This is a personal project I threw together after playing the Sicon Command mod. At first this was just a few changes and fixes for some bugs and features added by the Sicon Command mod, however I kinda went overboard after that. The mod itself features several fixes for some Sicon structures and units. This includes fixing the Small Corner and Medium Walls, Fixing the Destroyed MG Towers having a massive tile size increase, and Increasing the size of foundations. That is it for straight fixes, now onto the changes. All Squads have had a numbers buff. Officer squads especially now come with 5 members 3 usually being bodyguards. Supply and War Support from the foundation structures has been boosted. All except the largest bugs now come in groups that are 3 times bigger. & More.

Update: It has been a while since I updated the mod, and as many have probably suspected. I won't be updating it, at least for the time being. The primary reason is because I just don't play STTC at the moment, and I likely won't for a while since I've decided to stop being a NEET and I'm going to college. I also don't own the DLC at this time and I would rather own the DLC before I jump back into modding the game. I also heard that the DLC was rather lackluster, so I might never buy it.

That's about it. This mod is being discontinued for now, but if anyone wants to use the code in the files (Although it's all old at this point), then feel free. I hope you all continue doing your part.

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Armageddon Rebalance Version 1.05

Armageddon Rebalance Version 1.05

Patch

The newest update for the Armageddon Re-balance Mod featuring a few patches and new additions.

ArmageddonRebalance 1.01

ArmageddonRebalance 1.01

Patch

First Patch for the mod. It's just some Marksmen changes.

Armageddon Rebalance 1.0

Armageddon Rebalance 1.0

Full Version

The first version of the Armageddon Rebalance Mod.

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MosquitoPR
MosquitoPR - - 86 comments

Nice take on the mod, I can see a lot of inspiration from DoW Apocalypse mod.

I noticed the increased tile size when fixing up for the latest version. I don't know how the values got changed to "31 12", must have been when it saved the csv file. There was quite a few units that were affected that bug.

I just updated SICON to work with the new version of the game with Achievements. There was some changes to some of the files which will require you to shift some of the columns after you copy your changes over. I suggest using Google Sheets to work in, it helps keep it organised and you can colour code.

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Decline04 Creator
Decline04 - - 4 comments

Thanks for the heads up about the update. I'll start working on updating to the recent version. Personally I am using the online version of Microsoft Excel since it's free, and then I just convert the files over into the original since online Excel saves it as a different file type.

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Guest
Guest - - 693,146 comments

It seems like the mod breaks a lot of in game events necessary for continuing the mission. Couldn't enter the base on mission 1, couldn't get into the prison fort for rees' execution... There's probably more.

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Decline04 Creator
Decline04 - - 4 comments

The mod is built with the SICON Command Mod as a basis. Most main missions are already broken in the SICON Command mod, so they remade several of the missions to be Sicon Compatible. If you are looking to play most of the campaign you'll need to download the Sicon Command missions on the steam workshop.

Edit: I went ahead and played base game mission 1 and mission 5 (Ree's Mission). And it ran perfectly, I had no issues what so ever. The triggers functioned as they should, and the game didn't crash at all. If you can recreate the bug multiple times and explain how it happens then I could attempt looking into it, but as for now. It just seems like the game dealt you a bad hand. Although I have found that base game missions work, I still recommend you play the SICON versions since regular base game missions lack all the new buildings and units that the mod adds. (You won't be able to find them in the new tabs added to engineers even though the tabs are there.)

Edit 2: Also. Did you check the Readme inside the Armageddon Folder? It list how to install the mod correctly. It also reminds you to Install the Sicon Command mod first since it will cause several issues if Sicon isn't installed.

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Guest
Guest - - 693,146 comments

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LeoLaski
LeoLaski - - 102 comments

Hey man) We're trying to remake the game for the best ballance between the: challenge, realism and player-frienly gameplay (mods: "Are YOU doing Your Part?!" and "New Bug War")... Your system of "different units with different weapons in one squad" is a Must for that! If you have a discord account we'll gladly invite you)))

P.S. Dicord chat is on English and Russian

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Decline04 Creator
Decline04 - - 4 comments

Greetings, it's nice to hear about you trying to remake the game. As for anything discord related; please contact me via my gmail account at Opmardev@gmail.com with either a link to the server, or just a reminder about it. I will attempt to get back to you on that as quickly as possible. Now about the system of different units and different weapons. You can have squads made up of several different unit types (It's just a model addition after all with no stat change.) however, I can't say the same for weapons. As of my knowledge and personal attempts on the subject; I could never get multiple weapons to work on a squad. You can freely change the primary weapon of a unit without there being much change, but for secondaries weapons (I.e MkII Trooper's grenades) they tend to only work with the weapon they're related to. For instance you can't have the Morita Carbine weapon with the basic Rifle-squad's stun gun. (It crashes the game) That's my sense on the subject at hand however, I am neither a professional coder, nor am I an experienced mod creator; so this could most likely just be me not digging deep enough into the subject to make it work. If I do join the discord you're referring to, I don't know how much help I can be. I'm also not a full time mod creator, I tend to be busy a lot of the time with irl situations, attempting to make content for my fairly new YT and Twitch channel, or taking a break from my worries to hang out with friends. If you have any further questions, or comments directed to me please feel free to contact me at my Gmail stated above.

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LeoLaski
LeoLaski - - 102 comments

As for your example (Morita Carbine with stungun): we haven't changed it in basic rifle squad... Because war science in "Starship Tropers Terran Command" is a mix of WW I, WW II and modern warfare: as such - basic infantry squads (such as Rifle squads and Combat Engineers) are closer to WW I - They are purposed to hold the line (so their weapons are designed for the purpose), Support squads (such as Radio Operator and Fleet Liason): are the same as the second-line squads of US military had during the WW II (shorter, easier to carry arround while taking care of the main duties: such as M1 Carbine or M3 Grease Gun... instead of full-cized M1 Thompson, M1 Garand or BAR), Assault troops (such as: MK II Rifle's, Marines and Powered-suited Troops) are closer to modern warfare - they're equipped for the maximum firepower and mobility... So the basic arsenal Is qite adequate for the war against the Bugs.
We're trying to make the armaments closer to physical accuracy
As well we were trying to add some tactical flexibility (which is shown if the "Starship Troopers" animated moovies)... On that point we've failed so far... Until I've noticed your work)))

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LeoLaski
LeoLaski - - 102 comments

It's not my first time to evaluate "Starship Troopers" technologies by the real-life physics and logick's: as such I've criticized the Morita MK I-III rifle my it's design - it's back... sucks!!!

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Decline04 Creator
Decline04 - - 4 comments

Thank you for the clarification on the weapon subject; I personally do not have much knowledge on Starship Troopers lore, and haven't even watched any of the movies.(Although I do want to watch them) At best my exposure to the universe of Starship Troopers has been through STTC and a fan-made Starcraft II arcade game. The entire point of my mod has mostly been to fix bugs with the Sicon mod and to mess around with a few ideas I had while making the fixes. Although I don't have much knowledge on the subject of Starship Troopers lore; I would always love to know more.

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LeoLaski
LeoLaski - - 102 comments

Well - you OVERDID with human numbers: it's good for the first movie's first battle scene (assault on Klendathu: where MI just rushed on bugs in "Wall-on-wall" style) - where there are "100 000 dead in one hour!"... But the first movie is Paul Verhoeven's parody (as well as most of Paul Verhoeven's moovies) on "Starship Troopers" book.

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