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Messages - bulletdesigner

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496
40k / Re: 40k
« on: November 08, 2017, 12:20:47 pm »
i know the issue , i rename the race STR_OBLITERATORS to  STR_OBLITERATOR some versions ago . So i guess i missed the rename in  alienmissions and they still have to spawn STR_OBLITERATORS when the existing race is  STR_OBLITERATOR
ill will re upload the version even today with the fix sorry about that

497
40k / Re: 40k
« on: November 06, 2017, 08:15:57 pm »
As I said to Nazar, it is on the way (about 50% now)

Nice , fell free to make stuff that is inc. like aliens missions (haven´t touched that yet) meanwhile i´m pimping chaos rides !

498
Playthroughs / Re: 40k mod base defense mission
« on: November 06, 2017, 01:27:31 am »
That looks like a lot of fun! In particular I noticed the accuracy seems to work better. Units no longer have stormtrooper accuracy. Even a miss is still fired in the target's general direction. How does the mod accomplish this?

a lot of things to take to account:
1- midcampaign mission some unit´s are veteran (very good acu by this point)
2- stat string´s help  i choose units with good accuracy for long range weapons (flamers and shotguns go to acu noob´s)
3- improved the bolter acc all around
4- use of sniper
5- devastator armor gives bonus to aim

i guess it was testing and balancing all around

499
40k / Re: 40k
« on: November 06, 2017, 01:12:55 am »
where can i get Imperial honor badge?? :-\

Space hulk, inside enemy bases part 2 , and some sideoperations misson (you have to win by killing all so you can recover all, also  the gain is random depends on facilitys spawned)


The War event is not that thrilling as it should, only 3 enemies showed up (wow), a tank turret, 2 side guns

The dreadnaught sprite has some sort of a messy sprite, will upload the image soon

thats really strange don´t correspond to alien deployment  ex
part of script
  - type: STR_ALIEN_WAR # WAR                     # RANK1
    data: &WAR
      - alienRank: 5
        lowQty: 4
        highQty: 6
        dQty: 1
        percentageOutsideUfo: 50

i will see to it also about the dread sprite, (i have attached the corrected dread sprite for replace , goes into resources/dread)

is there a translation into Russian?

Nop , only us or uk still

500
40k / Re: 40k
« on: October 31, 2017, 08:10:03 pm »

501
Playthroughs / 40k mod base defense mission
« on: October 31, 2017, 01:18:58 pm »
i was gametesting the 40k mod with new facility, was to show the new defenses and end up recorded the whole mission..
so i guess it has some interesting points. so i share seeing the heavy bolter shred foes apart and see chaos kill all defenses in first turn

https://www.youtube.com/watch?v=KTXztCVTnG0&feature=youtu.be

502
Help / Re: Enough Segmentation.
« on: October 30, 2017, 10:00:59 pm »
If crash is 100% reproduce then you need post save and your mod data (if it not published yet) and then someone (could be me :>) could run in debugger to see where it crash

Thanks Yankes, but Meridian just help me and solved the issue, turns out i created unit´s without the "live" corresponding item´s so at the end of mission crash occur

503
Help / Re: Enough Segmentation.
« on: October 30, 2017, 02:29:40 am »
well, i know 0 programming but i´m also having segmentation fault, only at the end of the missions when i complete then , and both are custom maps and missions for the 40k mod, can someone point a light i can give the 2 save´s, but seems that the problem is the same , also only occur in new modded missions/maps and when i end mission (abort also crash)

504
40k / Re: 40k
« on: October 27, 2017, 11:18:12 pm »
 Well Saratovetz after intense testing , i tried to implement your request for heavy plasma with 2 tiles blast and there are  big 2 problems:
1- the sprite don´t match the 2 tiles ( always a huge sprite match the damage not the explosion tiles) , read a lot in forum and there no solution for that problem yet
2- Hwp and 2x2 unit´s instant kill 100 x 4 damage always , just made a new facility with 4 turrets , on base defense they didn´t last a round
Anyway i resolved the request with a bigger 1 hit animation blast for heavy plasma and new sprite to distinguish plasmas.
Meltas gun have no explosion with brand new sprites also.
So to make explosion back on chaos side, i made a lot of the arsenal that was missing. and have to ajust rank weapons etc

So Next week i will launch new version ,with tons of new content, more weapon´s and bulletsprites, that resolve the melta and plasma issue.
i guess it´s DLC without release

505
40k / Re: 40k
« on: October 25, 2017, 02:31:14 pm »
wow, it looks really amazing!

506
40k / Re: 40k
« on: October 20, 2017, 01:44:42 pm »
Greetings, bulletdesigner! You did a nice job on this mod. You have successfuly delivered an atmosphere of the GrimDarkFuture™ with great art and all this music from DoW and Chaos Gate.
However, there are bunch of unlogical and background inappropriated things. And if the femmarines could easily be disabled via editing soldiers_40k.rul, some stuff need a rework, in my opinion:
1) Weight and STRENGTH modifier.
         That's really strange that apothecary or chaplain cannot carry something more than knife cause of STRENGTH penalty...
         ...and the same for techmarine and librarian...
         ...and noone exept terminators cannot take powersword or storm bolter cause their weight... and so on.
2) Special weapons.
         Meltagun with explosion and heavy plasma without it, stun-grav weapon are looking weird
3) Laspistol and lasgun.
         Lasgun must take niche of a main starting weapon as it is very weak but cheap lore-wise. Laspistol is not needed at all cause there is a
         boltpistol (but captain with dual laspistol looks really fun ;D)
4) Daemonettes of Tzeentch. It comes from very first mod versions. So... Daemonettes of Slaanesh maybe? ;)

Oh, that's all for now. Sorry for long post and my awful grammar.

P.S.: I can translate the mod to Russian if someone here need it)

Thank for your opinion, i need people contribution for the mod go forward, since it´s a mod for everyone not just for me so:
you can put female frequency to 0 in soldiers_40k.rul
1) just removed all strength penalties on armor, the main reason it was there , was for no abuse on apoth armor at start of game, but now we have the servitor so i will make apoth armor came later
2) Initaly i made it that way because damage type must correspond to explosion type (without oxce i think), now i can make  heavy plasma create explosions. Grav weapon are  a green stream, not possible to make so i just changed it to green plasma with a longer sprite (will be in a new release )
3) you got a bunch lasgun on first terror mission if you win, bolter is more powerful to units (not vehicles) , and you can have mastercraft ammo before lasgun´s ( so the research is mainly if you want to progress and manufacture yourself)
4)true, just  corrected


507
40k / Re: 40k
« on: October 20, 2017, 01:23:01 pm »
I haven't see the tau one.

Here also a 2 more 40k related

508
40k / Re: 40k
« on: October 19, 2017, 12:38:30 am »
Thought you might appreciate this!

Thks, but i already got it, also got the tau one. The first thing i did when making this mod was looking for already made 40k pixel content hehe still no help, lot of stuff.. but mostly sucks

--- posts merged ---

The  complete family





Dread need to be 3x3 tile, but from what i´ve read it´s not happening

509
Help / double simultaneous shot
« on: October 17, 2017, 10:11:44 pm »
i´ve been looking in forum a way do to a double barrel gun but not shotgun (stormbolter) , but i tried in item the  ->   shotgunPellets: 2    but the spread is crazy and show no bulletsprite..
So is there any line to apply 2 times the damage in the same shot? Meaning i did a bulletsprite with 2 bullets even it still counts as the same projectile

510
40k / Re: 40k
« on: October 16, 2017, 08:49:24 pm »
New update coming soon with a lot of corrections, a whole new air combat balance and resprite, and a lot of new stuff, but also a revise on old models


OLD vs NEW

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