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Messages - Balgias

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40k / Re: 40k
« on: January 14, 2019, 07:33:32 am »
What determines what race you're going up against?

My game has been nothing but raptors and terminators, I haven't even seen khorne berserkers, slannesh, orks, eldar, or much cultists in about 12 hours of play on this guard play-through.

40k / [crash] ver. 5.2 (01-11) startup error
« on: January 12, 2019, 07:35:52 am »
This only happens on the latest releases, only mod I have installed is the 40k mod.

40k / Re: 40k Bug/crashes/problem´s report
« on: January 12, 2019, 07:22:01 am »
I did notice that from your save, forgot to address it with the other problems you were having. This is the first I've heard of this bug, it was working properly last time I used the craft, and I haven't been able to reproduce it on my end. Could you try the most recent OXCE build? You can find them built here on Stoddard's build farm, select the most recent one that corresponds to your OS.

Edit: I've also had some instances where I could move on to the next turn by turning the option "Save Scumming" on when loading your save - this resets the RNG seed when loading the game, making the AI go through a different set of decisions.

I have save scumming 'on' though

Latest version of oxce gives me this screen

40k / Re: 40k Bug/crashes/problem´s report
« on: January 11, 2019, 11:21:27 pm »
It's something to do with the AI hanging up - when I load the save and turn on debug mode, all the enemy units run through their actions once but when it gets to the second go-around, the game stops with the Sorcerer. Tracing the AI in the log shows the Dreadnought as the last to act, so either there's a map bug where the Dreadnought can't move to where it's going or something with the Sorcerer is causing the game to hang up. I'll take a look further.

There's always one unit stuck in the sky with all of the gear when I use the valk dropship, forgot to mention that.

40k / Re: 40k Bug/crashes/problem´s report
« on: January 11, 2019, 03:29:20 pm »
Game is freezing once its this chaos dreadnoughts turn to act, where do I share my save file? This is on file ver .16

40k / Re: 40k
« on: January 11, 2019, 07:30:51 am »
I don't really know the coding complexity of the game or its software limitations but would it be possible to add like way more units on the combat field for orks and traitor guard? Especially later game?

40k / Re: 40k
« on: January 10, 2019, 09:37:57 pm »
Have you tried flamers or lasguns? Seriously, you're using the wrong weapons to destroy Juggernauts - the Ripper might damage armor a little bit, but it's an anti-infantry weapon. Same with sniper AP bullets, heavy bolter AP rounds, and almost all bolter weapons. Lasguns might not look powerful compared to a bolter, but it gets much more powerful against things with vehicle-type armor and melts armor faster than bolts will. Flamers ignore armor and damage large units like the Juggernaut 4 times per AoE hit - they'll kill one in 2-3 full bursts. I am doing a Let's Play of this and have shown a number of ways of dealing with Raptors in month one with the Imperial Guard - you can see here in episodes 3, 4, and 6-8 where I face Raptors.

This mod has a steep learning curve, but we give you the tools to deal with the enemies. There are articles in the "Assistance" portion of the Codex that could have helped you in this situation, and you've ignored a good half of the starting weaponry when saying we give you no tools to deal with this enemy. As Dioxine says about his mod Piratez, "Read or die."

It makes zero sense at all that lasguns and flamers would be a better tool than weaponry that is specifically worded as being ARMOR PENETRATING. It also seems extremely cheesed for a unit to be getting hit multiple times per attack just because its model takes up more than one tile.

40k / Re: 40k
« on: January 10, 2019, 09:16:54 pm »

on the third difficulty on .16

2 krak grenades, 7 salvos of full auto ripper gun, two strikes from a power fist, a sniper AP round, a burst of AP heavy bolter, a full auto bolter shot and 3 pistol bolter shots and this piece of trash is still standing. I'm utterly convinced you've over-turned the armor on a unit that takes my entire force at 100% to not even kill right out the gate. You guys need to scrap having warbeasts/raptors as one of the only enemies early game, they're the hardest in the game. Traitors, cultists, orks and slanneshi aren't even slightly as difficult as warbeasts and raptors.

on a previous run on a lategame assault tactic army I had the raptors/warbeasts were one of the only forces that gave me any issue, when most of my encounters were spent fighting traitor guard and normal traitor marines it became a chore.

There are no tools for dealing with units not even a month into the game that can out-move, out-range, and most especially out-damage everything you can do several fold when you obviously have much easier enemies to be spawning ingame IE traitor guard and cultists, IF it's a design choice to have easier content gated behind extremely difficult content for the sake of trying to artificially produce a challenge then I've got to say that's very unwise to have the base timeline of events to playing out ingame.

" Thats nothing yet, wait till you see Chaos Terminators, this is pure suffering to fight with, at least Raptors and Warbeasts die from 1-3 Sniper AP shots or 1 Lascannon shot, same cant be said about Chaos Terminators.

But really no offense but armor values forced me to come up with some radicilous troops composition, like 2 snipers with AP, 2 marines with Lascannons, one medic marine and one guy with bolter or something light for scouting. "

I've dealt with chaos terminators like they're nothing. A few melee strikes from behind is easy to pull off later game once they've shown up.

Edit: It doesn't even make sense from a lore perspective that raptors and warbeasts are the first forces deployed given the existence of cultists and traitor guard.

Edit 2: Making the early-game unfun on purpose discourages players from trying out other tactics if they might have run into difficulties later on in their run.

Edit 3: Friends of mine I'm trying to recommend this mod to are also sick of the difficulty curve early game

40k / Re: 40k Imperial Guard Operations
« on: January 10, 2019, 06:57:51 am »
I thought it might be a really good idea to have something like a basilisk support structure to have built at base as a pre-requisite for vox-caster armor, and a " vox operator " expensive armor that can be used to call in strikes for strafing runs or artillery strikes, seeing how difficult it is to bring vehicles into xcom

40k / Re: 40k Bug/crashes/problem´s report
« on: January 09, 2019, 03:09:22 pm »
dreadnought´s are unit´s, that oucupy 2x2 so they need 4 seat´s, they are not equipment , they are soldier type that are created on the soldier screen (revive section)
also droppods can only carry one
landspeeder´s can´t carry
thunderhawk carry 3
Transport Thunderhawk can´t carry

revive section wuhhh

I was in a mission that had a small aircraft as support, is it possible to bring things like storm talons into engagements too? Or is it a special scripted event?

40k / Re: 40k Bug/crashes/problem´s report
« on: January 09, 2019, 10:46:41 am »
That sounds strange, can you send save?check Buying and selling are different bottuns, sometimes can make confusion, Also remember don't hide objects, they won't appear unless you unhide then

my bad, just some confusion with the amount I needed to sell in order to get off that screen after a battle.

On another topic, how on earth am I supposed to actually bring dreadnoughts into battle with me? I can't equip them, and I don't have the option to bring them into my craft as equipment??

Also I can't seem to build the library, even though i've fully researched it?

40k / Re: 40k
« on: January 06, 2019, 12:30:31 pm »
Allright, I hear you on those points, but for real, I just saw a chaos raptor toss a grenade from not 1, 2, but 3 screens away. No, just no, roflmao. They either need to have their throw-stat somewhat on par with reality or just take their grenades away period, that was absurd. I'm playing on the third difficulty btw.

Edit: I can't suggest this game to anyone with that level of OP jank going on. Especially from enemies not even 2-3 hours into the game.

Edit 2: I might be unfamiliar with some of the nuance of xcom 1, but it seems like the enemy gets 2 turns???

edit 3: So testing things with ogryn a bit I had around 7 of them unloading 2-3 series of autoshots into a chaos raptor exactly 5 units away from them to no avail, then reloaded and had one one-shot him with a melee attack, lol

40k / Re: 40k
« on: January 05, 2019, 02:05:32 pm »
Ok this is absurd, you made the chaos warbeasts and raptors WAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY too tanky, nothing short of a heavy bolter burst to the face of one these units or a lucky sniper shot or 6 is enough to kill them, what the hell canon are you going by? Love the mod soo far regardless, but godamn tone down the enemy HP.

Also whats with chaos raptors having roughly 60% more accuracy with their dinky plasma pistols than my high-accuracy snipers? Might want to consider giving them a weapon that isn't guaranteed to hit -something- every round.

40k / Re: 40k Bug/crashes/problem´s report
« on: January 05, 2019, 12:31:14 pm »
I have this terrible issue where I can't sell anything while my stores are full.

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