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Messages - Leflair

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« on: Today at 01:53:03 am »
Genestealer cults are on the list of things to do. Shouldn't be too hard to do the sprites either (time consuming though, but that's everything sprite related).

« on: May 12, 2021, 06:56:01 pm »
Good suggestions, will go in the consideration pile.

(Got a bit of a tech review/overhaul planned to make it easier to unlock exotic weapons with any captured variation, cross imperial versions etc).

A little something I've been working on to clear out more of the Adeptas only gear is a expanded Nurgle arsenal so the Nurgle Sisters can have their own toys:

Plague Marines will also use some of this stuff.

I've been moving to divide up the forces of chaos by "themed" guns. So no longer will they all be using the same generic chaos plasma guns.
For Nurgle, the themes are physical weapons + grav weapons. So no lasguns or plasma guns. Instead they get these fun new gravguns!

The patch notes will have a detailed explanation for each weapon. 

« on: May 07, 2021, 01:36:08 am »
Oh I wouldn't think the vanilla 40k looks weak, we're building entirely on its foundation. Would take 2-4xas long to make everything from scratch. Bulletdesigner, Oharstein etc do a lot of things we haven't even figured out yet.
It is a bit of a challenge to make 40k "fit" within the xcom structure, and yeah the "research" is part of that dilemma. It's partially what makes X-COM work so well too. Mentally I see it less like research, and more like "justifying" requisition of more rare equipment (and the adepts cooking up some pseudo-religious justification).
One other way to change it to make the research work better is to place the campaign in some sort of dark-age*/warpstorm pocket world that haven't been part of the Imperium proper for centuries. There's probably a couple of other setups which would fit the X-Com formula even better (Tau-aligned human world? Heretical as it may be).
*(of which there's been several millennia long eras in the 40k lore)

The tech/weapon power progression is also tricky, with Bolters (and Heavy Bolters), missile launchers etc being available from the get go. Imperial Guard/Arbites end up playing closer to basic X-COM, but don't really get access to the end game armor tier in the same way.

Tl;dr 40k offers a different flavor and gameplay from OpenXcom, and that's fine.

I've seen the new Sisters units and got some ideas for how to use at least a few of the new designs:
-The Paragon Warsuit Landmates is a obvious fit for a Centurion-style 4-tile unit. Making them fit the 4-tiles will also help the design by making them a little chunkier, I think.
-I like the *concept* of the Sacresants but had hoped for GW to put in a little more effort with a new Heavy Armor design for them (got some ideas though). Already have a Adeptas halberd in the mod, so a "gunshield" would be the next thing.
-Dogmata could probably be worked in as a "buff"/leadership unit (or well, Commissar-type).
-The new Banner carrier seem to fit a very similar niche as the existing Imagifier (could be added to the mod though, with Banner-abilities).
-The new Predator-like MBT "Castigator" could be a good fit for the Sisters Armour craft/convoys.  Give them some long ranged punch.

« on: May 06, 2021, 07:01:11 pm »
The more players the merrier! Already getting lots of good suggestions + the occasional bug report.

The next update will have quite a lot of goodies based on said suggestions/requests:
-Finishing off the remaining "Transforming" enemy types with custom animations.
-New Adeptas Sentinels, one totting a Thermal Lance (the melta kind).
-Some Drop Pod changes and hopefully (if I figure it out), a drop pod craft for Adeptas to use as an alternative to the "Ankle Woe" Blackstar.
-Some Krieg carapace stuff, not entirely sure what's cooking over there in that corner but it looks good.

-More on the concept/WIP stage: Cyborks? Maybe.

Can't promise it will all make it in or it might get delayed slightly while we work out the last kinks + do testing.

A little note on difficulty for you newcomers, the mod has basically 3 starting enemy factions (like the 40k mod), and in order of difficulty (especially after our additions) it goes:
Easy: Cultists
Average: Traitor Guard

It's a dice roll which one you start off with, so if you're finding yourself getting krumped, try a start with one of the other two factions (Orks may still appear on *certain* missions).

Secondarily, with the changes to the Sister start, its now a tad more difficult than it used to be. You got stormtrooper tier protection (60-80) rather than 100+ power armor starting out.
(Might knock together an easier version here where you get access to Adeptas right away, if there's interest).

If you got questions/suggestions/bug reports etc check by our discord (link in the first post of this thread), you'll find one of us on most of the time (although we lean towards Euro-timeszones).

« on: May 02, 2021, 07:52:37 pm »
Doing some more playtesting and stumbled on our first out-of-the-gate bug, so here's a hotfix patch in case you bump into a crash involving the Fiendgor or Khorne Ungor.

Latest Hotfix:

Matches the mod filestructure, so just extract the files into the folders.

I'll keep this post for the latest hotfixes inbetween releases.

As usual with bugs, please report them to me or Buscher and we'll get on fixing them as soon as possible. Sometimes it takes a bit longer to figure out what's wrong under the hood.

« on: May 02, 2021, 02:47:50 pm »
Welcome to ROSIGMA, a collab content mod that unites the two content submods ROSE and IGMA, expanding upon them further. page and download links:

Discord (quickest way to get answers to questions and bugs, but we also got extensive suggestion sections):
(Found the setting to not have the link expire after 7 days)

Me, Buscher and Xom126 have been busy integrating these mods and the first release is now ready.
Special thanks to Cabal/CAPSHEP and Lord Flashheart for pitching in with their additions as well (see more below).

So what is ROSIGMA, ROSE and IGMA? The short version:
-Expanded enemy roster, Orks fully fleshed out, Chaos added to and new early, mid and late game enemies added.
-Expanded Adeptas, and Imperial Guard content. Units, armor, weapons, upgrade paths and abilities.
-Gameplay Rebalance. A new token system to replace the honour badges (And corpse storage pile), reduced grenade spam, changes in sight ranges and engagement ranges to make more weapons appealing.
-New code additions, new abilities and effects. Buscher is always cooking up new cool code additions and Xom126 has done some great work adding more idle animations to weapons and units.
-An expanded Strategy system for Marines, with each strategy having access to specific weapon types. This includes heavy weapons, bolter variants and melee weapons belonging to specific Strategy-themed weapon kit.

If you´ve played the 40k main mod previously and want more variety and new challenges, this is the mod for you. That said, don´t be scared away if you´re entirely new to the 40k mod either, this mod does not aim to be a hardcore difficulty mode and we´ve introduced plenty of quality-of-life improvements to make it appealing for new players as well.

ROSIGMA content notes:
-Integrates the ROSE and IGMA submods for a combined and expanded experience with the 40k mod.

Highlights, new Content:
-Adds nearly 50 new enemy types. This includes doubling the variety of Orks, introducing several factions of Chaos Sisters, Deserter Guardsmen and introducing entirely new unit types like the Khornate Valkia, Slaangors and Slaanesh Anointed. We aim to flesh out several factions and introduces new ones.

Orks Expanded:
-The Ork WAAAAUGH! Has been greatly expanded, new Orks foes include: Tankbustas, Kommandoz, Stormboyz, Burnaboyz, Mekboys, Flashgitz, Mega-Armored Nobz, Warbikers, Deffkopters, Weirdboyz and the Warboss!

New Ork Weapons:
- The new Ork units have an expanded arsenal, including the Tank hammer, a very sneaky slugga, snazzguns and more dakka than you can shake a stick at. This includes some more ranged options, so learn to spot them at afar to take them out early (the Flashgitz tend to stand out in a crowd).
 - The new Weirdboyz have an array of quite dangerous, if unpredictable, psyker abilities.

New Chaos and Heretic Sisters of Battle Foes:
- Chaos and Heretic Sister factions provides ample new threats for the early, mid and late game. While most are easier to dispatch than Chaos Space Marines, some have the blessings of the Chaos Gods and can prove quite tough, with hidden special abilities.

The Forces of Slaanesh Expanded:

 - Slaanesh fleshed out with early and midgame Slaangor warbands. They got more health than your cultists but not much better armor.
 - The Fiendgor is the new Slaanesh Terror Unit to round out the Daemonettes, quite quick, tough and have rending pincers that will damage armor and stun units.

- Late game Slaanesh Anointed elites wield new missile launchers based on some of those lovely old 40k designs. They are quite tough snakey lads.

A new Slaanesh Arsenal:
- Adds new enemy weapons, fleshed out Slaanesh weapons from auto- and lasguns to kombibolters and missile launchers.
 - Slaanesh weapons are precise, good at reaction fire and have armor rending, penetration and energy drain, at the cost of direct damage.

Nurgle Expanded:
- Nurgle has a smaller boost to his arsenal for now, but it includes a new Heavy bolter and a hand held version of the Nurgle launcher.
 - All Nurgle bolter rounds have recieved a new VFX effect to indicate you´re being hit by blight rounds.

New Imperial Deserters:
- The new Deserter faction adds new traitor guard for the early game and eventual bounty missions, not aligned directly with the forces of Chaos but perhaps manipulated by them.
 - All this (and more!) added with new enemy army lists, split between early, mid and late game variety and thematic lists that will keep you on your toes.
 - With the addition of more weak early game foe variety, it might be a little easier for new players.

Adeptas Expanded:
- Adds 9 new armors and units to the early-mid Adeptas game, including new voice packs to add variety.

 - With new promotion chains for medicae, assassins and the Sister Superior there are now more options and depth to the Sister playthrough.
 - The early Sisters game now sports Novices and Cantus rather than full on Battle Sisters.
 - Battle Sisters are recruited through a new Convent Barracks upgrade to the living quarters, which is unlocked by researching the early Adeptas specific techs (mobilization being the important one).
 - Assassins and Repentia having their movement speed and survivability increased.
 - The new Death Cult Assassin is a upgrade option that provides an "advanced" assassin armor to make them more viable late game.
 - The Ecclessiarchy have replaced the Guardsmen with their own Militia, hand picked fanatics kitted out (in this case) to pass as respectable troops. They got worse starting training than Guardsmen, but make up for it with guts! And high morale, but mostly guts.

- A new Sister pilot has been introduced, with bonuses to piloting. Expensive, she´s not a replacement for the Battle Sisters in the field.

- Changed Adeptas start, the Adeptas start now with Novices, Militia, Pilots and just a few Sisters to oversee them, with the higher end weapons and armors to be unlocked with research. You will get the option to recruit Sisters of Battle, or to train up and promote Novices (for a cheaper cost).

A new arsenal of Sisterhood weapons:
- Adds a new arsenal of fleshed out weapons for Adeptas.
  - Includes dedicated bolters, boltpistols, shotguns, sniper rifles, grenade launcher, grenades, rocket launcher, disposable rocket launchers, lascannon, meltagun, stormbolter, assaultcannon, several types of plasma weapons, a new AoE Gravgun and a mighty animated Zweihander power sword.
  - Generally  lighter weight at the cost of ranged accuracy and power of their Astartes counterparts.
  - These weapons are unlocked either through general research topics, or through capturing their new Chaos counterparts.
  - Some of these weapons can be unlocked for all factions play, Harmonic Beamer Meltagun and light "Malthus" lascannon.

-Imperial Guard expanded:
  -Mounted Heavy Bolter additional to Autocannon and Lascannon (also rebalanced to make them more worthwhile)
  -Multilaser and Heavy Plasma variant for Sentinels
  -More armor variants (Elysian-Like Jump Armor)
  -More soldier types (Veteran/Scion Officers and Penitents as fodder).
  -Krieg Guardsmen for more flavor (thanks Cabal/CAPSHEP for all the work and Lord Flashheart providing the base for the inventory sprite).
  -New Assassins, Vindicare and Callidus.


-For the Imperial Guard a slightly more expendable playstyle with a focus on heavy weaponry and hero skills:
  - Penitents are fodder which do not cost morale on death. Utterly expendable, nobody cares if they die.
  - Krieg Guardsmen trying to redeem themselves should always have exceptional morale. Kriegsmen will now appear randomly mixed in with other NPC guardsmen on Terror Missions.
  - Mounted Weapons (including the new wheeled heavy bolter) and Sentinels are the mainstay for heavy weapons.
  - Commissars, Priests and Officers are intended to allow normal Human soldiers to go beyond their normal abilities (buffing).
  - Vindicare Assassins are intended to destroy high priority targets from afar with specialized and expensive ammo.
  - Autoguns/Lasguns should be viable options in early/mid-game with more advanced ammo types (hotshot and such) to help them stay relevant.

Imperial Guard Arsenal expanded:
  -Different variants of weapons for Heavy Stubber, Officer Sword, Hellpistol, Smoke/Photon ammo for Grenade Launcher.
  -Buffing Roles (Officers and Priests).
  -Laser Designator for Airstrike (was Officer's special weapon before, which is now buffing).
  -Modified Drop-Transport and Tauros Valkyries (Drop-Transport got HWP slot, Tauros gets bigger arsenal of grenades and more troops).
  -Added Vulture to fill the gap between Thunderbolt and Marauder.
  -Upgrade with Transmission Decoder for the outpost (currently only works for IG).

General quality of life improvements:
 -Xom126s animated and very fancy, Mastercrafted melee weapon sprites have been worked in. This includes an Adeptas Zweihander, the Mastercrafted Powersword and the Weirdboy Stikk (for now). It will now be easier to identify the units with the best weapons!
 -QoL: Flying armor types can now be unlocked by researching other enemy flying units than just the basic Raptors.
 -QoL: Plasma pistols can now be unlocked by researching different plasma pistol types, this will be added to more weapons with variants in future updates.
 -Specialised ammo available for high prices at trade outposts.

ROSIGMA Rebalance changes:
Weapon ranges and values have been tweaked, normal bolters have been buffed while grenade spam has been reduced.  Overall have long ranged weapons and vision ranges been reduced while midranged bolters have been buffed. The ideal engagement range should now be around 8-20 tiles.
 -Buff/Easier: Space Marine recruits starting bravery range buffed from 10-60, to 40-80. Still allows for slightly cowardly marines, without them accidentally recruiting Sir Robin.
 -Changed: Space Marine Heavy Bolters are now the cream of the crop that rises to the top, higher damage and rate of fire compared to non-Space Marine variants (if you can handle the recoil).
 -Harder: The Heavy Bolter effective range has been reduced to promote different weapons and give all weapon types their own niche.
 -Harder: Missiles and Lascannons accuracy have been slightly reduced, as has their effective range.
 -Buffed/Changed: Flamethrowers now do more damage against unprotected foes, have slightly better range (less self-immolation risk) and generally have been changed to use arcing shots (with a few exceptions). If you can reduce enemy armor, flamers will be quite effective.
 -Easier: All grenades have shorter range, and heavy grenades have the shortest range. From 20 tiles to 10-17 tiles of range depending on power or weight. Enemies will still use grenades but the aim is to reduce enemy grenade spam meta, Orks have proper Dakka now instead.
 -New: New grenade types have been introduced (more towards disabling, panic inducing or armor reducing/bypassing types). This makes them work more as an attrition tool than a random roll to see who´s dead this turn (and not in power armor).
 -Easier: Less Plasma early on, with the introduction of more Chaos early weapons and bolter types.
 -New: In addition, new lighter plasma carbines and spray guns also mean you´ll bump into far fewer heavy plasma sporting enemies until the very late game.
 -Easier: Some enemy turrets stats have been reduced, especially reactions and accuracy over long ranges. Example: The big Ork turret will no longer reaction blast you across the map quite as often.
 -Harder: Daemons are now tougher and have more abilities, no longer will they go down quite as often to a single bolter shot or two, upping their danger level. This is to help especially the Khorne Daemons.
 -Harder: New Spawner/Transforming enemy types have been introduced, as a counterbalance to high explosives, missiles and grenades. Some Chaos enemies are "Blessed" and may either spawn a daemon on death or transform into some mutated warp monstrosity. Some may even summon reinforcements themselves. So walk softly and carry a big gun (make that several big guns).
 -Harder: Chaos Space Marines and their leaders have been buffed and moved up to be even more of true late game foes, with the introduction of many new mid-game enemies to take their former spot. Chaos Behemoths, commanders, Dreadnoughts and  Terminators have had their health and armor slightly buffed. 
 -QoL/Easier: Economy rebalanced, with a focus on a lessened grind compared to base 40k. Adamantium and promethium costs have also been reduced. This is still being tweaked and balanced. Very powerful weapons and special armor will still cost quite a lot of resources but "standard" armor upgrades and better weapons should now make late game losses less punishing.
 -QoL: There´s a new honor token system to reduce the need to store massive amounts of corpses in fridges, instead each corpse can quickly be traded in for a number of tokens.
 -QoL: Storage space increase. With lots of new weapons and enemies, storage space has been increased slightly to compensate.
 -QoL: Barrack space increase, especially to help the Imperial Guard player.

Disclaimer: These are according to our own gameplay preferences, if you prefer the vanilla economy or balance and just wants the added enemy variety, we encourage you to make your own tweaks and changes.

The mighty to-do list:
Just a few examples, but to give you guys an idea of what we got planned, are working on or just to get inspired I´ll list some here:
 -Chaos Daemon Nurglings, Heralds, Furies, Possessed, Spawn and doggos to round out the Chaos daemon enemies,
 -More themed traitor guard units, cultists and weapons. We consider the existing ones to be mostly Khorne/Undivided, so there´s plenty of space to fill in with Nurgle, Slaanesh or Tzeentch themed units.
 -New maps and missions, our big weakspot but we are certainly interested in adding more variety here.
We´ve not done the art for any of the things on this list, so if you´re feeling inspired or want to help out, hit us up.

Contributing/lending a hand and bug-reporting:
We´re just some passionate modders that like the 40k mod and have gotten together to contribute this mod pack to the community. If you want to contribute anything at all, be it a weapon, unit or art, feel free to contact us and we´ll get you sorted.
Of course, playtesting and bug reporting is also a form of contributing, so just by posting your findings or questions in this thread, you´re helping out! (more than you´d think, some bugs are like finding a needle in a haystack).
We´re also open to ideas, suggestions and balance discussions, so post away.

Tools / Re: UnitSprite Studio
« on: April 26, 2021, 03:15:09 pm »
Thanks for the explanations!

Request: Probably already planning to add this, but I got a Snakeman based movement type unit.

I´ve bumped into one strange possible error that I need to investigate a little more, but I´ve noticed a ingame-animation gap on a movement type 0 unit (Between leg and torso in 1-2 frames), where in the UnitSprite Studio movement loop it shows no error. First thought was that the game was reading some other older version of the spritesheet, but it looks to be the correct sheet its reading. So the second idea is that the Unitsprite Studios animation position for the legs doesn´t match the ingame one.

Possibly in the left side-ways animation walking direction loop, 1 pixel too low. I´ll do some more testing.

e: Note, this would be on the older non-muton and possible bug fixes version.

Tools / Re: UnitSprite Studio
« on: April 12, 2021, 01:36:43 pm »
I´ve figured out how to use the shift animation tool now, not entirely intuitive so here is a little tutorial:
By default ALL frames are selected, haven´t found a better way but if you just click "go" and then ctrl+Z to undo, you can now select to move only inside one frame.
By default the body part you´ve selected is what you´ll move. Haven´t found a way to move all parts of a body yet.
You set the direction you want to shift with LEFT CLICK, opposite of the GUIDE LINE
The guide line is by default up in the left corner, this prevents adjustments in half the directions so use RIGHT click to move the guideline anywhere (a red cross hair shows up to show its location).
[Suggestion: To make this tool more intuitive, having the guideline show up centred in each frame by default would help, with a check-box to hide it]

The LEFT CLICK and pixel movement is then RELATIVE to the red cross hair guideline.
Example: Right click on the SHIFT ANIMATION frame you´ve picked. This sets the red GUIDE LINE.
Now LEFT CLICK one pixel ABOVE the red cross hairs and click GO. The body part will move DOWN 1 pixel. If its the first time, ALL of the selected frames will move if you click GO! (i.e the same as if you clicked GO FOR ALL FRAMES, the second go button).  CTRL+Z to undo and now do it again to just move 1 frame at a time.
Left click diagonally UP to the RIGHT, and the body part will move diagonally DOWN-LEFT.
Basically it works like a joystick in an aircraft (inverted input). [Suggestion: An option to have it not inverted could also help.]

There´s probably more commands here that I´ve not figured out yet, but this tool is fantastic for adjusting misaligned arms and such in movement cycles or finding over-flowing pixels that stick out and show up in other frames.

Tools / Re: UnitSprite Studio
« on: April 06, 2021, 03:15:45 pm »
Only played around a little with this tool but man, it helps a lot to see how it all comes together as you work on a sprite, great work!

One question interface wise, and maybe I´m just missing something obvious - but is there a way to move a selection of sprites? Drag the selection around? I can select sprites with several tools in this program, but I don´t see any handy move object type of tool - for example moving an entire arm or leg selection up or down.

I use it a lot in other programs to make bigger adjustments, or to copy-paste parts of other sprites onto a new one as I work and it can be a big time saver to not have to repaint things.

40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: April 03, 2021, 08:51:49 pm »
Edit: The additions, fixes and (a lot more) is now available in ROSIGMA,9687.0.html
Which combines ROSE with IGMA!
Go download that for the latest version of ROSE.

I´ve implemented the research suggestion for ROSE in the (now updated) main file.

This includes setting up the plasma pistol research in the same way + Assault Armor for the Space Marines.

For those in a testing mood, researching any live version of the Raptors, the Warptalons or the Ork Stormboy should now give access to the Seraphim (If you´re playing Sister) or Assault Armor (if you´re playing with the Assault Strategy as Space Marines) research.

I've also fixed another couple of crash bugs and updated the language file.

20210417: Small update while waiting for the [big one], almost done there with lots of juicy new stuff. This tiny update fixes the battlesheets for the Braygor/Ungor/Gor (thanks to the Unit Sprite Studio it's now pretty easy to find misaligned arms and the like).

40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: April 03, 2021, 07:08:35 pm »
That's not how it works. Either the research topic (f. ex STR_ADEPTAS_ARMORS_DEP1) lists which dependencies it needs, of which all have to be met.

Or one research topic (f. ex STR_FLOATER_SOLDIER) unlocks a different research topic (f. ex STR_ADEPTAS_ARMORS_DEP1). The dependencies of your topic don't matter if you got a different one unlocking yours. Then dependencies aren't being checked on unlock (unlike requires)

    cost: 180
    points: 20

    requires: # is checked for unlock
    dependencies: # are not checked for unlock

    cost: 75
    points: 50
    needItem: true
      - STR_ADEPTAS_ARMORS_DEP1 # will unlock topic

You can try the attached rul file.

So run them all through DEP1 like this?

With each dependency having the unlock, instead of DEP1.

I.e the chain should be:
1. "research ANY ONE of the listed (flying) units",
2.  This Unlock "DEP1" (DEP1 has no research cost, so the player gets it right away without researching it as a topic)
3. DEP1 is set as dependency for all of the Flying type armors. If other dependencies are fulfilled,
4. The Flying Type Armor of your faction is now available as a research topic.
(haven´t made DEP1 the dependency for the Assault Marine Armor yet but that´s the idea).

To limit each armor unlock to only one faction or strategy, it might require several DEP1 versions, like for assault armor:
  - name: STR_ASS_ARMOR
    cost: 180
    points: 20

  - name: STR_ASS_ARMOR_DEP1

Each listed unit have unlock: - STR_ADEPTAS_ARMORS_DEP1 and STR_ASS_ARMOR_DEP1, but because each armor DEP1 research topic is limited by an "requires: X Faction", only the relevant armor should appear as a topic for the player.

40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: April 03, 2021, 04:15:26 pm »
The way I read the Ruleset reference, this part:
"Dependencies : List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list "unlocks" this one, it becomes available. "
Means that researching any of the units that make up the depency lists of DEP1-DEP3 should unlock the Seraphim armour.

Here´s the code:
    cost: 180
    points: 20

40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: April 01, 2021, 09:47:43 am »
I have been looking into how to do "either/or" kinda tech unlocks. The plasma pistol for example uses this technique to unlock from either the standard chaos plasma pistol, or the new slaaneshi one.
I could look into applying that to Raptors/Warptalons/Stormboyz.

As for the crashes, haven't heard of these before. If you encounter it again, take a screenshot of the error message pop-up box. I'll try to see if it can be replicated on my end.

e: Included a updated research file in the download. It "should" allow researching any live flying type enemy to unlock the Seraphim armor research, give it a shot.

I'm uploading a fixed main zip file, but here's the fixed alienMissions_40k.rul file that will eliminate that crash bug you had (at least for the Daughters, couldn't find any obvious error with the Nurgle one):
Replace your existing alienMissions_40k.rul in the Ruleset folder of the ROSE submod with this file.

40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: March 30, 2021, 08:49:49 pm »
Interim update, the [big one] will take a little longer while I coordinate with Buscher.

In the meanwhile, have the last update of March, v09 Medicae-edition:

-Hotfixed previously mentioned integrated (Slaangor capture, Spraygun clips)
-Flashgitz battlesprites added.

-Medicae Armour added, novice enabled medic armour + inventory art and codex articles/art. You need to research it first.
The Medicae Armour replaces the Hospitaller armour as the early game medica armour, it's pretty cheap to produce but bad at direct combat (decent front armour though).
Hospitaller armor (And tech) moved in to midtier and cost bumped. Until it is unlocked (And you can afford it), Novices will have a role + cheap backup medics later.
Medicae Voice Lines added.
Medicae has a Auxmedikit, with half the charges and a weaker melee attack.

-Frateris Milita inventory art added;

-Elohim, Retributor and Sister Superior codex art updated and articles expanded.

-UnitUi sprites (the tiny ones) added for Elohim, Retributor, Sister Superior, Frateris Militia and Medicae.

40k / Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« on: March 25, 2021, 08:48:28 pm »
Found him and two others, possibly left overs from when the carbine used the standard rifle clip.

Try this fixed 40k.rul file as replacement:

Two self-fix solutions:
1) Go into 40k.rul and search for carbine, replace the STR_PLASMA_RIFLE_CLIP with STR_PLASMA_SPRAY_CLIP.
solution 2) Go into items_40k.rul and add STR_PLASMA_RIFLE_CLIP below STR_PLASMA_SPRAY_CLIP on the compatibleAmmo section for the STR_PLASMA_CARBINE_CHAOS.

If you run into crashes with captured beastmen/slaangors, use this items_40k.rul

There's a new release in the works, but still running tests on it.

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