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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.
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).
I'm currently cleaning up my mod and adding more elements to it and the cleanup should fix it.
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.
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.
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.