Daemons Mod

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Daemons Mod is a Dawn of War Mod that adds in the Chaos Daemons as a separate, playable race from the Chaos Space Marines (with some daemons) that already populate the game. This mod is made by many members of the Ultimate Apocalypse Mod team, and is specially meant to work with with the mod. While the first version of the mod (Version 0.96) was very disorganized and somewhat difficult to use properly when compared to the other races, it was eventually cleaned up and made far better with Version 1.4, which introduced a much more streamlined system to use, as well as introducing a whole new tier of customization.

The Good, The Bad, and the Ugly

The Good

  • Most of the daemons of the Big Four are represented in this game
    • As of Version 1.5, Juggernauts, Beasts of Nurgle and Steeds of Slaanesh are not present. Neither are Soul Grinders.
  • You're not forced to utilizing the Marks of Chaos to play, as you get two of the Commander Units (The Daemon Lord and the Shadow Fiends) regardless of Mark, and you get access to all the lesser daemons. The Marks only give you that respective god's herald, access to a god-aligned Defiler variant, and blocks off everything that relates to that god's opposite (Meaning that selecting Khorne makes you unable to use anything related to Slaanesh, Tzeentch blocks access to any Nurgle daemons, etc.).
  • Your Daemon Lord and Shadow Fiends have wargear which can be researched. Note that no other commander in the stock races can get this, but the mod team recommended another mod that closes this gap.
  • There are a veritable load of ways to customize this army from all the research is available, giving extra traits to units like a flying Daemon Lord, invisible Furies, Obliterators, and extra health for your minions.
    • Beware your choices, as there are only 11 researches you can take at a time (10 if you take out the first choice, which gives your army a focus on stronger Greater Daemons, or more Lesser Daemons).

The Bad

  • The quality of the models this mod uses are not always consistent, meaning that you'll have models alternating between gorgeous (Greater Daemons besides the Bloodthirster, Furies, anything used from Firestorm Over Kronus) and incredibly wonky (Bloodletters).
    • Earlier versions (Before Version 1.5 at the latest) did not have team colors available for the most part, making Chaos matchups very confusing.
  • The lack of certain daemons like the Juggernaut of Khorne makes the balance of Daemons rather tough, as Slaanesh-aligned daemon armies have an easier time dealing with tanks and structures with their Fiends than Khorne-aligned armies, who lack much anti-structure power before they get a Defiler. There have been some remedies, like the Nurgle-aligned Blight Drones, Obliterators and the open-access Horrors, but the dev team is working on fixing these matters to make every mark balanced out without the need of loaners.
  • There is an ability called Sacrifice that is meant to allow the player to kill an allied unit (yours or someone else's) so you can add to your squad and vehicle caps, but the programming for it is broken, making the ability unusable.
  • Despite the reveal of Daemons 1.4 (now Version 1.5), Ultimate Apocalypse cannot support it, as it was made to support the less organized Daemons Version 0.96. The UA dev team has promised that they will release Version 1.73, which will fix those compatibility issues, but until then, you will have to use other mods.
  • While not necessarily a bad thing as it balances out an otherwise overpowering, the majority of the units (Everything not a Greater Daemon, the Daemon Lord, a herald, a Defiler, that which must not be named, the relic unit Hell Spawn (The daemon of the Maledictum), or the Lost Soul builder) suffer from Warp Instability. Instead of having to risk entire units being wiped out because they lost combat, this makes all daemons grow weaker as they stay away from buildings or unattached to builders or commanders. At first, they'll lose morale, but once they lose morale, they will get SQUAD BROKEN and begin losing health before dying, and lose the ability to reinforce until they get back to safer ground.
    • While buildings and attaching are the easiest ways to avert instability, there are other ways. The Hell Spawn has a passive aura that allows daemons to walk alongside it. Also, Version 1.5 introduces a new ability that makes a patch of land into safe ground, allowing daemons to temporarily recover while inside it.