Killteam v1.62 by OneProduct a.k.a. unusualfashion
A mod for Dawn of War II using intellectual property owned by Games Workshop. Used without permission.

Forum: http://forums.relicnews.com/showthread.php?t=248756&page=1&pp=50

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--HOW TO INSTALL THE MOD
------------------------

***NOTE: DO NOT RUN THE MOD BY PLACING ITS SGA FILES IN GAMEASSETS\MODS, USE THE TRADITIONAL MODULE FILE METHOD OUTLINED BELOW***

1. Copy the killteam folder and killteam.module file to your Dawn of War 2 folder, which will likely be somewhere like:
	C:\Program Files\Steam\steamapps\common\dawn of war 2\

2. Copy killteam.ucs to:
	...\dawn of war 2\GameAssets\Locale\<YOUR GAME LANGUAGE>
   If you have "$1888xxxx No Range" problems try temporarily moving ucs files from other mods to another location.

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--HOW TO LAUNCH THE MOD
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Method #1
1. In Steam, right-click on Dawn of War 2 and select "Properties".
2. On the "GENERAL" tab, select "SET LAUNCH OPTIONS".
3. Write the following:
	-modname killteam
4. Launch the game.

Method #2
1. Make a new Dawn of War 2 shortcut.
2. Right-click the shortcut and select "Properties".
3. On the "Shortcut" tab, add the following to the end of the "Target" box:
	-modname killteam
4. Launch the game.

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--HOW TO PLAY THE MOD
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1. Create or join a custom game.
2. Select "Killteam" as the victory condition.
3. Invite up to 4 other players (supports 5 human players max).
4. Select any map.
5. Place ONE computer in the LAST slot. If you have empty slots that's fine.
6. Start the game.
7. The host receives a spore mine. The spore mine can be used to create additional spore mines. Place the spore mines where you would like enemies to spawn.
8. Each player receives a ripper. Use the ripper to call down a drop pod to choose a hero from. Once all heroes have been selected the game begins as long as no drop pod is garrisoned. Note that the host's drop pod remains and is both the armory and retreat point.

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--THINGS YOU SHOULD KNOW
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1. It's good to have a healer and someone who can build turrets.
2. To change wargear you must be near the drop pod. Some abilities are only available while using certain weapons.
3. Heroes have a small chance on being hit to start bleeding. Bleeding causes 1% damage per second. Heroes automatically start bleeding if their health is reduced below 15%. Healing effects remove bleeding.

------------------------
--THANKS TO
------------------------

Corsix
-RBFConv
-SGA Reader 2

Ruelle
-Iron Warrior custom texture

Shuma
-Chaos Terminator model
-Rubric Marine model
-Khorne Lord model
-Plague Lord model
-Psionicist model (Farseer custom model)

TheEndlessGrey
-RBFConv Helper

Zanyth0x42
-SGA Archive GUI

------------------------
--FAQ
------------------------

Q1. Why are there only # races of enemies?
A1. Trying to script a whole race of enemies takes awhile and trying to balance them takes even longer. I plan to get around to doing all races eventually if people like the mod.

Q2. Why is hero X worse than the others? Why is ability Y so bad? How come enemy Z is so easy/hard?
A2. When I try to balance things I'm basically looking at a giant spreadsheet. I don't have the time or manpower needed to test everything so I have to guess. If something is imbalanced tell me and I'd be glad to change it.

Q3. Where are the bosses I saw in your videos?
A3. Got one of them in so far. Will add the rest soon and make more in the future but the waves and heroes are my first priority.

Q4. How am I expected to control 5 heroes so quickly?
A4. You're not. I designed the game with teams of 5 in mind but decided to let players control extra heroes to pick up the slack, it's basically how the single player campaign works in you're not playing it co-op.

Q5. I get "$1888xxxx No Range" errors instead of tooltips.
A5. Try removing ucs files from other mods temporarily, they don't seem to like each other and I'm not sure exactly how to fix this.

Q6. Is the game suppose to be this laggy?
A6. If the game lags for you please tell me so. I have no idea how intense the graphics get and if it's too bad I can remove some things.

Q7. Why are the hotkeys so bad?
A7. I'm not sure what else to do with them, there's 7 abilities which is a lot and I just went with gridkeys. Health pack and energy pack use F4 and F5 because there's a space between them. If you have a better idea I'd be glad to consider it.

Q8. How come I only see a few types of enemies?
A8. More enemy types have a chance of spawning as the waves progress.

Q9. Why is the game so easy/hard?
A9. If you find it too easy/hard, the host can adjust the difficulty at the beginning of the game using one of the rippers.

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--TOOLTIP ABBREVIATIONS
------------------------

--Character descriptions
HP = Health Points
EP = Energy Points
-R = Regeneration, e.g. HP-R
Resist = Resistance to damage or knockdown

--Weapon descriptions
DMG = Damage
DPS = Damage per second
R = Range of the weapon
M- = Melee e.g. M-DPS
R- = Ranged e.g. R-DPS
KD = Knockdown

--Modifiers
ACC = Accuracy
ARM = Armor (damage resistance)
RAN = Range
SKL = Skill i.e. chance to cause and resist special attacks
SUP = Suppression damage
SPD = Speed

--Spell descriptions
)( = Does not affect self
AoE = Area of Effect
R = Range of the spell
CD = Cooldown
D = Duration

--General terms
- = Immune e.g. -KD
Disable = Cannot attack or move
Stun = Cannot attack but can move slowly
Immobilize = Cannot move
I- = Infantry e.g. I-Stun
V- = Vehicle e.g. V-Disable
Thorns = Attacker takes damage when striking
Lifesteal = Attacker heals health when striking
Revive = Can heal unconscious heroes

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--KNOCKDOWN TYPES
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From weakest to strongest:
1. Light
2. Medium
3. Heavy
4. Ability

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--DAMAGE TABLES
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Bolter
| | armour_damage_multipliers: {
| | | heavy_infantry: 0.75f;
| | | infantry: 1f;
| | | vehicle: 0.1f;
| | };

Fire
| | armour_damage_multipliers: {
| | | heavy_infantry: 0.75f;
| | | infantry: 1f;
| | | vehicle: 0.1f;
| | };

Heavy
| | armour_damage_multipliers: {
| | | heavy_infantry: 1f;
| | | infantry: 1f;
| | | vehicle: 0.5f;
| | };

Heavy Bolter
| | armour_damage_multipliers: {
| | | heavy_infantry: 0.75f;
| | | infantry: 1f;
| | | vehicle: 0.1f;
| | };

Melee
| | armour_damage_multipliers: {
| | | heavy_infantry: 0.75f;
| | | infantry: 1f;
| | | vehicle: 0.1f;
| | };

Melta
| | armour_damage_multipliers: {
| | | heavy_infantry: 1f;
| | | infantry: 1f;
| | | vehicle: 0.5f;
| | };

Missile (only tracks large targets)
| | armour_damage_multipliers: {
| | | heavy_infantry: 1f;
| | | infantry: 1f;
| | | vehicle: 1f;
| | };

Plasma
| | armour_damage_multipliers: {
| | | heavy_infantry: 1f;
| | | infantry: 1f;
| | | vehicle: 0.3f;
| | };

Power
| | armour_damage_multipliers: {
| | | heavy_infantry: 1f;
| | | infantry: 1f;
| | | vehicle: 0.3f;
| | };

Pure
| | armour_damage_multipliers: {
| | | heavy_infantry: 1f;
| | | infantry: 1f;
| | | vehicle: 1f;
| | };

Sniper (same as bolter but ignores cover)
| | armour_damage_multipliers: {
| | | heavy_infantry: 0.75f;
| | | infantry: 1f;
| | | vehicle: 0.1f;
| | };