Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Codex 8: Factions
CrackedGear  [developer] 22 Sep, 2018 @ 8:32pm
Codex 8 changes
In case people were curious, here's a quick summary of what all I've done balance wise. This applies to both the standard races as well as the new ones.

The general idea was to get everything in the game to more closely match up with the 8th edition tabletop rules, going on the assumption that if the tabletop rules are balanced, then this should end up balanced as well. This means I spent a lot of time just tweaking numbers in the database.

Health - Since I wanted the elite units to be a little less powerful, using the 8th edition numbers worked really well. The conversion involved a base number from Wounds, multiplied by a modifier from Save. There's no dice rolling involved in taking damage, so my logic went something like this: Say you have a Save of 3+ in tabletop. That means if you get shot at 100 times, you prevent damage from roughly 70% of those shots, only getting hit 30% of the time. If you have 30 hit points, those 100 shots would kill you. Statistically, that's like saying you have 30 hit points, and you get shot 100 times, each shot doing 0.3 damage. Or alternatively, each shot does 3 damage, and you have 300 hit points. Which is what I went with, because no one wants to find out their gun does 0.3 damage.

Movement - Most of the infantry units were pretty close, and almost all of the vehicles were too slow. In the case of the knights and other massive units, I'll admit this ends up looking a little silly, but I think they're supposed to be able to take great big strides, which the models just don't do. Still looking to see if I can make that look a little better.

Accuracy - This was interesting. The game engine includes a weapon accuracy system, letting different units have variable chances to hit. But the for the final version they just made everything hit 100% of the time. This ended up being a pretty straightforward conversion from tabletop weapon skills. I should point out that accuracy is not represented in the in-game dps statistics. So if it looks like say an ork loota has ridiculously high dps, keep in mind hes only hitting one shot out of three.

Damage - This was a bit of a complicated conversion process. Overall most everything got a damage boost to make the fights go a little faster, while making sure that the same ranged weapon being used by different units would do the same damage. UPDATE: This new uses an even more complicated conversion process, but I'm a lot more confident in the results now. There are a couple outliers that I'm still trying to figure out, namely sniper rifles, but overall everything seems pretty good.

Let me know if you have any questions.
Last edited by CrackedGear; 3 Oct, 2018 @ 1:47pm
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Showing 1-4 of 4 comments
Mustafao01 23 Sep, 2018 @ 3:56am 
Nice mod and thank you for your hard work but I have 2 questions:
1- can you collaborate with the DEATHWATCH mod author to merge yours and his mod togather?
2-What do you intend to add next and can you post screenshots of your newunits ?
Mustafao01 23 Sep, 2018 @ 4:03am 
Also how do we load the new factions in without replacing the old ones?
Mix Heart 14 Feb, 2019 @ 1:10am 
Space marine Devastator are to strong. They vaporize Orks in seconds and they can be gotten before Orks can get a counter.
Leatherface 19 Sep, 2023 @ 9:30am 
wtf is with noise marines....oh i see you have regular marines? oh well bang bang theyre gone now..
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Showing 1-4 of 4 comments
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