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Messages - bulletdesigner

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496
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: September 05, 2016, 11:47:31 am »
New update all weapons have to destroy armor except AP weapons to kill a soldier , no more terminatores and space marine armor kills in one shot... that was kind of crumy
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE

Yes Simon you have some bug or other mod on top of space marine, i have on the rulleset
manufacture:
  - delete: STR_MEDI_KIT
  - delete: STR_PSI_AMP

so that medic and psi came from librarian and apot, and yes i´m almost done with the ufopedia, like i said i´m playing it and correcting it as a move along


497
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: September 02, 2016, 01:43:57 am »
The Master Craft weapons





with Nurgle plague bearer




498
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 31, 2016, 02:23:27 am »
Currently playing a game of "40k" but the game crashes if I try to do any enemy bases(tested on debug mode). I tried turning off all mods but 40k but still crashes with a fatal error-see attached. All you have to do is go to either enemy base 1 or 2, debug and end turn.

Hi i´m currently testing and balancing all the issues, there is a bug in alien base assault that i just got up to date (misspelling on a part so it had a crash that i fixed on rulleset), remember you have to got the extender, and i don´t play with any other mods so it just the change of sprites in the original game, the extender its just to attach auxiliary weapons, and other basic stuff like building function and craft weapons so it can´t crash if you have all up to date and have no other mods, still i´m trying to detect where it can have problems by playing the game myself.
Also played your saved game work´s perfectly ( but accuses different  mods you play , the inventory for one) , i have none (only map pack witch i´m testing with)


Ill put the version up to date
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE

Attention this version is much more hardcore , (dread´s wont fire in previous one)
Lascannon is for veicules , so new lascannon and weapons, and ballacing so armor comes quick , codex now shows enemy stats so you know what weapons are more effective
Lot´s of new stuff and correction´s

I´m currently trying to get more maps and mission so there some bugs ahead i still need to fix, and i know it sucks because with changes with the mod some  game already in progress can became bugeed

499
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 18, 2016, 01:26:28 am »
well i got to say it didn´t work, but your are speeaking to advanced to me, and i also didn´t start a new campaign i´m too advanced to restart now , also prompt a bug on a terror site, dunno if was mappack incompatibity , but got around it by removing  that terror misson from aliens on save ruleset, dunno was my first bug  :'(

Anyway added new stuff to trade in manufacture from corpses of foes , master crafted weapons like in chaos gate




The bug


501
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 14, 2016, 05:12:52 pm »
thks , anyway i started using terrain pack 3.7 , removed some map that aren´t with the feeling of 40k  some minor teeks and we are good to go ... need some gothic ruins maps to replace farm

anyway melta party everyone on the new space hulk map entrance








Dioxine i need your help , i´m trying to put space hulk mission to work during campaign like artifact site on xcom 2 but dosent seens to apear

on the alienmissions (where must be the problem)

  - type: STR_ALIEN_ARTIFACT
    points: 10
    objective: 3
    spawnZone: 0 #Mission zone for terror missions
    raceWeights:
      0:
        STR_GENE: 100
    waves:
      - ufo: STR_ARTIFACT_SITE_P1 # spawn this site directly
        count: 1
        trajectory: P10
        timer: 0
        objective: true      


And in aliendeployments
....
    width: 50
    length: 50
    height: 4
    terrains:
      - HULK
    script: ARTIFACT_P1
    nextStage: STR_ARTIFACT_SITE_P2
    briefing:
      title: STR_ALIEN_CONTACT_SITE_MISSION
      palette: 4
      music: gmenbase
    alert: STR_ALIEN_ACTIVITY_DETECTED
    alertBackground: BACK03.SCR
    markerName: STR_ARTIFACT_SITE
    duration: [4, 10]
    despawnPenalty: 2000
    objectiveFailed: [STR_ALIEN_SYNOMIUM_DEVICE_FAILED, -750]

502
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 09, 2016, 01:41:27 pm »
sure man do as you please!

Does anyone know where to get the terrain and different glob pack solo, to get more terrain variety for this mod, i see there are some terrain mod but they are merged with other mods! and i´m too old to learn more of the process of globe and terrain forming

503
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: August 08, 2016, 08:37:03 pm »
 Carnifex to crawl in the space hulk , and chaos base elements







504
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: July 22, 2016, 07:25:05 pm »
Thks Dioxine, my shotgun was kind of crumy! 

Anyway already update the file it with your shotgun ! left the old one in the file if you wanna see the one i made haha
https://drive.google.com/open?id=0B3EJsib7nOiIa3lzbnVTOXhwTEE the same share link

505
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: May 10, 2016, 10:28:20 pm »
hi everyone, i have been busy, been gone for a while, but im kind of back..

The main reason the power armor has strength handicap like dioxine said is to force soldier to wear armor to correspond to the gear ex: only devastator can use heavy weapon, etc...
Also a new planet is a kool idea, but i know nothing on that department, if someone wishes to give it to the mod will try implement those ruleset

I got new stuff to introduce to the mod, but need to completed and perfected
A new space hulk mission with some genesteallers (need to make a new 2x2 genestealler, also a terrain entrance for space hulk mission )


Currepted ground entrance for alien base assault (needs more chaos symbols and bones around)


Made other teaks and corrections as i play the game... Also added a new facility and new graphic for the graphs set

506
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 28, 2016, 09:18:20 pm »
Fell Free Dioxine to help was you want and can , this mod is for all to enjoy not just for me (i´m talking, still i´m using  Ryskeliini proj & stuff) 
I agree with you, just played a bit and i can´t remember to get the armor ahaha ,  anyway i added your stuff to ruleset and also added  the    provideBaseFunc: [COMU] to obrital facility and  requiresBaseFunc: [COMU] to nova bomb and nova cannon , only by playing i can remember stuff i left inc. Also the orbital map´s were swapped with hangar for testing i changed it back
Also obliterator armor was incorrect(was regular chaos marine), now corrected

Anyway Drive updating so download link is the same (sync taking a lot)
https://drive.google.com/file/d/0B3EJsib7nOiIa3lzbnVTOXhwTEE/view?usp=sharing

507
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 27, 2016, 06:15:02 pm »
First of all big thanks Dioxine, i can´t thank you enough , i own you one and will credit you !!

Second trying to reply to some suggestions 
> made one hand all melee weapons , (replace shield side in terminator armor ) ,and put it all in ufopedia with some research for hammer and powesword .

> About the strength in armors , it all  about making only devastator and terminator use heavy weapons,
> Also cultist have more aim because you choose superhuman in dificulty , if you choose Ez is the opposite.. so we can control the aim of the guns but it will only balance to one difficult set
>I will make the guard shoulder pads smaller like the currepted guardsman.. true it makes more sense

Made the batllesprite for the zombie aka fallen brother and the big sprites for obliterators that were missing. corrected the image for the cultist
and merge with dioxide touch,  also the hammer was broken, now fixed , and lot of minor changes i cant remenber.
https://drive.google.com/file/d/0B3EJsib7nOiIa3lzbnVTOXhwTEE/view?usp=sharing
Also Change to google drive for you Roxis231



508
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 19, 2016, 07:09:34 pm »
Brothers i share with you the complete file of the mod 95% done (most of the text in ufopedia is not done yet.). Still theres a part where i can´t advance no more due i need to know extender and extra coding
the file
https://www.filedropper.com/40k

So i must ask someone to make 3 itens auxiliar "builtInWeapons:" to armor in order to this to work the AUX_MEDI_KIT  for the apot armor , the  AUX_SHIELD for the assault terminator and the STR_PSI_AMP for the librarian Armor . I know its possbile i seen piratz ruleset but i dunno how to work with the extender

There are also a lot of sprites yet to do,lots of bugs to correc,t and more kool missions to do  like space hulks with tiranids !but next time..

509
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 07, 2016, 10:04:03 pm »
The Enemy walker challenge me ! I accept!

510
Released Mods / Re: [WEAPON/ARMOR] SPACE MARINES
« on: March 02, 2016, 11:39:36 pm »
Hey make that Juggernaut of Khorne 2x2! It looks like a Puppy of Khorne now :)
Already is ! :p guess the pic didn´t capture the right side of the beast

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