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Short for "Dawn of War Professional."
'''Dawn of War Professional''', also known as '''DoWpro''', is a [[Dawn of War Mods|Mod]] for [[Dawn of War]]. The mod focuses on returning to, and enhancing, the gameplay-experience of Vanilla Dawn of War (i.e. pre-Winter Assault).


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, 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 several on the Dawn of War community's boards to openly get the Mod removed from its modding community, due to its popularity and overpowering number of posts about it as the mod grew.
==Features==
 
'''Content'''
 
Much of the original games' cut content was re-added in the mod, as well as in general, more toys for most factions to play as - the objective being that the player is generally given more choices as to the composition of their armies.
 
DoWpro also implements new content from certain other mods (used with permission).
 
'''Factions'''
 
Space Marines are rebalanced around being an Elite unit army, with their Tactical Space Marines taking 3 population.
 
Chaos forces play similarly to the Space Marines, but with a greater focus on melee combat and daemonic support units. Their vehicle choices are more limited than the Space Marines, but versatility in units like the Defiler allow one unit to cover many roles.
 
Orks are rebalanced around being a melee Horde army (like in vanilla), except that they have more varied armor types and ways to deal with hard counters (which Orks lacked in vanilla, noticeably against the Eldar Warp Spiders).
 
Eldar, being more like Vanilla, are no longer about massing Dark Reapers (which is the most prominent opening in later expansions, depending on patch).
 
The Imperial Guard are rebalanced towards being a Horde army, where a guardsmen squad costs 100 requisition (from 160). In order to defeat Elite unit massed gunlines, the Imperial Guard rely on a combination of disruption, dense formations, siege warfare, and fighting in multiple places at once by utilising their numerical advantage. Expect atrociously high casualty rates even in victory.
 
Tau emphasize mobile firepower that is rebalanced more towards the use of infiltration, jetpacks, ambushes and diverse unit combinations. Additionally, Stealth suits begin as hunter-killer units, instead of Tier 0 capper units (with Pathfinder units taking their place).
 
Some factions are changed more than others; Necrons use a unique mechanic where they need to expand their area of control and actually gain resources in an effort to actually force them to take and hold territory and play more like the rest of the factions, as opposed to how they originally played.
 
'''Cosmetics'''
 
The mod implements a number of cosmetic and minor improvements, in an effort to help keep some of the units closer to fluff. As an example, the World Eaters-exclusive [[Khorne]] Berserker in Vanilla is replaced with a [[Black Legion]]-style Berserker that includes team colors to make it look like a Khornate unit that happens to be in the warband.
 
Significant changes to the factions' tech trees (and subsequent necessary rebalancing), such as Grey Knights and Khorne Berserkers being available in Tier 1.
 
A series of "pancake-style" tech-upgrades ala 90's strategy-games, e.g. StarCraft.
 
'''Micromanagement'''
 
Tweaks have been made that reduce pathing issues, such as reducing model sizes of both infantry and tanks as well as the removal of clipping (similar to Starcraft).
 
Large scale army control in 1v1s is more common, because players tend to have more squads to control.
 
Removal of the Fire on the Move Accuracy Penalty implemented in Dark Crusade, thus the original game's 'run and shoot' unit control is emphasized.
 
'''Map Control'''
 
Capture rates were reduced making it faster to take and re-take the map. There is more leeway to be less predictable in your capture order.
 
Critical Locations provide twice the Requisition.
 
Jump units (such as Raptors) capture points at a faster rate.
 
==Issues and Criticisms==
DoWpro's focus on Tier 1 battles with significant attention paid to expanding and holding territory as opposed to the fast-tech-and-fight gameplay of Dark Crusade and Soulstorm is not for everyone. It also has a number of gameplay issues and bugs all its own.
 
The mod removes Flyers.
 
It also fundamentally changes how the factions added in the expansions play, and not always for the better. Those who are fans of how existing factions or mechanics already work or feel (e.g. the uniqueness of the Necrons, which the mod outright removes, or Dark Crusade infiltration) will not enjoy it.
 
Balance has focused primarily on 1v1s, as opposed to team games.
 
Games less frequently reach Tier 3 or Tier 3.5 (which is a Tier level that some players may prefer).
 
Units feel much more fragile than they are in the originals, because the Fire on the Move changes allow for more concentrated firepower as multiple units gang up on a single unit.
 
This ironically makes for a game that while certainly much more varied than Vanilla, also tends to culminate in much more protracted battles over the course of a given match, and can quickly boil down to drawn-out battles of attrition dictated by "who makes the first major mistake". Matches can also be decided in the first five minutes - and still last for over thirty. In certain match-ups, such as Orks vs Imperial Guard, this is very noticeable.


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.  
If there is a specific Build Order that you wish to play (which worked in DC/SS), there is a decent chance that it is no longer viable in DoWpro. For example, 3x Dark Reaper is not as viable, as they are now hard counter units. Also, it is much harder to aggressively place turrets as they require a Control Zone to be built in.


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.
The mod encourages mid game transports (as they can be built from the HQ at Tier 2). However, transport gameplay is not as smooth as Starcraft.


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 never would have happened without Dawn of War Pro to spur it onwards.
Chaos is now more similar to the Space Marines (like in Vanilla), whereas in WA/DC/SS Chaos is significantly different and more unique.


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 the bulk of high-HP Tau organic units have either no or minimal 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, and that you're honestly gimping your entire army if you choose otherwise). It is currently working on a Soulstorm version; its current one adds the Dark Eldar and includes similar bugfixes and upgrades.
The complex counter system means that there is a steep learning curve from the original. For example, Flamer weapons are highly effective against Demons.


==The Good, the Bad, and the Ugly==
Optimizing your units requires that you understand what armor types every unit has in the game, and roughly how well every unit's DPS performs against those armor types. Incorrectly targeting the wrong enemy unit is often excessively punishing, and encourages players to analyse Damage Per Second spreadsheets.


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.  
Even some units which keep fundamentally the same role they had in the original game may be changed in implementation, to the point where their use is fundamentally different in practice.  


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 DoWpro's upcoming pseudo-expansion, the Inquisition addon.
Jump pack units are less mobile in DoWpro. For example, in the base game at full charge the Assault Marine Squad will have 2 4/9 jumps available, requiring 110 s total to recharge from empty. In DoWPro, it is 1 4/9, approximately. From full charge if you jump, there is a 20 second timing window as you wait for your next charge.


It's not all good news, of course; Dawn of War Pro ''can't'' fix problems existing within the engine, 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.  
Progressing through the Tech Tree as Eldar can be confusing if you're unfamiliar with the vanilla game.


A lot of players do not 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.  
If you were a fan of the Eldar Ranger squad (as in DC/SS), then you may be unhappy because it requires upgrades to achieve the same ranged harassment potential.


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).  
Tau is now a mobile shooty army instead of a stand-and-shoot army, which may or may not be in your favor depending on how you like your Firewarriors. On the other hand, you can now pick both Kauyon and Mont'ka within a single game.


Others cite the need to build multiple command center-class units, and various bits with the tech-tree.
The Imperial Guard have two pieces of Wargear called Ordo Xenos and Ordo Malleus that upgrades the Inquisitor, but where is Ordo Hereticus?


'''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.
Certain build orders, such as opening with ASM or Raptors, are now more difficult to perform.


Artillery units such as Basilisks and Whirlwinds no longer do tons of damage to all infantry, which is what you may expect from artillery. Instead, they are used primarily for disruption, morale damage, and building siege damage.


==Features==
Certain combos from DC/SS no longer exist in the same way, for example Grey Knight's Psychic Inquisition combined with the Librarian's Smite for impressive Area of Effect damage.
* Wargear is now available in both Multiplayer and Skirmish.
* 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 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,
* 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). Compatible not only with Hamachi and Remobo, but Gamespy and Direct IP games.
* 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==
Further, it has a number of unique bugs (some of which might be blamed on the core game-engine), some of which are only avoidable by being aware of them (i.e. have to actively be played around by the player). Core gameplay changes, such as Fire on the Move no longer reducing accuracy as significantly, exacerbate pathing issues on some maps, which hurts Horde armies more than Elite armies.
To be filled-out soon.


==Links==
* http://www.moddb.com/mods/dowpro - Mod DB page.
[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]
[[Category:Video Games]]
[[Category:Video Games]]

Latest revision as of 12:27, 20 June 2023

Dawn of War Professional, also known as DoWpro, is a Mod for Dawn of War. The mod focuses on returning to, and enhancing, the gameplay-experience of Vanilla Dawn of War (i.e. pre-Winter Assault).

Features[edit]

Content

Much of the original games' cut content was re-added in the mod, as well as in general, more toys for most factions to play as - the objective being that the player is generally given more choices as to the composition of their armies.

DoWpro also implements new content from certain other mods (used with permission).

Factions

Space Marines are rebalanced around being an Elite unit army, with their Tactical Space Marines taking 3 population.

Chaos forces play similarly to the Space Marines, but with a greater focus on melee combat and daemonic support units. Their vehicle choices are more limited than the Space Marines, but versatility in units like the Defiler allow one unit to cover many roles.

Orks are rebalanced around being a melee Horde army (like in vanilla), except that they have more varied armor types and ways to deal with hard counters (which Orks lacked in vanilla, noticeably against the Eldar Warp Spiders).

Eldar, being more like Vanilla, are no longer about massing Dark Reapers (which is the most prominent opening in later expansions, depending on patch).

The Imperial Guard are rebalanced towards being a Horde army, where a guardsmen squad costs 100 requisition (from 160). In order to defeat Elite unit massed gunlines, the Imperial Guard rely on a combination of disruption, dense formations, siege warfare, and fighting in multiple places at once by utilising their numerical advantage. Expect atrociously high casualty rates even in victory.

Tau emphasize mobile firepower that is rebalanced more towards the use of infiltration, jetpacks, ambushes and diverse unit combinations. Additionally, Stealth suits begin as hunter-killer units, instead of Tier 0 capper units (with Pathfinder units taking their place).

Some factions are changed more than others; Necrons use a unique mechanic where they need to expand their area of control and actually gain resources in an effort to actually force them to take and hold territory and play more like the rest of the factions, as opposed to how they originally played.

Cosmetics

The mod implements a number of cosmetic and minor improvements, in an effort to help keep some of the units closer to fluff. As an example, the World Eaters-exclusive Khorne Berserker in Vanilla is replaced with a Black Legion-style Berserker that includes team colors to make it look like a Khornate unit that happens to be in the warband.

Significant changes to the factions' tech trees (and subsequent necessary rebalancing), such as Grey Knights and Khorne Berserkers being available in Tier 1.

A series of "pancake-style" tech-upgrades ala 90's strategy-games, e.g. StarCraft.

Micromanagement

Tweaks have been made that reduce pathing issues, such as reducing model sizes of both infantry and tanks as well as the removal of clipping (similar to Starcraft).

Large scale army control in 1v1s is more common, because players tend to have more squads to control.

Removal of the Fire on the Move Accuracy Penalty implemented in Dark Crusade, thus the original game's 'run and shoot' unit control is emphasized.

Map Control

Capture rates were reduced making it faster to take and re-take the map. There is more leeway to be less predictable in your capture order.

Critical Locations provide twice the Requisition.

Jump units (such as Raptors) capture points at a faster rate.

Issues and Criticisms[edit]

DoWpro's focus on Tier 1 battles with significant attention paid to expanding and holding territory as opposed to the fast-tech-and-fight gameplay of Dark Crusade and Soulstorm is not for everyone. It also has a number of gameplay issues and bugs all its own.

The mod removes Flyers.

It also fundamentally changes how the factions added in the expansions play, and not always for the better. Those who are fans of how existing factions or mechanics already work or feel (e.g. the uniqueness of the Necrons, which the mod outright removes, or Dark Crusade infiltration) will not enjoy it.

Balance has focused primarily on 1v1s, as opposed to team games.

Games less frequently reach Tier 3 or Tier 3.5 (which is a Tier level that some players may prefer).

Units feel much more fragile than they are in the originals, because the Fire on the Move changes allow for more concentrated firepower as multiple units gang up on a single unit.

This ironically makes for a game that while certainly much more varied than Vanilla, also tends to culminate in much more protracted battles over the course of a given match, and can quickly boil down to drawn-out battles of attrition dictated by "who makes the first major mistake". Matches can also be decided in the first five minutes - and still last for over thirty. In certain match-ups, such as Orks vs Imperial Guard, this is very noticeable.

If there is a specific Build Order that you wish to play (which worked in DC/SS), there is a decent chance that it is no longer viable in DoWpro. For example, 3x Dark Reaper is not as viable, as they are now hard counter units. Also, it is much harder to aggressively place turrets as they require a Control Zone to be built in.

The mod encourages mid game transports (as they can be built from the HQ at Tier 2). However, transport gameplay is not as smooth as Starcraft.

Chaos is now more similar to the Space Marines (like in Vanilla), whereas in WA/DC/SS Chaos is significantly different and more unique.

The complex counter system means that there is a steep learning curve from the original. For example, Flamer weapons are highly effective against Demons.

Optimizing your units requires that you understand what armor types every unit has in the game, and roughly how well every unit's DPS performs against those armor types. Incorrectly targeting the wrong enemy unit is often excessively punishing, and encourages players to analyse Damage Per Second spreadsheets.

Even some units which keep fundamentally the same role they had in the original game may be changed in implementation, to the point where their use is fundamentally different in practice.

Jump pack units are less mobile in DoWpro. For example, in the base game at full charge the Assault Marine Squad will have 2 4/9 jumps available, requiring 110 s total to recharge from empty. In DoWPro, it is 1 4/9, approximately. From full charge if you jump, there is a 20 second timing window as you wait for your next charge.

Progressing through the Tech Tree as Eldar can be confusing if you're unfamiliar with the vanilla game.

If you were a fan of the Eldar Ranger squad (as in DC/SS), then you may be unhappy because it requires upgrades to achieve the same ranged harassment potential.

Tau is now a mobile shooty army instead of a stand-and-shoot army, which may or may not be in your favor depending on how you like your Firewarriors. On the other hand, you can now pick both Kauyon and Mont'ka within a single game.

The Imperial Guard have two pieces of Wargear called Ordo Xenos and Ordo Malleus that upgrades the Inquisitor, but where is Ordo Hereticus?

Certain build orders, such as opening with ASM or Raptors, are now more difficult to perform.

Artillery units such as Basilisks and Whirlwinds no longer do tons of damage to all infantry, which is what you may expect from artillery. Instead, they are used primarily for disruption, morale damage, and building siege damage.

Certain combos from DC/SS no longer exist in the same way, for example Grey Knight's Psychic Inquisition combined with the Librarian's Smite for impressive Area of Effect damage.

Further, it has a number of unique bugs (some of which might be blamed on the core game-engine), some of which are only avoidable by being aware of them (i.e. have to actively be played around by the player). Core gameplay changes, such as Fire on the Move no longer reducing accuracy as significantly, exacerbate pathing issues on some maps, which hurts Horde armies more than Elite armies.

Links[edit]