Author Topic: 40k  (Read 130780 times)

Offline HT

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Re: 40k
« Reply #555 on: April 02, 2020, 07:25:24 pm »
Why? Was it because it shows them as relatable people? Because their gear makes Sphees MAHRINES! (TM) look like weaklings (which they do)? Because Necrons aren't OP enough here?

Offline Solarius Scorch

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Re: 40k
« Reply #556 on: April 03, 2020, 09:58:58 am »
Why? Was it because it shows them as relatable people? Because their gear makes Sphees MAHRINES! (TM) look like weaklings (which they do)? Because Necrons aren't OP enough here?

-_-

Yeah, whatever. That game (and its lore) was a bad joke. AM do not operate that way, they do not think that way, and it was a perversion of their culture and beliefs.

Offline Anzora

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Re: 40k
« Reply #557 on: April 04, 2020, 05:26:01 pm »
Just discovered this mod, and I'm loving it so far. However, when I'm playing as imperial guard, I find that my guardsmen can barely throw a grenade 4 or 5 squares away, whereas traitor guardsmen are routinely throwing grenades from across the map, easily further than lasgun range. I'm struggling on a lot of missions, when traitor guard throw 2 or 3 grenades into my chimera on the first turn and kill half my men. Is this intended behaviour?

Offline ohartenstein23

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Re: 40k
« Reply #558 on: April 04, 2020, 06:52:48 pm »
Traitor Guardsman are very well trained and have high strength, which translates to long throwing range. Your guardsmen can get fairly high strength, but it takes a lot of training. However, you get access to Ogryn who can have even higher strength by default - they make pretty grenadiers from the get-go.

Offline mrbiasha

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Re: 40k
« Reply #559 on: April 05, 2020, 12:13:10 am »
Those grenade throws out of darkness sometimes take me by surprise too. Pretty nasty surprise, I must admit. But generally even elite traitor guardsmen are not that tough in terms of armor and health, and this at least gives them some edge.

Offline HT

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Re: 40k
« Reply #560 on: April 06, 2020, 11:25:40 am »
-_-

Yeah, whatever. That game (and its lore) was a bad joke. AM do not operate that way, they do not think that way, and it was a perversion of their culture and beliefs.

Regardless, the powerful weapons shown in the game could work as an inspiration for this mod once/if the Mechanicus faction is ever included.

Offline Solarius Scorch

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Re: 40k
« Reply #561 on: April 06, 2020, 10:20:29 pm »
Regardless, the powerful weapons shown in the game could work as an inspiration for this mod once/if the Mechanicus faction is ever included.

Yeah, it had solid amount of content after all. I wont deny its usefulness.

Offline panzertoter

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Re: 40k
« Reply #562 on: April 07, 2020, 03:04:22 am »
A quick question: how the adamantium forge works? It turns promethium to adamantium as I understand, but how? I built it, but in the manufacturing screen I can't see the option to do that.

Offline ohartenstein23

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Re: 40k
« Reply #563 on: April 07, 2020, 03:25:14 am »
Having the adamantium forge at your base should make the manufacturing project available. If you don't see it, check the "Hidden" filter from the upper-left corner of the the manufacturing project screen to make sure you didn't accidentally hide it by right-clicking the project.

Offline panzertoter

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Re: 40k
« Reply #564 on: April 07, 2020, 03:51:37 am »
Having the adamantium forge at your base should make the manufacturing project available. If you don't see it, check the "Hidden" filter from the upper-left corner of the the manufacturing project screen to make sure you didn't accidentally hide it by right-clicking the project.

Yes! That was it! Thank you! Also, if I can repeat my question from another thread: I can't see "space used" indication in sell/sack, transfer, purchase etc. screens. Is it standard mod behaviour or something isn't working on my side?

Offline ohartenstein23

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Re: 40k
« Reply #565 on: April 07, 2020, 04:06:24 am »
Transfer doesn't have it, but Sell/Sack and Purchase should have it. What language do you have set in your options?

Offline panzertoter

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Re: 40k
« Reply #566 on: April 07, 2020, 04:14:32 am »
Transfer doesn't have it, but Sell/Sack and Purchase should have it. What language do you have set in your options?

English (UK)

Offline ohartenstein23

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Re: 40k
« Reply #567 on: April 07, 2020, 05:06:45 am »
You should still be able to see space used in the purchase screens, like in the screenshot I've attached. Can you post screenshots of the screen/screens where you're missing the space used?

Offline panzertoter

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Re: 40k
« Reply #568 on: April 07, 2020, 10:27:00 am »
Here, both sreens attached.

Offline Conquest375

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Re: 40k
« Reply #569 on: April 07, 2020, 03:08:40 pm »
I've been having a lot of fun with this mod, I've just downloaded it and playing it since last Friday, but I do have one critique and that it's I'm going the Devastator route and I find it strange that despite having soldiers with 100+ strength, there's not really many weapons that take advantage of that and makes me wonder what the purpose of the devastator armor is. Have I missed something?