

- DAWN OF WAR DARK CRUSADE MOD MOD
- DAWN OF WAR DARK CRUSADE MOD MODS
- DAWN OF WAR DARK CRUSADE MOD SERIES
Try them out and see which one(s) you like.
DAWN OF WAR DARK CRUSADE MOD MOD
Almost every mod has its drawbacks, as well Firestorm Over Kronus, for example, tends to use a lot more resources than regular Dark Crusade, whilst Dawn of War Pro's slower gameplay and more literal scaling tends to put a lot of players off - but that's part of what makes them enjoyable. It's highly encouraged that you check them out they range from the epic to the lulzy. This is by no means a comprehensive list, and needs to be updated by the community so they can add their own entries.
DAWN OF WAR DARK CRUSADE MOD MODS
The Following are some of /tg/'s favorite mods for Dawn of War. You want to know about Mods, and that's why you're viewing this page. Because there's an enormous population of fa/tg/uys and ca/tg/irls who still play Dawn of War, there's a sort of disconnect and general stigma against the modding community, when they've arguably handled a lot of issues better than the original developers.īut that's neither here nor there.
DAWN OF WAR DARK CRUSADE MOD SERIES
This, paired with the fact that no mod auto-updates in Dawn of War, did a lot to make all the various mods available in the Dawn of War series fight with one another for community spotlight and run-time, with each mod having a small but bustling community attached to it. There's a number of reasons behind this, but the general gist is that the developers did not go out of their way to embrace the modding community (despite constantly touting supporting it), and never released things like the engine coding or SDKs to the public. Except the Titanium Wars mod does do exactly that, fixing the terrain bullshit LOS to true LOS.ĭawn of War is arguably one of the least mod-friendly games that actually allows mods. Idiotic nonsense like how DOW handles terrain (and letting units shoot right through it, for example) can't really be fixed with any level of modding, no matter how advanced. Sometimes, modders can make clever work-arounds to bypass existing issues, but this is not always a hard-and-fast rule. A lot of DOW's more infamous issues are hard-coded into the SDK and cannot be fixed without extensive modification to the interface for example, until it was patched, there was no way for modders to fix the targetting bug possessed by Tau Broadside Teams and Imperial Guard Heavy Weapons Teams. On the downside, there's an extent to which Modding can do. Alternately, they can change weapon and damage algorithms to make the game more balanced, ratchet back overpowered units, or add whole-new-units or factions! All of which, it needs be said, is Awesome. It can re-add slashed content (such as the Flamers for the Imperial Guardsmen, or optional weapon upgrades for the Imperial Guard Sentinel), it can make better use of existing resources (making weapon and tech-tree upgrades that make sense, for example), or it can mod how some units operate to make them closer to their codex equivalents. Modding in DOW can do a lot of awesome things.
