CornCobMan's Fun Mod (fixed)

This is a mod which was created to make things more kerazy and fun. I think. Anyway a lot of things has been changed, swapped or otherwis...

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This is a mod which was created to make things more kerazy and fun. I think.

Anyway a lot of things has been changed, swapped or otherwise butchered in a fashion that may or may not be balanced but that is not my primary concern. Also included is the Dawn of Skirmish AI mod version something or other. Thanks to them and such.

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Version 1.21 changes:

I stupidly opened the module file for this mod when I was doing changes for another mod I was working on. So this fixes commander unit movement speeds back. 


Version 1.2 changes:

Dark Eldar:

Dais hardcap reverted back to 1 instead of 2
Dais appearance made slightly bigger

Orks:

Stikkbomb ability given to Nobz and Sluggas
Rokkit Launcha weapon upgrade given to Shoota Boyz

Space Marines:

Devastator squad added, starts with Missile Launchers, Plasma Cannon upgrade does very little damage, but AOE and knockback, Lascannon upgrade

Eldar:

Harlequin Dance of Death resource bug fixed (thanks to Mlai)

Chaos:

CSM Plasma Gun damage against normal infantry reduced
Horror squad starts off anti-infantry and can upgrade to anti-vehicle weapons

Eldar:

Dark Reaper damage against normal infantry reduced



Version 1.1 changes:

Dark Eldar:

Hellion Leader 2nd melee weapon damage increased
Ranged weapon increase research moved to tier 2
Talos acceleration and deceleration time decreased
Warrior Splinter Rifle base range increased from 22 to 25

Space Marines:

Tactical Plasma Gun damage against Infantry Heavy High and Infantry Heavy Medium increased
Tactical Heavy Bolter damage against Infantry Heavy High and Infantry Heavy Medium decreased

Chaos:

Obliterators no longer morale immune

Tau:

Baracuda missile pods reload time set the same (2.6 seconds)

Imperial Guard:

Guardsmen Sergeant melee damage increased from 0.5 to 2 and ranged damage increased from 0.5 to 2


Version 1 changes:

All:

Chaos Cultists, Space Marine Scouts, Eldar Rangers, Ork Tankbustas and Imperial Guard Kasrkins have toggleable infiltration abilities, which when active means they cannot attack.  
All Relic units require no cap but give no cap. That means you Avatar.

Dark Eldar:

Can now build mines (which is a copy of the Eldar Mines since I can't model for beans)
Torture Pit soul generation time increased from 19 seconds to 45 seconds
Souls spawned on death last a bit longer
Gruesome display addon now detects infiltrated units
Added a research which increases the range of most infantry ranged weapons
Added a research which increases the max speed of Mandrakes and Hellions
Reduced the infantry damage of Scourges and gave them a grenade ability which does knockback and morale damage but no physical damage
Soulstorm ability now does knockback to all units every 4 seconds.
Dais of Destruction hard cap increased from 1 to 2.
Dais Dark Scythe ability damage greatly reduced.
Dais weapon damage increased
Mandrake Infiltration moved to tier 1.5. Whatever that is.
Warp Beast damage to vehicles and buildings reduced.
Screams of the Damned soul cost increased from 60 to 80
Piercing Vision soul cost decreased from 40 to 25
Rekindle rage no longer works on the Dais of Destruction
Archon no longer costs cap
Raider cap cost reduced from 3 to 2
Talos footprint size reduced, movement type change to that of Dreadnoughts.

Sisters of Battle:

Confessor generates faith
Purgatus Mine explodes 10 times like other mines, effect reduced as such
Servitor sabotage ability moved to tier 2
Exorcist now does friendly fire, accuracy increased, AOE and morale damage decreased
Faithful units give more faith when killed after Martyr's Gift researched.

Eldar:

Turrets can no longer relocate
Webway Gate Healing Webway and Shroud researches changed to addons, Shroud ability changed to always on.
Webway Shroud ability sound made more subtle
Relocation Matrix changed to addon and moved to Webway Assembly, Aspect Portal, Support Portal, Soulshrine and Generator. Each building needs it researched to relocate.
Harlequins starting squad size 3 reinforcable to 5, hardcapped to 1
Farseer can detect infiltrated units
Warlocks don't detect infiltrated units until tier 2
Fleet of Foot split into 2 researches, first increases max move speed to 20, the second increases move speed to 24 requires tier 2 and reduces FOTM accuracy
Webway Gate removed from Annihilation win condition
Fire Dragon mass reduced from 90 to 35, Exarch reduced from 90 to 45
Fire Dragon Fusion gun morale damage increased from 4 to 15
Ranger accuracy reduced from 100% to 80%, 90% with first accuracy research, 100% with second
Ranger health reduced from 280 to 225
Dark Reaper health reduced from 450 to 380
Fire Dragon health reduced from 500 to 450
Vypers are now Codex Vypers (Thanks to Zany Reaper)
Fire Prism weapon AOE reduced from 8.5 to 6 
Avatar increases production speed of Webway Gates (Shuriken and Brightlance Platforms)
Bonesinger Teleport distance decreased from 150 to 70
Bonesinger requisition cost increased from 45 to 70

Chaos:

Khorne Berserkers now Codex Berserkers (thanks to Closer to Codex team)
Berserkers start with Chainswords, upgradeable with 4 Chainaxes
Berserkers now have Berserker Champion
Mark of Khorne ability moved to Champion, stops units moving and breaks morale, lasts 3 seconds
Daemonettes added, shares soft cap of 3 with Berserkers (thanks to Firestorm over Kronus mod team as per their open source policy)
Daemonettes have hypnotise ability, enemy infantry loses control and attacks friendly units
Chosen Terminators added, shares soft cap of 2 with Obliterators and Possessed. Each are still hard capped to 1 (thanks to Closer to Codex team)
Chaos Marines infiltration research removed
Chaos Marines missile launcher weapon upgrade re-added, lower damage and higher cost than SM missiles
Heretic heals at rate of 0.5 per second. Build and repair rate reduced from 3 to 2.
Hell Talon building damage reduced
Bloodthirster gains health depending on how much damage it does to enemy units

Space Marines:

Tactical Missile Launchers requisition cost reduced from 50 to 35, time cost reduced from 8 to 7
Predator Lascannon building damage reduced 
Skull Probes sabotage does a small amount of damage to vehicles
Scouts max heavy weapons with Heavy Weapons research reduced from 4 to 3
Scouts starting squad size 3, max squad size 5, health and cost reduced
Grey Knights detect infiltrated units
Grey Knights hard cap increased from 1 to 2
Land Raider hard cap increased from 1 to 2, health, cost and damage reduced
Whirlwind hard cap increased from 1 to 2, damage and cost reduced, friendly fire

Orks:

Mega Armoured Nobz hard cap increased from 1 to 2
Mega Armoured Nobz Power Surge ability changed to toggled ability
Big Mek and Warboss no longer requires cap
Tankbusta health increased from 360 to 420
Tankbusta Bomb research and ability re-added
Mad Dok now detects infiltrated units
Waaagh Banners no longer detect infiltrated units until upgraded
Squiggoth speed and turn rate increased
Squiggoth footprint size reduced
Changed the Warboss Waaagh ability sound to the one used in the sound test.
Killa Kan cap cost reduced from 3 to 2, speed increased, health and cost decreased
Super Stikkbomb ability given back to Big Mek

Imperial Guard:

Guardsmen requisition cost reduced from 160 to 120
Guardsmen starting squad size reduced from 5 to 4
Infantry Command no longer increases squad cap, instead has 3 researches, 2nd requires 2 Infantry Commands, 3rd requires 3 Infantry Commands
Mechanized Command no longer increases support cap, instead has 3 researches, 2nd requires 2 Mech Commands, 3rd requires 3 Mech Commands
HQ addons no longer increase Guardsmen max squad size, instead 2 researches added to Infantry Command, 1st requires 2 Infantry Commands increases squad size to 14, 2nd requires 3 Infantry Commands increases to 19
Kasrkins changed to Codex Kasrkins with melta gun weapon upgrades (thanks to Closer to Codex team)
Leman Russ changed to Codex Leman Russ, with weapon upgrades (thanks to Closer to Codex team)
Sentinel Weapon upgrades restored, starts with Flamer, upgradeable with Autocannon and Lascannon
Sentinel detects infiltrated units
Sentinel starting and max squad size increased to 3
Heavy Weapons Team starts with Lascannon, upgradeable to Heavy Bolter and Autocannon
Kasrkins and Ogryns share soft cap of 2
Mech Command and Mars Pattern Command size reduced.
Baneblade size reduced
Psyker hardcapped to 1, max squad size 3
Assassin infiltration research removed, infiltrates straight away.
Basilisk Earthshaker cost halved, damage halved
Basilisk power cost reduced, reload time decreased
Captain health increased from 435 to 835, melee damage reduced
Command Squad Priest and Psyker abilities changed to global timer
Command Squad no longer requires cap
Strafing Run damage increased of something
Marauder Bomber footprint size reduced and bomb ability recharge time reduced

Tau:

Pathfinders changed to Codex Pathfinders, upgradeable with Rail Rifles (thanks to Firestorm over Kronus mod team as per their open source policy)
Pathfinders swapped with Stealth Suits
Pathfinders have Pathfinder Shas'ui
Pathfinders don't detect until a Shas'ui has been added
Mark Target moved to Pathfinder Shas'ui
Commander weapon upgrades changed to researches in Barracks
Commander has Decoy Drone, Shield Drone or Gun Drone
Ethereal Bodyguard reinforcable from Ethereal
Hammerhead cap cost increased from 3 to 4
Stealth Suit jump distance decreased from 70 to 50
Builder Drone has Thruster ability which increases max speed for 7 seconds
Kroot Hounds reinforceable from Carnivores
Kroot Hound squads removed
Greater Knarloc hard capped increased from 1 to 3, health, cost and damage reduced
Greater Knarloc speed and turn rate increased
Krootox health reduced
Krootox melee knockback increased
Krootox speed and turn rate increased
Krootox attachable to Knarlocs and Carnivores
Shaper attacheable to Knarlocs
Missile Barrage damage decreased
Skyray weapon accuracy increased
Vespid hard cap increased from 1 to 2, jump distance reduced from 70 to 50, building damage reduced slightly

Necrons:

Builder Scarabs build cost increased from 0 to 20
Builder Scarabs capping speed increased slightly
Warriors build cost increased from 0 to 30
Warriors move speed increased from 10 to 14
Warriors time multiplier per member removed, time modifier per squad reduced slightly.
Immortals build cost decreased from 135 to 120
Immortals move speed increased from 10 to 14
Immortals health increased from 450 to 800
Immortals Gauss Blaster range decreased from 35 to 20
Flayed Ones build cost decreased from 120 to 100
Flayed Ones move speed increased from 10 to 16
Flayed Ones can leap with Engaged Monolith addon
Warriors and Flayed Ones max squad size 6, Immortals 4, 2 researches added to increase by 1
Wraiths can reinforce to squad size of 3, increases to 4 by Monolith addon 2, increases to 6 by Monolith addon 3
Wraiths can now jump
Monolith building deep strike moved to Greater Summoning Core
Generator requires Obelisks at a ratio of 2 per Obelisk
Generator time modifier reduced by half
Generator cost increases decreased from 20 to 10
Generator 'size' increased slightly
Warrior Gauss Flayer FOTM accuracy reduced to 25%
Tomb Spyder Scarabs now attack land units as well as air units
Immortal squads and Flayed One squads spawned by the Tomb Spyder have 2 and 3 members
Tomb Spyder cap cost increased from 2 to 3.
Destroyer health reduced from 2000 to 1000
Destroyer movement speed decreased from 30 to 24
Destroyer cost decreased from 250 to 150
Heavy Destroyer health reduced from 3000 to 1250
Heavy Destroyer movement speed decreased from 30 to 24
Heavy Destroyer cost decreased from 300 to 200
Destroyers and Heavy Destroyers can now jump
Destroyer and Heavy Destroyer cap reduced from 3 to 2
Destroyers and Heavy Destroyers can now be resurrected by the Lord's Resurrection Orb (Thanks to Zany Reaper for letting me use them)
Necron Lord Destroyer hard capped to 1, has Phylactery, Resurrection Orb, Phase Shifter, Chronometron, Nightmare Shroud and Solar Pulse abilities (thanks to Korbah for letting me use the Lord Destroyer from DoWPro)
Abilities mentioned now have a global timer
Restored Monolith hard cap increased from 1 to 3 cost, health, damage and knockback decreased 
Disruption Field research split into 4, 2 Disruption Field increases health and movement speed, 2 Unholy Power Source increases weapon range and damage

There may be more changes that I've forgotten.

To do:

Integrate Octopus Rex's Codex Dreadnought with 100 million weapon upgrades.
More stuff.

Credits:

Dawn of Skirmish AI team for the AI which I butchered for my own purposes ;P
Firestorm over Kronus mod team for Chaos Daemonettes
Firestorm over Kronus mod team for Codex Pathfinders
Closer to Codex team for Codex Kasrkins
Closer to Codex team for Codex Leman Russ
Closer to Codex team for Chosen Terminators
Closer to Codex team for Codex Berserkers
Closer to Codex team for Berserker Champion
Zany Reaper for Codex Vypers
Zany Reaper for Resurrectable Destroyer and Heavy Destroyer
Denizasker and DoWPro mod team for DoWPro Custom Lord Destroyer
Mlai for the Eldar Harlequin Dance of Death resource bug fix

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CornCobMan


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Registered 13th March 2008

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