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Messages - bulletdesigner

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1
40k / Re: Sharing Is Caring (Contributions)
« on: August 21, 2019, 06:11:53 pm »
they all look sexy
-about the codex i got you covered, the pain in the ass is the handsprites
-about the coding part i tried and failed can´t remember why got to talk to oarthstein
-the loot table is easy to change, will do it if guns implemented
-u got talent kid

2
40k / Re: 40k Bug/crashes/problem´s report
« on: August 21, 2019, 12:08:52 pm »
just killed all the chaos in the third part of the final mission there is no one left but its not letting the game finish


Destroy the big warp stone to end the warp, that´s the main objective

3
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 14, 2019, 12:15:32 pm »
Hello! First of all, I would like to thank the team for this amazing mod. Now, for a suggestion: could you add the Imperial Guard theme from Dawn of War to the soundtrack?

can do, i will insert in the sound folder , that way ohartenstein will see fit where to use, in the missions or something

4
40k / Re: 40k future plans and Work in progress / Suggestions
« on: August 01, 2019, 08:18:07 pm »
Each strategy provides unique features (unique craft´s/armor/weapon), so the game have more replaybility factor and you have different options, you can have all the types of armor or the squad composition as you want. Sometimes it´s just provides that armor type easier
Even if you complete all the sideoperartion you get all unique weapons.

In a deeper sense, i know this will sound strange but the modders provides the rules and you play the game against us, nothing is preventing you of going god and have all, but i you will have no challenge.


5
Resources / Re: Graphic Gallery
« on: July 18, 2019, 07:13:36 pm »
2x2 hwp GDI wolverine template use&enjoy before the ork conversion

6
40k / Re: 40k
« on: June 23, 2019, 03:12:08 pm »
Asked befored, theres a way to do it by map script but involves infinite work, meaning we make map spawn other tiles by research and map script, but those tiles are not part of the craft

7
40k / Re: Some misc 40k mod feedback
« on: April 29, 2019, 03:25:18 pm »
Hey Zarmad

1- Y we are reworking weapons. Lascannon are OP so we are limiting there use next version.
2- Flames are still good vs Small Fry and good use for inaccurate soldiers
3- Again Lascannon are gonna be nerfed so other options are viable
4- Assault marine carrying a heavy plasma is rare by 2 reason´s  (no engouth strength to carry it or low acc) so it can happen but you are using your best solider´s
5- Legacy system form old xcom they are overtank missile launcher are supposed to be one of best weapons in game till Lascannon OP on later versions
6- Preparations rites (oarth good theory) but that way our bird never get´s out of fuel, i don´t think It takes 3 days to top up a thunderhawk gunship after a trip around the world, gotta confirm
7- i Don´t think there is a repair bay option like in apocalypse in script yet

8
40k / Re: Some misc 40k mod feedback
« on: April 16, 2019, 02:55:38 pm »
hey zharmad, glad you are enjoying the mod  8)

short answers
1- balance, they are immobile, so it´s kind of easy to get around immobilize target´s ( they only got 1 turn to act the rest player can go around)
2- Again since they are immobile we can´t have grenade exploit so under armor got to go up! when melta were made there plan was to be just a better grenade, so i guess it can be revised
3- Guard legacy, no marines don´t have, but we leave there maybe some day may will.
4- twin-linked weapons are standard craft weapons. both vehicles can equip
5- Adamantium forges have storage space guess that overrides manufacture
6- it´s unblockable since it´s "corruption" no armor can save you from tempting word´s (imagine what that girl whispering to his ear), they are ussless if you have assault armor/ also chaplain is immune to conversion but can die

9
Resources / Re: Bulletdesigner shipyard
« on: April 09, 2019, 05:25:12 pm »

The hangar file has both and more, but to be more specific is the 001 PCK on terrain
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

10
40k / Re: 40k
« on: April 09, 2019, 02:13:17 pm »
yes, my personal i haven´t manage to make it happen, but other people on discord are on the case

11
40k / Re: 40k
« on: April 08, 2019, 12:26:33 pm »
Out of curiosity is there a way to see stats on the specialty weapons like different pattern las and bolsters?  At this point my primary squad is armed with all plasma but my secondary squad I have enough specialty bolters to arm them. I may even swap some plasma for bolters if they have some advantage to make them worth taking.  But since they aren’t enemy I can’t research them and they don’t show in the codex.

yap they don´t show in codex, we will work something out

12
40k / NES Cartridge
« on: April 05, 2019, 08:14:29 pm »
Because, Why not!

13
XPiratez / Re: Pigeon battlescape sprites
« on: April 02, 2019, 12:55:03 pm »
if you wanna tip, just alter Osprey map, it´s 1000x times easier, and add your parts on specific part´s of map, also use other map i created for the front part and your done.
Anyway if you go other path, good luck with that nightmare

14
40k / Re: 40k Imperial Guard Operations
« 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)

15
Resources / Re: Bulletdesigner shipyard
« on: March 12, 2019, 11:58:12 am »
Do you have a script to automatically split these sprites into cubes?

nop, i did  just like i show in my video

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