header

New races

Vostroyan Firstborn, Blood Angels, Dark Angels, Thousand Sons, and Tyranids.

What you see is what you get

Weapons do the same amount of damage regardless of what unit is carrying them. A heavy bolter carried by a space marine is the same as a heavy bolter on a leman russ. Explosive weapon aoe matches the visible blast that it causes. Weapons with multiple barrels multiply their damage by the number of barrels they have. ie twin linked lascannons do twice as much damage as one lascannon, storm bolters do twice as much damage as a regular bolter and so on.

Weapons that fire one shot at a time (plasma guns, autocannons etc.) always fire in sync with the damage they deal.

Pistols do not suffer an accuracy penalty when moving.

Ranged weapons no longer knock down infantry.

Ranged weapons cannot shoot though terrain.

Melee weapons always hit.

unit caps

No unit caps (on most units)

Most units don't use squad or vehicle cap or have any limits on how many can be built. There are a few that do for balance or lore reasons, such as superheavy tanks and lost tech like the leman russ vanquisher.

Faster game pace and basebuilding

Reductions in training time allow rapid army building from a single infantry and vehicle building. This increases the pace of the game and prevents the ai units from getting stuck. All research now requires the player to make a choice between limited options, any research that doesn't has been removed. Together these changes make teching up and building a large army much faster.

Campaign difficulty changes

Instead of changing health, campaign difficultly changes ai resource generation rate. 50% reduction on easy, 25% reduction on normal, and same rate as player on hard.

Over 60+ Community made maps included

Armor works in a logical and consistent way

A weapon will do full damage to the armortype its designed to defeat and full damage to all weaker armor types. For example a lascannon will do full damage to everything, a heavy bolter will do full damage to infantry and reduced damage to light vehicles while doing almost nothing to a tank.

Fewer infiltrated units

Only units that are actually invisible in the lore have infiltration. At the moment these are the tau stealthsuit and necron wraith. All units and turrets have a detection range of ten meters.

Scout units

Each faction has a unit with a sight range of 60, these are: space marine scout, eldar ranger, guard sentinel and assassin, sisters assassins, necron deathmark, tau pathfinder, ork kommando, tyranid lictor, and vostroyan snipers.

No more healing under fire or invulnerable units.

tanks2

Official GW and Forgeworld units only

No weird homebrew stuff.

Smoother tank movement

Much less stop and go movement, tanks reach full speed and stop nearly instantly. The monolith now moves like a hovercraft and doesn't have to come to a stop to turn.

aircraft 1

Aircraft in Dark Crusade

Aircraft have global jump range and instant jump recharge. Some of them can drop bombs on units they fly over. They have all been scaled up and given crash animations.

Lore accurate unit scale

So far the guard, space marines, sisters, chaos, eldar, and thousand sons, have received lore accurate scale. More to come.

unit scale

Greatly reduced fog on all maps.

Fog has been customized for each map, most maps are clear but some with rain or snow have shorter view distances.

Vostroyen basilisks

More Shadows

The mod also adds shadows to many units and terrain objects that didn't have them.

https://media.moddb.com/images/mods/1/43/42395/shadows.png

Campaign and multiplayer supported

Normal and hard difficulty now gives the ai extra resources instead of changing health. Hard is significantly more difficult then vanilla dawn of war.

New loading screens

More then a dozen new loading screens by a variety of artists.

Race specific stuff

Imperial Guard:

Turrets and listening posts have above average hitpoints.

Basilisks have global range but are the most fragile heavy artillery.

No more free intel from the radar scan.

Guard infantry (not ogryns), take greatly reduced ranged damage in cover, but also suffer a larger speed penalty in cover.

Eldar:

Many of their ranged weapons do not lose accuracy when moving.

All infantry (except wraithguard) got +50% speed.

Turrets and listening posts have below average hitpoints, but can be concealed by the webway portal.

Their hovertanks can fly across the map at extreme speed, but their fragility is not forgiving of micro mistakes.

Added runes of battle for warlocks, research at the soul shrine.

Necrons:

No longer have moral.

Gauss weapons do full damage regardless of armor type, have shorter then average range but above average damage.

All infantry (not just warriors) can now teleport to friendly buildings.

Monoliths now have global jump range. Combined with the above, monoliths are more dangerous then ever.

Space Marines:

The orbital relay and barracks (now called the first company barracks) have switched positions in the tech tree. The orbital relay is more expensive then other races barracks to compensate for the mobility it provides.

Terminators are great against buildings in melee and can teleport back to their barracks, great for surgical strikes like in the lore.

Tau:

Now get access to all units regardless of what doctrine they choose.

Lacks indirect fire.

Railguns now have their own fx.

Thousand Sons:

Slower but more durable then chaos marines.


Tyranids:

Use DoW2 models.

Can consume corpses for resources.

The hive tyrant and swarmlord now have access to their 8th editon physic powers via research.

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

Update 1.9.1

News

https://media.moddb.com/images/mods/1/43/42395/1.1.png

https://media.moddb.com/images/mods/1/43/42395/load.png

Installation

If you've installed this mod before delete the old cinematic_battles folder and
cinematic_battles.module before installing the new version.
1. Download and Launch the 4gb_patch executable and navigate to your Soulstorm.exe file
and patch it. As soon as that's done click "Another file" and search for the
GraphicsConfig.exe file and patch that one too
2. Extract the Cinematic_battles folder and Cinematic_Battles.module to your soulstorm
directory
3. Launch the game and activate the mod in the game manager.

Moddb.com

General:
updated barracuda, hell talon, nightscythe, and fighta bomba audio
reduced all aircraft collision radius, this should prevent anymore crashes

added shadows to many units and map objects that were missing them

https://media.moddb.com/images/mods/1/43/42395/shadows.png

New units:
guard valkyrie with multilaser and lascannon upgrade
guard griffon mortar
tau orca
eldar war walker
eldar wraithknight
eldar shadow specters
sisters paragon warsuit, also synced their footstep sounds to the animations
sisters castigator

new animations for the Valkyrie and Orca

https://media.moddb.com/images/articles/1/313/312320/auto/ezgif-1-a74726f426.gif

https://media.moddb.com/images/articles/1/313/312320/auto/ezgif-1-9f4996087c.gif

chaos dread model updated
chaos raptor model updated
chaos thunderhawk model updated
eldar fireprism model updated
eldar avatar model updated

https://media.moddb.com/images/mods/1/43/42395/chaos_th.png

Maps:
added 6p_Macragge
6p ferric gully
7p therion jungles
7p scyllan foundry
7p ceprus prime
8p ash wastes
8p cadian pylons
8p carters trophy
8p deacons hubris
8p kezzian dunes
8p red scar
8p palace of thorns
8p magmarus
8p jakarra island
8p gnessi hive
8p gnessi hive defense
8p gorge of trials
8p drykenna jungle

removed 6p act of war, ai couldn’t handle the chokepoints

started adding new scenery to the IG stronghold, this is not finished but its better then vanilla.

https://media.moddb.com/images/mods/1/43/42395/ig_stronghold.JPG

rokclaw foothills now has out of bounds scenery in campaign and multiplayer thanks to
eranthis

Scar: added x2 health and x2 turret health options

Blood Angels:
fixed vanguard vet color bleeding
fixed assault sergeant color bleeding
increased devastator cost by 10power
increased sniper rifle cost by 10power
reduced terminator weapon upgrade cost
reduced terminator sergeant cost
reduced assault terminator sergeant cost

Chaos:
ai will jump attack with raptors and bloodthirsters more often
ai can now use noise marine and hellsmith ability’s
updated ai squad cap values and relic unit list
changed aspiring champion advance sp model to hh_chaos_space_marine
new campaign textures for hh_chaos_space_marine, predator codex, vindicator, biker, hell
talon dreadclaw, and thunderhawk
chaos now has the same thunderhawk model space marines do
added some new units to teamcolor viewer
increased havoc cost by 10power
fixed noise marine footprints
added word bearers icon to noise marine and squad leader
reduced chaos terminator sergeant cost to 50r/25p
increased horror range and let them fire in an arc like in total warhammer
reduced blastmaster cost to 40r
reduced lascannon volume
renegade plasmagun can no longer shoot through terrain

Dark angels:
added landraider terminus ultra,
landraider solumnis,
bolter turret,
thunderfire cannon

Dark Eldar:
increased scourge cost by 10power
the slave chamber can now produce slaves
balanced campaign wargear
made the archons splinter pistol consistent with other splinter pistols

Eldar:
fixed guardian description
fixed autarch description
updated wraithguard model
fixed missing texture on spiritseer
made new campaign textures for guardians, shadow specters, nightspinner, waveserpent,
scorpion, and cobra
reduced volume of wraithlord steps
listening post no longer shoots though terrain
increased avatar stronghold sp health to 2500
changed rangers advance sp to use same gun as rangers
fixed brightlance grav platorm shooting though terrain
increased dark reaper cost by 10power
increased ranger cost by 10power
changed eldar ui to ulthwe colors
increased combat reinforcement time multiplier of guardians
reduced seer council to 6 men
reduced seer council ability recharge modifier to 8% per man
ai can use warshout again
fixed the war walkers feet sliding across the ground
fire prism will always use the new, longer gun
changed nightwing to light vehicle armor type
added hi res textures for structures, farseer, rangers, banshees by Wright_oh

runes of battle overhaul - player can only pick one pair per battle
researched at the soul shrine
CONCEAL/REVEAL reduces/increases ranged damage taken by 30% radius 12
EMBOLDEN/HORRIFY increases/reduces max morale by 50%
ENHANCE/DRAIN increases/reduces melee damage by 30%
QUICKEN/RESTRAIN increases/reduces movement by 25% speed

Firstborn:
increased heavyweapon team cost by 6power

Imperial Guard:
increased heavyweapon team cost by 6power
reduced cost of command squad sp leaders
all baneblade variants now require full scale war research
fixed leman russ weapon textures
removed thermoglow_rgb
laspistols will no longer fire through terrain
added meltagun and flamer to kasrkin
added krak grenades to kasrkin
removed anime girl from banesword
added hi res building, baneblade, and captain textures by wright_oh

Necrons:
ai will now reinforce wraith squads
ai will jump attack with wraiths, monoliths, and the night bringer more often
slightly reduced tombstalker ai effectiveness rating
ai will tech up faster now
changed ai generators to baseback area
added new units to RelicRequired ai list
updated ai check for thermogen cost
the obelisks wailing terror ability is now a weapon, so it will fire by itself
added hi res textures for structures, lord and tomb spyders by Wright_oh

https://media.moddb.com/images/mods/1/55/54505/relic00009.jpg

Orks:
all superunits now have the same requirements
increased loota cost to 35req and 10power
fixed kill krusha shoota aim points
buffed mega armored nob damage and accuracy slightly

Sisters of Battle:
changed rhino honor guard to use witchhunters model
increased retributor cost by 10power
fixed veteran superior description
changed multimelta fx to match imperial guard and space marines fx
arcoflagellents can no longer capture points
ai will now add leaders to all squads
improved ai build plans
removed witchhammer abilitys from living saint, gave her more argent blades instead
added krak grenades to battlesisters and missionary’s
fixed confessor honor guard
replaced the weakest honor guard units
updated exorcist model
buffed assassin health, squad size and reduced cost

Space Marines:
ai will jump attack with assault marines more often
ai will use melta bombs with more units
stalker AA now has blood ravens color scheme in campaign
increased devastator cost by 10power
increased sniper rifle cost by 10power
reduced terminator weapon upgrade cost
reduced terminator sergeant cost
reduced dreadnought special attack min damage value to 0
fixed some assault cannons doing less damage then intended
fixed some heavy flamers doing less damage then intended
added hi res forcecommander and building textures by wright_oh
changed tempest to light vehicle armor type and reduced their health

Tau:
ethereal no longer damages friendly units on death
corrected fire warrior shas’ui description
changed every squads transport capacity use
made the tetra slightly larger
increased sniper drone cost by 15power
added hi res commander, aircraft, and building textures by wright_oh

Thousand sons:
removed music from frontend model
reduced ahriman training time to 30 seconds
ai can now use ahrimans spells
added land raider to thousand sons
warp bolt ammo armor piercing against non vehicle units reduced from 66% to 50%
removed turrets 50% damage reduction, slightly increased health regen

Tyranids:
termagaunt and hormagaunts got consume animations
gargoyles now count as flying units again

https://media.moddb.com/images/mods/1/43/42395/termagauntconsume.gif

Models, art and code contributed by:
UA team
Unification team
tyranid mod team
codex team
objective points team
skirmish ai team
vanilla model fixes team
wright_oh for hi res textures

Special thanks to: Kekoulis, Gambit, and Thudo for their advice

What this mod does

What this mod does

News

What this mod does, a detailed summary and explanation.

v1.5 Patchnotes

v1.5 Patchnotes

News

v1.5 brings new Tyranid models and the Dark Eldar to the game.

Update 1.4 patchnotes

Update 1.4 patchnotes

News

v1.4 brings tyranids and aircraft to the game. Tyranids get their 8th edition psychic powers and can consume corpses to get extra resources.

v1.3 patchnotes

v1.3 patchnotes

News

Version 1.3 adds the Sisters of Battle, several units for other factions and many other improvements.

Add file RSS Files
Cinematic Battles Dark Crusade patch 1.9.2 (OBSOLETE)

Cinematic Battles Dark Crusade patch 1.9.2 (OBSOLETE)

Patch 2 comments

Bug fixes and balance changes for dark crusade. Click read more for details.

Cinematic Battles Soulstorm patch 1.9.4 (OBSOLETE)

Cinematic Battles Soulstorm patch 1.9.4 (OBSOLETE)

Patch

Bug fixes and balance changes for soulstorm. Click read more for details.

Cinematic Battles v1.9.4 for Soulstorm

Cinematic Battles v1.9.4 for Soulstorm

Full Version 1 comment

Adds Dark Angels, new units, new maps, eldar runes of battle, new Ulthwe and Alpha Legion campaign textures. Click read more for full patchnotes.

Cinematic Battles v1.9.4 for Dark Crusade

Cinematic Battles v1.9.4 for Dark Crusade

Full Version 7 comments

Highlights: new units, new maps, eldar runes of battle, new Ulthwe and Word Bearers campaign textures. Also an announcement, Dark Crusade version will...

Cinematic Battles v1.8 for Soulstorm (OBSOLETE)

Cinematic Battles v1.8 for Soulstorm (OBSOLETE)

Full Version 7 comments

v1.8 adds the Blood Angels, new units, map refinements, and many, many balance changes. Click read more for full patch notes.

Cinematic Battles v1.8 for Dark Crusade (OBSOLETE)

Cinematic Battles v1.8 for Dark Crusade (OBSOLETE)

Full Version 7 comments

v1.8 adds the Blood Angels, new units, map refinements, and many, many balance changes. Click read more for full patch notes.

Post comment Comments  (50 - 60 of 84)
Koony
Koony - - 8 comments

Why does this mod replace the nob's voicelines with the previous unorky nob voicelines?

Reply Good karma Bad karma+1 vote
Arquad
Arquad - - 1 comments

Hi, love the mod but as same as nihil1602704119 I have problems with infinite spawn of enemy on Hyperion Peak and Agamar Desert. This infinity spawns for me, are this same, regardless of the difficulty I choosed. Easy, Normal, Hard it is this same on those maps.

Reply Good karma Bad karma+1 vote
Capt_Cole Creator
Capt_Cole - - 50 comments

Ok I'll make it easier.

Reply Good karma+1 vote
Capt_Cole Creator
Capt_Cole - - 50 comments

Patch is up. Moddb.com

Reply Good karma+1 vote
nihil1602704119
nihil1602704119 - - 7 comments

Hi man, I want to report some more bugs in the campaign, I'm playing Dark Crusade with the Tau Bytheway

1. When I went to the Imperial Guard Stronghold I sent an Air Unit to the base to destroy the two artilleries and when it arrived the Base just blew up and I won lol

2. The AI seems to know where exactly my units are and sends its Air Units to make 1 shot kill to them, especially the Imperial Guard with its Air Fire Control to attack always my honor guard units.

3. In the Space Marines stronghold everything was alright and suddenly they sent 52 Predator Tanks at once... yes, 52 lol

4. The Hyperion Peaks mission is just impossible as the AI spawn infinite units in a very short time so not even with my full honor guard as support I can do that mission

5. I don't know if this is a bug, but the Ripetide Battlesuit, the Tau Titan is color blue in the campaign perhaps it should be yellow as the Tau sept I guess and there is a Tau unit mission, another Battlesuit I don't remember the name, it appears in the army painter but no in the game, also many units in the game are not in the army painter

I think that's all by the moment, I cannot win the campaign with the Tau due to it is pretty hard to fight 2 AI without the foward base but I will play other races to see if I can contribute with more, if I'm not a pain in the *** of course :)


Reply Good karma Bad karma+1 vote
Capt_Cole Creator
Capt_Cole - - 50 comments

1. Yeah I'll fix that.

2. The game does not check line of sight for abilitys, however you can garrison infantry in the tau hq and barracks to protect them until you're ready to attack. I'll try to add a line of sight requirement but its not a simple thing (requires coding).

3. LOL I’ve never seen it do that, but gameplay is intended to be like an arms race. How long had the game been going at that point? Did the ai control most of the maps resources?

4. I’ll think about nerfing that. I had a hard time as the guard, but was able to win by attacking with the baneblade while repairing it.

5. Some modders didn’t make the right textures for campaign, so I have to find them(fast) or recolor them myself (slow).

6. Are you still playing on hard? The game is hardcoded to have 3 difficulty levels, so I increased the difference between difficulty levels to try and accommodate everyone. Hard is now extremely hard and easy is very easy.

Reply Good karma+1 vote
nihil1602704119
nihil1602704119 - - 7 comments

2. Nope they attack them on my base too xd
3. I don't know if I can send a screenshot of it through here, anyway it was let's say at the middle of the game during the stronghold battle a short time after I captured the relic, then they appeared with the predatos and after recapturing it (of course) they sent them to recapture the Orbital Relay, anyway thanks to let's say the sight of vision I managed to killed them all with the 3 titan battlesuits and the full gear commander ( the Tau commander is extremely OP) then they stopped the tank production for a while.
6. Right about now I'm playing on normal, it is still incredible hard to win against 2 AIs with infinite spawn (especially the Lemman Russ) but I'm about to finish, there are only the chaos and eldar stronholds left and the Hyperion Peaks mission that I will try to make some more times, anyway I remember that the chaos stronghold on hard was impossible for they attacked me with swarms of marines but if I can beat them on normal I will try again on hard, I really like the realism of the mod with those 1 shot kill for most of the cases as it should be

Reply Good karma Bad karma+1 vote
nihil1602704119
nihil1602704119 - - 7 comments

Hi again, I don't know if this can be considered a bug but the campaign in hard difficulty is just unplayable, the AI spawn infinite units that are completely broken more specifically the Orks with the Gunz Cart or the air units that go from one corner of the map to the other, by the way, I really want to keep playing the mod, maybe some changes in the unit cap for more units?

Reply Good karma Bad karma+1 vote
Capt_Cole Creator
Capt_Cole - - 50 comments

Well hard is supposed to be hard. :) Try rushing them with your honor guard or using artillery. Orks are very vulnerable to artillery.

Reply Good karma+1 vote
nihil1602704119
nihil1602704119 - - 7 comments

I can't argue against that lol

Reply Good karma Bad karma+1 vote
Post a comment
X
Tags