
FIRESTORM MOD - 1.1 for WINTER ASSAULT ONLY!

Take to the battlefield with the units from Medes and WeAreLegion's Closer to Codex mod.
Affects Space Marines and Chaos.  Other touch ups include slightly changed techtrees, new
units in unit preview, as well as higher troop/vehicle caps (only for Space Marines/Chaos)

Unbalanced in Chaos's/Space Marine's favour, so its best if you play against a hard AI...


1) Setting up mod
2) Uninstalling mod
3) Credits
4) Make your own mod
5) What's in this mod?
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1) Setting up mod
-------------------

Drag/drop the contents of the RAR file into your Dawn of War directory.  Most likely, it
is as follows... Start (thats in the bottom left corner of your screen)
my computer>C:>program files>THQ>Dawn of War.  Drop it in that folder.  To play it, start
Winter Assault, and activate Firestorm mod through the Mod activation device.



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2)  Uninstalling mod
--------------------
The two files, possibly this readme, are as follows.  Firestorm_mod, Firestorm_mod.module,
and firestormreadme.txt.  Find those files, and delete them.


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3)  Credits
-------------

Tempest of Dawn of War Files set this mod up, but for all the hard work when it came to
coding these suckers, modeling them, animating them, and texturing them, that goes to

Medes, for his amazing models that he continues to churn out

WeAreLegion, for the textures that cover 'em

Brother Santos, for making any of this possible

Relic too :D

Hopefully I didn't miss anyone... Kresjah maybe for teaching me to mod... I bet Kjon helped
somewhere too...



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4)  Make your own mod
------------------------

So, you want to make your own mod with Medes's stuff, eh?  Well, you'll need

a) Winter Assault
b) the Dawn of War mod tools (search 'em out at www.dowfiles.com)
c) a text-based editor (notepad)
d) Medes's models, get them here
http://forums.relicnews.com/showthread.php?t=82381&page=62&pp=15


First off, install those mod tools, if you have not done so already.  Now, you'll
have a new folder in your Dawn of War directory, called modtools.  But don't touch that yet.

You'll have another new folder and a file, called my_mod and my_mod.module.  Copy/paste
them both.  Now, rename both to (yourmodnamehere)_mod and (yourmodnamehere)_mod.module
So, for instance, you could have chaos_mod and chaos_mod.module.  Both need to be the same.

Now, open the module file with a text-based editor.  It'll look like this.

[global]

UIName = My_Mod
Description = My Super Duper Mod for Dawn of War
DllName = W40kMod
ModFolder = My_Mod
ModVersion = 1.0
TextureFE = Art/UI/Textures/My_Mod.tga

DataFolder.1 = Data

RequiredMod.1 = W40k

Replace that with this (copy/paste)

[global]

UIName = My_Mod
Description = My Super Duper Mod for Dawn of War
DllName = WXPMod
ModFolder = My_Mod
ModVersion = 1.0
TextureFE = Art/UI/Textures/Title_winter_assault.tga

DataFolder.1 = Data

RequiredMod.1 = WXP
RequiredMod.2 = W40k

now, edit it as follows

UIName can be anything.  So, it could be Chaos mod, if you wanted.  Its what will
show up on the title screen in the top left corner when you activate your mod.

Description really never shows up.  Call it what you like.

The only other one you need to change is the second my mod, so
ModFolder = My_Mod needs to become ModFolder = (yourmodname)_Mod.  If you're following
my example, it'd be ModFolder = Chaos_Mod, ok?

Mod version doesn't NEED to be changed, but you can if you don't want that feeling of
completion when you aren't :p


MOVING ON!  You may have already known all this, for all I know.  Now, go to your mod
folder.  That'd be (yourmodname)_mod.  Open it, and you'll see a data folder.  Inside, an
art one.  Don't open that, but be in the data folder.  Take any model you want from
Medes's models, and drag and drop it into this folder.  It'll ask you if you want to
replace the Art folder, the race folder, yadda yadda, just do it.  Make sure you are only
dragging the art folder Medes gave you, not the attrib.

NOTE!  If you are using anything from Chaos Pack 1, then you need to manually go into the
folder and drop it off.  So, when you had that art folder, you'd have to open that, go
to races, chaos, etc... basically where all the other ones went, so leave any of those
models for last.




Now, go back to that modtools folder I told you about at the start.  Open it up, then
open DataGeneric folder, and you'll have a W40k folder, and a WXp one, as well as a 
my_mod.  Copy/Paste the WXP one, and rename it to (yourmodname)_mod.  Open that sucker.
Now, there will be an attrib folder in there, open it.  Now you can pretty much go
willy nilly, dropping all the Attrib files Medes gave you, to add all the units.

For example.

You got the nurgle champion.  Theres an attrib folder that came with him.  Open it, and
drag the three folders inside in, one at a time.  Now is the slightly tricky part.  Go
into the SBPS folder, and follow it until you find the chaos_squad_nurgle_champion.lua
file, and open it with a text editor.  You'll see this, near the bottom.

GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_01"] = "$15015074"
GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_02"] = "$15015075"
GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_03"] = "$15015076"
GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_04"] = "$15015077"
GameData["squad_ui_ext"]["ui_info"]["icon_name"] = "chaos_icons/aspiring_champion_icon"
GameData["squad_ui_ext"]["ui_info"]["screen_name_id"] = "$15015073"

the bottom $number is what his name will be.  The top ones are spaces for unit discription.
Change it to something like this.

GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_01"] = "Powerful leader unit."
GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_02"] = "Excellent in close combat."
GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_03"] = "Special plague ability"
GameData["squad_ui_ext"]["ui_info"]["help_text_list"]["text_04"] = "high morale."
GameData["squad_ui_ext"]["ui_info"]["icon_name"] = "chaos_icons/aspiring_champion_icon"
GameData["squad_ui_ext"]["ui_info"]["screen_name_id"] = "Nurgle Champion"

You get the idea.  Now, save it and close it.  Remember the name, chaos_squad_nurgle_champion.
Now, go back to the main Attrib, and open EBPS now.  Follow it to where you'll find
Structures and Troops folders.  Open structures.

Now, open the building you want him to be buildable from.  Lets go with, the HQ.

Chaos_HQ.lua
find this line, and copy/paste it right below.
GameDGameData["spawner_ext"]["squad_table"]["squad_03"] = "sbps\\races\\chaos\\chaos_squad_sorcerer.lua"


Now, edit it so it says this
GameData["spawner_ext"]["squad_table"]["squad_04"] = "sbps\\races\\chaos\\chaos_squad_nurgle_champion.lua"

basically, you need to change the squad number to one that hasn't been used, and the last
part to the name of the unit, according to the SPBS file.  Remember that?



Now its all done.  Save it, and go back to the dawn of war main directory.  Open up a file
called pipeline.ini.  Its fairly straightforward.  Go to the bottom, and replace all those
things that say my_mod with (yourmodname)_mod.  Then, open up the mod tools's Attribute
Editor.  Then, it'll ask you a mod to open.  Choose your mod.

It'll take a while to load.

When its done, click on where it says race (or really anything, just something from the
collunms that run down the left side) and go to the top pulldown menu thing, and select
'save as binary.'  Save it, and then, believe it or not, you are done.

Open Winter Assault, start your mod, and play.

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5)What's in This Mod?
---------------------

Version 1.1 of Closer to Codex: Firestorm.

New units in Firestorm:

-Chaos
Champion of Khorne
Champion of Nurgle
Icon Bearer
Beserker Champion
Chosen
Khorne Terminators
Havocs

-Space Marines
Veteran Squad

Edited Units

-Chaos
Randomized Space Marines
Better equipped Beserkers
Randomized Defilers

-Orks
Random Sluggas
Random Shootas
Random Nobz

-Space Marines
Helmeted Librarian
Helmeted Force Commander
Randomized Space Marines
Better equipped Assault Marines
Better equipped Rhino
Better equipped Land Raider

-Imperial Guard
Better equipped Hellhound
Better equipped Chimera

AI will not use new units, except for those only better equipped or randomized (or helmeted!).  Game is not fully balanced, and some armies such as Chaos or the Space Marines have a distinct advantage.

To do list:
Next version, hopefully more Ork units, with better balance for them.  Same for guard.  New voices for Chaos units, perhaps Eldar?  AI unlikely.

Notes:
REMOVED - High squad cap for CSM and SM.
EDITED - Land Raiders no longer build in 2 seconds.  You can have unlimited Land Raiders, if you can deal with the 4 vehicle cap it takes.

