aliens

Author Topic: 40k  (Read 448646 times)

Offline ohartenstein23

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Re: 40k
« Reply #315 on: April 11, 2018, 03:58:18 pm »
Anyway i´m fusing 40k logistic now that i already made the valkyrie

That looks great! And thanks for including this.

Offline Solarius Scorch

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Re: 40k
« Reply #316 on: April 11, 2018, 05:05:32 pm »
Absolutely fantastic!
I think the green is a tad too bright, though. Just my preferences.

Offline DoxaLogos (JG)

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Re: 40k
« Reply #317 on: April 11, 2018, 05:33:42 pm »
Agreed! Looks amazing!  Green is a tad bright, in my opinion.

Offline bulletdesigner

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Re: 40k
« Reply #318 on: April 12, 2018, 09:40:59 pm »
That looks great! And thanks for including this.
i´m the one who says thanks , also i will includ credits to u

after taking your opinions i put the green darker , its a shame we can chose camouflage and such so each mission 
also made  all the mcd reminds of valk even in fps

Offline ohartenstein23

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Re: 40k
« Reply #319 on: April 12, 2018, 09:55:27 pm »
In that second-to-the-last image, it looks like there's a hole in the LOFTemps for the wall just below the wing near the front - is this an actual entrance to the craft?  If it isn't, then getting shot through there would be pretty frustrating.  The valkyrie itself looks great, and I can't wait to throw Guardsmen into the fray using it.

By the way, I've been using the modified pods in my campaign, and they feel great! I hope Meridian includes the hiding the craft map code, it really makes the effect.

Offline bulletdesigner

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Re: 40k
« Reply #320 on: April 12, 2018, 11:03:16 pm »
yap 2 slide doors just like in the original model , that one was open when taking the fps shot´s

Offline ohartenstein23

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Re: 40k
« Reply #321 on: April 12, 2018, 11:47:24 pm »
Ah, didn't know that, I was just expecting a single-entrance deployment.  That'll be useful to have the doors.

Offline bulletdesigner

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Re: 40k
« Reply #322 on: April 13, 2018, 11:21:34 pm »
New version UP , with all new stuff (ufopedia still a mess)

Offline ohartenstein23

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Re: 40k
« Reply #323 on: April 14, 2018, 05:25:01 pm »
A suggestion for dreads, since they were originally implemented as HWPs - I wrote the code for a tag on armor that allows it to determine whether a soldier needs wound recovery time.  This was intended to simulate things like HWPs as 'soldiers' but not have them need wound recovery time, and I think it would be fitting to put on dreads.  An example of the code looks like this:

Code: [Select]
armors:
  - type: DREAD_ARMOR1
    instantWoundRecovery: true

Offline bulletdesigner

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Re: 40k
« Reply #324 on: April 16, 2018, 03:13:17 am »
i will use that code also for the sentinel, also i´m correcting moving sounds for 2x2 armors and other misc

Offline ohartenstein23

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Re: 40k
« Reply #325 on: April 18, 2018, 05:20:22 pm »
Was looking in the ruleset to copy some things to make Sargent Joan a real soldier type instead of just a HWP, and I noticed that you have "recover: false" for the master-crafted heavy plasma, I'm guessing because her heavy plasma is built-in to the armor and could be recovered otherwise, but this means that regular MC heavy plasma guns are only useful for one mission.  Might be a good idea to give her a copy of the MC heavy plasma that's a fixed weapon and can't be recovered, and remove "recover: false" from the regular MC heavy plasma.

Offline bulletdesigner

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Re: 40k
« Reply #326 on: April 19, 2018, 01:20:15 am »
Was looking in the ruleset to copy some things to make Sargent Joan a real soldier type instead of just a HWP, and I noticed that you have "recover: false" for the master-crafted heavy plasma, I'm guessing because her heavy plasma is built-in to the armor and could be recovered otherwise, but this means that regular MC heavy plasma guns are only useful for one mission.  Might be a good idea to give her a copy of the MC heavy plasma that's a fixed weapon and can't be recovered, and remove "recover: false" from the regular MC heavy plasma.

y, that´s a good idea , i haven´t done it due to patient and time to do so

New version Up , with lot of corrections
correct sprites/ % on ufopedia/ ufopedia corrected/ item categories for itens
Also i made a new armor for the guard pilots, but end up a bit useless since armor stat´s don´t incress in piloting :S (anyone knows a  way around that?)

Offline ohartenstein23

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Re: 40k
« Reply #327 on: April 19, 2018, 04:00:42 am »
I can share my personal mod that has the code to turn Sgt. Joan into a soldier if you'd like.

As for the pilots, no, armor cannot cause stat increases for craft accuracy/dodge/approach speed.  A way around it would be to create another soldier type for Guardsmen pilots that has higher reactions/firing/bravery stats and that get a copy of all Guard armors, but each of those copies of the armor lower their stats back to matching with regular Guardsmen in the battlescape.

Edit: I don't know whether it's a bug or not, but I've not been getting any Promethium from landed enemy craft, and am starting to worry about my dwindling stockpile as I start to research craft that require it as fuel.
« Last Edit: April 19, 2018, 05:05:31 am by ohartenstein23 »

Offline bulletdesigner

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Re: 40k
« Reply #328 on: April 19, 2018, 03:41:58 pm »
share it , i will merge it with the main mod

also i will do the closed drop pod´s next

Offline ohartenstein23

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Re: 40k
« Reply #329 on: April 19, 2018, 03:57:41 pm »
Here's the mod - I don't recommend merging all of it without review, as it has some personal preference choices such as re-balancing the Melta to have ToArmorPre and changing the spread of pellets from the shotgun.