You need a version of the game with community patch installed. GOG does not work with community patch.Romavatandasi wrote: ↑Thu Sep 18, 2025 4:47 amNskap2 wrote: ↑Thu Sep 11, 2025 7:19 pm 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/1zQGpgW ... sp=sharing
If named units are deployed, they can trigger story events in some scenarios.Or notThere are also Karskin Veterans, who join if you rescue enough Cadians from the Mechanicus expedition
Hey. I will use this for first time. How will I do it ?
GoG version of the game and...
New Mega Merge Mod (Campaign / factions / Scenarios etc..)
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
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 commissar had died, which seemed very random and without any scenario impact as far as I could tell.
Different minor issue: in some scenario early on there was this weird message that another commissar had died, which seemed very random and without any scenario impact as far as I could tell.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Fixed, probably.Commissars die, it happens.Their survival in the scenario is not necessary for victory.A version with a couple of new missions.Some of the first missions I created. https://drive.google.com/file/d/1kH6bX0 ... sp=sharingShrike wrote: ↑Sun Sep 21, 2025 8:24 pm 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 commissar had died, which seemed very random and without any scenario impact as far as I could tell.
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/1dQi6rz ... sp=sharing in case it helps.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
i appreciate ANY missions, also unfinished, badly balanced ones 
Especially if they feature working other races
Especially if they feature working other races
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I need save the last turn from the previous mission.Scripts are loaded when you start a new mission after the previous one ends, and restarting won't help. You need to load the previous mission, end it, and start the next one.Shrike wrote: ↑Sat Sep 27, 2025 9:19 am Thanks, applied the patch but still getting same game over result. Here's my saved game https://drive.google.com/file/d/1dQi6rz ... sp=sharing in case it helps.
I haven't played these missions in a few years, so I can't tell you what's in them or how much balance there is xD There may be errors that prevent you from completing the mission
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Luckily I have that for you: https://drive.google.com/file/d/1ShpYC- ... drive_link
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
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 "Transition zone" mission.The missions are big and I made a lot of scripts to make them more interesting, but it takes a long time to find the errors. That's why there aren't many missions xDShrike wrote: ↑Sun Sep 28, 2025 7:21 pm Luckily I have that for you: https://drive.google.com/file/d/1ShpYC- ... drive_link
v12bh9:
https://drive.google.com/file/d/1IHujnN ... sp=sharing
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Oof, that'll take more time than I have right now. And Menace just dropped their public demo ... luxury problems 
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.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
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 alive. Saves from other versions of the company may not work. 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.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Well the 4 Trojans one receives at the start of Transition Zone are auxiliary units, so inevitably the target hexes get a mix of core and auxiliary units. Either way, it sounds like I'd need to replay from the start to see what happens but I have no upcoming holidays unfortunately, so that may take a long time.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Is the scenario supposed to end as soon as the condition is fulfilled? It currently doesn't.
Regardless, also still getting a scenario loss when letting the turns run out.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
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hunterkiller725
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
why do the orks have such inflated numbers and health. a grot piloted wagon should not have 770 health
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Come now, I've done this scenario a dozen times by now.
https://drive.google.com/file/d/188MiWO ... drive_link
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
That's right, you're not meeting the victory conditions. The conditions are simple: place 4 infantry units, 4 artillery units, and 4 trojan units in 12 victory hexagons, In your screenshot, only 11 units meet the requirementsShrike wrote: ↑Mon Oct 06, 2025 9:29 amCome now, I've done this scenario a dozen times by now.
https://drive.google.com/file/d/188MiWO ... drive_link
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Interesting. Which is the offending unit then? Judging from their properties, they should all be good.
Ah never mind: there's one in there with exactly the same icon and info when you hover over the cell but in reality it's considered "heavy infantry". Pretty sure the base game doesn't have that distinction, so easy to miss
Ah never mind: there's one in there with exactly the same icon and info when you hover over the cell but in reality it's considered "heavy infantry". Pretty sure the base game doesn't have that distinction, so easy to miss
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I made the game more difficult, yeah xD.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Oh well, hard to blame you for that. But I guess it explains why the scripting became a lot more complex too. I'll let you know how it goes.


