XCOM 2
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Advent to Imperium [WOTC]
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3.044 GB
5 okt 2019 om 14:23
22 jun 2020 om 16:22
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Advent to Imperium [WOTC]

Omschrijving
REQUIRED DLC

War of the Chosen: required.

Alien Hunters: the mod *may* still work without this DLC but there will be missing animations.

Tactical Legacy Pack: certain weapons use projectile effects from this DLC.

Armours of the Imperium Master file: the master file is required because it contains the textures that this mod uses. The main Armours of the Imperium mods are not required.

REQUIRED MODS

Cannon Redux and Dual Wielded Pistols are required because animations from these mods are used.

A large number of voicepacks are required as well. If you forego these the mod will probably still work but a significant number of enemies will not have voices.

DESCRIPTION

This mod changes Advent forces into those of the Imperium of Man from the Warhammer 40k universe.

Subfactions include Imperial Guard, Space Marines, Sisters of Battle and Mechanicus. Generally, the subfaction you encounter will be determined by the leader unit of a given pod.

Chosen and Alien Rulers are also replaced.

You may find this conversion to be more challenging than vanilla Advent because the Imperium makes greater use of heavy armor. Particularly when facing late-game enemies, bring lots of shred and pierce. Also, the Imperium tends to use fewer disabling abilities than Advent and will instead use more attacks that will kill or wound outright.

See the linked document below for more details on what is changed to what:
https://docs.google.com/document/d/15yMxuPy_YfEclspMZ8Yo7LgETK7-1ox3J3pIv72EsH0/edit

CREDITS

This mod would not exist if many talented modders had not allowed me to make use of their work. Please note these are *credits*, not requirements.

-All of the armor and many of the weapon models for the Space Marines and Sisters of Battle are from the Armours of the Imperium mod by DimDim.
https://steamcommunity.com/sharedfiles/filedetails/?id=1562717298
https://steamcommunity.com/sharedfiles/filedetails/?id=1562792067

-The Bolt Pistols, Plasma Guns, Plasma Pistols, Powerclaws and Powerfists are from several individual mods created by IronGroinPie/Blackbladder
https://steamcommunity.com/sharedfiles/filedetails/?id=1495590206
https://steamcommunity.com/sharedfiles/filedetails/?id=1497538465
https://steamcommunity.com/sharedfiles/filedetails/?id=1499457957
https://steamcommunity.com/sharedfiles/filedetails/?id=1517417627
https://steamcommunity.com/sharedfiles/filedetails/?id=1555142373

-Imperial Guard Armor is from the Warhammer 40k Guardsmen Armour Mod by IronGroinPie/Blackbladder, Plague Nexus and ZoranTheBear: https://steamcommunity.com/sharedfiles/filedetails/?id=1312608118&searchtext=imperial+guard

-Laspistols are from Paddy11B's MKII Laspistol mod. The Imperial Guard officer's cap is from Paddy11B's Death Korps of Krieg mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1582722912
https://steamcommunity.com/sharedfiles/filedetails?id=1664548286
-The Imperial Guard Sentinel was also provided by Paddy11B.

-The Imperial Guard Sergeant's headset is from Capnbubs Accessories mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1123427895

-This mod utilizes voicepacks created by ColtPiecemaker, Fractal, Bearstrike and ThunderPsyker (these are requirements).

-Inferno Pistol projectile effects are from the Black Legion mod but were originally by Claus.

-Callidus assassins are by Jibioco
https://free3d.com/user/jibicoco

-Culexus Assassin is by Augere

-UI icon images are from http://bakadesign.dk/warhammer-40-000-icons

-The code used to create the UI icons is from .vhs and Robojumper’s [WOTC] New Target Icons mod.

-This mod utilizes animations from Musashi's Primary Secondaries (https://steamcommunity.com/sharedfiles/filedetails/?id=1142234205) and Revised Jedi class mods (https://steamcommunity.com/sharedfiles/filedetails/?id=2031929512).

FAQ

Why the Imperium?

I made this mod to test the playable Eldar content I was working on because I wasn’t satisfied with Advent as an adversary. Resources for the Imperium were plentiful, mostly readily available for use in XCOM2 and fit every niche that needed to be filled in an Advent conversion. Then once I started I got a bit carried away.

Advent2Eldar/Tau/Chaos/Etc. when?

No promises.

Legacy version when?

No.

Long War version when?

When work on LWOTC is completed I *may* look into the possibility of adapting a version of this mod to it but my attention span may not last that long.

Player-usable Imperium content when?

Various Space Marine and Imperial Guard armor and weapon mods are already out. See the credits section for links to these mods.

As for the Imperium content new to this mod, I intend to make it player-usable but it will take some time. Probably a few months.
This includes the following:
-Anything Mechanicus (Techpriests, Skitarii, Sicarians)
-Inquisitors
-Assassins
-Imperium flamethrower
-Heavy Bolter
-Thunder Hammer

I do not plan to make the vehicles player-usable. I do not plan to make the specific lasguns used in this mod player-usable. There are other lasgun mods on the workshop already.

PERMISSIONS
Assets in this mod are not to be used for commercial purposes. Beyond that, feel free to augment this mod or utilize assets from it provided you give credit and do not specify permissions more stringent than those here.

Please note that I cannot give you permission to repackage and republish the contents of this mod that were created by mod authors other than myself.

DISCLAIMER

This mod is for non-commercial purposes only. No payment or donations will be accepted.

Certain assets in this mod originated from games including Mechanicus developed by Bulwark Studios, Inquisitor Martyr developed by NeocoreGames and Space Marine and Dawn of War, developed by Relic, Carnage Champions developed by Roadhouse Games, Ltd, and The Horus Heresy: Betrayal at Calth by Steel Wool Studios.

BUGS AND ANTICIPATED ISSUES

I'll keep an eye on the comments for at least a few weeks in the event issues come up. In particular, please let me know if enemies show up as solid black or purple and white that look like they ought to be textured.

My recommendation is that you start a new campaign when using this mod. I further recommend that you do not mix this mod with other mods that alter vanilla enemy archetypes or AI.

This mod is compatible with the Black Legion extra faction mod and Increased Pod size mods. I like using it with Podless as well.

KNOWN ISSUES

Characters may appear to be bugged during reveal cinematics. They will appear normally during gameplay.

Incompatible with Enhanced Ragdoll Physics and FX.

I had to make some AI tweaks recently due to Assault Marines and Battle Sisters Seraphim not performing attacks after using their relocation abilities. It appears that the Assault Marine is still bugged during destroy/defend the device guerilla ops and will not engage in melee like it is supposed to. I have spent a few days researching the issue and I am still not sure what the cause is.
210 opmerkingen
meowbaawoof 11 okt 2024 om 19:22 
A great mod, it's fun to play as a planet fighting an imperial invasion. Not having to download too many front mods is even better, especially when I don't want to play them.

The question may have been offensive, and I apologize for that. If it makes you angry, I didn't mean to, sorry:

Is it likely to be compatible with some other advent mods(If you feel good about them)? Maybe replace those units in the future? Or should I not count on that possibility?
MostlyHarmless  [auteur] 17 jul 2024 om 6:35 
@Voidlight: It's something I *may* do when I have the time/motivation but I'm not actively modding XCOM2 at the moment.

Also, if anyone was still wondering, this mod affects the tactical side of the game only. The strategy portion (including research/tech tree) is unaffected.
VoidLight 13 jul 2024 om 14:09 
possible update to the mod with the improvement see in the Tau version?
jonestd14 26 jun 2024 om 21:06 
Well that does make sense in 40k lore they are basically the bad guys
campbellmc14 2 mei 2024 om 16:37 
If I might make a suggestion:
I think The Imperium would make a good raider faction. As human supremacists, they want to fight ADVENT naturally. But because they're an evil empire in their own right, they also want to kill XCOM as well.
Nekomimi 1 mrt 2024 om 11:18 
Hello! I got a few questions I'm very curious about:

1) What happens when you use Skulljack? What unit replaces Codex?
2) Is research properly altered?
3) Are Chosen and/or Avatars altered/replaced?

For the last one, if Chosen aren't replaced yet I'd suggest making them into assasins maybe
Slub 26 jan 2023 om 10:00 
That's fair, good luck with the Tau conversion, looking forward to it!
MostlyHarmless  [auteur] 26 jan 2023 om 4:00 
Afraid Dreadnoughts aren't on my list at the moment. Better modders than me have tried but weren't satisfied with their results and sadly never released what they came up with.
Slub 25 jan 2023 om 21:24 
Hey, I was just wondering if you were thinking about a Dreadnought at some point? I know you're in the early stages for the Tau conversion but was just curious. I know the World Eaters mod had them but that all fell apart with the PC issues he had. Also huge props for bringing Warhammer to XCOM, big dubs
djpaulycee 23 jan 2023 om 21:17 
nvm i figured it out. I was running enhanced ragdoll lmao