Drastically changes game play. Consolidation_Mod is planned as precursor to Consolidation.
Current factions - Space Marines, Imperial Guard, Chaos, Eldar, Orks
Space Marines - Small in number but incredibly powerful, the space marines are just as tactically effective at the beginning of the game as the end, just as powerful in the early tech levels as in the late, superior use of individual units is how the space marines operate. The role of the Adeptus Astartes truly is to "hit them hard, hit them fast, no quarter or questions asked". Players who like quality and micro management will prefer space marines.
Imperial Guard - forts firepower logistics and numbers, the imperial guard can hold out against pretty much anything. Fortifying is necessary at first, because the guard is dependent on research to develop their infantry and leaders. Infantry best when levied in masse and supported by commanders. Fortified guard positions are near impenetrable, as long as they have the necessary logistics, the guards ranged weight will prevail. If you can make to tier 3 you gain access to far superior logistics, and armour, at this late stage the guard is unrivaled, unmatched in fire power, numbers, endurance, and supply, shock and awe will befell all their opponents. The Imperial Guard truly is the Hammer of the Emperor. Best for players who enjoy slower paces.
Eldar - most strategically flexible of all factions, raids or steamrollers, fortify or patrol, avoid conflict, or go toe to toe, the eldar can do it all. Having the most powerful psykers, mobility second only to the space marines, and capability to swarm. fast tech and quick buildings the eldar may not have the best of anything but are the first to get everything. Players who like a broad range of tactics should enjoy the eldar.
Orks - Multitudes, green tide, the trademark of the orks. With cheap structures and limitless gretchin slaves the orks are very hard to wipe out entirely, commando raids or swarming with hoards fast vehicles for constant skirmish or heavy tanks for heavy combat, powerful individually or in groups, the orks are second only to the eldar in strategic flexability.
Chaos - Fairly self explanitory.
The Space Marine infantry are incredibly powerful and flexible, but few in number. Use them wisely. The HQ provides tactical drops useful for early land grabs and reinforcement of troops. Now most factions have few capture units. Depends on faction. Only Space Marine Scouts can capture. Space Marines do not have the man power to engage in large multiple front slug matches. Those who play space marines should not let themselves be drawn into such engagements, forfeiting territory is probably better. Space Marines should be used tactically whenever possible. Tactical menuvering will off set the limited numbers long train times, and high costs of space marines. when the Space Marines advance to tech 3, they can drop entire armies behind enemy lines, or into bases or the center of large troop formations, or simply to flank or hit them enemy tanks with lots of anti armour weapons all at once and in their minimum range to boot, decimating them. The Lack of numbers is not a problem with Space Marine Tactical Flexibility.
The Guard and the Marines share several techs and generalist specs, but play very differently. Don't try to play one as the other. Send in a reserve!, and, shell 'em till they glow!, are now lagit battle tactics.
Eldar are Incredibly quick to advance, howver they cannot expand like other factions due to high cost multipliers. Use the psykers well, as they are frail, like all eldar.
Orks, should build lots of structures redundantly and not worry when some get destroyed.
Chaos has 2 sections. Recent traitors and those called in from the warp. As such all most all chaos units require a relic, since the knowledge of how to call in reinforcements is archaic rare and often lost. Chaos taint works differently now. It damages and reduces the moral regeneration of opposing forces as well as increasing the damage received, it heals at 2 separate rates, larger radius - lesser rate smaller radius - greater rate; the larger radius HP is doubled and the smaller, damage received is greatly reduced. All benefits affect all chaos units and structures, because the greater the ruinous powers influence the more the greater the effects on the material. Also, the bonuses stack opening up new strategic possibilities, also this part of the story conveniently when translated into the game, offsets the chaos lack of relic handicap mutating cultists and traitor guardsmen to be closer to orks than their good human counterparts and vastly increasing the resiliency of all structures when buildings are clustered.
All most all vehicles now require you to crew them. e.g. Lemun Russ takes 6, and Baneblade takes 10. Only some infantry can crew vehicles. For the guard it's most, for the Space Marines it's tactical marines. Be careful not to ready tanks without adequiet infantry to crew. Also tank killer weapons are now really tank killer weapons. Some will kill a tank with a single hit. Also tanks are expensive and time consuming to produce. Tank killer weapons by comparison are not in any way. Furthermore tanks require vast resources to field and so should be used sparingly lest they slow your development to a crawl. Still, tanks are extremely durable, long ranged, and powerful. For these reasons they will be highly sought after and fielded only when necessary; the use of a tank can tun the tide of an otherwise lost or extremely stagnant engagement; the loss of one tank has the potential to loose the game.
Upgrading units and advancing technology, will increase expense, and train time. More advanced tech is not always the answer, don't simply try to tech up the tree, it could cost you the game.
These are only some of the changes. The game play received a massive overhaul.
This game is about stratagem and tactics. As such the game plays vastly different than most other RTS games today.
The game play can't be explained here. If you want to know you have to experience it.
Because of the crappy AI that came with the game, and that I do not have the knowledge to fix it, this mod works best for human vs human.
Wrote new rules for armour and weapons. The existing class system was pointsless since all AP is now the same for all armour. e.g. Lascannon has something like 1000000 AP for inf vehicals and buildings.
Since AP is now standardized (if it can penetrate tank armour it can penetrate inf armour) eliminates the former class system which used different AP for different armour types. This made it necessary for the creation of a new rules to make point in having different classes. Each class now has its own rules for armour armour min health and damage reduction interactions. Each weapon class also has its own damage, AP, damage min value, modifier and fire cost ( F-C still WIP) rules. e.g. Most small arms have an AP value of x10 the damage minimum. Plasma guns have x100, and orks use the damage max instead. Eldar weapons now ork different. Most small arms use point AOE. Bolters use a circle being explosive. Some eldar weapons use circle like their star cannon, just like other plasma weapons, but shruken weapons use a very small small pie AOE. The warp spiders weapons use a slightly larger pie but have shorter range, and the are faster to fire and have more damage but less AP. Scatter laser is now like a big laser shotgun, rapid fire, and about half the range of before(i think 15 instead of 30, or something like that) and use a pie area of effect. Bright lances use less power than Lascannons have less attack power, but more armour piercing I think. The Eldar are now reliant upon the guidance of their leaders to survive, this comes from the rigid structure of eldar society. Also eldar are extremely frail, and the women eldar even more so. Girl humans are also far more fragile than men, though its still confined to civilians and i have not yet included them in the mod. The eldar typically have between 5 and 10 HP and like the imperial guard are reliant upon the armour they wear for resiliency. Imperial guardsmen have 15 HP, and start with 200 armour. Guardsmen armour can be upgraded to give them significant resiliency however it greatly increases their train cost, and to upgrade takes a long time and lots of $$. The guard get two types of guardsmen. Imperial Guardsmen and Guardsmen. The former are equipped with basic weapons/heavy's and armour, and being called from off world do not benefit from the domestic upgrades. The latter being local draftees have all the advantages of your local position, and so can be equipped with superior heavy's, meltabombs frag grenades, superior armour and training and benefit from moral upgrades. All these improvements however vastly increase train time and expense and make difficult to field troops in large #s. Since guardsmen are only human, even when upgraded are no match on their own for most foes, and must be fielded in large numbers. Even with superior logistics accessed, resources are stretched when training and fielding an adequate army with improved equipment. Reliance upon soldiers from off world for early heavy's and later numbers will be common place amongst guard players. Another change is that for almost all weapons min damage value has been removed. This means that lasguns can not penetrate marine armour. If a guard player is up against marines they must employ heavy's, simple as that. So this creates yet anther level of tactics and strategy to the mod. Guard have a squad cap of 1billion and vehicle cap of 1 million I think. The SM have only 1000 squad cap and 100 vehicle cap (cause I couldn't find anything on the vehicle limit of chapters) however a single SM properly armed can square off with more than 10 guardsmen on his own. Further more tactical deployment of marines via drop pod in the middle of a formation of lesser infantry will, well, squash them. Meltabombs are truly tank killers. A single one can take out or nearly most tanks, if not all (I haven't fully tested). This makes it necessary to protect tanks with infantry, less they be quickly dispatched by other infantry. Meltabombs because of their power and weight have a very short range and infantry must get close to use them against tanks or structures. Stealth is now a huge advantage as their are few detectors. The orks only have the bigmek to detect stealth. The SM and chaos use their listening posts, the guard HQ detects stealth and level 3 has a massive LOS. All eldar infantry detect stealth, but no eldar buildings or vehicles do. Stealth allows a scout or 2 to sneak up to a structure or tank and throw meltabombs destroying the target almost instantly, and then sneak away before the opponent can dispatch forces to then dispatch the attackers. The mod now favors tactical usage of troops, esp. micro since almost all weapons obey terrain and unit blocking LOS. Since all units and most terrain block LOS the game is no longer a spam contest. You can avoid being shot at by an eldar listening post if you can take cover behind the webway gate next to it. If you want your guardsmen to shoot at the other guys troops you'll just have to redeploy them or wait till the guys in the front of the formation are gunned down. Only artillery is unaffected by terrain and unit LOS blocking. This makes fielding and countering artillery units paramount, even before MBTs or even super weapons, as both can be dispatch easily by a well coordinated artillery bombardment. The biggest orks now increase train speed and decrease production cost simply by their presence on the field. Assassinating these biggest orks is critical to countering even crippling the ork waaagh. Also ork medics now can get their fellow orks perpetually stoned so they don't know their supposed to die when a devastator shell hits them, and thus don't. This however has the effect of making the orks horrible fighters extremely sluggish, and unable to see straight, or really any distance at all, so its not difficult for opposing players to hold the orks off, or just go around them, when they're under the influence.
Commanders can now drive vehicles, this adds a new level of strategy to assassination games. All factions follow a simple rule regarding troop deployment: You can't field those you can't support. This means you can only increase your squad and vehicle cap by as many troops as you can garrison in that building. Guard HQ garrisons 72 and adds 72 to the pop cap. etc. not all structures which can garrison can also support pop. Listening posts as an example do not support pop, though do garrison a small # of infantry. Space marines and chaos are the only exceptions. Both SM and chaos are geared to fight with limited support. SM don't follow the rule because they are all called in from off world, typically ships in orbit, and so long as you have some presence on the ground its worth deploying a portion of your total army; and chaos, since they are made up of mobs of traitors with intention of returning to civilized life, and small war bands of never aging chaotic marines or monsters from the warp, as long as there are some chaotics in the area its worth others joining up with them to mame and pillage.
Eldar structures are costly, and weak without their abilities to improve them, but they are created incredibly quickly in comparison to the structures of other factions, and never increase in cost. this forces the eldar players to rely on stealth and mobility at first, raiding once they have access to leaders, and relocating their bases when the opponents bring up protected stealth detectors. Eldar operate with few small, easily moved around, bases most of the game. They are geared for this with their web ways and HQ having high pop cap increases, relying on sections of webway for room and board for troops and storage for vehicles. The eldar can field giant armies right off the bat, they just lack the resources to do so. Its extremely difficult to wipe out the eldar early on, cause they can shroud their buildings, and could be any ware, even in the middle of your own base. You never know where a webway gate might be, and thus never know where the eldars troops may just apear out of nowehere, it can be even more intimidating than the space marine drop pods squashing your army, cause atleast they requier LOS to deploy. No SM in the area, no death from above. Eldar can attack without warning with massive armies from anywhere or nowhere, all supported by one small base which you just can't ever seem to pinpoint. Fighting eldar players will make newbees paranoid.
Other changes too......
I also found out that SS races can be played on WA, if you can downgrade the artwork or something, otherwise it half crashes the game, since it dies upon loading yet the artwork is still "in use" and the folders containing can't be moved. So when i figure out how to do that i'll add all factions to WA. Also I think I've figured out how to consolidate, so once I can code, or script, or whatever, i'll consolidate the Imperium of Man as somthing like I had origanally planned for SS, I think I just build the whole mod for WA exclusivly instead of moving to SS. Anyways I'm looking for folks to help out, anyone who wants to should send a message. It's just me so its comming along slowly, and i'm getting to be more and more busy and have not the time to wok on this much.
Looking for alpha testers *** must know the story *** - and graphics folks, and coder folks, well, I'm looking for a team.
Bad news. I fouled the mod - again (sigh...). Now it crashes the game, and I can't figure how to fix it. This is the 5'th + time I've had to start all...
Latest video too big to upload to the moddb. Brief glimpse at the overhauled game play. Blame my older computer and lack of knowledge of how to fix the...
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