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

Posted: Thu Apr 03, 2025 5:24 am
by js10credible
I am seeing several chaos units including the Daemon Prince show an UKNOWN WEAPON with 100 percent hit and 1 damage though

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

Posted: Fri Apr 04, 2025 6:14 am
by Nskap2
js10credible wrote: Thu Apr 03, 2025 5:24 am I am seeing several chaos units including the Daemon Prince show an UKNOWN WEAPON with 100 percent hit and 1 damage though
Daemon Prince and Obliterators?

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

Posted: Fri Apr 04, 2025 8:00 am
by js10credible
Correct

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

Posted: Fri May 16, 2025 1:42 am
by Commisar56
Where can i download this mod or is it dead

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

Posted: Sun May 18, 2025 7:14 am
by Nskap2
A version with weapon fixes and minor balance changes:
https://drive.google.com/file/d/1uP8ULm ... sp=sharing

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

Posted: Fri May 23, 2025 9:08 pm
by Commisar56
what factions does this mod add

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

Posted: Sat May 24, 2025 3:57 pm
by Nskap2
Commisar56 wrote: Fri May 23, 2025 9:08 pm what factions does this mod add
This mod adds Death Corps of Krieg campaign. A very long campaign. It also contains over a thousand units It can be divided into 17-20 factions, you can look at some of them in single player scenarios.

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

Posted: Wed May 28, 2025 11:57 am
by Shrike
It's been a long time since I last tried a mod and I have to say the polish you've done is amazing Nskap2. Is the Spotted River the last scenario? I always get a "failed turn" loss after turn 27, even when there's no enemy left on the map and with Costellin in the only victory target hex on the map.

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

Posted: Wed May 28, 2025 1:36 pm
by Nskap2
Shrike wrote: Wed May 28, 2025 11:57 am It's been a long time since I last tried a mod and I have to say the polish you've done is amazing Nskap2. Is the Spotted River the last scenario? I always get a "failed turn" loss after turn 27, even when there's no enemy left on the map and with Costellin in the only victory target hex on the map.
Thank you, Shrike! Mars needs to be delivered to the spaceport.In the current version of the mod, this is the last mission.
There are still ready-made missions, I have not yet decided how to connect them with the plot

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

Posted: Tue Jun 03, 2025 5:49 pm
by Commisar56
does this mod add sisters of battle

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

Posted: Tue Jun 03, 2025 7:42 pm
by Nskap2
Commisar56 wrote: Tue Jun 03, 2025 5:49 pm does this mod add sisters of battle
There are about 20 units of battle sisters in this mod. I haven't used them and they not balanced.

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

Posted: Mon Jul 14, 2025 8:05 am
by Escandiel
Hey guys and especially Nskap2, When playing the Cato Sicarius Campaign i get a black screen with Turn X/Y within the first Mission after finishing off the Warboss...

What i did so far top down order:
Using x86 on Steam
Installed fresh game
Installed fresh community update in separate folder
loaded 8th Edition into main 40k folder
loaded megamerge into main 40k folder
loaded V11b heavily disorted mm mod into main 40k Folder
Play.

When i press on Turn X/Y i get
Error: "Access violation reading location 0x0(0)
and then on the exe:
*** Unhandled Exception! ExpCode: 0x80000003 ExpFlags: 0, ExpAddress 0x0128D478, Please report.


Console commands for endscn dont work, result in similiar errors.

Would be nice to get advice, thanks in advance :=)

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

Posted: Mon Jul 14, 2025 3:35 pm
by Nskap2
Escandiel wrote: Mon Jul 14, 2025 8:05 am Hey guys and especially Nskap2, When playing the Cato Sicarius Campaign i get a black screen with Turn X/Y within the first Mission after finishing off the Warboss...

What i did so far top down order:
Using x86 on Steam
Installed fresh game
Installed fresh community update in separate folder
loaded 8th Edition into main 40k folder
loaded megamerge into main 40k folder
loaded V11b heavily disorted mm mod into main 40k Folder
Play.

When i press on Turn X/Y i get
Error: "Access violation reading location 0x0(0)
and then on the exe:
*** Unhandled Exception! ExpCode: 0x80000003 ExpFlags: 0, ExpAddress 0x0128D478, Please report.


Console commands for endscn dont work, result in similiar errors.

Would be nice to get advice, thanks in advance :=)
Hi there! Cato Sicarius' campaign is just beginning, and it's not working yet. I forgot to clean it xD

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

Posted: Tue Jul 15, 2025 10:47 am
by Escandiel
😱😱😱 noooooo… i enjoyed DkoK so much 🥺🥺🥺 we neeeed cato 🤔🤷🤭

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

Posted: Sun Aug 31, 2025 10:03 am
by Escandiel
Any news?

Is there actually a way to get access to the other funny units?

For example the knights? i really dont like those 2 knights you get in the factory in the "hold the lines for 75 turns" mission Imho they are horribly weak and rather useless...

Also i would like to give my 2 Thudd guns a towing vehicle.

And i would like to have more than one Cadian tank and maybe also some of those Mechanicus repulsor tanks you get in the transition zone mission as non core unit.

Aaaaand what does your difficulty actually do?

I mean hard or Super hard is pretty useless in normal game as you get nearly zero req points and the only differnce is the enemies squads are more in units.

Do your settings do the same? i would actually love to fight more enemies... LOADS of them, but also have LOADS of my own ^^ bigger Squads, bigger / more everything, but not getting less points to spend, you know.

Thanks for your awesome work :)

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

Posted: Tue Sep 02, 2025 4:09 pm
by Nskap2
Escandiel wrote: Sun Aug 31, 2025 10:03 am Aaaaand what does your difficulty actually do?

I mean hard or Super hard is pretty useless in normal game as you get nearly zero req points and the only differnce is the enemies squads are more in units.
In the original game, as in all mods, the difficulty only changes number of units in enemy's squad. In my mod, there are too many available points for purchasing units. I usually have an extra 10,000 points, which I will remove in the next update.
Helverin.png
Helverin.png (3.81 MiB) Viewed 3863 times
Unfortunately, this change will affect some of the console's secondary features, such as "completing a scenario with a victory," adding requisition points and army slots, which will either result in an instant defeat or a defeat after 1-2 scenarios, as these actions modify the scenario and have consequences.But all the other console features will still work! As for the two knights, they are almost cheating, they are fast, well-armed for aerial and light targets, well-armored, and have the ability to retreat. I find it hard to imagine a situation where a Commander can lose even 2-3 units, and you're asking for more Titans!

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

Posted: Thu Sep 11, 2025 1:19 pm
by Escandiel
Oh Next Update when?

And nooo i am not asking for Titans but more "useful" knights :)

I mostly used them for scouting... but they are not "really" strong you know. Great vs cultists and orcs or traitor guardsmen... but.... in my feeling knights should always be "more"

You know its rare special one chance units, you probably also could miss? Dont remember if you are forced to visit the factories with the Techpriest.

But anyway, is there maybe a list of all special units you can acquire in total?
Like for example Those 2 knights, the Ordinatus Ullanor, the Hellhammer+ Tank Invictus something and the Cadian Leman Russ..
Do the Malcador Defenders count?

Anything else i missed up to today?^^

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

Posted: Thu Sep 11, 2025 7:19 pm
by Nskap2
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

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

Posted: Fri Sep 12, 2025 6:10 am
by Escandiel
You are talking about those Karskin Veterans from this level you get already the Leman Russ and Ordinatus?

Yeah they tell you you saved them and you get 1000 Points for each, but they dont stay in my army Oo


by the way, can you somehow play Chaos faction somehow? Or any other than those Minor army lists in special Scenarios?
Or are there any useable custom Scenarios one can download? I played all the Campaigns so often ^^ literally missing new content :D

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

Posted: Thu Sep 18, 2025 4:47 am
by Romavatandasi
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...