Search found 137 matches
- Mon Nov 10, 2025 4:57 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Well they tend to go for the most vulnerable equipment, which are also the most valuable and impactful artillery pieces in your retinue. Since you have them spawn invisibly there's nothing you can do against it and you lose irreplaceable units. Since that's got nothing to do with strategic or tacti...
- Sun Nov 09, 2025 8:22 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
not really a fan of the random spawns inside "cleared" territory, but otherwise fine Oh, I see you like lictors? xD They are also invisible when they are not moving. By the way, every faction has such units, almost every faction. The latest missions were added just for fun, and if they wo...
- Tue Nov 04, 2025 4:18 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Fixed, start with the last turn Pass by v12bh14: https://drive.google.com/file/d/1du2qbq ... sp=sharing
- Sat Oct 25, 2025 8:44 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Fixed, start with the briefing before Old Debts v12bh13: https://drive.google.com/file/d/1CYFYAp ... sp=sharing
- Wed Oct 15, 2025 6:07 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Unfortunately, whether I use a save from the Port scenario or turn 1 in Old debts, I keep getting the same game over after the AI gets its first turn. Something I've noticed: when trying the Siege of Somonor scenario, the exact same issue happens: AI turn ends and game over with that same error. So...
- Tue Oct 14, 2025 8:48 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
V12bh game breaking bug with scenario Old Debts. Commissar deployed, start game, end turn, AI turn ends and always game over as we apparently surrendered. invalid vector <T > subscript yada yada yada. Different minor issue: in some scenario early on there was this weird message that another commiss...
- Sat Oct 11, 2025 7:10 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
The mod is much simpler than the vanilla game, with a lot more points to buy units, while the original game has fixed points for each mission. This mod is designed for fun and does not require console commands, as the commander has access to a large army of powerful units, a vast number of points, a...
- Sat Oct 11, 2025 6:08 am
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Hi again, I'm trying to add new units/variants of existing units and everything is working fine with weapon sound/animations etc. The final frontier for me though is movement sounds like tracks and gargant stomping noises. I know where the files are but cannot figure out how to link the files to th...
- Fri Oct 10, 2025 3:58 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
- Tue Oct 07, 2025 4:36 am
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
The Fourth Weapon... Mods require a game with the community version, and there are probably a lot of posts in this thread about that. Be aware that Steel Legion units can be massively made cheaper... I've brought the price of human life closer to what it is in Warhammer 40k, and the cost of units i...
- Mon Oct 06, 2025 3:42 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I made the game more difficult, yeah xD.
- Mon Oct 06, 2025 2:56 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Scenario is working, check the unit classes. Come now, I've done this scenario a dozen times by now. https://drive.google.com/file/d/188MiWO6rlqayLofdhkGgIqh4vigYpsY3/view?usp=drive_link That's right, you're not meeting the victory conditions. The conditions are simple: place 4 infantry units, 4 ar...
- Sun Oct 05, 2025 8:13 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
The conditions for victory in the Transition Zone are simplified: it is enough to place 4 infantry units, 4 artillery units, and 4 trojan units in any order in the target hexes core or auxiliary. Is the scenario supposed to end as soon as the condition is fulfilled? It currently doesn't. Regardless...
- Tue Sep 30, 2025 6:59 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Hm, I remember now: I had to end the Transition Zone with the endscn 0 cheat because it gave me a loss in spite of doing exactly what was asked. Yes, this version is complicated specifically for those who want to play but cannot limit the use of the console.This should keep the interest in the game...
- Mon Sep 29, 2025 4:46 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Luckily I have that for you: https://drive.google.com/file/d/1ShpYC-E-99CU3wUSoC4dVYDs3fpzmxcK/view?usp=drive_link In the "Port" mission, one of the scripts was not working correctly.To proceed further, you will need to load the "Port" mission using the last save from the "...
- Sat Sep 27, 2025 7:18 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Thanks, applied the patch but still getting same game over result. Here's my saved game https://drive.google.com/file/d/1dQi6rzHy-HbABQr6dygTSRflAl4f-L6I/view?usp=sharing in case it helps. I need save the last turn from the previous mission.Scripts are loaded when you start a new mission after the ...
- Fri Sep 26, 2025 4:51 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
V12bh game breaking bug with scenario Old Debts. Commissar deployed, start game, end turn, AI turn ends and always game over as we apparently surrendered. invalid vector <T > subscript yada yada yada. Different minor issue: in some scenario early on there was this weird message that another commiss...
- Thu Sep 18, 2025 5:54 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Higher difficulty and minor changes. Need to start a new game, or it may not work. V12.bh Not tested: https://drive.google.com/file/d/1zQGpgWXiOGPeEZGZr21UNER4nPwOFI_T/view?usp=sharing If named units are deployed, they can trigger story events in some scenarios.Or not :) There are also Karskin Vete...
- Thu Sep 11, 2025 7:19 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Higher difficulty and minor changes. Need to start a new game, or it may not work. V12.bh Not tested: https://drive.google.com/file/d/1zQGpgWXiOGPeEZGZr21UNER4nPwOFI_T/view?usp=sharing If named units are deployed, they can trigger story events in some scenarios.Or not :) There are also Karskin Veter...
- Tue Sep 02, 2025 4:09 pm
- Forum: Mods and Scenario Design
- Topic: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
- Replies: 301
- Views: 113087
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Aaaaand what does your difficulty actually do? I mean hard or Super hard is pretty useless in normal game as you get nearly zero req points and the only differnce is the enemies squads are more in units. In the original game, as in all mods, the difficulty only changes number of units in enemy's sq...