Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

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Codex Compliant (DC)
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Tags: tuning
File Size
Posted
Updated
3.432 MB
5 Jul, 2022 @ 8:44pm
21 Oct, 2023 @ 8:43pm
25 Change Notes ( view )

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Codex Compliant (DC)

Description
Dawn of War 3: Codex Compliant

Complete overhaul of the game, to make it both more similar to Dawn of War 1 and 2 and to be considerably more lore friendly.

All factions now play like they should according to lore, offering a tactical and exciting experience that was missing from the game's vanilla MOBA-like balance.

  • No pop cap and units last longer and hit harder, so the focus of the game is now on strategy and fun instead of APM and quick-clicking
  • Each faction has been completely designed to be asymmetrical to each other, instead of all playing as variations of "zerg swarm the enemy" -- Space Marines are resilient and tactical at the expense of troop numbers, Eldars are lethal and mobile at the expense of resilience, and Orks are numerous and deadly at the expense of health or weapon superiority
  • All doctrines are now unlocked by default; all Tactical Marines have frag grenades, all factions can build turrets, and all Fire Prisms can fire focused beams, among many other things -- none of that arbitrary removal of basic abilities for no good reason
  • Elite units rebalanced to be less ridiculous, and they can all be built in buildings or spawned via the Elite Points system
  • Non-named Elite Units such as Terminators, Warp Spiders, and Stormboyz can be built repeatedly, while Named Elite Units such as Gabriel and Macha are restricted to one per player
  • All base buildings and turrets had their health increased, all builder units had the amount of units per squad increased, and all defensive turrets (including listening posts) now actually deal damage instead of being peashooters
  • Capturing a resource point and building listening posts now increase your income even before you build generators, encouraging building of posts and rewarding point capture instead of making it meaningless unless you built generators on the damn thing


Space Marines
Tactical Mobility, Superior Resilience and Firepower

The Adeptus Astartes favour quick and tactical deployment on the battlefield, committing troops to strategic areas via orbital drops and holding the area with their unmatched resilience and considerable firepower.

A Space Marine player will deploy less overall troops than other factions, but these troops will arrive quicker, hit harder, and survive longer than all other base infantry in the game. The key is tactical deployment of units where needed, as Astartes are more expensive to deploy. To offset the lower deployment rate of Marines, auxiliary equipment such as Deathstorms are cheaper and much faster to deploy to provide immediate reinforcements during emergencies.

  • Drop pod cooldown reduced considerably, emphasizing deployment of units via orbital insertion instead of using base buildings
  • All main line Space Marine units regenerate health and have Heavy Armor (aside from Scouts, which still have Normal Armor) -- cost increased to offset survivability
  • Scouts and Snipers are cheaper and quicker to train, encouraging their use to scout the map, engage initial enemy waves, and clear the area for deployment of heavy troops
  • Deathstorms are cheaper and quicker to deploy and no longer despawn after a time, enabling their use as anchoring points for an offensive or reinforcements during a defense while retaining their fragility under sustained fire
  • Drop pods (including Deathstorms) kill things on impact, act as healing and reinforcement points, and now have a Scuttle button as they no longer self-destruct after a time
  • All units are now tied to HQ Tiers only, with no building required before fielding any of them
  • Buildings are now meant to provide a foothold in the map for quick reinforcement -- while drop pods deliver enemies to the thick of battle, buildings are the only way to queue long line of troops and deploy them to the battlefield in quick succession
  • Tactical Marines can now equip their entire squad with either flamethrowers or plasma guns
  • Drop pods deal damage on landing (as they should), and each of the three drop pod slots has a slight different loadout (e.g. Drop pod 1 can deploy Servitors, while Drop pod 3 replaces scout units with Terminators)


Eldars
Unmatched mobility, extreme lethality, fragile resilience

Aeldari are a fragile and endangered race, but their technology and prowess is nighly unmatched. They teleport around the battlefield, striking at the enemy from the shadows with relentless speed and lethality before disappearing out of thin air.

Eldar players will build a network of portals and make use of building and units stealth and teleport abilities to hit the enemy, dealing massive amounts of damage while tactically repositioning to ensure their troops' own survival.

  • Webway Gates and Portal abilities are now usable from the start of the game, encouraging hit and run attacks and ambushes
  • Vastly increased damage, reflecting the Eldar's nature as metaphorical glass cannons
  • Boneseers can now build energy walls by default and can heal Wraith units, because of course they can
  • Special Eldrith Storm army ability actually kills people now
  • Eldar structures and units made of Wraithbone slowly regenerate health
  • Webway Gates can trigger a long-lasting cloaking ability, allowing them to act as hidden forward operating bases


Orks
Gigantic numbers, crude weapons and technology

Greenskins are a terrifying foe, but they would pose little threat for Astartes and Aeldari if it wasn't for their numbers. Their cobbled-together weapons and gear is effective yet inferior to the likes of the Imperium or the Eldar Craftworlds, but their ferocious swarms are nigh unstoppable.

Ork players will use the Orks unmatched number to swarm the enemy with armies vastly larger than that of any other faction, overwhelming the enemy by sheer brute force with a seemingly endless number of units.

  • Vastly increased the size of every Ork line squad
  • Seriously, the Ork squads are huge now
  • Orks recruit faster, deal twice the damage, and have twice the health, making them extremely swarmy (but still very downable -- the challenge is to get them all down before they overrun a position)
  • Ork aggressiveness is ramped up, meaning they will try to swarm you as a preferred attack style
  • General distribution of abilites and doctrines across the board makes the Orcs more dynamic -- Boyz' shouts reinforce units and generate shields while charging, Killa Kans can natively resupply rockets by grabbing scraps, and Gretchins can sabotage enemy vehicles, among other things
  • Ork recruitment time and cost lowered -- you should now have roaming armies of Ork Boyz on the battlefield, as they do in the lore


General & Misc Changes
  • Space Marine health increased, Eldar damage increased, and Ork numbers increased
  • Resilience rebalanced across the board -- units no longer die in 3 seconds except when it makes sense for them to
  • Damage rebalanced across the board -- units now kill things they should kill in the time that they should kill them
  • Can be played with Elites and Doctrines activated or not -- doesn't matter
  • Special army abilities rebalanced -- they all kill people properly now and do not increase in cost per use, but cooldown is different per faction
  • Multiple builder units working on the same building now speed up construction (unlike in vanilla), but builders can't capture resource points to encourage fielding of frontline troops
  • No pop cap, and you can now build several non-character Elites (e.g. Terminators, Knights, Warp Spiders, etc) but you can't get Elite Experience using this mod (it's an unfortunate side effect of tying buildable Elites to spawnable ones -- I never liked how other mods let you build and spawn several duplicates of Gabriel Angelos)
Popular Discussions View All (1)
22
11 Apr, 2024 @ 11:52pm
Balance Feedback Discussion Thread
DCello
172 Comments
Locomotor79 30 Jun @ 8:19pm 
does this work for the campaign
Tiberius 22 May @ 1:36pm 
Damn, Sorry about the plug being pulled man. Anxious to go ahead and play this mod though, because dawn of war 1 is my favorite out of the 3 because of the base building and upgrades, it was a true rts. Dow3 is such a huge disappointment to me and feels too arcadie...
AnAsianBird 19 Feb @ 2:03pm 
DOW needs to be transferred to a different company and the IP revamped back to DOW1 days rip the franchise good job on the mod
Smiles 13 Jan @ 12:45am 
would be great if you added new units
G.E.A.R.X 4 Jan @ 6:22pm 
After this mod, my space marines are on steroids XD
Irish Jester 8 Oct, 2024 @ 3:43pm 
This is awesome!!!
Joshua Blade, God of the Light 29 Sep, 2024 @ 4:33pm 
Assholes. T~T
DCello  [author] 29 Sep, 2024 @ 4:32pm 
Yeah... I have a giant patch ready fixing a lot of issues that can never be uploaded because Relic pulled the plug on the game and the mod tools alike =/
Joshua Blade, God of the Light 29 Sep, 2024 @ 11:13am 
Fair enough. Sigh...Emperor-dammit... T~T
DCello  [author] 29 Sep, 2024 @ 11:12am 
I can't update the mod at all due to the mod tools being broken, so content addition is obviously out of the question.