A NEW PATCH IS OUT!
HERE ARE THE NEW CHANGES!
WHERE YOU CAN GET IT!
BTW, I'm stealing most of this from the previous thread's OP.
Rule number one about the [GAME ON] DARK CRUSADE thread, is that you do not talk about the single-player campaign. That's some pussy single player shit.
Now it's time for FREQWENTLEE ASKED QWEZTUNS!
[I'M AFRAID TO PLAY WITH YOU GUYS! YOU'RE ALL SO HARDCORE! I think I'll crawl back under my rock and practice against the computer...]
Don't let our jive talk fool you, quite a number of us actually suck at the game, and you won't get any better fiddling with the AI.
[YOU GUYS ARE SO COOL, WHAT GAMES DO I NEED TO DO TO PLAY WITH YOU?]
Well random generic dumbass, you need a copy of Warhammer Dawn of War: Dark Crusade.
Also, if you want to play a race besides the Imbalacrons or the Tau, you will want a copy of
Vanilla Dawn of Warand
Winter Assault. You can buy them both in some kind of double pack that most stores will carry.
Still confused? This will either solve your shit or confuse you more!
[HOW DO I GO ABOUT CONTACTING YOU HAPPENING DUDES!?]
Well, to find us you will want to camp out in our: Ventrilo and Hamachi servers.
To find out which Hamachi server we are currently in, try listening to us in Ventrilo! It works! I swear!
To reduce network conflicts, please stay in only one hamachi channel.
[WHAT RACE SHOULD I PLAY?]
Tau:
A relatively young race, the Tau are centred around the concept of "The Greater Good", a philosophy where personal gain is sacrificed in favour of benefitting the race as a whole. Technologically they are highly advanced, but as a young race they are somewhat naive to the vast dangers present in the universe.
TalousFacts- Space Communists with big guns.
Playstyle: Great ranged abilities, and some good close combat options make them potentially versatile. However they have a split technology system, where you can only specialise in one of those two paths in a game - getting your best ranged units, or getting your best close combat units. Ranged power comes expensive and is fragile, but its strength is second to none.
BPFacts - No more Krootox spam but Fire Warriors also got nerfed.
Summary: Anime style futuristic mecha with beastmen allies.
Necrons:
An ancient race tricked into serving the C'tan, the Star Gods. They are bound within living metal bodies, unable to die, and forced to harvest the souls of the living for their masters to feed upon. Having remained dormant for millions of years, they are now being reawakened to a universe full of life - that they may once again exterminate the living.
Playstyle: They use a different economic system to everyone else, relying only on the Power resource. Slow to get going, but once they gather momentum they are very difficult to stop. What they lack in finesse, they make up for in staying power. The Necron Lord is the most powerful hero unit in the game, able to learn 3 powerful spells out of a selection. Most notable is the ability to mass resurrect fallen Necrons, easily turning the tide of a close battle. On top of that, most of their infantry has a set chance of automatically reassembling itself upon death, standing back up and rejoining the fight.
TalousFacts: Generally I never see mass ressurect turn the tide of a real battle. Necrons are very easy to play -- and very boring. Mass out generators and spam warriors early game, spam flayed ones mid-game, and spam the high end units if your lame enough to have not won by late-game.
BPFacts: You can see how much weaker they got by watching this replay.
Summary: Undead metallic skeletons with weird ancient technologies. The silent army of the reaper that just won't die.
Imperial Guard:
In a universe of advanced alien technology, 10 foot genetically engineered monsters and ruinous daemonic powers, the Imperial Guard are just... men. Carrying a puny lasgun and wearing a flak jacket, the Imperial Guard are forced to rely on numbers, combined arms, tactics and sheer courage to win their battles. The Guard is an organisation of billions of humans spread across the galaxy, the first line of humanity's defense.
Playstyle: Good defensive ability, but offensively weak until later in the game. Combined arms is the way to victory, using their excellent array of vehicles, officers and support weaponry to push the enemy back.
Summary: The average human planet's armed forces, with a good array of vehicles.
TalousFacts: IG is basically perfect, in my opinion, right now. They'll still get stomped in most 1v1's, but they're invaluable in team games where basilisks and their heavy tanks are major assets.
Space Marines:
Genetically engineered superhumans, few in number but they are humanity's elite. Extremely zealous in their worship of the Emperor, they will hold their faith till death, and beyond.
Playstyle: Marines are very adaptable, with their ability to mix and match heavy weapons loadouts. A good army for a beginner to learn, they are kind of "good at everything". Later on they have the ability to Deepstrike - drop-pod or teleport units directly to a distant spot on the map, which is very powerful when used correctly.
Summary: Holy knights. In space. With guns and chain-swords.
TalousFacts- I wouldn't call them holy, but maybe holier-than-thou. Most of their units make sense, every unit should act like you'd expect it to.
Orks:
A strange race of primitive green humanoids, the Orks live and die for one thing - the WAAAGH! Meaning war. But for Orks, the Waaagh is a strange psychic field generated by each Ork. As Orks enjoy themselves in battle, the field grows stronger. Thousands of Orks will gather, drawn to the Waaagh, and they will set off to find an enemy to fight, even if it's other Orks. Orks possess a bizarre junkyard technology, the power of their psychic field allows their weapons and vehicles to function just as well as the best built human weapons. The green tide of Orks lives only for fighting, and if they stopped fighting amongst themselves, they could soon wipe out most other races.
Playstyle: All their buildings have guns, making them good defensively when they need to be. Orks get a "mob bonus", the more population's worth of Orks there are in a clump, the stronger they will be (they become immune to morale and get a damage bonus). Apart from one or two notable exceptions, they are highly close-combat oriented.
Summary: Orcs, in space, an unending green tide of destruction. And hilarious voices.
Eldar:
An ancient and long-lived race, the Eldar Empire once held the entire galaxy in their hand. Consumed by arrogance and with no need for substantial work or labour, they became decadent and devoted to seeking pleasure. The results of their corruption eventually caused the birth of a Chaos god, Slaanesh. This cataclysmic event killed the vast majority of Eldar, and what remains is essentially a refugee population, the scattered remnants of their former power. Even in such a condition, however, the Eldar are a force to be reckoned with. Their motives are often mysterious, and they will go to any lengths to achieve their goals, no matter the cost to the "lesser" races.
Playstyle: The Eldar rely on speed and stealth, with much of their army able to outrun their enemy. Most of their vehicles can jump over terrain, and they can use Webway Gates to instantly traverse large distances. They are also able to stealth-cloak their buildings, making them hard to pin down.
Summary: Elves in space (notice a pattern?). Fast, sneaky and stealthy, with a good dose of spells and abilities.
TalousFacts- Yeah five spells is a lot. Almost as much as every other race. The Eldar are probably only slightly more difficult to play than chaos. A falcon drop full of fire dragons in someone's base can be lethal, but only when they have no units there.
BPFacts - Too bad the farseer breaks like a twig. Also watch out for Goomba's infiltrated rangers and vyper rush.
Chaos Space Marines:
They once served the Emperor, but fell to the whispers and temptations of the dark Chaos Gods during the event known as the Horus Heresy. Their heresy has damned them all, but they have given themselves to it knowing this. They have gained daemonic powers and twisted new abilities, and enjoy nothing more than slaying those who serve the false Emperor.
Playstyle: More close-combat oriented than Space Marines, their most notable difference is the ability to gain stealth for their whole army of Chaos Marines. When used correctly, this can be devastating. They can be difficult to use, but are great fun.
TalousFacts- Yes, great fun.The state of Chaos right now is pretty weak. Sure invisibility can be a major asset, but it can be entirely negated by most units, and is of course nearly useless by the end game. Obliterators are still rather useful, and predators aren't too bad, but you'll still have a tough time playing chaos.
Summary: Fallen knights devoted to EVIL. In spa- yeah, ok. Also big bloody DEMONS.
TalousFacts- No they're not really evil, they're just not good guys. And yes demons.
[THINGS THAT WILL PREVENT YOU FROM FALLING VICTIM TO SOCIAL OSTRACISM]
TURN YOUR SETTINGS TO MEDIUM OR LOW -- THIS WILL SAVE EVERYONE FROM LAGGING.
USE VENT!
Community Map Packs. The new link has all four in one package! Install it to C:\Program Files\THQ\Dawn of War - Dark Crusade\W40k cause the default path is wrong!
Shujaa wrote: »
Bunker 149 is a good map for compstomp/handicap games.
[Things You Will Probably-Maybe Want]
Zoom Mod. This wonderful mod allows you to zoom out farther. Just throw it into your Engine\Data folder and you'll be good to go. I don't personally use it.
ZOMG AWESOME SCREENSHOTS!
Yes, that is clawshrimpy getting ripped in half.
[NEW FEATURE: How Do I Mine For Skill?]
Well the first thing you have to know is that every race is different. The second is that this is not your typical RTS. Micromanagement of troops is essential, and resource gathering is straight forward and simple. However, certain basic rules apply:
1. Maximize your resources - capture every point and put a listening post on it, upgrade posts at strategic locations. There is no other way to attain the advantage over your opponent. Money is power.
2. Spend those resources! Build a sizeable defense force as you tech up!
3. Push! Once you have momentum, keep shoving! If you never push, you will never have an edge. Take the fight all the way to their base -- total war works. In other words, expand.
4. Be smart about your mans, don't send them to certain death against a well armed foe! And don't be afraid to run (or dance) your men away from a fight, but expect casualties as they turn their backs! A squad is obviously better alive than dead.
A simple, generic build order that should work for most races, most of the time:
1.Send first builder to build barracks structure.
2.Que one builder and two base soldier units.
3.Send second builder to aid in construction of barracks.
4.Send both soldiers to capture every point on your side of the map.
5.Take both builders and have them build your brand of power generator.
6.Que up one soldier unit from your barracks and then your hero unit.
7.Build listening posts as you get the money (and it will begin rolling in faster).
8.Good luck.
If all else fails, play necron.
Anything else you guys want to add?