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

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xONAWHIMx
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
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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
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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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
Administrative Corporal - SdKfz 251/1
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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
Staff Sergeant - Kavallerie
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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
Private First Class - Wehrmacht Inf
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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
Staff Sergeant - Kavallerie
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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
Staff Sergeant - Kavallerie
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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
Lance Corporal - Panzer IA
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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
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