Glad to introduce the project with new playable race - Adeptus Mechanicus Explorators.
This mod brings Adeptus Mechanicus Explorators faction into Soulstorm. After the 1st Public Beta, this is now the Release Candidate version.
This is the next version of the Adeptus Mechanicus Explorators mod for SoulStorm.
Installation Instructions
Just unrar the archive in your SS folder, and select the mod from your in-game Mod Manager. Make a CLEAN Install of this latest version. DELETE previous versions.
Mandatory Mods
Besides the Objective Points Mod, Adeptus Mechanicus now requires FreeUI Mod.
Get FreeUI 1.6 Mod Here: Moddb.com
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CHANGELOG
The Changelog is immense. What follows does not cover the full extend of changes. For those lazy to read, just note that we added an ATTACHMENT system, that you may want to experiment with. So:
ART
- Taskbar slightly updated to conform to the new attachment system. See "Attachable Skull Swarms", below.
- Some fixes in the map portion of the taskbar.
- Visitors texture updated. Now they are OK, and TC. I HATE doing textures, but for this it was absolutely necessary.
- Re-worked some icons (for example, the Power-producing button in LPs was a bit confusing).
SOUND
- There was an issue with the Archimagos Prime, and his "relationship" with the NightBringer. So I FFE the whe to point to certain voice folders that I deemed more appropriate.
SCaR
- Further optimised the code. I think it is as fast as possible, now. I removed many redundant calls and functions.
- if any Stalkers are inside the HQ at the time of going mobile, they now immediately spawn (previously they were utterly lost).
- Previously, if you were cueing squads AFTER the clicking the the Modile addon, they were lost (like the Stalkers, above). Now, with an AE trick, you are UNABLE to cue squads if you click the mobile HQ addon.
AI
- AI code updated for dual-role (commander + engineer) squads. Heavily updated (adapted) for skull probes. Code is "crude", but very efficient.
- Archmagos Prime was originally stuck between buildings sometimes (when fist built), because of its size. Updated code fixes this.
- HUGE overall update.
- Skull probe attachment major code update. NEW method coded - the core method we inefficient.
Balance/Design Changes
- Increased the max support cap from 16->20 (through the researches).
- Builders' infantry cap cost, reduced from 2->1. AI notified.
- Reduced Turret ability Requisition cost, from 400 to 300. AI notified.
- HQ max teleport range slightly increased, from 80 to 90.
- No longer the HQ regenerates. There are so many repairers, it is silly!
- Initial cost of HQ dropped from 450/350 to 400/150. (most vanilla races start with 450 req only). Cost for each additional HQ dropped from 250/150 to 200/150. (for most vanilla races the increase is 250/150).
- Visitors got +1 member. They now start with 2 members, and can be upgraded to 4. Formation updated.
- Gave Link Aura to Archimagos (both versions) as well.
- Skulls were repairing too fast. True for other other repairers as well. Lowered.
- Shotguns of Assault Skitarii were causing excessive knock-down. Lowered.
- Mobile HQ is now able to produce squads 25% faster. UCS updated in both the addon and the mobile HQ itself.
- Hell Stalker was starting with 2000 hps which is TOO FEW!!! I gave it a good boost of +400 hps. Seems much, but this is the melee vehicle of the army, and compared to a DN it is too weak.
- Hell Stalker's power cost was 350, which is TOO much. Lowered it to 300.
- Warriors (our walkers) start as light vehicles with 400 hps + a later research that give them +400 and medium vehicle armour!! At start, that is weaker than a good infantry unit. So I initially gave them a GOOD boost of +400 hps. Remember that the IG Sentinel starts with 1450 from scratch!!
- The Warrior's multi-melta did unappealing levels of damage compared to the lascannon (which is of MUCH longer range). So MM dps increased. Also, both weapons were unable to hit air units. Fixed as well.
- Electro armour offers 0.65 ranged damage protection to ALL entities - even enemies - which is OK. But it makes the King Russ unbeatable! So, for King Russ, the protection is lowered to 0.85 now.
- Morale_strength ratings for Automatons are now removed (as they should, mainly for squads). Reason: The Link system (which is attached to morale) is NOT squad-size dependent.
- MAJOR shotcuts update. All entries fixed. Researches included.
- Visitor melee damage was immense! Lowered.
- Praetorian squad loadout modifications: They now start with 2 additional support members (instead of 4), and gain +1 support member per cap research. So eventually they end up with +1 member compared to the previous build. Note: I didn't simply increase the standard "core squad" members number (it's still 1), because it offered no variation: If you indeed need more melee potential, you can always add the melee praetorian in the squad! Formation updated. Transuranic Sniper Cannon and double autocannons weapons' damage, nerffed (it was impossible!). HPs of praetorians modified accordingly (at this 7-members config, they were reaching above-termi HPs). They still kick butt, as they should, of course.
- More Formations Updated (besides Visitors and Praetorians): Skitarii hover (loosen up a bit), Servitors (square), Magos Explorator (triangle). All squads are now positioned in a very "orderly" fashion - as "the machine" should.
- Replaced Turret flamers with "Cryo" guns. (FFEed the whe with Cryo FX, update the Icon, update the weapon damage/stats hit FXes, UCS and AI)
- Turret Cryo-Gun weapon modifiers were dire (especially for movement). Fixed, based on reload_time value.
- Squad UI positioning in the HQ re-arranged, as brother Roderick suggested - I hope. Anyway, it seems much better now.
- Included a small AI update that I missed in the previous patch (fully reinforcing the praetorian squad).
- Countless outer small fixes.
- UCS updates.
Fixes/Other
- Hunter Killer missiles ability of King Russ was using a non-AM icon pattern. Updated.
- Hack ability of Magos Explorator was able to target own buildings, while it should ONLY affect enemy ones - a testing left-over. Fixed.
SERIOUS
- Attachable Skull Swarms and Archimagos: FreeUI now allows 6 weapons + attachable squads. System GRAETLY updated. See UCS descriptions for more.
- More: Added some new event and FXes, added a missing one, fixed countless other tiny issues, massive UCS updates, etc.
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CREDITS
Original Team:
Karandras - Project Leader, 3D-content, OE-code, FX, textures, AE-code.
Warboss_Rus - lead AE-coder.
Archon - 2D (menu design, old taskbar design)
Skinnie - FX, 2D-content (new taskbar, icons, etc.)
Andrei - 3D, animation.
MonkeyXXL - textures (teamcolors and reflection maps).
Dante Inferno - textures.
New Team:
Fuggles
Gambit
jONES1979
Roderick
Shodar87
Thudo
Voice Actors:
Investigator Techpriest -- Tanner Wallace
Hypasists -- Alex Waudby
Senior Hypasist (sergeant) -- Alex Waudby
SPOTTINGS (generic voice) -- David Bodtcher
Tribune (officer) -- Adrian Herrera
Assault Hypasists -- Matthew Green
Senior Assault Hypasist (assault sergeant) -- Matthew Green (currently uses my voice as a placeholder)
Sagitarii (special weapons) -- David Ramthum
Cataphractii Riders -- Caleb Lee
Melee/maintenance Servitor -- Oscar Johansson
Ranged Servitor -- Oscar Johansson
Chrono Gladiator -- Connor Mckinley
Praetorians (elite) -- Daniel Lemke
Senior Tribune -- Daniel Lemke
Magos Explorator -- Tom Holmes
Electropriests -- Lloyd Penny
Magos Artisan -- Donovan Noguez
ArchMagos -- Graeme Dunlop
Warrior of Omnissiah -- Curtis R Wilson
Hell Stalker -- Curtis R Wilson
Leman Russ King Pattern -- Tom Holmes
Mobile HQ -- David Bodtcher
Knight -- Josh Miner
Thanks to:
Thudmeizer for coordinating, organizing voice recordings, support and many other things,
GoldenHorde for soundscript writing and valuable suggestions,
FoK team for their content, modified parts of which we use,
Elysian Legends Mod team for their content.
Wonderful! Most wonderful! I'll report back after testing out!
Excellent brother!!
Remember, when playing, Unification is UBER... But when testing it is better to play each race mod stand-alone (uncombined). This way, any report is must core accurate, and the culprit easier to trace.
Having fun with them so far without any noticeable issues combined and uncombined. I like how Hell Stalkers are worth it now!
The Visitors look beautiful btw... good job
Thanks man!
Well, I have extensively playtested both Unification and Ad Mech, and I am glad no issues arose yet :)
Haven't been here for a while...)
Good job on that attachment feature.
Some FX and ability visuals probably need to be updated. So I can update those FX if the team has an able OE-person who can apply them to units.
btw, Senior Assault Hypasist in current version uses my voice, I think that that's now final, so we can update the voice list :p
VERY GOOD!!!
Im retraced my steps and i messed up one of the installs. Works great im loving it!
is this faction on-par with Ultimate Apocalypse factions or just with vanilla factions?
You serious?
Ultimate Apocalypse has totally revamped units, it's like you tried to play chess on 40k tabletop.
It'll probably work technically, but forget about any reasonable gameplay.
Do you plan on implementing the 30K mechnicum or 40K mechanicus/skitarii units?
some of the units in the mod are technically skittarii but are not specifically name skitarii
I cannot find any guides whatsoever for installation. Pls help
Great Work Guys.
Tried it, didn't really expect much at the start and it seemed pretty damn weird and incomplete when I first tried it (the very few buildings that can be built, no generator building, didn't knew how to raise unit cap etc) but after a few matches of playing I started to really like the mod. Being a huge fan of the Adeptus Mechanicus i'm incredibly happy for this mod, thanks a lot team, keep up the good work! Very excited for what more you guys will add.
um I ugh downloaded the new version of the mod and it doesn't give me any of the new things and gives me the old knight, I have no idea why it is giving me the old version of the mod even after I deleted it
Any plans to add a Armiger or Castellan Knight to this? This is the only mod with Knights so its one of my favorites by default.
Even in death, we serve the Omnissiah.
any updates brewing perhaps skitarii and a fix to the snot green listening post lazar?
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the carapace armor upgrade should convert the hypaspists from infantry to heavy infantry to make up for their costs and the hell stalker heavy armor should be upgradeable at an earlier tier
i also hope the units are more color customizable with the colors more noticeable
This is my most favorite mod i have ever played because of the unique playstyle. The strategy of this faction based on my games is locking a small area piece by piece with pressure until the enemy is suffocated. I would like this mod to be on par with daemonhunters mod and witchhunters mod which on my opinion are the best faction mods. It is very boring to play both witchhunters and daemonhunters because the current faction mods are underpowered. The adeptus mechanicus explorators are very inefficient in tiering and cannot sustain pressure by tier 2. The AI can sustain pressure and even win which means the faction is good but for a player it is very hard to manage. The problems in my opinion are the commanders which should be able to be selected along with army because it is very hard to mobilize an army with its commanders lagging behind or sometimes left out during retreat. Also the main firepower of the hypaspists are the weapon addons and since they die easily the addons requisition time should be instantaneous at least when comm linked. The researches in the reasearch building should also be faster every tier up because most researches in the tech tree is so essential in the core of the army and some are gated by some researches. I hope the mod team consider this and also set the bar for faction mods on par with daemonhunters and witchhunters.
dose this mod work with the UA mod
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if only there was a version for UA
Will there be a fix to the green listening post turret anytime soon? Other than that this mod is perfect!
I don't have your game modification running! :(
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Like this portrayal of them more then the ones in 40K feel properly advanced like the 30K ones.