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Messages - Chapter Master Girlyman

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40k / Re: 40k Bug/crashes/problem´s report
« on: December 19, 2018, 01:56:09 am »
Was using the assault cannon on terminator seargent armor and it has reduced accuracy where other 2handed weapons do not have reduced accuracy while wearing  it. Is there a reason for this? I think this is because of the lightning claws as as the regular terminator armor is fine. Storm bolter works fine though, even though that is a 2 handed weapon as well. Is this an intended feature?

40k / Re: 40k
« on: December 17, 2018, 07:57:25 pm »
Hi guys,

Just have a couple questions I can't get off my mind. I like all the balancing changes in the new update and the addition of new armor, but I'm curious as to how exactly the camouflage works for the advanced scout armor. Does the enemy have to get closer a certain amount of tiles to see you?

And for the advanced graticule, how exactly does its damage boost work? Is it a flat addition damage bonus or is it some kind of multiplicative bonus? Sorry if this is really basic info.

40k / Re: 40k Bug/crashes/problem´s report
« on: December 17, 2018, 07:50:21 pm »

It's working fine now.

40k / Re: 40k Bug/crashes/problem´s report
« on: December 17, 2018, 06:36:06 pm »
Having this really strange problem. My game is crashing because of equipping a certain soldier with armor.

Attached will be the save.

The steps to replicate the crash:

  • Go to base called "Africa"

  • Go to equip craft.

  • Equip soldier named "Peliel Crixus" with Centurion armor.

    • If you move this soldier to top of list order, the game will crash. If the soldier is anywhere else on the list, go to inventory and  get to Peliel. When you get Peliel's part of list, game should also crash. Not sure why. I've tried a few other soldiers and they do not crash the game with centurion. Peliel does not seem to crash game in other armor.

40k / Re: 40k
« on: December 13, 2018, 11:05:46 pm »
Nice. Just played around with it and notice line of sight required on librarian armor. However, chaos traitors were not and I nearly lost a captain armor. Thankfully took no losses but it was close and I think if I got slightly unlucky the entire 18 man team would be dead lol. Not enough experience to know how you will balance psi. Good luck tho! The potential is insane, especially when you consider the potential abilities librarians have in the board game that could translate new psi gameplay.

In board game, the librarian has to check to see if he doesn't kill himself basically when using his powers. Maybe you can use combination of bravery, stamina, and morale? Stamina is already there, but how about the lower this combination of stats overall , the higher the chance the librarian will hurt himself and others around him majorly (the warp breaks through his mind) if he tries any special abillity (mind tome, future spells?). Idk about the chapter teaching tomes, think those should just stay bravery and/or stamina.

The idea I guess is that if the librarian is more tired, more chance of ability backfiring. Or if they are not brave enough they can hurt themselves trying powerful spells. Dunno anything about modding so dunno if this is possible. Good luck anyway.

40k / Re: 40k
« on: December 13, 2018, 09:34:15 pm »
Yes, I updated OXCE recently to the 2nd December version. That is probably the reason then. Did notice that that the new codex articles for the IG mod resources are all perfectly fine. Not sure if that helps at all, but I guess it won't if you see what I see as you can just find out yourself  :P.

Also want to let you know I appreciate that info tab. It was actually the only way I knew for sure that master crafted did more dmg before getting it.

Also, as a question about psi needing line of sight for this mod, are there plans to include something specific to this mod for all the options? Seeing as the option to use the old extended mod to enable this was phased out due to being potentially buggy, I believe that there is an imbalance when it comes to psi. I do not necessarily think that chaos mc is op--or that anything else is really crazy--but that specifically a few trained librarians with the suit's mc (mind tome I think) sitting in craft controlling stuff is op. Even though the old mod might not have been made for 40k and could have been messing other stuff up, it balanced this aspect of the psi battle between forces where a few trained guys can take a base with at least one person acting as eyes.

Will need to play more to confirm this, but even with the psi penalty that librarian armor provides, I have a feeling it will not be balanced based on my memories of og xcom.

40k / Re: 40k
« on: December 13, 2018, 08:26:08 pm »

Love the mod a lot. One of the changes to the codex would be about the ammo difference between master crafted bolter and regular bolter ammo. Ufopaedia shows them having exact same effect. I think the stats are technically correct, but if I didn't know better and I just read it as a newb I may have thought that they are the exact same. In reality master crafted bolts do more damage, so maybe the entry should mention that instead of just the special stats bolt weapons have.

After the new version, I've noticed that older entries have these bright white details where some of the newer entries show the probably intended black. I also think I noticed that the background for most of the space marines list is brighter (which helps a lot if, if I'm not only imagining it) but not sure if these two changes were related and one caused the other.

Really cool stuff you guys are doing btw. Do you need me to remove my old posts to clear space?

40k / Re: 40k Bug/crashes/problem´s report
« on: December 13, 2018, 07:57:50 pm »
Oh ok thanks for the info about posting.

Unrelated question, is there anything I can do to help with the UFOpaedia entries? Some of them are not so clear. I have no experience in modding xcom but my English is pretty good and I think I could help with some writing. Plus I love 40k and would do research if you required (even if this mod isn't very canon i.e. female space marines).

Lastly, I've been doing this a lot in all my posts so I think I have to ask. I ask more questions(like this 8) ) after my response. Is that inappropriate? Should I just bring all these questions into general instead of ending my posts like this?

40k / Re: 40k Bug/crashes/problem´s report
« on: December 13, 2018, 06:40:54 pm »
Just curious, if I want to ask questions about how some mechanics work (only one I have in mind right now is flamer burn damage per turn) do I ask here?

Also, with the mod having it's own drop down page, can it still run all the mods in the standard folder? One that comes to mind is psi-attacks requiring line of sight and how much that helps the balance of this mod. 

Forgive me if this is the wrong place to ask. Still new to forums in general.

40k / Re: 40k Bug/crashes/problem´s report
« on: December 13, 2018, 05:20:11 pm »
With your confidence I decided to look at more it myself and actually managed to fix my problem. My save file was in a folder called xcom 1 and I just moved it to an empty folder that I realized I did not create (new folder is called 40k as well). I've seen this folder before but I never messed with it as V012 was loading my saves fine. Not sure how this works but glad that you were clear on what the main problems should be so I could fix this. Sorry I'm a noob  :-[

40k / Re: 40k Bug/crashes/problem´s report
« on: December 13, 2018, 04:01:20 pm »

Tried looking around for an answer to this before posting but couldn't find it. Not familiar with mods, sorry if this should be otherwise obvious. Just downloaded V013 and tried out a new save and everything working fine. Just unsure if whether or not I could still use an old save? I had a pretty decent run that I'd like to continue but I have a feeling I will not be able to continue with that save I am unable to load it when I am in the "Load Game" menu.

Interested to see how the changes to krak missile will affect gameplay and especially love that krak grenades are now a thing.

Thanks for all the work!

40k / Re: 40k Bug/crashes/problem´s report
« on: December 04, 2018, 10:43:05 am »
Thank you for all the help ohart. My game is working great now. Will just stay off ironman for now I guess.

40k / Re: 40k Bug/crashes/problem´s report
« on: December 04, 2018, 04:38:52 am »
Thanks for the reply!

Will try your suggestion and edit this post when I get down to changing the ruleset.

Attached to this post is the save in question in which the game crashed before landing the terror mission. Right after loading into the game, wait for a few days and a terror mission in Budapest should show up. I've been sending the first Valkyrie on my crafts list ("SchoolBus") to this mission. After you click on the interact button to begin mission the game should crash. I wasn't sure if I had version 012 so I just downloaded it again and the crash is still happening.

Appreciate the speedy response.

40k / Re: 40k Bug/crashes/problem´s report
« on: December 03, 2018, 05:02:19 pm »
     this is my first time posting on a forum, and I wasn't sure where else I should have asked this so I'm posting here. I've been playing this mod for a few months now, and I'm just curious as to how I'm supposed to "restore fallen battle brother" or put a dead marine into a dreadnought. I've tried collecting the corpses of marines and bringing them back to the craft but I do not get the "fallen battle brother" component. As to placing marines in a dreadnought, is it even possible? I've had a dreadnought for base defense after building it, but there is no marine placed in it and I cannot figure out how to place one inside.

Sorry if this is a stupid question,
     Primarch Girlyman

Edit: Right after posting this, got back on and went after a terror mission on a new save. Game crashed right after I clicked on begin mission. Attached to this post is the log.

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