Not only are heroes powerful on their own, but they'll also be able to take an Honor Guard with them into battle through use of the planetary requisition points (the strategic version of the prevalent real-time resource). By the end of the campaign as all the wargear is awarded heroes have turned into one unit wrecking crews. As the game progresses and certain criteria are met (defend 5 times, conquer 15 territories, etc.) heroes will be awarded wargear which adds better attacks, health, regeneration, teleportation, cloaking, sight, and so on. Heroes are persistently powerful units on the tactical map as well. Attacks can only be made with a hero unit on the world map into adjacent territories except if in control of a space port advantage that allows attacks anywhere on the map. From there all factions take turns (beginning with the player faction) attacking enemy territory in the hopes of securing a bigger foothold on the planet. Each enemy faction begins the war in possession of a home territory and a couple of others. The play style of the campaign uses persistence across armies, bases, heroes, and territories. Hopefully they'll expand on that idea in future iterations of the franchise. The future history of the fiction was a terrific idea. The "lessons" are voiced from the vantage point of whatever faction the player is using to conquer the world. Rather than following character driven story as the original game and Winter Assault expansion did, Dark Crusade's fiction is presented as a history lesson. The fiction brings seven factions to the world of Kronus to slug it out in a cataclysmic melee for control of the planet. At 30 US dollars, there's a good deal of gameplay for first time players and plenty of added fun for veterans.ĭark Crusade's most striking addition is undoubtedly the new single-player campaign. Even so, this expansion adds a lot of content for those already familiar with Dawn of War and grants players that haven't ever experienced the franchise a terrific entry point since this is a stand-alone expansion that doesn't require the original game or the first expansion, Winter Assault, to play. This experiment comes off more polished than other persistent war RTSs that have been released but still manages to fall into some of the traps of the burgeoning sub-genre. Given the teaser at the end of Dark Crusade showing several planets at war and a bold Relic 2007 tag, it's clear that this first attempt at persistence across a battlefield (they've been using persistent armies since their debut with Homeworld in 1999) is setting up something larger. This works 100% for DC and Soulstorm, I have played all those games and campaign with custom armies.Relic's newest expansion called Dark Crusade for the Warhammer 40,000: Dawn of War franchise is a great experiment in persistent army mechanics. wtp files which you place in a folder analogous to the structure found in the. Then you need to change the teamcolors and I don't know how that worked, then convert dds back to tga and make new. dds - the texture tool can do all of that. wtp files via the texture tool which then gets you a bunch of. The tricky part is I cannot remember for the life of mine how to continue from this point. wtp files for whatever race you want to modify from the "dxp2/data/art/ebps/races//shared_textures" folder. You need the tools "SGA Explorer" and the "Texture Tool". I did this years ago but now I am desperate trying to get it to work since all the tutorials I used back in the days have vanished from the web :(īasically you need to edit the gamefiles directly as the single player models and testures are stored away in a different file format.
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