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Mod Description

Melooo's Photo Melooo 20 Dec 2010

Purgation of Kaurava is a mod for Dawn of War: Soulstorm, its a continuation of "DoW40k: Firestorm over Kronus" for Dawn of War: Dark Crusade. The mod aims to recreate a more faithful RTS version of the Warhammer 40k Table Top game, including most if not all the units present in the codices, making more emphasis on the unit management and fighting than building bases and defending them.

Most models of the original game have been redone or reworked to increase their overall quality as well as wargear and weapon upgrade options, tons of units have been added like Thousand Sons, Plague Marines, Noise Marines, Great Unclean One, Plaguebearers, Daemonettes, Bloodletters, Screamers, Chaos Land Raider, Sternguard vets, Vanguard vets, Land Raider Redeemer, Land Raider Crusader, Land Raider Prometheus, Vindicator Siege Tank, Ironclad dread, Venerable dread, Autarch, Striking Scorpions, Scorpion Grav Tank, Griffon, Medusa, Banewolves, Devildogs, All Leman Russ Variants and much more.

At first glance one of the most noticeable changes that the mod introduces (aside all the graphical overhaul), is the new units caps and limits, reworked to represent TT Force Organization Chart.
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Like in TT, only Troop Choices can capture points around the map, although most of the others classes can decap points. This represents that the garrisoning duty is left to the generic grunts while the other specialized units go ahead to fight the enemy.

Stats for units, weapons and abilities are taken directly from the TT rulebook and codices, translated to RTS through math and probabilities, this is to assure that they work the closest as possible as they do in TT, however due to the DOW engine limitation and the RTS nature there might be some of these stuff that work a tad differently while keeping its spirit of course.

Reinforcement and upgrades are also different than the original game, when in soulstorm you could reinforce and upgrade your troops anywhere any time, in Purgation of Kaurava you can only do this if you are near Listening Posts, Transport Vehicles or at your base. This adds another strategic dimension to the mod as well as making transport vehicles much more useful than just toting squads from a point to another.

Base Building is simplified, buildings dont have a cost with the exception of the HQ, and all are available at since the beginning of the match without tiering needed....however tiering is still required to expand you units and weapons options.


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Edited by Melooo, 08 April 2011 - 13:39.
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SquigPie's Photo SquigPie 05 Apr 2011

May I ask, what exactly is the difference between this and...well, FoK? Different stats and such? More units etc.?
Edited by SquigPie, 05 April 2011 - 15:35.
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Wizard's Photo Wizard 05 Apr 2011

Balance. Fok is balanced more for competitive gameplay, Pok for Codex.
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Melooo's Photo Melooo 05 Apr 2011

Both mods share a same core but they have Different Units, Upgrade Options, Tech Trees, Gameplay Mechanics.....and in the future the UI will also be a whole lot different.

Also upcoming FoK releases are more oriented to Player vs Player, while this one is more toward Player vs AI....currently the AI is completely functional, not perfect but way much better then what it was in FoK 3.6 for DC
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SquigPie's Photo SquigPie 05 Apr 2011

Ah.

To be honest, I always disliked (personal preference) the mods that stay slavishly close to Codex, mostly because it hinders them from including alot of fun units (Battlefortress, Pylon etc). But I loved the high amount of customization in FoK, and still think it's the best mod out there. And since I usually play against AI, I'll check this one out, see if it's better D8

Any changes to SoB and DE btw?

Ooops, sorry, just read the entry on Bug Report.
Edited by SquigPie, 05 April 2011 - 16:27.
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