Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

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(3V3) Angel Gate (Requires Direct Strike mod, link in description)
   
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Tags: map, mp, 8p
File Size
Posted
Updated
1.899 MB
14 Sep @ 2:55am
26 Oct @ 4:46am
9 Change Notes ( view )

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(3V3) Angel Gate (Requires Direct Strike mod, link in description)

In 2 collections by Playgu
DoW3 Discord Collection
26 items
Playgu's Map Pack
29 items
Description
Requires Direct Strike Tuning mod: https://steamproxy.com/sharedfiles/filedetails/?id=3567955394

Game mode is simple: Place units on a pad near your base and they will be copied to the main arena every 30 seconds, iterating between human players on each team. IT DOESN'T WORK WITH BOTS.

Additional details:
- You can rotate camera while holding INSERT key, and reset the view to default by pressing TAB key twice
- Waaagh range increased to cover spawn area, but it has to be timed about less than 20 sec before it is your turn to spawn
- Fleet of foot range increased to cover the entire map
- Drop pods are disabled.
- Build time for units is cut down to 10 seconds
- Don’t try to get into main arena by using teleport/jump abilities. Controllable units outside of starting area will be despawned

Change log:

Update 1:
- Upkeep is removed as it prevented players from teching up
- Players can no longer spawn (and lose) their elites in the main arena
- Elites can only cast abilities manually now to prevent AI from messing up the combos
- Slightly improved AI
- Player zones are now separated
- Base Req income is reduced from 340 to 180
- Players can no longer build units in drop pods

Update 2:
- Removed refund for lost units as requisition income went out of hand fast
- Added despawn ability to all line units. Upon using it squads will refund 60% of req and power.
- Increased reward for being on the opponents’ field from 60 req and 20 power to 120 req and 40 power
- Fixed rare behavior where setup teams, snipers, rangers and wraithguard switched to melee during combat
- Zoomed out the camera slightly
- Time between spawns increased from 30 to 35 seconds
- Whirlwind range reverted to 80 (still shorter than in vanilla)
- Fire prism range reduced from 80 to 70
- Removed teleport from Eldar buildings

Update 3:
- Horfix for sync error

Update 4:
- Added post launch elites (Wraithseer Kayduin, Ironclad Dreadnought, Lifta-droppa Wagon)
- Escalation phases are back
- Escalation phases happen every 6 minutes instead of 10
- Unit population cost is brought back at half value meaning there's a practical cap on how many units can be built due to upkeep and hard cap while spawned army is alive
- AI will no longer try to control units near base during ork Waaagh or near transports
- Elites’ abilities that require target can only be cast when target is in range (fixed, didn't work in previous update)

Update 5:
- UI fix
- Warboss, Weirdboy, Stormboys, and Gorkanaut spawn fully scrapped
- Minor AI tweaks for doctrine abilities that may or may not work
- Stormboys missile ability range reduced, Ronahn's long shot still can hit units on player spawn fields though so be aware. Will fix it if/when I find out how
- Warp spiders can now use their Warp ability

Update 6:
- Lootas require Waaagh level 1, Deffkoptas require Waaagh level 3