DoWpro: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Jaimas
mNo edit summary
1d4chan>Jaimas
Goddamnit, I need a Tylenol.
Line 2: Line 2:
Short for "Dawn of War Professional."
Short for "Dawn of War Professional."


Something of a controversial mod, and notable for being one that several in the development team said should have been embraced as everything that Dawn of War should aspire to, and one that was openly hosted [http://www.moddb.com/mods/dowpro/news/dowpro-mod-day on Relic's own community forums], DoWPro is one of the most popular and enduring Dawn of War Mods. The controversy comes from the fact that there was a vocal attempt by [[Troll|several on the Dawn of War community's boards]] to openly get the Mod removed from its modding community, due to its popularity and [[My Little Pony|overpowering number of posts about it as the mod grew]].
==History and Premise==


It was born of the resentment that a surprisingly large chunk of the community had for the developers after Winter Assault completely changed how the game was played, removed the hard counter system, slashed existing content, and basically ruined the game for a great deal of the playerbase. A lot of people didn't like the fact that Winter Assault removed a lot of existing options from various existing factions, "streamlined" the Tech Trees to make the game "faster," and loaded the game with multiple redundant units that became irrelevant as you went up the tech tree. Dawn of War Pro was then made to pick up the slack, and a lot of players were amazed by what was brought to the table; slashed content such as Guardsman Flamers, Ordnance [[Leman Russ Battle Tank|Leman Russes]] with weapon options, and Sentinels with Autocannons, just to name a few. Before Dark Crusade added Heavy Weapon teams to the Imperial Guard, DoWPro already had them in Winter Assault, adding the unit that had been hedged out during development, and even getting it working.  
Much as was the case for the [[Armageddon Steel Legion Mod|Dawn of Steel Mod]] is frequently joked to have done, Dawn of War: Professional emerged from community resentment, circa Winter Assault. At the time, there was an enormous amount of backlash towards Relic for how they had handled the game; many of the factions actually ''lost'' options in the jump to the new game, especially the Orks, Space Marines, and Chaos Marines, and the new tech trees implemented guaranteed not only a faster game, but one that literally revolved around unit obsolescence; once you had a higher-tier unit that outperformed its predecessor of a previous category, the entire game de-volved into spamming that high-tier unit, and the community, especially the players that enjoyed the game for its [[Fluff]]y aspects, called foul. On top of everything else, the hard-counter system - something that had made Dawn of War somewhat unique - was removed from the game wholesale.


It wasn't just the Guard that got some love, either; Orks got randomized heads, their tech-tree unfucked, and got back all of their lost weapon and vehicle mods. Chaos Marines got back their scaling upgrades and weapon options, Raptors got back their weapon options, and nonsense like how Winter Assault handled the Space Marines was fixed. Hard counters were brought back, as well.
Dawn of War: Professional's first release emerged some time after Winter Assault's first patch. Prevaricating itself on bringing back the hard-counter system and play-style of the original game. It did so not only by re-instituting the gameplay that the veterans of the community had sought, but by adding a number of things to the game that had been cut out; Ornance-firing [[Leman Russ Battle Tank]]s, Guardsmen with Flamers, Heavy Weapons Teams (which would later be added to Dark Crusade), just to name a few. The mod remained active through the Dark Crusade and Soulstorm eras, though it took time to update due to the extremely lax patching schedule given by Relic; it took seven months to patch Dark Crusade, and took damn-near nine to patch Soulstorm - and both patches contained necessary fixes that modding teams simply could not continue work without (such as fixes for the Broadside and Heavy Weapon Team inability to aim, things like Dark Crusade's Burna Bomb Exploit and Soulstorm's Infinite Resource Exploit, and so on). As such, versions of Dawn of War: Professional exist for all versions of Dawn of War after the original; DoWpro for WA, DCpro for DC, and SSpro for Soulstorm. In each time, the end was the same: Maintain the play style of the original Dawn of War whilst implementing the new content and cut content along with it. For the most part, it succeeded, though [[Not as Planned|not always gracefully]].


It cannot be underestimated what a huge impact Dawn of War Pro had on Dawn of War itself. Many of the fixes and improvements made to Dark Crusade solely happened because of the existence of Dawn of War Pro, circa Winter Assault, either inspiring them or outright showing them what to do. In Winter Assault, for example, the game turned into a godless spamfest late-game; Dawn of War Pro handled unit spam by instituting hardcaps for high-tier units such as Tanks and elite infantry. This mechanic of hardcaps was directly cropped and used in Dark Crusade, and though it [[Dawn of Eldar|wasn't applied equally]], it's a change that, arguably, never would have happened without Dawn of War Pro to spur it onwards.
Dawn of War: Professional is noted for being both one of the most popular mods and one of the more-embraced; the Winter Assault version inspired numerous fixes in Dark Crusade (such as hardcaps on elites, though this was [[Dawn of Eldar|not applied unilaterally]]), and the game inspired several community events on the [http://www.moddb.com/mods/dowpro/news/dowpro-mod-day Relic community forums]. When the patch cycle of Dawn of War ended, the community manager of the time, Buggo, was even noted as saying that she wished Dawn of War: Professional had been how the game had been handled along its lifespan.
 
Dawn of War Pro remained active through the days of Dark Crusade and into Soulstorm, with updated versions of the factions eventually hitting and continuing DoWpro's tradition of adding slashed content - in this case, things like Rail Rifles for the Tau - and improving balance (such as dealing with the fact that, in DC and SS, the bulk of high-HP Tau organic units have either no (Krootox, Gnarloc) or minimal (Broadsides, Crisis Suits) regeneration that makes keeping them alive after a battle pointless, or how Kauyon is demonstratably the better upgrade path in DC and SS no matter the situation (due to the buffs it gives your army, commander, and relic unit). It recently finished the Soulstorm version, adding the Sisters of Battle and the Dark Eldar, bringing them in-line with other factions and adding some new content on top of it all.


==The Good, the Bad, and the Ugly==
==The Good, the Bad, and the Ugly==


Dawn of War Pro's greatest contributions to DOW writ large are its instituting of slashed content and improving the metagame through embracing Vanilla Dawn of War's mechanics - the hard caps and slower-paced gameplay - rather than running from them. Whereas a lot of factions in Dawn of War make very little sense mechanically ([[Dawn of Eldar|Eldar having both the best units in the game and able to field the largest army, for example]]), Dawn of War Pro endeavored to fix this and do its best to keep the game for all sides fun, interesting, and balanced. Or at least that was the attempt, anyway. There's [[Skub|divided opinions on it]].
Dawn of War Pro brings a number of major advantages to the table. Though its focus has always been the re-adding of slashed content, it also manages to heavily re-balance the overall gameplay - which it does even through the re-institution of the hard-counter system and slashed content. Internal balance is intensely improved over the unmodded game, with things like [[Dawn of Eldar|this]] dramatically toned-down. The game is visually better, with only minimal changes to the actual in-game graphics through the re-implementation of improved textures and particle effects - many already in the game, and others added from scratch (many of the new Sisters of Battle models were donated by the Witch Hunters Mod team, for example). Many of the factions boast some new units, and almost all factions a few new upgrades and/or abilities on top of this. Even better, it includes the DoW Camera Mod and skirmish AI brought about via the Dawn of Skirmish mod team.


This was made possible due to Dawn of War having a very talented community behind it, which included the Dawn of Skirmish AI modders giving a much-better-than-the-standard AI for the game. The modelers for the Witch Hunters Mod would later contribute to DoWPro as well, donating resources for one of the mod's races - The Sisters of Battle.
It is, however, not all good news, especially for players more familiar with the original, unmodded game. [[Magic: The Gathering|Documentation is painfully limited]], and this [[Dwarf Fortress|seriously hinders the speed at which new players can "pick up and play" the modded game]]. A number of bugs plague the game, many of which are inherent in Dawn of War's engine and can't really be fixed (though workarounds exist for some). Other bugs are more due to DoWpro's implementation of various faction changes, such as the need for implementation of slag volcanos amidst the Necron metagame, which can cause pathfinding issues, among other things. Though some of these have been fixed via subsuquent updates, a large number of them remain. Additionally, because it focuses on Vanilla DoW's metagame, the upgrade tree is a bit more off-kilter than it otherwise could be; whilst this leads to better balance higher up in the tech tree, it also means that there's a number of incremental, seemingly-redundant upgrades throughout, especially compared to the original game. Additionally, not every faction has new units, especially amidst the newer factions. In-game documentation is dramatically-better than Dawn of War unmodded, but still has a number of misleading descriptions, such as Dark Scythe not detailing that it consumes the health of the firing vehicle (for example). Up until recent updates, several factions had some wonky balance as well; Dark Eldar, for example, in earlier versions, were notoriously vulnerable to Daemon-class units due to a lack of units that did good damage to that armor type, though this was fixed in later updates.  Additionally, the mod removes air units, which Dawn of War's engine, admittedly, wasn't really intended to handle in the first place, but if you ''were'' a fan of them, they're not around, except for the Necron Scarab Swarm, which became a ground unit again.


It's not all good news, of course; Dawn of War Pro ''can't'' fix problems existing within the engine (no Mod can, really), and a lot of its design decisions, though they make sense in context with the rest of the mod, don't sit well with some of the playerbase.
Whether or not Dawn of War Pro is your cup of [[Skub]] depends heavily on what you're looking for in a mod. As it tries to evoke the original feeling and play-style of the original game, the game is much slower and more strategic, as compared to quick-tech-aggression of say, Dark Crusade or Soulstorm. Many of the modded factions play almost (if not ''completely'') differently from how they do in the unmodded game, to the point where several (such as the Tau and Necrons) play almost like all-new factions compared to the unmodded game. Many gameplay aspects are changed as well; Horrors, for example, are brought back to being anti-infantry (which they were in Vanilla Dawn of War, but were changed in Winter Assault and remained such through Soulstorm), and the rules for Infiltration are markedly different, with some units being able to use Vanilla style infiltration (unable to attack when infiltrating), a new infiltration type (invisible only when in cover), or Dark Crusade-style invisibility (invisible even when attacking).  
 
A lot of players do not particularly like the fact that the game genuinely is slower-paced and more-tactical than the rapid-fire-frenzy that is the base Dark Crusade or Soulstorm metagames, which are extremely fast-paced affairs, making for a different sort of metagame entirely.
 
Other complaints stem from how DoWpro altered some of the newcomer factions (such as the Necrons and Tau) to bring them in-line with other factions, which included the Slag Volcano mechanic for the Necrons (obstenibly intended to prevent Necron Base-turtling and effectively force them to spread out and sieze territory like everyone else, but making the faction play much different from how it originally did), or the caps on Fire Warriors (intended to keep players from spamming the ever-loving crap out of what is arguably one of the longest-ranged base infantry units in the game, but not fitting well with a lot of fans of how the Tau originally handled).
 
Others cite the need to build multiple command center-class units, and various bits with the tech-tree. There's ''legit issues'' here, so it might not be your cup of [[skub]].


'''TL;DR:''' Like every goddamned Mod ''ever'' in the history of the world, it has its upsides and downsides, defenders and detractors, play it and see if you like it, if you do, that's fine, and if you don't, that's cool, we're all [[Neckbeard|elegen/tg/entlemen]] here.
'''TL;DR:''' Like every goddamned Mod ''ever'' in the history of the world, it has its upsides and downsides, defenders and detractors, play it and see if you like it, if you do, that's fine, and if you don't, that's cool, we're all [[Neckbeard|elegen/tg/entlemen]] here.
==Features==
* Wargear is now available in both Multiplayer and Skirmish. You choose how your commander upgrades, gaining new gear as you move up the tech tree.
* The game includes both the Camera Mod and an AI made by the Dawn of Skirmish team, giving both better views and a comp enemy that can actually pose a legitimate threat, making for a better game experience overall.
* The game's genuinely slower-paced and more tactical, since it's designed to emulate how Vanilla DOW played. This gives a much greater emphasis on unit scaling, tactical unit choices, and upgrading. On the downside, this means that players who enjoyed the faster pace of the later games, cheaper and quicker tech-trees, and smoother tier-jumps might not be so fond of it.
* New units and upgrades for every existing race. Have some fun with new Space Marine Commander abilities, Tau Devilfish that can act as medics with upgrades, or the new Inquisitor for the Guard.
* Includes all kinds of particles, textures, and other visual tweaks that, for reasons unclear, the developers left out of Dawn of War's various releases. There's a fucking ''lot'' of it, too.
* Includes a lot of cut content. Check out Kasrkin Meltaguns, Chaos Marine Flamers and Missile Launchers, and Pathfinder Rail Rifles, just to name a few.
* One of the bigger DOW Mods, and has a burgeoning community of its own that makes it a bit easier to find games for than some of the other mods (not all, however; pretty sure Firestorm is bigger).
* Compatible not only with Hamachi and Remobo, but Gamespy and Direct IP.
* Versions are available for every relase of Dawn of War other than Vanilla. The Dark Crusade version is called DCPro, whereas the Soulstorm version is called SSPro.


==Links and Similar Flimflammery==
==Links and Similar Flimflammery==

Revision as of 01:30, 13 January 2013

A Mod for Dawn of War. Short for "Dawn of War Professional."

History and Premise

Much as was the case for the Dawn of Steel Mod is frequently joked to have done, Dawn of War: Professional emerged from community resentment, circa Winter Assault. At the time, there was an enormous amount of backlash towards Relic for how they had handled the game; many of the factions actually lost options in the jump to the new game, especially the Orks, Space Marines, and Chaos Marines, and the new tech trees implemented guaranteed not only a faster game, but one that literally revolved around unit obsolescence; once you had a higher-tier unit that outperformed its predecessor of a previous category, the entire game de-volved into spamming that high-tier unit, and the community, especially the players that enjoyed the game for its Fluffy aspects, called foul. On top of everything else, the hard-counter system - something that had made Dawn of War somewhat unique - was removed from the game wholesale.

Dawn of War: Professional's first release emerged some time after Winter Assault's first patch. Prevaricating itself on bringing back the hard-counter system and play-style of the original game. It did so not only by re-instituting the gameplay that the veterans of the community had sought, but by adding a number of things to the game that had been cut out; Ornance-firing Leman Russ Battle Tanks, Guardsmen with Flamers, Heavy Weapons Teams (which would later be added to Dark Crusade), just to name a few. The mod remained active through the Dark Crusade and Soulstorm eras, though it took time to update due to the extremely lax patching schedule given by Relic; it took seven months to patch Dark Crusade, and took damn-near nine to patch Soulstorm - and both patches contained necessary fixes that modding teams simply could not continue work without (such as fixes for the Broadside and Heavy Weapon Team inability to aim, things like Dark Crusade's Burna Bomb Exploit and Soulstorm's Infinite Resource Exploit, and so on). As such, versions of Dawn of War: Professional exist for all versions of Dawn of War after the original; DoWpro for WA, DCpro for DC, and SSpro for Soulstorm. In each time, the end was the same: Maintain the play style of the original Dawn of War whilst implementing the new content and cut content along with it. For the most part, it succeeded, though not always gracefully.

Dawn of War: Professional is noted for being both one of the most popular mods and one of the more-embraced; the Winter Assault version inspired numerous fixes in Dark Crusade (such as hardcaps on elites, though this was not applied unilaterally), and the game inspired several community events on the Relic community forums. When the patch cycle of Dawn of War ended, the community manager of the time, Buggo, was even noted as saying that she wished Dawn of War: Professional had been how the game had been handled along its lifespan.

The Good, the Bad, and the Ugly

Dawn of War Pro brings a number of major advantages to the table. Though its focus has always been the re-adding of slashed content, it also manages to heavily re-balance the overall gameplay - which it does even through the re-institution of the hard-counter system and slashed content. Internal balance is intensely improved over the unmodded game, with things like this dramatically toned-down. The game is visually better, with only minimal changes to the actual in-game graphics through the re-implementation of improved textures and particle effects - many already in the game, and others added from scratch (many of the new Sisters of Battle models were donated by the Witch Hunters Mod team, for example). Many of the factions boast some new units, and almost all factions a few new upgrades and/or abilities on top of this. Even better, it includes the DoW Camera Mod and skirmish AI brought about via the Dawn of Skirmish mod team.

It is, however, not all good news, especially for players more familiar with the original, unmodded game. Documentation is painfully limited, and this seriously hinders the speed at which new players can "pick up and play" the modded game. A number of bugs plague the game, many of which are inherent in Dawn of War's engine and can't really be fixed (though workarounds exist for some). Other bugs are more due to DoWpro's implementation of various faction changes, such as the need for implementation of slag volcanos amidst the Necron metagame, which can cause pathfinding issues, among other things. Though some of these have been fixed via subsuquent updates, a large number of them remain. Additionally, because it focuses on Vanilla DoW's metagame, the upgrade tree is a bit more off-kilter than it otherwise could be; whilst this leads to better balance higher up in the tech tree, it also means that there's a number of incremental, seemingly-redundant upgrades throughout, especially compared to the original game. Additionally, not every faction has new units, especially amidst the newer factions. In-game documentation is dramatically-better than Dawn of War unmodded, but still has a number of misleading descriptions, such as Dark Scythe not detailing that it consumes the health of the firing vehicle (for example). Up until recent updates, several factions had some wonky balance as well; Dark Eldar, for example, in earlier versions, were notoriously vulnerable to Daemon-class units due to a lack of units that did good damage to that armor type, though this was fixed in later updates. Additionally, the mod removes air units, which Dawn of War's engine, admittedly, wasn't really intended to handle in the first place, but if you were a fan of them, they're not around, except for the Necron Scarab Swarm, which became a ground unit again.

Whether or not Dawn of War Pro is your cup of Skub depends heavily on what you're looking for in a mod. As it tries to evoke the original feeling and play-style of the original game, the game is much slower and more strategic, as compared to quick-tech-aggression of say, Dark Crusade or Soulstorm. Many of the modded factions play almost (if not completely) differently from how they do in the unmodded game, to the point where several (such as the Tau and Necrons) play almost like all-new factions compared to the unmodded game. Many gameplay aspects are changed as well; Horrors, for example, are brought back to being anti-infantry (which they were in Vanilla Dawn of War, but were changed in Winter Assault and remained such through Soulstorm), and the rules for Infiltration are markedly different, with some units being able to use Vanilla style infiltration (unable to attack when infiltrating), a new infiltration type (invisible only when in cover), or Dark Crusade-style invisibility (invisible even when attacking).

TL;DR: Like every goddamned Mod ever in the history of the world, it has its upsides and downsides, defenders and detractors, play it and see if you like it, if you do, that's fine, and if you don't, that's cool, we're all elegen/tg/entlemen here.

Links and Similar Flimflammery