Re: Mod: pizza's Tau full faction addon v0.2 (now 86 variant
Posted: Tue Apr 14, 2015 1:37 am
v0.2 of the mod is out! check first post for updated info.
Woot!!
Woot!!

Forum
http://www.slitherine.com/forum/
hi can you get the tyranid mod to work?efrainp96 wrote:Hi , Im having trouble installing it Ive copy and pasted to the files as instructed but nothing happens plz help
No I cant could you plz send me a pic of how exactly the files are supposed to look after you install the ,pizzagrenadier wrote:hi can you get the tyranid mod to work?efrainp96 wrote:Hi , Im having trouble installing it Ive copy and pasted to the files as instructed but nothing happens plz help
ok let try that ill get at you once ive done that thanks 4 replayingpizzagrenadier wrote:you can't leave lines of space between 2185 and 3001, either close it or put in # signs
yes, need help to finish the stats of the remaining 11 tau units. ( graphics all done )Richard1 wrote:Hi,
Any news on the development of this mod?
Thank you for all your hard work.pizzagrenadier wrote:v0.3 of the mod is out with 8 more units ! check first post for updated info.
cheers!
pizzagrenadier wrote:The space communists have finally arrived to fight for the Greater Good!!![]()
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the tyranids mod and tau mod are completely compatible with each other, and when new official base game patch drops, i will update both mods at the same time.
UPDATE 5: v0.3 release! compatible with 1.08 official patch
in this v0.3 release of the tau full faction addon mod, there are 8 unique units/variants. so now total variants count is at 94. ( also this release makes the tyranids mod compatible with official 1.08 patch too. )
---------------------------------------pizzagrenadier wrote:The Great Devourer has finally arrived!
the tyranids mod and tau mod are completely compatible with each other, and when new official base game patch drops, i will update both mods at the same time.
UPDATE 6: v1.06 compatibility patch release, plus Angels of Death DLC play instructions
feel free to report any bugs, post your impressions, suggestions and feedbacks in this thread, all feedbacks are welcome! and most importantly, have fun!
Thank you very much for this mod! You did great with new sprites and animations.pizzagrenadier wrote:The space communists have finally arrived to fight for the Greater Good!!![]()
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the tyranids mod and tau mod are completely compatible with each other, and when new official base game patch drops, i will update both mods at the same time.
UPDATE 5: v0.3 release! compatible with 1.08 official patch
in this v0.3 release of the tau full faction addon mod, there are 8 unique units/variants. so now total variants count is at 94. ( also this release makes the tyranids mod compatible with official 1.08 patch too. )
very special thanks to forum member nosebleednz, who provided the stats for these 8 units!![]()
sun shark bomber, razorshark strike fighter, gun drone squad, ethereal with honor guards, sniper drone squad, remora stealth drones, vespid stingwings, sub-commander darkstrider with his elite pathfinder squad.
note:
1. sub-commander darkstrider is a unique hero unit, and ethereal even though technically not a unique hero unit, you can only have 1 ethereal per tau army, so you can only buy 1 ethereal and 1 darkstrider. don't cheat !![]()
2. there are quite a few units with camo trait in this release, just like usual , camo doesn't show up in unit card, but it works in game. the following units have camo trait:
sub-commander darkstrider, sniper drone squad, remora stealth drones, vespid stingwings.
3: there are only 3 units left to finish the entire tau army: barracuda, tiger shark and tetra. i need those 3 unit stats! anyone who knows the stats of these 3 units, please head over to the tau stats crunching thread in this mod forum to provide the stats. thank you!
old updates:
UPDATE 4: v1.06 compatibility patch release, plus Angels of Death DLC play instructions
for the Angels of Death DLC campaign, the unit avail files are located in Armageddon/Content/BloodAngels/Data directory. you need to manually attach the 3000 numbers unit IDs to 3 files, from "availBA1.whdat" all the way to "availBA3.whdat". then tyranids and tau will show up under steel legion faction in game.
UPDATE 3: v0.2 release!
in this v0.2 release of the tau full faction addon mod, there are 8 unique units, with 10 variants/units. so now total variants count is at 86. with more units coming!
kroot carnivores, kroot shaper, kroot hounds, krootox, Commander Shadowsun ( unique hero unit ), Gue'vesa human auxiliaries ( 2 variants ), piranha ( 2 variants ), devilfish ( troop transport ).
note:
1. Commander Shadowsun is a unique hero unit, she is the current overall tau military commander. She is not exactly a combat powerhouse like swarmlord, but she is pretty useful as support, also she wears experimental stealth suit, so she has camo trait.
Update 2: v0.1b Vulcan's Wrath DLC compatibility patch release and play instructions
for the new dlc campaign, the unit avail files are in a different location. now they are located in Armageddon/Content/Salamanders/Data directory. you need to manually attach the 3000 numbers unit IDs to 7 files, from "availSAL1.whdat" all the way to "availSAL7.whdat". then tyranids and tau will show up under steel legion faction in game.
Update 1: v1.05a compatibility patch release
this patch is to make this mod compatible with the newly released official base game v1.05 patch.
First v0.1 release
before we get to the details of the release, very special thanks to forum member dayta for all the tau stats crunching!he has once again answered the call, this time for the Greater Good. the man is a communist for sure.
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and once again, very special thanks to the great devs of the awesome Armageddon base game!
also many thanks to the numerous people on the internet for posting photos of their beautifully painted models. and GW for their awesomely crafted universe!
in terms of unit graphics, pictures for north facing tau models on the internet are hilariously rare. so unfortunately most of the tau units will be missing north facing sprites. so i did 3 things to compensate: for some units: 1. if i could find source photos, i made separate graphic sprites for main weapon variants. 2. if i could find source photos, i made more than 2 facings. 3. for those units with 360 degree views, i made 6 facings.
example: hammerhead has 2 main weapons as variants: railgun OR ion cannon. so i made separate unit graphics for them. ( point 1.) for ion cannon hammerhead, i could only find 1 picture, so i only made 2 facings. but for railgun hammerhead i found 2 pictures, so i made 4 facings. ( point 2 ) units like riptide i was able to find 360 degree view, so i made 6 facings for them. ( point 3 ) .
screenshots of all released units are displayed in this thread, see below.
in terms of sound: only 2 new sound effects are added, 1 is the burst cannon sound made by me. 2 is the excellent hover tank movement sound made by caveman. rest of the sound effects are all from the base game.
in this first release of the tau full faction addon mod, there are 15 unique units, with total 76 variants/units. ( more units coming! )
you can play the tau on both the side of imperium and the orks. i have attached the units to both factions. yes, that means that you can even play tau vs tau in multiplayer.in this version 0.1, the following units are included: hammerhead ( 4 variants), sky ray, fire warriors ( 2 variants ), cadre fireblade command squad, pathfinders (3 variants ), stealth suits, tau commander by himself, tau commander w bodyguards, broadside ( 7 variants ), crisis team ( a whopping 2+7X4= 30 variants,
explanation below ), hazard suits ( 16 variants ), riptide ( 6 variants), XV107 R'varna , XV109 Y'vahra , manta. it's a full faction addon. ( with more units coming of course )
a few notes about some of the units and tau faction mechanics in general:
1. as you noticed, tau units have lots of variants. one of the reason is that they not only have main weapon variants, some of the units also have various support gear as subvariants.lets use the example of crisis team.
in terms of main weapon differences, the crisis team has 9 different MAIN VARIANTS. 8 of them are named. like "Fire Knife" for example.
then they have 4 support gear as subvariants, these support gear don't show up as weapons but give extra stats like defense or trait, and with a req cost attached. here is the list of support gear with their names, abbreviations ( which appear on the unit name) and effects and cost:
SI = Stimulant Injector (+10 Defense) + 50 req cost
SG = Shield Generator (+20 Defense) + 100 req cost
CDS = Counterfire Defense System (Gives Support Trait ) + 150 req cost.
SD = Shield Drone ( +5 defense and +1HP ) +75 req cost.
so a variant of crisis team is listed in game as " Crisis Team Fire Knife w CDS " another could be " Crisis Team Fire Knife w SG " etc.
among the 9 MAIN WEAPON VARIANTS, 2 of those have fixed support gear config, the rest of the 7 have 4 support gear EACH. so total crisis team variants number is at 2+7X4= 30. it's a lot easier to categorize this way. when you buy units just look at the unit names , then you know what support gear they have.
2. originally we planned to give all battlesuit units hover move. but it turns out that hover infantry can NOT enter cities and fortifications. but smaller battlesuits like crisis team should be able to enter cities, we have to give smaller battlesuits that are classified as infantry 'light leg' move. however big battlesuits classified as titans like riptide are not affected, since they can't enter the cities in the first place. so they keep their hover move.
3. i gave stealth suits camo trait just like lictor, it doesn't show up in unit card, but it works, ( tested online in hotseat games against myself ). just put 1 hex between stealth suits and an enemy unit, that enemy unit won't see it.
Install Instructions:
basically the installation is pretty much the same as tyranids mod, still please read this carefully:
with this mod, the only files that are overwritten are 4 .whdat files: Armageddon/data/weapons.whdat, Armageddon/data/unittypes.whdat, Armageddon/Graphics/attack.whdat, Armageddon/Audio/Move/move.whdat. so before you do anything, BACKUP THESE 4 FILES!! and if you want to uninstall this mod ( why would you ?) , just restore those 4 files.
all tau sound and graphics files are new additions, they do not overwrite anything. so you don't have to worry about them.
after you backup those 4 files, 2 simple steps to install this mod:
STEP 1: extract the zip file you downloaded into the Armageddon base directory, OVERWRITE everything.
STEP 2: in order to make the tau units available in steel legion and ork faction in both multiplayer and singleplayer campaign, you have do this extra simple step. i didn't do it for you guys.
go to the Armageddon base diretory, now you will see a text file called "units avail list". tau unit ID numbers start at 2100 and 3100 respectively for attaching to orks and imperium.
to play tau attached to both ork and imperium side in multiplayer, you need to copy and paste that list of numbers from 2100 and 3100 and up into "availMP.whdat" and "availMPlimit.whdat" files located in Armageddon/data folder. DONE ! now you can play as tau attached to both sides.
for vanilla singleplayer campaign you do the same thing, except you need to copy and paste the list of 3100 to 3175 into each and every one of those avail.whdat files in the Armageddon/data folder. avail1.whdat all the way to avail8.whdat. DONE! now you can play as tau on the imperium side through the entire campaign, against orks.
for Vulcan's Wrath dlc campaign , the unit avail files are in a different location. now they are located in Armageddon/Content/Salamanders/Data directory. you need to manually attach the 3000 numbers unit IDs to 7 files, from "availSAL1.whdat" all the way to "availSAL7.whdat". DONE! now you can play as tau on the imperium side through the entire dlc campaign, against orks.
for Angels of Death dlc campaign , the unit avail files are located in Armageddon/Content/BloodAngels/Data directory. you need to manually attach the 3000 numbers unit IDs to 3 files, from "availBA1.whdat" all the way to "availBA3.whdat". DONE! now you can play as tau on the imperium side through the entire dlc campaign, against orks.
ONE LAST THING: once again, if you like to merge the tau data into your own versions of .whdat files please read the detailed instructions in POST 2 of the tyranids thread, along with some warnings. the way to do this is exactly the same.
as usual, new updates of this mod will be posted at the top of this post.
Download link for the v0.3 main file, now 94 variants ( compatible with 1.08 official patch ):
https://www.dropbox.com/s/c89isicsy2w4b ... 3.zip?dl=0
feel free to report any bugs, post your impressions, suggestions and feedbacks in this thread, all feedbacks are welcome! and most importantly, have fun!
For the Greater Good!!!!
Sadly it is abandoned long ago.Kveldulf wrote:I'm just wondering if this mod is still being worked on, and if anyone else using it has noticed that the AI Orks in the campaign do not seem to initiate combat with your Tau units?