OpenXcom Forum

Modding => Released Mods => 40k => Topic started by: ohartenstein23 on June 11, 2018, 12:24:28 am

Title: 40k Imperial Guard Operations
Post by: ohartenstein23 on June 11, 2018, 12:24:28 am
This mod is now rolled into the base 40k mod and will no longer be supported separately from the base mod. Check out the new combined version on the mod portal (https://openxcom.mod.io/40k) or the forum download page (https://openxcom.org/forum/index.php/topic,6452.0.html)!

I'm leaving this thread open to discuss Imperial Guard-specific content, but any new versions will be released as part of the base mod.


Dioxine, Solarius Scorch, and I have been greatly enjoying bulletdesigner's 40k mod (https://openxcom.org/forum/index.php/topic,5026.0.html), but have been thinking that the Imperial Guard gameplay could be improved.  Therefore, we're release this mod that creates a tech tree choice between playing as the Ultramarines from the original mod, or playing as a regiment of the Imperial Guard!  The mod includes new weapons, armors, and craft exclusive to the guard so you can truly overwhelm the enemy with superior numbers if not firepower.

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

To play this mod, make sure you have Meridian's and Yankes' OXCE (https://openxcom.org/forum/index.php/topic,5258.0.html) installed as well as the base 40k mod by bulletdesigner.

It is recommended to start a new campaign with this mod if you've been playing without it, as it makes significant changes to the research tree.
Title: Re: 40k Imperial Guard Operations
Post by: Yataka Shimaoka on June 11, 2018, 05:23:28 pm
Hey! Liking it! Do tell if this one independent or do require the 40k mod
Title: Re: 40k Imperial Guard Operations
Post by: Meridian on June 11, 2018, 05:31:52 pm
Hey! Liking it! Do tell if this one independent or do require the 40k mod

Just read previous post again.
Title: Re: 40k Imperial Guard Operations
Post by: Dioxine on June 12, 2018, 04:20:09 pm
Helping with this mod is the least I can do to repay for the fun Bulletdesigner has brought to us all. Keep it up, man!
Title: Re: 40k Imperial Guard Operations
Post by: bulletdesigner on June 15, 2018, 02:52:21 am
ho man all i can say is thks, i really appreciate all of your kindness
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on June 15, 2018, 04:29:11 pm
New version time!

1.1:

The Chimera map is a stand-in for now, even though the smaller modified Mudranger is darn cute.
Title: Re: 40k Imperial Guard Operations
Post by: HumanTraitor on June 16, 2018, 02:37:48 pm
Wow, very interesting mod! Too bad that Commissars won't be able to execute cowardly Guardsmen to restore morale... Or will they?  :D

Let's see where this goes.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on June 24, 2018, 11:10:50 pm
Wow, very interesting mod! Too bad that Commissars won't be able to execute cowardly Guardsmen to restore morale... Or will they?  : D

Let's see where this goes.

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

Edit: New version released, including the ability to execute traitors!  Your troops can be promoted into officers now too using the recently-added soldier transformations code as well, but not all of their features are implemented yet.

1.2:
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on July 09, 2018, 01:18:02 am
Thanks to bulletdesigner's MCD work, I'm releasing a new version with a vastly improved Chimera map!  It also includes turrets for the Chimera as a purchasable HWP as a preview for new mechanics I'm working on in OXCE+ that would allow for spawning the turret as part of the craft naturally instead of having to load it as a HWP.

1.3
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on July 18, 2018, 09:58:24 pm
Hello, first of all i would like to say big thank you to the creator of 40k mod Bulletdesigner and creators of this submod. I really enjoy both of those mods and since i like both OpenXcom and WH40k universe I decided to help contribute something to the mod.

Secondly i have no experience at all when it comes to pixelart and modding but after few tries i managed to create few "Bigobs" weapon sprites, im sorry for not keeping original color scheme but as i said im not good at this, feel free to modify and use those sprites to your heart content. I also didnt try to make any .rul files since i dont know how to attach sprite to items.rul or research.rul and how to properly balance the thing.

Here are attached: Hand held lascanon, Hotshot lasgun, Las Carabine and Plasma. Lore wise i used Only War Core Rulebook as a reference and i attached pages used too. Those weapons meant to be something more of a tier 2 weapons as the campaign progresses.

Please tell me what you think about this
Title: Re: 40k Imperial Guard Operations
Post by: Yataka Shimaoka on July 19, 2018, 12:30:26 am
Looks nice! Hopes this finds good use for the mod, specially with the I.G at play
Title: Re: 40k Imperial Guard Operations
Post by: bulletdesigner on July 19, 2018, 12:34:38 am
thks, for all the help we really appreciate.
We already have some of those sprites ( you can see all in the resources folder in the mod, if you want search to make something new),  carabine looks good, hotshot needs some retouches, maybe it will be used in the future (personally my hand are full maybe ohartenstein will add more weapons)
Adding guns the hard work is in the hand object´s where we have to make the weapon face all directions in units hand, the main reason it´s hard to keep adding guns (IMO)

Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on July 19, 2018, 12:35:27 am
Hi Anon011 and welcome to the forums! Thanks also for the sprites, any new artwork is appreciated around here. Although, the lascannon and plasma rifle are already in the mod - you can see all the weapons by the 'quick battle' option from the main menu - I might use the carbine with some minimal tweaking and the outline of the hostshot lasgun will be useful once I am ready to introduce those.

You chose a good reference for the weapons - if you look at the in-game codex, many of the line art images will look familiar.
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on July 19, 2018, 01:37:52 am
Thank you for the warm words very much guys! I really appreciate it.

I also wanted to create a sprite for Bullgryns/Ogryns with could fill the role of close combat unit for IG since compared to Space Marines they kinda lack this option. But this was far outside of my skill range so i guess ill just leave this idea floating here. For this purpose i tried to re-purpose Chtonite sprite from excellent Solarius Scorch The X-Com Files mod as it kinda fits posture wise and size but as i said, its outside of my skill range and i didnt menage to produce anything worthy of posting here.
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on July 19, 2018, 08:18:23 pm
So i decided to tinker little bit more with sprites, i know mine are obviously sub par and to be honest pretty ugly but i decided to share them regardless as they maybe might be useful in some case.

Here we have: Bullgryn (as i said in post earlier repurposed Chtonite from "The X-Com Files", Tau repurposed from Eldar sprite and 3rd image is another Tau variant.

Obviously those sprites are nowhere near finished or final but since i dont know what else i could do with them ill just post them here.
Title: Re: 40k Imperial Guard Operations
Post by: FeruEnzeru[RETIRED/I QUIT] on July 19, 2018, 11:18:00 pm
Quote
@Anon011
Hi, Anon011, welcome to the OXC forums.

I see you've did nice sprites for WH40K OXC, they look pretty good.

However what palettes did you use for those (The palettes on my sprites like the recolored Rifle and Pistol clip sprites i've did are having problems with the color correction (Well i'm using the right colors from the rifle clip in order to try keeping the magazine color the same as the original rifle/pistol magazine instead of a different color), i'm using the battlescape or basescape palette, i have HE, INC, Reaper, Flak, Shredder and other versions of the pistol and rifle clips with different bullet colors).

Only thing i liked from WH40k are the Imperium (Space Marines, IG, Adepta Soritas, Grey Knights, etc), Chaos (Chaos Marines, Heretics, Daemons, etc) and Orks (Orks are my favorite in both WHFB, WHAoS and WH40k), they're my favorites.  ;D

Whenever you have good times with your sprites and colors, you gotta get improvement later on.


Thanks in advance for reading my reply. Cheers and have a good day, Anon011! ;)

p.s.: nice to meet you, Anon011.
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on July 20, 2018, 06:51:16 pm
Hi FeruEnzeru.
Thanks for the comment, i used Gimp tools to swap colors or change them here and there manually, i have no experience with working with sprites at all so i just experimented.

And when it comes to favorite wh40k factions mine are definitely IG/Astra Militarum with armies such as Armageddon Steel Legion, Krieg or Tempestus Scions (Stormtroopers) and of course factions such as Orks, Tau, Necrons and Chaos.

Also speaking of improving my sprites, im really keen on doing that although i dont know if i use correct tools (gimp) and how to do it exactly. I guess ill just have to practice more!

Nice to meet you too and have a nice day!
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on July 20, 2018, 08:14:39 pm
I use GIMP for almost all of my spritework - as long as you know how to get the palette correct, it works pretty well.
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on July 21, 2018, 12:23:10 am
I did two additional sprites today, i hope im not spamming the thread too much with my posts!

Here we have: Accatran Pattern MkIV Lasgun (Basically a Bullpup Lasgun used by wh40k equivalent of paratroopers, drop troops using grav chutes) and alternative artwork for Lasgun Power Pack
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on July 21, 2018, 12:44:48 am
No, keep these coming! I might use this similarly to how you can get advanced bolters/boltpistols rarely from normal missions, or maybe coming across them as a mission where you help out drop troops.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on July 27, 2018, 07:09:53 pm
New version time! Anon011, your work on the hotshot lasgun inspired me to get moving on something I've planned but only now have gotten around to - Storm Troopers!  This release includes them as a whole new soldier type once you've advanced in your campaign, as well as allowing the most veteran of your Guardsmen access to their elite gear.

As part of these changes and based on some discussion with Dioxine and Solarius Scorch, I've also decided to change the stats of the "regular human" soldier types, i.e., pretty much everbody but the Marines and Dreadnoughts, to make them less superhuman when trained up all the way.  The promotions for Veterans and Officers will include increases in stat caps, so your best soldiers can still become heroes of your army, but not quite at the level as a fully-trained Space Marine.  For those of you who have already trained some Guardsmen to the caps, congratulations at keeping them alive for that long!  If you wish to bring them back down to the new caps for the mod, I've included a transformation called "Fix Soldier Stat Caps" that will bring them in line with the new balance for the mod.

1.4:
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on July 28, 2018, 04:04:55 am
Absolutely stunning Ohartenstein23!
Thanks for the update, love it
after all its hard not to love it with stormtroopers added

Edit:
not to doublepost
Can i make a suggestion? I think that difficulty for Imperial Guard is pretty inadequate, for the first months player is restricted to Valkyrie (and thus only 10 soldiers and no HW) as Chimera is very slow and cant reach most missions as they expire. Next thing is that enemies scaling is out of place, its good for 40k mod but for Imperial Operations some are impossible like for eg crafts that spawn Chaos Raptors and Terror missions with them first months of the game, even with Chimera HW Chaos Raptors tank almost all shots.
Also i find the interceptor craft to be too weak to take on medium/large enemy crafts, is it only me?

Anyway sorry for complaining about difficulty but i felt like it needed to be adressed, after all proper difficulty scaling is crucial to enjoy the game.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on July 29, 2018, 03:48:41 pm
Life in the Guard ain't easy. Joking aside, changing the enemy progression is outside the scope of this mod - I intend to only expand the options available in bulletdesigner's 40k mod, which is difficult to begin with by design. However, I can look at addressing the issue by using different tools and tactics, some of which is already in the mod but requires learning a new way to play:
Title: Re: 40k Imperial Guard Operations
Post by: davide on August 05, 2018, 12:03:24 pm
Dioxine, Solarius Scorch, and I have been greatly enjoying bulletdesigner's 40k mod (https://openxcom.org/forum/index.php/topic,5026.0.html), but have been thinking that the Imperial Guard gameplay could be improved.  Therefore, we're release this mod that creates a tech tree choice between playing as the Ultramarines from the original mod, or playing as a regiment of the Imperial Guard!  The mod includes new weapons, armors, and craft exclusive to the guard so you can truly overwhelm the enemy with superior numbers if not firepower.

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

To play this mod, make sure you have Meridian's OXCE+ (https://openxcom.org/forum/index.php/topic,5258.0.html) installed as well as the base 40k mod by bulletdesigner.

It is recommended to start a new campaign with this mod if you've been playing without it, as it makes significant changes to the research tree.

I apologize, honestly I have not played yet but I wanted to ask you if instead of having alternative tech trees you get to let the player manage a base with ultramarines and another with imperial guard.

I do not know if it might become necessary to have a new attribute in the rules to identify the type of the base
Title: Re: 40k Imperial Guard Operations
Post by: Solarius Scorch on August 05, 2018, 01:03:32 pm
I apologize, honestly I have not played yet but I wanted to ask you if instead of having alternative tech trees you get to let the player manage a base with ultramarines and another with imperial guard.

I do not know if it might become necessary to have a new attribute in the rules to identify the type of the base

Unfortunately it won't be possible without some serious rewrite of code (and mechanics, and GUI, and other stuff... pretty much everything in the game about the Geoscape layer). Nut I agree it would be interesting to have.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 05, 2018, 02:29:12 pm
You can somewhat do that if you select the Ultramarines research branch as there is still some IG content available no matter what, but other tools need to be locked behind one or the other branch for balance reasons. For example, it takes until nearly end-game tech to be able to field 20+ marines at a time, but the guard gets craft to hold 20 and 24 guardsmen right away; the mod would probably be too easy if you could load up marines in those craft.
Title: Re: 40k Imperial Guard Operations
Post by: Yankes on August 05, 2018, 02:49:57 pm
I could see done this using facility provided and forbidden "functions" . You would need two buildings, chapel and barracks and you can have only one type.
Then each base could only allow marines if have chapel or guards if it have barracks.

Only change in code will be needed is adding required "functions" to solder types and checks in purchase screen. Question is what to with transfers? I would leave them as is because it will affect craft transfer too (if it have solder with special type).

Overall something like this:
Code: [Select]
soldiers:
  - type: "SUPER_DUPER_MARINE"
    requiresBaseFunc: ["BEER", "TOILET_PAPER", "TACHOS"]

This minimal version (purchase screen availability) is doable, and I can do it right now, more advanced version (something like `requiresQuartersBaseFunc`) will need more time to do.
Title: Re: 40k Imperial Guard Operations
Post by: Yankes on August 05, 2018, 04:39:37 pm
Commit preview from future 4.0 version with this functionality:
https://github.com/Yankes/OpenXcom/commit/198ef2f9cc08cbd1c4a8b00447a0f54dd7844d08
(if someone want you can cherry pick it, do not merge because I will rebase this whole branch at some point)

[ps]
This commit now can add "bazaar" too, if you build special building you will be able to buy rare items not avaialbe otherwise.
Question ablaut selling items, do you need special building to sell some items? something like black market.
Probably this could be used more in XPiratez than 40k.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 05, 2018, 05:56:47 pm
That might be an interesting way of doing it, but I don't think it'd fit the mod that well, the main issue is that in terms of deploying soldiers on a craft, the engine considers marines and guardsmen equivalent. In order to allow using both on the same craft, we'd need to make it such that you can only take say, half as many marines as guardsmen on the Chimera.
Title: Re: 40k Imperial Guard Operations
Post by: Yankes on August 05, 2018, 06:06:01 pm
Some thing like "weightInCraft"? where normal armors have `1`,  tanks`4` and space marine have custom 2? And maybe  Dreadnought will have 8?

This will be always greater than square of armor size. and will count to total space in craft available for units.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 05, 2018, 06:19:28 pm
A tag on armors to give them a weight value for craft loading would be nice, but I think this should be separate from the soldier count. Solarius has mentioned it before, but a craft could be given a weight limit so that instead of the total number of items is limited, the sum of their weights is limited; a similar system could be applied to unit armor weights. Before we just implement this though, we should probably start another thread to discuss it and hammer out some details.
Title: Re: 40k Imperial Guard Operations
Post by: Yankes on August 05, 2018, 09:06:22 pm
A tag on armors to give them a weight value for craft loading would be nice, but I think this should be separate from the soldier count. Solarius has mentioned it before, but a craft could be given a weight limit so that instead of the total number of items is limited, the sum of their weights is limited; a similar system could be applied to unit armor weights. Before we just implement this though, we should probably start another thread to discuss it and hammer out some details.
One problem is how match item weight with soldier and vehicle weight.  Most interesting thing is vehicle where is item too.

Overall new thread could be good place to continue this discussion.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 05, 2018, 09:27:07 pm
I started a new thread here in the OXCE/OXCE+ subforum (https://openxcom.org/forum/index.php/topic,6483.msg101016.html#new).
Title: Re: 40k Imperial Guard Operations
Post by: clownagent on August 12, 2018, 02:38:45 pm
The new ufopedia entries for this mod are in part before the corresponding overview page: For example "guard medic" is before "armor overview".
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 12, 2018, 03:17:26 pm
Yes, I just helped bulledesigner redo the list orders for everything in the base mod and haven't updated this mod yet with the new orders.  It's already fixed on my end, just not ready to make the release yet.
Title: Re: 40k Imperial Guard Operations
Post by: Fauxvail on August 21, 2018, 12:28:04 pm
I can't download the mod/attachment for some reason. It starts off really slow but then suddenly stops at 1MB or something. Does anyone have an alternate link?
Title: Re: 40k Imperial Guard Operations
Post by: Skullar on August 22, 2018, 03:07:49 am
My dreams of playing with the IG in the 40k mod have come true  :'( thank you guys!! gonna check it out right away  ;D btw so I get to choose between IG or Ultramarines only right? after choosing IG on the tech tree I cannot choose to switch to Ultramarines later in-game?? sorry for this silly question but
I want to know what I'm getting into :P
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 22, 2018, 06:25:02 am
@Fauxvail: Sorry, I don't have a mirror for this download, just the file here on the forum's space.  Have you tried again recently?

@Skullar: Glad you're excited to try the mod!  You are correct, in order to advance much beyond the basics of the research tree you will need to pick between Ultramarines Chapter Operations and Imperial Guard Operations, respectively opening up those branches of the research while locking out the other.  You cannot switch back on this choice later in your campaign.  However, more IG equipment is available from the start of the mod than for the marines, so you still have the option to play the guard in a limited sense if you pick marines, but you won't get much of the new toys that this mod provides.
Title: Re: 40k Imperial Guard Operations
Post by: Fauxvail on August 22, 2018, 08:49:55 am
I finally downloaded it. Took a bit of patience. I'll check back after I'm done with school later on, I'll be providing feedback and suggestions. :) Cheers, mate! The Emperor protects.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on August 22, 2018, 10:37:54 pm
With the recent OXCE+ release, I'm proud to announce a new release here featuring some of the newest engine additions!  The HWP 'turrets' I designed for the Chimera will be part of the craft now in this new mod version, making it unnecessary to load them separately on the craft!  In order for this to work, make sure you update to the most recent version of OXCE+ (link in the first post), and remove and sell any of the old style of turrets from your saved game before updating this mod.  There are also new craft to try out if you prefer Guard Green over Ultramarine Blue plus a new mission to help train up some veterans as well as toys to try out in the battlescape.  Enjoy!
Title: Re: 40k Imperial Guard Operations
Post by: Skullar on August 23, 2018, 08:37:49 am
@Skullar: Glad you're excited to try the mod!  You are correct, in order to advance much beyond the basics of the research tree you will need to pick between Ultramarines Chapter Operations and Imperial Guard Operations, respectively opening up those branches of the research while locking out the other.  You cannot switch back on this choice later in your campaign.  However, more IG equipment is available from the start of the mod than for the marines, so you still have the option to play the guard in a limited sense if you pick marines, but you won't get much of the new toys that this mod provides.

Yeah I see, I'm giving the IG a shot and it's blowing my socks off! lots of resources, and I like the addition of starting armor (thank God), I'm specially in love with the chimera turrets, just the decent amount of firepower I always asked for at the beginning, it's great :)
Title: Re: 40k Imperial Guard Operations
Post by: Lord Flasheart on September 09, 2018, 10:40:41 pm
Hi guys, I just noticed that the advanced lasgun cell cannot be used with the lasgun and the lascarbine. It fits the long-las only.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on September 10, 2018, 12:03:58 am
Yes, this is intended. The lascarbine and guard lasrifle only get to use standard energy cells.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on September 24, 2018, 09:44:14 pm
It's time to release a new version! The biggest change is the addition of Ogryns as a soldier type to fill in that front-line-tank/melee assault role missing from the Imperial Guard's arsenal. Since one of the new scripts to make them work properly requires an engine update, make sure you have at least OXCE+ 4.0 or OXCE 5.0 before you update the IG mod.

In order to integrate with the new "Strategies" added by bulletdesigner in the base mod, there are some research changes that may break your savegame. Thus you'll also need an upcoming version of the base mod (009 or later) or to replace the research ruleset in the base mod with the one I'm attaching to this post.

Changelog:
1.6:
Title: Re: 40k Imperial Guard Operations
Post by: Anon011 on September 30, 2018, 07:57:49 pm
Impressive, very nice.
Title: Re: 40k Imperial Guard Operations
Post by: efrenespartano on October 01, 2018, 02:05:53 pm
Thank you so much to making such an awesome mod. I always liked Imperial Guard and this definitely the perfect addition to 40k mod. ;D

By the way, the Chimera is my favorite transport. It's very cool!


Enviado desde mi iPhone utilizando Tapatalk
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on October 18, 2018, 05:32:55 pm
With the release of OXCE 5.1 and some research/item ruleset validation, fixes were necessary with both rulesets.  So it's time for a new release!  This version is necessary also for compatibility with version 010 of the base mod, but don't worry, it's not just bugfixes - I'm starting to add a few more mid-tier craft and will be fleshing on the midgame.

1.7:
Title: Re: 40k Imperial Guard Operations
Post by: d00my on October 26, 2018, 12:14:31 am
I am delighted with the innovations and I like the new equipment of the Imperial Guard, but as I understand it, when i turn on the mod, the purchase of marines is no longer possible?
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on October 26, 2018, 01:24:57 am
Yes and no - while you won't be able to purchase marines at the beginning of a new game, picking one of the four 'Strategy' starting researches will re-enable recruiting them, but that locks out most of the Guard-specific content. The idea is that you choose to play as either the IG or the Ultramarines (with some minor guard support), and the new content this mod provides is balanced for not being able to use marines. For example, one of the first craft you get when picking the Guard over the marines holds 24 soldiers and has turrets, something that would be terribly overpowered that early in the game if those were 24 marines instead.
Title: Re: 40k Imperial Guard Operations
Post by: d00my on November 04, 2018, 11:58:36 pm
...picking one of the four 'Strategy' starting researches will re-enable recruiting them...
Sadly, i can't figure out how to get new marines at all. To the point when i try playing with only guardsmen in marines strategy research threes. Maybe it's a glitch? I tries to go long enough in 'Scout strategy' and i got to 'Tier II Equipment' without any new marines. Now i start again with 'Tactical' but again - no purchasable marines at all. Maybe i can't get the right research three? There is my save file for example.

Also, i got some fun glitch! Not sure, it's about 'IG Operations' or base mod, but... i have a FEMALE SPACEMARINE! Here's a screenshot. And save file also.
Title: Re: 40k Imperial Guard Operations
Post by: Ves on November 05, 2018, 02:00:01 am
If you play as Ultramarines, disable the Imperial guard operations mod. I found that you can't recruit marines as long as that mod is enabled, no matter which strategy you pick.
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on November 05, 2018, 04:58:53 pm
Okay, that is a bug then. Picking one of the strategies should unlock marines for purchase when the mod is turned on, but it's also right that this mod adds pretty much nothing unless you pick guard operations.

Edit: Drop the attached ruleset into the IG mod's Ruleset folder to overwrite soldiers_IG.rul and fix this.
Title: Re: 40k Imperial Guard Operations
Post by: d00my on November 09, 2018, 09:41:24 pm
...Drop the attached ruleset into the IG mod's Ruleset folder to overwrite soldiers_IG.rul and fix this.

Great! It works just fine!
Thanks for quick fixing this bug!
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on December 11, 2018, 06:54:17 pm
As of the latest release of the base 40k mod (version 014), the Imperial Guard content is now rolled into the base! That means this mod is now deprecated and any new content will be added there. I'll keep this thread open though for discussing IG-specific content.
Title: Re: 40k Imperial Guard Operations
Post by: Balgias on January 10, 2019, 06:57:51 am
I thought it might be a really good idea to have something like a basilisk support structure to have built at base as a pre-requisite for vox-caster armor, and a " vox operator " expensive armor that can be used to call in strikes for strafing runs or artillery strikes, seeing how difficult it is to bring vehicles into xcom
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on January 10, 2019, 02:01:28 pm
That is a great idea, in fact I've had it already partially implemented for months now. The officers' armor built-in melee attack has the vox caster icon as I intended them to be able to call in airstrikes. However, the new OXCE code to allow the artillery/airstrikes to function only exists on my GitHub account, awaiting review by Meridian.
Title: Re: 40k Imperial Guard Operations
Post by: efrenespartano on January 10, 2019, 02:33:56 pm
However, the new OXCE code to allow the artillery/airstrikes to function only exists on my GitHub account, awaiting review by Meridian.

Wait... do you actually said "exists"?

That's awesome! I've been waiting for something like that since I started playing XCOM, years ago!

Any clue as to how it would work?

I hope Meridian introduce it soon in OXCE, it would make me extremely happy. ;D



Enviado desde mi iPhone utilizando Tapatalk
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on January 10, 2019, 04:04:20 pm
Yep, it exists! It works by making a weapon fire a projectile down from the top of the map instead of from the unit holding the weapon, with a few different parameters for accuracy/spread of where the strike falls. Grenades/Proximity mines that use this code similarly create a projectile that falls from the top of the map when they would have normally exploded, allowing for timed 'beacons' for strikes.
Title: Re: 40k Imperial Guard Operations
Post by: efrenespartano on January 10, 2019, 05:53:31 pm
Yep, it exists! It works by making a weapon fire a projectile down from the top of the map instead of from the unit holding the weapon, with a few different parameters for accuracy/spread of where the strike falls. Grenades/Proximity mines that use this code similarly create a projectile that falls from the top of the map when they would have normally exploded, allowing for timed 'beacons' for strikes.

Finally we can realistically recreate the close air support! I'm super excited about your new code, Otto. As soon as it is released, I will abuse its use. :D Thanks for doing it, I'll wait impatiently. ;D


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Title: Re: 40k Imperial Guard Operations
Post by: Yataka Shimaoka on February 11, 2019, 09:48:37 am
CAS better not f it up with friendly infantry on the ground
Title: Re: 40k Imperial Guard Operations
Post by: func_Soap on March 19, 2019, 06:45:18 pm
Been loving the mod (particularly chump squad Imperial Guard) but I always struggle with handling the first Chaos terror mission especially, due to the juggernauts. Am I just using the krak grenade launcher wrong or would I be better off rushing to lascannon / plasma?

Thanks!
Title: Re: 40k Imperial Guard Operations
Post by: ohartenstein23 on March 19, 2019, 07:51:35 pm
You don't have to do the first terror mission - if it's something you think you can't handle, sending a craft then retreating will help reduce the score hit you get from the mission.

If you do want to fight against Raptors and Juggernauts, the grenade launcher will only really be useful against the Raptors. Even then, I'd recommend Krak Missiles, massed Long-Las fire (it reduces enemy armor on hitting), Lascannons if you've gotten that far or Meltaguns to quickly reduce armor, or Flamers to ignore armor.
Title: Re: 40k Imperial Guard Operations
Post by: swordofzephyr on March 26, 2019, 01:22:27 pm
Hey! I don't know if i'm posting this in the correct topic or whatever, i haven't used this site all that much.
I've seen the research requirement for tainted weapons called "chapter corruption".
My question is how do i get to unlock that research? Or is it just a rhetorical research to say this is heresy and we won't touch this...
Someone please answer if you know.
Title: Re: 40k Imperial Guard Operations
Post by: bulletdesigner on March 26, 2019, 02:10:51 pm
quick answer: you need all chaos weapons researched, then you you get the "into the chaos god´s path" research to get into
This question fit´s more the general topic then Guard Operations  8)