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Messages - bulletdesigner

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1
40k / Re: 40k
« on: November 28, 2024, 05:33:29 pm »
yes, but i dont understand github, so i will give you a link https://github.com/BeatAroundTheBuscher/OXCE_40k.git  and hope thats it

2
40k / Re: 40k
« on: October 28, 2024, 06:36:19 pm »
Hi, I'm thinking of making a mod for xcom and while it wouldn't be a submod for the 40k mod it would also be set in the 40k universe so would you mind if I borrowed some of your assets please.


sure use it as you please

3
40k / Re: 40k Bug/crashes/problem´s report
« on: October 24, 2024, 06:36:36 pm »
TY! I also discovered that MKX Captain Armor is dependent on the MK7 Captain Armor which is not researchable as primaris marines becuase of its Deathwatch and Firstborn armor dependencies, locking the primaris strategy out of using primaris captain's armor.

Primaris works diferent, captian armor is rank 6 of each unit, meaning there are 4 set´s of armor that are captian when on last rank. Primaris Armor change with rank, unlike other factions, since it would require total rework for firstborn, and deathwacth is just too many armors for that to happen

4
40k / Re: 40k Bug/crashes/problem´s report
« on: September 24, 2024, 07:16:35 pm »
Hello!

I just discovered that though primaris chapters can fall to chaos, they are locked out of researching all the chaos armors because the chaos research requires the firstborn armor research. Is this intended or a bug?

Thanks for the help.

EDIT: Falling to chaos does prevent you from manufacturing loyalist armors as normal, so you end up not being able to produce any armor except MKX Techmarine, which doesn't have the uncontaminated by chaos tag.

it´s a bug sorry, never crossed my mind that eventuality

5
40k / Re: 40k Bug/crashes/problem´s report
« on: August 20, 2024, 07:51:37 pm »


Hello, Thank you for this great mod first of all.
I've an issue with the Chimera craft, whenever i go to a mission or try to preview the deployment, the game crashes with thats displays the attached png file.
I'Ve started a fresh game of imperial guards and i was able to preview the deployment then.

Using oxce v7.13, 40k v038 and rosigma v2.7a

The Quimea have been update the map tiles on the base mod, some issue can ocur and are currently being resolved to acomodate into rosigma, join the discord server they can sort you out https://discord.gg/wZrghjre


6
40k / Re: 40k Bug/crashes/problem´s report
« on: May 15, 2024, 12:59:49 pm »
I tried to send a squad to the downed Interceptor, but apparently the required Nurgle Interceptor model is missing.


That´s a rosigma issue, nurgle interceptor is not from base mod

7
40k / Re: 40k
« on: May 15, 2024, 01:56:49 am »
question about the Tauros transport: after the end of the first turn, there is a weird radio mumble and then the damn thing gives a small wound to everyone in my squad. what is this supposed to simulate?



Was a bug now Fixed, no more wounds, the radio mumble is "valkerie leaving combat area" and the damage is from the take off to make valkerie disappear

8
40k / Re: 40k Bug/crashes/problem´s report
« on: May 04, 2024, 08:12:39 pm »
The "flight" sound of Raptors is quite long. So if you are fighting them one hardly can hear shooting/moving sounds of other units, because the Jetpack sound is still playing.


you can do an easy fix , there ares 2 sound files (using and finish using) but the game can only use one, if you want replace the finish one for the using one by inserting a 2 ont jpack.wav on extrasprites_40k.rul can be done with a worddoc, i post screenshot for help

9
Tools / Re: LOFTEMPS Viewer 3D
« on: April 16, 2024, 12:45:50 pm »
great tool! also works easy and intuitive, only issue i got was giving the path i only manage to do it in the .cfg document ( i got the paths on desktop, maybe that was the issue)

10
40k / Re: 40k Bug/crashes/problem´s report
« on: April 03, 2024, 01:28:33 pm »
Playing as Primaris, whenever i try to assault a Necron base, the game crashes and i get this message.
My Brother has the same Problem. He's playing as Battle Sisters.

sorry was a copy paste error on my part, replace this file in ruleset folder

New file relase to fix bug

11
40k / Re: 40k
« on: March 12, 2024, 12:19:53 am »
yap it´s a rosigma, they update the mod with fix

12
40k / Re: 40k
« on: March 11, 2024, 08:30:43 pm »
do you have the latest oxce? the created landspeed is nolonger used , now it´s automaticly given

13
40k / Re: 40k
« on: March 02, 2024, 05:09:02 pm »
Well female freq in marines is 15% or 30% cant recall, it was orignal made that way because i'm a old fart and in my mind marines were more human not super, you can put it to 0. anyway adeptas only have female sprites so  6female and 6male  but the images are all female, the same can be said for primaris and deathwatch only males so 6 female and 6 male.

14
OXCE Suggestions NEW / Re: [Suggestion] fixed weapon firing mode
« on: February 11, 2024, 08:45:19 pm »
That is this "space ship" on first button? :>


haaaa, no points for you! it´s an ironsight  ::)

yes  an crosshair it´s more reliably and it´s the xcomapoc  choice

15
OXCE Suggestions NEW / Re: [Suggestion] fixed weapon firing mode
« on: February 11, 2024, 01:58:00 am »
So this is what should be displayed after right click?

Or should it be always visible?

After some more thinking, the "fire select menu should always be visible" for people playing mobile using the OXCE APP MENU, or else will be impossible to use the right click. And the result you get is the x-com apocalypse "fire select menu" with the problem of not showing the TU you invest in each shot and diferent guns, so i guess the solutions is to have the TU and fire mode displayed bellow the weapon.
(image with solution below)
Making the fire select menu for each weapon on right click will look kooler playing but i guess another acessibility menu for mobile needs to be created (image with solution below)

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