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Messages - noflic

Pages: 1 [2]
16
40k / Re: [ADDON] ROSIGMA
« on: August 09, 2022, 12:34:34 am »
Is the, uh, unusual spawn placement for the armoured convoy fixed for this update? Didn't see it in the patchnotes, but these things sometimes sneak through.

Also: it's kind of surprising that there's no recruitable ratling snipers for the guard (maybe there are and I just haven't hit that stage in the game yet, but I'm pretty sure they're not in). I think I could probably manage to stat them up, if i) the modmakers are OK with that, ii) someone else could do the sprites. Given i), in fact, ii)'s not essential, if we're all OK with some suspiciously beefy bearded halflings short pie-eating snipers.

17
40k / Re: [ADDON] ROSIGMA
« on: August 03, 2022, 05:39:13 pm »
Huh, I don't think I've researched (or even seen the option to research) the CAS Valkyrie yet, though I've got veterans out the wazzoo, jump armour, etc. I can always just restrict myself to only bringing twelve soldiers or whatever, which does make the craft look a bit odd and empty, but that's not the end of the world.

Take your point about the lascannon ammo, especially since player feel is so subjective.

I think the deployment spots for the leman russ convoy need to be changed, though. I just took one on the first base assault of the new update, with only 16 soldiers because I didn't want people standing on the roof to get blasted by first-turn reaction fire; but it turns out that the game will try to put the first 12 soldiers in, and then on, the rearmost Chimera, and then half-fill the middle one, as opposed to filling both inside and only then putting additional soldiers on the roof. That doesn't seem intended, since it means there's no way to transport more than 8 soldiers without someone getting melted off the roof - is it being changed next version, and/or is there anything I can fiddle with in the files to revert it? (I though about lowering the transport capacity back to 16, but I assume that won't change where soldiers get placed)

18
40k / Re: [ADDON] ROSIGMA
« on: July 31, 2022, 05:27:36 am »
Liking the new update a lot; the new guard stuff is fun, and I'm looking forward to giving the Inquisition faction a go. A couple bits of feedback:

- I feel like the Valkyrie having a capacity of 16 is a bit over the top - 10 actually felt fine to me, since it meant that Valks got used as rapid-response craft that had to be packed with veterans to have a chance of completinh missions, but if you feel that's too low then maybe 12 (which I think is what they can carry in tabletop)?

- The new lighting (or lack of) also seems slightly overtuned - unless I've just happened to keep hitting night missions at exactly midnight, night missions being fought completely in the pitch-black all the time isn't much fun, even if it is plausible for, eg, a nightfight in a forest. Not a big deal, but there we go.

- In slightly contrarian fashion, I think I preferred the Hellhammers needing to be reloaded after every shot; they're definitely much more useful now, but having to switch out power cells each time (and keep a loader nearby with extras) just felt right.

(Also, a request that if any other regiments do get added along the line, the Valhallans get considered - they used to be my tabletop army back in the day and I still like the aesthetic. I'd make a start myself, but my artistic abilities are nil)

19
40k / Re: [ADDON] ROSIGMA
« on: July 15, 2022, 03:09:42 am »
Just wanted to poke my head in and say that I continue to enjoy the hell out of this mod, and I'm still a couple versions behind - I'm looking forward to putting together an Inquisitorial rag-tag bag* of complete fucking maniacs when I finally get around to updating.

The good work is much appreciated!

* Or, it suddenly occurs to me, a Rogue Trader warband from 1st ed. Tremendous!

20
40k / Re: [ADDON] ROSIGMA
« on: May 21, 2022, 05:02:30 am »
So far all the
Spoiler:
Eldar webway
missions seem to spawn
Spoiler:
corrupted Sisters and CSMs rather than Eldar
- is this working as intended? I could see why it might be (and I wonder anything different happens if you let the mission get up to the time limit) and I've only had two or three of those missions come up so far, but it's happened every time so thought I'd ask.

21
40k / Re: [ADDON] ROSIGMA
« on: March 02, 2022, 12:05:50 am »
Edit: Never mind, I'd missed the obvious "requires OXCE 7.5.3" at the top of the update post.

22
40k / Re: [ADDON] ROSIGMA
« on: February 24, 2022, 08:53:11 pm »
Oh, whoops - so much for reading comprehension. Is it a fix I can do myself in the rul files, and/or is this update savegame-compatible? I'm not ready to abandon this run quite yet.

23
40k / Re: [ADDON] ROSIGMA
« on: February 24, 2022, 03:58:29 am »
This all looks very nice! I fear a cross of Nurgle tankiness and Tzeentch ranged firepower, which is I guess the whole Undivided deal (though they're less likely to throw monster-spawning nades? I...hope?)

I looked in the changelog but didn't see anything about what is, I think, a bug I mentioned previously wrt Guard not being able to buy standard carapace armour - I've got mid-tier requisitions, master crafting etc researched and veterans with advanced carapace, but I can't buy it even on the special markets. Is this working as intended and I'm missing something, or is a requirement bugged?

(Incidentally, are
Spoiler:
neverborn daemons still supposed to be vulnerable to energy weapons in general, rather than flamers/meltas and only them
? They're a very effective "oh, shit!" enemy, but as it stands they require a pretty specific strategy - which is a wrinkle I quite like, as it happens, but I'm not sure if they're supposed to be quite so narrowly vulnerable)

24
40k / Re: 40k Bug/crashes/problemĀ“s report
« on: February 01, 2022, 08:40:28 pm »
I'm having an issue with a Xeno Cult mission where the last enemy is, judging by the minimap, stuck on the third floor of a building - I can't get onto or past the second floor as (I think) the stairway's put in wrong, and I can't open a path by blowing up walls or floors. Are there any workarounds for this, or is it a choice between abandoning the mission and getting debug mode working?

25
40k / Re: [ADDON] ROSIGMA
« on: January 25, 2022, 12:56:02 am »
Aha! I thought something must be wrong with it. Much obliged, I'll give that a whirl - I assume it's the one in the ROSIGMA folder, since the main mod ruleset doesn't have a specific IG folder?

(While I'm at it, is something up with being able to buy carapace armour, too? It looks like the advanced carapace is "attached" to the veterans in the way that flak armour is to the regulars, but in my SoB run I noticed that I could buy normal carapace armour really early/from the start, and the Guard I got from terror attacks etc could wear it.)

Edit: Yep, that works! Thanks again.

26
40k / Re: [ADDON] ROSIGMA
« on: January 21, 2022, 12:12:13 am »
Very much enjoying the mod, but I think I've maybe run into a bug (it might be the carapace issue mentioned in the last hotfix post): I've now (with a lot of difficulty!) got some guard who've made veteran, but I can't promote them, because I lack the relevant Veteran Guardsman Promotion. What makes me think it's a mistake is that none of the other promotions require that - I've promoted an officer to a veteran officer, and I can manufacture carapace and Lucius XV armour, buy commissar's carapace armour etc, so it seems as if the only veteran-type stuff I can't access is the veteran guard themselves.

The research screen isn't much help either; either I've already got the relevant research (I assume so, given that I can get all the other veteran stuff) and something's gone wrong, or it's just not telling me what I need in order to buy or manufacture the promotion.

I've had a look at the .rul file for guard transformations, and there doesn't seem to be the same info in the veteran guardsman promotion as for the others - but if that was the problem I'd expect the transformation just not to do anything, rather than requiring this mysterious item. It's the only thing I can think of though (or one of the other rul files; that's the only one I looked at). I'm happy enough modding games through text files, but it's the first xcom rul I've looked at, so I'm not very familiar with the bits I'd need to change/leave alone if that is the problem.

So: is this a bug/error, and if so is there an easy fix; or is there just some crucial non-obvious step that I'm missing?

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