Yes I can download from your google drive.
I'm preparing it, it's 1,9 gigas (less than I though, but still needs a few hours to dl it to google drive).
You'll see I limited the army caps, basing the maximum cap of all the armies to an equivalent force to one marines company (if I don't do that Orks would need thousands boys to have a chance against the marines and my pc would absolutly not like it).
I took some freedom on the codex and the rule book, I was aiming a realistic and rude feeling based on the lore more than a table top based gameplay.
The real lack is about the AI that doesn't follow the new gameplay each time and far less since I added the tyranid mod, but, I tested each army against each other army in one on one skirmish with maximum dificutly (AI against AI) for hours and the balance seems ok in a general way. My criteria was : if after half an hour nobody won. If AI against AI is ok I suppose a human player would be ok too. I let some battle last a few hours between Chaos and guards and when I came back, after 10 thousand death guards no army was in position to win against the other. Since then I made multiple little changes so, I constantly rework on the balance, it's really not definitive.
In fact, I have to learn how to change the AI before all, but I have really no clue how.
Space Marines : Powerfull and polyvalent but really (really) expensive in time cost to reinforce and produce, don't send your troops to death unless it's needed for the will of the emperor
Guards : Send them in mass to protect your vehicles and artillery, wich are the ones that make damages, a lot are going to die
Orks : We all know orks, just send them to the fight, more they are better is the chance to reach some guard cheeks with choppas
Eldars : fast and efficient but not resistant, they have a good accuracy when moving, good for fast attack and retreat, harassement, don't let them under fire, they will die
Tau : Long distance weaponnery, really powerfull, you know the deal with the melee, kroots are here for that
Chaos : Slow but powerfull, bolters always do the job. Less accuracy and efficiancy than loyal marines but faster to produce. Demons are practical to take the range hits while you're moving to the enemy, or to send on heavy weapons or tanks. The sorcerer can invocate demons. Oh yeah and chaos cultists can be devastating if you make them charge like kamikazes with their plasma shotguns (short short range, low low accuracy, weak weak owner... but plasma)
Necrons : Really slow but really resistant, I made them more like terminators than weak skulls, their desintegrating weapons work well on vehicles too
Tyranids : what should I say, send all your creatures to the enemy (I didn't worked on the tyranids as much as on the other armies, so there could be some changes to do; it's difficult to know what dammage would really do tyranid weapons on diverse units such as vehicles to make it look plausible and have a realistic feeling)
Units production :
Their are special requirements to produce most of the units that are not basic troops.
For exemple, to produce your chaos sorcerer you must have (as far as I remember) produced 4 chaos cultists units and 5 Chaos Marines units.
To produce demons you must have cultists units and a sorcerer etc etc
That prevent the AI from producing only comand units and sending them to death against your whole army and so, when the AI is willing producing anything, it resulsts in beautifull visually and military well balanced armies.
In some races you can produce certain units in the strategy point turrets.
Laz cannons are really powerfull, you can destroy many vehicles in one lucky hit or two (same for infantry, most of the units can't survive to lazgun shot)
Missiles are the same, a bit less powerfull but they always explode, even if you miss, so maybe the most devastating weapon. Avoid missile turrets or destroy them quick, specially the guard turrets
Range weapons in general are powerfull, most of the units die really fast if you don't do some dynamic micro-strategy. Use terrain to cover them, unless you're the aim of some basilisk and it's screwed, then send some soldiers to a suicide mission to destroy artilery, well, you'll find some ways.
Heavy Bolters are powerfull, they can destroy most of the vehicles with more or less efficiency, specialy if there are many of them. Infantry have no way against heavy bolters.
Artillery, I talked about it already, destroy it or keep your distances and be stealth.
Plasma can destroy vehicles and most of the infantry, if you're lucky one shot is enough
Bolters, with one bolt you can kill most of the infantry units, with 4 or 5 bolts you can kill a space marine, if you're really lucky one bolt might be enough. Ten bolters against a chimera ? The chimera is screwed. Diamond point auto-motorized (sorry for my english, I'm improvising) bolts are described as able to pierce any material.
Lasguns... well, is more to reassure the guard than to kill enemies, but when their are many of them it can make a difference. Anyway if you're lucky you can kill a Tau in one or two hits, but the tau might have killed you before you saw him
Orks range weapons in general : sometimes surprisingly efficient, most of the time miss the aim, but a lot of shoota a lot of dead enemies
Eldar range weapons in general : good accuracy, really efficient but more specialized, you can't stand against an armored vehicle with shuriken weapons
Necron range weapons : really accurate (they are robots and they defeated the old ones) but low range, they have to walk slooowly to the enemy and reduce him into particles, even vehicles
20 guards against one berserk have no chance, they are already dead.
I still need to improve it a bit (specially on the reload time of each unit in melee) but it works already
Force hammers and energy fists can destroy a vehicle
Don't turn your back if the enemy have range weapons, if you run you'll be shot in the back and most of the time destroyed
When in melee units take far less damages, basicaly the more the unit is big the more it can be aimed by the units that are not engaged in the melee, and so the more it takes damages
Sight and keen sight :
All units have a basic keen sight (because... how can't you see those invisible scoots ?? Shooting at you with bolters right in front of you nose ?? You can even smell them !!) depending of their natural ability and awareness
Most of the time sergeants, special units and command units have more sight and more keen sight than basic troopers.
Orks don't see really far, you'll have to send them straight ahead if you want to know what is up somewhere, or send some grots, don't bother if they die
Eldars have good keen sight for most of them
Tau have special units with good sights
The assassin and the psyker are really usefull to the guards, an assassin guiding some basilisks.. really efficient
Basic tyranids are lost without the synapse units, they don't see really far, but they can smell, so their keen sight is equal to their sight
Chaos and Marines are pretty much the same, the sorcerer can see further than the librarian, and both races are a bit better than humans in sight and keen sight
Producing costs :
I supressed the requisition and energy cost (I forgot some units, buildings and research costs here and there, I will fix it, but it doesn't really affects the game) so it doesn't interfer with the gameplay based on the time cost of the units.
I'll work on a requisition and energy system later.. maybe.. it's not really needed in the game, but I'll think about it
In some races having some building or some units can reduce the time cost of other units (having a big boss allow you to produce boys and nobs faster; but at the opposite having a chaos sorcerer increase the time cost of the berserkers, because Tzeensch and Khorne are not best friends, but it allows you to have horrors)
In most races having energy buildings reduce the time cost of vehicles.
You'll see some units such as Marines and Necrons regenerating more or less fast for different reasons.
Necrons can't feel pain, they will fight untill they are physically unable to do it and they are made of self healing metal
Energetic armour can take a lot of damages before being pierced, and once it's done a space marine can survive to wounds that would have killed tree men, so I made the space marines regenerating fast.
Chaos Marines don't regenerate as fast because their armor are less efficient.
Other considerations :
I tried to make two more things and failed at it :
1) The units have a normal speed but when in combat situation they are faster (when someone is shooting at you you tend to be a bit faster in your moves)
2) The units sight is far reduced when they are in melee and their keen sight is near than 0 for most of them (when someone is trying to cut you into pieces you don't take the time to look around you), depending on the natural "awereness" of each unit
But I failed on those two parts, it doesn't seem to work, unless for the movment, some times chaos marines are faster but I can't explain why. Anyway, they reach the good speed so, i guess I'll try to fix that later
Maybe you'll find my maps in the mod, I hope so you can send them back to me haha ^^
you'll maybe find some "giant project" or "urban try" among the maps, those and some others are mine and I'm still working on it. But take a look at the "giant project" (there are two versions, one more advanced than the other), it just misses some details and improvment and the map will be ready to make multiple scenarios (it's a road/river fortified half militarised indutrial village station surrounded by dense forests,swamps, desert and stuff) , if ever I can reach its files...