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Messages - Silverwolf

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1
40k / Re: 40k
« on: February 18, 2021, 03:59:57 pm »
Side missions are "craft" that crash to the ground. Once you research them/complete one, the next one appears NEXT month.

If you've missed it landing and it's outside your radar range, you can find it on the geoscape by manual scanning just like looking for an enemy base.

2
40k / Re: 40k
« on: November 13, 2020, 01:20:10 pm »
Not sure if this is the place to ask, but is there a way to adjust the frequency of certain missions? all I get is imperial guard and orks, with the occasional aircraft. I'm stuck in a bit of a loop where I need better gear to survive imp/ork missions but never get said missions, apart from when the stars align and a comet passes over the earth. is there a way to decrease the spawn rate of the imp/ork crafts or increase the normal chaos marine missions?

Sounds like you're in extreme early game, chaos starts to rise around april. You can graph scout for chaos activity before you get good radar coverage.

Finally, chaos guard missions are optional, and orks in early game are only relevant if they're doing terror missions. Rest are optional. A few extra ork outposts in early game is actually a good thing for later on.

3
40k / Re: 40k
« on: July 14, 2020, 04:12:38 pm »
I don't know if this is a bug or what, but some enemies will take two steps (if any at all) and end their turn. This happens a lot and it means you can't avoid getting reaction fire from them, and I've had so many units in powerarmor be one-shot because of this. Even if you're able to use grenades, it still makes it a frustrating and paranoid experience. So, is there a way to fix it?

There are many good ways of implementing difficulty...this isn't one of them.

You can avoid reaction fire with smoke & melee combat.

4
40k / Re: How do i research plasma in the 40k mod
« on: July 04, 2020, 06:19:58 pm »
You need chapter mid-tier tech + find and research the chaos variant of the plasma weapon you want to research.

Bear in mind only plasma rifle OR heavy plasma is required to advance in the tech tree, and plasma weaponry takes a long time to research in mid-game + is optional from gameplay perspective. Personally I prefer master crafted ammo in heavy bolters until I get storm bolters.

There's also a tech tree viewer in the mod (check keybindings). I think it was Q by default.

5
40k / Re: 40k
« on: June 29, 2020, 02:57:51 pm »
Oh, another question actually. Do smoke grenades work vs all enemy types or do some see through it?

In my experience enemy turrets (chimeras, orc wagon turrets, traitor guard gun placements etc) see through smoke 100%. Although I haven't played the latest version yet.

6
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: June 01, 2020, 03:17:26 am »
It's turned on, I always have that kind of stuff turned on. Also I haven't messed with the setting since I started my first play through, which is why I think it's weird that all of a sudden I can't train my guys.

I had no problems adding your guys to training (other than the wounded ofc which don't receive training) in any of your bases.

7
40k / Re: 40k
« on: May 27, 2020, 03:54:59 pm »
I actually just did some google/file digging and it seems like I need craft lascannon researched to get the conversion according to soldiertransformation40k.rul (is this right)? Which seems a bit odd since I'm adding a castraferrum plasma dread and I can manufacture the armor without being able to use it.

I actually recall seeing the fallen brother button on my previous save so I'm sure it's not a bug or anything, just an oversight (craft lascannon should be a prerequisite for stormraven tech or be removed as a prereq for dread use).

8
40k / Re: 40k
« on: May 27, 2020, 03:34:07 pm »
How do I attach dreadnought armor to a space marine? Does it only count for marines that die after the dreadnought armor is brought into a base from which the soldier is launched from into a mission (do I get a pop-up during combat)? I can't seem to be able to bring back previously dead marines no matter which menu I navigate.

My mortality rate is low enough it might take a long time to actually get one of my good guys KIA so thought I'd ask in advance.

9
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: April 17, 2020, 06:47:16 am »
So i've recently installed this mod and randomly if i quit the game and relaunch it again. It breaks Openxcom Extended and i'm no longer able to play the 40k mod unless i delete Extended Xcom entirely and reinstall. So i can't even get to the main menu.

Looks to me like you installed the game in C:/program files and have windows or some antivirus screwing you up.

10
40k / Re: 40k
« on: March 09, 2020, 03:16:07 pm »
Hey, new version, good to see assault bike fixed with drop-pods, always wanted to use it. I lost my previous v023 save in a HD crash, was really liking the mod though, even weapon balance felt right and every weapon had a nice purpose to it (although heavy melta felt disappointing due to 0-20 dmg rng). Was always wishing I found some of those meta weapons from crates but I only got the laser shit (I think the scoped pistol is the only one I've ever found from bolters). Also shotgun was a weapon I really couldn't see any use for since it's utterly incapable of penetrating armor in any practical scenario.

I played on the 2nd highest difficulty (primarch) with assault marines on ironman, found the early game just about right, but approaching late game I found myself wishing I picked emperor instead. How does the flattened difficulty compare to primarch/emperor now that you can no longer select difficulty? Especially things like base defense, do I need two hangars in every base to insure proper enemy spawn locations?

Also is it possible to unlock melta grenades/bombs with assault/devastator strategy? The tech-tree picture is kinda unclear on this. I was kinda slow in doing the side-missions in my save.

11
40k / Re: 40k
« on: January 21, 2018, 07:19:10 am »
Well nerfing ammo / reducing slots early game should make it so that you can't just faceroll everything with lascannon so that'll probably work.

Chapter banner though I'd keep as it is now without any nerf, but make both banner and tome inflict way more stun damage on the target so you can't spam either without passing out.

12
40k / Re: 40k
« on: January 18, 2018, 08:26:35 pm »
LAS                           #Range 30      Ammo 20        Damage 70      Acc  50%
AVALANCHE              #Range 50       Ammo 3        Damage 100     Acc 80%

The difference is plasma missiles take 1.5 storage space and cost 9k per piece.

Full salvo from 8x weapon slots = 36 storage space (double that minimum for reserve ammo) + 216k $.

also you cannot use multiple times chapter banner
(did i miss something?)

But you can buy multiple chapter banners and use them on different guys.

13
40k / Re: 40k
« on: January 17, 2018, 03:55:39 am »
I've been playing some more and I now definitely think this mod is too easy. I'm currently at the point where I'm meeting chaos terminators/berserkers and did my first space hulk.

Craft Lascannon seems too strong
- With two stormhawks and my landspeeder, I can shoot down even supply/terror ships. Plus you can manufacture this for excellent profit. I imagine this is the only craft weapon you need in the game, and it doesn't even require ammo. For such an early tech it makes the whole interception game very lacking.

Smoke/tome of smoke is way too strong
- I'm currently more worried about friendly fire than enemy units, because enemies never get a shot off. Most of my best casualties are in fact from friendly fire because I forgot to crouch, or from a stray sniper bullet. The only scenario where AI actually gets to shoot is ~turn 20 when chaos raptors rush the roof of a supply ship or such, and even then it's actually just one round and only if they survive reaction fire. In 99.9% of missions you can cover both landspeeders with tome of smoke from seats 1-2 and kill 7-9 chaos raptors on your own first turn without taking any reaction fire before enemy gets to do anything.

Enemies lack lethality and fear factor
- I would love to see an enemy with a rocket laucher nuking you (or himself, chaos bless him) with frag missiles, or some chaos marine fire full auto incendiary with autocannon. Tyranids also seemed awfully weak, probably because nothing in the game (so far) survives autocannon burst with 50% accuracy, much less 4x 1-2x burst (depending on TU remaining) that you can refresh multiple times with chapter banner.

Small idea - make stormtalon faster (and maybe refuel faster) than stormhawk, right now it doesn't really have any role as it's completely subpar in comparison. Sometimes you just want to see if an enemy craft is a supply ship or a terror ship for example.



Enemy factions would be more strongly themed around the four gods rather  than armour types.

+1 here! Dividing the CSM faction will make gameplay much more interesting, because player must encounter different warbands and choose tactic more carefully. For example, Khorne warband will be more melee-oriented, Nurgle one will be tougher then others, Slaanesh one - fast atacking, and Tzeentch... current CSM is actually Tzeentch warband as all of them are psykers

I support this idea. Even though I'm no modder I think you could achieve something akin to this with this (or I could be completely off).
https://openxcom.org/forum/index.php?topic=4288.0

Khorne band could possibly be made with very low cheatTurn number equipped with melee weapons / grenades / shotguns / flamethrowers and such.

Also would love to see something like a cultist maniac rushing you, occasionally having a primed grenade in their inventory (surprise!).

Don't know if it's possible, but maybe slaanesh troops could get a stat buff if you take too long (enjoying their sweet time you are providing them), while tzeentch troops could summon a powerful rapeface daemon to assist if you take too long conquering a valuable target like a supply ship etc.

14
40k / Re: 40k
« on: January 06, 2018, 03:44:13 pm »
Oh cool it worked (thanks!), EN-UK seems to break the text for me.

Back to playing then, although I wonder if my savegame is now somehow bugged since I'm switching to OXCE+ midway. Might just start a new game just to be sure.

15
40k / Re: 40k
« on: January 06, 2018, 03:22:53 pm »
3.9c should however work just as well... what do you mean by "breaks half the strings" ?

By strings I mean text.

Space Marine turns into Soldier, Red Sector turns into Japan, codex entries get completely messed up etc... and apparently happens on 3.9a+ as well.

So you're forced to choose between unfunctional version or a textually messed up version right now. I consider both unplayable.

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