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Messages - bulletdesigner

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40k / Re: 40k Bug/crashes/problem´s report
« on: July 31, 2020, 12:35:03 pm »
if the game wont start, it was nothing to do with the mod, so you have updated oXCE incorrectly, since without 40k mod on folder the game should start anyway , also even if the mod is loaded and crash by mod error, the next initiation will automatically shut down that mod and start anyway

40k / Re: 40k Bug/crashes/problem´s report
« on: July 27, 2020, 04:29:01 pm »
i get no problem again , but your unit´s TU are crazy , but i think is an issue about the video, since when you lose you play slideshow.
My solution is for you to do a clean instalation with the latest OXCE and 40k and loading the previous save you give me... if it works with me has to work with you

40k / Re: 40k
« on: July 24, 2020, 02:16:25 pm »
Hi, not sure where to post this so sorry in advance

I just started a Sister's campaign and i noticed that enemies seem to be able to see, shoot and throw grenades through the tail sections of the first transport you get while my units cannot. This leads to me having to run out to the end of the tail to spot the target and maybe take 1 shot and run back into the ship or risk being exposed from almost a 360 degree angle. Am I missing something? I tried kneeling to see under and it gave me some vision but still blocked all my shooting.

Love the mod and the work you've done so far!

Talk with the guy that design the corvus ;) , anyways just like at the fps shot to see how it works

40k / Re: 40k Bug/crashes/problem´s report
« on: July 24, 2020, 02:12:07 pm »
I think I've found a bug in the Eye of the Storm mission, part one. I've crushed the chaos scum and blown a few holes in the gate. If  I completely destroy the gate the level ends, I get a prepare for part 2 message

The equipment load out screen appears and if I start the mission the screen immediately goes blank and the game crashes.
No error message appears on screen.
I've attached the log file and the save from just before the level ends.

Dosen´t crash with me, runs normal, but you have an issue with the INV , disable all other mod´s

40k / Re: 40k
« on: July 11, 2020, 04:43:03 pm »
The most probably is grey knights / ordo malus

40k / Re: 40k future plans and Work in progress / Suggestions
« on: July 11, 2020, 04:41:46 pm »
Sure armor by rank its a fundamental, since only makes sense to have 1 captain armor per captain. I think it was suggested some time ago, But we end up limiting by badges and resources, if it comes up we will certainly enforce it

40k / Re: 40k Bug/crashes/problem´s report
« on: July 09, 2020, 05:40:01 pm »

Installed: Completely deleted the mod, and then set 25. Did you delete the mission? Say, an arena to see all the equipment available to the Imperium? Before the update, I had it turned on.

no it´s still there, the showcase outpost. but you did well reinstalling, it since if you cant even enter that menu that´s some faulty installation

And also ohartenstein23 is right we don´t support the New Battle feature since we can create some bug´s since all can be mixed up and can lead to bug´s that are not present in campaign

40k / Re: 40k Bug/crashes/problem´s report
« on: July 09, 2020, 01:17:28 pm »
press f12 when this screen is up, so i see what you have chosen

40k / Re: 40k Bug/crashes/problem´s report
« on: July 09, 2020, 12:25:15 am »
Show me the new battle configuration do a screenshot

40k / Re: 40k Bug/crashes/problem´s report
« on: July 08, 2020, 04:47:29 pm »
well that`s not a bug, they like you access their inventory and replace weapons, TBH i dunno if they do the math on the replace or it was other unit, since both starting weapons are there, but again not a bug. About the 38 square length, mind that pc Units dont evolve like yours so  they must start with good  STR stat´s for carring high level weapons.

Also you can complain that issue with ork´s and cultist/guard but not khorne devotes, a high tier foe in the game. Still it wont happen since STR have been revised this version

OpenXcom Extended / Re: Jumping movement type
« on: July 07, 2020, 09:15:12 pm »
Cant you just put an script that alter movement type from 2 to 1 and end of turn and reset 1 to 2 at beginning. And make a force nudge so they unit fall at end turn :p

40k / Re: How do i research plasma in the 40k mod
« on: July 02, 2020, 01:49:25 pm »
Plasma works like vannila, will apear on research if recovered, so you only get heavy plasma when enemy's  level up

40k / Re: 40k Bug/crashes/problem´s report
« on: July 01, 2020, 05:07:22 pm »
A wall spawned inside the third chimera with the missiles on top of it on my first terror mission as Imperial Guard.
It´s a rare bug that causes some misplace turret´s both units are immobile and spawning in correct position

Just attacked my first ork base and got hammer by the truck in mid. Getting vision it looks like the turret have gone up a level to fire. Running on latest version.
when we made the map there was no vehicle in that position, we will remove those tiles form the map

40k / Re: 40k Bug/crashes/problem´s report
« on: June 24, 2020, 11:58:27 pm »
yap that´s the issue, since i get no crash , it´s generating a mission

40k / Re: 40k
« on: June 24, 2020, 11:54:29 pm »

Oh, another question actually. Do smoke grenades work vs all enemy types or do some see through it? Only sniper unit´s ignore it and fire, as seen in a episode where dread´s were given that ability (and removed later), but i think other foes unit´s have to spot your unit´s

-Is it possible to eradicate the orks completely by taking out all their bases? Yes, but they can respawn by new wagons

-The scout strategy rhino drop has two scanners that can do the motion tracker thing. Is there any other functionality there or is the point to just give vision? Yes, they give all the map sight and also are target for enemy´s

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