Yes, i did what Rolan7 suggested some time ago and it has worked fantastically so far :
Go to your
C:\Your OpenXCOM directory\User\mods\40k\Ruleset\
Open with a text editor the file "terrain_40k.rul"
Look for
- type: STR_ACCESS_LIFT
add after this line :
sickBayAbsoluteBonus: 0.0
sickBayRelativeBonus: 5.0
then look for
- type: STR_ACCESS_OUTP
add after this line :
sickBayAbsoluteBonus: 0.0
sickBayRelativeBonus: 5.0
Because Rosigma does not modify those 2 buildings (the access lift for underground base and the access outpost for surface base), that's why the change has to be made in the 40k base mode, this way regardless of the version of Rogisma you will use, it will always work.
Now for the experience.
While i enjoy it a lot i must say there's simply too much content and too few in term of balancing and difficulty progression with that content.
By example you end quickly with hundred of researches to do as every weapons seems to have a lots of minor variants (without mentionning each faction having its own variant of the same weapons that you can also research), that plus many ammo type by weapon.
And from what i experienced, a lot of those researches are useless, only adding entries in the codex, they don't unlock new researches or items, you need first to locate exactly which researches are actually usefull and which one are a complete waste of your time to improve your troops .
Because of too much content, you also end in loot and your base store with insane amount of weapons and ammo type that after testing them you'll find that you'll never use them as you'll only use the best weapons anyways regardless if weaker weapon may have a gimmick (like those guard laser gun shaving piece of armor, considering you want to kill things fast before they one shot you, you want a weapon that kill things immediately).
For the game balance, it's out of the window unfortunately, Rosigma adds tons of factions and adds lots of units to some existing ones. In Rosigma those factions are all active at the same time (in default 40k it felt you had an enemy selected amongst those factions, giving some better continuity), and it's noticable that not all those factions are equal :
Orks and Chaos Cults are very balanced, when you meet them in a mission you feel the fight is fair, sometime hard, sometime easy, but always feels that it can be done with tactics instead of only hoping the RNG will be on your side.
But for the many other factions, unless you're lucky you're always be facing units that from early to end game will one-shot your best guys (so many that can "taint" your troop by doing a successfull attack, converting them to their side without a care for how super armor, super health etc... you have), so many units feel unkillable (kill them, they spawn another full health unit, kill the new one too, they'll spawn another unit full health, and that silly respawn on death can go on 4 times, even better when each of the new respawned unit has a 1-hit kill attack like the taint one...).
And a lot of units, from early game to end game can and will spawn with high end game weapons (that you can't use because they're tainted, unless you corrupt your faction but corrupting your faction can only happen in end game).
And that while having a -very- lot of troops on a map. And how insanely costly an unit can be to replace in some factions (space marine dying means not only losing the unit, but losing a very expansive to craft armor, very expansive to craft weapon and ammo by example)
Maybe a problem is that you can't change the difficulty, so some player factions may be the same as playing in Impossible , explaining why so much alien bases are popping up monthly, why so many enemies by map etc...
And in the end Rosigma at its basis was 2 mods, one that focused on Sisters of Battle faction and the other one the Imperial Guard faction.
So it is possible that Rosigma is more balanced with both those factions than the older 40k ones.
So i feel 40k is a great mod with a very good expansion filled with content, and every playable faction are feeling very different, with different mechanics at play.
But unfortunately it lack the balancing and difficulty progression of the other megamods like XPiratez or XCom Files.
Fortunately it's still very actively developped (you can see everyday a lot of activity on their github), so it will eventually gets better on the balancing and progression