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Re: Suggestions and bug reports for version 1.11

PostPosted: Mon Nov 13, 2017 10:00 am
by nexusno2000
deranzo wrote:Mission select bug is a known bug. Trying to fix.


Btw I did a compare in the strings and brief fields, but co see no changes from vanilla, so it seems to be an .exe issue.

Re: Suggestions and bug reports for version 1.11

PostPosted: Mon Nov 13, 2017 12:14 pm
by deranzo
For older downloaders having campaign mission selection bug, download this and extract it to your game folder and it will be fixed: https://www.dropbox.com/s/poqinumjst64x ... e.rar?dl=0

Re: Suggestions and bug reports for version 1.11

PostPosted: Mon Nov 13, 2017 12:16 pm
by deranzo
nexusno2000 wrote:
deranzo wrote:Mission select bug is a known bug. Trying to fix.


Btw I did a compare in the strings and brief fields, but co see no changes from vanilla, so it seems to be an .exe issue.


I have fixed the issue nexusno2000, please see it through the head of topic

Re: Suggestions and bug reports for version 1.11

PostPosted: Mon Nov 13, 2017 2:17 pm
by nexusno2000
deranzo wrote:
nexusno2000 wrote:
deranzo wrote:Mission select bug is a known bug. Trying to fix.


Btw I did a compare in the strings and brief fields, but co see no changes from vanilla, so it seems to be an .exe issue.


I have fixed the issue nexusno2000, please see it through the head of topic


Ok. I'll test it later when I'm done at work.

Re: Suggestions and bug reports for version 1.11

PostPosted: Mon Nov 13, 2017 5:19 pm
by nexusno2000
deranzo wrote:
nexusno2000 wrote:
deranzo wrote:Mission select bug is a known bug. Trying to fix.


Btw I did a compare in the strings and brief fields, but co see no changes from vanilla, so it seems to be an .exe issue.


I have fixed the issue nexusno2000, please see it through the head of topic


Issue may have been fixed, but it's hard to tell:

I now get a dialog box stating a need a full copy installed. Which I have. Never was an issue before this fix.

Mod feels a bit messy ATM. It may add a few features, but it completely breaks the game.

Re: Suggestions and bug reports for version 1.11

PostPosted: Tue Nov 14, 2017 10:31 am
by deranzo
Issue may have been fixed, but it's hard to tell:

I now get a dialog box stating a need a full copy installed. Which I have. Never was an issue before this fix.

Mod feels a bit messy ATM. It may add a few features, but it completely breaks the game.


By saying mod, do you mean my mod or this new version?

That security check is integrated with new version, not after latest fix. Try to run it as administrator.

Re: Fixes, minor additions, suggestions, bug reports for 1.1

PostPosted: Fri Nov 17, 2017 1:39 pm
by deranzo
I have added 2 new cheats to version 1.11. These are:
- "give attack" command: This cheat gives you 1 extra attack action. To disable it you must write it again or you will have unlimited attack actions.
- "give move" command: This cheat gives you 1 move action by unit's actual movement. For example if a unit moves 2 hexes by its actual movement, this cheat will give you 2 hex movement. To disable it you must write it again or you will have unlimited move actions.

New cheats included exe (all previous fixes are included): https://www.dropbox.com/s/fj5y9qawyn6df ... e.rar?dl=0

Re: Fixes, minor additions, suggestions, bug reports for 1.1

PostPosted: Mon Dec 25, 2017 5:53 am
by Parallax
I have an idea for new units and new unit mechanics. Apothecary - new unit, which restores HP (not models) to adjacent not mechanical units (new mechanic). Similar to leadership units but restores not morale but hp. And Techmarine, wich restores hp to adjacent mechanical units

Re: Suggestions and bug reports for version 1.11

PostPosted: Sun Dec 31, 2017 12:16 am
by nexusno2000
deranzo wrote:
Issue may have been fixed, but it's hard to tell:

I now get a dialog box stating a need a full copy installed. Which I have. Never was an issue before this fix.

Mod feels a bit messy ATM. It may add a few features, but it completely breaks the game.


By saying mod, do you mean my mod or this new version?

That security check is integrated with new version, not after latest fix. Try to run it as administrator.


I meant the new version.

But with the latest fix it seems everything is in order. So disregard this.

Re: Fixes, minor additions, suggestions, bug reports for 1.1

PostPosted: Thu Jan 18, 2018 8:44 am
by Bonzarion
Is there a way to increase the maximum distance a direct fire weapon can shoot? It would've expanded modding options greatly. I'm currently in a making of a rebalance mod but max distance of 4 is sooo resticting.

Re: Fixes, minor additions, suggestions, bug reports for 1.1

PostPosted: Tue Jan 30, 2018 8:40 am
by deranzo
Bonzarion wrote:Is there a way to increase the maximum distance a direct fire weapon can shoot? It would've expanded modding options greatly. I'm currently in a making of a rebalance mod but max distance of 4 is sooo resticting.


You can modify weapon range however you wish. For example base game unit Deathstrike has 7 hex range but you can modify values in unit editor. And I think 7 hex is well enough for anything.

Re: Fixes, minor additions, suggestions, bug reports for 1.1

PostPosted: Tue Feb 13, 2018 8:51 am
by MartiusR
Hello Deranzo!

First of all - thanks a lot for your voluntarily made updates, you totally deserve for Emperor's grace and military decoration from Sebastian Yarrick himself!

I'm not sure if mu suggestions can be considered as "doable", but since you're much more responsive than developer (who is isually simply not responding), as well as very kind and polite, I'd like to ask you about possibility of implementation of two things:

1."Reparing" hot-seat mode - despite announcement from developer, there wasn't initially present hot-seat mode at all. Now - it's ridiculous, because it requires to be online and log into adequate service to "host" the game and "join" to your own game. The same idea of being online and logging into anything to play in hot-seat mode is prepasterous. I understand that it may be out of your reach to make "separate" hot-seat mode, but how about adding possiblity to create "offline" multiplayer game and join to it? Is it possible?

2.Range of fire - I admit that one of the aspects which are up to this moment for me a bit troublesome is range of fire of our units. Yeah, I can always check in unit description, but it would be much more comfortable to see some "view" directly on the map. Maybe different color of "range fields" would allow to deal with the issue with multiple weapons for one squad. And once again - is it somehow "doable"?

I'm not aware how much "tinkering" would it require to fullfill those suggestions (and if it's possible), but I'm guessing that it won't hurt to ask. Thank you in advance for reply! And thanks for your valuable effort and influence on WH40k: Armageddon!

Re: Fixes, minor additions, suggestions, bug reports for 1.1

PostPosted: Fri Feb 16, 2018 12:28 pm
by deranzo
MartiusR wrote:Hello Deranzo!

First of all - thanks a lot for your voluntarily made updates, you totally deserve for Emperor's grace and military decoration from Sebastian Yarrick himself!

I'm not sure if mu suggestions can be considered as "doable", but since you're much more responsive than developer (who is isually simply not responding), as well as very kind and polite, I'd like to ask you about possibility of implementation of two things:

1."Reparing" hot-seat mode - despite announcement from developer, there wasn't initially present hot-seat mode at all. Now - it's ridiculous, because it requires to be online and log into adequate service to "host" the game and "join" to your own game. The same idea of being online and logging into anything to play in hot-seat mode is prepasterous. I understand that it may be out of your reach to make "separate" hot-seat mode, but how about adding possiblity to create "offline" multiplayer game and join to it? Is it possible?

2.Range of fire - I admit that one of the aspects which are up to this moment for me a bit troublesome is range of fire of our units. Yeah, I can always check in unit description, but it would be much more comfortable to see some "view" directly on the map. Maybe different color of "range fields" would allow to deal with the issue with multiple weapons for one squad. And once again - is it somehow "doable"?

I'm not aware how much "tinkering" would it require to fullfill those suggestions (and if it's possible), but I'm guessing that it won't hurt to ask. Thank you in advance for reply! And thanks for your valuable effort and influence on WH40k: Armageddon!



I will do anything in my knowledge and skill MartiusR, thank you.

Also new minor update: Now AA weapons only attacks flyers, not ground units. And ground based weapons such as tank's cannons, bolters, artillery etc. can't attack flyers. Thus, WH40K Armageddon is more realistic game now.

Note: I didn't added this option directly into the game because maybe some players prefer old attacking mechanic. So it's optional. If you want to apply it, just download the file and put it into your base game folder and overwrite. You can find it in here: viewtopic.php?f=235&t=79526