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Dawn of War Mods
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==What Modding Can And Cannot Do== Modding in DOW can do a lot of awesome things. It can re-add slashed content (such as the Flamers for the Imperial Guardsmen, or optional weapon upgrades for the Imperial Guard Sentinel), it can make better use of existing resources (making weapon and tech-tree upgrades that make sense, for example), or it can mod how some units operate to make them closer to their codex equivalents. Alternately, they can change weapon and damage algorithms to make the game more balanced, ratchet back overpowered units, or add whole-new-units or factions! All of which, it needs be said, is [[Awesome]]. On the downside, there's an extent to which Modding can do. A lot of DOW's more infamous issues are [[Games Workshop|hard-coded into the SDK and cannot be fixed without extensive modification to the interface]]; for example, until it was patched, there was no way for modders to fix the targetting bug possessed by Tau Broadside Teams and Imperial Guard Heavy Weapons Teams. Sometimes, [[/tg/ gets shit done|modders can make clever work-arounds to bypass existing issues]], but this is not always a [[Slaanesh|hard-and-fast rule]]. [[Derp|Idiotic nonsense like how DOW handles terrain]] (and letting units shoot [[Truly Immovable Rod|right through it]], for example) can't really be fixed with any level of modding, no matter how advanced. Except the Titanium Wars mod does do exactly that, fixing the terrain bullshit LOS to true LOS.
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