Hi Bullet,
Not sure if we are supposed to post replies here; if not, you should lock the thread and only unlock it when you want to post something. (And remove this post.)
Would you like me to do the CQC mechanics for you?
well done with the pedia... I like when things are categorized properly... after seeing/reading this, everyone will know it's a pure fantasy concept
so my question is it possible to make shooting impossible on a near tile saying: "unit is engaged in melee", and when that unit leaves the other get´s free opportunity reaction melee attack
can update to the orcs add gretchinov? type pour the skin of the sectoid and ready. I'm sorry, I'm not an expert. Maybe it's complicated.
Slight nit'pic to ork dolls.. Overall great work! thats a lot of work you have done. ork anatomy resemble more of a ape like creature than human (ea muscular,longer hands, smaller head, thicc jaw, smaller legs). image is a poor 10 minute quick edit, sorry for that. but great work overalll, you must be busy wih everything else ..
and why the installation of a pair of paired bolters? There are also other modules of the flamethrower, laser gun, plasma and even melt
I have a suggestion for the Devs of this mod and that is would it be possible to add a gym for training? It does feel weird that none of the guardsmen/marines aren't training to improve themselves when they aren't on a mission.
Hi, you're mod has been great to play with, I was wondering though do you have any plans for the planet? (i.e. starmap, alien planet, ect.)
Also how would you feel about me tinkering with the mod? I'd love to try customizing it a bit, try to create a narrative campaign, and I might end up with some bits you can use for races/weapons.
Regardless cool stuff man, love your spritework and what you did with the turrets.
Hi man. Your mod is very good. Everything is fine and works perfect. But it will be great if you will add more legions such as alpha legion, blood ravens and etc. Also it will be useful to add more xenos such as necrons or orcs. And of course it will be great if you will add some kind of diplomacy and events such as traitors not only for player but for enemy too
it´s my fault since i´m not showing the WIP, but the grey knights are almost complete that will bring consequences on research choices
(there is no other way of doing diplomacy) also there is Orc races and missions present, the chances are just small compared to chaos
i see what you mean by choosing enemy´s (but making the enemy fleet (ufo maps) for each race is hardest task ever) witch limit´s theme to chaos enemy´s. Also i´m currently adding other chapter´s so player can choose and create their own.
I see a mission where you can help other chapter´s, but that goes a bit against the lore of the game (2 chapter´s in the planet?) There is one mission where you can help an outpost with other marines of the same chapter and get a special unit.
About Necron´s, i have just one model made, but still covering other ground´s, saying they won´t appear soon
I've just meant that some xenos if you will capture them alive can fight on your sideIm not a type of guy who is super lore purist and i understand that in somecases gameplay takes priority over lore, but i think thats a little bit too far we stretching wh40k lore here.
or some your men can go heresy and attack you while on mission. It will add some challenge.Is that even possible from a engine standpoint? Also i dont think that would really be a good mechanic, enemy psykers mind controlling your forces are annoying enough as it is.
I did have another idea that might lessen the load of collecting gene seed.
In the Lore, Space Marines armor doesn't disappear when the occupant dies, so perhaps dead Space Marines in Power Armor should also drop Armor Parts. Get 3, and you get a "free" Power Armor.
Now, the more heretical idea would be for Chaos Space Marines to also drop Armor Parts. But is there any way to truly cleanse the taint from their equipment?
My theory for the cost of Space Marines via honor points for Space Marine chapters would be something like 10 for 1, and maybe other resources could be exchanged for Space marines instead (maybe a large stock of armor might convince the Chapter to disperse more Space Marines, or maybe the player gets 4 space marines each month).
My apologies if this is already somewhat implemented by giving the player Adamantium for destroyed armor friend or foe. I just sort of like how the Space Marines use kitbashed armor.
For getting stuff to drop when a unit dies, would I be adding to the CorpseBattle line on Armor?
If the other chapters come out will they also have gear specific to only that faction like iron hands having new vehicles or the salamanders be able to use flame and melta weapons earlier?
I have a suggestion: Is it possible to arrange a modified dispersion of the different enemy types? Just to ensure all of them will appear?
For example if I start a new game I get a lot of raptors but no chaos traitor guardsmen. Or vice versa. Or I get berserkers but no sorcerers. And so on.
Any 2x2 units should be put at the top of the crew list on a craft - they can only exit the droppods if they're in the southernmost pod.
At first let me give my congratulation for everyone is helping this project. I'm loving to play this mod i'm big fan of all content of this forum. And i also so big fan of the 40k lore.
I'm playing multiple campaigns of this mod, and now i will share my review and give some ideas for what i think it will be useful to balance the IG and the Marines.
...
What would you like to see differently for these craft for deployments?Main trouble with Stormeagle. Lorely Stormeagle has 2 ramps (frontal and back) and 2 doors in the sides of craft. Doing 2 ramps can make ship some unconditional, but adding 2 side doors like the Thunderhawk has will make it much more usable. About starting soldier deployment: soldiers starts in one long row, which make deployment from ship hard, when packed with new recruits it takes 2 turns. That makes easy for enemies to throw single grenade, or launch a missile and make half of squad at better case out of work for a long time.
Hello! First of all, I would like to thank the team for this amazing mod. Now, for a suggestion: could you add the Imperial Guard theme from Dawn of War to the soundtrack?
https://wh40k.lexicanum.com/wiki/Shotgun#Astartes_Assault_Shotgun
Pretty please? A heavier auto-shotgun would make a fun thematic addition to the arsenal.
Can a difficulty\option to play with all factions be added.
wanted to have separate bases for with IG, SM and Adepta Sororitas, with all of their gear and crafts.
have tried going in to the files to do this but have failed, as i have no experience except changing some values.
I know there will be balance issues with this mode. but it is something I really wanted to try.
don't really mind about doing the same teck multiple times, but for the different factions.
the iss
there is an easy way, chose the faction, save and close, edit then on the save game with a notepad an add
- STR_ADEPTAS
- STR_IMPERIAL_GUARD_OPERATIONS
on the research
Hey, just wondering if this would work similarly if I wanted to play space marines with all the 4 strategies unlocked. Kinda wanna to do a playthrough where I can collect all the armors and craft.
bull3tdesigner — 09/09/2022
BIG announcement : Since now we will have a base for other Xeno faction , craft´s and items will require imperial base functions to be brought. This will have two major effects for development and player´s: - Items and Craft can´t be Brought unless there is an hangar for craft´s , store and living quarter´s for items and soldiers (don´t act surprise no craft appear on list if no hangar is present!!) -on development and items and craft need the requiresBuyBaseFunc: so they can be brought and don't appear on Xeno factions . This will have also the affect that now the list is cleaner and not clough up with useless like craft stuff in training outpost.
alienRaces:
- id: STR_SECTOID
retaliationMissionWeights:
0:
STR_ALIEN_RETALIATION: 100