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Black Templars Armageddon Expansion


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#1 jONES1979

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Posted 28 June 2011 - 09:28 AM

Here will be posted info about Armageddon Expansion mod .
This is a combiner-like mod, that require a presence of both "Black Templars" mod and "Steel Legion for SS" mod installed

Goal:
- Fix, tweak and rebalance some issues of SL race implementation (with which ones I was disagreed during "Steel Legion" mod porting to SS :))
- Add some new features.

- Full integration of the Steel Legion map pack , (If I'll be able to get a permission Permission recieved), to avoid problems during multiplayer games.
- (Probably) Add some scenarios / rules for Steel Legion Map Pack
- (Finished) Completely remove a soulstorm-FX from game's main menu screen. :grin:


Balance(gameplay) difference from "Steel Legion for SS" mod:
- Overall, race is subject to be nerfed.
- Commissars are available to both branches, cannot detect
- Commander's health much less than health of Imperium's counterparts Commanders. ( now Imperial Missionary is weaker than SoB.Confessor, Yarrick looks weaker than SM.ForceCommander) )
- Mechanised Infantry (Armoured Fist) Doctrine reduce recruitment time and requisition cost of commanders.
- Disable a Build Order in which first Leman Russ (Vanquisher) is available VERY early

Spoiler



Planned Finished
- Fix the Rough Raiders tracer FX (Now it is laser, not bolter tracer)
- Bigger explosion and damage from Cyclops demolition vehicles

Desired (ideas for future):
- Commissars can garrison inside Chimeras
- Return of Dragon Teeth fields (at least for human players) ?
- Add a Valkirie landing animation to the Observation bunker "producing troops" motion (Armoured fist branch).
- One good but secret unit :)


Credits:
- "Steel Legion" DC Version mod team
- "Steel Legion" SS Version mod team
- Thudmeizer, UnDirector and MDcertainty personally


List of changes below and will updated .


--------------------------------------------------------

P.S.
Please, avoid posting in this thread, I want to save it as a "change-log only".
If you have feedback, comments, suggestion, bug reports regard original SL for SS mod - please PM me.


Edited by jONES1979, 08 March 2013 - 05:52 PM.


#2 jONES1979

jONES1979

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Posted 02 July 2011 - 08:25 AM

Current list of already implemented changes. (More to come later, after tests)


-BRANCH SELECTION

steel_legion_branch_armoured_fist
Reduce recruitment time and requisition cost of Commissars, Lieutenant Colonel and Yarrick



-STRUCTURES

steel_legion_tarantula

cost: requisition 90 -> 80, power 45 -> 30, time 40 -> 30
HP 900 -> 650

steel_legion_personal_mine
cost: requisition 20 -> 10
requirement added : 12 per ammunition_bunker



-UNITS


steel_legion_infantry_pioneer
* Now pioneers are above than regular troops
type_armour: tp_infantry_low
type_armour_2 added: tp_infantry_med
cost: requisition 25 -> 35 (so recruit cost 50 -> 70 per squad, reinforce not changed)
HP 125 -> 160
(obsolete) requirement removed: required_structure(ammunition_bunker)

steel_legion_squad_pioneer
capture_rate increased : 0.43 -> 0.63 (SM.scouts, CSM.cultists has it .63, IG.guardsmen .85)
ranged_attackrange 45 -> 30


steel_legion_infantry_troop
type_armour: tp_infantry_med -> tp_infantry_low
type_armour_2 added: tp_infantry_med

steel_legion_squad_soldier_lp
!!! check for squad_transportable_ext.nr_spots 1.1
steel_legion_squad_soldier_chimera
?!? to add steel_legion_infantry_lieutenant as a leader.
?!? to decrease starting loadout 9 -> 5


steel_legion_infantry_sergeant (* tp_infantry_high.lua)
HP 400 -> 300
HP.regeneration_rate 1.0 -> 0.5


steel_legion_cavalry_rough_rider
sight_radius 35 -> 25,

steel_legion_squad_rough_rider
reinforce requisition cost 35 -> 40
morale 300 -> 275


steel_legion_cavalry_rough_rider_sergeant
sight_radius 35 -> 25,



steel_legion_infantry_stormtrooper_deepstrike
cost: time 3.5 -> 5 (so recruit time of squad 17.5 -> 25, *IG.guard_squad_kasrkin.recruit_time = 35)

steel_legion_squad_stormtrooper_deepstrike
reinforce requisition time 15 -> 11 (as much similar to IG.guard_squad_kasrkin)
ranged_attackrange 30 -> 45


steel_legion_infantry_stormtrooper_sergeant
type_armour: tp_infantry_high -> tp_infantry_heavy_med
HP 800 -> 400, regeneration_rate 1.0 -> 0.5
HP.Armour 0 -> 100 (*LOL)


steel_legion_infantry_heavy
steel_legion_infantry_heavy_2

??? strange attributes discovered: type_ext.type_synckill

steel_legion_squad_soldier_heavy_weapon_2 (lascannon)
attack priorities sorted (vehicles first)

TANKS

steel_legion_tank_chimera
sight_radius 35 -> 25

steel_legion_squad_tank_chimera
ranged_attackrange 30 -> 35


steel_legion_tank_chimera_armoured_fist
sight_radius 35 -> 25
speed_max 35 -> 30

steel_legion_squad_tank_chimera_armoured_fist
ranged_attackrange 30 -> 35


steel_legion_tank_chimera_autocannon
sight_radius 35 -> 25

steel_legion_squad_tank_chimera_autocannon
ranged_attackrange 30 -> 40



steel_legion_tank_hellhound
sight_radius 35 -> 25
speed_max 32 -> 28

steel_legion_squad_tank_hellhound
ranged_attackrange 25 -> 35


steel_legion_tank_trojan
cost: power 20 -> 30
HP 950 -> 1150
speed_max 18 -> 22


steel_legion_tank_sentinel
* (scout purpose)
cost: power 30 -> 50
HP 600 -> 750
speed_max 22 -> 28
rotation_rate 150 -> 600
sight_radius 35 -> 30, keen_sight_radius 35 -> 25


steel_legion_tank_cyclops
HP 280 -> 360
type_armour: tp_vehicle_med -> tp_vehicle_low
special_attack_physics_ext.disable_special_attack: false -> true
melee
charge_range 10 -> 20
in_melee_modifiers: default modifiers removed
in_melee_modifiers: added health_degeneration_modifier, so now unit detonate much faster :)
death_explosion
area_effect.weapon_damage.armour_damage.min_damage 100 -> 500
full set of area_effect.weapon_damage.hit_events added
area_effect.weapon_damage.modifiers added enable_production = -1 with max_lifetime = 5 sec
area_effect.throw_data.force_min 30 -> 50

abilities
steel_legion_cyclops_detonation updated to reflect the new HP

steel_legion_squad_tank_cyclops
requirements required_squad_cap 3 -> 5


steel_legion_tank_salamander

HP 800 -> 900
keen_sight_radius_modifier +15 when any Commander loaded

abilities
steel_legion_sensor_sweep
keen_sight_radius_modifier (+45) exclusive set to TRUE

steel_legion_squad_tank_salamander
ranged_attackrange 35 -> 30


steel_legion_tank_basilisk (enclosed)
cost: requisition 300 -> 150, power 150 -> 250 (as IG.basilisk)
HP 1150 -> 3150
sight_radius 35 -> 45
speed_max 18 -> 16


steel_legion_tank_vanquisher
!!! Is unit generate a DE.Souls? Need to check.
!!! Unit is a subject of DE poison damage due to default AE values? Need to check.

added health_ext.poison_damage = 0
added health_ext.poison_damage_duration = 0
health_ext.max_repairers: 3 -> 2
sight_radius 35 -> 45 (as IG.leman_russ)

steel_legion_squad_tank_vanquisher
requirement added: required_structure(ammunition_bunker)

steel_legion_tank_stormblade
steel_legion_tank_stormsword

can_be_possessed_by_enemy: true -> false (*Relic units should not be possessed by necron's)
use_hero_ui: false -> true
health_ext.max_repairers: 4 -> 1 (balance purpose, as IG.Baneblade)
synckill_ext removed


steel_legion_squad_tank_stormblade
ranged_attackrange 40 -> 70

COMMANDERS


steel_legion_infantry_commissar
HP 300 -> 350
HP.regeneration_rate 1.5 -> 1.0
sight_radius 30 -> 25, keen_sight_radius 25 -> 0
special_attack_physics_ext.disable_special_attack: true -> false

steel_legion_squad_commissar
morale fixed (as IG.commissar)
broken_min_morale 150 -> 20
broken_min_time 10 -> 5
requirement removed : required_research(steel_legion_branch_armoured_fist)
requirement replaced: required_structure(ammunition_bunker) to required_structure_either(ammunition_bunker or relay_station)


steel_legion_infantry_lieutenant
HP 1000 -> 900
armour_minimum: 3 -> 0

steel_legion_squad_lieutenant
morale fixed
broken_min_morale 150 -> 50
broken_min_time 10 -> 5
requirement replaced: required_structure(ammunition_bunker) to required_structure_either(ammunition_bunker or relay_station)


steel_legion_hero_uriah_jacobus
cost: requisition 210 -> 150, power 70 -> 30
HP 1550 -> 1050, regeneration_rate 1.5 -> 2.0
armour_minimum: 3 -> 0
sight_radius 25 -> 30, keen_sight_radius 0 -> 30
melee
charge_range 10 -> 15
in_melee_modifiers: health_rangedamage_received 0.774 -> 0.5
added charge_modifiers (the same as in_melee_modifiers)


steel_legion_squad_uriah_jacobus
morale fixed
broken_min_morale 150 -> 50
broken_min_time 10 -> 5
requirement removed: required_structure(ammunition_bunker)


steel_legion_hero_yarrick

sight_radius 30 -> 25
HP 2200 -> 1500
cost: requisition 275 -> 220
persistent health_rangedamage_received_1_modifier *0.9
melee
in_melee_modifiers health_rangedamage_received 0.774 -> 0.5
added charge_modifiers (the same as in_melee_modifiers)

abilities
steel_legion_forcefield
recharge_time 120 -> 60
duration_time 20 -> 30
added health_rangedamage_received_2_modifier *0.25






Edited by jONES1979, 10 November 2011 - 01:35 PM.


#3 jONES1979

jONES1979

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Posted 10 November 2011 - 01:35 PM

---------------------------------------------------------------------------------



Please, avoid posting in this thread, I want to save it as a "change-log only".
If you have feedback, comments, suggestion, bug reports regard original SL for SS mod - please PM me.





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