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
Legutóbb szerkesztette: Franknfurter; 2016. máj. 30., 5:45
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6175/117 megjegyzés mutatása
Excited to see this for CoE4. Funny that I was just thinking today that I wanted to mod Dominions 4 to have some 40k races, so this is close enough for me.
Phantom Ace:
I can't imagine it'd be too hard to port the mod over to dominions... the sprites are no trouble and if you want to use things from this mod feel free. Dominions has more stats and commands so each unit would need a bit of work to add in missing details (precision, action points, leadership, age, survival skills, gold and gem costs etc.) and there'd be quite a bit of busywork adding # to the start of each command (that works) and find and replace all to get rid of the # and replace them with -- to comment things out. There are some features of Dominions modding that would be nice to have, I've got a folder full of w40k icons I'd love to turn into Magic Items, easy to do in Dominions but not in CoE sadly. (One incentive to port)

I suppose the different named heroes could become God chassis... it's all possible but I'm trying not to bite off more than I can chew. It's taking longer than I'd like to get the Astra Militarum done as is... but they currently have more sprites than the other 3 races combinred (212 vs 179 including firing sprites) so that isn't surprising. If anyone is interested in the progress so far:
Astra Militarum (unreleased):
  • Units Added: Catachan Jungle fighters
  • Units Added: Ratlings, Mordian Iron Guard, Penal Legion
  • Units Added: Armageddon Steel legion
  • Units Added: Tallarn Desert Raiders
  • Units Added: Valhalan Ice Warriors
  • Units Added: Vostroyan Firstborn
  • Rituals Added: Catachan Jungle fighters
  • Rituals Added: Ratlings, Mordian Iron Guard, Penal Legion
  • Rituals Added: Armageddon Steel legion
  • Rituals Added: Tallarn Desert Raiders
  • Rituals Added: Valhalan Ice Warriors
  • Rituals Added: Vostroyan Firstborn
  • Recruitment Added: Cadian Shock Troops
  • Recruitment Added: Catachan Jungle fighters
  • Recruitment Added: Ratlings, Mordian Iron Guard, Penal Legion
  • Recruitment Added: Armageddon Steel legion
  • Recruitment Added: Tallarn Desert Raiders
  • Recruitment Added: Valhalan Ice Warriors
  • Recruitment Added: Vostroyan Firstborn

To-do:
  • Remaining Infantry - Tempestus Scions, Psykers etc.
  • Vehicles - None have firing sprites, stats, rituals or recruitment yet
  • Transport Rituals - I wasted a day trying to get transports to load and unload units... kinda possible but messy and not worth the effort

One feature I did add and rather like is that by adding e.g.
reclimiter "+Vostroyan Firstborn Sergeant"
to the recruitment of Vostroyan units you get the nice icon on the Sergeant as well as only seeing the recruitment option when you have a Sergeant. (A recent feature that is flexible, powerful and very useful... as you can add =monster to upgrade units like dwarves/longdead)


I know this is CoE4 rather than Dominions 4 but if you want to discuss the things required to port the mod, or anything else w40k related feel free. For example, brainstorming a w40k Dominions mod:

Magic vs Technology
I'm not sure how best to work with the magic system in Dominions. If you were wanting a total conversion it would make sense to remove everything and add spells back in one at a time in a renamed form e.g. Biomancy, Powers of the hive mind etc. But you could also use the research system as a way of unlocking higher tier units... in which case it'd be great if you could rename the schools based on race (not sure if that's possible). Or in a way that feels thematically appropriate... lots of National spells rather than general ones is probably the way to go.

Recruits vs Summons
Which units should be recruit anywhere, cap-only, fort only or summons?

Mecenaries vs Full Races
Which units have enough sprites and models to make a race and which should just be a mercenary band. (e.g. the other Space Marine Chapters, different hive fleets, different Chaos gods etc.)

Anyway... I hope you like the CoE mod, I've not done any work towards a Dominions port but I have considered it... maybe in a few months when there are enough races to make a total conversion feel more substantial. Otherwise it'd be a partial conversion, arriving in bits and pieces, which I'd find less satisfying but would probably be much easier to test and work on. Let me know when you encounter errors and I'll try to fix them when I can work on the mod (Probably not this weekend or too much over the Easter holidays I'm afraid)
Legutóbb szerkesztette: Franknfurter; 2016. márc. 17., 16:25
Franknfurter,

Thank you for the offer. I probably will just use the sprites from here if nothing else, but I also have to balance my modding with college, work, and my personal life right now.

My big issues with designing one so far are actually the summons/recruits ones you mention and what factions to include as summons or full factions. My current idea is maybe just follow GW's lead on this and really only use Codex/Supplement factions and certain really popular ones? I'm not sold on it, but this is the kind of thing you need a narrow focus on before you even begin, and that would be a decent place to start. BUT. Then I am doing how many factions total? 17-20, depending on who I merge.

My alternative is to just do each core faction (Imperium, Chaos, Tau, Tyranids, Necrons, etc.) and have space marines and other more poweful groups as summons. It would work well with the Imperium and Chaos, having guardsmen and traitor guard/cultists, then slowly replace them with daemons/space marines, but then there's the issue of how to handle the Xenos factions, who I am less familiar with structure wise.
Maybe Nids start as a genestealer cult/infestation, with the option to summon other, probably mostly popkill units? Obviously, each one would have a different rating based on size, but I feel it would be thematic and force the issue of aggro expansion if balanced right.
Necrons may end up just looking like a reskinned Ermor, with freespawn/respawn warriors and such, with most of the above-infantry tier requiring summons. Fleshing them out beyond that seems tricky, but if I borrow my friend's Codex for a day or two and read it, I might get better ideas.
Eldar and Dark Eldar would have Harlequins as summons, but beyond that, I'm lost. Tau I don't even know where to begin.
Orks there is too much to do that seems thematic, and doing all of it is game breaking. Low resource cost chaff and higher resource elites, mixed with resource providing mekboyz?

The problem with just doing the core factions is actually the fact that merging the Imperium like that could make it too broad for some people's taste, though it could also be done where each school represents a different faction. Construction being AdMech/Skitarii, Enchantment being Sisters of Battle, and so on. That would allow a greater degree of choice, but require so many assets to be done at once.

One thing I do know, however, is I would love to have Titans in as a max-level summon. That just kinda seems required, given 40k's penchant for absurd scales.

I also may abandon the idea of doing a 40k mod completely, and instead do a Horus Heresy (30k) mod, with each legion as a faction, with the Solar Auxilia, Mechanicum, Titans, and Chaos all as potential summons, along with more mundane units. Such as Thunderhawk gunships or Charybdis pods. But then with a 30k mod, I would STILL be doing 18 legions, then each support group, plus a number of summons.


The worst part is, I know its something I can do, I just need to figure out where to start.

Anyways, enough rambling about Dom4 stuff on a CoE4 forum. I'm going to try actually downloading this now and try it out. I'll let you know what I think and if I find issues.
Phantom Ace:
I'm sure you have a lot to think about. I hope you have fun modding whatever you decide to do. If you're taking suggestions I'd say to start small. Perhaps only 5 units per faction and a couple of factions just to see how everything is done and to spot any errors more quickly. (and that way you can add more later, either as recruits, national or generic summons, gods etc. it also gives you a lot of freedom to change things as there's not too much effort involved in moving things around)

I know I've had less fun doing this last race because I've felt at times like I've bitten off a little more than I can chew. But once I've done this race I may have a go at Dominions modding just for a change... it'd be nice just to play around with magic item modding.

Also, I'd love to see 30k as early age, 40k as middle and 30k+40k mashup as late age. Who doesn't want to try that?

I think the idea of different schools of magic as different Chapters/legions/etc is interesting. You don't have to do everything at once though even then. If you start with a couple of level 1 spells to test it out:
Summon a Servitor in construction and a Space Marine in conjuration for example.
I think it's easy to be overwhelmed... start small and keep it fun. Talking it out can help too, just to work out what you actually want.

If there are any sprites you want let me know. I have folders full of units for each race ready to turn into sprites and those sprites will come in useful for me too at some point in the future. I can upload a work-in-progress Astra Militarum too if you'd find that helpful (with more sprites). If not, don't worry. Feel free to post a link here when you've done something or want to brainstorm ideas, I'm sure anyone interested in this mod would be interested in something similar for Dominions 4 as well and be willing to help test it too. Good luck!

p.s. I've just started working on the mod again after a week break. Sorry for the lack of progress, the mod isn't dead, don't worry.
Legutóbb szerkesztette: Franknfurter; 2016. márc. 26., 14:04
Wow this mod is really great , I'm glad to see you working on the Astra militarum; I was just thinking about how cool that would be before I realized this topic had multiple pages, and I saw this.
canadiansrnotok:
Thanks for the message, just released a big update adding the Astra Militarum. Hope you like it. Let me know if you play it and any bugs/crashes/balance concerns you may have and I'll do my best to fix them.
How do you install this?
Franknfurter eredeti hozzászólása:
canadiansrnotok:
Thanks for the message, just released a big update adding the Astra Militarum. Hope you like it. Let me know if you play it and any bugs/crashes/balance concerns you may have and I'll do my best to fix them.

Thank you so much! I've really enjoyed the other three classes and I'll try out the new one now. Please don't leave us for Dominions modding, we neeeeed you here to bring that sweet warhammery goodness to Elysium :)
AnalDestroyer9000:

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.

To mentatzarkon:
Thank you for the message. I'm glad you've enjoyed it so far, even if it's a work-in-progress. I'm not going anywhere, it's been fun to read through all the codexes and things and there's still a lot left to do. The Astra Militarum have quite a few things I need to complete... certain placeholder weapons (Baneblades, Aquila Macro Cannon) and units with sprites but not hooked-up yet like Tempestus Scions... perhaps others... I'll spot and fix them when I do the updated unit preview.

But other than that, I'm looking forward to adding the next race... but as I can't add all the weapons I'd like it'll probably have to be Chaos using mostly Ultramarines/Astra Militarum weapons or simply use a lot of placeholder weapons with the real weapons commented out until I can add them. (When/If the Modded Weapons limit increases)

(Also... Fallout 4 has the new survival mode that's been a nice relaxing break after all the modding... though I did die to tripping over a car. Other than that one strange bug it's been qutie atmospheric and immersive.)
First off, I'd like to note that I've greatly enjoyed these mods. They are quite good.

That said, after having downloaded the most recent version and giving it a try, I noticed a small bug. While the Astra Militarum are indeed out on settlement defense duty, they seem to have forgotten to bring their weaponry with them.
http://steamcommunity.com/sharedfiles/filedetails/?id=656307103
Logos [Short]:
The Astra Militarum share weapons with the Ultramarines. So first, try making sure the Ultramarines module is also enabled. Let me know if that doesn't work.

Logos [Long]:
Thanks for posting and for playing, glad you enjoyed it and sorry it's not working smoothly.

The Icarus Lascannon Emplacement/Armoured Emplacement both use "Icarus Lascannon" weapon on line 1122 of the Ultramarines module. So for Ultramarines to load first and then Astra Militarum I added a 'z' to the latter to hopefully push it later alphabetically in the load order. It worked on my computer but perhaps it loads them in the order you click them? top to bottom vs bottom to top of the list? ...*thinking*... or perhaps it's operating system specific.

If you did enable Ultramarines and it's just loading in the wrong order I'll have to do something else... not sure what yet though... so let me know either way. I could move all weapons to a CORE module for simplicity, but I'd need to be certain it loads first for that to work... and I had other errors when I tried merging races - units not showing up on the recruitment lists... and other errors I can't remember... but I may have done something wrong when I first tried that so I could revisit it.

(If the modded weapon cap is increased in future I could have each module contain a copy of the weapons used. Now though, duplicating weapons would cause the mod to fail to load when it tries to load too many weapons)
Looking at it more closely, and assuming the order the icons appear on the left is the same as the load order, it seems that the Imperial Guard is loading before the Space Marines even when I load the Ultramarines, go out of the menu, go back in, and then load the Astra Militarum.

Which would certainly explain what's happening here. I'll play around with it and see if there's a way... .

Edit: I conclude that the way my load order is being determined makes no logical sense. It certainly isn't alphabetical, as while the Event Modding is correctly loading last it seems to think the bystander mod should be second last... I advise ignoring this report and just going with what works on your end.
Legutóbb szerkesztette: Logos; 2016. márc. 30., 20:00
I'd like to start by saying I like the way the Astra Militarum units are done, but I've been finding it imposible to get a game going with them with all the 40k mods installed, and here's why, They cannot hire new units without Iron, and the problem I've been having is that they just don't start the game with enough muscle to take any of the mines I've run into, even the basic coal mines are well defended to the point where I can throw every unit I have at them and get curbstomped, and this wouldn't be sugh a problem but their doesn't seem to be any way to obtain any units without a source of iron. So my advice to you would be that you should either start the imperial guard with some more soldiers, make some recruitment available without iron, or give them a coal mine right off the bat. Thank you for your time.
I think I'm a fan of them having a coal mine or two off the bat. After all, the imperium runs on dangerous fuels. That'd be their first target to keep their vehicles supplied with such things, upon landing.
I too think that would be for the best, outside of that they seem outstanding but that initial weakness makes them completely unplayable. The Ultramarines have enough muscle to take a coal mine or a trade center even if they didn't start with some mines, but the imperial guard just don't, and at that point there's nothing they can really do to grow and it ruins an otherwise really fun game
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