Arma 3
TIOW Tweaks for ACE
38 Comments
Frost 26 Jun, 2022 @ 12:15pm 
Is an update going to happen?
j.yellow28 27 May, 2022 @ 7:46am 
ok thank you
Waagheur  [author] 27 May, 2022 @ 6:48am 
Apparently there has been changes to the ballistics in the latest update as armor seems to be more effective against bullets but not against explosives.
Now I know that some people had their legs breaking from going up a hill so I don't know how much of the effects are intended.
So I'm going to wait a bit to see if it changes again in a hotfix, and then I might go and redo some of the armor values, especially the high ones.
So it might.
j.yellow28 25 May, 2022 @ 4:43pm 
hey notice ace updated is this also gonna need a update?
Waagheur  [author] 17 Aug, 2021 @ 3:08am 
Yes it should work fine
Brentwood 16 Aug, 2021 @ 4:18pm 
Alright, wanted to confirm this as well: this mod should work fine w/ TIOW2?
Waagheur  [author] 16 Aug, 2021 @ 11:15am 
Grimdark has no relations with TIOW, its weapons and armor are generally a magnitude less powerfull. Imperial Conquest neither, althought I think its values are closer.
Brentwood 15 Aug, 2021 @ 4:50pm 
> as someone who uses ACE frequently I do appreciate this mod, you don't see many like this that are maintained, etc.
Brentwood 15 Aug, 2021 @ 4:49pm 
Much appreciated, the mods are Grimdark Armory and Imperial Conquest, Grimdark seems to have some issues w/ its weapons when used against TIOW but Imperial Conquest weapons work perfectly fine, I'll try to re-arrange load order and see if that modifies anything.
Waagheur  [author] 15 Aug, 2021 @ 4:39pm 
Appart for the necrons that all have an ACE compatible clone(to preserve the ones with reanimation protocols and because they miss many animations) all of the units should be replaced from their original configuration( the ones that didn't had the right hitpoints that is).

As for mixing with other mods it depends on what is going to load when. If the other mods happen to load after both TIOW and the tweaks they should likely be using the tweaked values if they use the TIOW classes as bases. However it is not a stable behavior so if those pieces are giving armor that might not play nicely (helmets should be fine for the most part as they don't glitch ACE and I only changed the space marine ones).
Brentwood 15 Aug, 2021 @ 1:51pm 
Afternoon! Was wondering if this replaces/updates existing units or adds new groups w/ the modified units and if this mod mixes well w/ other mod equipment interacting with TIOW units.
Waagheur  [author] 4 Aug, 2021 @ 5:59am 
Ok, so I confirm the drop pods are not working because it is searching a kind of space marines that isn't used by my space marines. The melee being from the same author it is likely the same issue even if I haven't found an exact line to confirm it.
I'm currently cleaning up my mod and adding more elements to it and the cleanup should fix it.
Waagheur  [author] 31 Jul, 2021 @ 6:19am 
I think I have experienced those issues aswell recently, however I am not sure what could be the issue, I'd need to take a look at the melee script and the drop pod script. Maybe it's something with the origin unit name not being the same.
Seledran 27 Jul, 2021 @ 4:11am 
I have found a compatibility issue between this mod and Space Marine Melee and Drop Pods. With this mod enabled the melee doesn't have the option to switch between one and two handed mods, as well as special attacks not working. In the case of drop pods, they are unable to be launched, as the option to get in as commander does not appear. Is there a known fix for this?
Waagheur  [author] 17 May, 2021 @ 9:09am 
Modify your ACE medical settings
Kriegsman 29 Apr, 2021 @ 12:00pm 
Ok, thanks!
Waagheur  [author] 29 Apr, 2021 @ 10:21am 
The valhallans are some of the first units I changed to make them work, so their unit list is somewhat broken as I had no clue how it was working, dressing random people as valhallans works fine though, even if I should clean up the thing a bit at some point.
As for the orks I think I somehow made the independant units fall into bluefor.
From memory the imperial HQ and some tau units also lack in the editor.
Kriegsman 28 Apr, 2021 @ 7:39pm 
Thanks for the reply. So far it's working well! I've kept the Necrons as enemies and they work just fine. I have noticed some issues though, which may possibly be only on my end. Ork infantry only have two units listed under men in the Independent category, and Valhallans are missing all of their infantrymen, only vehicles are listed. I haven't checked the other factions your tweaks edit, but from my testing, disabling this fixes those issues.
Waagheur  [author] 28 Apr, 2021 @ 2:41pm 
The official patch only ever had some space marine armor tweaks, and not even in an ACE format(that wasn't a requirement at this point), they just had lowered the values for ACE not to ignore incoming fire.
I've made an ACE compatible clone of all necron units so that you can still use their base design(including reanimation protocols) as enemies but can get ACE medical for players in a mission if you want. You're likely better off using the original ones with the TIOW logo as enemies.
Kriegsman 22 Apr, 2021 @ 9:31pm 
Since the official TIOW ACE compatibility is not being updated and is not up to date with ACE, I've switched to this, which so far is working great. I'm wondering if this still covers everything (and I assume more) that the official capability patch covered? Also, will my missions using Necrons be ok without switching the units to your new ones? I've noticed the Necrons have doubled listed units in the editor, and in the arsenal they have new, seemingly the same, body and armours. Thanks.
Waagheur  [author] 15 Apr, 2021 @ 1:51pm 
There wasn't any core change on armor in that update, there should be no need for such a thing.
Tech Priest 29 Mar, 2021 @ 8:14am 
Hi Ace was updated on March 10th....Any plans to update this to the New Ace Version?
Reason 8 Mar, 2021 @ 5:48am 
In what line in the config do you have the parameters responsible for the uniform and helmet of a space marine ?
Reason 7 Mar, 2021 @ 3:12am 
Thank you for telling me what to change
Waagheur  [author] 7 Mar, 2021 @ 2:56am 
First hand you can increase the units' damage threshold and lock in sum of total damages in ACE medical's fatal damage source.
Now if you're not satisfied with their resilience to small power weapons, you can get a look at the hitpoint values from line 41838 to 46015.
If you increase them by about 50 each, only headshots should damage a space marine with a lasgun and I think the chest armor should not care about hotshot lasguns.
The head itself to resist as hard as the rest would need a substantially higher value, likely something like twice the value.
Reason 7 Mar, 2021 @ 2:34am 
What do you need to edit in your config to increase the survivability of a space marine ?
Waagheur  [author] 7 Mar, 2021 @ 2:12am 
Which is responsible for what armor?
Reason 6 Mar, 2021 @ 10:48pm 
Hello. Is there a parameter in your config (which you posted on GitHub) that is responsible for the armor or something similar to the value? I don't understand it a bit. Thank you in advance for your answer.
Lufian 2 Nov, 2020 @ 7:16am 
It's working now, thank you
Waagheur  [author] 2 Nov, 2020 @ 6:57am 
I added the bikey. That should be good now, sorry for the inconvenience.
Lufian 1 Nov, 2020 @ 8:44am 
I am looking in the mod folder and there doesn't seem to be a server key added
Waagheur  [author] 4 Oct, 2020 @ 9:46am 
Signature was added, I think it should be working.
Lufian 28 Sep, 2020 @ 6:43pm 
hey mate, this requires a server key, please
Reefers 23 Sep, 2020 @ 6:23pm 
Nice! Should sign it and add server key <3
Rhysavus 19 Sep, 2020 @ 6:59am 
Thanks for the speedy update!
Waagheur  [author] 19 Sep, 2020 @ 4:53am 
The dependency issue has been fixed and the github updated.
Rhysavus 15 Sep, 2020 @ 10:42am 
Is there a reason that this mod has a dependency that is unmarked? I believe it is looking for the Stargate mod, as whenever I launch the game mentions that TIOW_ACE_MOD required addon "sga_tribes"
klausman 25 Aug, 2020 @ 2:30am 
There have been a *lot* of updates in the last few days (2020-08-20 - -25). Neither the changelog here nor the Github commit log are very useful. What's going on?