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Messages - Simi822

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76
40k / Re: [ADDON] ROSIGMA
« on: November 13, 2022, 06:29:00 pm »
So its possible to finish also with Arbites...but practically the most useful unit is the Assasin that can randomly join
and second best are captured Eldar seers and/or Inq. Stormtroopers. (4x join when good score and later can be hired after GSC base mission)

The Manticore is even stronger then the Mobile Precinct and they come in the same time so no need for the Manticore,
what is a pity...maybe should be available earlier (?)

Thunderfire Cannon is useless when compared with the Lascannon sentinel (only 4x shots and will not become better)

Marshal Armor too expensive, the Arbitor armor does the trick

be far the best weapon combo is Fletchette gun + Keller ammo and the Eldari mirror sword /for the seer or Assassin and even Judges/
the Xeno appropriation is a good thing, the Eldar Alliance when become available...I was too strong and they too weak...so used only captured seers

so will now start a gameplay with some IG and Muttaz....

77
40k / Re: [ADDON] ROSIGMA
« on: November 06, 2022, 05:38:29 pm »
OMG  that door there is really almost invisible...nice work

so the Eldar Seer when I use the "convert" option it doesn't have the special "force" lightning attack....if I train a Eldar on the eldar base then will it have it?

I have a Eldar base and I see the possible upgrades in the Soldiers menu...will they come available with experience? or how do I unlock the heavy weapon Eldar soldiers, the eldari "Dred" or the super heavy Eldari ship?




78
40k / Re: [ADDON] ROSIGMA
« on: November 06, 2022, 12:52:15 am »
and second question of the day...so I captured Eldar Seers...and made them join...they are pretty good (worth the price and the work to catch them)
BUT why is the lightning attack aka "Eldar Light" not available? I like how they can detect enemies by using Psycher shieet but I would create a new icon /like the Krieg shovel/ and keep them this attack even when working for the Imperium as special feature

79
40k / Re: [ADDON] ROSIGMA
« on: November 05, 2022, 10:26:09 pm »
Question, in the Space hulk type - see attachment

where is the control panel which needs to be destroyed?

80
40k / Re: [ADDON] ROSIGMA
« on: November 04, 2022, 04:54:40 pm »
thanks a lot, for a reason I dont know...I never looked into that one folder LOL

81
40k / Re: [ADDON] ROSIGMA
« on: November 03, 2022, 07:08:37 pm »
this will be a stupid question but, I see that the new IG Auto weapons  stats are under Ruleset IG weapons...but where are the rulesets for the new ammo ? Drum and Krak drum? Am I blind or what?

82
40k / Re: [ADDON] ROSIGMA
« on: October 30, 2022, 03:18:34 pm »
So I managed to form the Eldar alliance, well since I am with my units already around 90+ shooting accuracy, I have Inq Stormtroopers, Assassins, Arbitors, etc all armed with mastercrafted Plasmas, Meltas, Bolters or Graviton guns...they come too late and are with 40 TU and Accuracy of 45 and strength 20 useless BUT on the second hand the Eldar seer comes with really good stats /when capturing one and turning it/ also the Eldar crafts are slow and weak...all of the Eldars should get the similar treatment as the captured Seer and should cost more therefore...

83
40k / Re: [ADDON] ROSIGMA
« on: October 26, 2022, 06:06:01 pm »
Dear Leftair, 

that's all sounds great, if you have other commitments then no worries...we still make more progress then the others!

and yes start with the easy ones (adding new weapons, creating new characters based on existing ones) then try to create completely new things like Mechanicus or Tau or etc.

never less, the most important thig is...that even the mod is expanding its always balanced ...something X-com files can only dream

84
40k / Re: [ADDON] ROSIGMA
« on: October 23, 2022, 07:22:38 pm »
the latest Updates are really FUN, got a Eldar Seer in my Arbites squad, the new Space Hulk maps are really fun
using my own "updates" have penitent's that made to all the way to Judge LOL + I give my Arbites and ING Troopers (from GSC missions) personal shield+bionics

Fletchette gun is still a beast...I had mission when I put down CSM with it (using keler ammo), and the combi: Eldar mirrorswod/big choppa +  Fletchette gun is like WOW..plasma gun, boltpistol, inferno gun...no no Fllechette gun is the best single hand weapon by far

off course early in the game it was the L. Autostubber that I used a lot, which opens the question...now based on what we saw from Darktide...what we dont have in 40k + Rosigma is: mastercrafted stubber pistol (OK we have the GSC Autostubber and the Fletchette gun) and a dual wielding Stun rod and Ogryn Grenadier Gauntlet and a Krieg type assault shotgun...any plans for those? 

Also after the Eldar expansion (still in the game did not get to have them) any plans for Dark Eldar? Tau? Joakerro (LOL would love some digi weapons) or more Nids? because Chaos is now quite lustrous so are the Orcs and Eldar and GSC (ok Magos or big Papa patriach are missing) so those factions are missing...or the work goes in direction to add more Guardsman regiment? (Catachan could be easy) or  finish the Deathwatch and maybe do Mechanicus?

85
40k / Re: [ADDON] ROSIGMA
« on: September 15, 2022, 01:56:07 am »
so just finished watching the Autor of the sanctioned Eldar aka mr. Jopper longplay as the Inquisition....well it was interesting...especially how he used quite "weak units" like frateris with "basic" weapons a lot (when he had access to better units and weapons) and then in the end he raised a army of Inq Assassins with FORCE Halberds'.a combination I would never dream off (I given my assassins' Eldari Swords)  never less it was very educational and I started to watch his longplay with the Imperial guard (already what is he doing with the Ogryns is like WTF...ogryns with heavy bolters and Meltas....I given max a ultra Boltgun to my best Ogryn (accuracy 60) but that was a one time deal...rest got Ripperguns)

86
40k / Re: 40k future plans and Work in progress / Suggestions
« on: September 15, 2022, 01:47:33 am »
so you need certain things to be build to unlock stuff.....that is just a change in the game mechanics.....what is the part in regards of XENO factions...that is the interesting part...playing as one? or new enemy Xeno faction (chaos are no Xeno...so Tau coming as a Enemy? or Dark Eldar) now that is exiting news...possibility to play as a Xeno or new Xeno faction (Tau ir Dark Eldar)....sounds good

87
40k / Re: 40k future plans and Work in progress / Suggestions
« on: September 14, 2022, 06:10:58 pm »
so are there any plans for the future?

if I take the 40k mod + rosigma...then maybe the deathwatch, combi weapons, necromunda content and the Tau is missing

and the only factions that needs additional content are the Eldar and Tyranids (lets be honest Eldar has like 3 units and the tyranids like 2x) and the Arbites (Rosigma expanded then nicely but there are some WTF decision like they have the thunderfire cannon or a Manticore or the useless hydra....they should have the RIOT Armored car and stubcannons, Repressor, Assault Ram, Concussion Carbine etc)......any plan to do these?

88
40k / Re: [ADDON] ROSIGMA
« on: August 28, 2022, 11:58:13 pm »
question what are the best visual settings? which to use? /was playing around with the judge promotion. And had to nuke the whole shieet and game restarted with 1994 setting and now tired to set it back but not and expert what is the best...too many available and too lazy/

also still cannot make the judge promotion run without changing the main 40k mod...so it cannot be done only by editing ROSIGMA?

89
40k / Re: [ADDON] ROSIGMA
« on: August 26, 2022, 08:27:05 am »
so I figured it out...now starting base also works without editing the main 40K mod...and the keler gun is there BUT one has to do research first to be able to use it!

will look how the promotion to Judge could be working without changing the main mod...its tricky as Rosigma deletes that function and in the main mod its restricted by stats not by achievements....will look how to enable it without changing the main mod

90
40k / Re: [ADDON] ROSIGMA
« on: August 24, 2022, 07:00:08 pm »
here are the RUL files nicely in the correct folders....2x changes made to the 40k mod...1x starting base (but I see that its not really working?) 1x promote to Judge - working

and changes to the Rosigma: Keler gun price, awards shield and bionics, armor stats and starting gear...all working

why the change in regards of the starting Arbiter base (remove 2x shield armor and add 2x heavy armor) is not working is a mystery to me

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