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Messages - noflic

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1
40k / Re: [ADDON] ROSIGMA
« on: March 11, 2024, 10:37:11 pm »
Unless it's changed, only women Frateris* can be promoted to Sisters (or, at least, that was my impression from scanning the transformations page). That seems about right to me; your battle-hardened pilgrims might get armour that doesn't totally suck, but not all of them can get fast-tracked into the Sororitas.

* I think this doesn't work, grammatically, but it has been so long since I did Latin that I wouldn't swear to it. Also, GW and Latin have only ever been on nodding terms.

2
40k / Re: [ADDON] ROSIGMA
« on: January 24, 2024, 10:43:29 pm »
Aye, I know you can change the order in which specific people line up in the craft - the last few versions have had a weird issue where rather than "fill chimera 1 [ie the rearmost chimera], fill chimera 2, anyone else goes on top" the deployment seems to go for "fill chimera 1, put 4 people on top of chimera 1, put 4 people in chimera 2". It's probably not something that you'd notice unless you're taking fewer than the maximum number of soldiers, but given how powerful the Leman Russ is (and given turn 1 reaction fire!) I usually only put 16 guard into the armoured column.

3
40k / Re: [ADDON] ROSIGMA
« on: January 24, 2024, 01:22:15 am »
Quote

- Removed dominion power axes from the basic heretic sisters and hospitaller loadouts. Too good weapons for these enemies


Aww, pooperdoodles. My SoB run still hasn't got power axe manufacturing unlocked; that one single dominion axe reclaimed in like month 3 has been doing absolute work, and the heretic sisters have really rarely (at least in my run) carried them anyway. They're super powerful though, so fair enough.

Also: do 16-strong Guard squads now all deploy inside the Armoured Column Chimeras rather than sitting four up top to wave at heretics?

4
40k / Re: [ADDON] ROSIGMA
« on: November 29, 2023, 02:21:31 am »
Manual promotions are necessary for certain paths where promotions cost tokens. Also difference between ranks is not limited to morale in that paths. There is no possibility to change options based on difficulty level or research. Option is enforced so players don't break the game.

Ahh, I did wonder about that - in my SoB run I've got some ludicrously badass constantiae (?) about whom I couldn't work out why they weren't coming eligible for transforming to full Sisters (I figured it was a bravery requirement), and this solves that problem. Welp, if it'll bork the game to fuck around with it then I'll likely just deal, but thanks for the tip and the explanation!

5
40k / Re: [ADDON] ROSIGMA
« on: November 22, 2023, 10:59:43 pm »
Is there anything I can fiddle with in the settings to revert promotions back to automatic rather than manual? Updated recently and suddenly thought "huh, nobody's been promoted this month", and a check of the options menu and the main 40k thread confirms that it's now locked to manual. It turns out I don't like this change, which is I realise a weird gaming opinion to suddenly develop; apart from now having a new realm of choice paralysis, I think I also liked the indefinable ~immersion~ of promotions being a bit unknowable and arbitrary rather than the Player-General personally deciding whether Ollanius Redshirt gets made a corporal.

(Yes, I realise that the Player-General personally decides on everything down to how many reloads Ollanius Redshirt carries. It is a weird gaming opinion, after all. But surely that setting doesn't need to be locked to manual?)

6
40k / Re: [ADDON] ROSIGMA
« on: October 26, 2023, 02:05:12 am »
Liking the latest version a lot - though not run into any Hrud yet (alas), and while the modular turret system's very cool and a good late-game money sink, I can't figure out how to get particular turrets on particular vehicles; is there a particular set of turrets (not sponsons) that only the Leman Russ can mount? I'm assuming the craft weapon mounts can't be used as turret slots, so just knowing if there's x turret it will definitely go to y tank would help to parse what I'm up to on the equipment screen. Also, <yells at cloud> the Armoured Convoy still starts four hapless guardsmen standing on top of a Chimera waiting to catch reaction fire instead of being tucked safely in the four empty spaces in the middle vehicle. It isn't quite as lethal as you'd expect, weirdly, but it's still a pretty reliable game of "use the guardsmen to stop those bolter shells scratching the paint".

That aside, had an unrelated question that I'll spoiler in case anyone hasn't seen the research in the UFOpedia:

If I want to
Spoiler:
do a renegade/traitor run
, what's the best faction to start as? They all have research routes for it, it looks like, but it also looks like Sisters/Marines might get the most unique recruitable units, with the Inquisition subfactions coming in after (and themselves having different options to each other, AFAICT). So, I wondered what route gives me the most options, as well as if there's any important research/units that should get done before
Spoiler:
HERESY, etc

7
40k / Re: [ADDON] ROSIGMA
« on: August 17, 2023, 10:19:43 pm »
You...you added old-school Hrud, even with Plague Rats Space Rats Hrud? You absolute mad bastards, fantastic. I see that they're mainly focussed on the first six months, but will they still show up mid/late-game (whether on their own or mixed in with Chaos forces)? I've got a save I'd like to finish off, but this is making me very tempted to start a new run.

8
40k / Re: [ADDON] ROSIGMA
« on: July 11, 2023, 10:17:15 pm »
Does manufacturing the completed relic do anything for the Sisters? It doesn't appear to produce any items/units, but does it prompt a new mission type or is it just a placeholder for now (or was it a placeholder previously, as I'm a couple versions behind)?

9
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: April 25, 2023, 08:44:00 pm »
So, having got to the end of the demo: it's good fun, is the headline news! Some thoughts/suggestions - some of which you've no doubt thought of already, and some just echoing the other poster (also, I realise the current version is very early so none of this is meant as a complaint or hostile criticism!)

- Having the other cults and GSC will obviously help with enemy variety, but it'd also be nice for the different cults to have different rituals/mission objectives: eg for Nurgle cults you have to stop them infecting a water purifier (so a hard time limit/destroy the object mission?), Tzeentch you have to protect a local politician (or kill/capture one suspected to be turned), Slaanesh is a raid on some club/mansion, etc.

- Some sort of safehouse/manor raid, as in XCOM Files and Piratez, would be good mid-game missions for the above; everyday riot/ganger/mutie gangs would work for generated rather than story missions, and smuggling/subversive convoys could stand in for UFOs.

- In general, it does feel like the 4 chaos cults and GSC are the obvious ones to have fixed missions generated/unlocked by research, and missions generated on the fly should focus on the general chaos (small c!) of the Imperial underworld. The prison break missions are a really nice example of the latter as well as having lots of blind corners and short lines of fire (though the heavy bolter turrets currently do an awful lot of the work for you), which helps emphasise that Arbites are space-fascist SWAT units rather than a massed-battle army. Forcibly putting down a gang war is another obvious non-story mission, though I don't know (and don't remember ever seeing) whether OXCE can do 3-way fights.
--Edited to add: a lot of this depends on how tight you want it to be/how much spare time you're willing to spend on it, of course! It's really easy for me to sit here and go "hey, this would be cool", and maybe you just want to keep it story mission only. Your call; it's a free mod and I've already had fun with it. But stuff like a rogue psyker purge, or a mutant attack, etc would be a bit of a refresher, add things to do while researching new story missions rather than spin through a month on speed 6, and also add to the Necroumunda/Imperium feel: near-total societal collapse with a thin veneer of state authority just-about maintained by unremitting armed violence, etc etc

- The above got me thinking that I'd love to be able to really lean into the Necromunda and play as a gang (work for or raid guilders! Fight enforcers! Find a boltgun you can only use, like, twice per battle!), but I suspect it'd be a huge amount of extra work, and really I just miss my old 1e Orlock gang. Still, though!

- The rituals currently seem to autocomplete on turn 2 and there's no hostages/sacrifices; I get that there's no penalty for the rituals completing, but it feels a bit disappointing that there's no way to stop them as there is in ROSIGMA (and I assume the base 40k mod).
-- Relatedly, the daemons might need beefed up, so that i) there's a motivation to stop the rituals, ii) they're a bit more suitably terrifying; I killed the winged demon in the final mission with an autopistol, which is a bit eh.

- Weapons/craft: to echo the other posters, webber guns are an obvious add for non-lethal and HQ autoguns, lawgiver shotguns etc would be a nice step up (also, the flamer's currently called a "flamethrower" in-game, which bugs me more than it should). It's just occurred to me that it's probably even possible to mimic an Executioner round using the blaster bomb/waypoints system, if a bit fiddly. For craft, a repressor/arbites chimera seem like logical additions (and the latter alrady exists), but a four-or-five person bike patrol would be a neat fast-but-low-numbers early alternative to the Arvus. (Might depend on if you want to include bikes as HWPs though, I guess)

- Melee seems bizarrely whiffy considering the emphasis on capturing key people, and more so than in other mods; I had three dedicated melee units and between them they got maybe four/five takedowns across fifteen-odd missions. I don't know what the reason is (low accuracy on the shock maul and low starting melee accuracy, maybe?) or if it's just XCOM being XCOM, but there were multiple missions where panicked priest or aspiring champion got corned and then had three grizzled Arbites wave shock mauls threateningly at them for two-three rounds in a row. It is, on the other hand, very, very funny.

- Cybermastiffs: perfect, no notes

I realise I've ended up writing an awful lot there, but it's a really promising mod already and it'd be great to see more.

10
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: April 03, 2023, 03:24:19 am »
Did you download the 0.2.1 release? I only get your issue when using the 0.2.

Thanks, that was indeed the problem - hadn't checked for a new version of this after updating OXCE. Looking forwards to trying it out!

11
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: April 02, 2023, 11:22:14 pm »
Same problem again, and I don't see how it can be OXCE this time. I'm definitely using v34 of the 40k mod, too. Any ideas?

[02-04-2023_21-16-13]   [INFO]   OpenXcom Version: Extended 7.8 (v2022-10-29)
[02-04-2023_21-16-13]   [INFO]   Platform: Windows 64 bit
[02-04-2023_21-16-13]   [INFO]   Data folder is:
[02-04-2023_21-16-13]   [INFO]   Data search is:
[02-04-2023_21-16-13]   [INFO]   - C:/Users/...Documents/OpenXcom/
[02-04-2023_21-16-13]   [INFO]   - C:/Users/...Desktop/Rosigmunda/
[02-04-2023_21-16-13]   [INFO]   User folder is: C:/Users/.../Desktop/Rosigmunda/user/
[02-04-2023_21-16-13]   [INFO]   Config folder is: C:/Users/...Desktop/Rosigmunda/user/
[02-04-2023_21-16-13]   [INFO]   Options loaded successfully.
[02-04-2023_21-16-14]   [INFO]   SDL initialized successfully.
[02-04-2023_21-16-19]   [INFO]   SDL_mixer initialized successfully.
[02-04-2023_21-16-19]   [INFO]   Attempted locale:
[02-04-2023_21-16-19]   [INFO]   Detected locale: C
[02-04-2023_21-16-19]   [INFO]   Attempting to set display to 1366x768x8...
[02-04-2023_21-16-29]   [INFO]   Display set to 1366x768x8.
[02-04-2023_21-16-29]   [INFO]   Loading data...
[02-04-2023_21-16-29]   [INFO]   Scanning standard mods in ''...
[02-04-2023_21-16-31]   [INFO]   Scanning user mods in 'C:/Users/.../Desktop/Rosigmunda/user/'...
[02-04-2023_21-17-07]   [INFO]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[02-04-2023_21-17-07]   [INFO]   Active mods:
[02-04-2023_21-17-07]   [INFO]   - 40k v034
[02-04-2023_21-17-07]   [INFO]   - 40k_rosigmunda v0.2
[02-04-2023_21-17-09]   [INFO]   Loading begins...
[02-04-2023_21-17-09]   [INFO]   Pre-loading rulesets...
[02-04-2023_21-17-09]   [INFO]   Loading vanilla resources...
[02-04-2023_21-17-10]   [INFO]   Loading rulesets...
[02-04-2023_21-17-22]   [WARN]   Unknown script name '40k_rFMU_psiskill_as_secondary_experience' for 'delete' at line 74
[02-04-2023_21-17-24]   [INFO]   Loading rulesets done.
[02-04-2023_21-17-24]   [INFO]   Loading fonts... Font.dat
[02-04-2023_21-17-28]   [INFO]   Lazy loading: 1
[02-04-2023_21-18-30]   [INFO]   Loading custom palettes from ruleset...
[02-04-2023_21-18-30]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[02-04-2023_21-18-30]   [INFO]   Making palette backups...
[02-04-2023_21-18-30]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[02-04-2023_21-18-30]   [INFO]   After load.
[02-04-2023_21-18-31]   [ERROR]   During linking rulesets of research:
Error processing 'STR_APOTHECARY_DW' in research: Unknown research 'STR_GENERALLOCK'


12
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 28, 2023, 03:26:39 pm »
The log says you have OXCE version 7.5.3 from February 2022, which is well over a year old.
There have been many updates since then.

D'oh! I was sure I'd downloaded the newest version - I think I probably got confused by the bit on the base 40k download page where it asks for 7.5.3. That's quite likely to be the problem, then; I'll try again with the actual newest version of OXCE.

13
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 28, 2023, 01:15:32 am »
I'm getting the following error when I try to run Rosigmunda - pretty sure I've got the most up-to-date version of OXCE and the base 40k mod, and am not running ROSIGMA simultaneously, but maybe I've not copied something over correctly? (Edit: I might actually have the base TFTD files copied over for the other mods I run, since I generally put total conversions in different folders because I run some of them in different versions etc - is not having them what's causing the problem here?)

[27-03-2023_23-09-07]   [INFO]   OpenXcom Version: Extended 7.5.3 (v2022-02-07)
[27-03-2023_23-09-07]   [INFO]   Platform: Windows 64 bit
[27-03-2023_23-09-07]   [INFO]   Data folder is:
[27-03-2023_23-09-07]   [INFO]   Data search is:
[27-03-2023_23-09-07]   [INFO]   - C:/Users/.../Documents/OpenXcom/
[27-03-2023_23-09-07]   [INFO]   - C:/Users/.../Desktop/Rosigmunda/
[27-03-2023_23-09-07]   [INFO]   User folder is: C:/..../Desktop/Rosigmunda/user/
[27-03-2023_23-09-07]   [INFO]   Config folder is: C:/..../Desktop/Rosigmunda/user/
[27-03-2023_23-09-07]   [INFO]   Options loaded successfully.
[27-03-2023_23-09-07]   [INFO]   SDL initialized successfully.
[27-03-2023_23-09-09]   [INFO]   SDL_mixer initialized successfully.
[27-03-2023_23-09-09]   [INFO]   Attempted locale:
[27-03-2023_23-09-09]   [INFO]   Detected locale: C
[27-03-2023_23-09-09]   [INFO]   Attempting to set display to 1366x768x8...
[27-03-2023_23-09-10]   [INFO]   Display set to 1366x768x8.
[27-03-2023_23-09-10]   [INFO]   Loading data...
[27-03-2023_23-09-10]   [INFO]   Scanning standard mods in ''...
[27-03-2023_23-09-13]   [INFO]   Scanning user mods in 'C:/Users/.../Desktop/Rosigmunda/user/'...
[27-03-2023_23-09-31]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[27-03-2023_23-09-31]   [INFO]   Active mods:
[27-03-2023_23-09-31]   [INFO]   - 40k v034
[27-03-2023_23-09-31]   [INFO]   - 40k_rosigmunda v0.2
[27-03-2023_23-09-33]   [INFO]   Loading begins...
[27-03-2023_23-09-33]   [INFO]   Pre-loading rulesets...
[27-03-2023_23-09-33]   [INFO]   Loading vanilla resources...
[27-03-2023_23-09-35]   [INFO]   Loading rulesets...
[27-03-2023_23-09-47]   [WARN]   Unknown script name '40k_rFMU_psiskill_as_secondary_experience' for 'delete' at line 74
[27-03-2023_23-09-50]   [INFO]   Loading rulesets done.
[27-03-2023_23-09-50]   [INFO]   Loading fonts... Font.dat
[27-03-2023_23-09-54]   [INFO]   Lazy loading: 1
[27-03-2023_23-10-39]   [INFO]   Loading custom palettes from ruleset...
[27-03-2023_23-10-39]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[27-03-2023_23-10-39]   [INFO]   Making palette backups...
[27-03-2023_23-10-39]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[27-03-2023_23-10-39]   [INFO]   After load.
[27-03-2023_23-10-39]   [ERROR]   During linking rulesets of research:
Error processing 'STR_APOTHECARY_DW' in research: Unknown research 'STR_GENERALLOCK'


14
40k / Re: [ADDON] ROSIGMA
« on: August 17, 2022, 02:36:22 am »
Are the Spiral Throne and Xeno Infection researches supposed to be available for all Inquisition factions but give nothing unless you pick Ordo Xenos, or are they currently just placeholders? Makes some sense if it's locked to Xenos, but in that case it's a bit of a trap having them researchable.

15
40k / Re: [ADDON] ROSIGMA
« on: August 09, 2022, 12:34:34 am »
Is the, uh, unusual spawn placement for the armoured convoy fixed for this update? Didn't see it in the patchnotes, but these things sometimes sneak through.

Also: it's kind of surprising that there's no recruitable ratling snipers for the guard (maybe there are and I just haven't hit that stage in the game yet, but I'm pretty sure they're not in). I think I could probably manage to stat them up, if i) the modmakers are OK with that, ii) someone else could do the sprites. Given i), in fact, ii)'s not essential, if we're all OK with some suspiciously beefy bearded halflings short pie-eating snipers.

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