Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Closer To Codices v. 0.9
63 Comments
Saddams Sweat 24 Nov, 2023 @ 3:38pm 
shame this mod dosent work for campaign. ah well, love the mod though.
King Maelstrom the Esoteric 15 Mar, 2022 @ 12:33am 
This mod makes the game actually playable. Too bad they didn't consult you in the first place.
Sephaizen 3 Nov, 2018 @ 5:55pm 
I mean with Solaria, or whatever her name is. The 10-point elite mech that SM get. Her rocket ability does basically no damage with this mod enabled.
TheWise  [author] 2 Nov, 2018 @ 5:12am 
@Setzaroth
In fact - SM are pretty close to be nearly unkillable lore-wise, so - yes, they are rather hard to kill in this mod. As for rockets - must object, they do more,than decent damage even to Titans. Another thing, that there must be enough units with rockets to kill a Titan.
Sephaizen 1 Nov, 2018 @ 7:25pm 
So, basically this mod just makes Space Marines unkillable, and makes it to where The Titan walker elite unit's rockets don't do proportional damage.
TheWise  [author] 21 Sep, 2018 @ 11:01am 
@malal93
It's rather "Space Marines are the only race at least more or less (also in pretty perversive ways, BTW) doable closer to codices - respective assets for other races are merely not included to the game (like Biz Shootaz for Ork Boyz or Eldar Guardians as such)", than "this mod is focused on SM". As for Elites - it looks like I really overnerfed them a tad in terms of damage.
Toasty 20 Sep, 2018 @ 3:28pm 
Well, if I have to be honest this mod seems more focused on space marine than for other races (maybe eldar can compete at the beginning with the rangers), as well as making some elite COMPLETELY useless (like Farseer Macha or Gabriel Angelos)
TheWise  [author] 31 Aug, 2018 @ 10:51am 
@Chapter Master Akriel It is possible, but - in some other mod, ain't gonna remake this one :-))
Talos 30 Aug, 2018 @ 7:14pm 
can you make elites trainable
TheWise  [author] 6 Aug, 2018 @ 12:02am 
@Vindikator-Loken aka DogSmog
Дык эт .... убрать "v. 0.9" из названия - она как бы и нетрудно :-)) Только вот думаю - просто сменить описание (для этого даже перезаливать ничего не нужно) или всё-таки доделать этот наркоманский Power Core Mode? Хз, чесгря, ибо режим настолько притянутый за уХи, что и трогать его неохота :-)) Ну и - ещё (уже слабо, но всё же) надеюсь, что Релики введут в мододельные инструменты "героев" из последнего крупного обновления .....
GTA Armogeddon 4 Aug, 2018 @ 1:14am 
пили официальный релиз. Командер ордена Черных консулов магистр Локен.
Xiraiju Akara 30 Jul, 2018 @ 9:55am 
@TheWise could of just said all of them haha since there is only 3 thanks to sega.....
TheWise  [author] 23 Jul, 2018 @ 10:00am 
@Dorito
Definitely. SMs and Orksez are merely taken as examples.
Dorito_tRF 23 Jul, 2018 @ 12:50am 
the description talks about features for space marines and orks, but it changes stuff with eldar too, right?
Bruvuh Kel'Staan 12 May, 2018 @ 12:37am 
Hah. I feel ya there. If anything I'm just waiting for someone to release unofficial tools. Someone to use said tools to remake factions a little bit. Add the crons like we've been promised to concide with the new cron codex (fuck as if 8th edition didn't break them enough already), bring the dark eldar back in, fuck the tau, they never deserved to exist, imperial guard true faction, custodian guard because efuck it we all need batshit insane terminator tough asshats running around as an army by themselves.

I mean... htey wanted to make the game full of elites with obsurd HP pools... might as well add them right? Custodians are just armies of terminator elites that are as fast as assault marines and have a firepower output twice that of bolt gun marines and hit like tank exterminating trucks.
TheWise  [author] 11 May, 2018 @ 1:35am 
@TrueMoonSlumbers
This mod was started as "Fuck, what have they done to Space Marines? Isnogood, I'll make it better" hence was named the way it was. Renamings of any kind cause glitches in Steam (see the previous version of this mod, v. 0.87, which stopped working after the first update, and I cannot even delete it now)>
Bruvuh Kel'Staan 10 May, 2018 @ 8:54pm 
oh I see. Why not call it codecies in there like hte actual title? I'll ahve to play wit hthe mod knowing it IS in fact there.
TheWise  [author] 9 May, 2018 @ 11:37am 
@TrueMoonSlumbers
I suppose, it does, but its name is somewhat different there - True_SM
Bruvuh Kel'Staan 8 May, 2018 @ 10:01pm 
That's what I'm sayin, Give it time the mod tools will be there.

Also, Your mod never appears in my mod selection. WHy?
TheWise  [author] 7 May, 2018 @ 12:59am 
@TrueMoonSlumbers
Let's say - it used to be this way for DoW 1 and DoW 2, for mod toolkits for them were unofficial, communityt-made ones. Mod Tools for DoW 3 are official, and I for one did not see any expanded variants yet.
Bruvuh Kel'Staan 6 May, 2018 @ 10:21pm 
Well, every dawn of war title has a unique mod team for it, and a dedicated enough fanbase that will take what we see, and create the tools we need. They released a framework, but i'm sure down the line people will expand upon and add all the things we still need yet.
=][=Holy=][=Saint=][=Knight=][= 30 Apr, 2018 @ 12:33pm 
@TheWise thanx xfor responding.
TheWise  [author] 30 Apr, 2018 @ 11:20am 
@<>======{GET OVER HERE}======<>
Holy crap, If I only could ..... current Mod Tools are very far from even ones for CoH2, let alone the unofficial ones for DoW 1 by their functionality and game assets made accessible through them.
=][=Holy=][=Saint=][=Knight=][= 29 Apr, 2018 @ 1:15pm 
Make is like Firestorm over Kaurava mod, since u did all this hard work, improve it further, gg still
Rippa 25 Apr, 2018 @ 10:51am 
@Thewise Yea, I guess your right I dont do much backround research because 40k is just a shit show now, nothing will ever come close to firestorm over kaurava mod FOK for dow1 ss.
TheWise  [author] 25 Apr, 2018 @ 8:13am 
@Acrobate23
No, it doesn't, It is MP - only (as any DoW3 mod in general).
Aderim 25 Apr, 2018 @ 6:35am 
it work in campaign ?
TheWise  [author] 23 Apr, 2018 @ 1:04pm 
@The Captain
GW doesn't hire game devs - it sells licenses to them. But at least one thing it does is really bad for WH 40K games - it, in fact, forbids to make the games Codex-accurate (seriously, I communicated with some devs from Relic and Slitherine Studio, and they told me, that they may not make their games lore-accurate). Reason? GW is too afraid of losing profits from selling their miniatures.
Rippa 22 Apr, 2018 @ 12:58pm 
I hate games workshop now, hiring snotty devs not developing 40k games properly, like ok we have what? 5-7 ork units??? where are the other 100??? Now they are dropping 40k entirely, I ain't ever buyin another game or thing from em.
TheWise  [author] 22 Apr, 2018 @ 11:42am 
@The Captain
I'm afraid, that never. Would like to add them myself (along with normal Kommandoz, Nobz with Shooty Weaponz, and normal upgrades for Orksez instead of fixed ones via looting scrap), but - with current state of Mod Tools all this is no more, than dreamZ .....
Rippa 21 Apr, 2018 @ 11:04am 
WHEN DO WE GET FLASH GITZ???
Mardex 16 Apr, 2018 @ 1:29am 
1v3 Space marines vs Orks is just awesome fun
TheWise  [author] 7 Apr, 2018 @ 4:53am 
@TrueMoonSlumbers
At least for now, and if they want to use Sluggaz - yes. Going to Shootaz-Lootaz-Killa Kanz is a more reliable option, though.
Bruvuh Kel'Staan 6 Apr, 2018 @ 11:08pm 
sounds like ork players will need to abuse the trukk launchers to get boyz into melee.
TheWise  [author] 27 Mar, 2018 @ 7:47am 
@BloodXIII
It's not "Orks get steamrolled" as such, it's rather "ranged vs melee balance" (which, in fact, isn't thaat good in the tabletop either - ranged armies like T'au are in favour now even there). Try to play Orksez via Shootaz - Lootaz - Killa Kanz, it's way easier (though not proppa for Orksez).
BloodXIII 25 Mar, 2018 @ 10:59pm 
Absolutely amazing Mod, it just is a bummer that Orkz get steamrolled.
TheWise  [author] 15 Feb, 2018 @ 7:33am 
@Kane
The goal of this mod is exactly to be closer to respective Codixed, than original game is. As for "workaround to increase survivability" - for now it is "mix your elites with line units, for they are still very powerful, but not immortal". Besides it - shields for some heroes are also lore-accurate (thus may be added somehow).
@Taeneeva
You don't need to download anything - simple create a custom match and select my mod (its name is True_SM) in the "Mod" dropdown list
MegaDerpLord 14 Feb, 2018 @ 8:18pm 
@Taeneeva Usually when you hit subscribe it downloads by itself. So it should already be in your PC.
Taeneeva 14 Feb, 2018 @ 4:49pm 
Excuse my ignorance, but how do I download? Never used Steam Workshop before, and when I subscribed it says I can download it but there is no download link/button :steamsad:.
Kane 14 Feb, 2018 @ 1:34pm 
I mean this mod, is pretty close to what the game should have been and closer to the original Dawn of War than the original DoW3 release.
Kane 14 Feb, 2018 @ 1:32pm 
Yes, but you could work around that, and boost the survivability of elites, especially the melee-centric ones.
TheWise  [author] 14 Feb, 2018 @ 11:05am 
@Kane
That's one of the design faults of this game - for in TT main value of HQ choices are their auras (all these "+1 to hit rolls" "+1 to would rolls" etc.), not their direct combat stats (the latter are a sort of last resort).
Kane 14 Feb, 2018 @ 10:06am 
I like the mod overall, but elites like chaplain and chapter master are a bit squishy now.. Nigh on useless. I do realize they mirror the HP and armor on TT, but they don't have the TT perks.
TheWise  [author] 12 Feb, 2018 @ 7:47am 
@jafdy
Please, read one more time - how long would a tabletop game last, if:
a) tape measuring is removed;
b) reading rules is removed;
c) dice rolling is removed;
d) accompanying blabber is removed;
e) all actions were resolved SIMULTANEOUSLY (from BOTH) sides!) instead of ONE AT A TIME and ONE army FIRST, ANOTHER army AFTERWARDS;
Just imagine ..... I assume, it would be hardly much more, than a minute. And a turn would last hardly more, than 1 s. Thus - TTK of 3-4 s here is roughly equal to "several turns" in TT. That's what I'm trying to say. It may be uncomfortable for some players - that's another thing.
@Kinslayer
As for Guardians - they are merely absent in this game. It's one of it's numbrous design faults. As for "ingantry is more expensive, than vehicles" - it happens both in TT and here. As for Rire Prism specifically - I'll look into it, it may be an error.
Kinslayer 11 Feb, 2018 @ 7:40pm 
Just wanna point out that Eldar fire prisms only cost 10 energy. There seems ot be a lot of over/under costed units. Not sure if its intentional but its an issue when the infantry are more expensive than tanks. Also no eldar guardians. Looks like dire avengers took their spot or got copied over wrong
jafdy 11 Feb, 2018 @ 2:33pm 
A 10 min turn would be really fast for anything more than about 600pts.
And just because you roll 2 dice doesn't mean that you fire 2 shots, if you where to fire 20 shots per turn per gun then the turns would take forever to finsh (obviously not ideal) a one-to-one convertion is not necsserily a good thing.

Ether way you clearly aren't intrested in my points so I will return to my day job.
TheWise  [author] 11 Feb, 2018 @ 2:42am 
@jafdy
I see it somewhat differently. If all this blabber, dice rollong, points' counting etc. are removed (there's no such things in real-time fight) - what is left time-wise? A little prompt about conversion ratio - an SM bolter in DoW II| DoW III fires roughly 2 shots per second. And which profile it has in TT? Rapid Fire 1, IIRC (i. e. it is normal semi-automatic .... khm, 20-mm grenade launcher). Thus, a tabletop round would last below 1 second in real-time fight. On the other hand - must admit - accuracies like 0,67 (3+) are unobtainable IFRL .
jafdy 11 Feb, 2018 @ 2:19am 
At a guess a battle would last about an hour (10 mins per turn). That should translate to a single squmish in this size field. So much longer than you give.
TheWise  [author] 11 Feb, 2018 @ 2:13am 
@jafdy
Just one question - how long a tabletop turn would be in real time?
jafdy 10 Feb, 2018 @ 2:16pm 
One squad on one squad will normaly take a few turns of shoting to be redused to insignificance. To wipe a squad out in a turn you need between 4 and 8 times as many points shoting at them as they are worth (5-6x is normaly what's needed).
TT units are really tough compared to any game I've seen.