Developed by Relic Entertainment, Dawn of War is the first entry in the Dawn of War series. It had three expansions: Winter Assault which added the Imperial Guard, Dark Crusade which added Necrons and Tau, and Soulstorm which added Sisters of Battle and Dark Eldar.
Dawn of War Mission Cuts#
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The original Dawn of War game campaign seems to have gone through a several revisions with leftovers in some of the mission files, openable in the included mission editor, and in the games mission scripts. You can also see some of the earlier map designs in the "flythrough" versions which were used to generate the scenario briefing videos. These include sometimes different markers, lighting differences and slight or moderate level layout changes. The mission scripts also usually point to differences minor and major in the level design, including altered objectives.
Notably some of the missions have different map names when opened hinting at some reordering, editing or removal of some levels; Mission 5 is named "MS06_new", Mission 6 is named MS07 and Mission 11 is named MS15.
Finally this is a list of major elements that were either changes from the flythrough versions or are leftovers of earlier design remaining in the final mission files;
- Mission 1 has an unused intel event perhaps meaning the original scenario required you to capture a certain number of strategic points. Gabriel says: "Capture this strategic point, and do not allow the Orks to take it. Once we control enough strategic points we will force the Orks out of this area. We need to gain control of the battlefield by capturing a majority of the strategic locations on this part of the front."
- Mission 2 originally had Nobz squads spawning, with the humorously named script function "Rule_NobsIndaHouse", out of holes. It also had a lot of edits with many removed intel events and most new voice line comments noted as *PICKUP* meaning they were recorded later. It might be the original mission design was solely an attempt at assassinating Nob leaders with Scouts more prominently, with event names such as "IE_LasNobDead" which contains "That appears to be the last of them. Let us give thanks to the Emperor for seeing us through this day!". These Nobs to kill apart from the first are not present as objectives on the final version. The flythrough version of the cutscene script file also misses out the appearance of Sindri.
- Mission 3 has an Orbital Relay in the flythrough map design and markers called "mkr_guardorbit" potentially suggesting Imperial Guard reinforcements by orbital relay? Sound files also refer to the orbital relay being repaired. References Orbital Bombardment which is not unlocked until much later. There are also commented out functions that had Nob squads trying to recapture points and Grotz building listening posts, left to the default AI in the final version. Again some voice lines relate to Orks coming out of the sewers (a concept later used in Winter Assault).
- Mission 4 has references to a bridge being destroyed (humorously a Grot screaming "AAAAAAAAAAAAAAGGGGGGGGGGHHHHHHHHHHH!" and Isador saying "Subtlety is certainly not an Ork trait. We will need to find an alternate route."). These bridges which were to be blown up can be seen in the flyby map version, between the first and second bases, along with an unused explosion sound called log_bridge_die.fda tagged for mission 4 in the game files. There is also unused intel events related to researching melta bombs to deal with the Ork artillery.
- Mission 5 has an updated map design with another offshoot to the main path which is present on the flyby map but not on the final design. This is still visible in the scenario briefing minimap video, seen around the centre of the map.
- Mission 6 has reference to "seismic activity" but it is never called - a Tactical Marine states: "Brother-Captain, something has caused this mountain to become unstable. More seismic activity is likely.". Possibly some effect of the Eldar attacks. There is also an uncommented set of functions referring to the Eldar wanting to blow up the dig site. This would have become a short objective to kill a ranger squad near the final objective, basically making it a 450 second objective timer to finish the final battle.
- Mission 7 originally had an secondary objective "Salvage Downed Transport" although no further information is provided.
- Mission 8 used to spawn one wave of 20 Imperial Guard from behind the main Chaos base, the spawns were moved to two separate locations where 10 squads spawned at each instead. Additionally it is suggested in the Mission 10 script that Brom was to also be the traitor named by Sindri in the cutscene; with him apparently originally saying "The Orks and Brom, they too believed more of their abilities then they did of me. But I relied on their arrogance at my benefit alone.". In the final game version Brom isn't mentioned by Sindri by name (additionally the novel version of the game has Brom attack the Blood Ravens and this would be the likely time it occurs).
- Mission 9 has references to Toth's flank being potentially overwhelmed (stopping guardsmen reinforcements), as well as Gabriel responding to a trap and saying he'll deal with the chaos lord directly, none of which are used in the final mission.
- Mission 10 originally seemed to not have a starting base. There is a voiceline suggested the base location was chosen early on or in the opening cutscene; "There looks as good as any. Secure that location" and a variety of markers suggesting drop pod location that otherwise are unused are left on the map. The original objectives was also to only kill Isador, which is really trivial, so was presumably updated to make the level a little harder to complete.
- Mission 11 would have originally had Orks too! It has an uncommented function to spawn a reasonably sized Ork army (alongside Grots to presumably create a base) 10 minutes into the level with a secondary objective to destroy them. Additionally the original mission design required you to have Gabriel near the Demon Prince to damage them, which was removed in the final version. Also in the opening cutscene there is a unvoiced line for a character not referenced anywhere else named "Corralis", possibly a thunderhawk or other auxiliary: "…cannot approach the peak. The storm hinders our guidance systems." with Gabriel responding "Understood. Make base at the foot of the mountain and await my word.". This is perhaps why the cutscene starts rather suddenly since the disturbance is in proper context the warp storm.
Unused Graphics#
Chaos#
Dark Crusade:
Icon |
File Name |
Notes |
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evil_psyker |
A chaos version of the Imperial Guard psyker. |
Imperial Guard#
Dark Crusade:
Icon |
File Name |
Notes |
|---|---|---|
addon_guard_heavy_weapon_vault |
Infantry command seemingly needed to be upgraded to produce heavy weapon teams, they don't need this in the final game. |
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addon_guard_officers_quarters |
Infantry command seemingly needed to be upgraded to produce command squads, they don't need this in the final game. |
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guard_ability_righteous_fury |
A cut ability. |
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guard_captain_research_gun |
Individual upgrades to increase the damage of command units, likely redundant for how many you make. |
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guard_commissar_research_melee |
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guard_priest_research_melee |
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guard_sargeant_research_gun |
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guard_sargeant_research_sword |
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guard_squad_guardsmen__guard_flamer_guardsmen |
Anti-morale flamer upgrades for the guardsmen, grenade launchers replace this role. |
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guard_upgrade_flamer |
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guard_upgrade_lemanruss_lasscannon_l |
Anti-vehicle las-cannon upgrades for the Leman Russ |
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guard_upgrade_lemanruss_lasscannon_r |
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guard_upgrade_sentinel_flamer |
Anti-infantry upgrades for the sentinel |
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guard_upgrade_sentinel_multi |
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guard_valkyrie |
Valkyries are visible in cutscenes but not buildable. |
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Soulstorm:
Icon |
File Name |
Notes |
|---|---|---|
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guard_squad_demolisher |
A cut unit, a different version of the Leman Russ? Uses the space marine predator icon. |
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addon_guard_demolisher_depot |
The upgrade to produce it in the mechanized command. |
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guard_research_sentinel_armor |
A cut upgrade to improve sentinel armor. |
Orkz#
Dark Crusade:
Icon |
File Name |
Notes |
|---|---|---|
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hq_upgrade_icon |
Potentially an icon for the settlement upgrade which uses a different graphic. Probably a leftover from the original Dawn of War |
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slugga_boyz_icon__multi |
Icons for slugga boyz with different weapon upgrades. Leftovers from the original Dawn of War. |
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slugga_boyz_icon__ork_big_shoota_slugga |
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slugga_boyz_icon__ork_rokkit_launcha_slugga |
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shoota_boyz_icon__multi |
Icons for shoota boyz with different weapon upgrades. Leftovers from the original Dawn of War. The multi icon is green here instead of the usual purple. |
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shoota_boyz_icon__ork_burna_shoota |
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shoota_boyz_icon__ork_rokkit_launcha_shoota |
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tankbustas_icon__multi |
Icons for tankbustas with different weapon upgrades. They don't get any upgradeable weapons. |
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nob_squad_icon__multi |
Icons for nobz with different weapon upgrades. They only get power claws so this goes unused. |
gork_totem_icon |
An old name for the listening post. |
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bigmekmeleeupgrade_icon |
Placeholder graphics for cut research. |
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bigmekrangeupgrade_icon |
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power_upgrade_icon |
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research_biggasquads_icon |
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research_biggunz_icon |
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research_bigmekupgrade1_icon |
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research_bigmekupgrade2_icon |
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research_evenmoreshooty_icon |
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research_morebigstuff_icon |
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research_moreshooty_icon |
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kustom_tellyporta_ability |
Research and custom graphic for Big Mek's teleport ability. It's unlocked by default and uses a more generic icon. Leftovers from the original Dawn of War. |
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kustom_tellyporta_research |
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research extraarmor 2 icon |
An extra tier for the extra armor research. |
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research_powerclaw_icon |
A research required to upgrade nobz with powerclaws. Leftover from the original Dawn of War. |
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research_rokkitlauncha_icon |
Leftover from the original Dawn of War. This upgrade would increase the damage of all rokkit launchas. |
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research_stikk_bombs_icon |
A research required to use stikk bombs. Leftover from the original Dawn of War, where this upgrade would apply to all ork infantry. |
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speed_boost_research_icon |
A unique graphic for the stormboyz speed upgrade, which uses the vehicle graphic instead. |
super_stikkbomb_icon |
Leftover from the original Dawn of War. Used by Big Mek. Counterpart to space marine's melta bombs. |
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tank_busta_research_icon |
Leftovers from the original Dawn of War. This was ork's counterpart to space marine's melta boms, used by tankbustas. |
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tankbustas_bomb_icon |
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tankbustin_kit_research |
Leftover from the original Dawn of War. This upgrade would give Big Mek a tank zappa and super stikk bombs. |
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tougher_orks_research_icon |
An old version of the 'Eavy Boy Armour upgrade. |
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tougher_orks_research_2_icon |
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upgrade_twin_big_shoota |
Potentially a wartrukk upgrade? |
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upgrade_twin_rokkit_launcha |
Leftover from the original Dawn of War. |
upgrade_zzzap_gun |
Possibly a squiggoth upgrade? |
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upgrade_mega_blasta |
Potentially a killa kan upgrade? |
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upgrade_attach |
Old graphics for commander attaching, detaching, reinforcing, and deleting |
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upgrade_detach |
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upgrade_reinforce |
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upgrade_scuttle |
Necrons#
Dark Crusade:
Icon |
File Name |
Notes |
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necron_scarab_squad_large |
An icon for scarab honor guard, which aren't available units. |
Campaign#
Located in SoulStorm, images showing preliminary maps.
Map version 1.3:
- Uses the title DoW:FR, unlike the final game's DoW:SS.
- The Dark Eldar HQ moon does not match its final location.
- The Tau moon is not an ice moon in the final, the warp gate moon is.
- The Space Marine HQ is connected directly to the warp gate moon.
- Kaurava I is missing a district.
- Kaurava II is missing two districts.
- Kaurava III is missing two districts.
- Kaurava IV is missing a district.
Map version 2.2:
- More closely resembles the final game.
- The Dark Eldar HQ moon still does not match its final location.
- The Tau moon is not an ice moon in the final, the warp gate moon is.
Unused Weapons#
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An e3 demo version of the Imperial Guard's basilisk earthshake cannon exists.
- It does no morale damage to troops unlike the final which does 100.
- Its radius is doubled at 10 compared to 5.
- Its max range is 400 compared to 120.
Heavy weapons teams have a cut grenade launcher weapon.
- No setup time
- A bigger blast radius (3 vs 2.5)
- 120-160 damage vs 113-147
- 1 second reload time vs 3 seconds
- Fires a krak_missile instead of a guardsman_grenade_launcher
- 45 horizontal speed vs 180
- Greater horizontal movement, 180 vs 90
- Smaller minimum range (2 vs 15)
- No required building vs guardsmen requiring tactica control
- A cost of 30 power and 50 requistion vs 15 and 30
- Lower morale damage, 5 vs 15.05
- Uses the UI name of "Autocannon"
- Uses the following help text:
Upgrades one member of the squad to the indicated heavy weapon.
Medium to Long Range.
Effective against vehicles.
Unit must be stationary to fire this weapon.
Unused Honor Guard#
Dark Crusade:
668650 Regimental Confessor
668651 - Honor Guard unit.
668652 - Father Martel is Governor Alexander's own confessor and the highest-ranking agent of the Ordo Ministorum on Kronus.
668653 - Increases the damage output of any squad he is attached to.
668654 - Fanaticism ability can make his squad temporarily invulnerable.
668700 - Priest of the Ordo Ministorum.
668701 - Sent by the Imperial High Command to inspire the Governor-Militant's troops and attend to their spiritual needs.
668702 Regimental Confessor
668703 - Priest of the Ordo Ministorum.
668704 - Father Martel is Governor Alexander's own confessor.
668705 - Increases the damage output of any squad they are attached to.
668706 - Fanaticism ability can make any squad he is attached to temporarily invulnerable.
Cut Units?#
Located in DXP2.ucs are cut entries:
4250055 NOT USED
4250056 - Can be upgraded to use Battlefield Medics ability.
4250057 - Effective as scouts and support units.
4250090 NOT USED
4250091 - Has access to Act of Faith: Divine Light
4250092 - Faithful. Generates a small amount of the Faith Resource while alive.
4250093 - Effective against Infantry and Heavy Infantry.
4250098 NOT USED
4250099 - Effective against Heavy Infantry.
Cut Medals#
Located in DXP2.ucs is a list of the medals players would gain for online play, some go unused without names:
4900011 TBD Medal
4900012 Rookie Competitor
4900013 Veteran Competitor
4900014 Elite Competitor
4900015 Ultimate Competitor
4900016 King of the Universe
4900017 TBD Medal
4900018 Hot Streak
4900019 You're Hacking, Aren't You?
4900020 Buddy System
4900021 Veteran Teammate
4900022 Elite Teammate
4900023 Ultimate Teammate
4900024 God of Teamwork
4900025 Allegiance to the Emperor
4900026 Devotion to the Emperor
4900027 Social Life? What's That?
4900028 Efficient Killer
4900029 Micro Master
4900030 Bloodlust
4900031 Ultimate Carnage
4900032 Assassin
4900033 Pacifist Coward
4900034 Blitzkrieg!
4900035 Untouchable
4900036 Invincible
4900037 Goliath Goes Down
4900038 Lose to Win
4900039 TBD Medal
4900040 TBD Medal
4900041 TBD Medal
4900042 TBD Medal
4900043 TBD Medal
4900044 TBD Medal
4900045 TBD Medal
4900046 TBD Medal
4900047 TBD Medal
4900048 TBD Medal
4900049 TBD Medal
4900050 TBD Medal
4900051 TBD Medal
Oddities#
- Internally, "Da Listening Post" is called "Gork Totem".
- Internally, "Critical Locations" are called "Strategic Objectives".
- A nameless "test_building" exists using the model of a cave entrance.
Unused Text#
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To do: |
A cut line for the Space Marine HQ in Dark Crusade.
2754000 Enemies are near the chapel, brothers! Close ranks and attack!
2754001 LINE CUT PLEASE REVISE SCRIPT
Unused Scripts#
Soulstorm#
Imperial Guard HQ:
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-- RouteChange_Convoy : Change Routes due to convoys being destroyed (NOT USED)
-- EVENTS.IE_RouteChange_Convoy : ACT.Stubbs
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EVENTS.IE_RouteChange_Convoy = function()
Util_SetIE( true )
-- Guard_RouteChange_Convoy_Stubbs : Dammit! Weve lost too many convoys that way. Send them on another route.
CTRL.Actor_PlaySpeech( ACT.Stubbs, 5300101)
CTRL.WAIT()
Util_SetIE( false )
end
Intro:
--Silvey Polish 10/10/07: Reducing the troops a bit...
--[[for i = 6, 8 do
--sentinels
Util_CreateSquadsAtMarkerEx(g_Player2, "sg_opening_sentinelsb"..i, "guard_squad_sentinel", "nis_opening_sentinel_spawn"..i, 1, 1)
SGroup_AddGroup(SGroup_CreateIfNotFound("sg_opening_actors"), SGroup_FromName("sg_opening_sentinelsb"..i))
SGroup_AddGroup(SGroup_CreateIfNotFound("sg_opening_sentinelsb"), SGroup_FromName("sg_opening_sentinelsb"..i))
Cmd_SetStance("sg_opening_sentinelsb", STANCE_CeaseFire)
SGroup_SetHealthInvulnerable("sg_opening_sentinelsb", true)
SGroup_FaceMarker("sg_opening_sentinelsb", "nis_opening_parade_goto3")
end]]--
--[[
for i = 1, 2 do
--extra tanks
Util_CreateSquadsAtMarkerEx(g_Player2, "sg_opening_basilisk"..i, "guard_squad_basilisk", "nis_opening_tank_spawn"..i, 1, 1)
SGroup_AddGroup(SGroup_CreateIfNotFound("sg_opening_actors"), SGroup_FromName("sg_opening_basilisk"..i))
Cmd_SetStance("sg_opening_basilisk"..i, STANCE_CeaseFire)
SGroup_SetHealthInvulnerable("sg_opening_basilisk"..i, true)
SGroup_FaceMarker("sg_opening_basilisk"..i, "nis_opening_tank_face1")
end
]]
Tau HQ:
If this level was somehow played as Tau the player would start with a squad of pathfinders, kroot carnivores, and a crisis suit.
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