Author Topic: 40k  (Read 130777 times)

Offline ohartenstein23

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Re: 40k
« Reply #570 on: April 07, 2020, 03:26:41 pm »
Here, both sreens attached.

You have the option "Storage Limits Enforced" turned off.

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?

Glad you're enjoying the mod. Devastator armor's strength bonus is meant to allow you to more easily care heavy weapons like the heavy bolter and missile launcher along with extra ammo and not slow down. There are eventually weapons that have 100+ weight too.

Offline panzertoter

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Re: 40k
« Reply #571 on: April 07, 2020, 03:32:43 pm »
Thank you!

Offline Conquest375

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Re: 40k
« Reply #572 on: April 07, 2020, 05:00:48 pm »
Thank you!

I understand that the extra weight helps, however, the extra weight doesnt seem very worth it at the massive cost of at aima, because lascannons end up being lighter than either rockets or heavy bolters. I wvwm have marines biscuit armor with heavy bolter react fire against some mob types. The only weapon I've come across with more weight has been the thunder hammer, and that took me 2 tiers of terminator to even research  well past the point of devastator armor. I think it would be nice if in the early tier if you could have acsess to an even heavier but more accurate bolter, or special types of ammo unique to the devastator route.

Offline Conquest375

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Re: 40k
« Reply #573 on: April 07, 2020, 05:06:43 pm »
What really got to me is that when I unlocked lascannons and went to put them into my troops, many of them just didn't get any bonus from the devastator armor, unless I wanted to back pack a single weapon, and while that was someone useful, it  would be nice to have some in between medium, I'm currently in. Idtier and hoping that I get better devastator gear to go with my termimators.

Offline Bubs

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Re: 40k
« Reply #574 on: April 16, 2020, 09:29:19 pm »
So i recently got back into the game. Did they up the AI? Cause i feel like the bots are ridiculously hard now... Also it seems i cant choose my strategy focus? I only get research for the beginning of untainted, and (started game). Is this suppose to be normal? Or did my game bug out?? I've created 8 different games wondering if its a bug or just how it is suppose to be now? Anyone know if this is correct?

Offline ohartenstein23

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Re: 40k
« Reply #575 on: April 16, 2020, 10:07:27 pm »
The AI has not changed, but the difficulty was normalized across all starts so we can pick factions at the start of the campaign. We've replaced the difficulty selection with faction selection. Out of curiosity, which language are you using? The campaign start screen should give you the choice of:
  • Space Marines
  • (reserved for later)
  • (reserved for later)
  • (reserved for later)
  • Imperial Guard

If you want to pick a strategy, you should pick the top option, then start the research for your strategy.

Offline Bubs

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Re: 40k
« Reply #576 on: April 17, 2020, 03:51:35 am »
I am playing English US. Also that does make sense why the game seems much harder now. I do always pick space marines, however the research to pick my strategy never comes up? It only gives me these two. I've tried researching each individually before they delete the other research. Simultaneously to make sure i get both. But for me it seems they don't really do anything. After i research them, i don't get any more research projects after them. Only until i capture enemy war gear or body's do i get new research project's.

This isn't suppose to be how the game should work, is it?

Offline ohartenstein23

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Re: 40k
« Reply #577 on: April 17, 2020, 04:22:48 am »
You're playing on an old OXCE version, you need to update. The version you're using doesn't have the research features we use for the start of the game.

Offline Bubs

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Re: 40k
« Reply #578 on: April 17, 2020, 04:32:28 am »
Yes this was the problem! Thank you very much for the help. I can finally get back to smiting the foes of the Emporer!

Offline Alpha Tomato

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Re: 40k
« Reply #579 on: April 24, 2020, 06:54:06 am »
I've been following Ohartensteins playthrough on youtube while playing my own space marine game, and i understand things will be different because he uses an older version of the mod at the beginning, however, i see he captures a chaos Navigator fairly early on. I am now in March of the 2nd year and have yet to face any chaos terminators or chaos undivided traitors (apart from 1 terror mission i didnt have a squad available to complete so i went in and aborted). Is this normal? or am i meant to do something to trigger them to spawn, there's been over 25 bases spawned and none of the ones i've found have been undivided or terminators so i cant really progress.

What i'm wondering is whether i'm getting bad luck, am not checking enough of the map, or am missing something?

Thanks.

Offline ohartenstein23

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Re: 40k
« Reply #580 on: April 24, 2020, 03:38:44 pm »
The Navigator is just to unlock the Transmission Decoder, and it doesn't have to be specifically a Chaos Traitor marine - there are specific Raptors, Traitor Guardsmen, and Cultists that can unlock it too.

In the newer version of the mod we'll add more of the other factions to the research to unlock the "main story" missions. You may have been unlucky since the appearance of the various factions is completely RNG based, there's nothing you can do to change that but wait and get as much radar coverage as possible. If you haven't done the Sideoperations missions, you might try those to look for enemies to capture.

Offline TheIrishAce

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Re: 40k
« Reply #581 on: April 27, 2020, 04:25:45 am »
Can someone explain how to stop enemies throwing grenades across the map it's actually infuriating.  >:(

Offline bulletdesigner

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Re: 40k
« Reply #582 on: April 27, 2020, 03:02:42 pm »
enemy try´s to do the most damage, so if you group up they will throw nades, if you split unit´s they will do the math and not trow, also in cover of smoke they don´t throw nades

About the long yard throw we are trying to fix issue, since they have high STR so they can carry all weapons.
We are working in some way to reduce nade spam next version

Offline SuperSirStromming

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Re: 40k
« Reply #583 on: May 17, 2020, 08:50:18 pm »
I'm just getting into this awesome mod but I need help getting through some of the very first missions lol These orcs are really strong and I don't know how to deal with their tanks. If it was just the orc boys I could manage but these three tile high turrets make it really hard to out maneuver them. I tried using the missile launcher but I can only ever get a single shot off with my over encumbered marine before he gets gunned the tank because of the nature of the maps.

Offline bulletdesigner

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Re: 40k
« Reply #584 on: May 18, 2020, 03:10:00 am »
ork bases have several tiers, turrets only appear on high tier, strike some low tier bases and avoy trucks , also there are trucks without turrets , check their detail in interception. interception some times kills turrets if u really need to take down ork trucks.