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Author Topic: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)  (Read 3171 times)

Offline Buscher

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[STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« on: March 19, 2023, 11:02:00 pm »
This has been on my stove for a while now.

Rosigmunda is a mod designed explicity with the Adeptus Arbites in mind. It's designed for low-tier weapons against low-tier opposition so even Autoguns can shine throughout the game. Also stunning enemies is much more important now as it should be with Space Cops TM.

INCOMPATIBLE WITH ROSIGMA. DO NOT RUN Rosigmunda with ROSIGMA !!!

Features:
- Small Story Campaign
- New Missions (Prison Break, ...)
- Missions and Enemies where Autoguns and similar weapons get to shine
- Turn captives into penitents
- Riot shields which can be equipped on anyone and they can be shot to pieces
- Mastiff Tackling
- and probably much more

You can download it here.

Offline Simi822

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #1 on: March 26, 2023, 10:28:24 pm »
so I am now after like 6h playing it, its really good love the dynamic and the overall feel,

I think a Arbites vs various cults mod sound promising, can be expanded to add all 4x chaos god cults and also the GSC could be added, maybe criminal gangs (Muttas?)

as additional later game weapons I could see the advanced autoguns, Judge Shotguns GSC autostubbers, maybe as late game weapon the melta...

I think adding Xenos is in the moment is not needed, the necromunda type approach should be more fitting (Arbites vs local treats)

Offline noflic

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #2 on: March 28, 2023, 01:15:32 am »
I'm getting the following error when I try to run Rosigmunda - pretty sure I've got the most up-to-date version of OXCE and the base 40k mod, and am not running ROSIGMA simultaneously, but maybe I've not copied something over correctly? (Edit: I might actually have the base TFTD files copied over for the other mods I run, since I generally put total conversions in different folders because I run some of them in different versions etc - is not having them what's causing the problem here?)

[27-03-2023_23-09-07]   [INFO]   OpenXcom Version: Extended 7.5.3 (v2022-02-07)
[27-03-2023_23-09-07]   [INFO]   Platform: Windows 64 bit
[27-03-2023_23-09-07]   [INFO]   Data folder is:
[27-03-2023_23-09-07]   [INFO]   Data search is:
[27-03-2023_23-09-07]   [INFO]   - C:/Users/.../Documents/OpenXcom/
[27-03-2023_23-09-07]   [INFO]   - C:/Users/.../Desktop/Rosigmunda/
[27-03-2023_23-09-07]   [INFO]   User folder is: C:/..../Desktop/Rosigmunda/user/
[27-03-2023_23-09-07]   [INFO]   Config folder is: C:/..../Desktop/Rosigmunda/user/
[27-03-2023_23-09-07]   [INFO]   Options loaded successfully.
[27-03-2023_23-09-07]   [INFO]   SDL initialized successfully.
[27-03-2023_23-09-09]   [INFO]   SDL_mixer initialized successfully.
[27-03-2023_23-09-09]   [INFO]   Attempted locale:
[27-03-2023_23-09-09]   [INFO]   Detected locale: C
[27-03-2023_23-09-09]   [INFO]   Attempting to set display to 1366x768x8...
[27-03-2023_23-09-10]   [INFO]   Display set to 1366x768x8.
[27-03-2023_23-09-10]   [INFO]   Loading data...
[27-03-2023_23-09-10]   [INFO]   Scanning standard mods in ''...
[27-03-2023_23-09-13]   [INFO]   Scanning user mods in 'C:/Users/.../Desktop/Rosigmunda/user/'...
[27-03-2023_23-09-31]   [ERROR]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[27-03-2023_23-09-31]   [INFO]   Active mods:
[27-03-2023_23-09-31]   [INFO]   - 40k v034
[27-03-2023_23-09-31]   [INFO]   - 40k_rosigmunda v0.2
[27-03-2023_23-09-33]   [INFO]   Loading begins...
[27-03-2023_23-09-33]   [INFO]   Pre-loading rulesets...
[27-03-2023_23-09-33]   [INFO]   Loading vanilla resources...
[27-03-2023_23-09-35]   [INFO]   Loading rulesets...
[27-03-2023_23-09-47]   [WARN]   Unknown script name '40k_rFMU_psiskill_as_secondary_experience' for 'delete' at line 74
[27-03-2023_23-09-50]   [INFO]   Loading rulesets done.
[27-03-2023_23-09-50]   [INFO]   Loading fonts... Font.dat
[27-03-2023_23-09-54]   [INFO]   Lazy loading: 1
[27-03-2023_23-10-39]   [INFO]   Loading custom palettes from ruleset...
[27-03-2023_23-10-39]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[27-03-2023_23-10-39]   [INFO]   Making palette backups...
[27-03-2023_23-10-39]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[27-03-2023_23-10-39]   [INFO]   After load.
[27-03-2023_23-10-39]   [ERROR]   During linking rulesets of research:
Error processing 'STR_APOTHECARY_DW' in research: Unknown research 'STR_GENERALLOCK'

« Last Edit: March 28, 2023, 01:17:24 am by noflic »

Offline Simi822

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #3 on: March 28, 2023, 08:35:23 am »
had the same, had to disable EVERYTHING  only have 40k and Rosigmunda...no Intro, no etc and then it works /for me/

Online Meridian

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #4 on: March 28, 2023, 08:46:35 am »
I'm getting the following error when I try to run Rosigmunda - pretty sure I've got the most up-to-date version of OXCE

The log says you have OXCE version 7.5.3 from February 2022, which is well over a year old.
There have been many updates since then.

Offline noflic

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #5 on: March 28, 2023, 03:26:39 pm »
The log says you have OXCE version 7.5.3 from February 2022, which is well over a year old.
There have been many updates since then.

D'oh! I was sure I'd downloaded the newest version - I think I probably got confused by the bit on the base 40k download page where it asks for 7.5.3. That's quite likely to be the problem, then; I'll try again with the actual newest version of OXCE.

Online Meridian

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #6 on: March 28, 2023, 03:36:53 pm »
I have tried as well and it seems to be running fine with OXCE v7.8.

Offline Buscher

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #7 on: April 02, 2023, 03:43:26 pm »
Thanks for looking at the mod and making sure it runs!

In the development I turned Rosigmunda into a mastermod dependent on the 40k so that might help in the long run with possible problems and confusions.

As for plans, yes it's going to be all the cults (4 Chaos Gods + GSC) in the long run with a few other things mixed in. Daemons and Xenos being a rather rare thing to face. There are some ideas for the plot and I roughly know where I want to go for the grand finale. I would just need to have a lot of spare time and energy :)

Offline noflic

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #8 on: April 02, 2023, 11:22:14 pm »
Same problem again, and I don't see how it can be OXCE this time. I'm definitely using v34 of the 40k mod, too. Any ideas?

[02-04-2023_21-16-13]   [INFO]   OpenXcom Version: Extended 7.8 (v2022-10-29)
[02-04-2023_21-16-13]   [INFO]   Platform: Windows 64 bit
[02-04-2023_21-16-13]   [INFO]   Data folder is:
[02-04-2023_21-16-13]   [INFO]   Data search is:
[02-04-2023_21-16-13]   [INFO]   - C:/Users/...Documents/OpenXcom/
[02-04-2023_21-16-13]   [INFO]   - C:/Users/...Desktop/Rosigmunda/
[02-04-2023_21-16-13]   [INFO]   User folder is: C:/Users/.../Desktop/Rosigmunda/user/
[02-04-2023_21-16-13]   [INFO]   Config folder is: C:/Users/...Desktop/Rosigmunda/user/
[02-04-2023_21-16-13]   [INFO]   Options loaded successfully.
[02-04-2023_21-16-14]   [INFO]   SDL initialized successfully.
[02-04-2023_21-16-19]   [INFO]   SDL_mixer initialized successfully.
[02-04-2023_21-16-19]   [INFO]   Attempted locale:
[02-04-2023_21-16-19]   [INFO]   Detected locale: C
[02-04-2023_21-16-19]   [INFO]   Attempting to set display to 1366x768x8...
[02-04-2023_21-16-29]   [INFO]   Display set to 1366x768x8.
[02-04-2023_21-16-29]   [INFO]   Loading data...
[02-04-2023_21-16-29]   [INFO]   Scanning standard mods in ''...
[02-04-2023_21-16-31]   [INFO]   Scanning user mods in 'C:/Users/.../Desktop/Rosigmunda/user/'...
[02-04-2023_21-17-07]   [INFO]   FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[02-04-2023_21-17-07]   [INFO]   Active mods:
[02-04-2023_21-17-07]   [INFO]   - 40k v034
[02-04-2023_21-17-07]   [INFO]   - 40k_rosigmunda v0.2
[02-04-2023_21-17-09]   [INFO]   Loading begins...
[02-04-2023_21-17-09]   [INFO]   Pre-loading rulesets...
[02-04-2023_21-17-09]   [INFO]   Loading vanilla resources...
[02-04-2023_21-17-10]   [INFO]   Loading rulesets...
[02-04-2023_21-17-22]   [WARN]   Unknown script name '40k_rFMU_psiskill_as_secondary_experience' for 'delete' at line 74
[02-04-2023_21-17-24]   [INFO]   Loading rulesets done.
[02-04-2023_21-17-24]   [INFO]   Loading fonts... Font.dat
[02-04-2023_21-17-28]   [INFO]   Lazy loading: 1
[02-04-2023_21-18-30]   [INFO]   Loading custom palettes from ruleset...
[02-04-2023_21-18-30]   [INFO]   Creating a new palette: PALETTE_BASESCAPE_UICOLORS
[02-04-2023_21-18-30]   [INFO]   Making palette backups...
[02-04-2023_21-18-30]   [INFO]   Creating transparency LUTs for PAL_BATTLESCAPE...
[02-04-2023_21-18-30]   [INFO]   After load.
[02-04-2023_21-18-31]   [ERROR]   During linking rulesets of research:
Error processing 'STR_APOTHECARY_DW' in research: Unknown research 'STR_GENERALLOCK'


Offline Buscher

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #9 on: April 02, 2023, 11:48:14 pm »
Did you download the 0.2.1 release? I only get your issue when using the 0.2.

Offline noflic

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #10 on: April 03, 2023, 03:24:19 am »
Did you download the 0.2.1 release? I only get your issue when using the 0.2.

Thanks, that was indeed the problem - hadn't checked for a new version of this after updating OXCE. Looking forwards to trying it out!

Offline noflic

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Re: [STORY MOD] Rosigmunda (not compatible with ROSIGMA)
« Reply #11 on: April 25, 2023, 08:44:00 pm »
So, having got to the end of the demo: it's good fun, is the headline news! Some thoughts/suggestions - some of which you've no doubt thought of already, and some just echoing the other poster (also, I realise the current version is very early so none of this is meant as a complaint or hostile criticism!)

- Having the other cults and GSC will obviously help with enemy variety, but it'd also be nice for the different cults to have different rituals/mission objectives: eg for Nurgle cults you have to stop them infecting a water purifier (so a hard time limit/destroy the object mission?), Tzeentch you have to protect a local politician (or kill/capture one suspected to be turned), Slaanesh is a raid on some club/mansion, etc.

- Some sort of safehouse/manor raid, as in XCOM Files and Piratez, would be good mid-game missions for the above; everyday riot/ganger/mutie gangs would work for generated rather than story missions, and smuggling/subversive convoys could stand in for UFOs.

- In general, it does feel like the 4 chaos cults and GSC are the obvious ones to have fixed missions generated/unlocked by research, and missions generated on the fly should focus on the general chaos (small c!) of the Imperial underworld. The prison break missions are a really nice example of the latter as well as having lots of blind corners and short lines of fire (though the heavy bolter turrets currently do an awful lot of the work for you), which helps emphasise that Arbites are space-fascist SWAT units rather than a massed-battle army. Forcibly putting down a gang war is another obvious non-story mission, though I don't know (and don't remember ever seeing) whether OXCE can do 3-way fights.
--Edited to add: a lot of this depends on how tight you want it to be/how much spare time you're willing to spend on it, of course! It's really easy for me to sit here and go "hey, this would be cool", and maybe you just want to keep it story mission only. Your call; it's a free mod and I've already had fun with it. But stuff like a rogue psyker purge, or a mutant attack, etc would be a bit of a refresher, add things to do while researching new story missions rather than spin through a month on speed 6, and also add to the Necroumunda/Imperium feel: near-total societal collapse with a thin veneer of state authority just-about maintained by unremitting armed violence, etc etc

- The above got me thinking that I'd love to be able to really lean into the Necromunda and play as a gang (work for or raid guilders! Fight enforcers! Find a boltgun you can only use, like, twice per battle!), but I suspect it'd be a huge amount of extra work, and really I just miss my old 1e Orlock gang. Still, though!

- The rituals currently seem to autocomplete on turn 2 and there's no hostages/sacrifices; I get that there's no penalty for the rituals completing, but it feels a bit disappointing that there's no way to stop them as there is in ROSIGMA (and I assume the base 40k mod).
-- Relatedly, the daemons might need beefed up, so that i) there's a motivation to stop the rituals, ii) they're a bit more suitably terrifying; I killed the winged demon in the final mission with an autopistol, which is a bit eh.

- Weapons/craft: to echo the other posters, webber guns are an obvious add for non-lethal and HQ autoguns, lawgiver shotguns etc would be a nice step up (also, the flamer's currently called a "flamethrower" in-game, which bugs me more than it should). It's just occurred to me that it's probably even possible to mimic an Executioner round using the blaster bomb/waypoints system, if a bit fiddly. For craft, a repressor/arbites chimera seem like logical additions (and the latter alrady exists), but a four-or-five person bike patrol would be a neat fast-but-low-numbers early alternative to the Arvus. (Might depend on if you want to include bikes as HWPs though, I guess)

- Melee seems bizarrely whiffy considering the emphasis on capturing key people, and more so than in other mods; I had three dedicated melee units and between them they got maybe four/five takedowns across fifteen-odd missions. I don't know what the reason is (low accuracy on the shock maul and low starting melee accuracy, maybe?) or if it's just XCOM being XCOM, but there were multiple missions where panicked priest or aspiring champion got corned and then had three grizzled Arbites wave shock mauls threateningly at them for two-three rounds in a row. It is, on the other hand, very, very funny.

- Cybermastiffs: perfect, no notes

I realise I've ended up writing an awful lot there, but it's a really promising mod already and it'd be great to see more.
« Last Edit: April 25, 2023, 09:02:00 pm by noflic »