Warhammer 40,000: Dawn of War - Soulstorm

Warhammer 40,000: Dawn of War - Soulstorm

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J.S.T.'s Original PDF-IG From DoW-GotY DoW-S Mod
By J.S.T.- Luigi
(* Version 2.0.0 Is Here *)


___Hello everyone, I've come to announce in a Guide that after a long time since 2005 of the first Dawn of War 1 and it's 2006 Winter Assault, 2007 Dark Crusade and 2008 Soulstorm expansion games being out, no-one NO ONE has made a mod where you can play as the 3 (*___...well actually there's 4 I'll explain that in this guide___*) Original Planetary Defense Force - Imperial Guard units:

- the Guardsmen
- the Leman Russ Tank
- and Colonel Carus Brom


Here's the Discussions:
- https://steamcommunity.com/app/9450/discussions/0/1645418261860979354/

- https://steamcommunity.com/app/9450/discussions/0/3003304160968693781/


[*11-09-2022 Header Update*]
No one has made a mod out there for the Warhammer 40,000: Dawn of War 1 games where you can actually use them in Multiplayer and Offline Skirmish..... except for a guy\user on ModDB.com named trooper_xp with his Original Guard Mod. One huge problem with his mod is that it crashes or won't load for people except for me, but even then I had issues with the mod crashing to desktop whenever I wanted to add something new or slightly edit his mod. As for the rest of all of you in the Dawn of War - Soulstorm community, his mod was literally not loadable for any of you, which I actually have been hearing from other people it's because of typo errors he made within his mod but, which that's most likely the case usually, his v1.0.0 works fine for most people but as of v0.1.0 has an automatic crashing and unable to load technical issue. So I personally decided it was time to do something about making the original guard units from DoW-GotY, make them fully playable across all three main gamemodes bringing them for us to finally get our mouse cursors on them once and for all! So here it has been since (* 12 - 18 - 2020 *) the mod has now grown so much since then, I continue to plan on developing this mod more, but my main objective to get these guys fully accessible/playable has come to be being completed with the help of using Corsix's Mod Tools Studio. :)



Quick Note:
I must give you a warning of caution that the Planetary Defense Force - Guard units are stupidly overpowered and un-balanced in early battle, so for skilled competitive tournament players this is more directed towards you folks in particular. Mainly for the reason is that they're dirt cheap, can get reinforcements stupid fast and outnumber any of the 9 default factions within a matter of seconds from 50-150-290 to 8 within moments. So this mod un-balanced for your type of competitive play style, this mod is for more of players that are like me that just want a mod that finally uses the original Planetary Defense Force - Imperial Guard units from DoW-GotY's campaign that actually works for everyone. I'm here to just help people that are like me that just want to have fun using these guys that were never originally accessible in the games outside of the DoW-GotY's campaign mode. I made these DoW-GOTY P.D.F. units as weak as I could get them to be to help balance out battle match-ups still and make how pathetic the Planetary Defense Force are suppose to be in the Warhammer 40,000 lore.

Now that's out of the way, get started onto proceeding to the next section of this guide, the next section is where you will find the download section then the installation instructions section in order to successfully launch this mod.








[*THIS HEADER BELOW IS OUTDATED*]
No one has made a mod out there where you can actually use them in Multiplayer and Offline Skirmish..... except for trooper_xp on Mod DB.com but the problem is that his mod won't even launch or successfully load for a lot of you in the community, which I personally don't know why that is cause his mod works just fine for me both versions too. So that's where I decided to step up to this challenge make my own version of the Original Guard Mod versions 1.0.0 and v0.1.0 from a fresh NEW start from the ground up from scratch using Corsix's Mod Studio Tool, I couldn't get these guys to be their own playable independent Race\Faction. My mod would just crash on start or fail to load I also couldn't give them custom names like: "P.D.F. Guardsmen" and "P.D.F.-Imperial Guardsmen" cause the game just wouldn't save it but it's most likely just what I'm probably doing wrong cause this is my very first mod at making/adding new units to the game....so it's most likely my lack of knowledge on advanced modding......

So as a compromise I had to throw in towel at this current time of posting this guide (* 12 - 18 - 2020 *) instead I am currently forced to place these 4 P.D.F.-I.G. units into the Imperial Guard faction/race so that they can be usable, and so that my mod would stop crashing for freaking sake....

I'll give you guys/gals the download in the following section of the guide.




QUICK NOTE:
I must warn to you Competitive SKILLED Tournament Players out there, this mod is unbalanced for your type of serious game-play as this adds the 4 P.D.F.-I.G. units to the Imperial Guard, I'm not intending to ruin your folks type of play style, I'm posting my mod out here cause no one made a mod where you can play as the P.D.F. units and working for everyone, I'm here to just help people that are like me that just want to have fun using these guys that were never originally accessible in the game. I made these new DoW-GOTY P.D.F. units as weak as I could get them to be to help balance out the Imperial Guard still and make how pathetic the Planetary Defense Force are suppose to be in the Warhammer 40,000 lore. Maybe I'll nerf them even more as I release new update versions of my mod onto this guide, hopefully even one day or maybe soon I'll get the P.D.F.-I.G. to be their own independent playable race, but there are a few nice things about these guys being forced into the Imperial Guard race, I'll explain that in the guide, let's get started.
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DOWNLOAD Section: v.2.0.0 is LIVE!


Planetary Defense Force - Imperial Guard Mod v1.0.0 (* BETA *)
(* I removed the link completely, this version is now obsolete *)



Planetary Defense Force - Imperial Guard Mod v1.1.0 FIX Update (* BETA *)
(* I removed the link completely, this version is now obsolete *)



Planetary Defense Force - Imperial Guard Mod v1.1.1 Update (* BETA *)
(* I removed the link completely, this version is now obsolete *)



Planetary Defense Force - Imperial Guard Mod v1.2.1 Update (* BETA *)
(* I removed the link completely, this version is now obsolete *)



Planetary Defense Force - Imperial Guard Mod v1.2.2 Update (* BETA *)
(* I removed the link completely, this version is now obsolete *)



You do Need Either WinRaR or Zip to un-package my mod now though, You can search them up on the internet just look up "WinRaR Free Download" or "Zip Free Download" whichever one one your prefer really.

Here's The Download Link for WinRaR which is what I use:
- https://www.win-rar. com/start.html?&L=0

Here's the Download Link for 7-Zip which is what other people use as well:
- https://download.cnet .com/7-Zip/3000-2250_4-10045185.html

Just copy and paste the links in your browser and remove the spaces between "rar. com" and remove the spaces between ".cnet .com" depending on which one you want to install, those should have instructions on installing them as well. YOU DO NEED ONE OF THESE TO UN-PACKAGE MY MOD NOW.

Planetary Defense Force - Imperial Guard Mod v2.0.0 Update
Download - https://drive.google.com/file/d/1lk9MUcSSPQgaDNptoAZrrikiY1qKBWJ_/view?usp=sharing























INSTALLING INSTRUCTIONS:
INSTALLING:


STEP 0:
You need to now get either WinRaR or Zip to open un-package the three main files\folder and extract them to your Desktop for the moment before putting them into your game, you need to first REMOVE THE OLD VERSION of my mod before putting in the new one if you have the older version(s) of this mod. Remove both the mod Folder, Text Document and Module file.



STEP 1:
Downloaded ALL of my mod's files from my link(s)....this may take a bit... Quite a bit of stuff in this mod now.



STEP 2:
Grab my "Planetary Defense Force - Imperial Guard Mod v[*insert my version here*]" folder and drag the three vital files I made of the folder that held them all together, the
  • PDFGuard_DoWS_Mod folder.
  • "PDFGuard_DoWS_Mod v[.?.?.?] Update" text document, (*I recommend you actually read that by the way before you launch my mod, I put in A LOT of important information about my mod as I do genuinely update that regularly when releasing updates.*)
  • PDFGuard_DoWS_Mod MODULE file.
to your desktop, if it went into your downloads.



STEP 3:
There's two ways to do this actually you can drop my three files into the game's directory doing either of the following:

  • Steam Version:
    Go to your Folder Icon in your Desktop Task Bar and go to your "OS (C:)" then drop the three files of my mod with this path direction;
    "Program Files (x86)" ---> "Steam" ---> "SteamApps" ---> "common" ---> "Dawn of War Soulstorm", and drop the three files right in there.

    Or you can:

  • RIGHT-CLICK on Warhammer 40,000 Dawn of War - Soulstorm in your Stream Library then go in to the "Manage" Tab and click on "Browse local files" and it'll open up your DoW-S directory.



  • DISK Version (CD):
    If you have the Disk Version by chance for any reason then I believe for all of you this would be your folder pathway;
    "*Your Hard Drive Name*(C:" ---> "Program Files" ---> "THQ" ---> "Dawn of War Soulstorm"
    then drop the three components/contents of my PDF-Guard Mod in there at you main Soulstorm directory folder.



  • STEP 5:
    Launch Vanilla Dawn of War - Soulstorm, then go to your Game Manager Tab in the main menu, you should see my mod "PDF-Guard Mod" click on it so the game should restart to launch the mod.



  • STEP 6:
    .............Good luck.... hopefully it didn't crash on you or give you a failed to load message, report back to me if in the comments below of my guide if my mod WORKED or DID NOT, I need to know from all of you, I'll do what I can to help you. you can contact me on either Steam chat here in the guide, D.M. me on Steam or on Discord if you need to "J.S.T. - Luigi#2162" is my User name, I'm just throwing options here. I'm way more active on Steam than Discord though.








IF YOU MADE IT PAST STEP 5 SUCCESSFULLY:


Then congratulations! Now you can go into either the corresponding gamemodes of the main menu:

- Multiplayer (*if anyone else has this mod besides me that is.*)
- Skirmish
and yes!
- CAMPAIGN! put it on the hardest difficulty though lol.
- or the Tutorial lmao, you can use the GotY P.D.F.- Guard units across all gamemodes in this mod.

Then choose the Imperial Guard for the campaign mode, or pick the P.D.F.- Guard in Skirmish, Multiplayer modes and you're great to go! Go fight some Xenos, Heretics, etc. and I'll let this experience do the rest of the talking. :)











v1.0.0 BETA Information & Preview - Pt. 1:


THE 4 NEW P.D.F.-I.G. UNITS:

You can see in the picture above there's not 3 but 4 new units you'll get with the I.G. race in this mod. I made a lot of modifications on their In-Game U.I. information, screen text U.I; and their actual squad attributes in the game. I'm going to go over where you can access them from which structures, their name I.D.s, and their damage output changes I did to them, and their status as their units in case you didn't read my Text Document like I suggested you should've earlier. I was going to try and name them...actually I'll go over that topic when I get to the units shortly.








The 4th Unit - GUARD Squad:
So I was going to originally name them "P.D.F. Guardsmen" but unfortunately due to my lack of knowledge on this kind of modding field cause I'm new at it.... I was doing something wrong that it caused me to not even save the names at all... For this reason I had to use already existing game assets of U.I. texts, I found "GUARD" in the Engine's text lists and I figured this will do for them until later in time when or if I get better at modding. I changed and added to their squad information as well, the three important things I changed about them as well is their damage output, their reinforcing/recruiting time and as you can see, their squad size. This is the 4th unit that was scrapped from Dawn of War - GOTY's Campaign, cause we know there were only three units we saw in that campaign, now originally these guys are exactly the same as the one we saw on screen in GOTY, so I what did i do? I took away their Weapon upgrades, and made them in MASSIVE squads of 25 MEN instead of 15. I'll go over their mass new changes I made to them if you want more information on them then please read my .text document

GUARD Squad Specifications:
  • Squad Size: 25 GUARDsmen.
  • Weapon Upgrades: 0.
  • HP Per GUARDsman: 60.
  • Morale Points (*MP*): 80.
  • Melee Damage: 10-13. (*originally was 18-22 melee damage*)
  • Ranged Damage: 20-24. (*originally was 21-32 ranged damage*)
  • Squad Reinforcing Time: 1 second. (*originally was 15 seconds....yeah...I know...horrible right?*)
  • Squad Structure Recruitment Time: About 1.6 seconds roughly.
  • Squad Cost: 0 Requisition, 0 Power and 2 Squad Cap.
  • Squad Reinforcement Cost: 0 Requisition and 0 Power.





They can be recruited from both the Imperial Guard's H.Q. Command.







And recruited from the Imperial Guard's Infantry Command.



So you probably know by now why I made a lot of changes on this 4th scrapped unit, it's pretty much because their unit
  • is or now in this case WAS the exact same copy of their sibling unit
  • so I made a fat change to the 4th missing unit.
v1.0.0 BETA Information & Preview Pt. 2


The 1st Unit - Guardsmen Squad:
Yep, us DoW-GOTY players remember these guys from the campaign, the Imperial Guardsmen from the 85th Defense Force Regiment of the Tartarus P.D.F; originally named "Imperial Guardsmen" but since the P.D.F. are lore wise not really part of the Imperial Guard and plus the I.G. race in the game are also called Imperial Guardsmen, I renamed these guys to just "Guardsmen". Plus you'll be able to tell the units apart from in game when using them, so in terms of what you see above I pretty much left their squad size and weapon upgrades alone cause I wan't these guys to stay as vanilla as I could get them. The multiple HUGE multiple changes I did to them was making them faster to reinforce, call in, their heavy weapon upgrades quite a bit faster, etc. I'll go over all their changes in the following, so here's what I did with the "guard_squad_soldier" unit:


Guardsmen Squad Specifications:
  • Squad Size: 15 Guardsmen.
  • Weapon Upgrades: 5.
  • HP Per Guardsman: 140. (*originally was 150*)
  • Squad MP: 120. (*originally was 250*)
  • Melee Damage: 10-13. (*originally was 18-22 melee damage as well*)
  • Ranged Damage: 20-24. (*originally was 21-32 ranged damage too*)
  • Squad Reinforcing Time: 2 seconds. (*originally was 15 seconds, again...terrible*)
  • Squad Structure Recruitment Time: About 2.6 seconds roughly.
  • Squad Cost: 0 Requisition, 0 Power and 2 Squad Cap.
  • Squad Reinforcement Cost: 0 Requisition and 0 Power.
  • Weapon Upgrade Cost: 0 Requisition and 0 Power.
  • Weapon Upgrade Time Cost: 5 seconds (*originally was 15 seconds, again....horrible*)





They can only be accessed from the Imperial Guard's Infantry Command, as of course it's because they do a lot more damage with their Plasma Guns'n Grenade Launchers, they have higher HP and MP than their GUARDs counter-part, so they're a tad bit more O.P. by just a little bit which is another reason why I left them at their vanilla squad size. As to these guys being still at 15-man squads they don't have as much men like the 25-man GUARD squads do, but the Guardsmen squad make up for this by having their weapon upgrades still. Now you're probably wondering why I weakened the GUARD's & Guardsmen's damage output, HP, MP and made the 4 P.D.F. units all FREE to requisition from the structures well to be fair with you there's a couple of good reasons I did this:

Reason 1:
They're actually really over powered when you buff up their Reinforcement Time in their squads, that's actually what made them really bad in the original Dawn of War - GOTY campaign, it wasn't their damage output being "worse" than the Imperial Guardsmen, it wasn't their morale being "worse" than the Imperial Guardsmen like people have been saying about these guys. That's not entirely true in fact that's not even true at all, it's actually the complete opposite cause the these guys originally had better squad strength 150 HP x 15 men = 2,250 HP max as a whole squad, and then on top of that their morale was originally 250 MP. They had better Lasgun damage, hand-to hand damage as well as I show above in my specs list being 21-32 ranged damage and 18-21 melee damage that's WAY MORE than the Imperial Guardsmen's Specs. Here's what the already Playable Imperial Guardsmen start out with without upgrading them:
- 13-15 melee damage
- 20-24 melee damage
- 160 HP per Guardsman
- 100 Morale
The only thing above that the P.D.F.-I.G. guys are originally outclassed by the Imperial Guardsmen is the fact they originally have 150 HP per soldier, but even then that's not much of a difference considering they have 15 men in their squads, so when I buffed up their reinforcing time to 2 seconds I already thought to myself as I was trying to get this mod finally be at least launchable these guys are gonna be way too freaking O.P. And to be honest that's honestly not even accurate to how the Planetary Defense Force are supposed to be lore wise, they're MUCH weaker, much less equipped, much more poorly trained, and much less disciplined than their Imperial Guard counter-part. So as what I did obviously do with the GUARD and Guardsmen squads is weaken them as much as I could, I probably should weaken them even more if I need to honestly, I don't know I'll put some thought into it, let me know what you guys think.

Reason 2:
I said this in my "Okay You Need to Read This" Text Document but if you didn't already read like like I told you to I'll say it again on here in fact I'll just quote it:
"THEY CANNOT CAPTURE RESOURCE POINTS; I'm sure there's a way for me to do it, and I think I know how but I didn't/don't want to risk this mod to crash so I left them as how they are by default on that, they also still use 2 Squad Cap so keep note that you'll still need Imperial Guardsmen squads called out to capture resource points. But don't be worried though, to make up for this I made it that they're free to requisition from the structures."
Which is why I made them free, that's really it for this second reason so let's move onto the last section of my mod's guide we're almost done reading here the last section is going to be shorter than this one I just needed to get these points out of the way first.














v1.0.0 BETA Information & Preview Pt. 3

The 2nd Unit - Leman Russ Tank:
There's really not anything I changed on the P.D.F.'s Leman Russ Artillery Tank, the only things I did was just add it's information U.I. texts from the the structure you can all it out from everything else about the tank is left how it is, although I might nerf it's armor material (*HP*) sometime in the next updates of this mod? Mainly cause well....you can really do so serious damage to the enemy when you got 10 of these things out on the battlefield, in fact I found out they all together as a Tank platoon of 10 Tanks they will actually DESTROY the Baneblade and other Relic units within a matter of a moment..... So I might bring down their Vanilla 2,000 HP to like 1,000 HP if do this, but for now the P.D.F.'s Leman Russ is left as how it is originally. Again I was going to name this tank to "P.D.F. Leman Russ Tank" and give it my own customized written texts but again....technical issues but most likely just being new at modding as I just started trying to use Corsix's Mod Studio Tool..... I'm still learning how to use the Mod Tools .... in time hopefully soon I'll figure all this out.

Leman Russ Specifications:
  • Structure Recruitment Time: Around 2.7 seconds roughly.
  • Unit Cost: 0 requisition, 0 power, and 2 Vehicle Cap.







The P.D.F.'s Leman Russ Tank can be accessed from the Mechanized Command, you don't need to research anything either so the P.D.F. Guardsmen troops can have their Tanks to come in and support them when they're in trouble. :)
















The 3rd Unit - Colonel Carus Brom (Commander Unit):
Ahhhh, yes Colonel Brom, us DoW-GOTY players all remember this guy from the campaign, I knew I had to just add him in with his guys cause the P.D.F. troops and shouldn't go into battle without their inspiring trust worthy colonel. So I didn't change anything with him either I left his stats alone, the only thing I changed is how fast he can be recruited from the corresponding structures, he takes literally a second to send out...I tried to make him take 3-4 seconds but for some reason he still only takes 1 second..... I'll have to figure out what's up with that, and that leads me to my next ISSUE I have with him currently at this time I'll say it again if you didn't read my text document like you guys should've/should before starting to play this BETA mod officially I'll quote the BIG issue I have with Colonel Brom, I'll just get this out of the way since you folks were pretty much going to instantly find out about the technical issue I have with him, I'll quote it from my text document:

"I have had trouble trying to make it you can only call in only ONE of him......but.... everyting I tried I still couldn't limit him.... so out of courtesy PLEASE DON'T spam a bunch of copies of Colonel Brom or I'll have to remove him in the next update of my mod....and I actually don't want to do that but I will if I'm hearing about people spamming duplicates of him...... if you're going to do that, do that in offline Skirmish Mode at least, so not Online Multiplayer cause you'll tick off other players, including me. So it is YOUR RESPONSABILY TO ONLY SEND OUT 1 COPY OF HIM IF YOUR GOING TO MAIN THE PDF-IG UNITS IN ONLINE PVP & CO-OP VS CPU MATCHES WHEN PLAYING AS THE IMPERIAL GUARD RACE. Unfortunately I wish I figured out by now how to limit him to only one copy of him and fix this attribute obstacle, at the current time of releasing this I haven't figured it
out yet.
"

Yeah.....so so out of courtesy for everyone here, just have some common sense and don't spam him, only call in 1 copy of him please.... I'm being serious here, I'd hate that I'll have to remove him from the I.G. structures you're all going to spam him....so don't be an *** please that'll be appreciated. Alright Now that I got that out of the way, I'll go over the structures he's accessible from.







Due to how surprisingly easy he dies actually? I made it that he's accessible from both the Imperial Guard's H.Q. Command.





And can be recruited from the from the Imperial Guard's Infantry Command so that your P.D.F. troops can still have their trusty Colonel to fight with them to the last man. In the name of the Emperor.


















V1.1.0 (*BETA*) FIX Update Preview:





DECEMBER 31, 2020 NEW YEAR'S UPDATE.
VERSION 1.1.0 (*BETA*) No Limit Colonel Brom FIX UPDATE IS HERE! :)










DECEMBER 31 RELEASE!
I finally figured how to fix Colonel Brom with only being 1 copy of him!

So I had to type up a new "Child" table and then add it into his main directory Data Table, I mean I already knew that but it didn't work, but I found out that was because I was typing it wrong lmao. it's a lot to explain honestly I'll just proceed to show-case it more:





When you call out Colonel Brom his Inside Structure Picture-Tab is removed when he comes out of the Infantry and H.Q. Command structures, this is because I made it you don't have to research anything for him, he's the 4th unit that is instantly accessible from the H.Q. Command. When he dies you'll be able to call him back in again and his Icon will re-appear in the structure again. :)







That's all for this Update, I made some some changes on the GUARD and Guardsmen squads as well, read my Text Document if you want so see what those changes are. Enjoy the v.1.1.0 FIX Update everyone! :)

















V1.1.1 (*BETA*) Update Preview and Information






The P.D.F. Leman Russ Tanks Change Update:


Well I'll go ahead and show you all what's in Version 1.1.1 cause there's a bit more I did than just update the P.D.F.'s Leman Russ Tank, I'll go that first cause I did make that the header of this section.





Their Leman Russ Tank NO LONGER DOES FRIENDLY-FIRE!:

That's right everyone! no longer their L.R.s do friendly fire anymore! No more of half of your P.D.F. Guardsmen dying from their own L.R.s accidentally killing them, that is now a thing of the past now in this mod! I won't bother going over how I did that, I explain how I did this in my "P.D.F.-I.G. Mod v1.1.1 Update" Text Document, so please proceed to read that when you're finished downloading v1.1.1. But there you have it for the P.D.F.'s Leman Russes are now 200 times more lovable now! :)







P.D.F. Guardsmen Squad Changes:
You can tell I made their Body Armor crappier cause they now have 100 HP Per Guardsman and their Morale is now down from 120 to 100 Morale as well, but to make up for this I Made it that their minimum Broken Morale has to reach 20. I also increased their recruitment and reinforcing times now they should ACTUALLY only take 2 seconds to recruit from the Imperial Guard's Infantry Commands now. They also take 1 second to reinforce a new Guardsman and Weapon Upgrade in their squads now.

GUARD squad Changes:
I increased their recruitment and reinforcing times as well, they should also ACTUALLY take 1 second to recruit from the Imperial Guard's Infantry and H.Q. Commands now. They now take 0.5 seconds to reinforce a new GUARDsman in their squads. their minimum broken Squad Morale is set 20 as well in order for them to break. I didn't bother putting in a new picture/screenshot cause I didn't change their Body Armor quality and their Morale they have, they still have 60 HP per GUARDsman and 80 MP.












The Total Annihilation WIN CONDITION from "Take and Hold", "Control Area" and "Economic Victory" now is its OWN STAND-ALONE w.c.!

It'll Be located at the very bottom of the Game Setup's Win Condition's list as shown below when setting up a battle in either Skirmish or Multiplayer with your friends or anyone that just has Version 1.1.1 Update of my mod.







When you load into the battle the game will pop up the message saying: "Objective Added: "Annihilate" just like regular Annihilate's Win Conditon does, but when you go to your Objectives Menu it won't say "Destroy the enemy's structures capable of producing units" like regular Annihilate's W.C. does, Instead you will see this:





And that is the objective, Annihilate both the enemy's unit-producing structures AND EVERY LAST of the the enemy's trooper/vehicle/builder standing! The battle won't end until you eradicate the enemy's entire force along with their unti-producing structures, Total Annihilation has now joined the P.D.F.-I.G. Mod (*BETA*) in Version 1.1.1's Update! :)






Once you've eradicated every last unit and unit-producing structure standing you'll see the regular Annihilate's message appear as shown above, just like when Total Annihilation's win/lose messages appear when in Take and Hold's, Control Area's and Economic Victory's win conditions.





There you have it everyone! That's Version 1.1.1 Update, have a great day everyone! :)






















V1.2.1 (*BETA*) Update Preview & Information:
1-13-2021 Texture FIX Update Release:

Hello Everyone! Update Version 1.2.1 is Focused only on getting the textures of the Planetary Defense Force GUARDsmen's and Guardsmen's shoulder-armor-pads, hands, lasguns, grenade launchers and plasma guns fixed! And the long time of this fix has been longed for by people like me, and I'm sure most likely all of you as well. The time has arrived at last that their FULL model textures are completely restored to how they're actually supposed to look from Dawn of War - Game of the Year and Winter Assault! Here is the texture issue that's been bugging me for a while and finally figured it out, once i figured it out I tested it in Dark Crusade's Mission Editor just to be sure and YES THE TEXTURES EVEN WORK IN DARK CRUSADE TOO!:



Screenshots taken in Dawn of War - Dark Crusade's Mission Editor 1.20


P.D.F. Guardsmen before the Textures were extracted in Dark Crusade.


P.D.F. Guardsmen AFTER the Textures were extracted in Dark Crusade.





P.D.F.-.I.G. Troops and Weapon Textures RESTORED From DoW-GotY:
All the Screenshots in the following are taken on Skirmish Mode in Dawn of War - Soulstorm in my Planetary Defense Force - I.G. Mod v1.2.1. I'll go over the two Units and their three weapons you're about to see, so let's proceed. :)



P.D.F. GUARDsmen troops armor-shoulder-pads, lasguns, and hands now FIXED!



P.D.F. Guardsmen troops armor-shoulder-pads, lasguns, and hands now FIXED as well!

I also want to throw this in real quick, I also increased how fast the P.D.F. Guardsmen get recruited from the Infantry Command structures, they should ACTUALLY take 2-3 seconds to send out now.

Their Plasma Guns textures are now fixed!

Their Grenade Lanchers textures restored as well! :)


Of course I did get some help from this as well, on being provided with the Tools that I needed in order to make this even possible, a big thanks to people out there on in the web for sharing their knowledge and experience. :)




Well! that's all everyone for Version 1.2.1 the P.D.F.-I.G. TEXTURE FIX Update, hope you all enjoy this update.




REMINDER:
Remember to comment below if any of you are having issues launching this mod, feel free to comment too if the mod IS working for you all, I want to make sure this is launching correctly for all of you.












V1.2.2 (*BETA*) Update Info. & Preview - Pt.1:
5 - 14 - 2022 Update:
___Well hello everyone! I'm back from my hiatus on this mod, I've been to busy testing for this mod and doing stuff with friends and family for the past year, you all probably thought I abandoned you all or something huh. Well? If you didn't? Then I'll be darned, thank you for having this unimaginable patience then I hope this will be worth the wait cause I've gotten a bit more experienced now with modding this game......kinda.... If you did think I abandoned you all? Then? Well? YOU THOUGHT WRONG LOL, but i can understand that it's been over a year now since I've released the last update. alright enough of my ranting on about this it's time to go over the big changes in this mod's update!





___So first and foremost I....did not manage to make time to get the custom screen texts to support any languages outside of the English and its variants.... so, this update has no custom in-game texts at all yet, it's going to be coming in V2.0.0's Update now. Which means V2.0.0 is going to be THEE BIG ONE.




A new win condition shown at the very bottom of the game setup's win conditions list.


A NEW WIN CONDITION HAS ARRIVED:
___That' right! I don't think I need to explain much with this one, mainly for two reasons, 1, a picture is worth a thousand words. 2, I explain what this Win condition is in my new Text Document for this update, so go read it like you need to. LOL






GUARD and Guardsmen Squad Changes:





P.D.F. Guardsmen capturing a Strategic Point.

GUARDsmen (*P.D.F. Guardsmen*):
___They can now capture Resource points at last! Now of course they cost resources to call out from the structures and reinforce new GUARDsmen but they are dirt cheap cause they die easily, if you want to know how much they cost and what else they can do now, you can read my Mod's Text document for full information on that. They also go in T-Pose cause well, these guys were literally never meant to capture points in the first place which is why they're standing like that as if they're MINGE-BOTs from Garry's Mod War of the Servers, if you don't know what Garry's Mod or War of the Severs are, or both, then go look up the game and War of the Servers on Youtube or Steam LOL, or heck! just go on my profile and go to the game's community hub! :D




P.D.F. Imperial Guardsmen and Colonel Brom capturing a Strategic Point.

Guardsmen (*P.D.F. Imperial Guardsmen*)
___The Guardsmen can also capture resource points like the GUARDsmen! They too now cost resources to call out, reinforce and upgrade to their heavy weapons, they're also more expensive thanthe GUARDsmen squads. For full information on how much they cost, and how they work now you can view the mod's V.1.2.2 Update's text document. I also made it they are faster to call out from the structures a little bit but still take a little longer to call out than the GUARDsmen. They also now have a CUSTOM SCREEN ICON TOO, you'll see it in a moment here.




P.D.F. Leman Russ Tank idling next to an H.Q. Command and Mech. Command.

Leman Russ (*P.D.F. Leman Russ*)
___Nothing really changed with their Leman Russes, just made they cost Resources to call out now, they're take just a little less time to get too. Again, for full information on this unit, see the mod's text document.




The colonel from the planet Tartarus himself.

Colonel Brom (Commander Unit)
___If you noticed, Colonel Brom has a custom icon of himself in morale blue outlining and arrows for his rally ability as shown above! But that's not all.

Colonel Brom rallying his troops and... TANK? o_O

__That's right, it's not the Space Marine Sergeant Rally ability anymore, and as you can tell it's not just only restoring morale, I'll have you read the mod's text document so you know exactly what it does, I'll just throw this hint out right now. It's O.P. it'll even make the Commissars jealous. LOL






















V1.2.2 (*BETA*) Update Info. & Preview - Pt.2:
A few changes has been Made with the Commissars and as well with Aesthetics:






A Commissar standing in formation with P.D.F. Guardsmen.

When that one dumb guy in your squad calls the Commissar fat ugly failed abortion.

Commissar:
___By request of Azurio from the comments section below, I have decided to do the unthinkable, yes, the Commissars can now execute the GUARDsman and Guardsman soldiers in cold blood like their Imperial Guardsman and Kasrkin Guardsman counter-parts, as shown above it can now be used on them as indicated above. Now to show the next two screenshots to prove as follows:


Commissar being a Commissar as usial, nothing new here.


A Commissar being a Commissar, again.

You're welcome Azurio, now it's there as an option for anyone that would feel like using it. Enjoy. :)












The carnage_guard_men and carnage_guard_wall bodies in game by default, screenshot taken in Dark Crusade's Mission Editor before their textures got fixed.

The carnage_guard_men and carnage_guard_wall bodies in game now, screenshot taken in Dark Crusade's Mission Editor after their textures got fixed.

Carnage_Guard_Men and Carnage_Guard_Wall Bodies:
___The textures on the Carnage_Guard bodies have been fixed, turns out Relic Entertainment had the textures reversed on the Carnage_Guard corpses with the playable ones, whoops. This kinda did bother for the longest time but I never really thought about really trying to fix this until just a week ago, so now this small but noticeable aesthetic overlooked error is now no more, the dead Guardsmen now look accordingly.












In-Game Camera:
___I changed how close the to the ground the camera can zoom in, I forgot to mention that in my text document, so I'll mention it here real quick, here in this mod's guide page. the Zoom Out is the same, but when you Zoom In however there is a noticeable difference however, it's nothing major though. There's also a big spoiler on what I'm anticipating in Update V2.0.0, if you go to my mod's Data Folder V1.2.2 directory, you'll see a "frontendmodels.lua" right below the "camera_me.lua" file, you can view the frontendmodels.lua file with Notepad or Wordpad and you can see what I'm planning in the next update. Or you can just read my text document like I keep telling you people to and you'll know what's coming. And that's all for this update, for more information about this update once more, read my mod's v1.2.2 Update's text document on what else I did. Enjoy everyone. :D















V2.0.0 Update Info. & Preview - Pt.1:


P.D.F.- Guard Mod v2.0.0 Introduction:
The day has finally come as last everyone the long 4-5 months of waiting for me to finally release this update is over, and just as I promised myself, and to all of you, the Original Planetary Defense Force - Guard units from Warhammer 40,000: Dawn of War - Game of the Year Edition in this mod are!...... actually, I won't spoil that just yet, it's too early in the guide section to just do that, just keep proceeding further below. ^_^


My bad about taking so dang long to get this all released to all of you, I take lots of pure careful dedication and time to make sure everything I present here on this guide with this mod and making sure this mod has NO SEVERE technical issues in-game while playing in real time doesn't occur, primarily avoiding any possible Fatal SCAR Errors, Fatal A.I. Errors, Fatal Sync Errors, Fatal Data Errors or Crashing To Desktop technical issues. I specifically don't want any of that accruing in this P.D.F.- Guard mod which is why I don't release these updates just wick-wack every day or two. When it comes to me making this mod and its updates, I thoroughly check make sure all those big technical issues NEVER OCCUR. Plus as usual I have a lot of life stuff that I have to do as well with friends, family, etc; then on top of that I'm a ONE-MAN Modding TEAM with this P.D.F.- Guard Mod putting all my effort and dedication into this mod.




Here's a screenshot showcasing what the front-end menu in my P.D.F.- Guard Mod's v2.0.0 Update looks like, this screenshot has been taken by one of my Steam friends:
https://steamcommunity.com/sharedfiles/filedetails/?id=2881341505



Well holy **** where do I start? Well I guess I'll start off with the fact that there's a **** TON of stuff I did in this mod's update, for this is the "BIG 2" after all. Prepare yourselves P.D.F.-Guard lovers and Default Faction lovers alike, cause there are TONS of changes I did to NOT just the P.D.F.- Guard units, but I also did changes to the 9 default factions! Before I briefly go over the changes I want to do a quick reminder here:



\=== PLEASE READ MY PDFGuard_DoWS_Mod v2.0.0 Update ===/
If you want the full information on this Mod's update with all the further detailed information, this guide's page is mainly for doing the easy download linking and all the pretty colorful screenshot showcasing and showing a basic idea of what's in this mod. I'll mainly be going over two important key things that I forgot to actually type in the ReadMe text document, I'll mostly be also going over the instructions on my .UCS file for this mod and the Tutorial in this guide as well as mainly showcasing the P.D.F.- Guard, so there's a lot to go over in this, so let's get into and go over those 1st 2 things I just mentioned.













JSTs_PDF_Guard_Mod.UCS File:
Language Supporting:
I successfully made my own custom .UCS file for this mod at last and it is ACTIVELY IN USE FOR UNITS of this update and the next updates to come! :D There is only one tad bit issue however, being an American (*or Unitedstatian is another name Brazilians have for Americans*) citizen, American English is my native language, I just didn't and won't have the actual time to sit down for weeks-STRAIGHT to actively make new copies .UCS file and physically RE-TYPE them in other foreign languages so my custom UI Screen texts can support all World-Wide languages outside of the English family. So in that regard, if you're Russian, Chinese, Italian, Portugal, German, French, Spanish, Greek, Nigerian, Israeli, Egyptian, or whatever other country of origin SPEAKING you ARE, IT IS NOW YOUR RESPONSIBILITY TO MANUALLY GO INTO MY .UCS FILE and RE-TRANSLATE MY ENTIRE TEXT LINES INTO YOUR NATIVE LANGUAGE YOU'RE PLAYING DAWN OF WAR IN. Sorry foreigners I actually did try to do this but the issue I was constantly facing and that I do have trying to do that, is that I only know English, I get constant life stuff happening so I only really get time to actually work on the more main stuff with my mod so that already takes time as I type slow, and finally...I'm only one person working on this mod dealing with constant troubleshooting\as well. I would love for you all to enjoy my mod's v2.0.0 update and further updates just as us English Native speaking players do, so my only solution to all foreign language speaking players is the following instructions I'm going to provide for you below. Hopefully this makes a difference in a good way:


Locating This Mod's .UCS File:
This is for you Foreign speaking players that play this game outside of the English family language specifically, the following folder pathway is where you'll need to go to find my mod's .UCS file:

"Dawn of War Soulstorm" ---> "PDFGuard_DoWS_Mod" ---> "Locale" ---> "English" ---> (*JSTs_PDF_Guard_Mod.ucs file*)

Once you find my .UCS file for this mod just open it up with Notepad and start re-translating it into corresponding language you're playing Dawn of War in. Unfortunately I haven't even gotten the time nor chance to really test this idea out myself with any of my other foreign language speaking friends so report back to me if this works for you folks or not, if it does, then GREAT!....But...if not? Then I'm sorry non-English speaking players... I don't know what other option there is that would work. <:/














V2.0.0 Update Info. & Preview - Pt.2:
A Teaser Screenshot of the P.D.F.- Guard coming to Unification Mod sometime in the future. Location, Warp Gate (2).

Tutorial Mode:
What You Need To Know:
I recommend you actually play the Tutorial in my mod when launching this reboot/revamp Update, as you may have been able to tell, yes, I completely renamed my entire mod from "PlanetaryDefenseForceIGMod" to "PDFGuard_DoWS_Mod" both the Mod's folder, module file and the ReadMe text document also renaming it to "PDF-Guard Mod" in-game. I did this so that you will actually be forced to have the Play Tutorial Message pop up on your screen when before heading into Campaign, Multiplayer and or Skirmish modes, I put A LOT OF TIME into getting the P.D.F.- Guard to finally be compatible for the Tutorial mode, this took me about literally just over a month to finally get it to work. So I'd appreciate you actually playing the tutorial cause of the following reasons below:

Reasons Of Jumping Right Into Tutorial At v2.0.0's First Launch:
  1. - I made it to where it defaults to the P.D.F.- Guard so you will jump right into using the Original DoW-GotY Guard units right when beginning your first play through of Update v2.0.0. So you can get their full experience right from the get-go. :)

  2. - I edited the Tutorial also to where it goes over all the important game play lessons that Vanilla Soulstorm skips and doesn't go over. So when being the P.D.F.- Guard in the tutorial especially, it goes over ALL KEY IMPORTANT COMBAT and UI TASKBAR MECHANICS. So I highly recommend playing this especially if you never really got to know how to play in depth and if you're still VERY NEW or UNFAMILIAR with Warhammer 40,000: Dawn of War 1.

  3. - Finally reason 3, again, I went through so much of frustration, constant repeat of troubleshooting, checking for any Fatal A.I; SCAR, Data, Sync, and worst of all...Crashing To Desktop HELL to get the P.D.F.-Guard's Tutorial to finally work without UN-AVOIDABLE Tech issues.

So I'll really appreciate it if you just play the dang tutorial at LEAST ONCE, then you won't have to touch it ever again lol, If you're going to then crap thank you for if you're about to play it after reading this guide and its v2.0.0 sections (*+ Any Later Updates in this guide as well on top of reading the ReadMe Text Document. As for those of you that are going to just not play the P.D.F.- Guard Tutorial that I put too much hard work into....**** you... this is supposed to be a huge *** hype for what the P.D.F.- Guard units are now in this update, this legit is my LARGEST UPDATE I have done yet! Like I'm serious you guy/gals how the **** are not going to just jump into the P.D.F.- Guard's Tutorial?! Just play the dang tutorial it doesn't take long, it's roughly like 15 minutes or 10 minutes tops with the learning session, that's not much to do, but as for players that KNOW ALL game play mechanics from A to Z then I understand if you folks want to not play my hard work I'm not referring to you folks too much but I would like it if you players play it just once to see what I did in it. I'm referring to you players who don't know much still with game play mechanics and are new or unfamiliar with Dawn of War still, so newcomers and noobs, play the dang tutorial after reading all of this, the text document, and installing this mod's reboot/revamp update.





P.D.F.- Guard's Tutorial Instructions - PLEASE READ:

It Took me way too much time for me to get the P.D.F.- Guard's Tutorial to finally work enough to where it's actually playable now with no Fatal Etc. technical issues to occur. The only way i was able pull this off was by just heavily re-using/re-cycling the Imperial Guard's Tutorial script. There is instructions I need to tell you in order to play the Tutorial avoiding some technical issues, not following instructions will you to be lost and you'll have to restart it.

When doing lessons in the P.D.F.- Guard's Tutorial, you literally need to not do anything, do as the tutorial says, what it says and WHEN it says, you do this RIGHT after the messages talk, you'll be fine. Here are the following recycled Imperial Guard lessons on which units are which.

Imperial Guard = P.D.F.- Guard Units\Structures:
  • "Guardsmen" = both P.D.F. Guardsmen & P.D.F. Imperial Guardsmen Infantry squads.
  • "Commissar" = Colonel Carus Brom
  • "Leman Russ" = P.D.F. Leman Russ
  • "Field/Infantry Command" = P.D.F.- Guard H.Q. Bunker
So when you hear those following words you know now which units are which. just keep this in mind and you'll be fine not running into any technical issues.


Lesson 2: Build P.D.F.-Guard Infantry:
When it tells you to build a "Guardsmen" squad make sure you call out both the P.D.F. Guardsmen and P.D.F. Imperial Guardsmen squad otherwise you will NOT proceed to Lesson 5 and you'll have to restart the tutorial.


Lesson 6: Garrisoning\Un-Garrisoning Units:
You'll basically be garrisoning and un-garrisoning your units into this structure when right after the recycled Imperial Guard Field Command and Infantry Command lines are said, you'll have a certain amount of seconds to do these lessons or else it just skips onto the next lesson.


Lessons 9 and 10: Colonel Brom:
Colonel Brom uses the Commissar's lessons you only have a certain amount of seconds to complete his lessons or else it just moves you onto the next lessons.



Lesson 18: Build P.D.F. Leman Russ
This one will be pretty obvious out of all of them, once you here the recycled Imperial Guard Leman Russ line, you'll have 5 seconds to call out the P.D.F. Leman Russ Tank until it moves you onto the end of the lesson.


As far as everything else goes in the P.D.F.- Guard's Tutorial, you should be fine, just make sure for 100% safe measures just do the lessons right after the messages are done being said. On a further ado, that wraps up the tutorial technical tips from me to all of you. Now it's time for the main point of this mod's update.










V2.0.0 Update Info. & Preview - Pt.3:
Second screenshot teaser of the P.D.F.- Guard coming to Unification Mod, same map location, Warp Gate (2)


The Big Part of v2.0.0 Update:
Alright, you all if not most of you likely know by now or have figured it out just from the tutorial section, yes.


NEW PLAYABLE FACTION, P.D.F.- Guard:




That's right everyone you (*....probably..*) guessed it! Colonel Brom, the Guardsmen and the Leman Russ Tank units of the original guard from DoW-GotY are now their OWN INDEPENDENT PLAYABLE FACTION for Multiplayer and Skirmish Mode! Not only that, but they are STILL PLAYABLE in the CAMPAIGN as well, you just have to be the Imperial Guard faction and you're good to go use them! :D They're not A.I. supported by the way, only human supported, so if you're just testing stuff, in Skirmish like maps, units, etc. they're a good "Dummy" faction for that regard, so you might want to be careful about picking the A.I.'s faction selection to "Random" cause there's a 1/10 chance it'll pick them into the match. This is the big change of making them their own separate independent playable faction that has taken shape in v2.0.0's update as well as with their own new structure to come out from. And because of them being their own faction now, what's a faction without some preset schemes from the Army Painter of the game, so therefor, here are the following preset schemes\forces I made for the P.D.F.- Guard Faction:

Preset Army Painter Schemes:
  • "P.D.F.- Guard" - (Default Generic Scheme)
  • "Kuaravan Defense Force" - (DoW-S)
  • "Kronus Defense Force" - (DoW-DC)
  • "Lorn Defense Force" - (DoW-WA)
  • "Tartarus Defense Force" - (DoW-GotY)
  • "37th Tartarus I.G. Regiment" - (DoW-GotY)
  • "Tartarus Defense Force Alpha" - (DoW-GotY)
  • "Blood Ravens 3rd Co. Support" - (DoW-GotY)
  • "Tartarus Defense Force Delta" - (DoW-GotY)

Now of course there's one more force from Dawn of War - Game of the Year's campaign which is the "Damned Imperial Guard" in which you encounter somewhere towards the end of mission 9 or 8 I think. I added them into this mod's update but they're not a scheme though, I made them as a new unit instead, I go over that in my ReadMe text document, plus I spoil them in the following sections of this mod guide's page.












New Loading Screens:
I made a current total of 56 NEW CUSTOM Loading Screens into this mod's Update with more on the way in the next updates to follow! Here's a sample showing 6 of them IN-GAME. I just did battles and saved playbacks then paused the playbacks and turned off the UI Taskbar, which is pretty much how I managed to make these loading screens in the first place. :D

all_46_pdfguard_extra_tankinfantrycharge


all_21_pdfguard_vs_eldar_overrun


all_51_evilpdfguard_vs_impgrd412cadian


pdf_guard_race_03


all_13_pdfguard_vs_eldar


all_40_pdfguard_extra_fire


When starting up a battle you will have a 50/50% chance/ratio of getting my custom added loading screens, but yes, I glorified this update like crazy, so once you start up this mod, you will KNOW you started up this mod for sure. Now it's time to finally go over the CHANGES I made to all the 9 default playable factions :D



New A.I. Structure - "Hexed AI For DXP3":
I also will quickly mention that I made a whole new Improved Vanilla A.I. Structure in this update, this A.I. is pretty much like the default game's A.I. but they ARE MUCH MORE AGGRESSIVE BY A LOT. I tampered with the A.I.'s resource income so they will be able to bum rush your forces non-stop within just moments ON EASY difficulty, so for those that complain about the default A.I. being too easy for them, this resource increase and made my hexed modified copy of the default A.I. is the answer to that problem. If you want more information on this A.I. and instructions on how to switch back to the Dawn of Skirmish A.I. with all the warnings just locate my text document in this following path to the mod:
"Dawn of War Soulstorm" ---> "PDFGuard_DoWS_Mod" ---> "Data" ---> "Ai"
Look for the "Hexed AI For DXP3 - PLEASE READ" text document, if you read that you will know exactly what to do and all the cautions I put in there.
So I needed to throw that in here real quick, to be completely informed and instructed 100% with this mod and it's updates these are the following contents I strongly recommend you reading before doing anything with this mod:

  • The Download section (*very top section of this mod's guide page.*)
  • This mod's guide page and its latest update sections. (*Always located towards the very bottom of this guide.*)
  • The mod's ReadMe text document.
  • Hexed AI For DXP3 - PLEASE READ text document.

There's a lot of reading here, but the more important information with this update the more you read the better and the more you'll know about this mod's update and how it works. Now that the A.I. part is out of the way, time to go over the changes with the 9 default factions as well as already brand new changes done to the the P.D.F.- Guard themselves.














Faction Changes:
Of course, since the P.D.F.- Guard became their own independent faction, I quickly found out in early battle that because of how dirt cheap they are, massive their numbers are, and how fast they can call in reinforcements, I quickly learned the 9 default factions needed to be buffed up in some sort of a way or other. So I quickly made haste and looked at and saw what I could do with the 9 default factions for human players, from Chaos all the way to Ta'u Empire, each faction has gotten either a MASSIVE BUFF or just got buffed to be able survive in early battle against P.D.F.- Guard players.




V2.0.0 Update Info. & Preview - Pt.4:
CHAOS:
Chaos got a brand new unit as will be shown below, along with the fact that the Chaos Marine squads got all their heavy weapon upgrades restored back into this mod's update from what they once had in Warhammer 40,000: Dawn of War - Game of the Year. Chaos Marines are now finally back in town with what they once had as it is stated in the following quote:

Changes from Dawn of War - Game of the Year to Winter Assault:

"Many of the units available in Dawn of War were simplified, reduced or limited for the Winter Assault expansion. For example; The Chaos Space Marines lost the ability to upgrade to any heavy weapons other than the heavy bolter and plasma gun."
- Source, Wikipedia

So when I noticed this, I decided to bring back all their weapon upgrades into this mod's update, it never made sense to me as to why Relic Entertainment reduced their weapon upgrades since W.A. to begin with. I get the Imperial Guard are weak but heck, just give the guardsmen more troops and make them cheaper then it's good. Here are the pictures of their new unit I made for Chaos, I'll just let the pictures do the talking, if you want their full stats you can look into the ReadMe text document.



The "Damned Imperial Guard" from DoW-GotY's campaign, I hexed their models and textures to suit them for Chaos, this took me so much time and troubleshooting to finally fix them...but! I got them done, ready for action! You're welcome Chaos players. :D

I forgot to mention real briefly that I changed Chaos's Army Painter Preview Units, I switched the preview vehicle to the Chaos Predator Tank, then added in the Damned Imperial Guardsman into the Army Painter as well.












DARK ELDAR:
I made it so the Archon Command Squad no longer uses up squad capacity anymore, it never personally made sense to me why some commander units use up squad cap and others don't, this is only apparent in MP/Skm modes, but in SP modes this isn't the case. But that's the joy of modding though, you can do whatever the **** you want in your mods! :D

For Warrior Squads I brought up their squad sizes up to 7 from 6, I thought why the heck not, this will be another buff up for the Dark Eldar against the P.D.F.- Guard in early battle, and 7 squad members for these guys doesn't seem too much nor too little, it's just right.

The Wych squads all got HP increases for both SP and MP/Skm modes, I also increased their squad sizes up to 8 squad members now and I made it that the Wyches now only take up 2 squad cap instead of 3, these are all the buff ups for the Dark Eldar against the P.D.F.- Guard.












ELDAR:
The Eldar Farseer commanders for both MP/Skm and SP modes got an HP increase to become more durable, their physic and eldritch storms do an insane amount of increased damage now to challenge the P.D.F.- Guard. Guardian squads are now also able to be called out from the Aspect portal and the Webway Gate structures, they're an all around unit for the Eldar now. Guardian troops Shuriken Catapult Assault Rifles also do an increased amount of ranged damage. There are now 3 NEW UNITS ADDED to the ELDAR specifically for challenging against the P.D.F.- Guard, these three commanders from the DoW-GotY, WA/DC and S's campaign stories. Eldar players\fans, I proudly present to all of you the three new Farseers!

The 3 known farseers of the Ulthwe and Biel-Tan Craftworld military forces from all 4 Warhammer 40,000: Dawn of War 1 campaigns.


Farseer Caeryes:

Farseer Caeryes is a Tier 2 commander that is accessed after reaching Tier II which is building the Soul Shrine + obtaining the Imbue: Fortune Research. She's not that much more powerful than the default Farseer you start out with, but she is good for holding back the P.D.F.- Guard if you're getting overrun. She has her own custom UI screen text name and description lines. :D


Farseer Taldeer:

Unlike Farseer Caeryes's model just being a modified copy of the default farseer, Taldeer's model uses the previous model design from GotY and WA expansions, you may already have noticed already in the screenshot above. You unlock Farsser Taldeer as a Tier III commander after obtaining the Mobilize for War Research, she's more powerful, durable and does way more damage than Caeryes does, all of Taldeer's abilities do not require any research and her abilities recharge at a much faster rate than Caeryes's do.


Farseer Macha:

Farseer Macha is a Tier IV commander that is unlocked at the end of you tiering all the way up after finally obtaining the Annihilate The Enemy Research upgrade, which is where and when she comes in to finally reign down destruction and absolute catastrophic mayhem on Colonel Brom and his men in the battlefield. Farseer Macha is the most powerful farseer you unlock for the Eldar in update v2.0.0, she doubles in HP, damage output from Taldeer, plus her abilities all recharge instantly after using them, so she's able to use her abilities as she pleases. These three farseers are accessed from both the H.Q; Aspect Portal and the Webway Gate structures, if you want to know full information on these three new farseers with their status read this mod's ReadMe text document.

Farseer Veteran Upgrades 1 and 2 greatly increase HP, HP regeneration rates and melee damage output on Farseer Caeryes, Taldeer and Macha doubling their danger level on the P.D.F.- Guard.












IMPERIAL GUARD:
Lots of buff ups have been made as they desperately will need it as they pretty much are closely related or similar to the P.D.F.- Guard in a sense of just being normal ordinary human soldiers (*for the most part besides the Priests, Psychers and Ogryns is that regard...*) when comparing the P.D.F.- Guard to their Imperial Guard relatives here, the P.D.F. are like a glorified S.W.A.T. Team to the I.G. if you will.

So to start off, the Imperial Guardsmen squads now cost only 120 requisition resource to call out now instead of 160 requisition and now switched the price with the Command Squad being 160 requisition and still being 25 power but fret not cause the Command Squad now no longer uses up Squad Cap, so now you're able to have a full platoon of Imperial Guard infantry with the commander squadron to add on top of that. This was yet another odd thing I never understood about the SP commander units not using up cap but the regular ones in MP/Skm mode do, so I did this change to the I.G.'s commander unit too.

The Kasrkin Guardsmen squads now only use up 2 cap and you can call in 2 squads of them now instead of only one, I also messed with their weapon upgrades with in particular their plasma gun -
V2.0.0 Update Info. & Preview - Pt.5:
- costing 20 requisition and 30 power to get the upgrades now, but in exchange making them more expensive, I increased the firing range on the Plasma Gun upgrades immensely. The Ogryn squads now only use up 2 squad cap instead of 3, as well for the SP mode Ogryns have immense improvements now too. As for the Imperial Guardsmen squads again, their Plasma Gun upgrades have been re-priced to 20 requisition and 30 power now on top of their firing range being increased greatly, as for the honor guard Imperial Guardsmen squads in SP mode their size increases with the Battle Command H.Q. addon to 12 men now, as for the Regimental Command H.Q. addon, all Imperial Guardsmen squads increase up to 15 men now! If you want full detailed information with these changes please read the mod's ReadMe text document.












NECRONS:
Oh-HOOOHOHOO Man, these undead homicidal skeleton robots have gotten a MASSIVE load of changes in the mod's update, so prepare yourselves Necron players, you're not going to believe what i did to these robo-skeletors. Allow this quote to start this off. ^_^

"Poor Necrons. They've gone from the most powerful race in the game in DC to be towards the bottom in SS."

Source, RTS Sanctuary - https://www.rts-sanctuary.com/RTS-Sanctuary/showtopic=181311
Source, LRBreen from Gamepot.com - https://gamefaqs.gamespot.com/boards/943419-warhammer-40000-dawn-of-war-soulstorm/42087903

The Necrons got massively nerfed in Soulstorm pretty much, so since the P.D.F.- Guard units are their own faction now, and it would be horribly hectic for you Necron players against P.D.F.- Guard players, guess what I did. ^_^

I REVERTED THE NECRONS BACK TO THEIR DARK CRUSADE STATUS! Well, mostly, there was a few table values I could not locate and find to revert back, but in exchange to make up for that, I kept all the buff ups in Soulstorm on top of their DC stats! So the Necrons have regained their their title in being the scariest faction to fight against in battle now! All resource and time bonuses are buffed up once again, that includes buffing up the recruit and research time speeds with the Necron listening posts. Also made it that the Necron Lord's armor points only reduce down to 80% instead of 5%, so his HP is the same but is still harder to kill now. For full detailed information on these changes refer to the "PDFGuard_DoWS_Mod v2.0.0 Update" text document.












ORKS:
Just like Chaos, the Orks too got nerfed long ago ever since Winter Assault's expansion when the Imperial Guard was introduced as a playable faction, and since then the following has been kept this way up to vanilla Soulstorm:

Changes from Dawn of War - Game of the Year to Dawn of War - Winter Assault:

"Many of the units available in Dawn of War were simplified, reduced or limited for the Winter Assault expansion. For example, limitations were applied to the Orks, who lost most of their upgrade choices and became limited in their weapon choices. Some units, including most of the Ork army, also lost the ability to use grenades."
- Source, Wikipedia

When I finally caught onto this I knew I had to bring back their stuff they once had, so I'd like to announce that I brought back the Ork infantry's weapon upgrades, ALL OF THEM, including their Stikk Bombs. Also top these restores I made it that Ork Slugga and Shoota Boys all start out with 8 squad members at minimum when called out of their corresponding structures. Full information is provided in the "PDFGuard_DoWS_Mod v2.0.0 Update" text document.












SISTERS OF BATTLE:
Poor Sisters Of Battle, they are actually I have found out are the weakest faction in vanilla Dawn of War - Soulstorm from damage output, to HP stats etc..... but mostly I found out, is damage output, so in this update, the S.O.B. got their fair share of getting buff ups as well. The Canoness Commander got an HP increase to be more resilient in combat, that Battle Sister troops Bolter Assault Rifles now do just as much damage as the Space Marines Bolter A.R.s do. Celestian soldiers I found out they can really **** up anyone in their path....if they had more troops in their squads that is...so what I did is I brought up their squad size of regular squad members from 5 to now 8 regular squad members now!

That's not all either, Repentia Sisters now have an increased amount of HP as well as their quad leaders, I also made it that you can now call out 5 Repentia squads instead of 3 and they use up only 2 squad cap now instead of taking up 3. I attempted to make the Repentia's Righteous Fervor ability does way less self inflicting damage which will allow you to use their ability without too much of the worry killing them fast, instead it's supposed to take a really long time to kill themselves with the ability on now. This all applies to the SP mode Repentia melee troops as well, the Repentia sisters are a force to now not be messed with.

The Exorcist Artillery Tanks now do a **** ton of more increased physical damage as well as armor piercing damage still. Making their Artillery unit a huge threat for the P.D.F.- Guard now, which overall, the Sisters of Battle are in fact not really so much the weakest faction anymore in v2.0.0's update. The Sisters of Battle faction's threat level now rises, so you're you're welcome S.O.B. players, bring down havoc on the battlefield. ;)












SPACE MARINES:
As for the Space Marines, they indeed can call in 40 produced squads in ALL OF their Orbital Relay Drop Pod buildings in this mod's update, so the S.M.s can now call down a full on airborne assault on the enemy base! The Space Marines can now come down from the skies, this will in fact put a mass advantage against the P.D.F.- Guard horde.

As for Terminators they can now have up to 6 weapon upgrades instead of just only being able to obtain 2, which will allow you to get 6 mini-guns for them now! The Terminators also only use up 2 squad cap instead 3, plus you can call out 2 squads of them now! Both MP/Skm and SP versions are brought up to squad sizes of 8 members total, the SP versions also get 7 weapon upgrades, another type of SP Terminators can fill up every single squad member with a heavy weapon upgrade to all 8 member.

Whirlwind Artillery Tanks are no longer a useless waste of vehicles, cause they now only use up 2 vehicle cap instead of 3, but most of all to top on that you can now call out 3 OF THEM to the field! The Space Marines at last have some few but very helpful buff ups for fending off the Glorified Law Enforcement Human Swarm P.D.F.- Guard.












TA'U EMPIRE:
Well, of course, I couldn't forget about giving the Ta'u Empire having them some buff ups as well since all the other factions got buffed to be more prepared against the P.D.F.- Guard in battle. The Ta'u Empire are already pretty dang powerful in the first place, so here's their buff ups I gave them in this update. For the Fire Warrior Teams they now start out with 5 squad members when called out of the infantry buildings, so you only have to reinforce just the last 6th squad member now.

All campaign mode versions start out with their squad sized filled up all the way so there are no needs in reinforcing the honor guard Fire Warrior Teams anymore. This full squad start-out size also applies to the Fire Warrior Bodyguard squad as well.

Pathfinder Teams are now increased to squad sizes of 8 troops total, they start out with 5 -
V2.0.0 Update Info. & Preview - Pt.6:
- troops when called into the field. As far as all campaign versions of Pathfinder squads go, they're also brought up to to 8 troops total, but they start out full maxed in squad size so you don't need to reinforce then when they first show up to the field. :D For full detailed information on the changes for the 9 default factions, please read the mod's text document as a reminder.












P.D.F.- GUARD:
Ah yes the Planetary Defense Force - Guard, well of course at this point you may know already, yes. They are their own independent playable faction, and since they are, it's time to go over all the new stuff added to Colonel Brom and his men! This is the ultimate big thing we have all been waiting too long for, as of them coming in as their own faction, so therefor we'll go over the changes that I made with the P.D.F.- Guard units as well as some new things that I added into this new playable faction. To start off, I'll go over their faction specifications:

- Income Capacity is 30 power resource and 40 requisition resource.
- They do not have any researches.
- Their Race Details are for their in-game screen name ID is "P.D.F.- Guard", and of course, they're playable. (DUHHH)
- Their Race Path are not having any building path, their projectile path uses NPC projectiles, their speech path is the shared single player sounds, their squad path is the NPC squads, their taskbar is the Imperial Guard's and their unit path are the NPC's troops.
- Their Race Squad Capacity Tables are 20 base squad+support caps, their max squad+support caps are 20 total, so 20 is their fixated squad and vehicle caps.
- Their Starting Building is the P.D.F.- Guard H.Q. Bunker.
- Starting Resources for Normal is 1,000 power and requisition resources. As for Quickstart it's 10,000 power and requisition resource.
- Their Starting squad at start is a squad of P.D.F. Imperial Guardsmen.
- Their Team Color Preview units are the P.D.F. Guardsman and the P.D.F. Leman Russ tank.

Now it is time to briefly go over the changes that I made to the units, and how I managed to make them supported for Single Player Campaign. :D





P.D.F. Guardsmen:

It now takes 0.2 seconds to call them out into the field instead of 0.1 and their reinforcing time with squad members is 0.1 seconds again. The P.D.F. Guardsmen (*previously named the GUARDsmen in this mod*) now have custom UI screen text names and added descriptions at last they finally now have their own custom names and descriptions that I added to them! They also have a SP version for the Campaign mode, which are called out from the Imperial Guard's Infantry and H.Q. Command structures still, they only appear in the Imperial Guard in single player mode. :D



P.D.F. Imperial Guardsmen:

It now takes just under 1 second to call them out to the field instead of 1.2 seconds, their reinforcing time is reverted back to 0.5 seconds instead of 0.6 seconds. The P.D.F. Imperial Guardsmen troops now have custom UI screen text names and added descriptions at last added to them just like the P.D.F. Guardsmen do! They also have a SP version for the Campaign mode, they're accessed from the I.G.'s Infantry Command structures still, they only appear in the Imperial Guard when playing single player mode. :)



P.D.F. Leman Russ:

The P.D.F. Leman Russ tank's Heavy Bolter Machine Guns now longer have armor-piercing rounds anymore, only their main battle cannon does armor-piercing now, this has been done in attempt to not overwhelm vanilla factions especially in early battle. The P.D.F. Leman Russ is now custom named as well and no longer just named "Leman Russ" anymore, along with a couple of custom UI screen text lines added into it's UI description as shown. An SP version is made as well for using them when being the Imperial Guard in the campaign mode and only appears in that mode, the P.D.F. Leman Russ is accessed from the Mechanized Command. :D



Colonel Carus Brom (Commander Unit):

Colonel Brom's Rally ability has been further fixed to where it doesn't cause an un-needed excess of morale to all squads nearby finally. Instead just making nearby squads morale not breaking, his ability's radius now is increased up to 35 meters from 30 meters. Colonel Brom also has custom UI screen text lines added to him an his Rally ability, he is official now! :D


BRAND NEW STRUCTURE:



P.D.F.- Guard H.Q. Bunker:

The "Planetary Defense Force - Guard Head Quarters Bunker" is the full name of their one and only starting structure, the cool thing I did with this structure is I made it that it gets its own Long Range Scanner that recharges MUCH faster than the Imperial Guard's does. Not only that but a the structure actually makes its mounted weapons fire regardless if troops garrisoned inside or not, making the P.D.F.- Guard H.Q. Bunker able to defend itself from enemy units getting 25 meters within its radius.



The P.D.F.- Guard structure's model and textures are COMPLETELY HEXED as well! Meaning the Imperial Guard's team coloring schemes WILL NOT EFFECT the TEXTURES on this structure, team color bleeding will not be a thing! I also made a custom banner for the P.D.F.- Guard H.Q.'s ♥♥♥ as shown above in the screenshot, I also color schemed this structure to P.D.F. theme myself to make this copied and hexed Imperial Guard H.Q. command official for these guys. :D As you're able to tell I have made and added custom UI screen text lines, everything you see in the screenshot of its UI description above to what it does. Be careful though my fellow P.D.F. fans, the P.D.F.- Guard can't build at all so your men must guard and protect the H.Q. structure with their lives, ESPECIALLY in Destroy H.Q. Win Condition, they can't have a building path in the first place or else this mod will crash. That's pretty much why I didn't give them a building\construction path. But other than that regard, this makes it fair in a way since the P.D.F.- Guard can overrun the default factions in early battle, so it balances out the battle outcome a bit.


BRAND NEW P.D.F.- GUARD UNITS INTRODUCED:



P.D.F. Chimera:

I actually created the P.D.F. Chimera back earlier in the year of 2022, it was requested by my friend that posted the screenshot of my P.D.F.- Guard Mod front-end menu title screen, at first I was reluctant about it until my friend did some research on what the Planetary Defense Force - Guard have in their arsenal, consisting of Guardsman soldiers, horrible quality Leman Russ tanks, and well, Chimera A.P.C.s. So after that was discussed, I went ahead to making this unit for them, but it was -
V2.0.0 Update Info. & Preview - Pt.7:
- in other mods I made as a prototype until I'd figure out how to hex the model and textures for the dang thing, but that time has at last finally arrived. So everyone I'll go ahead and let the screenshot above my custom UI screen text name and descriptions explain on what this unit does, I'll just further explain its specifications. The P.D.F. Chimera costs 15 Requisition and 18 Power to call out, so not quite as much as the P.D.F. Leman Russ but still more overall resources than the P.D.F. Imperial Guardsmen squads to field. The P.D.F. Chimera does not have armor piercing laser rounds like its Imperial Guard counter-part does, but however, there is no limit on how many of these you can call out into the battlefield, it's also defaulted to "Stand Ground Stance", this same rule applies to the P.D.F. Leman Russ tanks as well, I forgot to mention that earlier. The P.D.F. Chimera in not accessible in the Campaign, this unit is exclusively for MP/Skm mode only, due to time constraints of releasing this mod's update as soon as possible, but MAINLY to avoid any possible scheme color bleeding in MP/Skm mode, so an SP version of this unit will most likely not happen for a while and plus I don't really think a lot of people play the campaign much anyway, plus that'll eat up slots in the structures of the I.G. as well, so only the 4 ORIGINAL P.D.F.- GUARD UNITS ARE USABLE IN THE CAMPAIGN.


This is the what the P.D.F. Chimera is supposed to be, the destroyed Chimera that you see in some maps the destroyed Chimera map prop has now been brought back to life in its pre-destroyed state completely restored and ready to transport Colonel Brom and his P.D.F.- Guard infantry squads into battle! This was really tedious, frustrating to finally hex this vehicle completely, it was a pain but the result of achieving to restore the destroyed Chimera map prop and bringing it to life as a playable unit for the P.D.F.- Guard was worth it for sure. You can see the total similarities if not identical colors between the original destroyed one and the playable on right next to each other above, Now for the last but not least, time to present the next NEW P.D.F.-Guard UNIT. :D



P.D.F. Machine Gun Team:

TYRANT TOPPAT! BY YOUR REQUEST, IS ONE OF THE BIG REASONS WHY THIS UPDATE TOOK ME SO DANG LONG TO FINALLY GET V2.0.0 UPDATE RELEASED FOR PUBLIC USE MAN! I DID THE UNTHINKABLE, I TOOK THE FRUSTRATING TIME TO FINALLY BRING THE HEAVY BOLTER MACHINE GUN MAP PROP TO LIFE AS A UNIT FOR THE P.D.F-GUARD LIKE YOU REQUESTED! :D I even HEXED/RE-COLORED the Guardsmen MG Gunners to look like the main P.D.F. Guardsmen troops, it's not quite exact still but it's VERY CLOSE THOUGH!



So that's the Machine Gunner Guardsmen troops in comparison to the original P.D.F. Guardsmen troops for you, the second important part of course Tyrant Toppat is the Machine Gun itself, so feast your eyes ladies and gentlemen, for the second BIG PART of bring the machine gun map prop to life!



The Bolter Machine Gun map prop is now brought to life to the form of the P.D.F. M.G. Team, it's even colored EXACTLY LIKE IT AS SHOWN ABOVE! Now as for this 2nd brand new P.D.F. unit, there's quite a few combat differences with the P.D.F. Machine Gun Team in comparison with their I.G. Heavy Weapons Team counter-part, they do not have armor piercing rounds so they do 0 armor piecing and they don't have Auto-cannon nor Las-cannon upgrades whatsoever, that is their cons. Their Pros however, they have an incredible amount on increased firing range, they are able to deploy\entrench and uproot a lot faster than the Heavy Weapons Teams can, which puts them at a bit of a different dynamic advantage. The other Pros and Cons they have is they have literally half of the amount of HP their I.G. M.G. relatives have, these guys are supposed to be P.D.F. Guardsmen after all, so I made their body armor a lot less durable, so they'll die a lot easier, so this is their Con; Their other Pro in exchange for this is when they entrench/deploy, their HP regenerates incredibly fast because of their fortification sandbags/razor-wire covering them against enemy ranged attacks. They cost 20 requisition and power to call out and 1.7 seconds roughly to call out from the P.D.F.- Guard H.Q. Bunker. These guys are not usable in the Campaign either, they can only be used in MP/Skm modes only for the same reasons as the P.D.F. Chimera unit.

There you go Tyrant Toppat, your request has been fulfilled, this was **** to pull this off but I at last did it, you are greatly welcome. :D





Time for a Quick Recap of all the P.D.F.- Guard Units now because why the **** not?! :D


P.D.F.- Guard H.Q. Bunker


P.D.F. Guardsmen


P.D.F. Imperial Guardsmen


P.D.F. Leman Russ


Colonel Carus Brom


P.D.F. Chimera


P.D.F. Machine Gun Team

Oh yeah I forgot to mention that I made it the P.D.F.- Guard units all have hotkeys, for the sake of increasing convenience of calling out units or at least expanding the convenience that is. :D





Remember if you want full detailed information on all these units with what I did and how I managed to hex these models and textures please read my Mod's PDFGuard_DoWS_Mod v2.0.0 Update ReadMe text document I strongly urge you folks to do so!












V2.0.0 Update Info. & Preview - Pt.8:




New Win Conditions And Changes To Default W.C.s:

Last but not least to go over, I have brought forth new win conditions into the mod's v2.0.0 update! I edited half of these myself into their own separate W.C.s, there's not too much to talk about with these cause they're self explanatory to the point where you can just read in the ReadMe text document for this mod. So I'll mostly let the pictures do a lot of the talking in this part. :)



Assassinate:
The P.D.F.- Guard Faction have been added into this W.C.'s SCAR to be compatible for it, Colonel Brom is the commander the P.D.F.- Guard troops must protect and keep alive.



Destroy H.Q:
The P.D.F.- Guard have been added into this W.C.'s SCAR to be compatible for this condition....this one should be pretty obvious what structure the P.D.F.- Guard have to protect....



Economic Victory:
The amount of resources you have to reach up to in 820,000 maximum power and requisition resources in order to win the condition now, this is because the P.D.F.- Guard get so many resources as such an immense rate. As well as the A.I. player getting an insane amount of resources in this update now, so this gives the human players being the default factions time and a chance to bring themselves to catch up.



NEW WIN CONDITION:
This is an extension to the original Massive Battles as the original one increases up the squad and vehicle capacity by 50% (*30 cap*). This one I copied myself and made it increase up to 100% bring up the squad and vehicle caps up to 40 cap, DO NOT TURN ON MASSIVE BATTLES 1, it may conflict with this one.



NEW WIN CONDITION:
This Win Condition makes it so there are no mission objectives so the battle will keep going even if all enemy forces are completely wiped out. This is solely for the purpose of sandbox and other testing purposes such as taking screenshots, testing out maps, sounds, etc. any kind of DEV purposes, this is also a solo win condition so I made it where you're forced to turn off all other victory objectives or else the game will not let you start the battle.

The Following is what you'll see when your start up the battle and load into the map as showing in the following screenshots below:




NEW WIN CONDITION:
This is the complete opposite of Massive Battles 1 but instead of increasing the caps UP by 50%, this reverses is DOWN to -50% which brings the max squad and vehicle cap to 10. This is good for if you want real serious competitive/tournament like battles. This is also good for if you have a weak low-end computer as well.



NEW WIN CONDITION:
This is like Competitive Battles 1 but brings DOWN the squad and vehicle caps even FURTHER to -75%, which makes it drop to 5/6 squad vehicle cap respectively. This is if you want even more competitive intense showdowns, more intense tournament based themed battles, aslo even better if you got weaker lower end computers, so this will help FPS for some quite a bit. :)



Total Annihilation:
The coding texts inside of the SCAR file itself has just been re-formatted to look neater, nothing different than that lol.



Battle Ambience Sound FX:
The one, the only, the legendary battle ambient sound file from Dawn of War - GoY and WA:
"ambient-prototype-battle bg.fda"
Has been brought back from the dead into this mod to companionship the "warhammer_xp_battle_bg.fda" sound file for this condition's playlist, the SCAR file has also been re-organized to look neater to read easier, but the more important part is that the previous battle sound file that has been scraped since Warhammer 40,000: Dawn of War - Dark Crusade has now returned!

In fact, I actually brought back the WHOLE ENTIRE rest of the DOW1 MUSIC SOUNDTRACK BACK into this mod FROM ALL PREVIOUS EXPANSIONS! It all plays in the in-game music playlist Everything, Is Here! :D














Campaign Mode:
The default battle conditions have been changed by me to AIHighSpeed, Fortress, Game Timer and Total Annihilation conditions in Campaign Skirmish battles. So your forces will have completely fight your way through all the controlled enemy territories making the battles drag out a little bit longer, in tern there is something I ported into my update of my PDF-Guard Mod v2.0.0's Update.


Persistent Bases:
Yes that is right folks! The persistent bases scripting from DC's expansion has been brought back into S's campaign for convenience! SP Mode's data should now save what you build in any controlled territories! You can thank Miros for making this possible. :D


Requisition\Power Resource:
As I have played and tried out the campaign in this mod's v.2.0.0's update, quickly found out that...well... it's too hard... at least on Hard Difficulty anyway, but I quickly realized that I my forces were getting ****ed in the *** really hard so I knew right then and there something needed to be done to help the human player be able to survive in early battle against the A.I. Considering that the A.I. do get an immense amount of resources in this update they're able to bum rush you within a matter of moments without even getting the chance to tech up. As a solution to this small issue on my part, I need to make up for making the A.I. stupidly harder by making the following research upgrades when being the 9 default factions:



Emergency Quickstart Requisition Research:
When activated, you get a +15,000 Requisition bonus added to your resources so you can tech up fast enough to survive against the enemy A.I. in the campaign, you only should activate this if you're constantly finding yourself getting overrun by the A.I. players repeatedly.


This is what it looks like in game.

But otherwise if you're not getting overrun like my P.D.F.- Guard and Imperial Guard home-boys are above in that screenshot, do not activate this research if you don't need it, cause the research is permanent for the battle, it's just there in case you're struggling. This research applies to Chaos, Dark Eldar, Eldar, Imperial Guard, Orks, Sisters Of Battle, Space Marines and Ta'u Empire.



Emergency Quickstart Power Research:
This basically does the same thing as its Requisition sibling does, but instead it.. it.. IT?!...
Makes It Like OLD SPICE BODY WASH/SPAY/DEODORANT'N GIVES YOU A +15,000 BONUS OF: POOOOOWWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEER!
Haha I had to pull off that reference there. xD But anyway these two researches take 10 seconds to acquire. This research upgrade only applies for the Necrons in the campaign.












V2.0.0 Update Info. & Preview - Pt.9:























Well Folks, that covers up *part of* the new stuff that has been introduced in this mod's update, remember to read the mod's ReadMe PDFGuard_DOWS_Mod v2.0.0 Update document for ALL FULL DETAILED CHANGES FOR THIS MOD! You will also get a more clear idea on how to install this mod and see all the full changes I made. Greatest luck to all of you if you install this mod's update successfully, follow the instructions carefully and you should be able to launch this mod just fine, if you still need help just message me and I'll do my best to help you folks out.




https://youtu.be/JIHyIV8W0z0




Now go forth, and face the FIERCE FORCES AS THE P.D.F.- GUARD, FOR THE EMPEROR,THE IMPERIUM OF HUMANITY!











Credits - PLEASE READ:
Screenshot of the P.D.F.-I.G. troops taken in Warhammer 40,000: Dawn of War - Game of the Year's Campaign mission "Into the Maw" right after you've first encountered the Eldar.


Alright now you're about to find out why my mod is drastically getting freaking large now.














CREDITS:

- (* Relic Entertainment *) for making literally one of the best R.T.S. games out there to this day:
Warhammer 40,000: Dawn of War 1,
Warhammer 40,000: Dawn of War - Winter Assualt,
Warhammer 40,000: Dawn of War - Dark Crusade,
Warhammer 40,000: Dawn of War - Soulstorm.

- (* Corsix *) for creating his Corsix's Mod Studio Tool for making this possible for me, and even creating it.

- (* trooper_xp *) that made the Original Guard Mod v0.0.1 and v0.1.0, he's a guy on ModDB.com is where
I got my inspiration on this from, although his mod crashes for quite few people which is why I wanted to make my own version of this, so that
I could actually share the experience with all of you, but except to work for EVERYONE. :D ...hopefully..... .__.

- (* Also trooper_xp again *) for his Win Conditions.

- (* Ultimate Apocalypse Mod Team *) for their "Sandbox" and "Extermination" Win Conditons as well.

- (* Friend - morobe1 *) for helping me figure out how to actually use the dang Attribute tool in Corsix's Mod Studio tool to mess around
with the unit files lmao.

- (* The Hhhhaaahahahahhhaaaa ---> "INTERWEBS" *) for all various sites on getting information about modding tips....I didn't get much
tips that helped but...it's worth a try still.

- (* Wacko AI Guy!
Thudo (Thudmeizer)
ArkhanTheBlack
LarkinVB
Cultist
Corsix
Dark40K
Zenoth
Inquisitor
Troubadour
Smokeskin
Dreddnott
ThetaOrion
Malkor
FinalDeath
QuietDeath
JBird
Slash
*) all for developing the DoW-A.I. Mod for Soulstorm. :)

- My passion, AMBITION and DETERMINATION to get this mod even working successfully in the first place at least, after a day
of this not launching/crashing for me to test it......... >:/


[' 1-8-2021 Credits Update ']

- (* RDN Wiki Devs/Saff *) For providing the text information on their website so that I was able to successfully get the Total Annihilation
Win Condition to work successfully now. :)


[' 1-13-2021 Credits Update ']

- (* IBBoard *) for uploading the Dawn of War Texture Tool for making this possible for me to get the P.D.F.-I.G. Troops textures fixed in
Update 1.2.1 of my mod.


[' 10-27-2022 Credits Update ']

- (* Miros *) @ 30.Oct.2013, BIG thanks to Miros for bringing back the persistent bases coding from Dark Crusade's expansion! :D

[' 11-07-2022 Credits Update ']

- (* Krronus *) for the "Disable: FogOfWar" condition's base text script functions.

- (* Arkhan
Evilisador
Age of Death mod team
LarkinVB
Cuttershane
*) for creating the "Massive Battles", "Heroes", "Disable: Fog Of War", "AI Donations V2", "AI Highspeed" and "AI SCAR Support" battle conditions, I figured I should credit these people for these when I first launched my P.D.F.- Guard Mod. ^_^

[' 11-08-2022 Credits Update ']

- (* And finally once again, myself LOL *) for having the ambition, the passion, determination, putting in so much time, effort, hours, constant testing, trials then errors and constant troubleshooting to get this mod to where it is today. As well as myself for making the following win conditions which are "Addon: No Objective", "Competitive Battles 1", "Competitive Battles 2", "Battle Ambience Sound FX" and ....technically Total Annihilation?...RDN Wiki Devs/staff still made the blueprint text functions, I kinda just revamped/edited it a bit. :)
















Closing Note to My P.D.F.- Guard Mod:
Alright everyone, if you made it through reading all the way to the end of this guide, all of its sections and most importantly, reading through the LATEST Update section which are always the very bottom sections. Then congratulations! You are now informed about what's in the latest update release of this mod of this current time! I am personally thrilled to share my mod creation with all of you on this community. I may have finally achieved making the Original DoW-GotY Guard units finally their own independent playable faction for MP/Skm Mode and created working custom U.I. text screen names and description in my v2.0.0 Update's release.










Closing Note to My P.D.F-I.G. Mod (* BETA *):
Alright everyone, if you've made it through reading all the way to the end of this guide, then congrats you're now fully informed about what's in my mod of the current time right now of you reading this, Hopefully I can fix Colonel Brom's no limit issue, then the custom unit naming problem, then eventually get the Planetary Defense Force - I.G. to be their own independent race\faction, unfortunately at this current time of my P.D.F.-I.G. mod (*BETA*) I don't have the knowledge to do all this yet and I know the mod isn't the best but at least it's OK enough to enjoy the P.D.F.'s "GUARDs", "Guardsmen", "Leman Russ", and "Colonel Brom" Units and they're playable now, I've tried to weaken them so that they're not...too much of a hazard.... But the bright side is that the mod won't crash on you (*if you make it past STEP 5 anyway*). But if the mod successfully loaded for you then go have fun with what I put together in this BETA and I'll see you on the battlefield with these guys probably. :)












What You Get w/ This Mod:




Alright I'd thought I'd give you guys a famous P.D.F. meme to see to reward you guys for reading all the way to the end of this guide. I still to this day bust my gut laughing every time I stare at it, so I'll share it with all of you to see it, and for those of you that have seen this already will refresh your memory LMAO.

























In This Mod You Also Get As a Bonus:












Alright that's all everybody, if this mod works for you then go have have fun with the new Planetary Defense Force - I.G. units in all three gamemodes, I'm gonna go continue working on my custom map making projects I've been doing for Dawn of War - Soulstorm, I'll get my custom maps put on this guide once I get all of the planned maps done soon hopefully. I got a lot of projects and tasks on my hands now especially now that I got my mod here that will be needing for me to update now. So go fight the POWERHOUSES as the P.D.F. forces in the name of the Emperor, heck I'll even join you in taking this mod for a spin if you'd like, I'll be glad to join you in battle. :D












146 Comments
J.S.T.- Luigi  [author] Jun 14, 2023 @ 7:29pm 
Lmao, well don't worry the mod may seem still janky but the next update v2.1.0 will be giving a few new amp-ups, mostly for the Vanilla factions. And lol I'm glad you're enjoying the P.D.F.- Guard faction and units:steamthumbsup::steamlaughcry::steamhappy::deathskulls:
Groovy Bird Jun 9, 2023 @ 9:25pm 
It may be a very janky mod, but man do I love being the inevitably doomed pdf legion.
J.S.T.- Luigi  [author] Apr 22, 2023 @ 10:16pm 
that way you can experiment with it and see if it'll work, which it actually will but you'll lose all the new custom factions that Uni; Cru; and U.A. Mods introduce into the Imperial Guard.
J.S.T.- Luigi  [author] Apr 22, 2023 @ 10:15pm 
And yes the previous version v1.2.2 and before would work with Uni. Mod, Crucible Mod and Ultimate Apocalypse Mod since in my previous versions the PDF are still forced to be paired inside of the Imperial Guard. I think I could send v1.2.2 to you if I still have it.
J.S.T.- Luigi  [author] Apr 22, 2023 @ 10:11pm 
So unfortunately, the answer is not really.... not for now anyway. :steamthumbsdown:
J.S.T.- Luigi  [author] Apr 22, 2023 @ 10:10pm 
I'm going to have to get professional help from the Mod team to probably fix them for me, cause I've done my best to follow their instructions and nothing works still, I always get "FATAL AI ERROR" or "FATAL DATA ERROR", so the PDF-Guard faction for the DawnOfSkirmish AI Structure is just going to have to wait for a long time sadly. That's why when I released v2.0's update here I switch the A.I. to my Hexed DXP3 Vanilla AI Structure, cause my AI structure is a modified HEXED version of the game's Vanilla AI structure, cause it's friendly with accepting simple new little factions you can make.
J.S.T.- Luigi  [author] Apr 22, 2023 @ 10:10pm 
Hmmm, yeah so interestingly enough, I've been working on making a PDF-Guard Unification Addon Mod for Uni. Mod, unfortunately I haven;t been able to get on my computer here to do this stuff mainly due to school/finals coming up here pretty quick. But Anyway, Yes, I can fix that in the future but it'll take some time though, cause I'm facing technical difficulties with Uni. Mod's DawnOfSkrimish A.I. structure not being friendly with accepting my PDF-Guard faction, which is actually really frustrating me.
TheTrooperm13 Apr 7, 2023 @ 2:50pm 
Hey man!
Great mod! I loved playing with it, although there is a problem with it. It is not compatible with Unification or Crucible. Is there a way to get back your old downloads? I guess it could work if this mod only added PDF to the IG rather than modifying the assets of all the races.
J.S.T.- Luigi  [author] Mar 3, 2023 @ 9:36pm 
Oh alright, sounds good, I'll get Discord up.. :steamthumbsup::steamhappy:
Tyrant Mar 3, 2023 @ 7:44pm 
I have a new account set up, but i'll need to add you because i've changed my settings so nobody can add me or send a message unless i send a request