New Mega Merge Mod (Campaign / factions / Scenarios etc..)

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Escandiel
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Escandiel » Sat Jun 13, 2020 7:27 pm

Ah seems i have 2x 6 Png of Marauder, tried deleting one set then another set, now it works :D



Could it be that "support fire" units dont get any experience by using support fire ?! Thats little annoying, as you dont get your devastators or anything else to sufficient level..



Is this mod possible with Orkz "game" ?

sakura0022
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by sakura0022 » Mon Jun 15, 2020 2:00 am

Escandiel wrote:
Fri Jun 12, 2020 10:57 pm
Well thats a bit too much :D

But what i really would appreciate for "starters" is a MASSIVE (very Huge map) defensive Szenario with trench lines, fortified "bunkers" and even a "upper level" like the macropole itself (as in the ork titan Szenario, but bigger^^)

Where you can choose to be the attacker or Defender, with different races, with tons of Money and able to spawn turrets in your defense lines.. as well as having decent amount or even many of different turrets predefined.


With tons of attackers :)



Like that new last one you made, that was awesome, however i wished i would have been able to spawn my units within the first trench lines :D



* Sadly marauder still has the gui error, once i try to place it.
Escandiel wrote:
Sat Jun 13, 2020 12:28 pm
Oh i found another issue.


The Hellfury missiles do not have Range 7, it seems its maxed out at Range 4.


Oh and a question : Does your mod also work for "Da Orkz" ?
Escandiel wrote:
Sat Jun 13, 2020 7:27 pm
Ah seems i have 2x 6 Png of Marauder, tried deleting one set then another set, now it works :D



Could it be that "support fire" units dont get any experience by using support fire ?! Thats little annoying, as you dont get your devastators or anything else to sufficient level..



Is this mod possible with Orkz "game" ?
I will have a look at creating another massive scenario or even change the last scenario so you can use other races etc..!

I believe the game weapon range is maxed out at 4. You can't go any further than 4 even if the weapon states otherwise.

Thank you Shrike for help with the marauder issue.

For giving experience to the support fire units, that is a whole different type of modding. Probably you would have to mod the exe file. I am not sure that would even be possible. If anybody knows how please let me know!

Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike » Mon Jun 15, 2020 2:28 pm

sakura0022 wrote:
Mon Jun 15, 2020 2:00 am

I believe the game weapon range is maxed out at 4. You can't go any further than 4 even if the weapon states otherwise.
I thought I'd read somewhere that this is true for "normal" weapons, but that making it "bulky" can bump that up to range 7. However, that means you will not be able to have response fire from such weapon. Basilisk, deathstrike, Banesword and Reaver Titan in base game have such a weapon type and there this works.

sakura0022
Lance Corporal - SdKfz 222
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by sakura0022 » Tue Jun 16, 2020 1:53 am

Shrike wrote:
Mon Jun 15, 2020 2:28 pm
sakura0022 wrote:
Mon Jun 15, 2020 2:00 am

I believe the game weapon range is maxed out at 4. You can't go any further than 4 even if the weapon states otherwise.
I thought I'd read somewhere that this is true for "normal" weapons, but that making it "bulky" can bump that up to range 7. However, that means you will not be able to have response fire from such weapon. Basilisk, deathstrike, Banesword and Reaver Titan in base game have such a weapon type and there this works.
Ah, yes, that is correct! Thank you for reminding me! I could always add "bulky" then to the Hellfury missiles!

Escandiel
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Escandiel » Thu Jun 18, 2020 3:54 pm

And whats about the "Da Orkz" Game? Also useable with your mod somehow?

NsKap
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by NsKap » Fri Jun 19, 2020 6:53 am

sakura0022, thank you very much for this great mod. The campaign is gorgeous, everything is lovely, the choice of "code" I was very pleasantly surprised as well, as the landing of ultra. The sound is cool. But since there are only 4 scenarios in the campaign, it would be nice to put something even more powerful against the forces of the Imperium than now at a hard level of the game : victory is only theoretically possible, and losses should be heavy :twisted: . In other campaigns, enemy units regenerate as well as player units using requisitions, Necrons could do the same? This will make it very difficult to win :twisted:

vispainiusii
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by vispainiusii » Fri Jul 24, 2020 2:15 am

Fantastic mod. Pretty amazing too just from the stance of how much work it probably took to make it all work reliably. Played a few scenarios and really enjoyed em. I lost the Dark Eldar one but balance wise, I actually kind of enjoyed how they played. It was strange relying on a mix of strong, elite units with their powerful transports acting as fast movement and hard hitting, long-range weak fire and devastating 2-3 tile fire.

I've tried my hand before at combining mods but never had anything "reliably workable". Took a bit of finicking to make it work on my end, but I got it.

I also noticed you have taken the Cadian art assets someone made awhile back and managed to put them into this mod. Would you be able to make them as a separate mod or, better yet, even combine them into a sort of updated Additional Units & Stat Overhaul Mod https://www.slitherine.com/forum/viewto ... 26&t=86445 ? It wouldn't be a big change to a previous mod but it would be interesting and probably pretty easy I think. Sort of an update to a past mod. I ask you actually because you managed to do this huge merge and, honestly, its been 2 years since that author posted a response in their mod thread. Up to you though.

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