

ALL
All doctinal turrets added. Require arsenal/soul shrine/pile o gunz
Cost from 300/50 to 200/20
Not limited in build position

MORE DECISION MAKING

- ressource buff on escalation phases swapped with ressource upgrades buffs
Ressource upgrade 1 gives +50%req, +87.5%pow, from +25%
Ressource upgrade 2 gives +50%req, +62.5%pow, from +25%
Ressource upgrade 3 gives +25%req, +30%pow, from +25%


LESS CHEESE :

- mass recall cooldown for all races from 300sec to 180sec
- power core invulnerability cooldown for all races from 300sec to 180sec
- power core invulnerability duration from 20sec to 30sec
- power core hitpoints from 2000 to 2860 (=4k HP in phase I 1v1 instead of 2.8k, or 10k HP in phase IV 1v1 instead of 7k)

- all structures can only be built at 35m of ally HQ, objectives, capped ressource point, or 25m of other ally structures range. Same with eldar teleport.
Exceptions are Webway Gates and doctrinal structures, and HQ in annihilation mode


LESS FREE STUFFS :

- all elite call ins have a req cost added, even after death : 200 + (50 * X EP). Example : Kill Team = 300req, Beauty = 650req

- destroy a gen shield or a turret doesn't reward any ressource anymore, nor elite points

- Escalation phases give +25% an each phases, for req and power, from +50/50/25% for req, and +87.5/62.5/30% for pow


= KNOWN PROBLEMS
- UI still showing old elite cost
- UI still showing rewards on gen shield/turret kill
- UI still showing old escalation phases and ressource upgrade bonues
- UI doesn't show the range where you can build structures
- I forgot about new stormboy unit looting scrap, I will introduce something, probably a 2d jump after scrap, ? la ASM


= TODO
Introduce all anonymous elite as units. (again, Elite stats remain unchanged, the buyable unit will have different stats)
Nerf waaagh buff so it doesn't work anymore on orks abilities (not sure it's possible to do, but I will try)

= Notes
The new units haven't been tested in a competitive environment, stats are highly susceptible to change

= Future plans
Some or all doctrines buyable in game
Popular Discussions View All (3)
4
28 Nov, 2017 @ 6:18am
PINNED: Bug report thread
GuruSkippy
2
8 Oct, 2017 @ 5:55pm
Opinions needed about Elite cost
GuruSkippy
2
8 Oct, 2017 @ 5:53pm
Opinions needed about reward on shield and turret kills
GuruSkippy
12 Comments
Da Degenerate, Too Much Hentai 9 Jan, 2018 @ 4:13pm 
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swardy27 7 Dec, 2017 @ 10:01am 
Hello, The angle from which the Deathwatch fire the storm bolters is off. they are aiming there guns too far to the left.

Thanks for the mod bud.
Gouf 28 Nov, 2017 @ 6:20am 
request>Ironclad Dreadnought line units
Kapope 31 Oct, 2017 @ 11:50am 
How is lowering cooldown on mass-recall LESS cheesy? You are allowing players to teleport their forces back to base with the click of a button MORE often. This is MORE cheesy.

Turret invuln lowered? HP increased? Why? I dont get how this is less cheesy.. this makes it easier to be a dink hiding behind your turret, which causes games to drag on needlessly, and in no part due to the skill of the player, but due to the turret having better stats and being able to stun more often.

You are giving the player free turret hitpoints and more invulns. I am not seeing less free stuff here, I am seeing free stuff replaced with other free stuff.
Kapope 31 Oct, 2017 @ 11:50am 
I understand that my view is simply different from yours but I think gaining extra resources from escalating is a big part of the games progression, it's sort of a race to the top, getting to phase 2 ahead of your enemy and keeping them aquiring enough power and forcing them to choose whether to upgrade their space marines' guns or go for phase 2.

The way it's set up there isnt any reason to tech up unless you want the higher tech units, and speaking from experience, you can win a game with space marine squads and plasma guns backed up by Diomedes, so you'd be better off saving the power and making 2 more squads of plasma marines (to deal with the extra HP on that turret!)

CaptainBadger 19 Sep, 2017 @ 9:29pm 
I'm always for less cheese, where do I sign?
WwGunner 18 Sep, 2017 @ 2:43pm 
imperial guard units?
Paradox101 15 Sep, 2017 @ 8:46am 
I'm happy with that kind of MOD and support! But certain modifications, adjustments should be reported to "RELIC" so that they make these changes, because after all we pay for the, no !?

If we start doing what they have obligation, they go hand in hand.

The tip is!
KINGLANG 14 Sep, 2017 @ 7:41am 
:) suggestion :)

- Kill Team as a line unit
Built in Doctrin.
Cost 400req/15pow/10pop, 1400HP, 40 range dps (nomal damage), 37 melee dps (including 20 dps true damage)
Speed 6.5
Fire on the move 50%
Abilities : (frag grenade deletion, Pin deletionl.)

Kill Team Wargear 1,2 : Cost 100req/50pow ( require arsenal.)

- Stormboyz line unit squad
60 melee dps

- Striking scorpions line unit squad
Cost 400req/15pow
GuruSkippy  [author] 14 Sep, 2017 @ 12:22am 
@vinchenzojackal&shoon
I have opened 2 threads about Elite costs, and reward on shield/turret kills, asking for opinions.
I know that not everyone thinks like me, but I'm really open to discussions.