Mod: Tau v0.2

Moderators: Slitherine Core, BA Moderators, WH40K Armageddon moderators

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Caveman
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Mod: Tau v0.2

Post by Caveman » Fri Nov 28, 2014 7:44 pm

Ladies and gentleman, the Tau set a first step on Armageddon! A small step for a Tau, but a big step for the greater good :wink:

Please unzip the attached file into your 40K Armageddon install folder and check the "replace files" box (I highly recommend to do a backup of your install at first!). Then just start the game, go to scenarios and pic the first one, called "Send in the Tau".

There are two version, the first just includes the Tau units, the other one changes the laser-colour for humans weapons to red, leaving blue shots to the Tau. This counts just for lasers, human plasma weapons are still blue:

Without red laser for the Imps https://mega.co.nz/#!rtA0TYID!fqg6IYHKI ... kiGw0QZcMo
Full mod https://mega.co.nz/#!30Q2nKqI!UEC0Vs2jV ... 3yE5AI3oT8

Image
Last edited by Caveman on Sun Nov 30, 2014 3:08 pm, edited 2 times in total.

Aekar
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Re: Mod: Tau Firewarriors

Post by Aekar » Fri Nov 28, 2014 8:11 pm

Congratulations Caveman!
Now, since you called that thread "Mod: Tau", you just need to make that Tau faction a reality as a playable faction!

I know you were looking for something to do this saturday!
Good luck, Commander!

Caveman
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Re: Mod: Tau Firewarriors

Post by Caveman » Fri Nov 28, 2014 8:33 pm

Thanks Aekar, I would be glad to do this. I just need good pictures from Tau miniatures.

dadrunk
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Re: Mod: Tau Firewarriors

Post by dadrunk » Fri Nov 28, 2014 10:47 pm

Nice initiative

I'm looking at your unittypes.whdat and see that you put " Tau Firewarrior" on #ID17 . Did you deleted one ?

I will look at the actual files of the game to understand the way they decided the characteristic of each unit.

I really want to make some changes on these because they seems a bit strange for a wk40 fan like me.

For exemple, the Melee Accuracy of a Dreadnought is 60.... It's the same for Scout squad ...

I will try take all my codex, and re-calcul that.
( i will really look to the battle calculator in the editor to understand all the mechanisms they use for the fight )

Caveman
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Re: Mod: Tau Firewarriors

Post by Caveman » Sat Nov 29, 2014 5:18 am

Thanks! Being a Panzer Corps modder and a 40k fan - I planed that since I heard from the game :)

I did not delete another unit. If you look at the ID-numbers of that file you will see, that there are ID-ranges left free to ad units later on. In this case I added the Tau as an imperial infantry unit - but it would be no problem to create a whole new faction. The ID has to be unique and it also sets the position of the unit in the purchase menu. But I failed to find the file which can make the Tau purchaseable in the scenarios. I just spotted the avail-files for the tutorial missions...

pizzagrenadier
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Re: Mod: Tau Firewarriors

Post by pizzagrenadier » Sun Nov 30, 2014 12:14 am

wow brilliant, thanks for the hard work!!

i understand this is a single scenario, but just to be sure, i havent finished campaign, so will this mod affect campaign play in anyway? also will it affect multiplayer?

Caveman
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Re: Mod: Tau Firewarriors

Post by Caveman » Sun Nov 30, 2014 6:46 am

It should not affect both, because the new unit is just selectable in the scenario editor. It is not purchasable... I'm so sure about this, because I haven't figured out how to make it purchasable yet...

Caveman
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Re: Mod: Tau v0.2

Post by Caveman » Sun Nov 30, 2014 3:11 pm

Latest update (see first post):

- Tau Hammerhead now included
- Sounds included
- Position of the Tau forces in the scenario updated (right behind the Orks now, not directly in their lines)
- optional but highly recommended: red lasers for humans

Micha63
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Re: Mod: Tau v0.2

Post by Micha63 » Sun Nov 30, 2014 9:51 pm

Great, this mod is fantastic, thank you.

VoidDragon
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Re: Mod: Tau v0.2

Post by VoidDragon » Thu Dec 04, 2014 5:13 pm

I think you should give Tau Warriors and Hammerheads their own weapons: Pulse Rifles, Railguns and Gun Drones, not Imperal weapons. I added those weapons and post here stats for them:

Pulse Rifle
Range: 0-3
Accuracy: 100
Attack Strength: 40
AP: 30
Shots and ammo: 1/10

Railgun
Range: 0-4
Accuracy: 100
Attack Strength: 100
AP: 50
Shots and ammo: 1/5

Gun Drones
Range: 0-2
Accuracy: 100
Attack Strength: 50
AP: 30
Shots and ammo: 3/10

http://rghost.ru/59423376

CiZerin
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Re: Mod: Tau v0.2

Post by CiZerin » Thu Dec 04, 2014 8:11 pm

Caveman, what program have you used to draw this models?

Caveman
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Re: Mod: Tau v0.2

Post by Caveman » Fri Dec 05, 2014 12:09 am

@VoidDragon
Thanks for the input - my focus is on the graphics right now, because my guess is, that a lot of balancing from the devs will be going on with 40kA in the next few weeks. But I totally planed to make the Tau a full faction with their own icons, weapons, stats and so on. But any help with that is highly apreciated! So I gladly take your values.

@CiZerin
I didn't really paint or render them - I simply asked some 40k TT players to take photos from their miniatures (thanks KLOPA2!). Of course I heavily used photoshop filters to create a render-look. That was the photo material for the hammerhead, well - one out of six of course:

Image

VoidDragon
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Re: Mod: Tau v0.2

Post by VoidDragon » Fri Dec 05, 2014 12:39 pm

I will gladly help you with crunch part. I think rebalancing would not touch basic game mechanic, so I guess we can begin approximating numbers now.

JimmyC
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Re: Mod: Tau v0.2

Post by JimmyC » Mon Dec 08, 2014 9:41 am

This looks really sweet!

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