<-cope->
GAME: Dawn of War II - v.1.6
AUTHOR: Copernicus aka cope
CONTACT: Use RelicNews-forums or visit ModDB website
WEBSITE: http://www.moddb.com/mods/copes-defense-mod
NAME: COPE'S DEFENSE MOD
VERSION: 0.5

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I WON'T TAKE ANY RESPONSIBILITY IF THIS CAUSES YOUR GAME TO CRASH, RUINS YOUR COMPUTER OR WHATEVER. YOU ARE RESPONSIBLE FOR YOUR FILES AND YOUR COMPUTER.

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Table of Contents:

1. Description
2. Changelog
3. How to play
4. Installation
5. How to start the mod

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1. Description:

This is version 0.5 of Cope's Defense Mod. Cope's Defense Mod is a multiplayer conversion which let's you play against attacking waves of enemies. There are 40 waves yet including a boss-wave. Those waves may differ everytime you play, as they're generated through a special script.

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2. Changelog 0.5

Fixes
- fixed some crashes
- the abilities of the Apothecary now don't interfere anymore

Balancing
- Tyranid Warriors now appear from wave 10 on
- jumping Hormagaunts will also appear earlier (wave 15) and in greater numbers
- waves 20-40 are now significantly stronger, a bug prevented them from being harder
- Force Commander and Techmarine now don't gain level as fast as they did before, Scouts gain levels faster than before
- decreased cost of 'Angels of Death'
- reduced number of enemies in Mayhem Waves
- Ork Burnas now deal less damage
- slightly decreased drop-probabilities
- walls are now more resistant

Gameplay
- added Stormboys (wave 15+)
- added Tyranid Boss: Hive Tyrant
- changed Waaaghboss Bosswave:
	- the Waaaghboss will now automatically attack
- new ability for Force Commander: 'Selfless Sacrifice' - BOOM!
- new ability for Apothecary: 'Combat Drugs' - Reduces ability-cooldown of target squad by 50%, doubles movement speed and disables knockback for 10 seconds. It also disables health regeneration. This ability can be improved with the Heal Upgrades.
- new ability for Apothecary: 'Poison' - Target enemy is 50% easier to hit, takes 20% more melee damage, is 33% easier to suppress and has a reduced weapons range for 10 seconds. This ability can be improved with the Poison Upgrades. @requires level 2
- completely reworked upgrade system!
	- Assault Marines upgrades: Close Combat, Concentration, Strength (lvl. 1-5)
		- Close Combat:
			Lvl 1: + 3% Damage, + 2 Melee skill
			Lvl 2: + 3% Damage, + 2 Melee skill
			Lvl 3: + 5% Damage, + 3 Melee skill @requires level 2
			Lvl 4: + 5% Damage, + 3 Melee skill
			Lvl 5: + 10% Damage, + 5 Melee skill @requires level 3
		- Concentration:
			Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
			Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
			Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
		- Strength:
			Lvl 1: + 0.25 Health regeneration/second, - 10% Knockback chance
			Lvl 2: + 0.25 Health regeneration/second, - 10% Knockback chance
			Lvl 3: + 0.33 Health regeneration/second, - 10% Knockback chance @requires level 2
			Lvl 4: + 0.33 Health regeneration/second, - 10% Knockback chance
			Lvl 5: + 0.5 Health regeneration/second, - 100% Knockback chance @requires level 3
	- Apothecary upgrades: Heal, Concentration, Poison (lvl. 1-5)
		- Heal:
			Lvl 1: Improves Heal ability, Adds accuracy buff to Combat Drugs
			Lvl 2: Improves Heal ability, Adds damage buff to Combat Drugs
			Lvl 3: Improves Heal ability, Adds experience-earning-speed buff to Combat Drugs @requires level 2
			Lvl 4: Improves Heal ability, Adds energy regeneration buff to Combat Drugs
			Lvl 5: Improves Heal ability, Removes the health regeneration debuff from Combat Drugs @requires level 3
		- Concentration:
			Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 3: + 0.33 Energy regeneration/second, - 3% Ability recharge time @requires level 2
			Lvl 4: + 0.33 Energy regeneration/second, - 3% Ability recharge time
			Lvl 5: + 0.5 Energy regeneration/second, - 5% Ability recharge time, - 10% Ability energy cost @requires level 3
		- Poison:
			Lvl 1: Adds an accuracy debuff to Poison ability
			Lvl 2: Adds a damage-taken debuff to Poison ability
			Lvl 3: Adds a speed debuff to Poison ability @requires level 2
			Lvl 4: Adds a damage-output debuff to Poison ability
			Lvl 5: Adds a weapon disabling debuff to Poison ability @requires level 3
	- Devastator upgrades: Ballistics, Speed, Concentration (lvl. 1-5)
		- Speed:
			Lvl 1: + 2% Movement Speed, + 2% Setup speed, + 2% Rotation speed
			Lvl 2: + 2% Movement Speed, + 2% Setup speed, + 2% Rotation speed
			Lvl 3: + 3% Movement Speed, + 3% Setup speed, + 3% Rotation speed @requires level 2
			Lvl 4: + 3% Movement Speed, + 3% Setup speed, + 3% Rotation speed
			Lvl 5: + 5% Movement Speed, + 5% Setup speed, + 5% Rotation speed @requires level 3
		- Ballistics:
			Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
			Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
			Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time @requires level 2
			Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
			Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time @requires level 3
		- Concentration:
			Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
			Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
			Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
	- Force Commander upgrades: Close Combat, Speed, Strength (lvl. 1-5)
		- Speed:
			Lvl 1: + 2% Movement speed
			Lvl 2: + 2% Movement speed
			Lvl 3: + 3% Movement speed
			Lvl 4: + 3% Movement speed
			Lvl 5: + 5% Movement speed
		- Close Combat:
			Lvl 1: + 7% Damage, + 2 Melee skill
			Lvl 2: + 7% Damage, + 2 Melee skill
			Lvl 3: + 10% Damage, + 3 Melee skill @requires level 2
			Lvl 4: + 10% Damage, + 3 Melee skill
			Lvl 5: + 15% Damage, + 5 Melee skill @requires level 3
		- Strength:
			Lvl 1: + 0.25 Health regeneration/second, - 10% Knockback chance
			Lvl 2: + 0.25 Health regeneration/second, - 10% Knockback chance
			Lvl 3: + 0.33 Health regeneration/second, - 10% Knockback chance @requires level 2
			Lvl 4: + 0.33 Health regeneration/second, - 10% Knockback chance
			Lvl 5: + 0.5 Health regeneration/second, - 100% Knockback chance @requires level 3
	- Scout upgrades: Sight, Speed, Ballistics (lvl. 1-5)
		- Sight:
			Lvl 1: + 10% Sight range, + 2% Weapon range
			Lvl 2: + 10% Sight range, + 2% Weapon range
			Lvl 3: + 10% Sight range, + 3% Weapon range @requires level 2
			Lvl 4: + 10% Sight range, + 3% Weapon range
			Lvl 5: + 15% Sight range, + 5% Weapon range @requires level 3
		- Speed:
			Lvl 1: + 10% Movement speed
			Lvl 2: + 10% Movement speed
			Lvl 3: + 10% Movement speed
			Lvl 4: + 10% Movement speed
			Lvl 5: + 15% Movement speed
		- Ballistics:
			Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
			Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
			Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time @requires level 2
			Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
			Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time @requires level 3
	- Tactical Marines upgrades: Ballistics, Concentration, Strength (lvl. 1-5)
		- Ballistics:
			Lvl 1: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
			Lvl 2: + 5% Accuracy, + 5% Damage, - 2% Cooldown, - 2% Reload time
			Lvl 3: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time @requires level 2
			Lvl 4: + 5% Accuracy, + 5% Damage, - 3% Cooldown, - 2% Reload time
			Lvl 5: + 5% Accuracy, + 5% Damage, - 5% Cooldown, - 2% Reload time @requires level 3
		- Concentration:
			Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
			Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
			Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
		- Strength:
			Lvl 1: + 0.25 Health regeneration/second, - 10% Knockback chance
			Lvl 2: + 0.25 Health regeneration/second, - 10% Knockback chance
			Lvl 3: + 0.33 Health regeneration/second, - 10% Knockback chance @requires level 2
			Lvl 4: + 0.33 Health regeneration/second, - 10% Knockback chance
			Lvl 5: + 0.5 Health regeneration/second, - 100% Knockback chance @requires level 3
	- Techmarine upgrades: Concentration (lvl. 1-5)
		- Concentration:
			Lvl 1: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 2: + 0.25 Energy regeneration/second, - 1% Ability recharge time
			Lvl 3: + 0.33 Energy regeneration/second, - 2% Ability recharge time @requires level 2
			Lvl 4: + 0.33 Energy regeneration/second, - 2% Ability recharge time
			Lvl 5: + 0.5 Energy regeneration/second, - 3% Ability recharge time, - 5% Ability energy cost @requires level 3
- added wargear for squads:
	Apothecary:
	- energy-storage OR health-boost (lvl. 1/2/3)
	- new weapon (choose one, lvl. 2)
		- Vampire's Chainsword
		- Rapid Fire Plasma Pistol
		- Draining Power Axe
	- teleporter OR healing aura (lvl. 3)
	Assault Marines:
	- energy-storage OR health-boost (lvl. 1/2/3)
	- improved armor (choose one, lvl. 2)
		- 4% chance of healing 75 hitpoints on being hit
		- 9% chance of buffing damage by 50% for 7 seconds on being hit
		- 0.75% chance of knocking back nearby enemies on being hit
	- new weapon (choose one, lvl. 3)
		- Draining Power Swords
		- Breathtaking Chainswords
		- Twohanded Hammers
	- improved jump-pack (lvl. 3)
	Devastator:
	- energy-storage OR health-boost (lvl. 1/2/3)
	Force Commander:
	- energy-storage OR health-boost (lvl. 1/2/3)
	- improved armor (choose one, lvl. 2)
		- 4% chance of healing 75 hitpoints on being hit
		- 9% chance of buffing damage by 50% for 7 seconds on being hit
		- 0.75% chance of knocking back nearby enemies on being hit
	- new weapon (choose one, lvl. 3)
		- Greedy Power Sword
		- Twohanded Hammers
	- teleporter (lvl. 3)
	Scouts:
	- energy-storage OR health-boost (lvl. 1/2/3)
	- improved stuff (choose one, lvl. 2)
		- Increases range of sight by 20% and weapons range by 25%.
		- Grants the "Lead" ability which costs 75 energy and increases accuracy of the targeted allied unit to 100% and it's damage by 50%. The ability lasts 5 seconds and while it is active the Scouts are not able to do anything.
	- improved weapons (choose one, lvl. 3)
		- Increases the damage of the shotguns by 15% and grants you the ability "Explosive Shot" for 40 energy and 10 ammunition.
		- Increases the rate of fire the Shotguns by 15% and grants the ability "Rapidfire" which further increases the rate of fire and decreases the damage dealt by 75% for 10 seconds.
	Tactical Marines:
	- energy-storage OR health-boost (lvl. 1/2/3)
	- improved armor (choose one, lvl. 2)
		- Increases the health of every member by 75 hitpoints.
	Techmarine:
	- energy-storage OR health-boost (lvl. 1/2/3)
	- improved armor (choose one, lvl. 2)
		- Increases the building speed by 100% and decreases the building costs by 25%. Also increases repair speed by 50%.
		- Increases the Techmarines energy by 50 and his ranged damage and weapons range by 15%.
	- improved accessories (choose one, lvl. 3)
		- All squads near the Techmarine fire 15% faster and deal 10% more damage.
		- Increases the health of the buildings built by the Techmarine by 100%.
	
Miscellaneous
- added 2 additional spore mines for specifying the enemies' starting positions
- added a self-destruction ability to the spore-mines
- added a function that checks if you "accidently" killed all of your spore-mines and respawns some spore-mines if needed
- added a ripper-squad at gamestart to select all the options etc.
- added a decorator for Ork Burnas
- visual changes:
	- modified Force Commander Skin
	- modified color-map for Techmarine
	- new armor / outfit for most of the squads
	- modified skin for Heavy Bolter
	- new portrait for Force Commander, Techmarine and Apothecary
- new badge added: Angels of Vigilance

Known Bugs
-

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3. How to play the mod:

To play this mod, start a private/public multiplayer game and select "Cope's Defense Mod" as victory-condition. Now fill up ALL player slots, the difficulty of the last AI-player defines the overall difficulty, you can choose any map. You should be player 1 and if you've got any other human players in game, then they should be players 2 and 3. Players 4, 5 and 6 must ALWAYS be AI-opponents!
Once you've started, you'll notice that player 1 received 6 spore-mines and a ripper-squad; place these four units somewhere on the map: The six tyranids indicate the positions where enemy waves may spawn. You may blow up some of the spore-mines to get fewer spawn-points. 
Now, select the ripper squad and activate the 'Start Drop Pod' ability. Choose a place to drop the drop pod (ignore the ability-range, you can place it everywhere!); this is where your troops will spawn. You'll receive some squads and your task is simple: Survive! You'll get some bonus-resources for every kill and every wave you survived, with these resources you can buy upgrades for you troops. The waves will get stronger over time and are randomly generated.
After each wave all your squads will be revived if at least one is still alive.

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4. Installation:

If you've got a previous version of Cope's Defense Mod in your Dawn of War II directory delete it completely (the mod, NOT Dawn of War II)
Copy all the files from the "Mod Files" folder but "z_cope.ucs" to your main Dawn of War II directory ("Steam\steamapps\common\dawn of war 2"). Now copy "z_cope.ucs" from the "Mod Files" folder to "Steam\steamapps\common\dawn of war 2\GameAssets\Locale\<your_language>".
Proceed to "5. How to start the mod"

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5. How to start the mod
There are two different ways of starting the mod:
FIRST POSSIBILITY:
Copy everything from the "Mod Launcher Tool" folder to a place of your choice. Now read the ReadMe.txt located in the "Mod Launcher Tool". If you're too lazy to read the ReadMe then just make sure that you've got .NET Framework 3.5 installed. You'll find a download link in the ReadMe. Now start the Dawn of War 2 Modlauncher.exe, select Cope's Defense Mod and hit "Start Mod".
SECOND POSSIBILITY:
Add "-dev -modname z_cope" as parameters to your Dawn of War II shortcut/steam-game-list-entry. If you don't know how to do this, please use GOOGLE / SCROOGLE.ORG.
Start the Game using your steam-game-list-entry or the shortcut with the parameters.

DONE.


Have lots of fun!

-cope.

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CREDITS:
cope - Coding, Scripting, Design, Testing
Doombringer - GFX, Design, Testing

SPECIAL-THANKS TO:
RELIC ENTERTAINMENT - for making such great games.
CORSIX - his great tools made modding possible.
RELICNEWS-STAFF - for offering such a great website.
CLONESA
KHARRAK
KAPTIN GROMMELD
HIVEMIND_93
XVIPER
XANITH

and to YOU for playing and downloading it!
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