This mod introduces Renegade Guardsmen as a stand-alone race seperate from both Chaos Marines and Imperial Guard. It is a mix between the two races it shadows. There are no Chaos Marines, only Chaos Guardsmen. As a basis I used the Vraks Renegades as a army list but its armies lists didn't provide everything I needed for this race so I combined it with the Blood Pact. Though these armies could be made into two seperate races they would be similar in too many ways and would be a waste of time.
Small updated version. mostly meant so users of the mod can use this download.
waz up! much thanks for the update downloading now
I can not download says: "The file you have selected (Renegade_Guard_0.64.rar) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes." as I do?
could you guys pls upload it to somewhere else (pls, not to gamefront). Moddb servers are 99% of the time busy. Thanks in advance
Awesome, I'm so glad this is still going!
will it work on DoW dark Crusade
No, sorry.
Torzel, loving the renegade mod. But I would like to know how to actually install the update mod into SS, and also if my friend could use the renegade guardsmen and plague drones in your mod for our own as we are making a lore realistic mod but we seem to have purple boxes appearing from the renegade guardsmen firing, any help you can give us on this?
It's a stand-alone version so you just need to put it in your SS directory. As for the purple box I would send that swaud into combet then press "Ctrl, Shift, `" all together and see if it mentions what file is missing. Hunting down a missing file in particular can be hard sometimes.
Hi Torzel, nice to meet you,
I played this mod since it last release, very enjoing it, now I implemented it in my own mod, and after various gameplay and test, the renegades AI on Hard difficoult is not so hard, especially because they don't uses the standard IG tactics like attach leaders to squads and get broken morale infantry into bunkers, and so I noted that, after checked the AI files with Corsix 5.5, the Renegades AI is identical to the Imperial Guards one, except the tactics in the Loader.ai file, there seems to uses different simbols in the import tactics commands, there are the code --[[ at the beginning of the 3rd tactics, the one of the HQ, and then at the end there is ]]-- after the bunker tactics, also the HQ tactics are doubled here, that instead in IG loader.ai there is only one tactic for the HQ.
So I tried to remove the first HQ tactics and the --[[ and the ]]-- symbol in the code, but every time I do it, I get an ingame AI error (not fatal error game paused) and by pressing ctrl+shift+ @ the log locate me the error to line 33, that is the line of the HQ I deleted, now replaced by the kaserkin one!
I think that this is the problem, but every attempt I've done end up in the line 33 error... can you explain me how to solve it please?
Thank you very much for your time and keep up this amazing work, because I really like to have Renegades as a separate faction than a sub-faction of the CSM race! Thank you again Sir! :D
its time again for some suggestion. the mod greatly improved since 0.60. except for the trigger happy enforcers running and shooting around instead of protecting their wards with their sabers.
maybe its just personal favor but i think the turret teams still looks a bit hilarious. 5 big guns at once (say for 2 pop cap in a squad) looks like the warlord gets sales discount on heavy weaponry. maybe something like popcapcost 1 for maximal 3 turrets (which would make maybe more sense for such a fireteam maybe with some more damage) and something like hardcap for turretteams 4 or 5 so players are forced to use rocket and mortar at all.
another idea would be upgrades for rocket and mortar squads. rockets maybe some customrockets for infantrydisruption or some warpcharged big boom / moralekill with cooldown and mortars something like gas (biovores iam looking at you!) and the generic rhinos smoke screen to support the militia.
the militiamansquad need some moralerebalancing. the idea with 150 0.25 morale is not bad, but they could still have a decreased death penalty at least without grenade launcher upgrade.
the warlord also needs some balancing. he should be more of a ranged teamplayer and stay with his soldiers instead of running around and killing other smaller heros without needed support from his militiaman. some more hitpoints, really big moraleboost to attached squads and reduced meleeoutput maybe more around necron lord or chaos sorcerer, more of course than the loyal commando squads boss. he is stil a tiny human with chaos powers and no space marine with chaos powers. xd
the assasin is still a bit expensive, 200-250/50-100 for around 1500 hp as she is still difficult to play in the lategame could be an idea. 300/0 would be an idea if she would be earlier available like the building of the mechanised command during tier 2,5 as alternative to tanks.
speaking of tanks: is the blight drone still planned as detector?
instead of stims for the ogryn they could have some ability which sends them really berserk with something like doubled/trippled damage and speed at the strategical cost of the whole squad who doesnt take any orders except the designated target prior to the abilities activition, moraledamage or rainforcements anymore until they are all destroyed. fluffwise logical and gameplayreasonable unique.
gameplayreasonable i think the earthshakerround should be removed from the renegadebasilisk, the harbinger is enough. so the warlord still makes sense in tier 3.
Will this work with soulstorm?
Yes, it is designed for Soulstorm only.
hi greater i've downloaded and tried 0.64 version. playing usually crash and in txt report is write as result of error occurred during stank dump, anyone know what's about??. banners of renegade guards are blood skulls/sisters banner, for each armies selected. thank you.
This mod is incomplete and unfinished, Why would you upload something half baked? I was so looking forward to this, and I was so impressed when I saw all the artwork, the Militiamen looked a little gay but It was done really well, and then I started a game and clicking on the militiamen and giving them an order replied with, "By the Emperors will"... And It just completely ruined it for me... and in addition to that, installing this broke the AI. this is so disappointing...
This comment is currently awaiting admin approval, join now to view.
After installing this mod I tried a skirmish game with all other players as AIs. However, the game paused itself as soon as the map finished loading, reporting the error: "Fatal SCAR Error. Simulation Paused." By experimenting a bit, I was able to confirm that this only happens when one of the players is the Renegade Guard; when no Renegard Guard player is present the game functions as normal. I know this is a bit vague of an error to report, but I was wondering if anybody else has reported a similar issue?
Yeah. I can confirm the error.
This comment is currently awaiting admin approval, join now to view.
...Just a thought I have both the Disc Version and Steam Version... Maaaybe it doesn't work in the Disc Version? Will install on steam version to test. Also when running a skirmish game with Destroy HQ the issue occurs but when I run it using the default settings (Take and Hold, Game Timer, Anhhialate) it works?
I can confirm it is the same on the steam version. It's a shame because Destroy HQ is my go to mode which makes this mod unusable for me...
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Hmm bit of a necro but is this a patch or stand alone, it seems to miss a lot of files that are in 0.60 yet both have different folder names and module names
i assume its stand alone ??