Ultramarines

Forum for the strategy game set during the 2nd War for Armageddon.

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ColTrautman
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Ultramarines

Post by ColTrautman »

Why are they being "less" then the other chapters? i just noticed that ultra terminators does not have land raider transports while blood angels do (1.02) And also they have less going for them in terms of stats and special units etc. Why is this? I know blood angels are cool but they shouldn't be outright better then everything else. Also no mention about them in the campaign, even though they are available before the salamanders appear. Dosent feel right imo
Kimmy
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Re: Ultramarines

Post by Kimmy »

The Ultrasmurfs kinda had it coming tbh. ^^
Kerensky
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Re: Ultramarines

Post by Kerensky »

Really? That's not right... let me investigate.

When I load up 1.02, my Ultramarines have land raiders as a transport option... can you describe how you re-created your issue?

http://i.imgur.com/yEMLjRF.jpg

As for their stats, they are the baseline Space Marine Chapter. The Blood Angels and the Salamanders are the stars of the 2nd War for Armageddon, especially with their leaders Dante and Tu-Shan. The Ultramarines are present though! In fact, personally I think they are the best chapter choice economically spekaing. Their lower costs really makes them the most cost-efficient chapter, especially on the harder difficulties where you have even fewer point totals than the default difficulty levels. Ultramarine Hellfire Dreadnought is among my personal favorite units! (I really like Mechs) :D
Aekar
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Re: Ultramarines

Post by Aekar »

Oddly enough, if I remember it well, the same happens in Space Hulk Ascension.
The Ultramarines are just the "balanced guys", whereas the other chapters have their own bonuses and maluses.

If you look at the whole stuff, the Ultramarines have some of the cheapest things ingame - but I can't remember which.
There is also a thread somewhere that discussed their attributes...

( EDIT : Kerensky took first strike :) )
ColTrautman
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Re: Ultramarines

Post by ColTrautman »

Kerensky wrote:Really? That's not right... let me investigate.

When I load up 1.02, my Ultramarines have land raiders as a transport option... can you describe how you re-created your issue?

http://i.imgur.com/yEMLjRF.jpg

As for their stats, they are the baseline Space Marine Chapter. The Blood Angels and the Salamanders are the stars of the 2nd War for Armageddon, especially with their leaders Dante and Tu-Shan. The Ultramarines are present though! In fact, personally I think they are the best chapter choice economically spekaing. Their lower costs really makes them the most cost-efficient chapter, especially on the harder difficulties where you have even fewer point totals than the default difficulty levels. Ultramarine Hellfire Dreadnought is among my personal favorite units! (I really like Mechs) :D
I started a new campaign on act 2 ( no mods ) I wanted to complete the game with nothing but ultramarines just for fun. I guess thats a nice thing that they are cheaper. I honestly dident notice or paid attention to it until now. Still they should have few good or special units on par with the others imo. Maybe different weapon loadouts, just to make them more interesting. Scouts with shotguns :mrgreen:
Dayta
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Re: Ultramarines

Post by Dayta »

ColTrautman wrote:
I started a new campaign on act 2 ( no mods ) I wanted to complete the game with nothing but ultramarines just for fun. I guess thats a nice thing that they are cheaper. I honestly dident notice or paid attention to it until now. Still they should have few good or special units on par with the others imo. Maybe different weapon loadouts, just to make them more interesting. Scouts with shotguns :mrgreen:
You can use them entirely for Act1 too, although it does take some time with the editor. Only thing I haven't gotten to work as intended is objectives still need to be captured by a token Steel Legion unit.
xxPKHxx
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Re: Ultramarines

Post by xxPKHxx »

I also don't have transport for Ultramarine terminators. I continued an ongoing campaign after the patch. Blood angels do have transports available.
Steakenglisch
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Re: Ultramarines

Post by Steakenglisch »

New Game:
When i start Act 2 from the Main Menue NO Space Marine Unit has a transport (in the purchase new unit screen) at this time that are the Blood Angels and the Ultra Marines

Starting Act 3, there is all fine, the regular Space Marines have the Rhinos and the Terminator and Centurion Units the Land Raider. All 3 Space Marine Chapters are okay.

Save Game:
Loading an active save game, for example round 3, then i cant buy Terminator or Centurion with Land Raider.

loading a Save Game in the Deployment Phase or going on restart, than it's fine and i can buy the Transports.


I have the Steam Edition and the Starting Screen shows the 1.02

At least the start of Act 2 from the Main Menue without Transport seems to be a bug?
nexusno2000
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Re: Ultramarines

Post by nexusno2000 »

Steakenglisch wrote:New Game:
When i start Act 2 from the Main Menue NO Space Marine Unit has a transport (in the purchase new unit screen) at this time that are the Blood Angels and the Ultra Marines

Starting Act 3, there is all fine, the regular Space Marines have the Rhinos and the Terminator and Centurion Units the Land Raider. All 3 Space Marine Chapters are okay.

Save Game:
Loading an active save game, for example round 3, then i cant buy Terminator or Centurion with Land Raider.

loading a Save Game in the Deployment Phase or going on restart, than it's fine and i can buy the Transports.


I have the Steam Edition and the Starting Screen shows the 1.02

At least the start of Act 2 from the Main Menue without Transport seems to be a bug?
I'm getting the same problem(s).

BA termies get land raiders, but not UM termies. In Act 2. Act 3 is OK.

Unit file looks right, so I'm guessing availability per scenario file.

Relatedly: UM and BA Land Raider transport have different Defense. Intentional?
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Apokryph
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Re: Ultramarines

Post by Apokryph »

I cannot buy Landraiders too :

I played Act 1 under 1.01 on challenging difficulty, then created a savegame at the beginning of Act 2, sold every unit I had and created an additional savegame.

After installing 1.02 I wanted to play with a Space Marine-only force but there are no transport options for the Ultramarine Terminators on both savegames.

Nevertheless - Thanks for this great game :D !! I´m looking forward to further improvements as you did with PzC.
Kerensky
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Re: Ultramarines

Post by Kerensky »

Excellent reports, now I see the problem. Wow it is so tiny of an error it hurts. :roll: We'll definitely nail this issue in the patch before the end of the year!

Meanwhile, if you want to adjust it yourself, it's a simple 3 step process. As a precaution, make sure to back up any files you change just in case!

1. Open file name 'avail7.whdat' with notepad text editor. This file is located in the data folder, for steam the directory is \steamapps\common\Warhammer 40,000 Armageddon\data.
2. Scroll all the way to the very bottom. Change the very last entry from '687' to '787'.
3. Hit save.

And that's it. Just change 1 digit. Do that, and UM Terminators get their wheels for Act2 start. You may also want to do it for the 7M file, but it works properly in the Act3 file.

Sorry for the inconvenience, thanks again for your help in tracking this down! :oops:
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