Note: regularly updated with minor (ai or cosmetic) changes. This is just a fun mod which is just how I like to play. I usually play vs the ai and with friends. So this is mainly focused for such games (improved ai which destroy your power nodes, use more abilities, is more aggressive). This is an offshoot of the Elite mod with many many small changes, and some big ones. Most small changes are visual tweaks. It in no way replaces the Elite mod. This is just my ideas for content and fun. The Elite team owns their assets and are free to use and distribute any of the assets I put together and maybe implement some of these ideas (Imperator is also free to use any of the Tau assets). Please ask the Elite team and the other original creators of assets if you want to use their assets.
Compatible with Elite 2.9.8 (not sure about 2.9.9)
Updates:
jumpack upgrade for FC (fixed all jumpack models not showing fire when zoomed out), Reworked warboss aromur visuals, Cybork visuals, Added Gorkanaut, xv25 stealthsuit to Tau (as upgrade from xv15), better scale on drones, small improvements here and there to models (ig power claw electric effect, ig power fist glowing/improved, black templars, valhallans, pathfinders), Quad armed deff dredd, White scars added, blood angels librarian, Dark+Blood angels apothocary (as chaplain), Emperors children scheme added, Lamenters updated
Salamander vanguard vets & Venerable dread
scouts wear two toned clothes
Discount Abbadon added to Black legion
SM Dreadnought weapon upgrade adds underslung stormbolter to left arm (instead of nothing replacing the flamer), and venerable dread has 2x flamer
All space marines have new armour type (closer to what you see on tabletop).
Blood Angels Dante added as Blood angels leader
(Blood Angels veterans, Dark Angels Veterans, Classic Ultramarines with yellow trim and red bolters (white trim for sternguard and vanguard veterans), Space wolves revamped)
Colonel stracken as jungle fighters commisssar lord
Tau Riptide scaled up 25%
Tau vehicles scaled down 25%
Light XV8 Battlesuits come in squads of 3; reduced to heavy armour
Vehicle husks/wrecks added for Tau
Bugfix: Tau plague zombies added for Tau infantry
Kasrkin model updated to fit the 5th edition model
Catachan sentinel and scout sentinels updated (all sentinels: searchlight upgrade adds searchlight to model)
Inquisitor hero has two inquisitorial stormtrooper bodyguards (equiped with lasguns like commander retinue)
Chimera 'mobile base' upgrade increases hp to 600 and has visual extra armour on model
Lasguns, multilasers and lasturrents have red tracers like DOW1 and Space Marine game (thanks to iToaster)
T'au vehicles scaled down to true tabletop model
Tau faction added - Thanks to Imperator of Astrates mod, Nastynoodle and Relic for the assets.
Tau are intended to be a glass cannon / rock paper scissors faction. Powerful ranged, but quickly get overrun if countered correctly.
All units, beyond the biggest vehicles, have had the amount of cover they destroy reduced, (but movement speed slightly increased to compensate)
Shokk attack gun for Orks - Mekboy (with working portal ability that fires grots through the warp).
Megannobz - Upgrade for Nob squad
Bloodthirster for CSM
Conscripts for IG
Grots are cheaper and more plentiful, avaliable in T1 can finally be viable to use.
Scout sentinel - global ability for IG comissar (imporved model), can be upgraded to armoured sentinel.
Chimera can use heavy bolter when one unit is inside.
Demolisher cannon upgrade for Leman Russ tank (battlecannon is slightly improved).
Tyranid synapse more powerful and synaptic backlash does more damage.
Ai improvemnets (Yellowmonkey soul eaters elite ai mod with some improvements) agressive ai that destroys your power nodes
Allow ai to use more abilities.
Ai can use transport weapons and some toggle abilities like camo and shields.
Resource bonus for ai.
easy = 1x
Normal = 1.5x
Hard = 2.25x
Expert = 3x
WARGEAR upgrades add visual changes to many heroes (eg spikey armour gives the hero a spikey armour, cybork gives the ork a cyber implant etc). For most heroes
Many, many small visual improvements:
Mostly Imperial Guard, Orks, Space Marines and CSM. Some for Eldar and OM
Removed army level upgrades mostly and implemented the visual improvements into wargear (when hero upgrades his wargear he looks different/appropriate)
Touch ups and addition of army themes, some warger visuals changed (comissars start with chainsword and bolt pistol, and powersowrd is bigger, lord general has smaller sword, ork stormoys have power axes etc etc etc)
Army themes for Jungle fighters and Tallarn which looks more like tabletop.
Ice Warriors of Valhalla "WIP" (thanks to Enlarging cloud for the WIP bits, stay tuned for the proper release by the Elite team)
Dark Elder army scheme visuals for Eldar units. (Thanks Shuma for assets)
Heretics - IG
Jungle fishters Elite - shirtless catachans, bald sergeant with eyepatch and ammo belt acress chest etc.
Few improvements to mordian Iron Guard
Cadia 8th has some monor improvements (female guardsmen, elte scheme catachens more camo)
Space Wolves have proper unit markings / paint schemes
Dark Angels army scheme fits the tabletop models better (From 2nd - 5th edition).
Ultramarines paint scheme and ultramarines DLC modelled to fit with tabletop more.
Blood angels, sergeant, assault marines and vanguard
Scout space marines get capes when upgraded with infiltration ability
Imperial Fists has some edits
Space marine sergeant helmets
Freebooters - warboss starts with less armour, nobs carry cutlasses, pirate dreddnaught
Deathskulls
Feral Orks - (only warboss, mekboy and drednaught edited)
Heros for specific factions modelled (somewhat)
Comissar Yarrick, Lorgar, Butchers nails on world eaters chaos lord and raptor champion, Chenkov, Ciaphas Cain, Amberley Vail, Mira from Space Marine.
Expanded army painter to show more units.
Optional, recommended.
Restore ui which shows the hero during faction selection.
Move the file in mods folder to have active, move it to another folder to have it inactive.
Also thanks Elite mod devs and community for all the support and help with the modding.
Points to anyone who notices changes I made, so many small subtleties. Eg. all melta guns fire a blue/red tracer instead of blue so wont look like lascannon.
Notes on Tau:
Drones, tanks and big battlesuits cannot capture points. Only light XV8 crisis suits (and XV89) can capture, but at 50% speed.
Bust cannon weapon suppress enemies, but only does so after a few hits, has short range and quick set up time when carried by small units.
Kroot are the only melee focused unit, and are only a counter to non-melee specialists (they are discount Catachans).
Effective use of markerlights for damage enhancement and using jet packs to avoid melee are key.
Future plans.
- Maybe, remove suppression from Tau burst weapons and implement a suppression ability (like ork shooters).
- Fix unit commentary for Tau (sometimes units call them guard sometimes Eldar)
- Implement ai tweaks so ai uses more abilities (mostly toggleable ones).
- Add more Dark Eldar units.
- Combine all mod archive files into a single archive and set up mod in its own folder.
AND MORE!
Average
5.52 votes submitted.
Note: I removed the version which included its own defaultchaptercolours and armypaintercolours so that it now does not interact with any Elite mod settings.
The disadvantage is that you can't change the Elite paint schemes when playing this mod.
The advantage is that you don't need to change any settings or move any files when having this mod installed at the same time as Elite.
Elite is the primary mod.
Very cool, finally the Tau can fight in Elite!
Small question, with the alternative hero selection, some of the Space Marines and Eldar Commanders go missing, removing it returns most of them, but the ordo malleus are still missing.
The Eldar lose the exarch, the marines the techmarine and the ordo malleus the assassin and the grey knight. Removing the mod still leaves the assassin and the grey knight out.
Can't you make it so the new ui has the extra space for commanders and bring back the missing ones?
I can't change the ui (alternate hero selection mod is only the default ui from vanilla retribution).
Those heroes can be re-added, but I prefer not to, since I usually let the ai choose random factions and don't like having space marine factions appearing so often when random faction is chosen.
Play hero assault game mode or play the real Elite mod if you want to use all OM leaders.
Me again, after playing a bit with the Tau, I would like to offer my opinion on balance and visuals.
Visually stunning but there is a problem with their vehicles, they look desproportionately big compared to the vehicles of other races, they probably need a 20-30% size reduction. And the other way around with the Riptide battlesuit, it looks kinda small, probably a 20-30% size increase for it woulc be great.
As of balance, I think Crisis battlesuits should come in squads of 3, maybe with 21 pop cost, like terminators. the weapon upgrades could affect the whole squad or substitute them for only two upgrades, an anti infantry and an anti-vehicle that distributes diferent weapons to the members of the squad. They should be able to get gun and shield drones, similarly for the Broadside, it should be able to get missile and shield drones. Stealthsuits should be able to jump, like other battlesuits.
That's what I saw playing as the Tau, I'll be playing against them a bit and be back if they have something op or too annoying.
Good points.
- See version 1.3 for the correctly scaled T'au tank vehicles (to tabletop model dimensions).
- Riptide should be about 30-50% bigger. This will take some time.
- Why do you think the crisis battle suits come in squads of 3 (I have been thinking about this myself). Do you mean also the X89 heavy suits? or only the X8 suits?
Well, Crisis often come in squads of 3, and it would help with keeping them alive and give the squad more firepower.
But most importantly, as it would be a bigger squad, it would be easier to manage with the control groups going from 1-9, so you don't have that many squads, but those squads are more capable.
The heavy crisis, tbh, I'd make it an upgrade from the base crisis,like the veteran space marine units.
For the Riptide maybe you could chek Soulstorm's unification mod, the model and animations used for it there are better than the ones the Astartes mod uses.
Looking into the future maybe a unique reskin for the Farsight Enclaves would be amazing.
Riptide is scaled up now
Could you make a optional file that enable Brother Captain and Eversor Assassin
for the grey knight faction? Thanks for the awesome mod!
How to play as Tau in skirmish?
they are found as an Eldar commander
Since this mod focusing on comstomp game, can you add in the description what the ai does in different difficulty levels? In vanilla elite, i usually can handle expert but in here, i cannot manage even just hard difficulty. lol.
is there, resource bonus on them perhaps?
Resource bonus
easy = 1x
Normal = 1.5x
Hard = 2.25x
Expert = 3x
I think on vanilla
Easy = 0.5
Normal = 1
Hard = 1.5
Expert = 2
But biggest changes are ai used upgrades and abilities and are more agessive and smart with unit build choice
Can this mod be used with Vengeance of the Blood Ravens?
no
Really a fantastic mod, but daaang the updates have been rapid fire lately. Feeling particularly inspired as of late?
had a buddy visiting
Hey man is it possible to tweak the ai resource rate on hard and expert? As of right now hard is impossible to beat with a 2.25 rate,the ai has vehicles way too fast and spams so many units and there is nothing i can do to counter that,and on normal the ai is way too easy,can you tweak the rates so they are 1.8 on hard and 2.2 on expert? That would be way more balanced i think..
I do need to change how this mod is uploaded since it should not be connected on moddb to elite mod.
The mod will be uplaoded today under Waagh mod, without a connection as an addon to Elite mod