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Messages - Simi822

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1
40k / Re: [ADDON] ROSIGMA
« on: May 29, 2023, 09:28:26 pm »
so beside playing the latest version with the Deathwatch , I also play a lot of Boltgun...and I wonder...Deathwatch shotgun when?  :P

2
40k / Re: [ADDON] ROSIGMA
« on: May 17, 2023, 07:40:13 am »
yes your update fixes lot of bugs /I also noticed the issue with the Tactical armor/

question, I see that the Aircraft are now equipped with twin linked bolters (?) but somehow I dont see ammo for it in the purchase menu /started a game as Chamber militant/ did not check my old saves from different fractions

3
40k / Re: [ADDON] ROSIGMA
« on: May 15, 2023, 08:35:58 am »
so it seems that Rosigma will have to fix the main mod again....this Deathwatch addon has its bugs...like you get 3x Ships and start with 2x Astartes and then will get 1x per month (WTF) also no description why you can build like  10x type of Astartes quarters /for each legion one/...also these are supposed to be elite with stats like a Penal Legion cannon fodder....

4
40k / Re: [ADDON] ROSIGMA
« on: April 23, 2023, 01:13:13 am »
just find out that there is a Tauros car for the Astra Miltarum with Heavy Stubber or Heavy Flamer....did not do IG gameplay when it is available and how it differs to the Sentinels? Low cost?  so Arbites armored car (based on the GSC car...which lets be honest was nicked from the Arbiters) when?

5
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 28, 2023, 08:35:23 am »
had the same, had to disable EVERYTHING  only have 40k and Rosigmunda...no Intro, no etc and then it works /for me/

6
40k / Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 26, 2023, 10:28:24 pm »
so I am now after like 6h playing it, its really good love the dynamic and the overall feel,

I think a Arbites vs various cults mod sound promising, can be expanded to add all 4x chaos god cults and also the GSC could be added, maybe criminal gangs (Muttas?)

as additional later game weapons I could see the advanced autoguns, Judge Shotguns GSC autostubbers, maybe as late game weapon the melta...

I think adding Xenos is in the moment is not needed, the necromunda type approach should be more fitting (Arbites vs local treats)

7
40k / Re: [ADDON] ROSIGMA
« on: March 23, 2023, 11:29:07 pm »
love these changes

example nr.1 FAT ARVUS its logical and good...otherwise I would always get the Valkyrie

nr.2 also the Arbites Pilot works good...had a Arbites game running and all my pilots got better when turned into Pilots


also I have to say that the arbites get all the Weapons they need (only thing I have to give them extra is the hot shot ammo)
so compared to the past...now they have the advanced Autoguns. for example...maybe to be reviewed the newest 40k addons and
then stuff like "Navis heavy shotgun" or "Executioner Shotgun" can be added also

still think that adding the combi bolters from the "melee weapon pack" should be cannon (archeotec find) and also give poor man combi weapons...lasguns/shotguns/autoguns with exterminators....

will do a IG muta play after the Arbites run

8
40k / Re: [ADDON] ROSIGMA
« on: March 17, 2023, 08:12:10 pm »
the Heavy Enforcer with shield looks a bit wierd...we holds the weapon in the same hand as the shield /here equipped a shotpistol/
the Troopers with shield look now good

9
40k / Re: [ADDON] ROSIGMA
« on: March 16, 2023, 01:17:17 am »
Dear all,

now that I did play the game/mod for each fraction

I think here are some improvements,

as the GSC webber weapons are to be used only when found /no possibility to produce it/
I am maybe HARSH but I would do the same with the Keler gun...I would make the ammo available at
trade post but not the gun (same for the Webber - gun only by capture..ammo at the trade place)


speaking of Arbites, I would add the feature from FMP to recover Armor from the enemy (in FMP it was the MiB armor) in 40k the Arbites could "recover" GSC Armor (Arbitor and Warden armors - like I made it run LOL)

as in the trading post the Vostroya Lasgun can be bought by every faction...I would unlock Hotshot ammo to all
and I would give shotpistol and advanced autogunpistol to all factions

I would give the personal shield option to all faction (disable it only for Penitents, Ogryns and Repentias and SM)
and I would add to the game the promote Arbites Troopers to Arbitor (Judge) option (I did it as a combo of Veteran+Long service)

also I unlocked Bionics to all factions (not available to penitents, ogryns, or Astartes)

just to mention a few that are easy to be implemented

10
40k / Re: [ADDON] ROSIGMA
« on: March 09, 2023, 08:51:43 am »
Language\en-US.yml

Thank you very much!

11
40k / Re: [ADDON] ROSIGMA
« on: March 09, 2023, 12:05:04 am »
add translations...well if I would know

I just added to manufacture arbites the following and it takes the name from there:
(I used FMP armor adaptation as the base but there the cost was a joke so I ramped it up)
what to add here to display not that broken text (?)

- name: STR_GSC_WARDEN_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    space: 8
    time: 100
    cost: 50000
    requiredItems:
      STR_ALIEN_ALLOYS: 30
      STR_ELERIUM_115: 20
      STR_KILLPOINT_TOKEN: 200
      STR_GSC_WARDEN_CORPSE: 1
    producedItems:
      STR_MARSHAL_ARMOR: 1
   

  - name: STR_GSC_ARBITOR_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    space: 8
    time: 100
    cost: 20000
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 10
      STR_KILLPOINT_TOKEN: 100
      STR_GSC_ARBITOR_CORPSE: 1
    producedItems:
      STR_ARBITOR_ARMOR: 1


12
40k / Re: [ADDON] ROSIGMA
« on: March 08, 2023, 06:17:17 pm »
yes that would be also nice but I mean something like the following:

- name: STR_GSC_ARBITOR_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 10
      STR_KILLPOINT_TOKEN: 100
      STR_GSC_ARBITOR_CORPSE: 1
    producedItems:
      STR_ARBITOR_ARMOR: 1
    space: 2
    time: 50
    cost: 10000

will look if working

how can I change the displayed text (?)

13
40k / Re: [ADDON] ROSIGMA
« on: March 08, 2023, 05:24:43 pm »
if harvest any thing, should it be Gene-seed? You can recruit normal humans but to have Adeptus Astartes you need make transformation that use item Gene-seed.
And probably in other way around, some transformation should give you free Gene-seed from veterans.

yes that would be also nice but I mean something like the following:

- name: STR_GSC_ARBITOR_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 10
      STR_KILLPOINT_TOKEN: 100
      STR_GSC_ARBITOR_CORPSE: 1
    producedItems:
      STR_ARBITOR_ARMOR: 1
    space: 2
    time: 50
    cost: 10000

will look if working


14
40k / Re: [ADDON] ROSIGMA
« on: March 08, 2023, 09:31:12 am »
Dear all,

a Idea /which is integrated into FMP/ maybe the option to "harvest" the Armor from some death enemies...

from GSC Arbitors and Wardens - to get the Armor before it is researched /off course cost money, tokens and other stuff/
OK chaos tainted ones should be a No Go but armor from deserters, GSC should be possible /like in FMP/

15
40k / Re: [ADDON] ROSIGMA
« on: February 22, 2023, 10:44:07 am »
well they are a pain in the ass...but still not as bad as the similar Zombies in Xcom Files....use sniping: Longlas or Vostroya lasgun + hotshot ammo, or Stubrifle + manstopper ammo or Snipper gun...off course ING Stormtroopers are also very effective...Turrets/Sentinels/Mounted weapons to cut them down, and use Grenades' - proximity Grenades for protection...and set up a wall of death - soldiers who would react fire during enemy turns to stop they advance...good against all melee enemies...and later with high mobility units using melee weapons...hunt them down /one Assassin could cut down several in a turn...or a skilled Commissar, etc./

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