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-Immortal units/buildings
-instant addons, research, production, build, reinforce, skills, powers,.......
-speedily growing req+power/starting req+power higher
-instant wargear
-edit weapon properties
-edit sight
-edit amount in squads
-edit pop cap
-edit max certain units
-remove/change requirements (research, units)
And a lot of other things I can't recall right now.
I've made one for Tau so far, still might edit my mod on the fly to suit my cheating needs, then move on to create a cheat mod for the other species (Tip: one mod per species to avoid running into enemy AI which are also immortal or something).
Just download the Dark Crusade mod tools (can be found on filefront, it is 12mb in size).
The Readme and Mod Setup.rtf files are easy and straight forward to follow: just copy the My_Mod that comes with the tools, rename it to, for instance the race name like Chaos or Tau, then if you followed the instructions properly, you should be able to edit your mod in the Attribute Editor (comes with the tools), and in it you do all your edits, remember to select in the "view", the "Folder view", so you can edit the ebps and sbps content.
If you're feeling lazy then maybe I can upload my mod, but making the cheat is part of the fun in my humble opinion.
Um thanks ill mess around with it will it work in campaign to?
http://dawnofwar.filefront.com/file/;81023
Those are the tools, simple installation.
The "all wargear" has to be done slightly differently, here are instructions I followed which are clear (you can place the .race file in your mod folder as well, to make it work only in the mod and not in the general game, just keep the same file structure e.g. \Dawn of War - Dark Crusade\Tau\Data\scenarios\sp\races).
http://www.cheathappens.com/show_board2.asp?headID=38551&titleID=12370
However, everything else and much more can be fooled around with in the Attribute Editor, that will be what you'll be using 99% of the time after you have put your folders in the right place and placed the proper text (which again, the Mod Setup.rtf talks about, just copy the my mod lines and replace the my mod parts in the texts with your mods name) in places like pipeline.ini and the module file. Then you don't need to worry with other things, just edit, save, save binary, then start game, game manager, select mod, game restarts, and the game will start by default using your mod from now on.
I don't recommend using your mod anywhere else except in single player, campaign or skirmish.
Attribute Editor works without admin rights. But if you're feeling cautious then it never hurts to launch your programs in admin mode.
{LINK REMOVED}https://www.mediafire.com/?cewyc7p91f4prvy
Version 2:
{LINK REMOVED}https://www.mediafire.com/?bpbvh79jla1v1pb
The Lua files if you want to mod for yourself Tau but with improvements I've already made:
{LINK REMOVED}http://www.mediafire.com/download/iyhbzbmt35mbzgg/Tau%20Lua%20Files%20for%20AE.zip
Those go into the ModTools/DataGeneric Folder, and need the module file, pipeline addition like when setting up a mod, but you get the base folder and module with the mod link above, so not much else needed.
Also finally managed to make weapon upgrades on squads cost less and insta-complete. But for some odd reason this doesn't apply on every weapon! Even though I went individually over all the respective race weapons to see what their costs were. I found this especially annoying with Imperial Guard, which is also included in this zip, I don't think I can mod some of those weapons, so this might be the final version of both Tau and Guard Cheat Mods.
{LINK REMOVED}http://www.mediafire.com/download/zkblccdr2hhbblg/Guard%20%2B%20Tau.zip
If you want the cinematics to play with the mods (the intro, outro stuff), just copy the movie folder (or individual files) from the dxp2 folder into your mod folder, Tau or Guard.