Compatible with Ultimate Apocalypse: The Hunt Begins 1.82.0, as of 7/18/2015.
What it does:
Adds automatic abilities game rule.
Most abilities will be auto casted. Magic spells, grenades, ordnance and support, etc, when in proximity of enemies. So space marines or guardsmen will automatically throw grenades or call in airstrikes against enemies.
What it doesn't do:
Not EVERY ability will be auto-cast. Some will still have to be manually cast with the following examples and reasons.
Some abilities will not be auto-cast. Situations and examples include:
Abilities that use resources will not be auto-cast. Don't want that requisition and power spammed away.
Stun grenades tend to be used too close and the thrower ends up stunning themselves or allies. This goes double for noise marines since noise grenades have a very short cooldown.
Orbital Bombardment is sometimes cast too close and hurt themselves. Same for Eldrich Storm, Meteor Swarm and others.
Some abilities are overpowered if repeatedly autocast again and again, like Angron's Doomblast.
Some abilities may be casted uselessly, like the Sisters' Exorcist's hunter killer missiles being used on infantry. These will have to be manually casted as well.
So, after several months, I've finally got it to be compatible again, and added a couple of the new abilities in 1.87.2, which is now compatible. Yay! I'll try to be on top of the updates more.
I want to thank Lord Cylarne and the UA team for what must have been countless hours of work creating Ultimate Apocalypse. As well as the original creator...
New update for UA 1.87.2 Same install instructions. Extract the module and folder to your default SS directory. If you use the mod manager, the name should...
Updated for UA 1.86.3. *enabled lightning storm for Lychguard* *enabled mini warp storm for Lord of Change* *enabled missile barrage and air cast strike...
Updated for the UA 1.82 patch on 7/18/2015. Reshuffled some abilities for more efficient casting and added the Vindicare Assassin's assassination scope...
Fixed Dark Eldar darklance scythe. Included Ethereal air strike and mind war. Included Warboss's local WAAAGH!!! charge. Included XV9 Hazard Suit's disruptors...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
This comment is currently awaiting admin approval, join now to view.
will this mod be receiving anymore updates? im quite interested in this mod
should make a alternative version without restrictions.
I dont mind if they eat my resources or blast themselves with grenades.
Thank you for this mod, it really adds something to my squads !
How do I install this mod?
I did not know about this mod until now. oO
hey LC! how'd you like it? any merge plans for future patches?
I could use that especially on Eldars. Though I use standard race mod combiner, instead of such hueg mods establishment as UA is.
I also have problem with Farseer, as the command card has only 12 buttons and 8 of them are already occupied, when attached to Guardians which has Plasma Grenades, Fleet of Foot, Embolden, Entaglement(with Warlock having Mysticism upgrade)with her Guide, Psychic Storm, Mind War and Eldritch Storm; results in abilities like Guide, Fleet of Foot or Plasma Grenades to simply be moved out.
If Embolden and Guide could work automatically, I would be very grateful.
Another thing is, if Necron lord could ever switch or even repeatedly change(lets say for a fee of 100 energy) his 3 abilites gained from Forbidden Archive. Or even be able to have 4 instead of 3.
Asked for that of Ezarik of his Macabee mod once.
does not work on Tyranid's Bio-turrets..
play tested with orks and found that very few abilities autocast but apart from this great work :)