SO
I re-made a "preview" version of the Realistix Kebax Mod, this time based on the great More Artilery's Cinematic Mod.
All factions are not modded, and the modded factions are not entirely modded, but they are modded enough to give you some idea of what I am looking for in terms of gameplay and sensations.
Here is the download link : https://drive.google...iew?usp=sharing
Warnings and recommandations :
1) All races are not modded at the same level, I recommand you to play Marines, Chaos and Guards as a player and to use them or the Eldars and the Orks as an AI enemy (apart from the marines, I'll explain why further). I didn't mod the Tyranids, Dark Eldars and Sisters weapons yet, so it won't match with the powerfullness of the other factions and I did mod the necron weapons/health but didn't test it yet and didn't looked at their sbps so you can play them but I don't know if it will be good. Also only Marines, Chaos, Guards and Eldars have producing restrictions (for example you need to have at least 8 guardsmen units to produce a Baneblade and you can produce only one baneblade of each type).
2) I changed unit health and weapon dammages to give you a preview of what I'm looking for, I didn't mod the abbilities and a lot of details that are entended to be in the final version so just focus on that little part, more is to come, a more complete modding.
3) DON'T let the Marines be controled by an AI, because the commander will make the game crash and, well, the AI don't know it (I tried to make a command squad for him it doesn't work and I forgot to retire him from the barrack spawner). You can play them but just don't build the commander from the marine temple/barracks. The commander produced by the relay building is ok, you can produce and use this one.
4) I recommand you to try it at low speed or super low speed (in the options before starting the skirmish) the first time, because things happen really fast and units die really "young" in this mod (excepted if you play space marines but be carefull with them anyway, a wild lazcannon have no mercy for space marines). You will have to make really quick decisions in the battle.
5) I recommand you also to play with high ressources and the "quick start" option because I didn't mod the ressources (but I think that the ressources gestion that MoreAtillery made in the Cinematic Battle mod wich I based mine on is fine so it's not really necessary) and also with the highest difficulty to have some challenge.
6) Balance : As you understood nothing is definitive, just a little have been done, so don't expect the battles to be fair for the moment.
For now the more powerfull faction are the Eldars, they make good enemies but don't expect to win against them.
Orks are the weakest, because of the powerfullness of the range weapons they have difficulties reaching the close combat where they would deliver their full potential; so I recommand you to play against 2, 3 or 4 ork AI if you want some challenge (2 guards against 4-6 Orks is a good scenario).
Guards : I have some issues with the AI when they are allies, they don't move a finger in the game (they produce a whole army that stays stuck in the base, and sometimes they send a guardmen unit or a chimera to the ennemy and that's all), but as enemies they are good. Still you can use them as allies for their basilisks, not a problem if they stay in the base. Anyway they are good to play too.
Marines : As I said before, play them or don't put them in the game because the AI will produce the bad commander and the game will crash
Chaos : Good to play and good enemies
I'm waiting for Gambit to send me the latest version of the Unification Mod if he wants to, then I'll use this one as a base for my mod to have all the factions available.
What are the defenitive foundations of the mod (the vallues could change a bit, specially regen that should be higher for the spaces, but this is the general idea) :
1) Health and dammage balance
A guard health is 100 HP with no regen,
a Marine Health is 1000 HP + 450 (energetic armor) HP, regen = 25 (natural surhuman recover; not available in combat) + 50 (the armor ability to take a lot of damages before being pierced)
Chaos Marine Health is 1000 HP + 400 (old energetic armor) HP, regen = 25 (not available in combat) + 25 (less efficient armor)
An ork Health is 220; regen 25 (because orks don't mind about minor wounds when they are fighting like loosing an arm)
A Predator Health is 10 000
A guard Lazgun dammage is 45 - 120 (able not to kill a man, or to kill him sometimes; you can't kill an ork with one lazgun shot)
A Bolter dammage is 135 - 1350 (able not to kill an ork but able to kill most of the basic units in one shot, as a human you can't receive a bolt and still be able to fight, so 135 is the min value here)
2) Army Restrictions
I'm sorry if you don't like restrictions but for material reasons I can't do a mod in wich orks should be hundred of thousands to defeat a Marine player. So I have to make restrictions. The most powerfull soldiers are Marines so all the restrictions will be based to match with the marines limitations and be balanced.
An other reason is that I would like to see visualy balanced armies on the battlefield (like not just tanks and commanders with 30 deamon princes fighting each other), based of what is possible according to the fluff (with a few exceptions, like it normally would be really rare to see 4 dreadnought, a chapter commander, a chapter Chaplain, 2 company commanders and 4 different types of land raiders at the same time and at the same tiny little place of a battlefield but it will happen in this mod).
So all the factions will be restricted to be balanced against more or less the 2 space Marines companies that would be the maximum army size for a Marine player :
3 Commanders (I'll try to make the command squads work)
3 Chaplain
3 librarians
10 Tactical Marines squad (10 marines)
4 Devastator Marines squad (10)
4 Assault Marines squad (10)
4 predators
4 dreadnoughts
2 Terminators
1 Assault terminators (but you can make full assault terminator command squads if I manage to do the command squads)
1 wirlwind (the missile battery really well made by More Artillery is too powerfull with my dammages rules, so 1 is really enough)
1 Land raider of each type
and the other units I don't have in mind right now, but you get the idea I guess.
You'll need to have 5 tactical squads to produce 2 Dreadnoughts and 5 more squads to produce 2 other dreadnoughts
All the special, command or tank units availability are based on the presence of a certain amount of basic troopers for each army, it guaranties a visualy balanced battlefield.
As you know if you know a bit the 40K universe, orks would actually need thousand of boyz to defeat such an army, and I told you I can't do such a mod, my PC would go crazy.
So I think I will do a simple thing : Orks will be really fast to produce and boyz and grots will be available from any building (same thing for tyranids), and as it's the case in the fluff, it will take a really long time to replace a space marine (I modded a part of the "reinforce cost time", but didn't mod the "cost time" yet). So when you loose some soldiers you will be forced to resist with a few marines waiting for new squads to come. I hope it will be enough to balance each others.
Well I think I talked enought, now please try the mod and tell me what you think and if you have ideas, suggestions or some issues
Oh yes and what about explosions ?
I would like to make every missile explode like the baneblade explosion animation (41th millenium missiles are not crap) of the vanilla game, I had them in the previous and more adanced version of the mod (but I had some issues with the mod files), but I couldn't find this animation/fx in the Cinematic Battle mod, my bad. But as soon as I can i'll put more explosions !
Edited by KebaxKapak, 10 July 2020 - 08:53 AM.