Squad Mod by Jaylo

1.6 Update

Techmarine has been moved to the tac squad replacing a bolter tac marine & his armour has been increased to the weakest termie armour to stay in line with Tarkas's squad should they upgrade to termie armour.

A chaplain now replaces the techie in the command squad, he uses a 2-handed hammer for melee & a plasma gun for ranged. His left shoulder & backpack is team colourable, i currently can't colour his backpack black as it's a shared model.

The chaplain has a damage resistence aura & the apothecary has a healing aura. I've coloured the apoth's right shoulder white so he's a bit more fluffy.

Thule's termies can now reinforce. Also Thule can equip the Tarantula Turret, Rosarius & Signum wargear now.

Marine head graphical glitch should be fixed.

Predator's base weapon damage increased by 25%.

I've added another drop pod wargear that spawns a Kasrkin squad, with a squad icon i made for them. They are a little buggy at the moment as they won't reinforce.

My updated badge mod, which adds another 15 space marine badges to the orig badge mod, is included along with my armypaintercolours.lua.

I've also included my defaultchaptercolours.lua, which has my Ultramarines colours replacing the Blood Ravens & changed enemy colours in the campaign. If you wish to change the colours\badges in the campaign for yourself then edit the first entry for each race in defaultchaptercolours.lua.



1.5 Update

Changed level up attribute point gain:
Levels 1-10 - 4 points
Levels 11-29 - 2 points
Level 30 - 1 point

Max level is now 30

Fixed the techmarine melee attack. I forgot to add a melee attack to the tech's bolter when the the comm squad was in melee, so the techmarine wouldn't have been able to defend himself.

Tarkus can now equip assault cannons when in terminator armour.

I have replaced the apothecary's & company veteran's plasma pistols with storm shields, currently there are no buffs on them but i will change this.

I have increased the melee_leash range from 14 to 30. This should allow melee squads to engage enemy squads at a greater distance.

Fixed the main menu (indirectly).

Increased camera zoom in distance.

Added 2 terminators to Thule. When in ranged one has an assault cannon, the other a heavy flamer. When Thule switches to melee both termies get thunder hammers. 

1.4.1 Small Update

Marine health reduced to 150% of normal, should make captain difficulty harder & primarch somewhat of a challenge.

Fixed Thule

1.4 Update

Boss weapon damage increased by 25%.

The number of units in enemy squads increased by 50%, including vehicles & large units, rounded up where necessary.

All units are still on 200% health of normal but enemy units get 250% on captain & 300% on primarch.

Increased wargear drop rates- chaff is now 10%, while swarm is 5%.

Wrongly named wargear has been fixed.

Apothecary & Company Veteran in command squad will equip their own 2-handed hammers now when the FC equips one or a thunder hammer, techmarine still to fix.

Added new drop pod wargear that will allow the FC to call in a predator tank! The tank will scale with the FC & should be given as a reward after completing the Gathering Storm scenario (Thule poisoned mission). Full credit for this goes to Zetrial.

Installation note: There is now a Locale folder, this goes in the GameAssets folder along with the Data folder as usual.


1.3 Update

Here it is, the command squad, well almost fully functioning, there is still an issue with 2-handed hammers & termie thunder hammers as your squads weapons will dissappear when the FC equips those weapons, but i am working on it.
Everthing else works fine. The techmarine will remain in ranged when the squad is in melee, it had to be done this way as the techie model simply messed up when using anything but standard 2-handed range.

I've replaced the "Isador's Folly" lvl20 armour model with Gabriel Angelos' one, i've also added several armour items to it as you can see in the screenshot below.

The over the top light glow on the FC has been removed, i wouldn't have minded a subtle glow but this one's too much.

Devastator & assault marines will now get their vet armour upgrade when terminator honors is gained, this eliminates the flickering textures.

Selection boxes have been removed, this will probably be a little strange at first but i think it looks a lot better, especially for screenshots if you have to have a squad selected!

If you prefer to have selection boxes then just delete the "Data\ui\textures\generic\selection" folder.


1.2 Update:

I have changed all the halo & banner wargear from commander wargear to accessories, so you will now be able to equip upto 4 pieces in power armour. Thanks to JaguarJerison for bringing this to my attention. Heavy weapons restrictions still apply at the moment. 

There was an issue with the halo\banner wargear using the gold trim backpack & the teleporter using the standard backpack, so when both were equipped there was considerable flickering as the textures clashed.
But i solved this by replacing the standard backpack textures with the gold trim one, so all marines have the gold one by default. This may not be fluffy to some but i cant change the teleporter model to use the gold backpack textures.

Thule's Drednought now has +2 accsessory slots. 


1.1 Update:

Increased tac squad to 7, added flamer & plasma gun to standard tacs, extra flamer to vets.

Devastator & assault marines at level 8 have their power armour replaced with veteran armour same as tac vets.

Scouts at level 8 get slightly higher upgraded armour than vanilla, with epic look.

Weapons on devastator, assault & scout marines change to standard epic look models when getting to level 8.


1.0 Mod contents:

Tarkus' tactical squad 7 units (power)
1 plasma gun
4 bolters
1 flamer

Tarkus' tactical squad 7 units (veterans)
2 plasma guns
2 bolters
2 flamers

Tarkus' tactical squad 7 units (terminator)
5 storm bolters\power fists
1 heavy flamer\power fist

Avitus' devastator squad 4 units (power)
1 heavy bolter
1 missile launcher
1 plasma cannon

Avitus' devastator squad 4 units (terminator)                               
1 assault cannon
2 storm bolters\power fists

Cyrus' scout squad 4 units
1 shotgun
1 sniper rifle
2 bolters

Thaddeus' assault squad 5 units (power)

Thaddeus' assault squad 5 units (terminator)


Each leader's attribute points are a max of 20, max level is 30.

First 9 level ups you get 4 attribute points

Levels 10-29 you get 2 attribute points

Level 30 you get 1 point

FC, Avitus & Thaddeus +1 accessory slot                             

I've also modified the tuning_info.rbf to set double health on all units for more carnage! 

Installation

Installation note: There is now a Locale folder, this goes in the GameAssets folder along with the Data folder as usual.

Place the Data folder in "C:\Program Files\Steam\SteamApps\common\dawn of war 2\GameAssets" or your installation directory if different.

You also need to have the -dev command added to the end of your game shortcut so it looks like this where "C:\Program Files" is your game directory.

"C:\Program Files\Steam\steam.exe" -applaunch 15620 -dev

Jaylo.





