Warhammer 40,000: Dawn of War delivers a level of visual detail never before seen in an RTS. Hundreds of units clash on the battlefields of the dark future, unleashing massive destruction through a stunning battery of long-range weaponry before closing in for the finish. Incredible kill animations bring science fiction combat to life like never before, and the gritty future-gothic Warhammer 40,000 setting provides a striking tableau for the chaos and carnage of this grim, dark future, where there is only war!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Related Articles

https://media.moddb.com/images/articles/1/307/306636/auto/Unification_emblem_6.png

Last time, we mentioned that we would reveal more about the Renegade Guard. But just like the turns the Damocles Crusade had, and because of high request from the Community, we have decided to cover the long awaited(and teased) Farsight Enclaves this time instead.

https://media.moddb.com/images/articles/1/318/317819/auto/image.png

Adding the Enclaves has been a huge challenge. The main obstacle was making them a race that can stand on its own, without feeling like a Tau Empire clone with a red scheme or be compiled as just a branch addon in the base army. As either methods, would not make the hardships and backstories of the famous Eight. And thus, in the Team we have came up with an interesting(we hope) and unique mechanic, gameplay and visuals for this new faction.
For this, it is better to let our Fuggles, the one who came up with the idea and code for the new Enclaves to explain it better:

Whenever anyone mentions Enclaves on the forums it boils down to "tau that can melee", or distilled further, just "Farsight". So given that we are X years and Y races down the track, how do you extrapolate this into something that is fresh to play? Let's theorycraft.

Farsight is a rebel and so he is hated and hunted as all rebels must be. This likely means that he is engaged in guerilla warfare alongside his Crazy 8's and as such they are probably not big on static bases. This can only mean one thing...

The Enclaves rely nearly entirely upon units and resources being dropped in via Orcas and so if you need a hero dropping in then they're coming on an orca. Need troops outside of the HQ? Orca. Extra resources? Orca. The problem with this is that it's not exactly subtle as you are coming down from orbit, so the trajectory is likely tracked and this manifests itself in the game by a global ping going off when an orca lands.

Now this is a clearly a bit of a bummer, but if anyone has played Ruse then you know that mind games are a thing. The Enclaves can use ping devices to simulate the landing signature on the radar, causing a false ping on the minimap. Furthermore you can research stealth drives for the Orcas at later Tiers so they don't leave a ping and then you can combine this with ping grenades to spoof movement, if you like.

Once an Orca lands it can only stay in the combat zone for a short period of time, owing to the risk. Whilst it is on map it generates resources until it deploys a unit or a resource bundle so your opponent can either harass or just kill it. This creates a bit of risk/reward as you want your Orcas to sit there until the last moment giving you goodies, but your opponent does not.

The Eight are unlikely to all be within close range of whatever random planet is under attack so whilst you can request help, some are just going to be further away (conveniently the most powerful) but when they arrive the Eight are a mighty force, each with their own abilities. Indeed, ultimately, you can get all of the Eight deployed, if you have the means and resources and time to do so.
Indeed, as per Farsight's method of fighting, a lot of his Tau forces are good in melee. Much better than regular Tau that is.

https://media.moddb.com/images/articles/1/318/317819/auto/20230713220525_1.jpghttps://media.moddb.com/images/articles/1/318/317819/auto/20230713170406_1.jpg


https://media.moddb.com/images/articles/1/318/317819/auto/692036relic01400.jpg

It has been interesting to develop the Enclaves and we all are excited to see how they will be received, but certainly I can tell, they are distinct to the regular Tau. Time will tell... sooner or later, time will tell. Until then, please do enjoy a small taste from the beta, provided by the one and only, TheLaughingMax!


Of course, as always, please bare in mind all you will see are from beta and not final. All are subject to change in the final release.

And with that, we conclude this Dev Blog for today. We really hope you will enjoy and looking forward to hearing your opinions about the Tau with very far sight and his fellowship of fellow minded Commanders. As for our next meeting, again, only time will tell. But keep in mind, the last remaining uncovered races are indeed the reworked Steel Legion and Renegade Guard.

Until then, take and have fun everyone!

- Team Unification

https://media.moddb.com/images/articles/1/318/317819/auto/509820relic01388.jpg

Crucible v2.051 released!

Crucible v2.051 released!

The Crucible Mod 11 comments

Crucible v2.051 is out so let's have a quick chat about what is new. Campaign Necron stronghold rework, new Space Marine Chapter system, full hotkey and...

The journey towards 7.0 (Part2)

The journey towards 7.0 (Part2)

Unification Mod - Dawn of War: SoulStorm 41 comments

Welcome back to our part 2 of our dev blog-roadmap of 7.0, this time bringing more news for the Fallen Angels and the Vostroyan Firstborn.

The journey towards 7.0 (Part1)

The journey towards 7.0 (Part1)

Unification Mod - Dawn of War: SoulStorm 43 comments

Once again, we return back to the fray, bringing more news about the upcoming races for 7.0.

CornCobMan's Fun Mod Version 2.0.10.9 Released

CornCobMan's Fun Mod Version 2.0.10.9 Released

CornCobMan's Fun Mod for Soulstorm 4 comments

Some new units for Necrons, Sisters of Battle, Chaos, Space Marines, and more, some model fixes here and there. Adds a campaign config similar to the...

Add file RSS Related Files
Crucible Campaign Easy Difficulty

Crucible Campaign Easy Difficulty

The Crucible Mod Patch

This is an attempt to make a 4th easier difficulty on top of the 3 existing ones in the game, but one that is not trivial. You have a bit more bonus health...

Crucible Mod v2.052 patch - alternate ZIP version

Crucible Mod v2.052 patch - alternate ZIP version

The Crucible Mod Patch 2 comments

Here is the alternate installation method for the v2.052 patch release of The Crucible Mod. Use this if you are having issues with the installer for some...

The Crucible Mod v2.052 patch - Installer

The Crucible Mod v2.052 patch - Installer

The Crucible Mod Patch 1 comment

Here is the official installer for the v2.052 patch release of The Crucible Mod. If you need any help with installation, come visit us at our Discord...

TP Balance Mod 1.7.1

TP Balance Mod 1.7.1

Full Version

New patch on Tournament Patch Balance mod. List of changes for version 1.7.1 discorde.

AI update for DC Bugfix (v3.2)

AI update for DC Bugfix (v3.2)

Dawn of War: Dark Crusade Bugfix Mod Patch

This is the final version of Dawn of Skirmish AI mod for Dark Crusade (v3.20), to patch the one included with the bugfix (v2.60).

DoW & WA Advanced Campaign v 3.4 for Soulstorm

DoW & WA Advanced Campaign v 3.4 for Soulstorm

Advanced Campaign mod for Dawn of War,Winter Assault,Soulstorm and Dark Crusade Full Version 18 comments

Advanced Campaign mod with new balance close to real Warhammer 40000, +new units,models and sometheng else. Installation Path: Extract mod folder and...

Post comment Comments  (0 - 10 of 782)
Guest
Guest

I have a question, will you add more variation of the rules of the game by the type of Commander Reinforcement, where only commanders get more hp and morale? And how to develop for the race 13 company HQ?

Reply Good karma Bad karma+1 vote
Salamander7734
Salamander7734

Im looking for a mod that is like FoK but has a campaign, any ideas? I don't care if it has titans, extra superheavies or new races, but I want 10 man space marine squads, lore-friendly things, that kinda stuff.

Reply Good karma Bad karma+1 vote
userz
userz

well there is the ultimate apolocypse mod

Reply Good karma Bad karma+1 vote
mrbeanyballs
mrbeanyballs

tbh 10-man space marine squads arent lore-friendly lol, mods with 4-5 marines are more lore-friendly

Reply Good karma Bad karma-4 votes
AverageGuardsman
AverageGuardsman

I am having troubles with using Corsix. Whenever I open a mod I do not see the modded assets, only the default unmodded files of the base game. For example when I was trying to change the stats of imperial guard artillery in UA, I cannot see
the weapon files for guard_heavy_mortar in Corsix even though the rdg files are located in steamapps\common\Dawn of War Soulstorm\UltimateApocalypse_THB\data\attrib\weapon. Is there a way so I could see the files in Corsix?

Reply Good karma Bad karma+1 vote
JordanThomas
JordanThomas

steamapps\common\ looks wrong I think. I have been trying to figure out modding myself. As far as I can tell these modding tools are VERY sensitive to file location and pipeline. I tink you have to put the game files in C Drive. File order should look like C:\Program Files (x86)\THQ\Dawn of War - Soulstorm. Do not try to mod the game in the Steam game file order. That is why most modders use the Disk version of the game NOT the steam version.

Reply Good karma Bad karma+1 vote
DooMslayer2021
DooMslayer2021

https://youtu.be/mUF7IDIi-8s

Reply Good karma Bad karma-1 votes
[TCA]Commander_Crunk
[TCA]Commander_Crunk

Will we ever see a Custodes mod for this great game?!

Reply Good karma Bad karma+4 votes
JordanThomas
JordanThomas

Yes they are coming. They will be fighting alongside the Sisters of Silence.

Reply Good karma Bad karma+3 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: