STEAM GROUP
DoW2 Modding DoW2M
STEAM GROUP
DoW2 Modding DoW2M
1
IN-GAME
22
ONLINE
Founded
11 July, 2009
37 Comments
SoulEater 3 Jan, 2024 @ 11:59pm 
Hi, for the DOW2 modders old and new, we have two active DOW2 modding servers:

Modding Discord Servers
⦁ DOWII - Modding Community: https://discord.gg/fVTNfRyWKR
⦁ Nootspheric Network: https://discord.gg/UeWR9vh8xY

Hope anyone who is still interested or knows anyone still interested, please come over! We're a growing active modding community!
Goaliosis™ 11 Feb, 2017 @ 8:39am 
I do not Private Hix.
Private Hix 9 Jan, 2017 @ 1:11pm 
Hello!

Does anyone have all of Santos' "Santos tools 2" tools/programs?
Goaliosis™ 31 Aug, 2015 @ 11:37am 
does anyone wanna take over this group?
KanKrusha 15 Sep, 2012 @ 2:30pm 
Problem partly fixed. I just needed to add it to ebps, not to both ebps and sbps. Now showing but still greyed out so some requirement somewhere i am not fulfilling
KanKrusha 14 Sep, 2012 @ 2:41am 
Hi, having trouble adding a new ability. It wont show in game. I have edited ebps, sbps, ability, slot, added the weapon and played with position but no go. Missing a crucial step?
Another Angry Bat 8 Apr, 2012 @ 12:47pm 
Would anyone be willing to make a sound mod? I'd like to make one that replaces DoW II voice files with DoW 1 voice files. I want to change the imperial guard mostly.
DaRKeR 6 Jun, 2011 @ 9:13am 
I want to join someone to play DOW2 my friends suck, see you.
Mike Stealth 3 Apr, 2011 @ 9:29am 
Hi where can i find the 2.6 trainer 4 dow2???? and i mean 4 free. thx
[C*] Gelibolu-(Gallipoli) 3 Jan, 2011 @ 9:55am 
can someone help me (or at least gimme some explanation) how to make some campaigns with the mapeditor? Im trying to make some campaign but have some problem with saving and activating as game.
Stealth 10 Dec, 2010 @ 10:45pm 
I challange anyone to a death match !
Stealth 10 Dec, 2010 @ 10:44pm 
This game rules !
steel 20 Sep, 2010 @ 5:56am 
Hola, alguno es español?
Bluper 7 Aug, 2010 @ 1:51am 
yes i am australian
Necrontyr 15 Apr, 2010 @ 7:14pm 
Any Australian Guys here?
SkullSuicide 8 Apr, 2010 @ 7:14pm 
Hey guys, I'm new.


Could you tell me where the option to put in starting positions is?

Thanks a lot,

B
76561198013062868 6 Oct, 2009 @ 2:50am 
anyone up for a game of dow2 vs me? im not that good but practice makes perfect =P
sschoener 31 Aug, 2009 @ 8:38am 
good idea, tRens.
Goaliosis™ 29 Aug, 2009 @ 11:31pm 
Anyone up for setting up a meeting day for all of us. So that we can get people in contact with other individuals that are working in the same direction.. maybe we can people to group up on mods?--

n + 1 > n
OneProduct 20 Aug, 2009 @ 1:13pm 
The text string to pull for requirements is entered along with the requirement. The string itself is pulled from dow2.ucs which is in gameassets/locale/english (or whatever language you use)
Joe 16 Aug, 2009 @ 2:06am 
Where are UI text entires kept? Specifically, I've moved the Armor of the Apothecarian to Tier 3, and while the requirement itself is working correctly, the UI tooltip still says it only requires Tier 2.

Thanks again for answering all these UF
OneProduct 11 Aug, 2009 @ 9:27pm 
Just want to make a correction to my -dev statement, as after discussing with some other people it seems I was incorrect.

You need -dev to look for files that are not packaged in .sga archives, both modded files and SCAR code. If you package the modded files and SCAR in a .sga archive the mod doesn't need -dev.
Qwertronix 10 Aug, 2009 @ 12:21pm 
Aight, thanks for clearing that up for me.
OneProduct 9 Aug, 2009 @ 9:27pm 
People who just mod default units rather than making their own often place them in the GameAssets folder because then they will load by default when you use -dev without needing a .module file.

-dev is required to use custom SCAR code. Mods that try to alter gameplay rather than just units/abilities/etc need to use it.

People who don't also have the custom badge won't see it.
Qwertronix 9 Aug, 2009 @ 7:56pm 
Question: Why does people seem completely intent on sticking to the method of dropping a boatload of *foreign* files into your GameAssets folder (thereby making it very hard to "uninstall" them in some situations) and then making you use the -dev switch?

From my experience, creating a custom .module file and running with the -modname "xx" switch works just fine - and even allows you to play in multiplayer, to boot! (Seeing a squad of thirty 'gaunts rip apart a squad of tactical marines in a 1v1 match is *very* satisfying =D )

Another thing I'm wondering about here is whether or not other players can see custom badges. If you know how, it's easy to get custom badges in-game and working in multiplayer, and you can play with people who use the vanilla game too. However, I would think not, but can anyone confirm whether vanilla players can actually see your custom badges?
OneProduct 9 Aug, 2009 @ 10:12am 
The scripting way is using SCAR with the following two functions:

Player_HasUpgrade( const ModPlayer* pPlayer, Integer pbgID )

Return true if the player has purchased the specified upgrade.

---

Modify_EntityCost( PlayerID player, String blueprint, Integer resourcetype, Integer addition )

Modifies the cost of an entity for a particular player. Possible resource types are RT_Requisition, RT_Power

---

Basically set the first function to check for Tier 2 and the second function to alter the cost of the unit you want.
OneProduct 9 Aug, 2009 @ 10:12am 
@Kolaris

There are two ways you can edit the cost of units when tiering up.

The modding way is by creating multiple ebps for each unit, like sm_tac_t1, sm_tac_t2 and sm_tac_t3 and set a required player upgrade to be "not t2 or t3" for the _t1, "t2 and not t3" for the _t2 and "t3" for the _t3. Set the requirement reason to "display_and_usage_and_produce". This way the button to produce the unit will change along with the tier and thus you can control the cost.

Continued in next post...
Joe 7 Aug, 2009 @ 1:10pm 
Thanks.

Anyone know what the morale entries do? Left-overs and placeholders? I've tried giving some weapons morale damage but there didn't seem to any difference.
OneProduct 6 Aug, 2009 @ 9:11am 
Deleted my previous post, it was incorrect.

@Kolaris

After trying it myself, I figured out that gaunts got extra health when tiering up because they have an ability that applies a health modifier that is always on.

This ability has the requirement that they be in tier 2 or 3 respectively.
Joe 4 Aug, 2009 @ 7:32pm 
So I've got a few questions maybe you guys can help me with, since you can't get on the RN forums with a hotmail account...

Does anyone know where the hp increase for gaunts and rippers upon advancing in Tiers is located? I want to try something similar, but instead reduce the cost of certain units when advancing in Tiers.

Secondly, is it possible/know a way to increase a squad size when gaining a level?
Goaliosis™ 2 Aug, 2009 @ 6:37pm 
So how is everyone doing with their mod? Anyone need any help? This is the place to ask and or get into contact people along with the Relicnews forums. please try to use the chat system too
Goaliosis™ 30 Jul, 2009 @ 7:04am 
BTW everyone can create announcements just so you can notify all of us when you release your mod(s)!!
Goaliosis™ 29 Jul, 2009 @ 5:33pm 
‘There is Only War’ Update Live Thursday, July 30th

http://community.dawnofwar2.com/blogs/?p=756
Imperator 26 Jul, 2009 @ 8:04am 
Hello, I am DeusImperator from the Relic Forums. I am an intermedier modder for DoW1, and an amateur for DoW2. My GFWL is MagosImperator, and I use a special private edition of the Brothers of the 4th and Project Warhammer mods.
Croaxleigh 16 Jul, 2009 @ 1:24am 
I s'pose I should say something here... introduce myself and such as it were. Anyway, I'm Croaxleigh... I'm one of the moderators at RelicNews and I tend to hang out in the Heretek Cabal a lot. *smiles* Hopefully I'll have the mod/map manager that I'm working on finished soon so that it can be released; it's going to have the ability to load both .sga files and mods that are simply a folder and a .module (using the -dev function for that one.) I probably would've already had it released, but I'm still learning the whole "programming" thing. Anyway, expect that, another release of "Total Carnage", and maybe one or two other projects soon.
76561198008361206 12 Jul, 2009 @ 4:11pm 
Hi there! Im godlike_power! Im only an amateur modder with DOW 1 and even more of an amateur in DOW 2 though I can do a couple o things! I joined this group primarily to get some expierience in DOW 2 modding and chat to other modders out there aswell as test out any mods/maps. :)
Crando 12 Jul, 2009 @ 4:05am 
yo everyone, I'm Crandoman and my GFWL name is Crandoman345, I'm happy to try/beta any and all mods, provided they need a minimum of fuss to get working (bad experiences in the past with modding attempts). I'm not an actual modder, just someone whoi's happy to provide feedback to anyone who needs it :)