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Max units (1.2) - File Description  
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Max units (1.2) - Readme  
Readme File:
Maxunits for Dawn of War V1.2

Contact details.
Creator = Giskard
Website = http://www.respawn.co.uk

Feedback should posted in Respawn's Games Mod forum. If there is a big interest in future DAwn of war mods once better tools become available I may create a special forum for the games fans.

All contact can be done via the above website, its far safer than email these days with all the Viruses kicking about. Fans Address books get scanned and this leads to mod makers such as my self being spammed. So i recommend the forum or forum PM to you as an alternative.

############################
About Max units.
############################

I am an old WH40k fan from the Rogue trader days that wanted to play Dawn of war with the kind of army I am used to playing with. The default game does not allow you to build enough troops to guard locations or plan flanking actions. Instead your forced to use turrets to defend locations because you simply do not have enough troops to defend and attack the enemy.

With this in mind I increased the troop limit by 33% for all armies. This gives you enough troops to do almost anything. Vehicle Limits increase slightly differently. For example Eldar get 30pts now where as Marines get 27pts. Orks and Choas points have also been increased

After much testing on all sides I found the ballance is maintained because of the default games power system. So this mod should cause any inballances in your own games. Players going for a quick Vehicle rush will probably lose to masses of ground troops. The mod does not really change the standard games early base building proceedure, the vehicles really are a great late game addition because its in the late game they really shine with this mod. Prior to that its about troops.

I am releasing this mod because not all players may want a mod that does everything I am planning to do, a mod that simply increases the existing unit limit may be prefered by some players.

All sides now have to research the unit or vehicle cap to get the extra units. In early versions the Marines jumped from 20 to 30 support points at not extra cost. So this adds a feature to fix that problem.

#############################
Recommended Installation.
############################

Extract directly into your Dawn of War folder. All files will be placed in the correct location ready for Corsix's mod manager to use. Corsix's Mod manager is an attempt at standardizing mod useage which I am supporting. For details of the mod manager and a link see the thread below on the official Dawn of War website.

Corsix Mod manager thread.
http://forums.relicnews.com/showthread.php?t=42096

Using this you need only run the mod manager, select the mod and move it to the window on the right using the arrow buttons. The game will then use this mod. The mod is currently listed as unknown. Until the module file works 100% of the time this will remain a problem. Which is why I have not included a module file. I do plan on supporting SVKs module system once it works correctly. For now Corsix system works best and he too supports SVKs system.

###############################################################
Other installation methods that do not require any mod manager.
###############################################################

Extract mod directly into your dawn of war folder. Go to W40k/maxunits_data and move the entire attrib folder into W40k/data. This method will force the game to use the mod all the time. To disable the mod, remove the atrib folder from the W40k/data directory completely.

#################################################
Notes on this mod taken during testing
#################################################

Game play: This mod has been tested with every race and the following is what we have found.

The AI plays better with any race using this mod. There for playing on Hard may prove too difficult for some. Try playing on Normal instead if that is the case.

Orks appear to be at a slight disadvantage when the player is using them due to their complex build and upgrade system. A marine side can build 4 squads very quickly were as the Orks initial forces take a while to upgrade to decent levels. However Orks can swamp an opponent with shear numbers if the Ork player can fend off attacks for long enough. Which is as it should be.

Eldar force of 4 Prism tanks really kick ass, the extra vehicles allow the Eldar side to really shine.

Choas has limited vehicles and the best ones available tend to be cheaper than the marines best vehicles. So it is possible for choas to outnumber the Marines vehicles in battle using preditors if the Marines go for Land raiders. This means the Chaos side may be able to beat the marine side in a tank battle if the player is smart.

Base turrets may not be enough to defend your base using this mod. The AI tends to attack in large numbers now and can over run normal defences used in games were this mod was not installed. You should build more defences to compensate for this.

Campaign cap limits remain as they are early on until you reach the limit set by the mission, at which point the max units set in this mod is used.

Giskard


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