Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Not enough ratings
achange
   
Award
Favorite
Favorited
Unfavorite
Tags: tuning
File Size
Posted
Updated
1.761 MB
15 Sep, 2017 @ 11:48pm
5 Oct, 2017 @ 8:08pm
3 Change Notes ( view )

Subscribe to download
achange

Description
Key Points. My mod adds a tier 3 upgrade for each race space marine can get power armor, eldar wraith units can get a warlock that gives fleet of foot, and orks can add a nob unit to their squad. Also knockback has been reduced quite a bit.

General Changes

all knockback distance reduced, getup speed increased

requisition addon costs 50 requisition so u choose between early game units or income, which is kinda how it is for every other rts does it. resource nodes? upgrade cost 250/100 and give 50% bonus increase up from 25% power addon give 25 power instead of current 20. requisition and power nodes no long increase in price and will always be 50, 100 respectfully

requisition addons now pay for themselves in around 2 mins i believe, so they are usually worth building. and for those that play 3v3 u know that the increase price was a bit unfair for any teammate just a few seconds slower on pressing a button.

removed escalation phases bonus resources they still popup but no longer do anything

Power Core
removed Turret aoe stun
removed the capturable heavy cover from shield gen

these 2 things prolong the game and discourage people to attacking the enemy base so i removed them

Waaagh towers cost 250/40 and tier 2,3 costs 750/120,500/80 respectfully
all power costs on tier one units removed, unlock ranger upgrade removed (specters still cost power tho)

having teching cost the same for each race makes there be less variables for balancing. because having too many differing variables seems just kinda random and hurtful the asymmetric balancing of each race
technically this means orks can tech the fastest but they don?t really get much cool stuff till 4 waaagh and at start of game they only have access to 2 units so i think it balances out. eventually ill edit the requisition cost of these units.

2 costs elites
scorpion storm boys and death watch?s flamer, deal 50% bonus damage to structures
scorpions get 275 bonus health and 300 bonus shields.
deathwatch void grenade slows 25% instead of 75%, deathwatch can freely switch between flamer and rocket, max move speed increased by 1


so my reasoning here is that id rather have elites be good at a role as opposed to good all round (ironmaw was good all around with elite drops and slow grenade). also since each 2 cost had a form of escape and stormboy were already good at attacking towers and death watch had a rocket launcher I felt like i would make all 2 cost fit that role, i realise this is a big nerf to ironmaw and ill adjust it in time


infantry damage
cost power
100 30%
150 30%
200 40%

infantry survivability
100 30%
150 30%
200 40%

Eldar survivability
100 15% health 30% shield
150 15% health 30% shield
200 20% health 40% shield


vehicle damage
cost requisition
250 30%
400 30%
550 40%

vehicle survivability
250 30%
400 30%
550 40%

eldar
250 15% health 30% shield
400 15% health 30% shield
550 20% health 40% shield

the reason eldar r not getting the same tankiness increase is because shields are superior to health so i would either have to make their upgrades cost more or give them less these changes r kinda just an experiment. the reason why i doubled bonuses and increased the cost is to improve any infantry or vehicle focused builds as well as offering kinda an early timing attack
option of grabbing a huge unit buff

worker units detect stealth decrease from 25 to 20

Eldar Changes
at tier 1 you can webway link your hq with webway gates. tier 2 is unchanged u can webway link unit producing structures. tier 3 u can have 2 webway links
active at a time
felt like this would be a fun thing to add, i plan to color coat each webway link but at the moment not sure how.

wraithblades and wraithguards can get a warlock. in reality u get macha and she grants permanent fleet of foot
Id like to add exarchs and maybe i could add jain jar or rohan to those squads but without new models kinda no point.


Ork Changes
Nob taunt forces aggro and no longer forces melee, as i felt it was rather strong and that a dev marine would want to try to kill him to shut him up as opposed to run up and slap him

weirdboy scrap blast down to 100 dmg (down from 120), fist now deal 200 dmg (down from 500)
still looking for how to add a way to telegraph where fist will land
currently wierdboy was the highest dmging elite of the 3 cost nukes the other 2 being macha and librarian, and though they outshine wierdboy with support abilities and ally buffs. his damage had no reason to be near double theirs with an insta escape ability (since he had 2 nukes)

at Waagh 4 all looted ork infantry can add a nob to their squad. for ork boys they get a basic nob squad and for the ranged squads they get a kommando skined nob (with heavy armor) that uses same weapon that the squad uses but with 3 times dmg modifier.
Currently when he attacks he plays his shotgun attack animation and sound as im not sure how to have him use a different animation in place of his default attack one. im afraid it?s going to have to stay like that for now

waagh towers gain access 2nd small scrap at 10mins, medium scrap after 15 mins and large scrap after 25 mins this will encourage keeping waaagh towers safe as they are no longer affected by escalation phase. Previously numbers were at 10min 20min and 30min, due to the change in how this functions i dont believe it to be much of a buff. I would i like rebuff WAAAGH later on

looted deffkopter ability is fixed, the looted ability no longer requires the unit to be perfectly facing the direction you intend to move towards deffkopters using Slice em doctrine can no longer latch onto resource addons allowing them hit a LP surrounded with addons which was impossible before if it had 3 addons and difficult with even just 2, their dmg was lowered to 10.1 from 11.1. also the glitch with shield gen heavy cover has been fixed by me removing shield gen heavy cover, which did kinda influence that decision

Space Marine Changes

banner cooldown down to 180s, captured time is 8sec and no longer causes knockback
droppods cooldown lowered to 140 (from 240) the knockback radius slightly reduced from 7 to 5, damage from landing increased from 350 to 500

whirliwinds can no longer chain stun/knockback a unit, damage reduced from 36 to 25, still looking for a way telegraph this attack to enemy team so they know where it will land

tactical marines can freely switch between flamer and plasma, plasma deals AP dmg, frag grenade deals 30 damage now,and frag grenade is always "W" instead of being q if no flamer or W with flamer
dev marines 180 bonus health, las devs 180 bonus health.las end damage lowered by roughly 17%
at tier 3 all your infantry except scouts and snipers can get power armor they gain 25% damage boost, and 300 health.

i have other plans to edit other units, doctrines and stuff but im going to take a break from modding for a bit. currently some icon images and descriptors r wrong and not ideal, ill get to that eventually
6 Comments
fullmetalSLOTH  [author] 25 Oct, 2017 @ 3:32pm 
no, i kinda lost interest in the game, so i wont be updating the mod
Godseyeview 25 Oct, 2017 @ 2:50pm 
do u have screen shots?
Ultramarines 17 Sep, 2017 @ 6:09am 
good
fullmetalSLOTH  [author] 16 Sep, 2017 @ 5:20pm 
also found out how to update mods
KPMaker 16 Sep, 2017 @ 5:12pm 
:)
fullmetalSLOTH  [author] 15 Sep, 2017 @ 11:49pm 
lol 3rd times a charm