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The new version of SaR is released. It now supports the Codex and the Titanium Wars mod. It features the "Endless Search", the "Rescue Enemies" and the "Reinforcements" game modes. Then there are new winconditions to turn auto-requisitioning for builders on/off and to allow you to build mines. And finally it includes the "Campaign Buildings" winconditions.

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A long time has passed. I was very busy and progress was very slow, but now the new version is ready for you.

Search and Rescue Mod beta 0.3

It now supports the Codex and the Titanium Wars mod. The SaR start script detects your installations as usual. So just start it and select.

Also new are the modes of Search and Rescue, that let you customize your battles. There is the "Endless Search" mode, that allows you to rescue prisoners until there are no cages left. In this mode you cannot go back to your drop point and get caught up, so you have to annihilate all your enemies.
There is the "Rescue Enemies" mode, too. It makes you able to free your enemies prisoners when you are finished rescueing your own.
Two of my favourites are the "Reinforcements" modes. You can choose to get reinforcements after 10 or after 20 minutes. The reinforcements allow you to build up a base like in normal matches.
Then there are new winconditions to turn auto-requisitioning for builders on/off and to allow you to build mines.

And finally it includes the "Campaign Buildings". As mentioned before these winconditions make the game spawn more buildings randomly. You can take control of these buildings by capturing the near strategic point, objective or relic in most cases. Some of the buildings need you to fortify the related strategic point or relic.
I changed the way the Resurrection Beacon works. It does not spawn Necron Warriors anymore, but you can produce one squad per Beacon. I also added the Beacon of the Void Dragon, that can make enemies loose control. Moreover you can select the Tower of Khorne, that can slay infantry units around it. And there is the Blood Pit available, which I like most. It allows you to sacrifice your own troops and to get blood from them. Then you can spend the blood to summon Khorne Berserkers.

Collect blood with a Blood Pit......by sacrificing troops

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jONES1979
jONES1979 - - 2,368 comments

Indeed, that new modes are fun!

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EvilIsador Author
EvilIsador - - 152 comments

Yup. And I have many ideas for more options...

But I'm yet not sure how they'll be in detail. I have to think about it.

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jONES1979
jONES1979 - - 2,368 comments

At the time of release of 6th edition codex Rule Book, I have in mind some win-condition regards theirs TT game mods (Relic's related). Unfortunately since those times, I really have no spare time to implement my ideas.

The adding of such a wincondition, is probably good fits you mod.

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EvilIsador Author
EvilIsador - - 152 comments

Sadly I don't know any codex. Lexicanum is all I need. I don't know if it covers these mods.

Can you provide more information about it? Will I need new models for that? I'm not a modeler, so this would make it quite impossible to implement...

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jONES1979
jONES1979 - - 2,368 comments

...it probably require to made additions to some attribs/RGD, and re-use FX-es/events, or made new ones.

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EvilIsador Author
EvilIsador - - 152 comments

That's no problem for me.

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jONES1979
jONES1979 - - 2,368 comments

Tabletop based, the general concept is when you capture TT Relic Objective, it randomy affect on battlefield nearby. It can be positive or negative effect of different kind, depend on cubes.
For the DOW, since captureing of Relic Point is vital, it either can bonus your squad with additional modifiers, or complicate the enemy to recapture this point.
It can be blessing for any who goes into relic's range, of vice versa, spawning the corrosive pool at this place.

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EvilIsador Author
EvilIsador - - 152 comments

Well, that's something I already thought of. But I planned to make some campaign buildings for this. E.g. a bloodthirster statue, that fears enemies or makes your troops better in close combat.

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jONES1979
jONES1979 - - 2,368 comments

Yes, but in Tabletop Rulebook, the effect is Random! You don't know what will happens until you get Relic captured.

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EvilIsador Author
EvilIsador - - 152 comments

That's no problem.
I could make a bloodthirster statue, that randomly either fears enemies or makes your troops better in close combat or... ;)

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GreenScorpion
GreenScorpion - - 1,935 comments

Or simply starts killing troops near it as it desires (without moving away from its position of course).

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jONES1979
jONES1979 - - 2,368 comments

Yes, you could. You could even replace the relic_point model itself with a bloodthirster statue or any other entity, by scar-script and minor AE-coding, not a hard work.

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EvilIsador Author
EvilIsador - - 152 comments

But the bloodthirster statue has no flags...
And if you build a listening post on it it would look really strange ^^

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jONES1979
jONES1979 - - 2,368 comments

Just to note:

- Flags are not really necessary. And, probably, you can do the TC-able texture.
- And no, you can not build LP on whatever you want. Like, for example, you can not build it upon Objective_Point. It is a matter of AE coding: what you can allow to do, and what you restricts.

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EvilIsador Author
EvilIsador - - 152 comments

You can build LP on whatever you want. You just have to set the type_environment in the type_ext to tp_strategic_point_struct and make sure, that the scales in entity_blueprint_ext are greater than 2 (the scale of LPs).

But unfortunately I cannot replace any strategic point by Scar. You get CTD errors immediately on game start. And you cannot do it before (OnGameSetup), because you need EGroups for that, which are not available during game setup in Scar. The only ways would be placing the statues on a map additionally or replacing the relics in ME.

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