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

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

Post by xONAWHIMx »

Hello,
I am sincerely grateful for this mod; absolute masterpiece.
However I am experiencing an issue that I cannot seem to fix.

The Fourth Weapon Slot does not seem to appear in game, appearing only as the title with all stats at 85. This is an occurrence with every unit.
Example: Blood Angels Tactical Squad has - Bolter Godwyn Mk.Vb Chainsword Mk.XI Frag Grenades Krak Grenades in the unit types folder and in the mission editor, but during a mission only the first three appear with the fourth slot saying Fourth Weapon with stock standard 85 stat all the way across.

Has anyone else had this issue?

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

Post by xONAWHIMx »

hunterkiller725 wrote: Mon Oct 06, 2025 1:55 am why do the orks have such inflated numbers and health. a grot piloted wagon should not have 770 health
I fixed this by copying the "diff.whdat" file in the data folder from the original and putting it a temp folder so when I copied the mod over I could paste the original file over it to return it to the way it was (nearly blew up myself trying to figure this out).

Be aware that Steel Legion units can be massively made cheaper in the unit type file (I think this was to compensate for the difficulty increase in the mod)
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

xONAWHIMx wrote: Tue Oct 07, 2025 4:03 am The Fourth Weapon...
Mods require a game with the community version, and there are probably a lot of posts in this thread about that.
xONAWHIMx wrote: Tue Oct 07, 2025 4:17 am 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 is slightly higher than the price of a lasgun and its equipment, which is the cheapest.Infantry without heavy weapons and cover is practically useless against strong units like Astartes
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

Nskap2 wrote: Tue Oct 07, 2025 4:36 am
xONAWHIMx wrote: Tue Oct 07, 2025 4:03 am The Fourth Weapon...
Mods require a game with the community version, and there are probably a lot of posts in this thread about that.
xONAWHIMx wrote: Tue Oct 07, 2025 4:17 am 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 is slightly higher than the price of a lasgun and its equipment, which is the cheapest.Infantry without heavy weapons and cover is practically useless against strong units like Astartes
Thanks for the quick response.
I was literally coming here to write that I found the community version after some hunting before I saw this; a lot of dead links out there. Everything works fine now.
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

xONAWHIMx wrote: Tue Oct 07, 2025 4:17 am 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 is slightly higher than the price of a lasgun and its equipment, which is the cheapest.Infantry without heavy weapons and cover is practically useless against strong units like Astartes
[/quote]

I'm also doing a lot of tweaking, trying to find a middle ground between tabletop and lore. I still want things like Slugga Boyz being able to do a little damage to tanks and infantry fighting vehicles to simulate them swarming over them and breaking inside or getting a lucky shot on a vital rear spot but still get absolutely stomped by Astartes and well placed heavy weapons teams.

Currently making a campaign of ridiculous proportions that increases in size and scale over time until there are hundreds of units on the field, counter attacks, holding patterns etc. This mod is amazing and I'm so glad people put the time and effort into bringing them to our pc's.

Thanks again for the help.
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Unfortunately still 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.

That's the latest version you shared and no console used to transition any scenario.
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

Nskap2 wrote: Sun May 18, 2025 7:14 am A version with weapon fixes and minor balance changes:
https://drive.google.com/file/d/1uP8ULm ... sp=sharing
bro we need a new link or new version
also pls tell me how to play the mod properly
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Latest version with "easy" settings V12a:

https://drive.google.com/file/d/13Q1X70 ... sp=sharing
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

Nskap2 wrote: Fri Oct 10, 2025 3:58 pm Latest version with "easy" settings V12a:

https://drive.google.com/file/d/13Q1X70 ... sp=sharing
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 the newly created units. An existing problem is the Big Track with Big Shootas having no movement sound so he just sorta ice skates around the map (quite funny but not immersive :D).

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

Post by Nskap2 »

xONAWHIMx wrote: Fri Oct 10, 2025 9:11 pm
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 the newly created units. An existing problem is the Big Track with Big Shootas having no movement sound so he just sorta ice skates around the map (quite funny but not immersive :D).

Thanks.
All editable mod files for changing units and companies are contained in the folders that I am posting. The motion sounds are located in the move folder Armageddon folder v12b\Audio\Move. In the move.whdat file, the binding to units:
move.jpg
move.jpg (16.39 KiB) Viewed 480 times
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

Nskap2 wrote: Fri Oct 10, 2025 3:58 pm Latest version with "easy" settings V12a:

https://drive.google.com/file/d/13Q1X70 ... sp=sharing
no,its stiil the same difficulty,when play campign with the easy setting,ork still tanky as shit
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

come on man,i just want enjoy the story causly
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

also some mission will get error message,why is that?
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

Nskap2 wrote: Fri Oct 10, 2025 3:58 pm Latest version with "easy" settings V12a:

https://drive.google.com/file/d/13Q1X70 ... sp=sharing
bro,i tryed the easy,its the same as the old one,ork unit tanks as shit,pls nerf(i dont give a fuck about challenge, i just want have fun)
also the link you give stil says 12b,are you sure its the right link?
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

Nskap2 wrote: Fri Oct 10, 2025 3:58 pm Latest version with "easy" settings V12a:

https://drive.google.com/file/d/13Q1X70 ... sp=sharing
sorry for the harsh post above,i just find out you can replace the dif.whdat file from the original game and replace the one in the mod(i just want a relaxing game bro,the setting in the file you set is ridiculsly high)
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

here is the difficulty set in mod
here is the difficulty set in mod
Annotation 2025-10-12 020628.png (25.93 KiB) Viewed 354 times
and here is the og difficulty set
and here is the og difficulty set
Annotation 2025-10-12 020707.png (25.75 KiB) Viewed 354 times
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

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, and missions that do not require strict calculation of each turn. The v12bh version is more hard, v12b version is more easy
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

Nskap2 wrote: Sat Oct 11, 2025 7:10 pm 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, and missions that do not require strict calculation of each turn. The v12bh version is more hard, v12b version is more easy
Well.when i played your mod.i just find weird that one group of gruchs like 90 hp and need multiple unit to kill one.and when I find out what you did in the diff file.i think this is what happened
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

For example.if a ork shoota boy is 50 hp originally

then in the og easy setting(which is set -50% of hp )he will be 25 hp

But in your mod. It's +50% for them.so instead we get a 75hp shoota boys who can withstand multiple shot and not dying
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

Nskap2 wrote: Sat Oct 11, 2025 6:08 am
xONAWHIMx wrote: Fri Oct 10, 2025 9:11 pm
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 the newly created units. An existing problem is the Big Track with Big Shootas having no movement sound so he just sorta ice skates around the map (quite funny but not immersive :D).

Thanks.
All editable mod files for changing units and companies are contained in the folders that I am posting. The motion sounds are located in the move folder Armageddon folder v12b\Audio\Move. In the move.whdat file, the binding to units:
move.jpg
Maaaaaaaaan! I've been scouring for this file (even knew exactly what it would look like when I opened it). I must have just skimmed over it on my search.

Thanks a whole bunch, really appreciate it.
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