Ok, this is another "closer to codex" mod but after a lot of hours to work to modify weapons damage, units characteristics, game play and resources systems, I hope some players would enjoy my mod, so here it is...
Read the change log if you're interested, download link is below.
Enjoy ~Gaffer
TrueWarhammer by Joubarbe ------------------------- http://joubarbe.net ------- Version 1 For the first version, I read all Codex and change all units values (hp, sight, move, morale, weapons damage etc.) If you know Warhammer 40k, you will understand details below : HP = [(T+Sv)*W]*10 - Vehicles : Armour 9 = 100HP Armour 10 = 200HP ; Armour 11 = 400HP Armour 12 = 600HP etc. Sight = I1=0 I2=10 I3=20 I4=30 etc. Vehicles without I : 30 Move = I1=10 I2=12 I3=14 I4=16 I5=18 etc. Vehicles without I : NoChange Morale = Ld10=400 Ld9=350 Ld11=450 etc. (broken_min_morale : 50 - broken_min_time : 10) Close=[WS+S]*A (+S again to determine max) Range=[BS + Weapon's S] * A (+Weapon's S again to determine max) Vehicles A (if non assigned) = 2 Turrets (and all defensive buildings)(+10 in ALL per upgrades) : Chaos 25-25 Eldar 20-20 Imperial 40-40 Necron 40-40 Ork 35-35 SM 30-30 (AP5 Range30) Cost = Pts AP-=10 ; AP6=20 ; AP5=30 ; AP4=40 ; AP3=50 ; AP2=60 ; AP1=70 NOTE : Dawn of Skirmish is included. --------- Version 2 - Necron obelisks has no more special abilities. - Ressources rate gained by capturing strategic points have been drastically reduced. (strat 0.1 relic 0.1 critic 0.2) - Ressources produced by HQs have been changed (4.5 instead of 0.8). - Stealth Suit squad limited to 1. - The orbital bombardment is available as soon as the commander appears on the field. - Buildings HP / 2. - Terminators HP * 2. - The second requisition research available at the listenning post is twice more efficient than the first one. --------- Version 3 - Imperial guard squads are no more limited to 2 and their "squad_cap" value is now assigned to 1. - The basilisk reload time is twice more longer. - Farseer psychic storm is now less powerful. - Listenning posts have less HP. - All Necron units (except pariahs, lord and vehicles) can now teleport on the field from the monolith. -------- Version 4 - Death spinners AP value has been raised. - Chaos and IG HQs upgrades price have been reduced. - All WAAAGH! Banners have less HP. ------- Version 5 - Two mine fields max. - Two turrets maximum. - Turrets can be built in five seconds. - Orks can no longer build mine fields. - Now, all races buildings have the same amount of HP depending on their technologies. - All races can now build two plasma gen maximum (except for Necrons). This new system let the player to have access to all units more quickly. Now during a match, it's advised to build several bases. ------- Version 6 - All "squad_cap_ext" values are now set to 1, except for building units. Army cap is now set to 5. - Heroes cap set to 1. They can regen. - Necrons units do no longer suffer from morale effects. - Showroom (army paint) units are differents (yes it's useless) - The "We'll be back" ability is more efficient. ---------- Version 7 - various changes :) ---------- Version 8 - Snaretrap is now free. - Earthshaker special round cost 30 plasma. - Costs of all reinforced units and leaders fixed. - Stealth suit squad limit return to 2. - Guards have now 30 hp instead of 85 (but they're still free !). - The sight range of all units has been changed. 20 for infantry (except assassins, scouts, rangers, skull probes and pathfinders), 30 for vehicles and demons. - The price of listenning posts has been raised to 15. - Seer Council HP are now the same as indicated on the Codex. - All heroes have a glow effects around them like they do have in the campaign. - Only first squads (guardians, cultists, stealths suits etc.) can now see infiltrate units. - Names of some units have been fixed. - All powers have been reviewed for a better coherence with Codexs. - Some fixs ! --------- Version 9 - New ressource system ! Now power will be gained by capturing strategic points. - All races have 3000 requisition points and nothing can influenced this number except listenning posts, who gives a 20 requisition bonus. - All vehicles except vypers, land speeders and sentinels can't see farther than infantry. - Concerning ressources, the race of Necron is the same as other ones. They have power AND requisition. - Necrons can't teleport from monolith to battlefield as I believed but they can only teleport from battlefield to monolith or other buildings (except flayed ones). --------- Version 10 - Various fixes concerning Orks. - The harlequin squad is replaced by a great harlequin. - A "variants" directory has been included. It is used for modify the amount of starting ressources. Now, players can play 1000, 2000, 3000, 4000 or 5000 points games. - Better AI. ---------- Version 11 - "Codexing" of weapons accuracy :) (BS5:0.90 BS4:0.75 BS3:0.50 BS2:0.35 BS1:0.20) - Stealthsuits are built quicker. - Ork starting game is now quicker. - Armored nob is now a hero. - A plasma generator will be obsolete after 15 minutes. - Crisis can now carry two weapons (when they are two in the squad).
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