d07m04y2024, slight update, Pariah faction implementation massively simplified, Necron faction building system modified to prevent building on top of incomplete structures.
d07m04y2024: A slight update to the mod
The Pariah faction's alternate units are no longer triggered by the number of Necron squads spawned; The number of members in the Pariah faction's Necron squads are now capped to their initial loadout but these squads now reinforce with multiple Pariah or auxiliary squad leaders instead.
Warrior Squad: 3 Warriors, can add up-to 6 Pariah Soldiers,
Immortal Squad: 3 Immortals, can add up-to 3 Pariah Firstborn,
Flayed One Squad: 3 flayed ones, can add up-to 5 Glob Auxiliaries,
(Destroyers/Heavy Destroyer) Squad: 1 (Destroyer/Heavy Destroyer) can add up-to 2 Centaur Auxiliaries,
The Necron faction's building system has been slightly modified to prevent them from building on top of incomplete structures, as a side effect the HQ can now be built anywhere like the HQ of most other races instead of needing a control area. Dark Portals no-longer provide a control area, Minefields no-longer require a control area, Dark Portals and Minefields now produce a larger no build buffer.
(new abilities being worked on for the Necron faction, but not yet implemented.)
Might be another mini update to this some time next month
So far (when it's ready / gets uploaded) the next new version should contain 1. the Pariah faction using their auxiliary troops (squad leaders) when played by the ai (kind-of working since yesterday). The campaign mission for the pariah stronghold should (hopefully) now have them use those auxiliary troops too (still need to test it), 2. an extra troop "Techno Zombies" (these add as leader auxiliaries for the Pariah's Attack scarabs, their armour piercing values are "reversed" with regards to troops/buildings , the zombies can't harm 'building_high' armour, but unlike attack scarabs they can effectively swarm commanders.
3. The next version should also have a new system for creating the Pariah Reeve(secondary commander) and possibly for the Centaur auxiliary too, Another new unit "Way Carver" will probably be added as well (and probably an auxiliary leader for the builder scarabs too)
4. I'm thinking of slightly re-doing the New Necron's current tech system, (probably a different secondary Fleet link for tier 3, replacing the way the obelisk currently works, adding a C'tan shard to the obelisk , some working Locust (and Heavy Locust) Destroyers (with new models and a new model for the Orphadean White), , and maybe I'll see about re-adding generators in some form (I'll try and get their versions of the other artefacts working too (especially their tabletop style Veil of Darkness [think of this one as working more like pools of deep-striking fog that jump the necron lord and some your troops to another part of the battlefield, rather than being a stealth field])
(I'm also going to try and get the other strongholds working for Necrons, and try to add 1 new territory to the MetaMap in between the Necron and chaos strongholds) (the new Necron stronghold will have to wait a little while longer, but I might try to adapt something from the necron mission in winter assault onto a far more labyrinthine battleground (with more necron units showing up) as a placeholder if it works)