Try installing a clean Warhammer Armageddon and running Mega Merge from the unpacked archive to another folderTERRORTYRANT wrote: ↑Tue Jun 06, 2023 9:11 amDoes it matter where I unpack it? I've unpacked it in a new folder it in my downloads folder under "Warhammer 40000 Armageddon"Unpack the original Mega Merge into a separate folder from the installed game, run it, the community is already installed in it.
Game doesn't startup gives a error message.
screenshot
https://imgur.com/a/P1dIUoo
New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Moderators: Slitherine Core, BA Moderators, WH40K Armageddon moderators
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
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- Lance Corporal - Panzer IA
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Tried that, same issue coming up. Can't get to the main menu.Try installing a clean Warhammer Armageddon and running Mega Merge from the unpacked archive to another folder
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
The version of your Armageddon Warhammer v1.11 game ? Is your system x86 or x64?TERRORTYRANT wrote: ↑Wed Jun 07, 2023 7:43 amTried that, same issue coming up. Can't get to the main menu.Try installing a clean Warhammer Armageddon and running Mega Merge from the unpacked archive to another folder
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- Lance Corporal - Panzer IA
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
No its version v1.10Nskap2 wrote: ↑Wed Jun 07, 2023 8:14 amThe version of your Armageddon Warhammer v1.11 game ? Is your system x86 or x64?TERRORTYRANT wrote: ↑Wed Jun 07, 2023 7:43 amTried that, same issue coming up. Can't get to the main menu.Try installing a clean Warhammer Armageddon and running Mega Merge from the unpacked archive to another folder
Its installed in x86
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I don't understand what the problem is, the community update works with the usual armageddon even if you don't copy it to the folder with the installed game. But it definitely won't work with the GOG or Da ORKZ version.TERRORTYRANT wrote: ↑Wed Jun 07, 2023 8:26 amNo its version v1.10Nskap2 wrote: ↑Wed Jun 07, 2023 8:14 amThe version of your Armageddon Warhammer v1.11 game ? Is your system x86 or x64?TERRORTYRANT wrote: ↑Wed Jun 07, 2023 7:43 am
Tried that, same issue coming up. Can't get to the main menu.
Its installed in x86
I'm using a community update from this topic.
https://www.slitherine.com/forum/viewto ... 35&t=83390
Here I copied it in case the link from the original topic disappears:
https://drive.google.com/file/d/1NM6ozK ... sp=sharing
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- Lance Corporal - Panzer IA
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Been trying a bit over the weekend, using the links you sent, the game recognises the update and it appears as v1.11, but whenever trying to play any campaign or scenario it crashes on turn 1 with the similar errors. Even when its not copied over the files.I don't understand what the problem is, the community update works with the usual armageddon even if you don't copy it to the folder with the installed game. But it definitely won't work with the GOG or Da ORKZ version.
I'm using a community update from this topic.
https://www.slitherine.com/forum/viewto ... 35&t=83390
Here I copied it in case the link from the original topic disappears:
https://drive.google.com/file/d/1NM6ozK ... sp=sharing
Could this be a hardware issue? as an FYI I am trying to do this on a Surface Pro 9 (i7, 16gb ram, integrated graphics Xe)
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Maybe the community update doesn't work on tablets
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Minor changes have been made to some missions. https://drive.google.com/file/d/1arZ7Fo ... sp=sharing
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Slightly changed balance and probably something else v9.3 https://drive.google.com/file/d/1BeSmeU ... sp=sharing
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
So, I played company V9.3. I am satisfied with this version, there are not many errors, and they are fixed by downloading the save.The balance is playable. Although it's still pretty easy to play.
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
This is an absolutely beautiful mod, and either close to or THE definitive version of the game. Unfortunately, there's a small problem. The Vraks scenario seems to be overwritten by "The Defense of Hope" in some way.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Thanks! As for the single maps, I can only say these are maps to see the appearance of the factions. Not all factions are balanced, AI is not configured, there are no scripts and corresponding tasks, units and starting positions are simply placed there.The Almighty Turtle wrote: ↑Sat Dec 02, 2023 12:26 am This is an absolutely beautiful mod, and either close to or THE definitive version of the game. Unfortunately, there's a small problem. The Vraks scenario seems to be overwritten by "The Defense of Hope" in some way.
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- Lance Corporal - SdKfz 222
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Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I think you misunderstand. I'm not complaining about game balance or the lack of objectives. I'm saying that it looks like the Vraks mission is completely overwritten by the Hope/Sororitas Mission. The description in the menu is the same and starting up the missions give you the Hope mission.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I have made changes to company and balance, I did not change single map
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Continuation of the campaign without a legend and testing https://drive.google.com/file/d/11uL1zs ... sp=sharing
balance has been changed.Again))
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Continuation of the campaign Mod V10.3b https://drive.google.com/file/d/1FJ-fue ... sp=sharing
The original mod https://drive.google.com/file/d/1ZqLZK- ... sp=sharing
The original mod https://drive.google.com/file/d/1ZqLZK- ... sp=sharing
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Some changes and edits have been made, I don't remember which ones, but they all relate to the last mission. Or not
https://drive.google.com/file/d/1ME7NR4 ... sp=sharing

https://drive.google.com/file/d/1ME7NR4 ... sp=sharing
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Some changes have been made, probably the last mission can be completed.Commander, choose your fate wisely!
Or not
https://drive.google.com/file/d/1rGntYS ... sp=sharing
v10.5b
Or not

https://drive.google.com/file/d/1rGntYS ... sp=sharing
v10.5b
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
I've been playing through the original campaign with this mod, and woof. Some of the missions are much easier or much more difficult. A few things I've noticed:
- The early tutorial scenario where you have to assault a fortified position across a river is nearly impossible with the troops made available to you at that point, as far as I can tell. Even redirecting the vehicles you start with on the western side of the map north to aid in the assault from that direction,(Because the opposing commander has a Laser Destroyer and further in a Macharius waiting for you on the western bridge if you try to advance there.) just doesn't leave enough time to get things done.
- With how defensively the Orks tend to play in the main campaign, so far the only Steel Legion infantry I've found to be of use starting around midway through the first Act are Ogryn Veterans. They're resilient and strong in melee against the Orks to the point that once they gain some levels they can tear through most Orks with impunity.
- Once the Orks start fielding Armored Mega Nobz in large numbers, the campaign's difficulty spikes dramatically as they're incredibly difficult to put down no matter what you hit them with. Especially since the AI loves to sit them in city tiles where they have lots of cover.
- The second mission of Act 2(The breakthrough where you have to capture eight victory hexes across a fairly big map starting from the bottom) is brutal, requiring a degree of speed that's just not particularly feasible in the 21 turns you're given.
- The Custodes infantry you can recruit in Act 3 are incredibly weak compared to both the Steel Legion and Astartes infantry you have access to, despite costing quite a bit more than either. Their Land Raider transports are useful, but the infantry themselves have fairly low damage output for Custodes, and they are easily overwhelmed by a unit or two of Ork infantry because of their very low maximum Strength values.
- The early tutorial scenario where you have to assault a fortified position across a river is nearly impossible with the troops made available to you at that point, as far as I can tell. Even redirecting the vehicles you start with on the western side of the map north to aid in the assault from that direction,(Because the opposing commander has a Laser Destroyer and further in a Macharius waiting for you on the western bridge if you try to advance there.) just doesn't leave enough time to get things done.
- With how defensively the Orks tend to play in the main campaign, so far the only Steel Legion infantry I've found to be of use starting around midway through the first Act are Ogryn Veterans. They're resilient and strong in melee against the Orks to the point that once they gain some levels they can tear through most Orks with impunity.
- Once the Orks start fielding Armored Mega Nobz in large numbers, the campaign's difficulty spikes dramatically as they're incredibly difficult to put down no matter what you hit them with. Especially since the AI loves to sit them in city tiles where they have lots of cover.
- The second mission of Act 2(The breakthrough where you have to capture eight victory hexes across a fairly big map starting from the bottom) is brutal, requiring a degree of speed that's just not particularly feasible in the 21 turns you're given.
- The Custodes infantry you can recruit in Act 3 are incredibly weak compared to both the Steel Legion and Astartes infantry you have access to, despite costing quite a bit more than either. Their Land Raider transports are useful, but the infantry themselves have fairly low damage output for Custodes, and they are easily overwhelmed by a unit or two of Ork infantry because of their very low maximum Strength values.
Re: New Mega Merge Mod (Campaign / factions / Scenarios etc..)
Izanagi, thank you for testing the original company with this mod, I will also make changes to it so that you have more fun.
