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 »

s1203544961 wrote: Sun Oct 12, 2025 12:33 am 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
If at all you are ever unsatisfied with unit stats you can find the unittype file in the data folder and change them in notepad. I've been tweaking some things myself and find it useful to make a template of the column titles in another notepad so I can follow along and not lose track of what number is for which stat.

Hope this helps :D
s1203544961
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by s1203544961 »

xONAWHIMx wrote: Sun Oct 12, 2025 12:56 am
s1203544961 wrote: Sun Oct 12, 2025 12:33 am 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
If at all you are ever unsatisfied with unit stats you can find the unittype file in the data folder and change them in notepad. I've been tweaking some things myself and find it useful to make a template of the column titles in another notepad so I can follow along and not lose track of what number is for which stat.

Hope this helps :D
nah i think the unit stat is alright,just the hp modifier is crazy in the mod,i just turn down to the og setting and i'm having a blast right now
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 v12bh10
https://drive.google.com/file/d/12qTX5t ... sp=sharing
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Nskap2 wrote: Tue Oct 14, 2025 8:48 pm fixed v12bh10
https://drive.google.com/file/d/12qTX5t ... sp=sharing
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 I guess you may have botched some global parameter(s) somewhere that affects more than just your campaign? As another test, I was able to play out the Defence of Certus Minor scenario without any issues. Hope it helps.
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Wed Oct 15, 2025 3:39 pm 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 I guess you may have botched some global parameter(s) somewhere that affects more than just your campaign? As another test, I was able to play out the Defence of Certus Minor scenario without any issues. Hope it helps.
It's okay, you can't play this version (V12bh) from the saved old versions. In your case, you need to start with the briefing before the Transition zone mission.No, the changes do not affect other scenarios or companies, unit balance only,i made changes to the Astartes company, but a long time ago.
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

So has any work ever been done on unlocking the MAX 4 hex range for direct fire weapons?

I've seen people over the years say that it would mess with the AI or mess up the game's performance but I'd really like to see it for myself as I'm not sure what people mean.

I have a pretty good PC that can handle quite a lot without things dipping and I have the sneaking suspicion that when people say that the AI can't handle it they mean it would affect the vanilla campaigns and how the enemy units are scripted ect.

Any info or instructions/mod files would be great.

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

Post by Shrike »

Nskap2 wrote: Wed Oct 15, 2025 6:07 pm It's okay, you can't play this version (V12bh) from the saved old versions. In your case, you need to start with the briefing before the Transition zone mission.No, the changes do not affect other scenarios or companies, unit balance only,i made changes to the Astartes company, but a long time ago.
Yup, this finally fixed it. Well done :D
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Or not :( Now I get a game over at the end of the first turn in Pass by.
Romavatandasi
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Romavatandasi »

Now having steam version.

How do I install last version step-by-step ?
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Sun Oct 19, 2025 7:27 pm Or not :( Now I get a game over at the end of the first turn in Pass by.
Fixed, start with the briefing before Old Debts v12bh13: https://drive.google.com/file/d/1CYFYAp ... sp=sharing
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

Everything goes well until the Spotted River scenario turn 1. Same issue no doubt.
Commisar56
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Commisar56 »

how do i download this mod?
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Thu Oct 30, 2025 5:32 pm Everything goes well until the Spotted River scenario turn 1. Same issue no doubt.
Fixed, start with the last turn Pass by v12bh14: https://drive.google.com/file/d/1du2qbq ... sp=sharing
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

Commisar56 wrote: Mon Nov 03, 2025 12:28 am how do i download this mod?
Scroll through the last few pages and you can find various points where there is an updated version posted - thats how I found it.
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

xONAWHIMx wrote: Fri Nov 07, 2025 11:23 am
Commisar56 wrote: Mon Nov 03, 2025 12:28 am how do i download this mod?
Scroll through the last few pages and you can find various points where there is an updated version posted - thats how I found it.
You need the community update version as well to run it properly - also posted on various pages throughout this thread.

The community update is a standalone so you don't need to copy/paste it over the steam/gog files; just put the "Warhammer 40000" file on your C-drive and you can play it as long as you own a copy of the game. You can then paste the mega mod over the community mod
xONAWHIMx
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by xONAWHIMx »

Requesting again anyone out there who knows anything about the 4 HEX RANGE LOCK for weapons.

I know its like asking if anyone has seen a unicorn but it is the one thing that I want more than anything for this game and its almost impossible to find anyone mention it let alone how to do it.

Appreciate any insight/news - even if it is scattered and torn, wasting in the dirt beneath the boots of a thousand guardsmen from years past.

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

Post by Shrike »

Nskap2 wrote: Tue Nov 04, 2025 4:18 pm Fixed, start with the last turn Pass by v12bh14: https://drive.google.com/file/d/1du2qbq ... sp=sharing
Think I've reached the end with that. Some quick feedback:
- Spotted river: maybe rename Myrmidon Destructor into Mars.
- Staback needs mission objectives/correction. Starting message says something like "move 11 units SE" while it should be 12 units NE too. Then a weird mission reward: you get the Salamander Death Storm drop pod added to your retinue, which is pretty useless in the next scenario?
- Krieg strike: not really a fan of the random spawns inside "cleared" territory, but otherwise fine. Mission objectives are unclear, as you don't see which 3 victory hexes you're supposed to hold (there are five). Holding them all + killing all enemies currently still gives you a scenario loss "Krieg surrendered". Closing that the game crashes once more with the "invalid vector < T > subscript (0)" message. Guessing this may be the limit as to where you've gotten to right now.
bededebece
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by bededebece »

I wish i can use this mod with the Gog version of the game .
Nskap2
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Nskap2 »

Shrike wrote: Sun Nov 09, 2025 10:44 am 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 work, that's great.
Shrike
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)

Post by Shrike »

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 tactical competence, I'll never like it.
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