OpenXcom Forum

Modding => Released Mods => Topic started by: Ryskeliini on January 10, 2015, 08:57:46 pm

Title: [WEAPON/ARMOR] SPACE MARINES
Post by: Ryskeliini on January 10, 2015, 08:57:46 pm
[Armor/weapon] Space Marines mod
https://www.openxcom.com/mod/space-marines

[Craft]

Thunderhawk Gunship mod - By Bulletdesigner
https://www.openxcom.com/mod/thunderhawk-gunship

Space marines mod released. Discuss here, report bugs and such.

Future plans:
+ fix all in first release
+ "advanced" weaponery
+PDF (cannon fodder units)
+Imperial Guards
+Scouts
+Assault Marines
+Squad Leader suit(s)
+DIY Space marine ( Layout of the space marine sprites, so you can make your own Chapter)

Distant plans:
+2x2 size Terminator
+New planet placed into horus herecy chapter
+Chaos to opponent side (marines,renegades,cultists)

and something more :>

updated 16.10.2015
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: XCOMFan419 on January 10, 2015, 10:45:05 pm
https://www.openxcom.com/mod/space-marines

Space marines mod released. Discuss here, report bugs and such. imm off to get durrnkhunk for nao.

Future plans:
+ fix all in first release
+ "advanced" weaponery
+Assault Marines
+Squad Leader suit

Distant plans:
+Drearnough
+New planet placed into horus herecy chapter
+Thus adding Chaos marines into opposite side (from diffrend sides ,nurgle, world eaters, etc.)

and something more :>
omfg
SPESS MAHREEENS!

10/10 mod would download again

Now we just need the Imperial Guardsmen and then XCom agents will truly be expendable :P
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Yankes on January 11, 2015, 01:43:30 am
[Commercial]
btw If you want special psi attacks you can try my mod (https://"https://openxcom.org/forum/index.php/topic,2915.0.html") that allow creating it.
Another thing is that you could create weapon that shoot explosive shells but don't create big explosions, good for recreating bolter explosive ammo.
[/Commercial]
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: ChainsawAardvark on January 11, 2015, 07:42:05 am
Does the Codex Astartes support this brother? (Beware the Games Workshop, my son! The jaws that bite, the claws that catch! Beware the Jubjub bird...)

While not overly fond of the baroque overtones of WH40K, this does look really nice. The concept does fit pretty well with what you would want for breaching UFOs (though I tend to think USMC marines from Aliens first...) Frankly combining the 1960's gyrojet concept with modern M-25 25mm grenade launcher tech seems a lot more likely for humans than reverse engineering plasma. Chainswords and flamethrowers plus as much armor as possible seems to be a quicker solution.

Is there any special way you implemented bolters?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on January 12, 2015, 08:04:36 am
After testing this mod against some hapless Sectoids, I can say that a major overhaul is needed. As a test mod, everything seems to be working fine, besides the game crashing when using Krak grenades. IMHO, the armors should start at the Mk I Thunder pattern. I think that the game should start with Guardsmen with Autoguns as the X-COM agents before researching 'Gene-Seed' which should allow for some recruits to be 'manufactured' into Space Marines. Is it possible to use soldiers as manufacturing materials? If so, then that would be a good way to stop your units from being overpowered early on. If you need any info about the Warhammer 40k universe or a beta tester for this mod, just PM me.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Ryskeliini on January 12, 2015, 02:51:16 pm
hello again, came here to answer some questions..
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btw If you want special psi attacks you can try my mod that allow creating it.
note taken, thanks.
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Another thing is that you could create weapon that shoot explosive shells but don't create big explosions, good for recreating bolter explosive ammo.
there is hit animation for that allready? just a small blast when bullet hits target ...or do you mean something else? :p
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Does the Codex Astartes support this brother? (Beware the Games Workshop, my son! The jaws that bite, the claws that catch! Beware the Jubjub bird...)
..Uhh *cough* GWs Emperur dont support this ... bit afreid of this kinda, im allready thinking of changeing names and doing some sprite rework. BUT thou this should be free commercial for them ...inb4 everything is Galagtic Rangers and Bulters :D
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Chainswords and flamethrowers plus as much armor as possible seems to be a quicker solution.
Oh i wish i could make flamethrowers for this. Code says "nay" for this. (or it could be implented somewhat cheap/fugly way tho..)
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Is there any special way you implemented bolters?
nope, bolters work as laser pistols for now ... or are equally powerful. Need to do some research how these weapons would work (could need a little help around on this)
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After testing this mod against some hapless Sectoids, I can say that a major overhaul is needed.
True, ruleset has been thrown quickly together, so it is still in babyshoes. Still tho, i quite easily defeated mutons in one fight :)
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As a test mod, everything seems to be working fine, besides the game crashing when using Krak grenades.
it seemed to work well for me, can you be more specific on this? .. what version of ocx and is it windows or linux side? .. exact point when the crash happens. can you hear the explosion sound or does the explosion animation even start. ill try to figure this out somehow :)
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IMHO, the armors should start at the Mk I Thunder pattern.
man ,your killing me :D .... if i would make from mk 1 to 7 armors, it would prolly kill me mentally. Not that it would be hard to make in battlesprite (by changing the torsos) but also making all the new dolls for every armor. Then to have all diffrend rules for every armor to stand out somehow each other. its a good viewpoint tho and nice idea, but how it would be implented ingame, thats a bit hard.
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I think that the game should start with Guardsmen with Autoguns as the X-COM agents before researching 'Gene-Seed'.
Plausible! it would be nice to have first guardsmen and then researched towards to marines. Again, making guardsmen takes time and effort to make sprites all over again. prolly would be easy to start from combat armor sprites and editing it towards to guardsmen look-a-like. This mod is still in "scetching" state so yeah, it could be done.
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Is it possible to use soldiers as manufacturing materials?
it can be done, but if the soldiers would be manuafactured by engineers,  they would all have the same stats (ega. like tanks are in XCOM with same stats) .. i dont know if its plausible to have random stats for manufactured products. This is a question more like ocx devs to answer , they'll know prolly much of this than me.
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If you need any info about the Warhammer 40k universe or a beta tester for this mod, just PM me.
For now i would need help at the rules on everything... like how much protection armor offers (currently its the same as powersuit in OCX) how powerful the weapons should be in OCX ,how much ammo they can carry, weights, etc etc. good Ufopedia.orgrmation text for each item (now they are just taken from wiki) ... stuffs like these i need help, i can fix things in graphical side myself :P .. i might need testers, ill pm if i need later on.

And now for the other things. Prolly going to change weapon colors to classical red look (since now they are quite much blending in battlescape view ,into the armor) so it would stand out a bit. gray,red,yellow.... guess ill leave the orginal blue as a optional color to choose from.

Also the krak grenade is a "anti-armour" grenade as i looked afterwards... so it will be graphically changed , and current graphics are changed to "frag-grenade" wich is anti infantry grenade.. So how the krak grenade should work? 2x2 grid small explosion and huge power? ... looking to that later on..

Now i had blackout, i really had something more to discuss but now i dont remember anymore, oh well... ill drop by later

cheers! and thanks for the feedback. sorry for awful truckdriver english.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: ChainsawAardvark on January 12, 2015, 07:37:11 pm
Although realism is a relative thing when you're introducing ubersoldats into the mix, the bolter has at least some grounding in real life you can leverage off of.

In the 1960's a series of guns known as gyrojets (https://en.wikipedia.org/wiki/Gyrojet) were developed. The good news was the weapons were light, simple, cheap to produce, and had next to no recoil. On the other hand, the rocket ammunition was poorly manufactured, meaning it was inaccurate and too slow to accelerate - the bullets needed 15-20 feet to get to speed. If you put your finger in the barrel and pulled the trigger, the projectile would harmlessly spin and sputter.

The above phenomenon could be modeled by reusing the code for the various sniper rifle mods that makes the weapons less accurate at close range. (technically it would be power that changes, but I don't know if the code allows that) As the tech improves, the dead zone of the acceleration is reduced, until you get the bolter which apparently has no such problem.

As to the actual payload of a bolter shell - its a 20mm cannon more or less. Although a hand held weapon probably shouldn't match an M61 Vulcan (https://en.wikipedia.org/wiki/M61_Vulcan#Ammunition), the data for its shells says its overkill for anything that isn't a cyberdisk or sectopod. Rather than making a 200 damage handgun, it wold probably be better to adjust armor resistances.

Moving on to guardsmen and other things - the game probably already has what we need. There has to be someway to make lasers the default weapon and projectiles the ones that need your initial research. New recruit plus a laser rifle with a bit or reduced damage equals guardsman. Upgrade to limited but more effective ammunition and you have the special teams.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Yankes on January 12, 2015, 11:23:35 pm
there is hit animation for that allready? just a small blast when bullet hits target ...or do you mean something else? :p
Damage type, if you would like crate damage strength and weakens for different armors. You can freely mix weapon type with damage type.
You could create plasma grenade that will have different characteristic than normal explosive grenade.

Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on January 13, 2015, 05:19:05 am
About the Krak grenade, the game crashed when I threw one after priming it to detonate on impact (0 turns). Regarding the rules, if you are all for following the fluff, then the ammo, damage, rounds fired in one auto shot and other stuff has to change.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: taldarus on January 24, 2015, 02:37:45 am
Awesome mod! Haven't play played with it, but obviously it isn't balanced as of right now. When I discovered open x-com and modding I immediately turned to making a SM mod.

I only altered the stats of the soldiers (Game tolerates some pretty huge stats for them), but I had a nice RP rule set in my mind.
Soldier stats looked something like this.
Minimum's where mostly unchanged (I tweaked bravery and psy to reflect the conditioning SM's go under, but that 'broke' the early games difficulty a bit too much.
Maximums where doubled or tripled. That was it. I am super new to open x-com, but I found I didn't instantly get "invincible" soldiers of death. However, when they became veterans...

Balance for armor and such worked like this. (This was purely RP and no coding)
0 kills = Initiate => No armor (Perhaps Guardsmen level?)
5 kills = Scout => Light armor
10 kills = Brother => Heavy Armors

Balance for weapons could go two directions
1- Introduce Xeno's from the w40k universe (I would keep the old aliens, for target practice :)
2- Rescale weapon damage

=2= Here is some quick numbers you could look into.
Points of reference.
-Both sides use Heavy Plasma.
-Muton's feel like an Orc equivalent to me.
-Bolter's feel like they should compare to the auto cannon

Alright, so we start with the bolter. It is going to be the general purpose gun. Always effective, but not TOO effective. If you make it too good, no one will want to use 'heavier' weapons.

I would replace the rifle with the bolter so pick 24 damage (Just saw that it is actually 30, could'a sworn it was 24) instead of 38. You can use the damage type as pretty much whatever, to adjust for difficulty. 24 explosive damage might still mulch up the sectoids pretty bad

So scale autocannon down to 24 as well. A rough number is just divide by two. That is your scale conversion for the whole process
Humie Weapons (Therefore lighter, and easier to hold)
Pistol - 13 dam
Rifle - 15 dam
Autocannon - 24 dam
Rocket - 30 dam

SM weapons - Bolt Pistol, reflecting it's comparable damage to autocannon, is offset by reduced rate of fire and being one-handed. Should have a similar weight to the autocannon. SM weapons shouldn't be carryable by anyone. This is not w40k canon but gameplay balance.
Bolt P - 24
Bolt R - 30
H Bolt - 45
H Rocket - 75

As I finish writing this, I really like the idea of connecting strength to rank. This means a captain would be equivalent to a full brother. Able to don the armor, wield the weapon, etc. However, due to the difficulty of programming it. I would recommend doing what I did.
Just boost the maximum strength, and make it all really heavy. I didn't test it, but I think...

Initial str of 30. Max of 300. results in gaining 20-30 points per 'level'. Strength can be then thought of as training and experience. Can equipment have a bravery requirement? Cause that would fit better... Also be harder to boost than strength.

Sorry for the rambling post. Put a lot of thought into this already. I am totally interested in helping, but I will be limited to light coding work and conceptual stuff (balance, etc).
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Zharkov on May 31, 2015, 11:49:26 pm
Wow, just wow! The art work is very impressive!

As a long time fan of wh40k I must say, it is high time that the Space Marines come to openXcom and put an end to all these aliens, mutants, and rogue psykers!  ;)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Kosti on May 31, 2015, 11:59:22 pm
Insane! Two vintage greats meet, the XCom and the 40-K! Just...insane! Great work!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Ryskeliini on July 18, 2015, 01:49:30 am
Prepare yourselfs heretics, thus i have returned... updates incoming...
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on July 21, 2015, 10:59:34 am
*wants to burn Xenos*  ;)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Ryskeliini on July 23, 2015, 01:10:24 am
Sum wurk boss
edit: in space marine suits there will be also devastor armor along Squad leader armor... like it matters ;P
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on July 23, 2015, 02:08:06 am
Nice looking!

I've been spending a fair bit of time day dreaming about an XCom:40k and rereading your thread, saw that you were open to ruleset suggestions. So I thought I'd share:

- The main interest is space marines: Make the actual soldiers space marines, no IG (Imperial Guard) or PDF (Planetary Defence Force)

- PDF are the expendable grunts (and they can't become Space Marines, they are grown men, not young candidates) -> PDF soldiers are HWPs you can buy for cheap. That makes their life suitably cheap and meaningless but that also makes them good fodder in the early game to preserve your scouts (so they can improve and become real space marines).

- The story starts on a world with a chapter keep, doing recruitment: You only have recruits as your soldiers (since that's how the game is). You yourself are the castellan of the keep and will not take part in fights, your duty is to defend the keep. That explains why you start with soldiers in scout armor.

- You get your recruits in the shop, as usual, for whichever currency you decide to use (I'm thinking "Astartes Influence", space marines don't use money), you can also buy basic weapons (bolt pistol, chainsword, combat blades, bolters, flamers, heavy bolter, missile launcher) and their ammo there. Maybe some crafts and tanks too, but those are difficult to implement properly.

- Scout armor is the equivalent of XCom Personal Armor: It helps you survive but by no means makes you invincible. Sniper rifles are great weapons to kill Xenos while standing behind a screen of PDF grunts. Not super glorious but you're just a neophyte, that's ok. As firing accuracy becomes better, bolters start making more sense (150% to hit is no better than 100% to hit, after all, and is less interesting than a 4-shots autoshot at 50% to hit, that explodes on impact)

- Power armor is the equivalent of XCom power suits: It is really strong armor. It also increases strength a decent amount (So you can carry lascannons, power fists, plasma cannons, etc, which are really heavy so that scouts can't use them), increase reactions a bit (combat feed in the helmet) and stamina a LOT.

- BUT Power armor also decreases your firing by 20 and melee accuracy by 10. That represents the fact that new recruits can't immediately be put in power armour, they need to train first otherwise they'd be useless. Terminator armor (if you ever make it) decreases melee by 40 and firing by 30. You have to be an amazing warrior to be able to fight in terminator armor. Space Marines veterans have to train in order to be granted terminator honours.

So you get a recruit with ~55 accuracy, train him to ~65 accuracy, now he's worthy of power armor. In power armor, you're back at 50 accuracy.  :'( So you can grab a heavy weapon that has good aim shot accuracy (say.. 150%, so that brings you up to a good chance to hit) or intense firing rate (heavy bolter) or area of effects (plasma cannon or frag missile; krak missile is a high power, small radius missile you need to aim). Otherwise you don't hit much. So the main roles for your new marine is: Devastator marine! (which is indeed the first role of newly inducted full brothers in power armor according to the new background). But you don't have that many heavy weapons, so a few have to have bolters (and take ~120% aim shots from a distance).

Soldiers keep improving their stats and now it's not a bad choice to swing a chainsword, since they're tough and fast (Health and TUs from secondary gain from killing all the stuff with that heavy-bolter/missile-launcher/lascannon). They're now an assault marine, which is indeed the 2nd role of new marines.

And after a lot of practice, they are ready for auto-fire with a bolter, you are now a worthy tactical marine of the battle companies, ready to breach UFOs and blow up Xeno scum.  Keep improving, they'll become a worthy vet (strong enough to wield a power sword/fist!) and eventually be good enough for terminator armor, where you will start with destroying everything with your storm bolter/assault cannon and use that power fist occasionally up close. Keep punching stuff (or remain an assault marine, ie vanguard veteran) and eventually you're ready for the real cc-weapons: lightning claws and thunder hammer. (Ideally you can make sprites and graphics for a storm shield too, and we will have to trust the player not to abuse this by putting something in the shield hamd).

Weapons tier would be something like:

Tier 0:
Lasguns: for the PDF, a rifle equivalent
Combat blade: Fast flat TU cost, low damage.

Tier 1:
Sniper rifle: Very accurate, low-is damage. Using OpenXCom Extended you can make the damage increase with firing accuracy, to represent more head shots
Chainsword: Rather accurate, low damage (you just need to hit something and it hurts, provided the target is not armored)
Heavy Bolter: Fast rate of fire plus exploding shell means anybody can use it and kill stuff. Heavy, only strong people can carry it around.

Tier 2:
Bolter: autoshots with exploding shells, pretty accurate aimed shot. Kind of an auto-cannon with HE ammo.
Missile-Launcher: You need to aim to hit with krak missiles but the damage is worth it. Frag missiles have a big blast but lower damage. Heavy if you want lots of missiles.
Flamer: Your close-range upgrade. Medium-accuracy but good at burning stuff up close (see Piratez)

Tier 3:
Power sword: More difficult to hit with, better damage. Some damage ignores armor.
Meltagun: low rate of fire, insane damage.
Lascannon: can only be aimed, but with good accuracy and oh the damage..!

Tier 4:
Power fist: Medium accuracy, HEAVY and slow fixed TU cost. Mean damage that mostly ignores armor.
Power claw: Medium accuracy, HEAVY and fast TU cost. Medium damage that ignores some armor.
Plasma pistol: Harder to aim, slower to fire (nobody wants overheats), great damage.
Plasma guns: medium rate of fire, great damage.
Plasma Cannon: can only be aimed, but it gives you great damage in an area.

Tier 5:
Thunder Hammer: Power fist that takes out some stamina/TU as well and applies some stun damage.
Chainfist: Power fist that ignores all armor.
Assault Cannon: Heavy bolter on steroid, so heavy you need terminator armor to carry it.
Relic Blades: 2H Power sword with more damage, much heavier.

Now I feel like I should get working on a ruleset..!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on July 24, 2015, 11:14:23 am
Sum wurk boss
edit: in space marine suits there will be also devastor armor along Squad leader armor... like it matters ;P

Ultra Tier = Terminator?  :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on July 24, 2015, 11:43:05 am
I wonder if we could have more chapters to choose from via sub-mods? I'm thinking a set of separate sub-mods for various chapters that would change the graphics (mostly armour colouration) and perhaps minor stat changes. For example ultramarines could have better morale (For The Shall Know no Fear), Space Wolves would have better melee, etc., plus many chapters would have their own equipment variants (Salamanders have better flamers, Blood Angels have early hovertanks, etc.).

The reason is to increase replayability, but also because various players have very specific preferences when it comes to chapters. For example I wouldn't be very interested with playing as Ultramarines, I'd much prefer Salamanders or maybe Space Wolves, cheesy as they might be.

I know this means much more graphics, but I think it would be enough in most cases to simply change the colours automatically (via Falko's tool), with no real drawing.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Yankes on July 24, 2015, 08:41:44 pm
I know this means much more graphics, but I think it would be enough in most cases to simply change the colours automatically (via Falko's tool), with no real drawing.
Or directly in game, you can recolor up to 4 colors (if you abuse face & hair & rank recoloring, if not then only 1 color for armor).
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Ryskeliini on August 01, 2015, 01:10:09 am
Arthanor: im surely open for ideas for rules and your post sounded quite good. still for now im doing the art work first, then hitting for the rules afterwards. Not quite sure of PDF, even it sounds good. this wont be EXACTLY same as in wh40k universe ( i mean women arent allowed to use Space marine suits, since their body cant handle that, in wh40k universe... but in openxcom, well i cant change the rules basically ) im still prolly going for:
 tier 0 = flak armor
 tier 1 = (first one who get promoted to squaddie) = Squad leader with Flak armor
 tier 1 = (Second and later ones who get promoted into squaddie) = Carapace armor + Tier 1 weapons (slightly better?)
 tier 2 = (first one who get promoted to sergeant -> Squad leader scout armor)
 tier 2 = (second and later ones who gets promoted int serg -> Scout armor)
 ....
 ....
 and so on. Still in VERY conceptual state. This needs some roleplaying elements to follow tho (maybe including a PDF how to play this "roleplay").
 

new civ: Ultratier will be prolly be ultramarine captain class, with its own unique bolter and relics (for reference https://bhvr-ec-prod.s3.amazonaws.com/lw6ojctns2obe/source.png (https://bhvr-ec-prod.s3.amazonaws.com/lw6ojctns2obe/source.png) ). i really do want to make terminator class, as i thought first, BUT im allready pushing the sprite limits (pixel grid size?) with the space marine armor. Terminator should be made in 2x2 sized grid as the Xcom tank, to look beefy enough, and thats quite task to make ..  only saying, maybe maybe :3

 Solarius Scorch: other codexes could be made (eg. blood ravens, space wulfs) ... i was thinking of making DIY sprites of dolls and battlescape armor, where there is no unique patterns from other codexes, plain armor without fancy signs and such. Basically a gray armor and modders can recolor/draw themselfs with their own liked codex.

...and now something completely diffrend. Sorry for lack of updates, damn GOG release of Chaos gate and specially the final liberation have consumed me utterly to replay those classics :D ...and that made me thing of what would it look like to have EpicWh40k in openxcom... (note rhino is photosopped in, marines are actually working)
edit: just dreaming https://img.labirint.ru/images/comments_pic/0905/02lab7s9u1232965731.jpg (https://img.labirint.ru/images/comments_pic/0905/02lab7s9u1232965731.jpg)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on August 01, 2015, 02:36:12 am
No worries, I was actually offering to do some rules work if you're interested ;) Once you get scout armor done, with your permission, I'll look into writing something, maybe with Ork mutons as the enemy? Or MechTau-ids. The PDF could easily be just the combat armor sprite with a rifle (with maybe more expensive versions for flamer and grenade launcher).

I think the RP way is interesting, except it's just a RP way, not a cohesive, balanced environment. With the stats impact of armor, you actually have an incentive to put rookies in scout armor, veterans in power armors and only great soldiers in kickass armor. You can similarly have a weight/accuracy + resources balance aspect to the fancier gear so that it makes sense to have a variety of weapons.

Anyhow, interesting work! I'll keep watching! And the idea of downsizing is cool too! Next a 2x2 baneblade! :P
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: niculinux [RETIRED/QUIT] on August 17, 2015, 12:02:15 pm
Wow! Just thinking with luod voice, would be cool if we may get missions like the board game map, assauotin an alienship!!! But then it'a whole new story :P Thanks, a really mist have mod very '90sh in the spirit, as xcom is! <3
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: taldarus on August 18, 2015, 03:46:28 pm
Just drifting through to check up on your mod. Read through the post, and was wondering something. Can you leave the SM as the true infantry but alter their price? So instead of 40k to recruit them, you need...500k? For a SM recruit that might be cheap.

Then you can follow Arthanor's idea of using 'cheap' 40k HWP PDF/IG to supplement them. IG seems a better idea to me, but work is foreign to me.

This way you can start the game with a squad of 'scouts', but call on the support of the local PDF/IG to help support you in your mission.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on August 18, 2015, 03:55:06 pm
Just drifting through to check up on your mod. Read through the post, and was wondering something. Can you leave the SM as the true infantry but alter their price? So instead of 40k to recruit them, you need...500k? For a SM recruit that might be cheap.

Then you can follow Arthanor's idea of using 'cheap' 40k HWP PDF/IG to supplement them. IG seems a better idea to me, but work is foreign to me.

This way you can start the game with a squad of 'scouts', but call on the support of the local PDF/IG to help support you in your mission.

Changing the price is trivial, but unfortunately the game doesn't support multiple types of troops. So either you get all Space Marines or no Space Marines.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: DracoGriffin on August 18, 2015, 05:36:06 pm
Changing the price is trivial, but unfortunately the game doesn't support multiple types of troops. So either you get all Space Marines or no Space Marines.

Following Dioxine's method in Piratez; you can make the cannonfodder IG as buyable "tanks"/"HWPs" like the Mercenaries, Alliance Advisors, etc.

So you could, in a sense, hire fodder troops before missions... the only issue would be to A: keep a retinue in "stock" or B: somehow adjust the transfer time from Purchase screen.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: taldarus on August 18, 2015, 05:36:45 pm
Didn't say it very clearly. Other infantry would be the HEAVY WEAPONS PLATFORM (Tanks?). Wouldn't be able to get them to gain experience, true, but IG (What I will use) are fairly stratified already.

Space Marine -(Real Infantry- Starts as a 'scout)- $500,000
IG Conscript -(Las rifles don't have ammo?)- $10,000
IG Guardsman - $40,000
IG Heavy Weapons Team? (No idea how to model them)
IG Karskin - $100,000

As you are not training the IG, but borrowing them from the local garrison. You can Role Play up a pretty good reason as to why they don't level up. IE  the local Garrison was willing to loan you 50 conscripts to aid you, not 48 conscripts and 2 veterans. As they become experienced (And therefore more valuable to the garrison) they are rotated out with replacements. The very nature of the split organizational structure would also justify why they don't have names and personality. The IG troops are not YOUR men, but are assigned to help temporarily.

Hopefully that is clearer. EDIT: Post got ninja'd by Draco
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on August 18, 2015, 06:54:47 pm
Ah yes, that is perfectly possible. I can imagine some really high HWP limits on your ships. :)

And speaking of HWPs, I don't think anyone mentioned Dreadnoughts!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: DracoGriffin on August 18, 2015, 10:08:36 pm
Didn't say it very clearly. Other infantry would be the HEAVY WEAPONS PLATFORM (Tanks?). Wouldn't be able to get them to gain experience, true, but IG (What I will use) are fairly stratified already.

Space Marine -(Real Infantry- Starts as a 'scout)- $500,000
IG Conscript -(Las rifles don't have ammo?)- $10,000
IG Guardsman - $40,000
IG Heavy Weapons Team? (No idea how to model them)
IG Karskin - $100,000

As you are not training the IG, but borrowing them from the local garrison. You can Role Play up a pretty good reason as to why they don't level up. IE  the local Garrison was willing to loan you 50 conscripts to aid you, not 48 conscripts and 2 veterans. As they become experienced (And therefore more valuable to the garrison) they are rotated out with replacements. The very nature of the split organizational structure would also justify why they don't have names and personality. The IG troops are not YOUR men, but are assigned to help temporarily.

Hopefully that is clearer. EDIT: Post got ninja'd by Draco

No ninja; just great minds think alike. Good expansion.

Also to Scorch, I believe Dioxine set up transports for certain HWPs to act as soldiers; or at least appears to me during gameplay.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: taldarus on August 19, 2015, 03:37:01 am
Really want to tinker with this mod, but I am too busy... :'(
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on October 13, 2015, 02:35:44 am
brothers of the Imperium of Man,  a thunderhawk as been dispached to aid us in your quest
 (https://www.image-share.com/upload/3076/270.png) (https://www.image-share.com/ipng-3076-270.html)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 13, 2015, 02:46:46 am
That is.. insane!!

A bit short, but very impressive work :D Looks like it could be quite easily made longer, and also turned into a Storm Raven. Nicely done!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 13, 2015, 02:07:45 pm
(https://img.photobucket.com/albums/v668/auciker/Smileys/jaw-drop.gif)

You, good sir, are a candidate for my new favourite creator.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: XOps on October 13, 2015, 10:32:19 pm
Nice.  :) Now someone just needs to reskin the Chryssalids into Genestealers. Oh and make the rest of the maps look dark and gritty.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: davide on October 14, 2015, 10:51:22 am
The thunderhawk picture is it a concept or do you made tileset and craft map ?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on October 14, 2015, 03:36:32 pm
"The thunderhawk picture is it a concept or do you made tileset and craft map ?"

(https://s21.postimg.org/xr74d1nt3/print.png) (https://postimg.org/image/foe1ltryb/full/)
click image upload (https://postimage.org/)

I´m working in the ruleset and minor image teeks, trying to release this weekend when i have time
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: davide on October 15, 2015, 02:17:34 pm
Very impressive !!! :o
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Hobbes on October 15, 2015, 02:32:30 pm
FYI: This comment was posted on the /xcom subreddit (https://www.reddit.com/r/Xcom/comments/3om1p3/openxcom_space_marine_thunderhawk_in_the_space/) when ivandogovich posted a pic of this mod there:

"Uh-oh, GW IP. Cease and desist order incoming."
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 15, 2015, 03:41:24 pm
FYI: This comment was posted on the /xcom subreddit (https://www.reddit.com/r/Xcom/comments/3om1p3/openxcom_space_marine_thunderhawk_in_the_space/) when ivandogovich posted a pic of this mod there:

"Uh-oh, GW IP. Cease and desist order incoming."

Ahahahaha. Our servers are in Poland, and I don't believe anyone would treat them seriously there. :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on October 15, 2015, 04:24:35 pm
Hehe, a tiny cute Smurfwagon :) Bit blurry, but still... that sure was a lot of hard work. The most outstanding parts (in the bad way) are: engine intakes and Turbolaser barrel (blurry as hell), Imperial iconography (as above) and not pronounced enough edge between the roof and the sides. Try using darker tone for the sides. XCom graphics are usually crisp and sharp, at the price of realism, which makes this machine stand out a bit too much (especially since you've used some modified original tiles, which are crisp). Despite criticsm though, I tip my hat to you :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Hobbes on October 15, 2015, 06:21:30 pm
Ahahahaha. Our servers are in Poland, and I don't believe anyone would treat them seriously there. :)

Well GW is known to be completely against fan based material or anything that infringes their copyright. Just two years ago they decided to place an absurd lawsuit about a book being sold on Amazon, claiming that they had the trademark of the term 'Space Marine', which is completely laughable.

I don't know if they'll notice a mod made for an open source project of a 20 year old game but I thought it better to inform the author of this mod of their legal attitude regarding these kind of fan projects since /reddit is quite a large medium.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 15, 2015, 06:41:15 pm
Well GW is known to be completely against fan based material or anything that infringes their copyright. Just two years ago they decided to place an absurd lawsuit about a book being sold on Amazon, claiming that they had the trademark of the term 'Space Marine', which is completely laughable.

I don't know if they'll notice a mod made for an open source project of a 20 year old game but I thought it better to inform the author of this mod of their legal attitude regarding these kind of fan projects since /reddit is quite a large medium.

Oh, as a former player (Chaos Space Marines and Dark Elves) I know that, GW is infamous for that in the community. I just think in this climate in Poland, their potential claims will be ignored. At least I've never, ever heard of any legal action of the sort, and it's not like Warhammer fandom isn't large.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 15, 2015, 06:50:08 pm
Yeah.. GW's attitude is despicable some times.. why can't they be happy we like their stuff? (Like Firaxis/Gollop being happy we like XCom!) But I think it mostly deals with unlawfully distributing their stuff. You can't give people something for free that they are trying to sell (rules, or even rumors that cover rules/models that they will be trying to sell later) and you can't sell your own stuff that is in any ways related to GW IP. But in this case, this is GW-inspired art being given at no monetary gains. I have not heard of them going after that. (otherwise there would be no fan art, no pictures of people's models, etc.)

Back to the awesomeness of this, I do echo Dioxine's comments, and the blurriness is also present in the marines themselves. Also, although the tiny hawk is cute, it's supposed to carry 30 marines. A storm raven would fit much better (and in fact, besides the huge gun, looks quite a lot like what you have now. It might save you some time to just switch?)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on October 15, 2015, 08:01:49 pm
Yeah.. GW's attitude is despicable some times.. why can't they be happy we like their stuff? (Like Firaxis/Gollop being happy we like XCom!) But I think it mostly deals with unlawfully distributing their stuff. You can't give people something for free that they are trying to sell (rules, or even rumors that cover rules/models that they will be trying to sell later) and you can't sell your own stuff that is in any ways related to GW IP. But in this case, this is GW-inspired art being given at no monetary gains. I have not heard of them going after that. (otherwise there would be no fan art, no pictures of people's models, etc.)

They went after Damnatus, even though it was supposed to be distributed for free... only because German law says that invention/art is an inalienable property of the inventor/author and even if he sells/gives away that property, he's still under legal protection and cannot be completely kicked out. From my own field, a German university cannot claim authorship of a technology it developed, all the contributors' rights must be respected regardless of arrangement - in Poland it looks very differently, the university can capitalize on an invention - or supress it - while the authors, if they were working for it, are basically slave labour.
From what I know, GW have decided that 'every piece of fan material is GW's sole property', even though such claim has no basis in legal systems of most countries. Even their claim on rules is shoddy since the law cannot deny you memorizing stuff and noting it down later. BUT... threatening people who 'infringe' costs them nothing, and most people simply choose to forfeit than try to fight them, even if there is no legal base to a GW claim.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 15, 2015, 08:30:47 pm
These guys:

https://www.chapterhousestudios.com/

They're actually selling this stuff.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on October 15, 2015, 08:53:10 pm
Yeah they do not use any trademarks or trademark names (no, Space Marine in itself is NOT a trademark name, since it consists of normal words, neither was GW first to use it), so GW can do nothing but fret. But you need good lawyers to do that kind of stuff, to not accidentally do what crosses the line of being legal. Or, spell Space Marine as космодесантник and don't give a s*it :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 15, 2015, 09:43:26 pm
They actually got sued to hell by GW who was trying to get them to close business, but they stood up to it and won, so they are still in business. It's interesting to see that they are releasing models which state "This kit is designed to be used with the Eldar Howling Banshees model rules." That's not saying they are alternate models for Eldar Howling Banshees, but.. it's skirting the law for sure. I am surprised to see the exact race and unit names there.

CS are doing interesting stuff, but one of the consequence is also GW's current obsession to only release rules for which there are models, to the point that new releases are now models first without any knowledge of the rule until they come printed in their magazine, or in the codex that comes all the way at the end. Thinking of buying that new shiny model? Better buy a magazine or wait 4 more weeks to find out if it's any good! (or go online, to forums or torrents..)

Anyhow.. probably not the right thread now that I think of it.. Bring moar Speez Mahreens! I'm thinking Dioxine's raider faction could easily be turned into chaos cultists as an easy first 40k-ish enemy instead of sectoids.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on October 15, 2015, 10:30:47 pm
 it´s cool as long you don't "make a buck"... used to do some work for a mod in c&c renegade and EA give the permition to mod as (dune or generals or some shit , can´t remember) as long is open and free, can´t remember now the full situation but you see the point , so this is just fan work  (like a drawing of 40k universe , if i don´t sell or use it for profit they wont fall on you)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Boltgun on October 16, 2015, 02:24:22 pm
it´s cool as long you don't "make a buck"... used to do some work for a mod in c&c renegade and EA give the permition to mod as (dune or generals or some shit , can´t remember) as long is open and free, can´t remember now the full situation but you see the point , so this is just fan work  (like a drawing of 40k universe , if i don´t sell or use it for profit they wont fall on you)

I saw GW send cease and desist notice on fanwork before, but most notices are just scare tactics. You're likely protected by fair use or parody exceptions.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: davide on October 16, 2015, 03:59:59 pm
....  a thunderhawk as been dispached to aid us in your quest
 (https://www.image-share.com/upload/3076/270.png) (https://www.image-share.com/ipng-3076-270.html)

It is better then original:
https://www.myabandonware.com/game/warhammer-40-000-chaos-gate-456 (https://www.myabandonware.com/game/warhammer-40-000-chaos-gate-456)

(https://www.myabandonware.com/media/screenshots/w/warhammer-40-000-chaos-gate-4dv/warhammer-40-000-chaos-gate_8.gif)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Ryskeliini on October 16, 2015, 09:09:44 pm
Been away for long and Ho-ly!.. nice, i have to admit i had real issues what kind of ship i would make to transport troops, but that looks nice! ... i was orginally planning to go with Arvus Lighter eg. https://i403.photobucket.com/albums/pp115/Ash-2-photos/Imperial/Arvus%20Lighter/Arvus2240.jpg as its smaller and would be easier to make to xcom, but that Thunderhawk looks great. ill post it on to front thread and give credits.

Also nice to hear ramblings about license issues, i myself also have gone to the way, that this is free mod and for everyone to modify for their liking. i hopefully think that there wouldnt be any issues with anything as long as i dont make any profit of this, its just love for wh40k universe... inb4 i start changing names to Space Grunts and Bülterguns soon :D

As for progress, its quite stalled for now. i have very little time to work on this, currently working irl.. gotta get living and so on. Not saying that iv completely stopped, i do some stuff here and there when i have inspiration and free time. Propably will continue after christmas when my current job ceases (or continues who knows)

Prolly "major" thing is that heavy weapons will be now Shoulder mounted as in pre-heresy times. (1st Codex baby!) since i cant really fit heavy weapons "nicely" enough to the sprites (as you may seen using heavy bolter when shooting, half of the sprite disappears, and is quite messy) see below image for inventory screen. yay or nay to shoulder mounted? ...expect lascannons ,meltas, rockets to be this kind also...

Also, should weapons be classic red colored to stand more out of the marine?


Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on October 16, 2015, 09:37:12 pm
Prolly "major" thing is that heavy weapons will be now Shoulder mounted as in pre-heresy times. (1st Codex baby!) since i cant really fit heavy weapons "nicely" enough to the sprites (as you may seen using heavy bolter when shooting, half of the sprite disappears, and is quite messy) see below image for inventory screen. yay or nay to shoulder mounted? ...expect lascannons ,meltas, rockets to be this kind also...

Hell yay! Shoulder mounted ftw. And while we're at it, why not make the bolters also follow the old designs? I've never got used to this overgrown-MP-5 pattern that has appeared around the 3rd ed... (the uninitiated can see an example of such an old bolter - already 'modernized' a tiny bit - in that Chaos Gate screenshot) :)

As for the colors, it's stupidly easy to recolor stuff with Falko's tools, so it doesn't really matter - when you finish doing pixel art, you can have that picture recolored to any and all of 15 XCom's colors in 5% of that time. Having said that, I've always liked red bolters, not only on Blood Angels :)

Oh also - shoulder-mounted Heavy Bolters were good only for a dozen of shots w/o reloading afaik (but strong as hell), isn't that magazine too long?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 16, 2015, 10:06:13 pm
Shoulder mounted looks good, but it might fit better with older armor marks :P Just joking ;) sort of...

Also, don't worry about the colors, recoloring is indeed very easy and I expect we will have lots of that since people have their own chapter preferences. I'm already planning a Black and a Yellow recolors, for Templars and Imperial Fists.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Yankes on October 16, 2015, 10:29:53 pm
And we should not forget that ruleset allow change colors on rank (one color) and nationality/gender (3 colors).
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 16, 2015, 11:25:07 pm
Change shoulderpad fill according to rank :D

Although it doesn't really work with the idea of a chapter keep somewhere, it could be cool to make nationalities that become different chapters for a more crusade force.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on October 21, 2015, 04:27:40 pm
Several chapters work together in the "Deathwatch" Space Marines  that serve the Ordo Xeno , they keep the chapter insignia shoulder pad and the other pad is deathwatch , still the lore is always changing in this 40k universe so is always better to stick to the Codex Astartes builder ultramarines , if you do a space wolves mod is like living hell , too many details, animals, no standard insignia and all sort of crazy shit

--- posts merge ---

Praise the Emperor! more reinforcements have arrived

(https://s4.postimg.org/aynd54di1/image.jpg) (https://postimg.org/image/aynd54di1/)

WIP ( maybe next week i will realease it)

(https://s16.postimg.org/z1muxsj35/imag.jpg) (https://postimg.org/image/z1muxsj35/)

 i´m beginning to use your bolter stuff hope u wont mind  ::) , and the biker as your top armor space marine armor , and maybe i will do a venerable dread with space helmet
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 21, 2015, 07:21:58 pm
Praise the Emperor, this is fantastic. I love both the dreadnoughts and the bikes.

What's your opinion on people who steal and modify your sprites (with credit and links to the original mod)? :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on October 21, 2015, 08:10:16 pm
Do as you please , i like people using my stuff, all my content are for people to reuse and improve the game xp
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 21, 2015, 08:18:41 pm
Thanks, then I'll be pushing for the use of bikers to make biker gangsters (Akira style) in Piratez. :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Zharkov on October 23, 2015, 05:34:36 pm
I can't shake off the weird idea that the Space Marines will come to Piratez one day and cleanse the earth of the stargods (and other aliens), demons, hybrids and mutants! Then they will take a closer look on how pure the humanists really are...



The Emperor protects!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on October 23, 2015, 07:13:52 pm
I can't shake off the weird idea that the Space Marines will come to Piratez one day and cleanse the earth of the stargods (and other aliens), demons, hybrids and mutants! Then they will take a closer look on how pure the humanists really are...

Oh, let's not forget that Space Marines are mutants themselves - albeit sanctioned ones. And the Imperium accepts abhumans readily, so do they accept cyborgs - as long as you're within a broad definition of 'human' (not veering too much from the Holy Human Form), you're fine. They only hate xeno & heretic scum :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Zharkov on October 23, 2015, 10:16:39 pm
Oh, let's not forget that Space Marines are mutants themselves - albeit sanctioned ones. And the Imperium accepts abhumans readily, so do they accept cyborgs - as long as you're within a broad definition of 'human' (not veering too much from the Holy Human Form), you're fine. They only hate xeno & heretic scum :)

With so many unsanctioned psykers around, the Inquisition might not agree with that. And, it is very suspicious that you deny the presence of demons.  ;D
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 23, 2015, 10:26:25 pm
In either case, I think it unlikely that even an entire chapter of Space marines could pull an Exterminatus on Earth. It's just a thousand men and some ships (albeit powerful). Their space tech is certainly better than Star Gods', but still, they don't have a real war fleet.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 23, 2015, 10:32:50 pm
Pfff... it only takes a hundred space marines to subjugate a planet. Everybody should know that! If you have Black Templars, you can even do it with 50 ;D

Also, Exterminatus is just some kind of bombardment, you don't need many men for that, just a ship capable of it. Of course, Exterminatus by chainsword would require many space marines, or, equivalently, again, 50 Black Templars  ;)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on October 23, 2015, 10:38:53 pm
Pfff... it only takes a hundred space marines to subjugate a planet. Everybody should know that! If you have Black Templars, you can even do it with 50 ;D

Yeah, keep believing the propaganda of the Emperor's dogs. The Emperor is dead! Long live Cha... or well, nevermind. :)

Also, Exterminatus is just some kind of bombardment, you don't need many men for that, just a ship capable of it. Of course, Exterminatus by chainsword would require many space marines, or, equivalently, again, 50 Black Templars  ;)

It's not necessarily a bombardment, it's the procedure of cleansing the planet of all life - by any means. My point is that Space Marines probably don't have such power; their chapters have little ships besides battle barges. They are meant to not be a threat.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on October 23, 2015, 10:59:07 pm
lol I should have said "if often just delivered by bombardment" I still maintain that it isn't a manpower intensive procedure, and it is indeed something that marines are capable of carrying.

As to the "real" capacities of marines, that is indeed a tricky one. Pretty much all accounts have them performing feats well beyond what their numbers should allow, with little to no explanation as to how. It is very much preference that makes one decide if they are the bulwark (or the scourge) of the Imperium, or a relatively fighting-wise insignificant bunch of poster boys meant to inspire the humans doing most of the work. But that's not a debate for this thread, which we are happily derailing.

Back sort of on topic: I would love Dioxine to find a way to include them in Piratez as he did for other factions (if he hasn't already, but I don't know, and please don't spoil it!)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on October 24, 2015, 02:47:32 am
Pfff... it only takes a hundred space marines to subjugate a planet. Everybody should know that! If you have Black Templars, you can even do it with 50 ;D

Black Templars' Emperors' Champion can do it alone - the other 49 are there just to make sure he's running in the right direction :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on November 14, 2015, 12:09:27 am
Marine Squad Deployed! 8)

(https://s28.postimg.org/wovnpkbvt/screen003.png) (https://postimg.org/image/wovnpkbvt/)

(https://s28.postimg.org/sts9mzsq1/screen006.png) (https://postimg.org/image/sts9mzsq1/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: DracoGriffin on November 14, 2015, 12:35:08 am
That's an orgasm.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on November 14, 2015, 05:07:19 am
A tiny contribution... Blood For Blood God!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: DracoGriffin on November 14, 2015, 08:07:07 am
A tiny contribution... Blood For Blood God!

Looks like a perfect replacement for the More Dakka Custom Shooty Gun. :P
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on November 14, 2015, 02:23:32 pm
Don't confuse bolter with super-shoota :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: davide on November 14, 2015, 04:44:46 pm
Marine Squad Deployed! 8)

(https://s28.postimg.org/wovnpkbvt/screen003.png) (https://postimg.org/image/wovnpkbvt/)

(https://s28.postimg.org/sts9mzsq1/screen006.png) (https://postimg.org/image/sts9mzsq1/)

Warboy recently allows to add more than one Ufo to Terrain Script but
how do you add more craft ?

Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on November 14, 2015, 04:58:17 pm
It's likely a single craft.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on December 08, 2015, 02:28:01 pm
y both are only one craft !

--- posts merge ---

gathering  of the chapter

(https://s9.postimg.org/cuz8xd9t7/screen045.jpg) (https://postimg.org/image/cuz8xd9t7/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on December 09, 2015, 06:28:46 am
Two brothers lost against a single Muton?! What heresy is this?!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Arthanor on December 09, 2015, 05:42:32 pm
Plasma guns man.. we need storm shields!

Call the apothecary!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on December 10, 2015, 12:41:16 am
apothecary and a lot of other stuff

(https://s28.postimg.org/tr64ytqu1/screen042.png) (https://postimg.org/image/tr64ytqu1/)

(https://s28.postimg.org/bykkqy9ll/screen046.png) (https://postimg.org/image/bykkqy9ll/)

(https://s28.postimg.org/694c6n3fd/screen047.png) (https://postimg.org/image/694c6n3fd/)

(https://s28.postimg.org/61lanvhuh/screen049.png) (https://postimg.org/image/61lanvhuh/)

(https://s28.postimg.org/noyi8c2e1/screen050.png) (https://postimg.org/image/noyi8c2e1/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on December 10, 2015, 12:49:53 am
Female Space Marines: one of my favourite heresies. (I have a couple minis like that, but then I play Chaos Space Marines, so I can do whatever the fuck I want.)

Looks nice, as always; I am constantly amazed by your graphics, especially the sprites. Are you planning to make heads that look more Space Marine? You know, less human, more technological terror mixed with American football films.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on December 10, 2015, 07:09:56 pm
Progress is looking very, very good. When this reaches total conversion status I will play the shit out of it, rest assured. Keep up the good work, man.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on December 12, 2015, 10:48:19 pm

your favorite heresy it´s the front cover hehehe 8)

(https://s17.postimg.org/dv9wg0am3/screen058.png) (https://postimg.org/image/dv9wg0am3/)

Will Chaos stand a chance ?
(https://s17.postimg.org/5eae535x7/screen057.png) (https://postimg.org/image/5eae535x7/)

"Are you planning to make heads that look more Space Marine? You know, less human, more technological terror mixed with American football films." I thought about that , and i decided no, so it can be played with other mods and no more extra work... yet!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on December 12, 2015, 11:51:02 pm
Nice work, dude!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on December 13, 2015, 05:44:36 am
Hehehe, I'm liking the main menu art already. You better not change it if you don't wanna be warp spawn!
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on December 24, 2015, 12:25:23 am
pick your poison

(https://s29.postimg.org/ikofza9ir/screen062.png) (https://postimg.org/image/ikofza9ir/)

(https://s29.postimg.org/79lsax2nn/screen065.png) (https://postimg.org/image/79lsax2nn/)

Btw thks to Dioxine for chaos props
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on December 30, 2015, 04:40:49 pm
Good work!  :) What about the Aliens? Will we see Genestealers and such alike, too?
One more idea: You could add special "Spacehulk" missions....
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on January 05, 2016, 09:22:00 pm
right now i´m only doing the basics , so i can be played asap , and the hardest stuff to do its enemy sprites , that´s the main reason why its chaos... but still i would love to see everything like tyranid and fight on space hulks and ship interiores (big open battlefields with some ruins its the perfect set for me) dunno if i have the time, patience, or even knowledge  for all that
 The New space marine base (also i made a new facility for orbital bombardment with the bombardment beacon i will show it next post)

(https://s12.postimg.org/8wro7x0vt/screen001.jpg) (https://postimg.org/image/8wro7x0vt/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on January 06, 2016, 01:12:17 pm
Very nice work.

Are the walls recoloured from the Crypt set from TFTD? I think they'll a bit bright for a Space Marine base, which normally looks like a Gothic church, but I'm sure there's some idea behind this.

Love the Rhino in the hangar. You're really pushing the MCD count here. ;)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on January 06, 2016, 02:12:59 pm
Are these guys in red robes who I think they are? And I don't mean ethereals :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on January 08, 2016, 09:35:57 pm
i was going for the church combined with tech , but its not easy to do with limited MCDs count , also some space marine lore has some clean bright images ( chaos gate game battllebarge bridge for example ) but now its a dark grim universe... anyway the first floor has more statues and pillars vibes into it , i will try to add more gothic stuff was i go along.

the orbital stike facility with beacon , with some traitor guard!
(https://s22.postimg.org/hxnr3imi5/screen011.jpg) (https://postimg.org/image/hxnr3imi5/)

The guys in robe are still ethereals :P, what were you thinking techpriest? share ideas
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on January 08, 2016, 10:58:48 pm
The guys in robe are still ethereals :P, what were you thinking techpriest? share ideas

Who else, what's 40K without the Techpriests (although Space Marines have their own techpriest-wannabes so the real deal Cult Mechanicus might be out of the scope of a Space Marine mod - maybe if I find time/motivation to do some Imperial Guard stuff...).
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on January 09, 2016, 05:24:56 pm
this might help , planning to make the guard the "civilian´s" in distress
(https://s24.postimg.org/rty11glxt/GUARD.jpg) (https://postimg.org/image/rty11glxt/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on January 09, 2016, 07:12:18 pm
Nice pauldrons! I think I might need to modify it a bit further though... too bad I am too caught up in my own mod :/
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on January 16, 2016, 09:58:33 pm
Imperial Guard Base Aka Urban terror misson (help the imperial guard in distress)

(https://s22.postimg.org/ifvknyo1p/screen012.png) (https://postimg.org/image/ifvknyo1p/)

(https://s22.postimg.org/o5bt89u7x/screen014.png) (https://postimg.org/image/o5bt89u7x/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on January 27, 2016, 09:43:57 pm
just to show some love for the "craft"
(https://s13.postimg.org/h3jt47wtv/screen015.png) (https://postimg.org/image/h3jt47wtv/)

(https://s13.postimg.org/jywwb30tv/screen016.png) (https://postimg.org/image/jywwb30tv/)

(https://s13.postimg.org/91vkmbe2b/screen018.png) (https://postimg.org/image/91vkmbe2b/)

(https://s13.postimg.org/w227ynbw3/screen019.png) (https://postimg.org/image/w227ynbw3/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on January 27, 2016, 09:48:58 pm
That's very nice, I like the graphics a lot. But why the Multi-Melta has range several times over the Lascannon?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on January 28, 2016, 01:28:13 am
Because this is just a reskin, not weapon conversion yet :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on February 08, 2016, 09:58:56 pm


Blood for the blood god
(https://s27.postimg.org/71uo7p1in/screen023.png) (https://postimg.org/image/71uo7p1in/)
Read a book
(https://s27.postimg.org/vh2w8r0fj/screen027.png) (https://postimg.org/image/vh2w8r0fj/)

(https://s27.postimg.org/gjuf7qn73/screen022.png) (https://postimg.org/image/gjuf7qn73/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: UnholyKnight on February 28, 2016, 01:52:02 am
Hmmm, I sometimes thing about fanfic like "deathwatch/X-COM crossover"... and here you are, making that kind of crossover - I'm really waiting release of your mod.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on March 02, 2016, 11:01:04 pm
Chaos Forces Grow Stronger ! stay vigilant brothers
(https://s15.postimg.org/pddd2my3b/screen034.jpg) (https://postimg.org/image/pddd2my3b/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: ivandogovich on March 02, 2016, 11:14:23 pm
That ship looks amazing! :D
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 02, 2016, 11:16:50 pm
Hey make that Juggernaut of Khorne 2x2! It looks like a Puppy of Khorne now :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on March 02, 2016, 11:39:36 pm
Hey make that Juggernaut of Khorne 2x2! It looks like a Puppy of Khorne now :)
Already is ! :p guess the pic didn´t capture the right side of the beast
(https://s17.postimg.org/o5cmzqdaj/juger.jpg) (https://postimg.org/image/o5cmzqdaj/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on March 07, 2016, 10:04:03 pm
The Enemy walker challenge me ! I accept!
(https://s30.postimg.org/x63uefhot/screen038.jpg) (https://postimg.org/image/x63uefhot/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on March 19, 2016, 07:09:34 pm
Brothers i share with you the complete file of the mod 95% done (most of the text in ufopedia is not done yet.). Still theres a part where i can´t advance no more due i need to know extender and extra coding
the file
https://www.filedropper.com/40k

So i must ask someone to make 3 itens auxiliar "builtInWeapons:" to armor in order to this to work the AUX_MEDI_KIT  for the apot armor , the  AUX_SHIELD for the assault terminator and the STR_PSI_AMP for the librarian Armor . I know its possbile i seen piratz ruleset but i dunno how to work with the extender

There are also a lot of sprites yet to do,lots of bugs to correc,t and more kool missions to do  like space hulks with tiranids !but next time..
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on March 20, 2016, 07:06:50 am
Brothers i share with you the complete file of the mod 95% done (most of the text in ufopedia is not done yet.). Still theres a part where i can´t advance no more due i need to know extender and extra coding
the file
https://www.filedropper.com/40k

So i must ask someone to make 3 itens auxiliar "builtInWeapons:" to armor in order to this to work the AUX_MEDI_KIT  for the apot armor , the  AUX_SHIELD for the assault terminator and the STR_PSI_AMP for the librarian Armor . I know its possbile i seen piratz ruleset but i dunno how to work with the extender

There are also a lot of sprites yet to do,lots of bugs to correc,t and more kool missions to do  like space hulks with tiranids !but next time..

I.... I have no words, save for a huge understatement. I can feel the effort put into this mod, your blood, sweat and tears, and I can say that this mod is F*****G AWESOME! Good job mate! Hell, the biggest problem I can find isn't even a bug or glitch or anything, it's the grammatical errors. If you need someone to proof-read your stuff, man, just say the word.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 20, 2016, 10:12:14 am
Extended has a good documentation but I can help you out with these holy tasks shall you tell me what the problem with the machine spirit is.

EDIT: Apothecary's medikit works fine when the game is launched under Extended.

EDIT2: you need this under manufacturing (cost and time taken out of the ass):
Code: [Select]
  - name: STR_LASGUN_CLIP
    requires:
      - STR_LASER_RIFLE
    space: 2
    time: 200
    cost: 200

And this under ufopaedia:
Code: [Select]
  - id: STR_LASGUN_CLIP
    type_id: 4
    section: STR_NOT_AVAILABLE
    requires:
      - STR_LASER_RIFLE
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 24, 2016, 10:13:57 am
Posting rulesets with some fixes - not sure if it was as author intended though.
- added manufacture for laser & melta clips
- sniper bullets 1->3 wt
- autocannon->heavy bolter lang fix, aimed shot disabled, incr. auto range to 13
- added names for some of the enemies that had the same names as different enemies
- deamon -> daemon lang fix
- added new tech table so the enemies of mankind use other weapons than heavy plasma in late game.

This mod has been tested under new OXCE 2.9+ and works just fine. No real errors. It does absolutely need OXCE to work as intended though, vanilla OXC won't cut it.

Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on March 25, 2016, 05:17:46 pm
I.... I have no words, save for a huge understatement. I can feel the effort put into this mod, your blood, sweat and tears, and I can say that this mod is F*****G AWESOME! Good job mate! Hell, the biggest problem I can find isn't even a bug or glitch or anything, it's the grammatical errors. If you need someone to proof-read your stuff, man, just say the word.

What NebulaM78 said^  :)

Damn, is there an abundance of huge megamods for OpenXcom available or what?!  :D So many mods, so little time.....
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 25, 2016, 07:41:17 pm
One more fix - mcdpatches. A quick and dirty patch for unwinnable Terrors where units spawned inside inaccessible (and pretty much indestructible) bunkers. A better fix would be rebuilding said bunkers so they won't spawn with the only exit blocked by map's edge.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on March 26, 2016, 06:39:49 am
Spelling errors aside, I find it strange that las weapons do more damage than bolt weapons. Also, why do only devastator and terminator armors increase strength? All power armor is supposed to do that. I have a lot of suggestions actually, so here's a list. Don't get me wrong, I'm not bashing you or your mod, or even trying to one-up you. These are suggestions, and nothing more. If anybody has anything to add or modify, feel free to bring it up for discussion.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on March 26, 2016, 06:53:32 pm
so, I've already "borrowed" your maps for my X-Com Files project :)

(https://i.imgur.com/CWMwpQd.png)

Credits will be given.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 26, 2016, 09:44:23 pm
Hmm we can perhaps reverse the order. Make lasguns (and autoguns!) available from get go, with reduced stats (38 is a good watermark so they're not TOO puny), while Bolters are your first research. They can do 1-tile HE blast with 60-70-ish Power, just like the Sniper but weaker. This will even damage Power Armor albeit slowly, making the Bolter an useful weapon throughout the game (but it should probably cost some Adamantium). The Heavy Bolter would have to be buffed, naturally.

I like how heavy weapons are heavy, you can absolutely have a Scout wielding a HB or a Launcher... only it takes a very experienced Scout to do so. Having said that, the Launcher is far too weak to warrant such weight. Maybe upping the damage to 150 should do the trick. Krak and melta can be made to use Fire damage & ignore armor... but I don't want to change too much and ruin the already very good balance.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on March 27, 2016, 07:13:34 am
Good ideas, Dioxine. However, just the fact that Space Marines use lasguns in the first place is quite odd. I guess one workaround we could use is different ammo types for the bolter? Start with standard bolts for the traitorous mortals then move on to vengeance bolts for the Chaos Marines. Maybe psycannons and Grey Knights as well for extra daemon-killing, or when many more daemon types are made. Lasguns and autoguns should IMO be reserved for cultists and traitor guardsmen. Melta's range has to be reduced somehow. Small range, but any man-sized that gets hit will be vaporised. The late-game grenade can be melta bombs, which achieve the same thing but with a, say, 3-tile blast? It can also be used for breaching I guess.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 27, 2016, 10:26:55 am
However, just the fact that Space Marines use lasguns in the first place is quite odd. I guess one workaround we could use is different ammo types for the bolter?

First off, they're just Scouts in the beginning. Second, they're trained in fighting with any weapon. IMO adding "shitty shells" to the Holy Bolter is much more degrading than having Scouts to fight with a lasgun for a few weeks. The special shells you're talking about are extremely rare. Also, if you don't like lasguns, there should be a Space Marine Shotgun available from the get-go as the first 'real' weapon.

Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: NebulaM78 on March 27, 2016, 10:58:56 am
That's great too, I guess. I mean, there's only so much canon you can include in a game before balance issues start to kick in. We can just pretend that the early weeks of the war had extremely crappy logistics and this particular group of marines haven't received their supplies from the chapter and thus have to make do with Guard weapons. A late-game sniper upgrade could be a Vindicare assassin, or for simplicity's sake an Exitus rifle 'acquired' from the battlefield.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Roxis231 on March 27, 2016, 11:22:04 am
Brothers i share with you the complete file of the mod 95% done (most of the text in ufopedia is not done yet.). Still theres a part where i can´t advance no more due i need to know extender and extra coding
the file https://www.filedropper.com/40k

Is it possable to have a copy of this file hosted on a free file storage service.

To get your 'free sign up' registration with Filedropper you need to purchace a years subscription just to download one file.

I've had problems with being overcharged and fake charges being added to my account through this sort of thing before, and I am therefore more than a little cautious of these sort of subscriptions.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on March 27, 2016, 06:15:02 pm
First of all big thanks Dioxine, i can´t thank you enough , i own you one and will credit you !!

Second trying to reply to some suggestions 
> made one hand all melee weapons , (replace shield side in terminator armor ) ,and put it all in ufopedia with some research for hammer and powesword .
(https://s21.postimg.org/44ri7e75f/screen040.jpg) (https://postimg.org/image/44ri7e75f/)
> About the strength in armors , it all  about making only devastator and terminator use heavy weapons,
> Also cultist have more aim because you choose superhuman in dificulty , if you choose Ez is the opposite.. so we can control the aim of the guns but it will only balance to one difficult set
>I will make the guard shoulder pads smaller like the currepted guardsman.. true it makes more sense

Made the batllesprite for the zombie aka fallen brother and the big sprites for obliterators that were missing. corrected the image for the cultist
and merge with dioxide touch,  also the hammer was broken, now fixed , and lot of minor changes i cant remenber.
https://drive.google.com/file/d/0B3EJsib7nOiIa3lzbnVTOXhwTEE/view?usp=sharing
Also Change to google drive for you Roxis231


Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Roxis231 on March 27, 2016, 08:37:35 pm
Much appreciated. Please keep up the great work.

Edit: 16.36 Mb - Wow, Big mod.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on March 27, 2016, 08:55:12 pm
It's actually quite small, considering it contains so many custom sounds and a full music score :)

I could help with other stuff as well, but I don't want to interfere with the vision, since the mod plays real well. I'd suggest replacing requirement on power armor though, as I didn't get to research it despite playing for 8 months and doing like, over 100 missions. Logic dictates that it should be unlocked after interrogating AT LEAST the lowest traitor guardsman, but also any Chaos Marine. Because I happened to interrogate like 20 enemies, just not THIS particular one...

So I added this:
Code: [Select]
research:
  - name: STR_THREAT_ONE
    cost: 0
    points: 0
    dependencies:
      - STR_SNAKEMAN
      - STR_MUTON
      - STR_ETHEREAL
      - STR_FLOATER
  - name: STR_SNAKEMAN
    points: 50
    needItem: true
    unlocks:
      - STR_THREAT_ONE
  - name: STR_ETHEREAL
    points: 50
    needItem: true
    unlocks:
      - STR_THREAT_ONE
  - name: STR_MUTON
    points: 50
    needItem: true
    unlocks:
      - STR_THREAT_ONE
  - name: STR_FLOATER
    points: 50
    needItem: true
    unlocks:
      - STR_THREAT_ONE

And modified:
Code: [Select]
  - name: STR_PERSONAL_ARMOR
    cost: 180
    points: 20
    dependencies:
      - STR_ALIEN_ALLOYS
      - STR_THREAT_ONE  
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: MKSheppard on March 28, 2016, 03:38:19 am
If any of you need space to host this, I can offer it to you on my website.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on March 28, 2016, 09:18:20 pm
Fell Free Dioxine to help was you want and can , this mod is for all to enjoy not just for me (i´m talking, still i´m using  Ryskeliini proj & stuff) 
I agree with you, just played a bit and i can´t remember to get the armor ahaha ,  anyway i added your stuff to ruleset and also added  the    provideBaseFunc: [COMU] to obrital facility and  requiresBaseFunc: [COMU] to nova bomb and nova cannon , only by playing i can remember stuff i left inc. Also the orbital map´s were swapped with hangar for testing i changed it back
Also obliterator armor was incorrect(was regular chaos marine), now corrected

Anyway Drive updating so download link is the same (sync taking a lot)
https://drive.google.com/file/d/0B3EJsib7nOiIa3lzbnVTOXhwTEE/view?usp=sharing
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on April 29, 2016, 11:58:50 am
So, Cooper is making a new planet:
https://openxcom.org/forum/index.php/topic,4163.msg63827.html#msg63827

Since this mod is supposed to be on another planet too, maybe you could somehow join forces?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Kayosetsu on April 30, 2016, 10:57:13 am
The game crashes every time I go to intercept a terror attack. I assume it's because I probably installed the mod wrong but I think everything is in the right place. Help please?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on April 30, 2016, 11:55:18 am
The mod does not work properly for me either, I think it still is too much in an "alpha-state" atm. Which is a shame as this one really has some great artwork.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on April 30, 2016, 12:53:46 pm
Idk, works for me w/o any trouble... You need to use OXCE+, you know that?
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on April 30, 2016, 04:22:43 pm
Yes, but what e.g. about the apothecary it has -4127 TUs. And other things like Plasma clips being STR_ALIENS_ONLY even if you need them for ammo etc etc. I'll wait for an update.  :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on May 01, 2016, 04:02:07 am
Notice that Apothecary reduces your Strenght by 40. You need a 45+ strength soldier to wear it (and not get bugged TUs). Also make sure you get the right clips for your plasmas, many clips share the same gfx (wow, you managed to go pretty far... I didn't unlock plasmas before flying over 100 missions). Unless you wanted to use Chaos plasma guns - well, nope. Can't do that.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Kayosetsu on May 01, 2016, 08:08:07 am
Yeah turned out that I didn't have OXCE. I overlooked that part.

Thanks for the heads up about the Apothecary Armor bit too!

--- posts merged ---

How do I edit the stat increases of the different sets of power armor? I want to make the MK7 Power armor provide increases in strength and such but when I make the changes in the rulesets it doesn't do anything. Is there something else I'm supposed to edit? Because I can't find anywhere else.

EDIT: Nevermind, figured it out. Had the rulesets in two different places and I was editing the wrong one.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: new_civilian on May 01, 2016, 01:21:04 pm
Notice that Apothecary reduces your Strenght by 40. You need a 45+ strength soldier to wear it (and not get bugged TUs). Also make sure you get the right clips for your plasmas, many clips share the same gfx (wow, you managed to go pretty far... I didn't unlock plasmas before flying over 100 missions). Unless you wanted to use Chaos plasma guns - well, nope. Can't do that.

 :-[ ::) I have to admit i discovered that by using the Battle Generator AND by taking a look at the rul-files.... not by playing the mod....  :D
IIRC the terran/space marine plasma weapons use the alien/chaos clips and those have a requirement of STR_ALIENS_ONLY which makes them unusable.
However, I am too busy playing XPiratez atm, I stopped and deleted all other ongoing campaigns for the time being, so I don't really know for sure.

The chaos UFOs look great.  8)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on May 02, 2016, 07:13:19 pm
Well, the part about Apothecary was more a common sense than actually playing - I researched it early, looked at the stats and concluded that allowing a soldier to have a negative Str score is a Very Bad Idea. So I've never actually equipped it on anyone below 45 str (since the medkit weighs 5). WHICH TOOK SOME TIME :) But I love how having a weapon and having a soldier good enough to actually use it are two very different things in this mod.
Also, yay for meltas.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on May 10, 2016, 10:28:20 pm
hi everyone, i have been busy, been gone for a while, but im kind of back..

The main reason the power armor has strength handicap like dioxine said is to force soldier to wear armor to correspond to the gear ex: only devastator can use heavy weapon, etc...
Also a new planet is a kool idea, but i know nothing on that department, if someone wishes to give it to the mod will try implement those ruleset

I got new stuff to introduce to the mod, but need to completed and perfected
A new space hulk mission with some genesteallers (need to make a new 2x2 genestealler, also a terrain entrance for space hulk mission )
(https://s32.postimg.org/8qi9ywzyp/screen003.png) (https://postimg.org/image/8qi9ywzyp/)

Currepted ground entrance for alien base assault (needs more chaos symbols and bones around)
(https://s32.postimg.org/7e0kx12j5/screen004.png) (https://postimg.org/image/7e0kx12j5/)

Made other teaks and corrections as i play the game... Also added a new facility and new graphic for the graphs set
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on July 18, 2016, 08:12:18 pm
Some contributions to the project:
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on July 22, 2016, 07:25:05 pm
Thks Dioxine, my shotgun was kind of crumy! 

Anyway already update the file it with your shotgun ! left the old one in the file if you wanna see the one i made haha
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE the same share link
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on August 08, 2016, 08:37:03 pm
 Carnifex to crawl in the space hulk , and chaos base elements

(https://s9.postimg.org/5wqwrtnp7/carni_N.png) (https://postimg.org/image/5wqwrtnp7/)

(https://s10.postimg.org/5n9ean95x/screen008.png) (https://postimg.org/image/5n9ean95x/)

(https://s10.postimg.org/y1jf89m3p/screen010.png) (https://postimg.org/image/y1jf89m3p/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on August 09, 2016, 10:31:59 am
That's so cool.

Hey, can I recolour it black and use as Chryssalid Queen? Can I? 8)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on August 09, 2016, 01:41:27 pm
sure man do as you please!

Does anyone know where to get the terrain and different glob pack solo, to get more terrain variety for this mod, i see there are some terrain mod but they are merged with other mods! and i´m too old to learn more of the process of globe and terrain forming
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Solarius Scorch on August 09, 2016, 02:24:11 pm
sure man do as you please!

Does anyone know where to get the terrain and different glob pack solo, to get more terrain variety for this mod, i see there are some terrain mod but they are merged with other mods! and i´m too old to learn more of the process of globe and terrain forming

Your best bet is contacting Hobbes on his Area 51 mod thread. He is the leading terrain maker of the community and he's also quite helpful.

I also played with terrains to a degree, but I've never tried editing globe textures.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on August 14, 2016, 05:12:52 pm
thks , anyway i started using terrain pack 3.7 , removed some map that aren´t with the feeling of 40k  some minor teeks and we are good to go ... need some gothic ruins maps to replace farm

anyway melta party everyone on the new space hulk map entrance
(https://s3.postimg.org/g588q7z5b/melta_b.jpg) (https://postimg.org/image/g588q7z5b/)

(https://s3.postimg.org/vrzi3lcxb/Melta_Bomb.jpg) (https://postimg.org/image/vrzi3lcxb/)

(https://s3.postimg.org/xl2erwy3z/screen015.png) (https://postimg.org/image/xl2erwy3z/)

(https://s3.postimg.org/jsnzwa7cf/screen021.png) (https://postimg.org/image/jsnzwa7cf/)

Dioxine i need your help , i´m trying to put space hulk mission to work during campaign like artifact site on xcom 2 but dosent seens to apear

on the alienmissions (where must be the problem)

  - type: STR_ALIEN_ARTIFACT
    points: 10
    objective: 3
    spawnZone: 0 #Mission zone for terror missions
    raceWeights:
      0:
        STR_GENE: 100
    waves:
      - ufo: STR_ARTIFACT_SITE_P1 # spawn this site directly
        count: 1
        trajectory: P10
        timer: 0
        objective: true      


And in aliendeployments
....
    width: 50
    length: 50
    height: 4
    terrains:
      - HULK
    script: ARTIFACT_P1
    nextStage: STR_ARTIFACT_SITE_P2
    briefing:
      title: STR_ALIEN_CONTACT_SITE_MISSION
      palette: 4
      music: gmenbase
    alert: STR_ALIEN_ACTIVITY_DETECTED
    alertBackground: BACK03.SCR
    markerName: STR_ARTIFACT_SITE
    duration: [4, 10]
    despawnPenalty: 2000
    objectiveFailed: [STR_ALIEN_SYNOMIUM_DEVICE_FAILED, -750]
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on August 14, 2016, 07:14:33 pm
You'll also need it defined in MissionScripts, methinks. Upload the newest version and I will take a look at it when my time allows. The thing is easy to make it work, just needs some proper incantations it took me awhile to learn :)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on August 14, 2016, 11:22:51 pm
40k up to date

https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on August 15, 2016, 04:28:06 pm
Thank you. A quick tip: if you put it into normal alien mission roster (under "regions"), it won't ever spawn unless you start a new game, since it's a list that is filled at the game start.

You could try deleting space hulk mission from your regions and adding this instead (in missionScripts); it will guarantee the mission will be spawned even in ongoing campaigns:
Code: [Select]
  - type: SpaceHulk
    missionWeights:
      0:
        STR_ALIEN_ARTIFACT: 100
    executionOdds: 100 #chance to spawn this mission each month, in percents
    firstMonth: 0 #first month the mission is rolled for to appear
    useTable: false #is this a specific mission, or does the script take missions from the 'regions' list
    startDelay: 120 #base delay from the start of the month in minutes

Also, you can try changing spawnZone to 3, and timer to some safe, non-zero value, like 1000 (I had problems with 0 timers in the past). If this all doesn't work, I'll check it more thoroughly.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Hobbes on August 15, 2016, 06:05:20 pm
Thank you. A quick tip: if you put it into normal alien mission roster (under "regions"), it won't ever spawn unless you start a new game, since it's a list that is filled at the game start.

The roster gets refilled once all the entries on the mission table are used, so those new missions can spawn on an existing campaign (although it might take a while)

Quote
Also, you can try changing spawnZone to 3, and timer to some safe, non-zero value, like 1000 (I had problems with 0 timers in the past). If this all doesn't work, I'll check it more thoroughly.

If you change the spawnZone to 3, then the region where the mission takes place requires at least one entry on the missionZone 3 field, otherwise it will never spawn.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dioxine on August 17, 2016, 11:57:05 am
Region is undefined in this case, so the mission will be using default regions. This also means it won't spawn the proper terrain...

In general, I advise to analyze how it's done in Piratez. First, you define your mission region, eg.:

Code: [Select]
  - type: REGION_MONSTER_HUNT_MEGASCORPION
    missionZones:
      -
        - [356, 356, -23, -23, -100]
        - [6.13, 6.13, -30.6, -30.6, -100]
        - [13.71, 13.71, -26.76, -26.76, -100]
        - [27, 27, -21, -21, -100]
        - [40.24, 40.24, -25, -25, -100]
        - [20, 20, 24, 24, -100]
        - [20.84, 20.84, 27.42, 27.42, -100]
        - [48.5, 48.5, -9.2, -9.2, -100]
        - [255, 255, -32, -32, -100]
        - [249, 249, -32.5, -32.5, -100]
        - [244, 244, -40, -40, -100]
        - [292, 292, 41, 41, -100]
        - [72, 72, -25, -25, -100]
        - [63, 63, -33, -33, -100]
        - [35, 35, -28.55, -28.55, -100]
        - [49.269, 49.269, -26.88, -26.88, -100]

This specific region requires spawnZone: 0, since only the first block of coordinates is defined. Also -100 is arbitrary, any negative value other than -1 (already used for normal Terrors) will do.

Next, you need to define that -100 texture. Texture links to desired alienDeployment, which, in turn, liks to desired terrains (which I presume you have):

Code: [Select]
    - id: -100
      deployments:
        STR_LOC_MONSTER_HUNT_MEGASCORPION: 100


Finally, you need to tell the mission script to use your terrain, in this example:
Code: [Select]
  - type: monsterHunt1
    firstMonth: 0
    lastMonth: 15
    missionWeights:
      0:
        STR_LOC_MONSTER_HUNT_MEGASCORPION: 100
    regionWeights:
      0:
        REGION_MONSTER_HUNT_MEGASCORPION: 100
    useTable: false
    researchTriggers:
      STR_MONSTER_HUNT: true
    executionOdds: 75
    startDelay: 8000

As you can see, this one links to proper mission, proper region, and (which you might not need) is time-constrained and blocked by a research.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on August 18, 2016, 01:26:28 am
well i got to say it didn´t work, but your are speeaking to advanced to me, and i also didn´t start a new campaign i´m too advanced to restart now , also prompt a bug on a terror site, dunno if was mappack incompatibity , but got around it by removing  that terror misson from aliens on save ruleset, dunno was my first bug  :'(

Anyway added new stuff to trade in manufacture from corpses of foes , master crafted weapons like in chaos gate
(https://s3.postimg.org/mt05o7emn/screen022.png) (https://postimg.org/image/mt05o7emn/)

(https://s3.postimg.org/4rh0qeklr/screen023.png) (https://postimg.org/image/4rh0qeklr/)

The bug
(https://s3.postimg.org/gmpfkmvi7/shittt.png) (https://postimg.org/image/gmpfkmvi7/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: SIMON on August 31, 2016, 12:11:25 am
Currently playing a game of "40k" but the game crashes if I try to do any enemy bases(tested on debug mode). I tried turning off all mods but 40k but still crashes with a fatal error-see attached. All you have to do is go to either enemy base 1 or 2, debug and end turn.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: REDACTED_KUN on August 31, 2016, 12:49:13 am
I think i want to try this mod out because this mod is related WH 40k (Not WH Fantasy/AoS. I still liked both WH Fantasy/AoS and WH 40k).

But the mods i always use is XOps' Xeno Operations Mod or Solarius Scorch's Final Mod Pack.


I really can't wait for a full version of this mod with no bugs and glitches.

EDIT:
Oh yeah. This thread is made by Ryskeliini.

Ryskeliini is not online.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on August 31, 2016, 02:23:27 am
Currently playing a game of "40k" but the game crashes if I try to do any enemy bases(tested on debug mode). I tried turning off all mods but 40k but still crashes with a fatal error-see attached. All you have to do is go to either enemy base 1 or 2, debug and end turn.

Hi i´m currently testing and balancing all the issues, there is a bug in alien base assault that i just got up to date (misspelling on a part so it had a crash that i fixed on rulleset), remember you have to got the extender, and i don´t play with any other mods so it just the change of sprites in the original game, the extender its just to attach auxiliary weapons, and other basic stuff like building function and craft weapons so it can´t crash if you have all up to date and have no other mods, still i´m trying to detect where it can have problems by playing the game myself.
Also played your saved game work´s perfectly ( but accuses different  mods you play , the inventory for one) , i have none (only map pack witch i´m testing with)
(https://s14.postimg.org/yom22bwil/screen029.png) (https://postimg.org/image/yom22bwil/)

Ill put the version up to date
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE

Attention this version is much more hardcore , (dread´s wont fire in previous one)
Lascannon is for veicules , so new lascannon and weapons, and ballacing so armor comes quick , codex now shows enemy stats so you know what weapons are more effective
Lot´s of new stuff and correction´s

I´m currently trying to get more maps and mission so there some bugs ahead i still need to fix, and i know it sucks because with changes with the mod some  game already in progress can became bugeed
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on September 02, 2016, 01:43:57 am
The Master Craft weapons

(https://s15.postimg.org/aadpnt4dj/ref.jpg) (https://postimg.org/image/aadpnt4dj/)
(https://s15.postimg.org/cu9chwrxj/screen031.png) (https://postimg.org/image/cu9chwrxj/)
(https://s15.postimg.org/8juombmuf/screen030.png) (https://postimg.org/image/8juombmuf/)

with Nurgle plague bearer

(https://s15.postimg.org/z28qhaw6f/DNURGLE.png) (https://postimg.org/image/z28qhaw6f/)

Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: REDACTED_KUN on September 02, 2016, 01:59:50 am
Ah yes! The nurgle guys are here. ^_^

Can't wait for a full version of the mod.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: SIMON on September 05, 2016, 12:05:53 am
I've noticed in my current game that when I produce "tome of the mind" aka psi amp, they are made immediately, cost no money and are no where to be found in base stores. Am I missing something or is this a glitch? It's actually refreshing to not abuse psi as I only recently tried to produce them in the month of November. Also I noticed that when you access the "ufopedia" page on psi amp the game crashes with signal 11 fatal error. Have you any plans to complete the ufopedia page entries on some things-see attached save for further details, examples given in second and third pictures.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on September 05, 2016, 11:47:31 am
New update all weapons have to destroy armor except AP weapons to kill a soldier , no more terminatores and space marine armor kills in one shot... that was kind of crumy
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE

Yes Simon you have some bug or other mod on top of space marine, i have on the rulleset
manufacture:
  - delete: STR_MEDI_KIT
  - delete: STR_PSI_AMP

so that medic and psi came from librarian and apot, and yes i´m almost done with the ufopedia, like i said i´m playing it and correcting it as a move along

Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: CanadianBeaver on September 06, 2016, 07:27:08 am
This is a pretty nice modification and interesting plot. Great job.
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on September 08, 2016, 04:32:44 pm
Brothers Belinda McClory from the matrix decided to join us a chaplain for the chapter

(https://s22.postimg.org/ruaxeib4t/Belinda_Mc_Clory_matrix.jpg) (https://postimg.org/image/ruaxeib4t/)

Chaplain armor and the CROZIUS that only a true chaplain can use or someone worthy enough.

(https://s22.postimg.org/mwxcte95p/screen035.png) (https://postimg.org/image/mwxcte95p/)

(https://s22.postimg.org/my7amtazh/screen037.png) (https://postimg.org/image/my7amtazh/)

So four new faces for all the inventory



Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on September 09, 2016, 11:34:31 pm
New Craft avaliable! The Landspeeder

(https://s21.postimg.org/c0yhdtltv/1164_P_1410363897981.jpg) (https://postimg.org/image/c0yhdtltv/)

(https://s21.postimg.org/rb2xyr6pv/screen040.png) (https://postimg.org/image/rb2xyr6pv/)
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: bulletdesigner on October 14, 2016, 10:28:34 pm
Final Stage almost done (can´t get space hulk during campaign dunno why)

https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE
Title: Re: [WEAPON/ARMOR] SPACE MARINES
Post by: Dew on January 24, 2018, 03:11:02 am
Well, this seems amazing.