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Messages - EleriumWard

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1
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 22, 2024, 02:36:58 am »
Version 1.1 is up.
Changelog:
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.

To Nonenone, Mathel, EleriumWind: it is all the same bug, and it is fixed with crutches and patchleather. :) Xcom spawn zone in rift missions will look ugly, but no ctd's.

Good morning. I have confirmed that the issue I mentioned has been resolved. Thanks.

2
40k / Re: [ADDON] ROSIGMA
« on: April 09, 2024, 03:23:30 pm »
ROSIGMA 2.6 Notes:
Spoiler:
Updated to work with OXCE 7.12 and 40k037.

FIX:
- MAP: Some leaky wall fixing for 2 UFOs.
- MAP: Added accessible ground floor doors to Tzeentch ship 08B.
- MAP: Removed partial wall blockers in entrance of Nurgle ship N07. Added missing elevator tiles and doors to left and right wing.
- MAP: Fix for GSC (Arbites) Imperial scout and convoy maps stairs not working (changed to object).
- MAP: Leaky wall fixes on the big bunker maps.
- MAP: Fixed blocked stairs in INDUSTRIALURBANCULT20A and 20B.
- MAP: Fix blocked doors for CH02DOUBLEWIDE (Variant for Hell Tears).
- CRASH-Fix for Issue with knocked out Wraithguard causing crashes, related to PainImmune being bypassed by stun weapons.
- CRASH-Fix for Issue with knocked out Slaanesh Xeno Weapons Platform causing crashes, related to PainImmune being bypassed by stun weapons.
- MECHANICS: Fixed OXCE update breaking the 2X reaction bonus for pistols (and preventing reaction fire in some cases).
- MECHANICS: Improved Scripting for Intimidation and Mend Wound Mechanics.
- MECHANICS: Friendly Turrets can no longer be Decepticons.
- MECHANICS: Heavy Flamer Turrets should now be properly corruption immune.
- MECHANICS: Minor Refactor of Mend and Inflict Wounds to prevent harming own units.
- MECHANICS: Added more Mechanical Tags to prevent corruption and betrayal mechanics from triggering for these "units". Including holo-decoys and training dummies (so Alpha Legion infiltrators don't reveal themselves after gunning down a training target).
- MECHANICS: Fix Heavy Krak Missile lacking damageType.
- CODEX: More Typos corrected in several Codex articles.
- CODEX: Added Codex texts for the Pump-Action Shotgun and the Liberator Autostubber.
- CODEX: Adjusted several Mastercrafted Weapons CODEX requirements to match their manufacturing requirements.
- CODEX: Adjusted access to marine power armor and terminator armor articles so more factions can see them.
- INFO: Tzeentch Battleships will now correctly show as VERY LARGE instead of just LARGE.
- INFO: Proper listOrder to special bolt ammo and guns.
- QOL: Added Outpost Dirt: canBeBuiltOver.
- RESEARCH: Unlocked Imperial Webber Research for All Factions as intended.
- ENEMIES: Removed placeholder code from base 40k where genestealer hives would spawn necron ships/missions.
- TEXT: Added some more missing name Strings for dummies.
- VISUAL: CustomArmorPreviewIndex for IG Mounted Guns fix.
- VISUAL: Flying Animation for Tzeentch Inquisitor.
- AUDIO: Re-Added Missing Dominion bolter fire sound.

GENERAL:
- MISSIONS: Reduction in most Normal difficulty Mission types from 4 to 3 UFOs waves. Some terror missions from 3 to 2 UFO waves. Less UFO craft spam per month. Swapped in some smaller UFOs in the first wave instead of medium/large UFOs for more training opportunities.
- MISSIONS: Easier early months: Split the Nurgle/Tzeentch/Slaanesh random monthly mission types into normal and HARD, enabling easier early month missions for factions that do not start with the HARD missions. Also softened some of the early 3-gods lists to have fewer daemons and spellcasters.
- MISSIONS: Lowered Hulk chance of spawning in later months + halved monthly mission script firing odds for less mission spam.
- MISSIONS: Made the target objective in space Hulks a hostile unit you can "spot". It's possibly explosive.
- MISSIONS: Added several previously restricted missions to the random monthly pool for more variety. A downed valkyrie, outpost defense, assaulting a chaos temple (with friends) and the Catacomb mission with recruitable Adeptas units to rescue.
- MISSIONS: Space Hulks primary objective is now a "hostile unit" so its easier to detect if you can see it.
- MECHANICS: Infiltration chance reduced and changed to increase in proportion to damage inflicted.
- MECHANICS: New for Psykers: Perils of the Warp mechanic introduced. Psykers with low Morale, or that utilize their powers repeatedly in the same turn, carry a heighted risk of perils; the lower their Morale, the worse the outcome is likely to be.
- CODEX: Added additional text to Codex articles for some commendations.
- RESEARCH: Plasma research now locked behind mid-tier.
- RESEARCH: Heavy Plasma research now has a unique joint topic. Heavy Plasma ammo reduced from 10 to 6. Increased heat generation per shot.
- PLASMA: Added Maximal mode to most plasma weapons; this allows the user to expend 3 additional charges (and heat) to deal 50% more damage. Situationally useful for penetrating heavy armor.
- PLASMA: Mastercrafted Plasma Rifle now has better drop-off per tile (improved accuracy).
- PLASMA: Plasma pistol and rifle damage reduces at 20 tile+ range.
- PLASMA: Plasma dropOff normalization for more plasma weapons.
- BOLTERS: Visual addition, added hitAnimation for bolters. A little explosion.
- RECRUITMENT/MISSIONS: Krieg guard may now appear in WAR missions. Helpfully assisting by taking enemy fire during the first turn. If any survive they can be recruited.
- STARTING BASE: Updated starting bases craft ammo count to correct values.
- BALANCE: Hologrenade price adjustment, less tokens, some more elerium instead.

ADEPTAS:
- ART: 16 new variant heads for SoB power armor and 6 for Bloody Rose version of the armor.
- RECRUITMENT: Enabled 4 more Slaanesh Sisters captives to Repentia Manufacture topics.
- ARMOR: Nerfed ranged accuracy on repentia and deathcult armors, buffed stamina (energy). DCA armor now has slightly better front and side armor to make it an upgrade vs the repentia (still has 20% more dodge as well).
- MECHANIC: Spirit of martyr purges all infection/corruption when triggered.
- CODEX: Moved more Armor Codex articles over to the Adeptas codex section+removed some blocking requirements for low end armors that other factions may encounter/use.
- ART: Heretic Hospitallers given unique Inventory Sprite + codex articles.
- MAP/CORVUS: Added a second door exit to the Corvus.

ASTARTES:
- MECHANICS: Tweaks to the buff Banner, added safety parameters for self-harm prevention.
- RAZORBACK: Turret buffed to 50 health from 40.
- New 037 drop pod Firestorm is now available.

GUARD:
- WEAPONS: Ripper Pistol Improvement, a lot more morale damage, 10% more health damage. Token Cost Reduction from 400 to 200 tokens.
- UNIT: Buffed the Priest. Now benefits from Spirit of the Martyr (prevents dying) and generates 10 faith points.
- WEAPONS: Lascannon sniper adjustments. +1 point in dropOff accuracy. aimRange 30 instead of 31. Higher kneelBonus. minRange introduced (lower accuracy in close combat)
- WEAPONS: Longlas kneelbonus increased, accuracy adjusted so its better to kneel with it than stand or hipfire.
- TURRET: Crassus turrets set to 50 health. Reaction fire removed, autofire buffed to 5x from 3x shots.
- MECHANICS: Biomancer can now only regenerate up to a maximum of half its max HP. Instead of having no recovery time, its recovery time is reduced by 90%. Lethal wound regeneration now scales with psi (minimum of 1).
- 037 change: Tauros convoy are now 3xTauros instead of 2x.
- 037 change: Taurox convoy updated, ramp replaced with ladders.
- New 037 Praetor vehicle now available. Access may be moved.
 
INQUISITION:
- WEAPONS: DW Lascannon adjustments. Higher mobility, less accuracy at distance.
- WEAPONS: DW Dread Plasma Cannon now has better drop-off (3 instead of 5 per tile).
- UNITS: Bionics Enhancements enabled for Inq Stormtroopers. Inq stormtroopers can now achieve higher total reactions as well.
- FIX: Display full range of inventory sprites for Inquisitor armor.

ELDAR:
- New 037 Eldar Cobra and Scorpions available. Further updates may come.

TRAITOR GUARD:
- Changed some late game weapon loadouts for Deserter Soldiers (navy autocarbine), Deserter Officers (Highgrade autopistol), Iron Guard Heavies (mortar) and Heavy Traitor Squats (mortar).
- Added Chaos variant of the Mortar.

NECRONS:
- MAP: Necron Tombs are now larger and more varied with a new main objective to destroy (by Buscher). Look for the glowing crystal.
- Necron bases can now retaliate (small chance per base and month).
- Necron Scarabs attack speed adjusted by size of the swarm. Fewer scarabs = fewer attacks.
- AI: Necrons no longer afraid of fire tiles.

ALPHA LEGION:
- Halved civilians chance to trigger AL (30%->15%).
- Made GKs have a much smaller chance of triggering it. Librarians are immune. Chance of triggering it goes from 5% to 1/0% with higher rank.
- Chaos Sacrifices will no longer trigger AL.

NIGHT LORDS:
- Spooky grenades now much spookier.

NURGLE:
- DIFFICULTY: Made starting difficulty Nurgle lists a little easier. Added one new simple cult list specifically for the starting month.
- DIFFICULTY: Added HARD mission types for Nurgle missions. Made normal missions early game easier.
- WEAPONS: new Nurgle autopistol and grenade assets by Brenshar.
- LOADOUT: Nurgle Terminators now have gravpistols instead of boltpistols.
- Poxburster Explosives No Longer Hidden on Minimap. Script and mechanic streamlined.
- DIE HARD tag introduced for certain units. Plague Marines, Rotbearers, Plague Ogryns, Poxwalkers. Sets just enough health not to die to one pass of fatal wound damage.
- Instant Zombification removed from more Nurgle weapons and replaced with slight buffs to infection amount or TU damage.
- Balesword TU cost decreased from a whopping 30 to 20.

TZEENTCH:
- Tzeentch Mutants and Thralls introduced for Corruption Spawning on the lower end of the health curve. Fewer Mr Crabby or Blue Horrors from noodle humans.
- Added HARD mission types for Tzeentch missions, made the normal ones easier in the opening months (fewer Witches, Tzaangors and Daemons). HARD missions are activated by researching mid-tier, or playing Space Marine factions.
- Reduced ratio of Tzeentch Blessed Rubric Marines (Spawns Flamers).
- Adjusted new 037 Screamer daemon for rosigma statline and rewards, included in several tzeentch lists, it's a lower threat daemon.

TYRANID:
- Implemented the new OXCE AI avoidsFire: false modifier for Tyranids so they aren't afraid of harmless fire-tiles.
- HIVE GSC Base mission will now always have 3 Trains for the player to deploy from (previously 1-3 randomized).

SLAANESH:
- Added HARD mission types for Slaanesh missions. Made normal missions early game easier.
- Fewer Daemonette types in the early-game Slaanesh lists.

Note that some of the enemy list changes have integrated some chill mode ideas from 2.4/2.5, giving a kinder threat ramp for non space marine-based (Hard Mode) factions.
The older Chill Mode file that modifies enemy tech progression will still work with 2.6.

Yeah, about the crystal thing. What kind of weapon do you need to destroy the crystal?

3
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 09, 2024, 02:36:22 pm »
Code: [Select]
STR_ALVI_VISITED: trueThat is a key, i think. This kind of problem was fixed in v.1.0

Upd.: quickfix uploaded to mod.io. Please replace file in "/xchr/ruleset/" golder.
[/quote]

Nope, still getting an error. Already replaced the rule.

4
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 06, 2024, 04:27:50 am »
How did you make that savefile? It looks like it is geoscape save of fast battle.
Also, cant reproduce. Do you have a save from battlefield? Autosave maybe?
I have attached the other save files of my current playthrough. Also, if it helps, prior to these saves, I had actually been using the previous version of the mod before I replaced it with the latest version. I then continued my playthrough afterwards.

5
Released Mods / Re: X-Chronicles Release, v.1.0
« on: April 04, 2024, 04:20:23 pm »
Encounter an error while doing a Rift mission involving shooter beetles. Was about to get to the second half of the mission before the game crashed on me

6
XPiratez / Re: Bugs & Crash Reports
« on: December 17, 2023, 03:59:13 am »
Tried to extract the files, but I got an error. Cannot open the zip file to see the content either.

7
40k / Re: [ADDON] ROSIGMA
« on: November 30, 2023, 01:42:27 am »
Any plans to incorporate the Leagues of Votann in some way?

8
40k / Re: 40k future plans and Work in progress / Suggestions
« on: November 30, 2023, 01:41:18 am »
Any plans to incorporate the Leagues of Votann in some way?

9
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 24, 2023, 07:48:41 pm »
Just test the file. Working properly now. Thank you very much for this.

10
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 24, 2023, 02:38:12 pm »
Good evening.

Here is the file prior to the start of the mission. Strangely, when I loaded it, all of my transport craft disappeared.

11
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 22, 2023, 01:23:49 am »
Good morning.

I updated the mod then started an already active mission from the previous version.

12
Work In Progress / Re: [WIP] Xeno Operations LEGACY
« on: November 21, 2023, 04:51:39 pm »
Good evening.

I would like to inform you of an error I experienced while playing the game. Encountered an error right after finishing an Alien Base mission. OXCE is version 7.9.10. I am using the latest version of the mod. I have attached both the save file and the screenshot of the error. Hoping for a fix or at least an explanation for this error. Thanl you.


13
Good morning. I would like to ask for your assistance. I came across an error while playing the latest version of The Great War of the Worlds. I have attached my save file and a picture of the error. Hoping for your swift response. THank you.


14
40k / Re: 40k
« on: September 24, 2023, 05:06:27 am »
Any plans to add music from Darktide?

15
40k / Re: [ADDON] ROSIGMA
« on: September 24, 2023, 05:06:10 am »
Any plans to add music from Darktide?

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