Conquest of Elysium 4

Conquest of Elysium 4

FnF's Warhammer 40k Mod v1.308 - Ultramarines +Tyranids +Necrons +Astra Militarum
The download below contains five modules: Ultramarines, Tyranids, Necrons, Astra Militarum (Requires Ultramarines Enabled) and an additional Event Module (Note: Events Requires ALL others to be enabled)

Please let me know if you do use this mod and notice any bugs, quirks or have suggestions. I've spent far more time just typing away and haven't had a chance to sit down and play a long game (just testing that spells work, descriptions show up and units appear in the recruitment list when they should). Honestly I wont be happy until I can do a full large map with all my favourite races against each other. (Getting much closer to that now!)

Dropbox links:
v1.308 [www.dropbox.com]

v1.307 (old) [www.dropbox.com]
v1.306 (old) [www.dropbox.com]
v1.305 (old) [www.dropbox.com]
v1.304 (old) [www.dropbox.com]
v1.303 (old) [www.dropbox.com]
v1.302 (old) [www.dropbox.com]
v1.301 (old) [www.dropbox.com]
v1.300 (old) [www.dropbox.com]

To install the mod
1. Run Conquest of Elysium 4
2. Click "Mods" then "Open Mod Directory"
This will open up the folder that any and all CoE4 mod should go.
3. Extract the download above to that location.
You should see the five .c4m files and a folder named w40kmod. The folder is full of sprites/icons used by the mod and the .c4m is basically just a long text file that the game reads - use Notepad++ if you want to peek inside or make changes yourself.
4. The mod is now installed.

To activate or deactivate the mod:
1. Start Conquest of Elysium 4
2. Click "Mods" and then click on the races you want to add to the game.
3. If the races are correctly installed you should now see banners on the right hand side listing the races enabled.

Preview:
http://steamcommunity.com/sharedfiles/filedetails/?id=626560749
http://steamcommunity.com/sharedfiles/filedetails/?id=626561319

Ultramarines Module Contents:
http://steamcommunity.com/sharedfiles/filedetails/?id=630443372
Troop List:
  • "Scout Marine" x5
  • "Scout Marine Sergeant"
  • "Scout Marine Veteran Sergeant"

  • "Tactical Marine" x3
  • "Tactical Marine Sergeant"
  • "Tactical Marine Veteran Sergeant"
  • "Tactical Marine Special Weapons" x3

  • "Assault Marine" x3
  • "Assault Marine Sergeant"
  • "Assault Marine Veteran Sergeant"

  • "Devastator Marine" x4
  • "Devastator Marine Sergeant"
  • "Devastator Marine Veteran Sergeant"

  • "Terminator" x3
  • "Terminator Sergeant"
  • "Terminator Veteran Sergeant"

  • "Terminator Assault" x3
  • "Terminator Assault Sergeant"
  • "Terminator Assault Veteran Sergeant"

  • "Centurion Devastator" x2
  • "Centurion Devastator Sergeant"
  • "Centurion Devastator Veteran Sergeant"

  • "Ultramarine Captain"
  • "Ultramarine Chapter Master"

  • "Ultramarine Librarian"
  • "Ultramarine Psyker"

  • "Predator"
  • "Annihilator Predator"
  • "Whirlwind"
  • "Vindicator"
  • "Stalker"
  • "Razorback"
  • "Rhino"
  • "Land Raider"
  • "Stormraven Gunship"

  • "Dreadnought"
  • "Ironclad Dreadnought"
  • "Venerable Dreadnought"

  • "Drop Pod unopened"
  • "Drop Pod opened"
  • "Huge Drop Pod unopened"
  • "Huge Drop Pod opened"

Tyranid Module Contents:
http://steamcommunity.com/sharedfiles/filedetails/?id=630444720

Commanders:
  • "Broodlord"
  • "Tyranid Prime"
  • "Hive Tyrant"
  • "Tervigon"
  • "Trygon Prime"
  • "The Swarmlord"

Troops:
  • "Tyranid Warrior" x4 versions
  • "Genestealer"
  • "Fleshborer Termagant"
  • "Spike rifle Termagant"
  • "Devourer Termagant"
  • "Strangleweb Termagant"
  • "Instinctive Termagant" x3 versions
  • "Toxic Hormagaunt"
  • "Hormagaunt"
  • "Instinctive Hormagaunt"
  • "Ripper Swarm"

Elites:
  • "Tyrant Guard"
  • "Hive Guard"
  • "Zoanthrope"
  • "Venomthrope"
  • "Instinctive Venomthrope"
  • "Lictor"
  • "Instinctive Lictor"
  • "Haruspex"
  • "Pyrovore"

Fast Attack:
  • "Ravener" x2 versions
  • "The Red Terror"
  • "Gargoyle"
  • "Instinctive Gargoyle"
  • "Harpy"
  • "Hive Crone"
  • "Meiotic Spore"
  • "Sporocyst"
  • "Spore Mine"
  • "Mucolid Spore Mine"

Heavy Support:
  • "Carnifex" x2 versions
  • "Biovore"
  • "Trygon"
  • "Mawloc"
  • "Exocrine"
  • "Tyrannofex" x2 versions
  • "Toxicrene"
  • "Tyrannocyte"
  • "Empty Tyrannocyte"

Necron Unit list:
http://steamcommunity.com/sharedfiles/filedetails/?id=633952071
HQ:
  • "Stormlord, Phaeron of the Sautekh" #"Imotekh the Stormlord"
  • "Traveller, Lord of the Pyrrhian Legions" #"Anrakyr the Traveller"
  • "Cryptek"
  • "Destroyer Lord"
  • "Illuminor, Architect of Biotransference" #"Illuminor Szeras"
  • "Necron Lord"
  • "Necron Overlord"
  • "Overlord of Gidrim" #"Nemesor Zahndrekh"
  • "Diviner, Seer of the Necrontyr" #"Orikan the Diviner"
  • "(Empoered) Diviner, Seer of the Necrontyr"
  • "Infinite, Archeovist of the Solemnace" #"Trazyn the Infinite"
  • "Shield of Gidrim" #"Vargard Obyron"

Troops:
  • "Necron Warrior" x4
  • "Necron Immortal" x4

Elites:
  • "Lychguard" x5
  • "Deathmark" x3
  • "Flayed One" x2
  • "Triarch Praetorian" x4
  • "Triarch Stalker (Quantum Shielding Active)" x3
  • "C'Tan, Shard of the Nightbringer"
  • "C'Tan, Shard of the Deceiver"

Fast Attack:
  • "Night Scythe"
  • "Ghost Ark (Quantum Shielding Active)"
  • "Canoptek Wraith"
  • "Canoptek Scarabs"
  • "Tomb Blade" x2
  • "Destroyer"

Heavy Support:
  • "Heavy Destroyer"
  • "Canoptek Spyder" x2
  • "Doom Scythe"
  • "Monolith"
  • "Annihilation Barge (Quantum Shielding Active)"
  • "Doomsday Ark (Quantum Shielding Active)"
  • "Tesseract Vault"
  • "Obelisk (Dormant)"
  • "Obelisk (Powered)"

Changelog:
v1.00:
  • Ultramarines Faction Added!
  • 61 sprites added
  • 50+ units added
  • Lots of weapons added
  • Changed sprite filenames to format race_unit size_name1.tga
v1.01:
  • Reduced damage of all attacks by 4 (BS was used as weapon damage modifier, now BS-4)
  • Reduced Armour values, 1/2 of previous (rounded down) - Thanks to Juz for reporting on their 'beyond OP' state.

v1.02:
  • New Dropbox link (old one had a rude word randomly generated inside and was censored)

v1.03:
  • Fix #1 - "Combat kives" fixed to "Combat Knives"
  • Fix #2 - "Lightning Claw" weapon was missing, added
  • Fix #3 - Missing Force Weapons added
  • Fix #4 - Drop pods : Used both First Shape 1 + killcaster on drop pods AND "c*Drop pod opened" in drop pod rituals. So at the same time that the original died and turned into an open pod a second "opened drop pod" was summoned. Removed the second summoning.
  • Fix #5 - Razorback weapon - Twin linked plasma gun added also "Las Cannon" changed to "Lascannon" to fix missing weapons.
  • Fix #6 - Land Raider - replaced Demolisher cannon (from Vindicator) with Twin-linked bolter and two twin linked lascannons.
  • Fix #7 - Assault Marines now rank 1, front, and should get into melee. Ditto for commander.
  • Fix #8 - Dreadnought given rangedweapon50 on multi-melta and put in mid-rank. (melee weapon replaced with ranged weapons on that model). Other two dreadnoughts given close combat weapons (Also added chainfist, their old close-combat weapon that didn't have an entry)
  • Fix #9 - Changed the troop transport spells. ritual level and newrit level now both same. So 1,1 2,2 3,3. (as you can't upgrade mastery level of a troop transport the spell previously allowed lower tier transports to cast it doing nothing. Tier 1, level 1 transports are now unable to carry more than ~6-10 people and don't get the option to learn Max troop spells) Hopefully fixes the issue.
  • Fix #10 - Fixed typo on summoning transport, now summons a commander, has a chance of summoning Razorback
  • Fix #11 - Fix to max troop summoning spells (4*4*Terminator...) to (4*Terminator...)
  • Balance Change - Increased recruitment chance of captain and librarian from 1% to 5% (librarian has bonus for owning libraries)
  • Ritual Added -Relic spell added for drop pods to deploy command squad and Librarian. (With a chance at Chapter master or Psyker answering the summons)
Many Thanks to draco2million for reporting the bugs above.

v1.04:
  • Assault cannon had 2 hits, should be heavy 4, added 2 more hits. -Thanks to draco2million for reporting.

v1.05:
  • Hurricane Bolter may have triggered a crash due to too many on hit effects. Reduced to 4 hits total, but removed reload1 to give 8hits/two turns.
  • Twin-linked heavy bolter. As above.
  • Drop Pods - now give non-commander opened drop pods when they cast a spell. (reduces clutter). -Thanks to draco2million for reporting.

v1.06:
  • Smite spell used same name as existing spell/weapon, changed to Psyker Smite to get it working.
  • Life Leech spell corrected
  • Force weapons corrected and gain an easily negated instant death secondary effect
  • Assault Terminator sergeant armour reduced from 5 to 2. -Thanks to draco2million for reporting.
  • Removed Land Raider/Librarian from starting units (used for testing)

v1.07:
  • Armour values increased slightly. Now uses following conversion:
    (Sv-=0 Sv6+=0 Sv5+=1 Sv4+=2 Sv3+=3 Sv2+=4 Sv1+=5)
    (Vehicle Front armour - 9. A mere 2 for Whirlwinds up to 5 for Annihilator Predator tanks)
  • Space Marines gain a hidden (no icon) 30% affliction resistance due to their secondary heart and Ossmodula which provides a denser skeleton and fused ribcage to protect vital organs.
  • Space Marines gain 50% poison resistance. Partial proof against airborne toxins provided by their multi-lungs and detoxification of venoms by their Oolitic kidneys.
  • Space Marines in Terminator Power armour or equivalent ( Sv2+) gain blunt, pierce and slash resistance as well as higher affliction resistance (60%) and 50% fire resistance, as Terminator armour was originally designed to operate inside reactors. (effectively makes them walking tanks, which is fitting).
  • Space Marines now have Roman Male names (Meet Sextus the Tactical Marine Sergeant)
  • Centurions/Terminators/Dreadnoughts gain Angelic names
  • Space Marine Vehicles gain Roman Female names. - Thanks to Orpheus for the detailed suggestions and to draco2million for the armour balance feedback

v1.10:
Major Changes:
  • Tyranid Faction Added!!
  • HP calculation changed to incorporate Toughness. now = T x W x 3
  • AOE on weapons changed. Now aoe = number of shots (some weapons still hit the target more than once though). This means that gatling guns can mow down waves of weaker foes rather "just blasting the crap out of one of them!" - Thanks to Orpheus for the suggestion.

v1.11.
Tyranid Changes:
  • Hive Guard - gained stationary as well as immobile
  • Devourer + Devourer with brainleech worms - became piercing with additional poison damage (balance)
  • Instinctive spore mine summoning typo (1*1d3* now 1d3*, please let me know if no one answers the summons)
  • All Monstrous creatures gain fear: fear <value> (1=fear, 2=dread, 3=terror)
  • Tyranid Start terrain changed to Troll pit + jungle x3
  • Tyranid Starting units changed. Warrior x2 to 3 individual Warriors (for some reason it doesn't pick randomly with starting units like it should)
  • Tyranid Tyrannocyte summoning spell became level 1 and always known (balance)
Ultramarines Changes:
  • Tactical Marines with combi-flamer, assault marines with flamer and Ironclad Dreadnoughts with heavy flamers all gain burnforest 1 to help deal with Tyranid Infestations -Thanks to Orpheus for suggesting

v1.12
Tyranid changes:
  • Changed weed requirements and costs to herbs, removed gather weed.
  • The Swarmlord changed to Swarmlord, fixed bonesabres to boneswords (should have weapons now)

v1.13
Tyranid Fixes:
  • Empty Tyrannocyte now stupid
  • Fix (the) Swarmlord and (the) Red Terror. All instances of the word "the" removed now. (hopefully)
  • Commanders all now have power level 3 (the hive is adaptable)
  • Commanders can sense dead. (food can't hide)
  • While individual Tyranids already consumed dead to replicate now there are rituals using corpses to summon them on mass, useful for battlefields, gallows and a hasty reinforcement.
  • Home Citadel changed to large cave to remove the unintended ability to recruit goblins.
-Thanks to ric_d22 and Orpheus for suggestions.

v1.14
Ultramarines:
  • Added a description to field promotions, others seem self-explanatory.
Tyranids:
  • Swarmlord made immortal
  • Fixed Gargoyle being confused with base game gargoyle. Now called Gargoyle brood.
  • All rituals given descriptions
  • Biomass rituals gain AP cost, increasing with size of creature.
  • Corpse cost and number summoned of biomass rituals tweaked (fewer units, cheaper, greater chance of weaker units)
  • Tyrant guard summoning moved to Elites from Troop rituals. (costs changed)
  • Hive guard summoning (immobile) moved from Troops to its own ritual. (herb cost)
  • Raveners, Trygons and Trygon Primes gain passwall, Trygons and Mawlocs can tunnel.
  • Adjusted numbers for some troop summons (increased amount for those costing herbs and fungi, with a 10% discount for summoning in bulk)
  • Pyrovore - removed monstrous creature resistances.
  • Reduced fear effect strength 3->2, 2->1, 1->0 in some cases.

v1.15
Tyranid Changes.
Weapons:
  • Rupture Cannon range increased.
  • Rupture Cannon, spore mine launcher, Tentaclids, Heavy Venom Cannon now siegeweapons
  • Bonesword/toxic bonesword/bonesword and lash whips "lifedrain" changed from "Drain" to "instant death" 1-100 magic dmg
  • Barbed strangler typo (missing 'g').
Units:
  • Sporocyst sprite fixed (was Hive Tyrant)
  • Venomthrope + Sporocyst poison aura changed to poison cloud 3 and 4 respectively.
  • Lictor commanders added, have ability to lay pheromone trails. (power 0 2)
  • Haruspex gains monstrous creature resistances (pierce/slash/blunt)
  • Swarmlord and Red Terror now unique. ("unique" -> "unique 1")
Ritual Changes:
  • Herb rituals = level 1 (stupid units) = Instinctive Pheromone Trails
  • Fungi rituals = level 2 (normal) = Pheromone Trails
  • Biomass rituals = level 3 (Normal, using Corpses) = Digest Biomass

  • Summon spell had kill caster command copied over from Pods, fixed.
  • Added many more rituals for specific creature broods.

Ultramarines Changes:
  • Added Tank summons to commander, gunship and drop pods.
  • Split Tank summons into light and heavy
  • Grouped Dreadnought summons together
  • Dreadnought sprite fixed (was Ironclad Dreadnought)
  • All vehicles, walkers and Centurions given "shockres -100"

v1.20 Major changes:
Necron Race Added!
  • 36 new units with multiple variants of some, 63 sprites total.
  • Nametype changed: Undead to Egyptian
  • Leaders, comment out "(Name) the...", now have title and Dynasty instead.
Tyranid Changes:
  • Rippers attack changed to 'Acid bite'
  • Lictors gain 'noleader'
Ultramarine Changes:
  • Sniper rifle now Armour negating.
  • Concussive paralysis now always negated by magic resistance

v1.21
Necrons:
  • Removed battleslow from all but Obelisk/Monolith/Tesseract Vault to avoid slow units causing traffic jams.
  • Flayed ones now always front rank (hopefully) -Thanks to ChaosCraft for testing and reporting.

Tyranids:
  • Module banner had typo "Tyrannids" fixed. -Thanks to Orpheus for reporting

v1.22
Necrons:
  • Made all Necron leaders Immortal for consistency: Cryptek, Necron Lord, Destroyer Lord can reform for 9AP (6 for named characters).
  • Night Scythe description fixed. -Thanks to Orpheus
Ultramarines:
  • Added Ultramarines Master of Sanctity (Chaplain Cassius)
  • Added Second Company Captain (Captain Sicarius)

v1.23
Necrons:
  • Added new C'Tan for your pleasure and horror, more powerful, more costly, more dangerous and more beautiful. They are as folllows:
  • C'Tan, Shard of the Everburning One
  • C'Tan, Shard of the Moulder of Worlds
  • C'Tan, Shard of the Flayer
  • C'Tan, Shard of the Suneater
  • Transcendent C'tan x2
  • All C'Tan now given "horror": "monster likes killing creatures and will attack armies that come within range and will seek out other targets of opportunity"
  • Ritual Change: "Awaken Necron: C'Tan Shard" -now destroys the location used.
  • New ritual: "Call Necron: C'Tan" - Warning has defctrl 5 #<percent> Enjoy!
  • Fixed: Create Heavy Support and Call Heavy Support rituals being switched. -Thanks Orpheus.

v1.24
Necrons:
  • Ritual fix: Awaken Necron: C'Tan Shard" - Now correctly destroys terrain (leaves a crater). - Thanks to ChaosCraft for reporting.

v1.25
Necrons:
  • Necron Overlords no longer Unique to prevent crash with multiple Necron players. - Thanks to draco2million and Orpheus for reporting and working out the problem.

v1.26
Necrons:
  • C'Tan magic resistance increased, +3 for being Psykers.
Tyranids:
  • Swarmlord starting commander switched to Broodlord (Same problem as the Necrons, having two Tyranid races both using a unique character caused problems).
  • Added starting Lictor commander and Tyranid Prime to compensate for the loss.
  • Added forest 2, deadforest 2 and jungle 2 movement preferences to most Tyranids that lacked it.
  • Added Berserker to fearless units that lacked it.
  • Added Non-magic invulnerability to warp field protected units (Zoanthropes, Maleceptor)
  • New Unit Added: Maleceptor, a very powerful Psyker and leader.
  • New Unit Added: Old One-Eye, An Immortal Carnifex leader, fast in battle and very, very nasty due to regeneration.
  • Sprite fix: Tyrannofex #1,2 used Carnifex #1,2 sprites, fixed
  • Sprite fix: Carnifex #2 used Carnifex #1 sprite, fixed
  • Unit fix: Tyranid Prime, poisonres 50 --> 100

v1.27
Tyranids:
  • Sprite fix: meiotic spore used wrong sprite. fixed thanks to ChaosCraft.
  • Mucolid spores (the biggest in terms of HP) are now correctly size2x2
Necrons:
  • Standard Necron Warriors now rank 0, mid. (was front).
  • Added Damaged Necrons Warriors and Immortals as a bonus to some awaken necron spells. (Front position, starting affliction, -1 to damage but you get them rarely in addition to the normal recruits). -Thanks to draco2million for mentioning the rank 1 warrirors

v1.28
Tyranid:
  • Added Eventmodding to replace Independent animals with wild Tyranids
  • Added druid spells to Synapse creatures (to charm wild Tyranids)
  • Sporocyst now invisible
  • Haruspex poison explosion now acid blood
  • Pyrovore gains fire explosion and acid blood
  • Toxicrene gains acid blood
Necrons:
  • Added Eventmodding to replace Independent and Hades undead units with Necrons
  • Removed testing value of summoning ritual.

v1.29
Tyranids:
  • Added missing ritual descriptions.
  • Added new rituals (Pheromone trails).
  • Mawloc gains noleader
  • Pyrovore and Exocrene gain the ability to burn forests (but not the desire)
  • Fleshborer hive modified (now 4x weapons with 1/4 aoe each)
  • Stinger Salvo fixed (had extra next weapon)
  • Additional melee attacks: Mawloc, Toxicrene, Exocrene, Trygon, Carnifex, Tervigon, Tyranid Prime
  • Melee attacks reduced: Lictor, Venomthrope, Tyranid Warrior
  • Lictors and Mawlocs gain acutesenses
  • Invisible units become merely stealthy
  • Adjusted event modding. (More units, occurs every turn, not just turn 0)
Ultramarines:
  • Boltgun had hidden rangepen (1/2 damage at max range) removed, second hit removed. (so clearly half as effective as storm bolter now)
Necrons:
  • Fixed Annihilation barge sprite and description.
  • Added Catacomb barge, a floating Overlord commander.

v1.291
Necrons:
  • Fixed event modding. "Damaged Immortal" changed to "Damaged Necron Immortal"
    (found after enabling debug logging, -d launch option, first time I've had a look. An interesting mess to sort through) .

v1.292
Necrons + Tyranids:
  • Commented out event modding to prevent crashes and hangs. Tried moving to seperate module but that causes crashes if the events occur without the units enabled. (and the events weren't working perfectly anyway).

v1.293
Ultramarines:
  • Modding information: Ultramarine weapons gain a points cost (for help calculating appropriate ritual costs for new units)
  • New Ritual: Deploy Tarantula Guard Turret Battery (Techmarine and Stormraven Gunship)
  • Ritual Costs rebalanced: Humans now cost gold = pts value, iron = 1/10 pts value. Vehicles gold cost = pts value, iron cost = 1/2 pts value. Commanders now cost relics = pts value and gold = honour guard pts value.
  • Ritual Change: Many rituals gain descriptions
  • Ritual Change: Call for additional infantry rituals require a citadel. (terr -23 for any citadel)
  • Weapon fix: Twin-linked plasma cannon typo, fixed.
  • Unit Changes: Dreadnoughts gain 4x Dreadnought close combat attacks (was 1 or 0) strength 6 (was 10), rank 1 (front, was mid for Dreadnought previously lacking close combat attacks).
  • Unit Changes: Ironclad Dreadnought armour increased from 3 to 4
  • New Unit: Techmarine
  • New Unit: Servitor x6
  • New Unit: Tarantula Sentry Gun x2
  • New Unit: Second Company Captain #Captain Sicarius
  • New Unit: Master of Sanctity #Chaplain Cassius
  • Starting commander changed: #Testing Ultramarine Psyker now Techmarine
    - Thanks to FangoWolf for Ultramarine suggestions and taking the time to mod the mod

v1.295
Ultramarines:
  • Ritual fix: "Call for additional Scout Marines" cost by 2. Fixed.
  • Ritual descriptions added (Call Marine rituals)
  • Ritual change: "Call for Tactical Marine Special Weapons team" price increased 70 to 80 gold, 7 to 8 iron. Number of Special weapons summoned decreased from 1d3 to 1d2
  • Unit Change: Terminators and Assault Terminators gain "shockres -50"
  • Unit Change: Centurions gain powerfist melee attack and Hurricane bolter siegeweapon.
    - Thanks to FangoWolf for Ultramarine suggestions

v1.296
Necrons:
  • Description fix: "C'Tan, Shard of the Suneater"
Tyranids:
  • Removed test weapon
Ultramarines:
  • Typo: Servitor weapon was "plasmacannon" now "Plasma Cannon"
  • Typo: Multi-laser (was "Hot-shot Lasgun")
  • New Weapons: Mortar, Grenade Launcher (Frag), Grenade Launcher (Krak)
  • Weapon change: Removed hidden rangepen from: Plasma gun, Twin-linked Plasma gun, Grav guns, Las-weapons. AOE increased to compensate.
  • Weapon change: Plasma gun/Cannon incorrectly had x2 damage and x2 AOE from rapid-fire (x4 total damage). now 1x damage 2x AOE (x2 total damage).
  • Weapon change: Sniper rifles toxic rounds extra effect, changed from poison to acid damage
  • Weapon Change: Autocannon and Twin-linked Autocannon removed extra hit, increased AOE to 2 and 4 respectively. (To free-up space for new weapons)
  • Ritual Fix: "Call for additional Assault Terminators" typo, fixed thanks to FangoWolf
Astra Militarum (unreleased):
  • Made weapons work using Ultramarines module (changed load-order)
  • Added Cadians, Cadian Rituals, more Cadian Sprites
  • Added muzzle flash to Astra Militarum infantry sprites


v1.300 Major Update: Astra Militarum Added!
IMPORTANT: Astra Militarum requires Ultramarines module to function properly (many borrowed weapons)
IMPORTANT: Event Modding Module requires ALL other w40k Modules to function or it will cause a crash as it tries to spawn units that do not exist.
Astra Militarum:
  • Units Added: 100 (with multiple sprites for each unit)
  • Sprites Added: 255 Astra Militarum sprites
  • Rituals Added: Commanders, Sergeants, Enginseers and Transports/buildings each have a ritual set.
General:
  • Removed weapons: 17 (to free up space)
Necrons:
  • Quantum shielding now gives +2 magic resistance while active. (until first hit in battle)
Tyranids:
  • Commented out 5 weapons: Bio-plasma, Bio-plasma burn, Cluster Spines, Devourer with brainleech worms, Devourer brainleech (poison extra effect)
Ultramarines:
  • Commented out 8 weapons: 6 unused grav-weapons, 2 Autoguns to free up space
  • Added Weapons: 18 (For Astra Militarum)
  • Gatling Cannon dmg fix
  • Demolisher Cannon range fix (was 11 now 6)
  • Heavy Bolter fix: had both AOE 3 and hits x3, removed 2 extra hits.
  • Twin-linked Heavy Bolter fix: had AOE 2, hits x3. removed 2 extra hits, AOE now 6 (was weaker than heavy bolter before)

v1.301
Astra Militarum:
  • Added Weapons, no longer requires Ultramarines module. It seems if two weapons with the same name are in different mods only one is loaded and so it can't go over the weapons cap that way. So no need to make Astra Militarum require Ultramarines afterall. (I'll just have to remember to edit one and copy over changes to the other afterwards to keep the weapons up to date after bugfixing/balance changes). Thanks to Logos for the change and for providing essential information about mod load-orders.
  • Replaced one Hamlet with a coal mine for an initial iron income - Thanks to both draco2million and canadiansrnotok for the suggestion
  • Plasma Cannon armed Servitors can help with mining: "limitiron 1"
  • Added Servitors to the starting army.
  • Added the 7 Sergeants to the Recruitment list
  • Added Tempesus Scions, Tempestus and Tempestor Prime (Added to units, recruitment lists and rituals)

v1.302
Ultramarines:
  • All Human troops given Charm resistance. Though Vehicle Machine Spirits can still be coerced by nefarious powers (but not Astra Militarum Commissars as they should only charm 'human' units)
  • All Human troops added to the Recruitment list. For them to appear you must first own a Veteran Sergeant of the appropriate type. e.g. Scout Marine Veteran Sergeants unlock Scout Marines for purchase in any citadel (5% chance/turn)
  • Tarantula Sentry Gun added to recruitment list, requires a Techmarine (10% chance/turn)

v1.303
Necrons:
  • Awaken C'Tan rituals require (and destroy) greater or Proper Mines
Astra Militarum:
  • Renamed Hellhound to Imperial Hellhound to avoid it summoning the base-game version
  • Renamed Manticore to Imperial Manticore to avoid it summoning the base-game version
  • Commented out #nozoc and #unimportant from all the wall units. Unimportant should make the battle end instantly if they are the only units, but it may not be working. If walls still causes an infinite battle it's probably #deployoutside 1 that's at fault, or perhaps stationary... I used to have problems fighting with/against mushrooms in the base game. May need testing later. -Thanks to canadiansrnotok for reporting

v1.304
Necrons:
  • Heavy Desroyer and Doom Scythe lose their siege weapons (wasn't firing anyway due to low range) - Thanks to nDervish for reporting. If other supposed siege weapons are not firing due to range they can be reduced to simply normal weapons... or the range can be increased for all currently Range 9+ weapons (much like precision is boosted in Dominions for 13+ precision values) I could add 10 to ranges below 20. (If 8<x<20, x+10) to make them useful in sieges.
Tyranids:
  • Bug found (no change currently): Descriptions over ~2977 characters long are cut short, but still exist in the mod files for any future increase in modding limits - Thanks to Phantom Ace for reporting
  • Deleted incorrect duplicate spell: "Pheromone trail: Gargoyles" -Thanks to Phantom Ace for reporting
Astra Militarum (Recruiting/Psykers changes):
  • Tempestor Prime gets discount when summoning Tempestus units like the other Sergeants.
  • Typo: Valhalan Ice Warriors in the addcomrec list replaced with Sergeant
  • Added Wyrdvane Psyker (5% if Primaris Psyker owned) to recruitment list
  • Added Wyrdvane Psyker Quorum (1% chance if Primaris Psyker owned) to recruitment list
  • Changed: Catachan Sergeant +10gold (Camo gear), Armageddon' +2 gold (for rebreathers), Tallarn Sergeant +5 gold (fast), Valhalan Sergeant +5 gold (snow), Vostroyan +2 gold (rebreather)
  • Sergeants added to Commander summoning ritual lists
  • Added units to Commander summoning Rituals and to recruitment:
  • 3x "Wyrdvane Psyker" Mastery 1 Pyromancy/Hydromancy/Storm Magic
  • 3x "Primaris Psyker" Mastery 2 Pyromancy/Hydromancy/Storm Magic
  • 3x "Wyrdvane Psyker Quorum" Mastery 3 Pyromancy/Hydromancy/Storm Magic
The Quorum is a group of 5 Psykers as a 3x3 unit, each figure standing at the points of one of 3 pentagrams drawn upon casting -fire, blue flames and snow (fun to do). These can be summoned as part of the retinue of a Primaris Psyker or recruited once a Primaris Psyker is owned.

v1.305
Necrons:
  • Elite units now require proper mines for awakening rituals: terr -12 # Proper Mines
Astra Militarum:
  • Changed all spellweapon attacks ensure they are used. Now always the first weapon entry. (Astropath, Commissar, Psykers etc.)
  • Illusionism for Psykers: All Psykers now have a 50% chance to cast an Illusionism spell before their chosen mastery. I can always change this to a one-shot mirror image attack instead later (when I have more weapons slots to work with) if there are issues with Illusionism (charming Necrons/Tyranids via confusion).
  • Added Units: Catachan, Mordian, Steel Legion, Tallarn, Valhalan, Vostroyan- Conscripts. New sprites, rituals and added to recruitment lists.
New Rituals:
  • "Construct Bastion" - Requires a human settlement. Now also changes tile to Bastion (Citadel, with farsight, burnable and counts as a settlement for recruiting conscripts).
  • "Construct Manufactorum" - Converts Coal mine tile into iron generating Manufactorum (Iron mine)
  • "Expand Manufactorum" - Summons an Iron generating Manufactorum building on a Manufactorum tile. (Adds unit with Limited Iron 1)
  • "Construct Munitorum" - Converts Coal mine tile into gold generating Manufactorum (Silver Mine)
  • "Expand Munitorum" - Summons a Munitorum building on a Munitorum tile. (Unit adds limited gold 1 and trade 1)
  • "Construct Honoured Imperial Statue" - Converts farm tile into Imperial Shrine (A Temple tile)
  • "Construct Shrine to Imperial Statue" - Adds a gold generating shrine to an Imperial Statue tile.
New Terrains:
  • terr 14 #Was Iron Mine, now Manufactorum (Iron mine)
  • terr 15 #Was Silver Mine, now Munitorum (Silver Mine)
  • terr 23 #Was Citadel, now Bastion (Citadel, with farsight, burnable and counts as a settlement for recruiting conscripts)
  • terr 92 #Was Temple, now Imperial Shrine (A Temple tile)
-Thanks to Orpheus for the suggestions (and encouragement to complete things that I had already made sprites for like the terrains/buildings)

v1.306
Astra Militarum:
  • Wyrdvane Psyker attack sprite fix.
  • Balance: Resource bonus for Astra Militarum now 50% bonus gold, 100% bonus iron. It was initially 50%/50%, then 0%/0% due to commenting it out while testing the new buildings and terrains. Now back and a little stronger than before. (can be adjusted later to find a nice balance).
  • New Weapon: "Artillery Bombardment" (range 99, reload3)
  • Master of Ordnance now has "Artillery Bombardment" attack.
  • Master of the Fleet gains a discount on Air Support rituals.
  • New Ritual: Requisition Air Support - summons Valkyrie/Vendetta gunships with 25% discount for a Master of the Fleet. (units still possible as a good result from Fast Attack rituals)
  • Baneblade now Baneblade Command Tank (gains leadership, spiritsight, +1 BS - extra damage)
    Recruitment Changes:
  • Added to recruitment list: "Servitor", "Tarantula Turret", "Imperial Bunker", "Imperial Pillbox", "Icarus Lascannon Emplacement" and "Icarus Lascannon Armoured Emplacement" - All require an Enginseer.
  • Powerlifter sentinels now also require an Enginseer
  • Cadian, Tallarn, Catachan and Armageddon Sentinels require the appropriate Sergeants
  • Taurox Prime require a Tempestor Prime.
  • Elysian Drop Sentinel, Vendetta and Valkyrie gunships require an Officer of the fleet
  • All Leman Russ variants require a Leman Russ Command Tank
  • Baneblade variants all require a Baneblade Command Tank
  • Hydra Battery, Basilisk Bettery, Wyvern Battery, Imperial Manticore, Deathstrike all require a Master of Ordnance
-Thanks to Orpheus for reporting bugs and for suggestions.

v1.307
Astra Militarum:
  • Fix: Commissar Yarrick's melee attack changed to "Power Fist" (Was piercing claw, which needed Necron module to be loaded first, still a placeholder until I can add more weapons - he should have a "Power Klaw" and a "Bale Eye" ranged attack).
  • Fix: Heavy Support Tank rituals were missing the word "summoning" -fixed.
  • Fix: Vostroyan Firstborn Special Weapons were missing "burnforest 1 #flamer" -fixed.
  • Fix: Tempestus units had Building+Transport rituals (which don't require specific terrains) fixed by moving them up to HQ units.
  • Fix: Wyrdvane Psykers required Primaris Psyker, but there were 3 Primaris Psyker units (now 6), so owning one was not enough to grant recruitment options. Now they have no unit requirement.
  • Change: Wyrdvane Psyker Quorum, Wyrdvane Psyker, Primaris Psyker and Astropath all gain "libraryrec". Base recruitment chance lowered from 5% to 3%, 1% for Quorum. Increases with each library owned.
  • Change: Krak grenades and Krak missiles now do shock damage - +100% dmg vs vehicles, ignores pierce resistance. (so from 1/2 damage to 2x, effectively 4x more effective).
  • Change: "Mars Pattern Scout Sentinel" now commander. +1BS/dmg, able to lead other Sentinels.
  • Change: Armageddon Steel legion Sergeant gains poison resistance and water breathing.
  • Change: Psykers lose the extra 'Illusionism' Spell - moved to new units.
  • New Sprites: Astropath, 8x Primaris Psyker firing sprites, 2x Wyrdvane Quorum and 2x Wyrdvane Quorum attack sprites, 4x Wyrdvane attack sprites.
  • New Units: Astropath #3 (Illusionism).
  • New Units: Primaris Psyker #4 (Illusionism), #5 (Silver Arcana) and #6 (Frost magic)
  • New Units: Wyrdvane Quorum #4 (Illusionism) and #5 (Silver Arcana)
  • New Units: Wyrdvane Psyker #4 (Illusionism)
  • New Rituals: "Requisition Sentinel Squad" - summons 3 sentinels, one of which is a Commander
-Thanks to Orpheus for reporting bugs and for suggestions. (Took me a while to work out why Tempestus units had work-anywhere rituals, sorry the fix nerfs them)

v1.308
General:
  • Duplicate drop pod bug fixed. killtarg values changed to use a value of 9999 for autokill. Previous values caused some rituals to produce a new unit and fail to remove the old unit. -Thanks to Fangowolf for reporting and Ediir for the modding manual to fix it.
  • Weapons now have normal and (siege) variants. The siege variant has a range of 20 if the normal version has less than that to fix weapons not firing in sieges. -Thanks to the Devs for increasing the weapon limit.
  • Units with 9 weapons now can have up to 15 weapons, this mainly affects all Baneblade variants which previously had weapons commented out (and so were weaker than their Codex indicated. -Thanks to the Devs for increasing maximum number of weapons per unit.
Necrons:
  • Renamed the mastery rituals for clarity, now: Unlock ability: Awaken Necrons, Unlock ability: Create Necrons, Unlock ability: Call Necrons
  • Above rituals description also changed, added the lines: "Unlocks the ability to (awaken/create/call for the support of) specific types of Necrons." -Thanks to Xenon, I hope that was the correct fix.
Ultramarines:
  • New "Imperial Knights" Sprites: Cerastus Knight x5, Warhound Titan, Warlord Titan, Reaver Titan
  • New "Iron Hands" Sprites: Drop pod unopened x2
  • New "Space Wolves" Sprites: Drop pod unopened x2
  • Sprite Change: Dreadnoughts now 140px high, Knights 160px, Titan 190px (For visual progression, not to scale)
Astra Militarum:
  • Tremor Cannon, Quake Cannon, Magma Cannon, Hellhammer Cannon, Stormsword Siege Cannon, Volcano Cannon
  • New Siege Weapons: Heavy Bolter (siege), Lascannon (siege), Autocannon (siege), Missile Launcher (siege), Krak Missile Launcher (siege), Mortar (siege), Plasma Cannon (siege), Tremor Cannon (siege), Baneblade Cannon (siege), Earthshaker Cannon (siege), Battle Cannon (siege), Taurox Battle Cannon (siege), Twin-linked Hydra Autocannon (siege), Magma Cannon (siege), Quake Cannon (siege), Hellhammer Cannon (siege), Stormsword Siege Cannon (siege), Volcano Cannon (siege)
  • Siege weapon attacks for short range guns removed: Chimera multi-laser, Leman Russ Punisher and the Tallarn Punisher both lose their Punisher Gatling cannon
  • Most Baneblades no longer use "Baneblade Cannon" placeholder and weapons previously commented out have been added back in. -Thanks to the Devs for increased mod support.
Enginseer Changes:
  • Ritual Change: "Create Servitor" now requires any settlement (was Citadel), made a starting ritual
  • Ritual Change: "Expand Manufactorum" now starting ritual
  • New Ritual: Deploy Tarantula Turret, cheap level 1 ritual, deploys a single turret.
Sentinel Changes:
  • Scout Sentinels now have scouting ability (acutesenses)
Sprites completed but not yet used:
  • 8 Titan Sprites added (for Ultramarines)
  • 14 Ultramarines/Space Wolves/Iron Hands/Blood Ravens sprites
  • 13 Astra Militarum building sprites
  • 11 Adeptus Mechanicus sprites
  • 5 Ork Sprites
  • 7 Chaos sprites
Last edited by Franknfurter; May 30, 2016 @ 5:45am
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Showing 1-15 of 117 comments
Juz Feb 6, 2016 @ 8:01pm 
This mod is beyond OP, are you planning a total conversion with other W40K races? Otherwise the balance needs a serious redo.
Franknfurter Feb 7, 2016 @ 5:21am 
Yes, total conversion with all races is planned. Tyranids are up next. I have the units, half the models and the descriptions are easily done. The weapons and rituals will take a little more time.

As for balance against existing races/neutrals, I think a simple -4 to the modifier from BS --> ranged weapon damage may help. I've also divided all armour values by 2.

So -4 damage and 1/2 armour. I can reduce HP next and increase summoning costs if they're still beyond OP, rather than merely OP. (They should be a little OP, bows and arrows against the lightning...they are Space Marines).
Verro Feb 8, 2016 @ 8:47pm 
Oh hell yes. This is far more desirable even then your star wars adaptations!
Verro Feb 8, 2016 @ 10:06pm 
Feel free to completely ignore my suggestions, but I am also including a bugs section, or what I think are bugs. I only didn't encounter the Predator (Standard pattern,) Librarian, and psyker, which I assume is an upgraded librarian?

Bugs
Razorback - Unarmed, Requisition heavy troops does nothing, repeatable, uses relics. (Even rhino is armed.)
Rhino suffers same requisition issue as razorback, with heavy troops.
Land raider's requisition dreadnaught ritual does nothing, same as razorback's req heavy troops.
Lightning claw terminator is unarmed.
Drop pods spawning additional drop pod when opening, resulting in two opened drop pods.
Terminator assault sergeant only has a blind grenade.
Land raider appears to be equipped with a demolisher cannon?


Suggestions:
Assault Sergeant is back row, does not advance, despite being assault trooper.
Many units suffering from no melee attack, can't shoot in melee. Suggest giving basic Combat Knife attack to most troops, allowing 1-2 slashing damage?
All dreadnaughts have no melee, yet are frontliners. Needs melee. Power claw for 1-10 magic?
Assault cannon on terminators does 1-6 pierce, twice. Seems low compared to a bolter or storm bolter which is 1-4 pierce twice. Perhaps give them an additional shot, or a low burst?
Franknfurter Feb 9, 2016 @ 1:35am 
Thanks draco2million, it's a big help to have someone actually play the game. I hope I fixed the bugs mentioned... though I'm not sure about why the Captain and Librarian weren't showing up. I think the recruitment list gets stuck if 5+ units try to be on the list in one turn, so I added a spell instead of hoping increasing the recruitment chance works.

I seem to be having more fun adding things at the moment, still having fun but I don't get as long in-game to find bugs so it is a real help to have feedback like that. On the subject of adding stuff, I've got Tyranid sprites done and the start of unit conversion. (Synapse creature = local leadership 5 , that sort of thing). Hopefully have that done by the weekend. *fingers crossed*
Verro Feb 9, 2016 @ 10:13am 
Just attacked a group of giant ants with my chapter master, four centurians, and a land raider. One of the centurians fired something, then I got the following crash to desktop:

NÃ¥got gick fel!
calcaoe bad level

Followed by:

Runtime Error!
Program: C:\Program Fil...
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

Also, really like the changes! Definitely getting offers for captains and librarians now. Would it be possible for drop pods to open into their non-commander version instead of the commander version? They tend to clutter the areas they are on because you cannot transfer them to someone else's army (As they are immobile/stationary.) If not, it's a slight issue that can be ignored.
Franknfurter Feb 9, 2016 @ 11:10am 
It may be a problem with the hurricane bolter gun Centurions use... it has 9 hits.
Assuming the large numbers of hits are a problem I've made a quick fix:
Hurricane bolter now hits 4x (three next weapon effects) and doesn't have reload 1 anymore. 8 hits/two turns vs 9 hits/two turns before. I've also done the same to Twin-linked heavy bolter. 6hits->3hits.

As for Drop Pods, unfortunately using the caster target and kill target commands doesn't change leadership status. As I don't know how to demote the caster (... there's a forget ritual command I could try, but rather than experiment...) for now I've just seperated the large and normal drop pod rituals out and added a non-commander opened drop pod of the appropriate size to the summons. So no more clutter! But, unfortunately that means that if an unopened drop pod is killed before opening it just dies... (awww)

Thank again for testing. Let me know if you encounter anything else and I'll try to fix it.
Verro Feb 9, 2016 @ 4:07pm 
Fixed the issue! Excellent work! Only two more that I've found with 4 hours of testing. Assault terminator sergeant has 5 armor. I am assuming that is a bug, as all the other terminators and marines have 2 armor, and he's the only one with 5. Secondly, the librarian's smite and drain deal 0 damage (+1 for experience levels)
Franknfurter Feb 9, 2016 @ 6:11pm 
I'm glad it fixed it. I'll still need to check other weapons that have too many hits if it can trigger a crash. But for now I'm just glad it wasn't something harder to fix.
Orpheus Feb 10, 2016 @ 8:46pm 
First, this is awesome. Some constructive criticisms and suggestions, though:-
I think you may have nerfed the armour too much. My terminators just got killed by slingers...
Remember that CoE factions are not necessarily balanced against one another well, and also that even in a high-tech setting Space Marines are supposed to be the best of the best and almost unstoppable. Off the top of my head, I'd suggest armour 3 for normal Power Armour, and for Terminators either 3 or 4 plus 50% resistance to physical damage types. Against medieval enemies they SHOULD be almost impossible to kill, and you can balance your other 40k factions to match them rather than the default classes.
Also, the bolters and other rapid-firing weapons would possibly make more sense if they caused less damage but multiple strikes per round (an Assault Cannon should be able to mow down an entire squad of 'soft' enemies, rather than just blsting the crap out of one of them!).
Guys with flamers should be able to burn forests (the Imperium are the masters of scorched-earth tactics).
You could add Chaplains (Leadership) and possibly Apothecaries (is it possible to create new disciplines of magic? If so, make him a level 1 caster whose only available spell heals an adjacent ally). Also on the subject of magic, if new disciplines CAN be created, the Librarian's spells could be handled a lot more simply.
The Imperial language is faux-Latin, while faux-Hebrew names also seem fairly common. So it seems like either Latin (Senator-class) or Angelic names would make more sense for these guys?
I had an idea about the Captain's Drop Pods. Would it be possible, rather than spawning them at the summoner's feet, for them to be summoned at a remote location with a chance of scattering (like the HC's summoned Horrors)?
Finally, with regard to the not-ready-yet Tyranids, surely a Synapse creature would simply be a Commander, while instinctive creatures would be standard troops? You then preserve the 40k dynamic where most creatures either nest or rip their surroundings apart, and only become strategically useful if directed by synapse creatures. Independents like Genestealers (are they still independent? I'm a few years out of touch with 40k!) could be non-leading commanders like the Unexpected Hero.
Again, great job so far, and sorry for poking holes in your hard work.
Verro Feb 10, 2016 @ 10:35pm 
I second the armor suggestions. It'd make it so when you eventually add imperial guard (I hope!) they could have 1 armor base, with some of their leaders getting 2, or even 3. I'm a fan of the 3 armor for power armor, 3 + resists for terminators, 4 + resists for assault terminators.
Franknfurter Feb 11, 2016 @ 11:45am 
Thanks for the suggestions and balance feedback, updated with armour changes. (mid way between totally OP and dying to slingers).
I did try modding Drop Pods to no avail. Drop pods/Deep strikes are *supposed* to be dangerous... but for the moment they are reliable, safe and accurate. Expect that to change once the modding manual is updated.

On the subject of Tyranids: wait and see for the first draft. I'm open to suggestions for improvements once you've tried them out. I have some ideas to make them a little different and I've tried to put some gameplay effect from each of their special rules.
I've done the weapons, sprites and now I'm just halfway through filling in the unit stats/rituals, not too long to wait hopefully.

(For those interested: farsummon and/or randomloc <1-5> in many different combinations either fail to work or summon 52+ units directly into opponent capitals... a logical end to the conflict but somewhat anticlimactic. I have no idea how to get it working currently, but if anyone else knows feel free to leave a comment. It would also be nice to drop pod rituals have a chance of changing a terrain to #134 for "Crater" or destroying terrain but for now I'll put those ideas on the back-burner)
Grimcad Feb 12, 2016 @ 4:35pm 
This is fantastic! Please keep up the good work and know that it is greatly appreciated. Can't wait for Tyranids.
Franknfurter Feb 15, 2016 @ 12:26pm 
Originally posted by ric_d22:
This is fantastic! Please keep up the good work and know that it is greatly appreciated. Can't wait for Tyranids.
Thank you for the support ric_d22, I really do appreciate you taking the time to comment. I hope you'll enjoy the new Tyranid update and let me know if you encounter any bugs. (there will be bugs I'm sure). :P
Orpheus Feb 15, 2016 @ 1:26pm 
Really looking forward to trying this out later. Tyranids have always been my favourite race in 40K, and no computer game has ever really done them justice up to now (I remain optimistic though!).
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