Author Topic: [minimods] Minimod collection for 40k and Rosigma  (Read 3255 times)

Offline Rangerh

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[minimods] Minimod collection for 40k and Rosigma
« on: February 01, 2023, 06:47:24 pm »
This is a collection of several minimods i made to customize and tweak a bit the mega mod 40K and its mega expansion Rosigma, some minimods were posted here on the 40k Openxcom board and some were posted on the Rosigma Discord

Download :
https://openxcom.old.mod.io/minimods-collection-for-40k-and-rosigma

List of minimods in this collection :
-----------------------------------
-Better1stCompany40K
Improve the speed and allow AA weaponry on the 1st Company vehicle

-CommendationTest40
Adds 19 commendations that can be earned by your troops

-Defeator
Allow to play without a care of the threat of negative end month score and budget leading to game over if happening 2 times in a row

-DifficultySettings40K
Enable the player to choose the level of difficulty of his campaign

-FasterHealing40k
Heals troops faster so they spend a more reasonnable time in recovery

-ForceBughuntTurn15for40k
Force the bughunt feature to always trigger at Turn 15

-ImprovedRadar40K
Your bases radars can now detect enemy bases in their radar range

-LessBaseMalusRosigma
Lower the daily negative score impact on you by those quick multiplying enemy bases

-LoweredEnemies4BrutalAIRosigma
lower amount of enemies by mission, made to be played through BrutalAI

-NoDogingRosigma
Remove the dodging feature from Rosigma

-NoTransformRosigma
Remove the enemy transforming feature from Rosigma

-SimplerHulksRosigma
Resimplify Space Hulks mission from Rosigma

Note
----
Each minimod archives contains the minimods related readme explaining the minimod effects and how to install them to your 40K + Rosigma

Note : for the Lowered Enemy for Brutal AI minimod, it is very recommended to get Brutal AI, as both the 1/2 or the 2/3 versions of it were designed for it :
https://openxcom.old.mod.io/brutal-ai

« Last Edit: February 01, 2023, 06:49:06 pm by Rangerh »

Offline Simi822

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Re: [minimods] Minimod collection for 40k and Rosigma
« Reply #1 on: February 01, 2023, 06:59:16 pm »

commendations

add 1xfor Mellee weapon kills

several ones based on killed enemies (orcs, eldar, Tyranids, GSC, chaos, etc)

and maybe later a Weapon proficiency badge /each weapon?/

just like for FMP:


https://openxcom.mod.io/commendations

Offline Rangerh

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Re: [minimods] Minimod collection for 40k and Rosigma
« Reply #2 on: February 03, 2023, 05:56:43 pm »
I have these in the plans for a long time, there are a lot of various kind of commendation that can be done :
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Soldier_Commendations

But when it comes to 40k+Rosigma, i just need to find the time and motivation to manage to sort out the truckload amount of units, giant amount of weapons and their variants, the units various factions so it can get the counts right for those specific commendations.
It's a bigger pain to do than with default xcom/tftd

Offline Rangerh

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Re: [minimods] Minimod collection for 40k and Rosigma
« Reply #3 on: March 25, 2023, 12:56:08 am »
Made an update V2 release of the minimod collection to fix some minimods to work with the latest Rosigma 2.1

Quote
- Added Rosigma Menu Adeptas minimod
- Updated LoweredEnemies4BrutalAIRosigmaV2 to work for Rosigma 2.1
- Updated NoDodgingRosigmaV2 to work for Rosigma 2.1
- Updated NoTransformRosigmaV2 to work for Rosigma 2.1

edit : released a version V2.1 to fix a typo in the LoweredEnemies4BrutalAI
« Last Edit: March 25, 2023, 01:11:43 am by Rangerh »

Offline Rangerh

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Re: [minimods] Minimod collection for 40k and Rosigma
« Reply #4 on: March 27, 2023, 12:05:42 am »
updated again to fix a crash that could happen when some specific missions spawned when using one of the two "lowered enemies 4 brutal AI" minimods

Offline sayan

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Re: [minimods] Minimod collection for 40k and Rosigma
« Reply #5 on: July 31, 2023, 01:13:09 pm »
Thanks for the mods, I've been using several of these for BrutalAI.
However I've run into problem with webway gate mission spawning enemies every turn on turn 1 onwards regardless of webway being destroyed. I've been playing with 3/4 enemies V1.7 enabled(from alltheminimodsv3-96cq). After I disabled this submod and reloaded geoscape save before the mission that fixed it. Haven't noticed anything wrong with spawns in other missions.