Dawn Of War 2 Change Key Bindings

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Emigdio Binet

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Aug 5, 2024, 5:14:53 AM8/5/24
to gilltrepunflax
The1: corresponding to the line/row.

The 46 being the Primary keybind and its value converting/equaling the C key.

The 23 being the Secondary keybind and its value converting/equaling the I key.


Scancodes are typically represented in hexadecimal format - the codes here in this file seem to be converted from hexadecimal-to-decimal. Searching can bring to you various scancode lists. Here is one such:


And here we have a listing of common converted scancodes you can use. Be aware that this is not an exhaustive or complete listing of all your available options. For anything not shown here you can simply use some of the listings found online (or the one linked above) and a converter (one such also linked above).


Yeah, I imagine that if you have long since changed many of the default bindings it becomes difficult to guide someone new who is likely still using the default scheme plus using a different control type.


Change - Cultivation, Ruin, Endowment, Preservation. I understand that including Preservation here seems backwards, but being adamantly against change is still being defined by your relationship to change.


The final set, I have a hard time summing up in a single verb, but I understand as sort of a philosophical opposite to ACT. What Odium, Ambition, Invention, and Whimsy have in common is that they are centered on the desires, feelings, and thoughts of the self, with a certain disregard for what effects your actions have on the world around you. These Shards all impose their own will on the world, exert control on the world.


In contrast, the final set have in common a certain self-abnegation. Instead of being able to impose your own will on the world, these Shards are about what you do when you have no control over the world, how you behave when faced with bad circumstances. I am reminded of Jasnah's perspective on the word 'hope': a value you turn to when you lack options. Arguably irrational, yet still noble. With that in mind, I lean toward Accept, but React or Choose could also work.


I actually see all four of these Commands as underpinned by a fundamental philosophical dichotomy: that of self vs other, or perhaps subject vs object. But that gets very nebulous (and long-winded) so I'll save it for another post, perhaps.


Ooh, This is very different from what other people have picked but I do like the ideas. There's not been that much discussion yet where valour, mercy, and whimsy fit in with dawnshards so I'm curious to see what other people think. Might have to come up with my own ideas.


Your theories are p in line w/ my ideas, but i think its would be more like one of those Political Diagram memes- that is, the four categories have combinations. I just think like you said, the relationships with the concepts are not entirely straight forward- jsut because you're not Change-y doesn't mean you're not defined by your connection to the concept of change, so it makes sense to me to view them a bit like dnd alignments, with 2 different scales where being Chaotic means more than being Not-Lawful. It also make sense to me because of the radiant orders, who all share 1 part with another order- so the groups would be compounds. but it's an idea i came up wih v recently binging and still havent had time to develop it, so idk if it would work with the shards and numbers- im just putting it out ig.


I like this classification, as I feel like there are several good points to back it up. The only other times in the Cosmere that we've heard such specific commands stated in such specific ways, it has been SURVIVE (to Kelsier), and UNITE (to Dalinar). The fourth one having something to do with emotion is obvious because that's where the remaining shards fit. I've seen it as Inspire, Think, etc. but I think it works to just call it feel for now.


Starting with Change, I think the most obvious ones are Ruin and Cultivation. I'm split on whether or not to put preservation in this group, as he is largely defined by change. However, he also falls right in with Survive, and he was the one who gave Kelsier that command, so I'm more inclined to put him there. The other shard I'd put here for sure is Invention, as invention involves changing something about the world around us, in a way external to the self.


Next is survive, and like I said above, I'm going to put preservation here. I am also going to put the "shard that just wants to survive" here, for obvious reasons. I'm not totally sure about the other two, but I think what I'm going to put is Devotion, because according to the Coppermind, "She appears to wish to care for people and provide them safety from pain and harm," and Mercy, as in survival of those under your control. The opposite of killing. I also think it's likely this is the dawnshard that hoid once held, as it would stop him from harming others.


Next Feel. Odium belongs here, as does Whimsy I think. That seems to be more of an emotion than anything else, the idea of silliness. Valor is defined as "great courage in the face of danger, especially in battle," and if courage doesn't go in feel, I don't know what does. I think ambition also probably goes here, though I'm not totally sure.


Next Unite. Obviously Honor. I think Dominion is another likely choice, as it involves binding those who don't want to be bound. Other than that, I'm not really sure. The only ones I haven't mentioned are Endowment, Autonomy, and the other unnamed shard, and we don't know enough about their shardic intent to know for sure. I'll throw them in here, but know I'm not sure.


Here's my newest diagram. I kind of just threw up a few of the Positive/Negative Internal/External classifications because we don't know enough about the shards themselves to be sure. For example, ambition could totally be positive or negative and we really have no idea, so I just threw it in there.


It's also worth noting that the positive/negative internal/external idea is really just speculation, it could be totally wrong. But it also lines up really well with allomancy, which is cool, and seems like something Brandon would do.


Titanium Wars Mod is high quality DoW mod with almost all Games Workshop units.Features of this mod:- Many-many new units and buildings. Extended tech tree.- Many-many new abilities and upgrades.- New Heroes and fully functional Heroes wargear.- RPG elements from CutterShane's Heroes System. Experienced units after battles.- Fully functional single campain, skirmish, and multiplayer.- And finally Titans and Titan-like units!


- Fixed bug in some of new GrOrc's AI function, which lead to AI disfunction in scripted missions in TWM-campaign.

- Reworked charge range melee parameter for many squads for all races.

- Reworked difficulty settings on scripted maps.

- More correct work of AI on scripted maps.

- UCS-files were updated.


- NB! Global rebalance for many weapons. In particular:

-- Plasma Guns have reload 1 instead of 0,5.

-- Melta weapons more effective.

-- All TWM models have firing progress modifier for Plasma Guns, Plasma and Bolt Pistols (correct visual for new balance).

- NB! AI has been significantly updated. In particular:

-- More correct TWM-AI-code as a whole.

-- Workers work better.

-- Repairers work better.

-- Deep strikers are more active.

-- AI-bots can build advanced (additional) workers.

-- AI-bots place buildings on grid (in most cases). More free space on bases (!).

-- AI-bots place buildings more evenly. Turrets especially.

-- Second HQ can be built by AI on safe place far from first home base.

-- AI-bots build Thermo Plasma Generators more frequently.

-- Fixed bug with locked workers by AI without any gameplay actions.

-- Jump Move command for jumpers. Jumpers use their jump ability more effective.

-- Fixed bug with sometimes sleeping AI-bot.

-- Changed detach settings. Attach-able units may try to change squad according to own preferences.

- Necron Builder Scarabs OE-code was updated. Now they able to fight in melee combat.

- Skull Probe OE-code was updated. Now it able to fight in melee combat.

- Chaos Raptors able to deep strike from Chaos Temple (barrack).

- Kommandoz Nob Leader has become a better as detector.

- Costs of Orks weapons have been revised downward. Ork Boyz have a bonus according to their specialization.

- Orks Big Banners produce the Requisition Resource (half compared to Strategic Point).

- Tau Coalition Center can be built anywhere.

- Necron teleport to buildings no longer depends on Monolith and Summoning Core.

- Fixed bug with displaying the Time Bonus for Necrons. Thanks to BioNurgle for report.

- Fixed bug with Orks jump at the beginning of the game.

- Fixed some little bugs.

- UCS-files were updated.


- Daemon Prince of Chaos Undivided can see invisible units now.

- Model and OE-code of Defiler were updated by GrOrc. Now Defiler is able to change its icon in accordance with Mark of Chaos. Visual effect for Possessed Battlecannon upgrade was added.

- Model and OE-code of Chaos Dreadnought were updated by GrOrc. Now Chaos Dreadnought is able to change its icon in accordance with Mark of Chaos. Visual effect for eyes was added. Fixed some little bugs in 3D and OE.

- Bloodletter of Khorne model was changed for Chaos race and with GrOrc's improvements.

- Mortar Heavy Weapon Team use squad cap 2 now.

- Plasma Cannon on Sentinel available on Tier 2. Lascannon on Sentinel was moved to last slot after Plasma Cannon.

- AI is able to build second line of energy: up to 12 generators (6 on first HQ as usually, and +6 on second HQ). Note: Necrons have their own rules.

- New win condtition: Sun Sandbox. Not for playing, but for experimenting with the game. FoW removed, AI disabled, there is a button to switch between all players. Save/load procedure and network game are available. Note: in a network game, not all players will be available for switching, AI-bots will be divided among all live players to switch to them.

- Economic Victory win condtition was updated.

- Fixed some little bugs.

- Some rebalance overpatching was made.

- UCS-files were updated.

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