Author Topic: 40k Imperial Guard Operations  (Read 348 times)

Online ohartenstein23

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40k Imperial Guard Operations
« on: June 11, 2018, 12:24:28 am »
Dioxine, Solarius Scorch, and I have been greatly enjoying bulletdesigner's 40k mod, but have been thinking that the Imperial Guard gameplay could be improved.  Therefore, we're release this mod that creates a tech tree choice between playing as the Ultramarines from the original mod, or playing as a regiment of the Imperial Guard!  The mod includes new weapons, armors, and craft exclusive to the guard so you can truly overwhelm the enemy with superior numbers if not firepower.

Only the first "tier" of weapons and craft are done right now, so expect more content in the future!

To play this mod, make sure you have Meridian's OXCE+ installed as well as the base 40k mod by bulletdesigner.
« Last Edit: June 15, 2018, 04:31:09 pm by ohartenstein23 »

Offline Yataka Shimaoka

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Re: 40k Imperial Guard Operations
« Reply #1 on: June 11, 2018, 05:23:28 pm »
Hey! Liking it! Do tell if this one independent or do require the 40k mod

Offline Meridian

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Re: 40k Imperial Guard Operations
« Reply #2 on: June 11, 2018, 05:31:52 pm »
Hey! Liking it! Do tell if this one independent or do require the 40k mod

Just read previous post again.

Offline Dioxine

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Re: 40k Imperial Guard Operations
« Reply #3 on: June 12, 2018, 04:20:09 pm »
Helping with this mod is the least I can do to repay for the fun Bulletdesigner has brought to us all. Keep it up, man!

Offline bulletdesigner

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Re: 40k Imperial Guard Operations
« Reply #4 on: June 15, 2018, 02:52:21 am »
ho man all i can say is thks, i really appreciate all of your kindness

Online ohartenstein23

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Re: 40k Imperial Guard Operations
« Reply #5 on: June 15, 2018, 04:29:11 pm »
New version time!

1.1:
  • Added the heavy stubber
  • Reduced autogun and autopistol ammo costs
  • Moved the mounted autocannon to its own research unlocked by mid-tier requisitions
  • Added the Chimera as an early craft, slow but carries lots of troops and vehicles
  • Increased Long-Las TU cost to ensure only 2 snaps/turn, increased snap range to compensate
  • Added upgraded guard barracks to train your rookies up
  • Added missing bullet sprite for long-las
  • Fixed Hot Shot ammo appearing too early in Long-Las article
  • Fixed Lasgun pedia article showing up for IG when researched instead of Long-Las

The Chimera map is a stand-in for now, even though the smaller modified Mudranger is darn cute.

Offline HumanTraitor

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Re: 40k Imperial Guard Operations
« Reply #6 on: June 16, 2018, 02:37:48 pm »
Wow, very interesting mod! Too bad that Commissars won't be able to execute cowardly Guardsmen to restore morale... Or will they?  :D

Let's see where this goes.

Online ohartenstein23

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Re: 40k Imperial Guard Operations
« Reply #7 on: June 16, 2018, 03:03:36 pm »
Wow, very interesting mod! Too bad that Commissars won't be able to execute cowardly Guardsmen to restore morale... Or will they?  : D

Let's see where this goes.

Yes, it is planned that they will! I just hadn't written the script that would handle that yet.