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Messages - Leflair

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91
40k / Re: [ADDON] ROSIGMA
« on: March 27, 2022, 05:25:33 pm »
It's a matter of hours to implement and test/balance things.

92
40k / Re: [ADDON] ROSIGMA
« on: March 25, 2022, 05:54:12 pm »
The Sister Sentinel is very nice indeed.

The GSC lists gradually upgrade with time, late lists have more Genestealers - and tougher genestealers. This goes for space hulks too. Haven't yet integrated all the Broodbrother units yet, but got some plans there.

Exoarmor Squats for the player has been brainstormed, but its quite a bit of work for a rather narrow unit. Basically, whenever I or someone else gets around to it (any hardcore Squat fans out there?).

Same for more Kombiweapons and more gang weapons. And those are easier for anyone to create and add, if you got some openxcom modding knowledge. There's an older submod on this forum that has some I believe.



 




93
40k / Re: [ADDON] ROSIGMA
« on: March 19, 2022, 07:34:26 pm »
Webbers are not limited for Sisters. It requires STR_MIDTIER_PREREQ though. Capture a webber weapon, research it, research midtier and you can research STR_WEBBER.

The GSC Medicae are tough, but you do not require Krak/Melta to take them down. Form a tight cordon in your spawn and focus fire on them, lasguns will weaken their armor if you got 'em, otherwise bolters should be able to pen.
Also, their front armor is 80 but their rear armor is 40, and their under armor is 30. They have a 20% weakness to melee damage.

In other news, Filip H showed how to take down an entire GSC Space Hulk with 4 Scout Marines yesterday, first month.

Live build currently testing 1.07B Nurgle Cultists, Zombies and ~Midwives~ (spent the past weeks doing the sprite art for them), which are a nasty combo.

94
40k / Re: [ADDON] ROSIGMA
« on: February 26, 2022, 10:50:47 am »
GSC Infector units turn people (melee). These include those Medicae, PDF Medics and any Genestealer. If you were playing sisters I'm guessing one got in through the "Front" door.

You can use all the webbers (pistol, normal, heavy) once you do the research.

The Pump shotguns and other light imperial stubbers don't require research to use beyond the standard small arms requirement. They're not military weapons so no codex entry. They're very similar to the combat shotguns right now, but slower rate of fire for slightly better range. Can use stun and gas shells (you can loot them off the GSC arbites).

The "SMG" Stubber can use normal stub gun ammo but also extended 30 round mags with lower power ammo (35 power, 25% less health damage, piddly armor damage). They shoot 6 round autobursts and 3 round snap bursts.

95
40k / Re: [ADDON] ROSIGMA
« on: February 24, 2022, 09:36:40 pm »
Should be save game compatible, but you can backup your version/save a zip.
Save games are kept elsewhere.
Delete old ROSIGMA folder, download new version, put new folder in the same place.

Your save game will keep existing enemy bases etc, and some bugs from 1.06 (Orks hijacking ships) may remain in your save. Any new base or mission generated should use 1.07.

96
40k / Re: [ADDON] ROSIGMA
« on: February 24, 2022, 08:53:42 am »
Guard carapace is in the changelog and fixed:
- Fixed an adminstrative error, Carapace Armor is once again available for most Guardsmen for a small tithe.

Neverborn are now much weaker to fire damage. They also go down to plasma/lascannons (energy) and melta.

Lasguns count as AP, so don't work.

97
40k / Re: [ADDON] ROSIGMA
« on: February 23, 2022, 11:30:46 pm »
Patch Notes 1.07-032

Updated to 40k 032
Requires OXCE 7.5.3 minimum




Spoiler:
Fixes and Tweaks:
- Fixed Ruleset Validation Issues for OXCE 7.5.3
- Updated Russian Translation by Gu-Doc.
- Added some missing language strings like STR_CIVILIAN_TERROR
- Fixed an adminstrative error, Carapace Armor is once again available for most Guardsmen for a small tithe.
- Fixed a bug that caused Orks to take over as space cops and greatly reduce space crime. The Arbites will now populate these missions instead, bringing space crime back to intended high levels.
- Fixed a spawn node in the lvl 5 Ork Base that would spawn the Warboss inside a tiny shed with a tiny door.
- Replaced fake hologram doors with real doors on certain chaos craft.
- Fixed some blocked Elevators on certain Imperial Craft.
- Added some side doors to your local space cop stations for easier access in the presence of endless chasms.
- Corrected an overwrite issue for the alienDeployments file where the base 40k mod would cause the final chaos list to be replaced by STR_ETHEREAL and STR_MUTON for each stage (ignoring alienMissions).

- Added STR_THREAT_ONE to more interrogations for easier armor research advancement.
- Unified Corpse research cost and score.
- Lowered the amount of Adamantium earned, especially from the new large maps/UFOs.

- Added Kill Tokens for Necron Faction Corpses.
- Added Kill Tokens for Eldar Faction Corpses.
- Added Kill Tokens for Grey Knight Corpses.

- Added an Assistance Article about Medkits putting out Fires.
- Added and moved already existing Assistance pages for Heavy Weapons Teams, IG Commands, Mend Wound spell, TU Damage Carry Over script, IG Executing Traitors and Promotion by Commendations into a new category. You´ll find them in the codex.
- Changed Webber pistol to be 2x1 in inventory.
- Created a new Webber pistol handOB sprite.
- Added fixed Craft Bolters to Rhino and Landspeeders.
- Brought Vehicle Flamers up to Par with other flamers.
- Smaller explosion animation size for Krak.
- The Beret has been updated to better accommodate Guile and Stroheims hair.
- Commissars now start at rank 4, Lord Commissar at rank 5. Guardmen will panic less as a result.
- Reduced the big Plasma weapons and TZeentch magic hit animation size.
- Added specab: 1 to Munitorium Ammo Depot Unit for proper explosions. Chaos Forces may feel daring.
- Marine Drop Pods can now only reach max range every 9 days after delays in your refueling and logistics department (so use it wisely).

- Give free Scanner on researching Craft Auxiliary Systems. Craft scanner, Cygnus and Graticule now works as a hyper-wave decoder.
- Get UFO Research instead of Scan when finishing an UFO Mission

- Set Personal Lights to 6 for all armors (that we could find).
- Buff Tarantula Missile and Melta Explosives
- Increase sightRange (enemy base detection) by 1000 for Energy Scanner
- Added Shells to the GSC Judge Bike.
- More Workspaces for Orbital Communications and Tech Marine Bay.

Guard Changes/Additions:
- Gave Sentinels anticamo. Basic units get some minimal anticamo 2-5 if they have optics, scouting, carapace+ armor etc.
- Added new Inventory (38 variants or so), expanded Battlesprites and bigOB art for Krieg Grenadiers and Engineers, by TheodorTemplar.
- Members of the Imperial Guard may retire after reaching 50 kills and 50 missions. 3000 Tokens will be bestowed to the commander who is willing to let their soldiers retire.

Grey Knight Ordo Big Hammer changes (With contributions by Filip H):
- Grey Knights adjustments and fixes to their armor levels, dreadnought flamer adjustments, shields, halberd cost/strength requirements.
- Gave GKs some basic anti-camo for their advanced optics/power armors.
- Granted GK Psi Immunity.
- GKs now get two more initial Brothers.
- GK Armors is now more resistant to damage.
- GK Stombolters now shoot double pellets instead of one bullet (a buff).
- GK Arvus West Frame now also has a door.
- Grey Knights can now unlock the Heavy Flamer.
- Adjusted GK Stormraven spawn position to avoid blocking the exit.
- Changed early Terror Missions for GKs.
- Set GK APO Armor Manufacture to 60 Tokens
- Any GK Brother can now be restored.
- Normal not MC Stormbolter Clip Manufacture
- Fix for weapon strings of Xiphon.

Marine Changes:
- Gave Advanced Scouts relative camo values of 15/10 (Day/Night).
- Scout armor reaction bonus reduced to 30 for normal, and 40 for advanced (from 60).

Sister Changes:
- Fixed a deployment slot issue with the final Adeptas transport.
- Buffed daytime sight ranges to 40 standard
- Gave Sisters some basic anticamo 2-5 for their power armors. Only Militia, Novices and Cantus are missing anticamo now.
- New Novice Armor codex art.
- Superiors can now use more armor types.
- Adeptas Pilots can now use more armor types.
- Gave Tactical and Retributor armor types backpacks. Flying armors doesn't get backpacks and medicae, repentia, assassin suits are also restricted.

Orky Changes:
- Small nerf to Ork Kommandoz sneaky slugga ammo bits.
- One less spawned Ork base.
- Opened up the backside of the Ork Trukks so they can get out.
- Kommandoz given absolute (positive) camo values.

New/Changes for CHAOS:
- Chaos Assassins and Daemons given absolute (positive) camo values. You'll be able to spot them at 5-12 tiles if it's night-day lighting (user flamers and flares to turn that light up). Units with anticamo will further delete that stealth.
- Added Chaos Marine Champion to lead the Undivided. Pistol and Chainaxe, he's a basic boy.
- Added STR_CSM_BASIC_RACELIST for more midgame CSM engagements.
- Added STR_DESERTER_OFFICER to lead Deserters.
- Added STR_SNAKEMAN_DESERTERS_MEDIUM for a slightly tougher variant of deserter lists (not as tough as HARD though).
- Added STR_KHRONE_BERSERKERS racelist to late rotation of terror, retaliation and WAR missions.
- Added more true Commanders to several chaos lists. You can now find real commanders in the bases made by infiltration missions for the HARD mission set.
- Made the Chaos Sisters United racelist randomized, with more possible enemy variants, new terror units and so on.
- INCreased Neverborn weakness to Fire damage to 200%.
- Added strings and corpseGeo for Slaanesh Chosen.
- Handed out a few more basic chaos plasma rifles to various unit loadouts, with double ammo, so its easier to get it for research.
- Nerfed the price of Blight Grenades to something more sensible than 15k a pop.
- Adjusted the cost Sell value of several chaos weapons to be more coherent (more to do here).

IRON WARRIORS Expansion:
- Added 7 Iron Warrior units. Soldiers, Breacher, Heavy/Havoc, Berserker, Medic, Terminator and a Warsmith with new battlesprite, inventory art etc. They favor physical and siege related weapons (bolters, flamers, meltas, autocannons, rocket launchers) and have sturdy armor and 20 more health compared to basic CSM with slightly better morale. Their TU, reaction stats and melee is worse. They take additional damage from melee attacks.
- Added 2 Iron Warrior Guard units. They have good flak armor, and like physical (no las), heavy weapons.
- Added 1 "Iron Maiden" Sister unit. These heretical augmented fake sisters of battle have- Doubters! The Warsmith is determined to engineer and produce the superior Sisters of Battle line! Sporting heavier armor, more efficient combat sensors, mass-production cost reductions and 100% more hazard stripes compared to rival versions. All at an affordable price and after-market customer service.
- These Iron Warriors will appear in a few other mixed Undivided lists and together with Obliterators.
- The Warsmithcounts as a true commander for winning the game, and will unlock several helpful technologies if captured and interrogated.
- Added a Iron Warrior mixed with Deserters list for use in suitable missions. Easier than the Iron Warrior company list.
- Added a Ironstone list with Iron Warrior Breachers mixed with Blackstone Stormtroopers.
- Added a Iron Sisters list with mixed Heretic Sisters, Iron Maiden Sisters and Iron Warriors for midgame missions.
- Added a Iron Warrior racelist to appear by late game, more common in HARD mission sets (see below). Iron Warriors like to hang with Obliterators and Havocs.
- Added a Iron Berzerker racelist with mixed Khornate and Iron Warrior units.
- Added a Iron Terminator racelist to appear very late game and especially in HARD mission sets.
- Mixed in Iron Warriors in some other Undivided lists, replacing a few harder Black Legion elites.
- Added a Iron Warrior version of the Chaos Autocannon with different visuals and very slightly better stats (+5 acc, +1 ROF). This AC is used by IW Havocs, Terminators and Commander.

NIGHT LORDS Expansion:
- Added 2 Night Lords units, basic CSM and CSM Leader. Night Lord CSM are not particularly sturdy (for CSM) but have camo stealth, good night sight and uses new SCARE GAS GRENADES that do big morale damage. They also do more damage against targets with low morale/bravery.
- Added 3 Night Lords (Fake) Sisters, a mix of cosplaying pirate lasses and Death Metal Enthusiasts. The Night Lords just can´t get rid of their fangirls. Basic, sniper and leader. These have weak power armor (90 front, 35 rear) but really cool paintjobs (which is what counts), some camo value (not as good as the CSM but decent at night). They use a mix of stub smgs, pump shotguns, stub rifles, flamers and captured heretic deáz light bolters. They use a mix of pipe bombs and scare gas grenades if you get close.  What they lack in real Adeptas training they make up for with a can-do attitude.
- Added 3 Night Lords racelists, a basic one heavy on the new CSM, an early version and a deserter-mix version.
- Added Night Lords deserter, cultist mix and Night Sister mix lists.
- Added these Night Lords racelists to mission rotation, they favour terror and abduction missions. The deserter version will show up in later deserter missions on normal difficulty and more often on hard difficulty.


NECRON Changes:
- Necron metal now twice as sturdy (ominous creaking noises). They were pretty unchanged from vanilla stats, but ROSIGMA weapons pack a bit more of a punch.
 

MISSION changes:
- Lowered score penalty of Stormtalon and Exorcist support vehicles on the WAR mission set from 500 to 100.
- Added HARD mission sets that are active for Marines and Grey Knights from the start. These missions introduces harder enemies earlier in the playthrough but is similar towards the end with the normal list. Mainly so Marines aren't beating up on cultists and deserter guardsmen forever. Rushing the research Tiers will also activate these missions for other factions.
- Adjusted HARD infiltration missions to only use racelists that have true commanders.
- Added a HARD Terror Mission set and HARD base building with a bigger concentration of nasty CSM lists.
- Changed the final battle map seeding to stop players from spawning right next to the [REDACTED] objective. It's a surprise.
- Changed up each stage of the final battle, there will now be more enemies and surprises to fight - so prepare well!
- Replaced the hard Warptalon list in the early WAR mission with the Iron Warrior list to make it a little easier.
- Buffed the GSC Terror mission numbers and gave them more jeans thieves.
- Replaced Chaos Crafts with suitable Imperial Craft for GSC Civilian Terror Waves.
- Fix Z Height related crash issue on some maps.
- Chaos summoning efforts may now be more effective.

98
40k / Re: [ADDON] ROSIGMA
« on: February 23, 2022, 11:00:07 pm »
Very soon.

99
Tools / Re: UnitSprite Studio
« on: January 18, 2022, 10:06:05 am »
Drawing routine 1, Floater, would be most generally useful.

100
40k / Re: [ADDON] ROSIGMA
« on: January 14, 2022, 02:34:02 am »
Current hotfix pack for 1.06B031:
https://drive.google.com/file/d/1Eppzn-gy64-4bF0KzVdTMsZDcdfj5moU/view?usp=sharing

- Fix Deployment of the GK Arvus to use 8 slots instead of 7 (one tile was used twice)
-Fixes Orks replacing Arbites on some missions/maps.
For "installation", replace the same-named files in your ROSIGMA mod folder (RULESET).

Some map fixes (elevators, doors on some UFOs):
https://drive.google.com/file/d/1HX3TTHRlOBvuuSs0y1cuMapjeFvxe9fS/view?usp=sharing

We'll put together a 1.06C release that also fixes some issues with Guard Carapace access, compatibility with OXCE 7.4, GSC using some Chaos craft for certain missions and a new HARD mission set for marines/GKs (and tech rush) + a bunch of other little fixes.


Unrelated (?), from the WIP pile:



101
40k / Re: [ADDON] ROSIGMA
« on: January 06, 2022, 02:31:54 pm »
GK do have Dreadnoughts in the update, looking at changing up their starting loadouts.

There's some GK guns, Battle Servitors and their normal Power Armor that isn't in.

But yes, they don't have a ton of stuff to spend money on.

102
40k / Re: [ADDON] ROSIGMA
« on: January 05, 2022, 02:55:18 pm »
In testing the GK are indeed strong early on, although they can still get killed by certain enemies - a bigger issue is when they start getting wounded and end up in the medbay for a month.

Do report back if you manage to reach the late game with GK and how well they do (early game does turn them into maxed out super soldiers if they survive).

It's one of those Factions where you are either doing super well or terrible. Not much midground.

We're looking at expanding the "HARDER" mission branch for some of these stronger factions like GK and Primaris (and some Marine strategies), introducing chaos marines earlier etc just vs them.

103
40k / Re: [ADDON] ROSIGMA
« on: January 04, 2022, 05:04:09 pm »
1.06B031 is now available on the mod.io page for ROSIGMA.

1.06B031 Patch notes:

Spoiler:
   
Made ROSIGMA Compatible with 40k 031

- Includes hotfixes of bugs in 031 (until next main mod release):
- The Genestealer Armored Car is no longer available at your local Imperial dealership.
- Some language string fixes and corrections.
- Mastercrafted Stormbolter Codex page no longer causing a crash.
- Mastercrafted Stormbolter can now use MC ammo.
- GK Chaplain can now see the AUX_CROZIUS
- Wrong Soldier type using armor STR_GK_CHP_UC
- STR_HALLEBARD research dependency and manufacturing.
- GK ufopediaType fixed for GK Tech Marine armor
- Give Marine and Adeptas Stormraven same Treatment as GK (increased unit capacity).

- ROSIGMA adapted Grey Knights power armor values (buffs)
- ROSIGMA adjusted Grey Knight recruits stat values to be (5-10 points) better than normal space marines. Min Bravery increased greatly.
- Adjusted Grey Knight promotions and manufacturing to use ROSIGMA Kill Token system.
- GK Crafts guzzle less Fuel .
- GK normal and MC Stormbolter ammo cost cut less (resources required). Each manufacturing job now creates 5 clips instead of 1.
- Added the extra Arvus Doors to the GK variant.
- GKs given access to STR_SCIENTISTS_AND_ENGINEERS + Hologram Grenades.
- Updated GK and Primaris Ufopedia to new format.
- STR_GK_HB is viewable in the STR_GK_TAC Codex Article

- Marines now face harder Deserter Missions (special! Chewy! Dumb injokes!)
- Marine repair hit chance increased to 100%

- GSC Terror Missions are now generated as intended (fix).
- Adjusted Brood Brothers with ROSIGMA gear and stats (no tech or racelist integration yet)
- Added Makeshift grenades and pipebombs to Genestealer Cult civilians and low tier units. Makeshift Grenades are weaker than standard grenades, while the pipebombs are slightly stronger. Some military krak grenades have been replaced with these.
- Corrected corpse sprite for GSC Penetante.
- GSC Spacer Armor Battle Sprite cleaned up (when firing)
- Corrected a few units in the infector list (Krieg, some civilians, Marshal) that would crash when infected.

- Elite IG Strategy gets free Stormtrooper Research
- Elite IG Strategy gets early Tanith Soldier Research
- Fix Veterans not getting Hellguns.
- Dogs don't blow up Penetante anymore.
- Bullgryn Riot Mission unlockable for Abhumans
- Removed Priest inbuilt Eviscerator; Chainswords produce more Wounds
- Added Krieg Grenadier with inbuilt Heavy Lasgun
- Updated Lucius Lasgun Codex page with new layout and more info.

- Fix Arbites Mug Shots
- Arbites MC Lawbringer now costs kill tokens.
- Fix TU Carry Over Script. Half of TU damage applied this turn now carries over next turn (think stun weapons).

- Added a Contributor and Tester page to the Codex, naming those guilty of this heresy

104
40k / Re: [ADDON] ROSIGMA
« on: January 04, 2022, 12:55:33 am »
1) We have not yet released the compatibility patch.
2) We have not introduced the Grey Knights, that's the main mod.


105
40k / Re: [ADDON] ROSIGMA
« on: January 03, 2022, 10:10:50 am »
Main 40k mod just updated to version 031, there are some compatibility issues (some maps) and bugs we are looking at and we´ll release an update for ROSIGMA as soon as possible.

In the meanwhile, the discord has the latest hotfix workarounds.

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