New Mega Merge Mod (Campaign / factions / Scenarios etc..)

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Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Romavatandasi wrote: Thu Sep 18, 2025 4:47 am
Nskap2 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 not :) There 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...
You need a version of the game with community patch installed. GOG does not work with community patch.
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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.
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike 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.
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=sharing
14.jpg
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Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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.
Escandiel
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Escandiel »

i appreciate ANY missions, also unfinished, badly balanced ones :)

Especially if they feature working other races :)
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

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 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.
Escandiel wrote: Sat Sep 27, 2025 11:17 am i appreciate ANY missions, also unfinished, badly balanced ones :)

Especially if they feature working other races :)
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
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Sun Sep 28, 2025 7:21 pm Luckily I have that for you: https://drive.google.com/file/d/1ShpYC- ... 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 "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 xD
v12bh9:
https://drive.google.com/file/d/1IHujnN ... sp=sharing
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Oof, that'll take more time than I have right now. And Menace just dropped their public demo ... luxury problems :twisted:
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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.
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Tue Sep 30, 2025 6:13 pm 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 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.
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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.
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Nskap2 wrote: Tue Sep 30, 2025 6:59 pm 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, also still getting a scenario loss when letting the turns run out.
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Sun Oct 05, 2025 3:31 pm
Nskap2 wrote: Tue Sep 30, 2025 6:59 pm 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, also still getting a scenario loss when letting the turns run out.
Scenario is working, check the unit classes.
hunterkiller725
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by hunterkiller725 »

why do the orks have such inflated numbers and health. a grot piloted wagon should not have 770 health
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Nskap2 wrote: Sun Oct 05, 2025 8:13 pm 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/188MiWO ... drive_link
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Mon Oct 06, 2025 9:29 am
Nskap2 wrote: Sun Oct 05, 2025 8:13 pm 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/188MiWO ... drive_link
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 requirements
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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 :roll:
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

I made the game more difficult, yeah xD.
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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.
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