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Messages - bulletdesigner

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40k / Re: 40k future plans and Work in progress / Suggestions
« on: November 30, 2023, 12:37:50 pm »
not working on it, maybe if any sprites emerge

40k / Re: 40k
« on: September 02, 2023, 02:28:12 pm »
You probably are playing primaris, and didnt read that promotions are manual, check soldier tabs for promotions

40k / Re: 40k Bug/crashes/problem´s report
« on: September 01, 2023, 02:04:38 pm »
you are right after deathwatch i should have updated statstring since i change the font.
About the video the easy solution is just to override the anims folder in resources, since the sub mod was not made by me i thought the videos are just a replacement but i now see it works different i will get around that.

40k / Re: 40k
« on: August 31, 2023, 04:47:21 pm »
I saw such screen in old let's plays, but in my game I had normal difficulty selector and the first research project was the faction selection.What? Does this means that 40k is abandoned mode and Rosigma is what I am suppose to play? There is no such info on this mod's first page.

No, means the administrators of the discord server got banned and it has no moderators.. so we decided to join rosigma discord
This is the screen that should appear there is no difficulty selector

40k / Re: 40k
« on: August 31, 2023, 03:40:04 pm »

It took 3 game restarts to survive (not win, just survive) an encounter with the smallest UFO on beginner difficulty!
Do I have to run away from turrets as soon as I see one? Are there easier missions in the beginning? The only easy mission I saw was when I took down an interceptor with 2 pilots. Every other UFOs were those with indestructible turrets.

There are no difficulty level is chosen by faction you want to play
If you intercept with craft and take it down there is high change the turret is damage and not present (there is no great need to do that missions anyway)
The game is a sandbox where you can have different enemy base on start (not chaos), some are harder then other, restart until you get cultists if you are desperate
There are a lot of tips on the help section of the CODEX for weapons and gameplay
Join Rosgima discord so people can give tips and advice ( 40k is orfan)

Well the idea is to give make a specific  craft´s  the capability to spawn a map tile, i want to have several craft´s that will spawn that tile, and other type craft´s that will spawn other tiles. so i guess the answer is each craft belong to a specific group. I will have several map tiles on hold on map script so it spawns the correct ones by craft entry. But if a craft can have multiple groups the better.

    - type: addBlock
      conditionals: [40]     #( ex a craft with bombard)
    - type: addBlock
      conditionals: [50]     #( ex a craft with paratropers)
    - type: addBlock
      conditionals: [60]     #( ex a craft with sensor deployment)

i think this will add a good pre game dynamic and for me will make artillery crafts viable, meaning players can now choose to take less units to battle but have some prebombarment on the battlefield. also will make some open map faster late game, that player don't want to repeat (like in mods that just spawn a tons of bases and events  ::)  40k issue)

ok after misinterpreting the multiple craft spawn, i now see simple solution...
Just on mapscript the hability to spawn an tile that has that item, but that tile must be linked to a craft

  - type: STR_CRAFT
        - name: CRAFT
          width: 10
          length: 20
        groups: [50EX]

    - type: addCraft
    - type: addUFO
    - type: addBlock
      conditionals: [50EX]
      size: 1
      executions: 1
      blocks: [17]
    - type: fillArea
      blocks: [3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]
      freqs: [6, 6, 6, 6, 6, 6, 6, 3, 3, 4, 2, 2, 2, 2]
      maxUses: [-1, -1, -1, -1, -1, -1, -1, 2, 1, 1, 1, 1]

Meaning when the craft with that "conditional" is present the block tile 16 of the map is spawned (that has an explosive or something), can this happen?
ps: i know that´s not how conditionals and groups works, but just want a similar name

Just a simple flavor request for my alien missiles strikes do have a different background image when some damage is done to the base (like and explosion or the data), and if it possible to vary the background from the ufo that caused the damage ex:
 missilePower: 10
 hitimage: nukeexplosion.SPK

Extra Bonus if an sound is also added.... cabuumm when the image appear

 hitmissilesound: 155

Fan-Stuff / Re: XCOM TFTD Clear logo and some fanart by me with AI
« on: July 18, 2023, 08:31:08 pm »
Also the logo for the alien side and the a tasoth boy

Fan-Stuff / XCOM TFTD Clear logo and some fanart by me with AI
« on: July 14, 2023, 10:08:50 pm »
I love the Xcom tftd logo, searched for it and didn't find, so i made it vectorial on top of old intro. it´s a shame isn't more present nowadays. Anyway i shared with you good people.
Also tried to draw an aquanaut , didn't work as planned so i heavy Photoshop my way, and together with leo we made something. Also upload the original so you can compare the results

40k / Re: 40k
« on: July 06, 2023, 05:45:13 pm »

40k / Re: 40k Bug/crashes/problem´s report
« on: June 12, 2023, 02:05:46 pm »
Good evening. May I please ask for some assistance with this issue I am currently experiencing? Note that I have the latest versions of both ROSIGMA (2.2) and 40k (035.1). I have already asked in the ROSIGMA thread, but I do not have a definitive solution from their end yet. Thank you.
I advise you go to discord ROSIGMA: , but by the looks of it , is probably bad installation on your end, try to reinstall the latest OXCE

40k / Re: 40k Bug/crashes/problem´s report
« on: April 27, 2023, 01:55:34 pm »
Ok i will remove it

Nice thks

OXCE Suggestions WIP / Re: [Suggestion] Spawn Craft on Research
« on: April 01, 2023, 03:52:44 pm »
Well a pop up, no space in base for new craft, and a refund of the cost sell, thats the ideal . if not possible , nothing happens and no craft arrives

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