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 76-90 of 117 comments
Franknfurter Mar 31, 2016 @ 8:13am 
Logos:
Thanks for the information. I tested simply adding all the weapons into the Astra Militarum with the intention of making a custom race for anyone having problems with the load order and found that it didn't exceed the weapons cap when all the races were loaded. I assume only one weapon with the same name is loaded and the others ignored. Either way I hope it resolves that problem for you and you can try the Astra Militarum.
(I managed to get it working just after you posted but steam wouldn't let me access this forum, I added the quick fix to the v1.300 dropbox folder but was unable to reply or edit the first post until now)

draco2million and canadiansrnotok:
I've added a coal mine as you suggested as well as making 1 in 6 servitors give a limited iron bonus (and some starting servitors). Hopefully that should give an incentive to hire the clumsy servitors as well as a choice between keeping them in the army for their attack power or stationed in mines for economic power/Defence.

The Astra Militarum also still get a 50% boost to Iron and Gold income, that can change if they seem too powerful now, let me know what you think
Phantom Ace Mar 31, 2016 @ 10:16am 
Glad to see the IG have a faction now. I'll have to take a test run tonight, if I have time. I've had an amusing time watching Necrons annihilate lone elephants, but the extra factions should balance it and make it more entertaining.
Ironic, given that I usually don't care for balance and usually play against modded civs in these types of games anyway.
But very glad to see you steaming ahead and nearing having a larger list of armies for us to use in the mod. Thanks for putting together such a mod, I'll poke through the IG and tell you what I think later on.
canadiansrnotok Mar 31, 2016 @ 11:39am 
Thanks the Astra Militarum seem to work well now it's well balanced, and I'm having great fun. I have however noticed a few bugs, firstly the hellhound and manticore use the sprites of the mythical creatures instead of the vehicles, and also if you engage an enemy that uses the sandbag things and win the combat will repeat infinitely.
Franknfurter Mar 31, 2016 @ 12:15pm 
Phantom Ace:
Glad you've had fun with Necrons - They were always my favourite race in Dawn of War 1. I feel a little bad for taking liberties with them (giving them extra C'Tan) but fun should triumph over strict adherence to the rules. I hope you get a chance to play and let me know when you encounter errors bugs and I'll do my best to fix them.

canadiansrnotok:
Glad you've been able to play the Astra Militarum for long enough to spot those bugs. Hope I've fixed them. (Had the same problem before with "Gargoyles" Summoning the rock kind rather than the Tyranid units). I hope the walls are fixed, but I can try testing them out later to see what's causing that. I'd like for them to have the relevant attributes:
  • noslots #Debris - walls have no hands
  • immobile #Debris
  • stationary #Debris - one of the above stops in battle movement, the other map movement
  • inanimate #Debris -used so they can't be drained of life or similar
  • nozoc #Debris - used to allow units to move past them
  • unimportant #Debris - used to end battles if they are the only unit left
  • deployoutside 1 #Debris - used so they don't take up space on top of castle walls in sieges but instead protect the gate area

As it could be any of the above causing a problem, let me know if you still encounter the bug and it'll remove two possibilities from the list. If it's fixed then it's narrowed down to two instead.
Orpheus Apr 3, 2016 @ 2:37am 
Wow that's a lot of new stuff since the last time I looked!
Tested the Imp Guard a bit, everything seems to work with a couple of minor issues. First, all the superheavy tanks use the same main weapon (Baneblade Cannon), regardless of what they're supposed to have.
Second, the Primaris Psykers refuse to cast spells. Ever. Several times, I've seen them get killed by stacks of weak enemies because in every instance they choose their laspistol in preference to large-area spells that could one-shot the enemy army.
Last (that I know of), the Tempestus guys can summon troops at any location, but it seems like the rituals should be terrain-limited like everybody elses are?
Franknfurter Apr 3, 2016 @ 6:25am 
Orpheus:
I'm aware of the Superheavy tank issue, I had a limited amount of room to add new weapons. I'll have to make a pass on weapons removing any that are unused to free up space to add more. I'm not sure why Psykers are refusing to cast spells... I could try changing them from spellweapon to spellweaponsingle or spellweaponbonus instead. Bonus works in melee, single is the type used by Ultramarine Psykers and they worked as intended when I last checked (also allows them to have multiple spell paths and only use one per round). Not sure what's wrong with Tempestus, in theory they all require Citadels, will have a look later about changing the numbers to get them working properly.
Orpheus Apr 3, 2016 @ 7:33am 
Regarding the psykers, could it be because their spell weapon is listed after their other attacks? I can't recall how the Ultramarine psyker's attacks are set up, but as far as I know the default spellcasters all list their spell attacks before their other weapons. I don't know if this would make a difference or not.
Are all Primaris psykers pyromancers? Or are there other versions that I just haven't seen?
Also, all Valhallan Ice Warriors are commanders. Is this intentional? Or are there supposed to be Valhallan 'regulars'?
Lastly, I noticed that Tallarn Special Weapons (and possibly the Desert Raiders too) currently have the Cadian unit's description.
nDervish Apr 3, 2016 @ 11:57am 
Originally posted by Orpheus:
Regarding the psykers, could it be because their spell weapon is listed after their other attacks? I can't recall how the Ultramarine psyker's attacks are set up, but as far as I know the default spellcasters all list their spell attacks before their other weapons. I don't know if this would make a difference or not.

Yeah, the order does seem to be significant. I was messing around recently with trying to give succubi a regular (non-spell/non-assassination) ranged Charm attack. If I added it at the end of the list, it never got used because they were casting spells instead. If I cleared the list of attacks and put spellcasting at the end, they always Charmed and never cast spells. It seems like it starts at the top of the list and goes in order, using the first one that it can (with some weapon definitions having a percentage chance to be usable, such as rangedweapon25/50 when in melee).

On the 40k mods themselves:

I've just given the Necrons a try and their siege weapons don't seem to work. I can definitely say that Heavy Destroyer and Doom Scythe siege weapons aren't firing for me in the pre-battle phase (in one case sitting idle even as a catapult stones were raining down around them), but haven't gotten a Monolith to a siege yet to test that one.

ETA: Tried sieging with a solo monolith... Not only did the siege weapon not fire, the Monolith didn't move at all during the battle, even though it's not flagged Stationary, while a defending Ice Witch slowly took it apart.

That did, however, get me the answer to why the siege weapons aren't working: Their range is too short! In a siege, no enemies will ever spawn within a range of 6 (Monolith/Doom Scythe) and frequently not even within 9 for a Heavy Destroyer, since they're mid-rank. I extended the Particle Whip's range to 20 (the same as most vanilla siege engines) and it then functioned properly in a siege.
Last edited by nDervish; Apr 3, 2016 @ 2:28pm
Phantom Ace Apr 3, 2016 @ 1:00pm 
FnF:
Found a couple issues with Nids. Not sure if they've been reported or not, but here goes anyway.

Old One Eye description is incomplete, gets cut off right around the word description near the end, ironically.
I have a Broodlord with two instances of summon gargoyles, 2nd level version. Don't know if that's the mod, but I have seen it in the base game a couple times as well.
Franknfurter Apr 3, 2016 @ 2:35pm 
Orpheus:
addcomrec typo fixed: Valhalan Ice warrior changed to Valhalan Sergeant (hope that fixes things)
Also, while I was in the addcomrec section : Catachan Sergeant +10gold (Camo gear), Armageddon' +2 (for rebreathers), Tallarn Sergeant +5 (fast), Valhalan Sergeant +5 (snow), Vostroyan +2 (rebreather)
Added Wyrdvane Psyker (5% if Primaris Psyker owned) to recruitment list
Added Wyrdvane Psyker Quorum (1% chance if Primaris Psyker owned) to recruitment list

For Tallarn they should have still displayed [generic special weapons description (no mention of cadians)] [generic Tallarn description. (also no mention of cadians)] if not I'm not sure why it's displaying the wrong description. But now I've replaced the first part with:

"As special weapons, the Tallarn prefer the plasma gun and the missile launcher. Both weapons suit the Tallarn preference for hit and run attacks, and are prized for their ability to deliver a crippling blow as well as for their relative ease of transport."
[Followed by the old Generic Tallarn]:
"The Tallarn Desert Raiders is the name given to those Imperial Guard regiments raised from the Desert World of Tallarn who are highly skilled at desert and mobile armoured warfare. The Desert Raiders are mobile guerrilla fighters, evasive and opportunistic. They are especially known for their lightning-quick Sentinel and hard-hitting tank squadrons and are masters of hit-and-run mobile warfare. They love to strike a killing blow at the heart of an enemy formation before returning to their own lines, prepared to pounce once more. The people of Tallarn are extremely resourceful and pragmatic. They are patient, determined and utterly ferocious in pursuit of their enemies. Tallarn are all accomplished riders, and often will use riding mounts to move from battle to battle, dismounting only when they are close to the enemy and wish to employ stealth. Once the enemy is sighted, the Tallarn will stalk them closely, relying on their practiced marksmanship and lightning-quick curved combat knives to achieve victory.^^“Be swift and silent -- as the breeze that crosses the dunes without stirring a grain of sand.” ^———Captain Al'rahem"
I Tested and seems to be working, or at least it displays the above text when I added a couple of starting tallarn special weapons units.

On the Psykers: I've added some more so now there are:
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)
(Summoned as a the retinue of a Primaris Psyker, so either alone, Primaris+Quorum, Primaris+5 Wyrdvane Psykers or Primaris+Quorm & 5 lone Wyrdvane Psykers.)


nDervish:
From what you've said I'll try putting spells first from now on (though I'm confused about why some seemed to work as spellweaponsingle even when last like Ultramarine Psykers).

For siege weapons... if they aren't working I'll remove them as listed weapons. The Doom Scythe's "Death Ray" is surprisingly only range 6, or 24" in the tabletop game - so that's why it wasn't firing. For Heavy Gauss Cannons I also didn't add it as a siege weapon in the case of Triarch Stalkers but at range 9 it should technically work if they are on the front lines. (which is quite unlikely, hence not firing). I've removed them as weapons and can remove other weapons that are also too short a range to fire in sieges when noticed... or I can buff all weapons above range 9 to get them to fire properly and make all range 9+ attacks siege weapon attacks.


Phantom Ace:
The description you mentioned cuts off ~ 2977 characters long, (2979 for another)... I can either check each description and re-write them to be shorter or hope in future even longer descriptions are allowed. I think I'll opt for the later at the moment. (I rewrote the Ultramarines descriptions to keep them short at first, then Descriptions size increased and now I feel like I should go back and increase the length to match the other races... but I may wait until I can be sure it isn't going to get cut short again). Also, just to end Old One Eyes description here it is:
"However, rumours persist that creatures matching Old One Eye’s description have been seen plaguing planets across Ultramar and beyond. If this is the same creature, it is unknown how it escaped the confines of Calth, but the fact remains that, wherever Old One Eye is sighted, carnage and slaughter follow in its wake."
p.s. I tested changing Description to specification thinking (incorrectly) that the letters descr were causing the problem, also tried changing the formatting (^^) because I assumed (incorrectly) that another long description was working correctly

Fixed the Gargoyles. There were two level 2 spells, one version of the spell summoned Instinctive Gargoyles (incorrectly since it's a level 2 spell costing fungus) Deleted incorrect duplicate.
Orpheus Apr 6, 2016 @ 9:00pm 
Astropaths still don't cast spells, and neither do the various people with 'Prayers' spells.
Also, just a thought as I don't know how they work in tabletop 40k, but the psykers could reasonably have Illusion spells to represent telepathy (just assume that the mirror images are induced hallucinations, rather than being actual, objectively-visible images).
Are Cadians the only ones with conscripts that level-up automatically? Or are there conscription rituals for other regiments, that I just haven't seen yet?
Enginseer could perhaps have rituals to build citadels and watchtowers at high cost (not stationary units, but actually modifying the terrain). He kind of seems like he should be able to. It's potentially a powerful ability though, so if you decide to implement this it should be really expensive and take a long time.
Franknfurter Apr 7, 2016 @ 1:26pm 
Orpheus:
I've tried to fix the units not casting spells, all Astra Militarum units should now have spells listed first in the order.

I've added a 50% chance to cast Illusionism spells for Psykers. Let me know what you think, I worried about confusion charming units but I can always add charm resistance to more units or I can simply replace this line with a one-shot mirror image weapon attack (when I have more weapons to work with).

Cadians were the only units with Conscripts because I couldn't find good Conscript models. I've added conscripts for all the worlds now, with small modifications to the existing sprites (a white stripe somewhere - boots, gun, helmet etc.)

Concerning buildings - I had intended to add more buildings (the sprites were in before, unused). I've made my first attempt at modding terrain types here as well. So now the Astra Militarum have a fully thematically appropriate start (Bastion + Manufactorum + Imperial Statue). With Enginseers able to upgrade each tile with additional buildings.
Orpheus Apr 7, 2016 @ 7:10pm 
I wouldn't worry too much about units getting charmed. It won't happen that often, and in most cases can probably be justified anyway (it may not fit the tabletop rules, but the lore certainly would allow for it. Given the Imperium's general intolerance for differing viewpoints, think of it as delete-and-replace on a victim's mind.)
There's only really a few creatures in 40k that seem like they should be uncharmable. Tyranids are an obvious one, and daemons when you get around to doing a Chaos faction. Eldar probably could be vulnerable in theory, but I'd imagine they have rather high MR. The same could apply to Chaos Marines, though they might be too far gone and simply be immune. Not sure about Necrons, do they have a soul, a machine-spirit or just a software replica of their original mind? And Tau seem highly suggestible - witness their sudden adoption of a brand-new and alien philosophy, introduced by unknown strangers (who have jewels in their foreheads that, I now realize, are curiously reminiscent of the Deceiver...whose only other known 'associates', the Necrontyr, are also totally non-psychic and hence distanced from the Old Ones, just like the Tau - yeah, I've been doing my homework!)
Orks might not be suggestible as such, but could probably be controlled by the psychic equivalent of shouting louder than them. Obviously feel free to ignore any of this, if it doesn't fit with your ideas.
Orpheus Apr 9, 2016 @ 7:58am 
The lone Wyrdvanes use the same attack graphic as the Quorum. It's a bit weird to watch one guy suddenly turn into five guys standing in a ring, throw a fireball, then collapse back into himself again.
Also, is there anything to distinguish the Master of Ordnance from the Officer of the Fleet? Maybe I missed something, but as far as I can tell, they're basically identical in terms of their abilities. Maybe give the Officer of the Fleet some sort of Scry ritual (intelligence from orbital observers), and limit both their summons to thematically-relevant units? Or even remove the Master of Ordnance's summon ability completely, and instead give him a prebattle attack representing artillery bombardment even outside of siege situations. Not really sure what's the best way to go with those two characters.

I have just discovered that if they don't have plenty of mines near their start location, Imperial Guard get horribly slaughtered by Tyranids within a few years of first contact. While testing them out, I played against one Jester-level Tyranid AI only, without the event-modding. I could only find a couple of mines, before the first stack of 100+ Venomthropes and Genestealers appeared on my doorstep and ate my not-remotely-prepared forces for breakfast, then turned the corpses into more Genestealers. I was left with a few Valhallans (in a desert) and a Commissar who I like to think probably shot himself in repentance for his total failure to achieve anything.
On the one hand, you can imagine how frustrating this was (though mercifully, it only lasted a few turns!), but on the other, it's pretty much exactly what the lore says should happen. It seems like the only way I could win that particular matchup would be by holding a few strongpoints until I could get enough firepower together to break the rampaging swarms when they tried to besiege me. Which is exactly how the Imperium is always supposed to beat Tyranids - sacrifice almost everyone, while waiting for the cavalry (Fleet/Marines/armoured division/Titan Legions) to arrive. So it seems like you've pretty much nailed it!
However, you might (or might not) want to lower the iron cost of vehicles and/or fortifications slightly. Tanks should certainly be costly, but at present it's barely possible to deploy them at all, especially if you're also spending 45 iron a time on turrets. Bearing in mind that I'm now playing on the largest possible map and I effectively control the entire southern half of it, I have A LOT of iron coming in from mines and trade, and I'm still struggling to deploy Leman Russ tanks (to say nothing of Baneblade variants!) while hiring enough troops to replace my losses.
Last edited by Orpheus; Apr 9, 2016 @ 8:07am
Franknfurter Apr 9, 2016 @ 12:16pm 
Orpheus:
I was actually afraid that Tyranids would be unable to defeat entrenched forces due to their lack of siege weapons so in a way I'm glad they hit hard (and it is thematic to face massive Tyranid swarms). But that said I can make some changes:

I reintroduced the resource bonus I removed in v1.305 (I was afraid of stacking iron bonuses from Terrain+Buildings+Race bonus). But after what you said I'll try 100% bonus Iron, 50% gold... possibly overkill but worth trying. Tyranids gain lots of free units from corpse eater and Necrons have Immortal units reducing rehiring costs as well as easy access to other planes... (I intend later to give all races some ability to enter other planes, not sure how exactly atm) Ultramarines have tough, highly mobile units so suffer less attrition and a strong start. I hope that all balances out, but Ultramarines and Necrons may be at a disadvantage now.

I think it's always worth thinking about how to convert the different rules into CoE. Especially for races I haven't done yet, as there are always different ways it could be done or done better. Charming is a little tricky... I don't know exactly how best to do it. Currently for Tyranids all units with 'shadow in the warp' gain +3 MR so should survive against both charm-spells as well as MR-negates instant-death attacks from Psyker force weapons. The smaller Tyranids on the other hand, creatures directly controlled by Synapse creatures could theoretically be captured by a powerful psyker or stronger Tyranid fleet (it's also the only way of having wild Indy Tyranids captured by Synapse creatures). All Commanders also gain +1 MR and All Psykers +3 MR so both should be harder to charm whatever the race or spell in question...

Anyway, for v1.305 I've made a few changes to the recruitment list so that Baneblades no longer show up on turn 1. Now most vehicles require a commander much like the infantry requires a Sergeant. Also changed the default Baneblade into a command tank. Hopefully this makes unlocking them feel like more of an achievement as well as making the commanders more of a juicy target - crippling citadel-based recruitment if taken out.
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