Hey! Liking it! Do tell if this one independent or do require the 40k mod
Wow, very interesting mod! Too bad that Commissars won't be able to execute cowardly Guardsmen to restore morale... Or will they? : D
Let's see where this goes.
Dioxine, Solarius Scorch, and I have been greatly enjoying bulletdesigner's 40k mod (https://openxcom.org/forum/index.php/topic,5026.0.html), but have been thinking that the Imperial Guard gameplay could be improved. Therefore, we're release this mod that creates a tech tree choice between playing as the Ultramarines from the original mod, or playing as a regiment of the Imperial Guard! The mod includes new weapons, armors, and craft exclusive to the guard so you can truly overwhelm the enemy with superior numbers if not firepower.
Only the first "tier" of weapons and craft are done right now, so expect more content in the future!
To play this mod, make sure you have Meridian's OXCE+ (https://openxcom.org/forum/index.php/topic,5258.0.html) installed as well as the base 40k mod by bulletdesigner.
It is recommended to start a new campaign with this mod if you've been playing without it, as it makes significant changes to the research tree.
I apologize, honestly I have not played yet but I wanted to ask you if instead of having alternative tech trees you get to let the player manage a base with ultramarines and another with imperial guard.
I do not know if it might become necessary to have a new attribute in the rules to identify the type of the base
soldiers:
- type: "SUPER_DUPER_MARINE"
requiresBaseFunc: ["BEER", "TOILET_PAPER", "TACHOS"]
A tag on armors to give them a weight value for craft loading would be nice, but I think this should be separate from the soldier count. Solarius has mentioned it before, but a craft could be given a weight limit so that instead of the total number of items is limited, the sum of their weights is limited; a similar system could be applied to unit armor weights. Before we just implement this though, we should probably start another thread to discuss it and hammer out some details.One problem is how match item weight with soldier and vehicle weight. Most interesting thing is vehicle where is item too.
@Skullar: Glad you're excited to try the mod! You are correct, in order to advance much beyond the basics of the research tree you will need to pick between Ultramarines Chapter Operations and Imperial Guard Operations, respectively opening up those branches of the research while locking out the other. You cannot switch back on this choice later in your campaign. However, more IG equipment is available from the start of the mod than for the marines, so you still have the option to play the guard in a limited sense if you pick marines, but you won't get much of the new toys that this mod provides.
...picking one of the four 'Strategy' starting researches will re-enable recruiting them...Sadly, i can't figure out how to get new marines at all. To the point when i try playing with only guardsmen in marines strategy research threes. Maybe it's a glitch? I tries to go long enough in 'Scout strategy' and i got to 'Tier II Equipment' without any new marines. Now i start again with 'Tactical' but again - no purchasable marines at all. Maybe i can't get the right research three? There is my save file for example.
...Drop the attached ruleset into the IG mod's Ruleset folder to overwrite soldiers_IG.rul and fix this.
However, the new OXCE code to allow the artillery/airstrikes to function only exists on my GitHub account, awaiting review by Meridian.
Yep, it exists! It works by making a weapon fire a projectile down from the top of the map instead of from the unit holding the weapon, with a few different parameters for accuracy/spread of where the strike falls. Grenades/Proximity mines that use this code similarly create a projectile that falls from the top of the map when they would have normally exploded, allowing for timed 'beacons' for strikes.