Mod: Dark Eldar campaign v0.2 (with playable scenario)

Moderators: Slitherine Core, BA Moderators, WH40K Armageddon moderators

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Aekar
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Mod: Dark Eldar campaign v0.2 (with playable scenario)

Post by Aekar »

Hello,


This thread will share with you the download link for the current Dark Eldar mod.
This is also the place to send me all direct feedback.


Download the Mod (Latest version - 0.2, for patch 1.02)
(NOT 100 percent compatible with 1.03 version)


Install instructions:

Please note that the mod is currently packed with 1.02 version of the game files.
The mod replaces no vanilla values, so your base game experience will be unchanged.
But:

1. Please make a save of your /data , /Graphics , /UI and /Music folders.
Actually only the data/factions.whdat file really needs to be backed up as you'll need the original file for the Editor, but the remaining is said as precautionary measures.

2. Extract all files in your game folder ( like : C:\Program Files (x86)\Steam\SteamApps\common\Warhammer 40,000 Armageddon ), replacing old files.

3. You are done! Just launch, and enjoy Commorragh.


Image

Note that mods will often not be compatible with other mods.
I don't use any of their IDs or slots, but some files like the unit files are replaced when you install their mod, or mine.
It will continue to be so until we make "merged" versions of these files, with all our custom units in, for instance.

Also, the Editor has a bug that currently doesn't like custom factions, so the Editor hates Dark Eldars.
It won't be my fault if the Editor crashes and insults you as if a Chaos God took control.
If you want to use the Editor again, please replace data/factions.whdat with your original backup file (or remove the line that adds Dark Eldars as a faction, thus sending them to the Warp).
The Editor will then become usable again.
It's as simple as that, actually.


For all questions, debates, or longer notes, please use is this thread:
viewtopic.php?f=326&t=54677

This version sponsors the 0.1 version of the new "WARMAG" rules.
They try to make the game closer to the TT.
Currently the experience will be mixed, as you'll fight vanilla units which will wipe you with their high Initiative.

Since I am not a TT player, but making an attempt at something reminiscent of it, there may be a lot of notes and mistakes to fix.
Also there are balance issues with vanilla units.
So this is the place to go for questions.

I used my inner Expansionist Trait and took a second thread in the mod section.
Dark Eldars are haughty like this....
Last edited by Aekar on Thu Dec 18, 2014 11:45 am, edited 12 times in total.
Aekar
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Re: Mod: Dark Eldar campaign v0.1

Post by Aekar »

This first post is reserved (for the changelog and detailed stuff).
Naughty expansionist Elves again.



COPYRIGHT DISCLAIMER

The mod is a free and non commercial, artistic work
It makes use of elements copyrighted by Games Workshop.

It also makes use of artistic works from fan-art and other sources.
I would like to already credit one of them, Beckjann from DeviantArt ( http://beckjann.deviantart.com/ ), for his impressive display of Dark Eldar characters.
If you are one such artist, and feel that this display is harming, please feel free to message me.

All rights are reserved to their respectful owners.
Games Workshop doesn't support the mod, or its author, and is in no way affiliated or related to them.
The mod or its author never received or asked for GW endorsement.

In any case, links to GW references and stores will be provided to access materials that were a source of inspiration for the mod:
- The Dark Eldar Codex (7th Edition)
- The Dark Eldar miniatures
- other sources
Last edited by Aekar on Wed Dec 10, 2014 1:01 am, edited 2 times in total.
Aekar
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Re: Mod: Dark Eldar campaign v0.1

Post by Aekar »

Here are the latest screenshots from the 0.1 introduction demo.


Image


Image


Image


Image
Aekar
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Re: Mod: Dark Eldar campaign v0.1

Post by Aekar »

Updated archive with sme cleanup, to remove some WIP stuff.
GHEPP
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Re: Mod: Dark Eldar campaign v0.1

Post by GHEPP »

really nice
Kimmy
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Re: Mod: Dark Eldar campaign v0.1

Post by Kimmy »

Had a look at it, well done with the briefing and everything, it shows much promise! :)
Aekar
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Re: Mod: Dark Eldar campaign v0.1

Post by Aekar »

Thank you Kimmy!


I am currently repackaging a second version along with patch 1.02.
The update will also add a new scenario (the first raid), sounds, etc.
So now it becomes also playable an more than an intro :)
Caveman
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Re: Mod: Dark Eldar campaign v0.1

Post by Caveman »

Hey, nice work with the campaign, intros and stuff! Do you plan on adding all six directions to the units? I suggest to ask some DA-players to photograph their miniatures.
Aekar
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Re: Mod: Dark Eldar campaign v0.1

Post by Aekar »

Thank you Caveman!

This was the 1.01 version; I hope you saved your 1.02 files to switch them back in!
The 1.02 version will be uploaded soon, and it is dramatically improved.


I would greatly appreciate your feedback from the 1.02 version :)


About the units:
I won't come to six directions before a very long time; I first have to release more units, redo the ones from the vanilla... there is a lot of work here, and doing the anims and sounds also takes time.
It is as if we modders were a whole team compressed to a single man... :)
Aekar
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Re: Mod: Dark Eldar campaign v0.2 (with playable scenario)

Post by Aekar »

The mod is now headed more toward a total conversion thanks to the addition of music, sounds, and changes of UI elements.
So you should also make a save copy of the Music folder.
The 0.2 has been reinforced with the following:


Made the mod compatible with patch 1.02
- An absolute requirement, so that you can play it!

New Scenario: The First Raid
- Playable scenario where you may purchase your own units.
- The First Raid might be a bit hard as you are fighting vanilla units; they have a super high initiative. So do not hesitate to use all weapons from your arsenal to make them powerless, and wipe them off as they deserve!
- Yes, some balance issues are under close scrutiny. A new version of the imperial Guard is under way. And a later version of the scenario will grant you more Req (1600).

Bonus Imperial Skirmish Scenario: Last Stand of the Imperial Guard (this one is not working)
- An additional scenario is released in the mod as a bonus, one that allows for a huge battle. In it, you play the Imperial Guard and hold 12 positions ; you will receive requisition every turn depending on the number of positions you still hold.
- Unfortunately, the scenario will bug out as the Editor has sometimes an issue with the number of active Ork units on the map. So don't try it yet, but know that it will be updated. And if you are a Slitherine dev, looking for a major bug to fix, the bug happens when launching the scenario anyway, so is easy to find :)

New Sounds and Animations
- Added 7 new audio sounds for weapons and 5 for movement.
- Try the Venom's Splinter Cannon, or the Wych Blades to see the most original sounds in action!
- Added 24 new animation files (based on existing ones).
- Added Dark Eldar music (it comes from Dawn of War, copyright go there to THQ, which are not related to, and not endorsing this mod in any way).
- Added victory, defeat, loading and menu screens. Vanilla versions are included in the mod if you want to switch them back on.

Other upgrades
- Upgraded briefing and debriefing of introduction scenario.
- Added strength plate art.
- Added Wyches.
- Fixed display of Wyches on introduction scenario.
- Upgraded art for: Warrior Squads, Warrior with Splinter Cannon, Venoms, Wyches, and more.


I need your feedback on this!
Kimmy, would you be so kind as a nice Eldar, to retest it ? :p
Caveman, would you be so kind as an expansionist Tau, to come here again? :)
dadrunk
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Re: Mod: Dark Eldar campaign v0.2 (with playable scenario)

Post by dadrunk »

It's really impressive, good job
sshnuke
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Re: Mod: Dark Eldar campaign v0.2 (with playable scenario)

Post by sshnuke »

nice work

hope there would be a mod which allows using dark eldar in multiplayer games
Aekar
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Re: Mod: Dark Eldar campaign v0.2 (with playable scenario)

Post by Aekar »

Thank you dadrunk and sshnuke :D

To allow mods to be played in multiplayer, both players must have the mod installed
I think it will happen once we make "merged" versions of the more established mods.

Other news:
Following release of patch 1.03, the mod will cause a few problems with the game.
I also noted tiles being mismatched.

The game doesn't support an external /mod folder, I guess it would be great so as to avoid overwriting the files.

If you installed the mod before, then patched before restoring the vanilla files, the best route you should follow is:
to uninstall / reinstall the game. You will then have a full and proper vanilla 1.03.

I am sorry about these issues with patches, my hands are tied here.
Work will resume on the mod after a few weeks.
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