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For exemple ; "a space hulk lefting form a warp travel, have sent rescues pods in the map, but only deomons(or other race or abobination) is lefting the pod and will attack your colony"
I know that you have already done some events, but it would be very cool that you add some more (seriously, i ♥♥♥♥ myself when i saw this **** monolith, it was handsome)
(PS; sorry for my lack of mastery english i'm a french fanof these mods) =)
Edit: I may have just been getting ♥♥♥♥♥♥ luck but that luck would have to be VERY ♥♥♥♥♥♥.
then there are the tyranids! i have 5 pidly little guardsmen not even all in flak armour with only 3 of your modded weapons (which are far better than vanila most the time) so my raids are 6-10 men with clubs and bows or 5-7 men with guns
then the tyranids show up and it's 30 deadly beasts that can close the distance within 2 burst shots of an autogun and tear my men to shreds while being psychically deaf! vs 5 guardsmen with worse than normal equipment, i'm lucky if i kill 2... they need their costs increaced by 3-4 times to be in line with vanila or the other factions
all the flame chaos enemies are a massive pain to fight also even though they are mid tier enemies and when they split they don't get weaker attacks or anything
all of the factions that attack you are 5-25 TIMES too powerful compared to vanila
ONE of my soldiers can kill most of the vanila attacks but the tyranids kill me without taking a single loss and the chaos guys are hell to fight also because of the sheer volume of attacks thrown at you meaning everyone gets injured
Also, Keeper of Secrets lacks a description (it just uses the lord of change one).
As the demons are currently, having a bunch of rifts destroy vital stores/infrastructure just sucks, and because they shrug off damage so often they're in aggregate overly tanky while just stunlocking everyone with flames. Not so bad when in the open with some modded manned emplacements since I can pull back and reengage elsewhere, but complete ass even when using bolters in long hallways. Maybe they become more manageable with Psykers and are power scaled for very OP mods, but in the mid game and when teching through the base game stuff they're way too intense.
Orcs are an absolute joy to fight so far. They're tanky but because all of their weapons have such poor accuracy it's a fun brawly type of dynamic.