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Messages - Simi822

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136
40k / Re: [ADDON] ROSIGMA
« on: May 07, 2021, 09:35:01 pm »
Excellent news, loved the two mods...played them both, and will give a try to this new expanded Mod.
thank you very much for the hard work and stay true to the Imperial truth!

137
40k / Re: [ADDON] IGMA - Imperial Guard Mini Addon
« on: March 26, 2021, 06:38:28 pm »
I would not say they are cheap, in the contrary the price is high enough.

and Krak Missiles are well...every Juggernaut mission or Base defense I end up with 5-6x guys using rocket launcher.

the exchange rate 1 rocket = min 1 death enemy (even Juggernauts or Space marines) is pretty sweet

138
40k / Re: [ADDON] IGMA - Imperial Guard Mini Addon
« on: March 25, 2021, 10:30:48 pm »
so I managed to have my first promotion and a interesting feature I discovered,

my guardsman had the Flying armor and when I promoted him then this armor "vanished"
I given him carapace/Hellgun and then I saw I can promote him to officer and I chosen to
do so as the officer chainsaw is good stuff for the commisars...and after the promotion also the hellgun armor was gone.

so it seems after a promotion the equipped armor vanishes..but not an issue can produce them again

also the fact that I can buy at the trade place tygrus or ultra bolters and kraken ammo...well I own the enemy so hard
(especially the scoped bolter with a commissar of aim 90+ and anti armor ammo..kills even chaos marines easy, well I did use it also when I played as the Marines...only that I could not buy it which is very helpful)

139
40k / Re: [ADDON] IGMA - Imperial Guard Mini Addon
« on: March 23, 2021, 04:27:19 pm »
Thanks for the info, now I know that I need to improve bravery and/or Melee.

A different question,

there are the unique items that one can found in the Bunkers (or by with your addon)
I see and understood what are the different aspects of the bolters (use special ammo, got Aimed shot)

but I am puzzled with two lasguns, Lucius is clear - can use hellshot ammo and Vostroyan has good aim for Snap
but what is the benefit of the Alcatran and the Voss pattern? what am I missing

also you added the same price of 150k...who would buy a alcatran over a Lucius? (same for the Bolters...if they cost the same why buy the one without the aimed shot)

140
40k / Re: [ADDON] IGMA - Imperial Guard Mini Addon
« on: March 22, 2021, 11:09:28 pm »
can you post a table of what is needed to be achieved by a guardsman for promotion?

how many missions? kills? stats? because I play quite long and not a single guardsman can be promoted to Veteran (I created the promotion stuff)
and if I hire a Veteran...then his stats are a joke...so I don't know what is needed to be achieved, and you even have more possibilities of promotion. (Veteran officer, etc)

I like also that you added acquisition of special units like the priest or jump guardsman, did you think about stuff like adding Kriegers or Catachan Jungle fighters ? who would get some special items and look....?

141
40k / Re: 40k
« on: March 19, 2021, 08:53:11 pm »
so finished the game with Space marines,

very good experience,

one question to crafting,

what determined the resources? because I found it a bit unbalanced when a Juggernaut cost almost nothing but a Librarian, Captain or Reclusiarch armor cost as much as a Ship...and the vanguard armor was practically for "free"...I think should then the price of the above mentioned trio go down or the Juggernaut go up?


and the last mission, only approachable by the convoy...practically I was lucky to have the option to build one more base which I placed next to the last mission spot because otherwise I was unable to protect the convoy with 10+ attack ships....

now I am playing as Imperial guards,

crafting also here "strange" advanced sentinel cost less then the "crappy" stationary lascannon or autocannon BUT I think the game is even more fun and I think a little bit easier, the chimera, Leman Russ in combination with the airstrike gives a huge advantage and the Ogryns with Rippers are owning almost every enemy in the beginning.

and love the promotion/recruiting factor and I have a question to it. I can recruit Personnel with Hellguns and produce promotions...what is the requirement to promote a Guardsman? I cannot promote not a single guardsman...

142
40k / Re: 40k
« on: February 27, 2021, 09:27:43 pm »
thanks,

yes was missing that.

now I finished that research and it works.

143
40k / Re: 40k
« on: February 27, 2021, 01:47:35 pm »
Question,

in V28 how does one "active" the Dreadnought ? in the Soldier menu I don't have the "revive fallen brother" menu (as I found on YT or here in the forums)...I build two would love to use them and also in the Armor menu it is not visible

144
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: February 13, 2021, 02:08:02 am »
Dear All,

playing the mod for a while,

very good, very well made...having fun so far.

after finishing the reassembly of the 3 part data disk,
game in Geoscape, some fighters on radar, push time to 30 min or whatever.
game crashes - whatever I do. In attachment you will find the Log, save file and screenshot of the crash pop-up.

Hopefully it can be fixed,

Best regards,

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