Author Topic: 40k  (Read 103010 times)

Offline bulletdesigner

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Re: 40k
« Reply #525 on: June 23, 2019, 03:12:08 pm »
Asked befored, theres a way to do it by map script but involves infinite work, meaning we make map spawn other tiles by research and map script, but those tiles are not part of the craft

Offline ohartenstein23

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Re: 40k
« Reply #526 on: July 03, 2019, 05:09:27 am »
Version 021 is being uploaded right now! We're proud to release re-worked final missions, including separate variations for the Imperial Guard and for going the path of corruption. bulletdesigner has also finished preparing the aux mod to allow you to change your Space Marine chapter to the Blood Angels. Get it fresh on the mod.io site now!

Offline ohartenstein23

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Re: 40k
« Reply #527 on: September 03, 2019, 10:37:25 pm »
Another update, containing lots of bugfixes! It also has some new Sentinels and bulletdesigner's hard work in making the minimap look nice. Version 022 is now available on our mod.io page.

Offline ohartenstein23

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Re: 40k
« Reply #528 on: October 12, 2019, 04:21:23 am »
If you've been watching this thread at all about unit response sounds, Version 023 is now live that includes the unit response feature! Get it from our mod.io page!

Offline Doc

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Re: 40k
« Reply #529 on: January 02, 2020, 03:41:15 am »
I have a small suggestion/request. What do you think about adding another ammo type to the shotgun, like a slug/ap round in addition to the buckshot? This is something well established in the 40k fluff and it would add some versatility to a weapon that imo struggles to find a niche when 90% of the enemies wear heavy armor.

Offline bulletdesigner

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Re: 40k
« Reply #530 on: January 02, 2020, 04:43:52 pm »
we can do that, i will add try to add it
since i´m no shotgun expert , i leave it here the code so everyone can see and give opinion

  - type: STR_SHOTGUN_SHELLS_AP #                        10711
    categories: [ STR_CAT_SHOTGUN, STR_CAT_SCOUT]
    shotgunBehavior: 1
    shotgunSpread: 25
    size: 0.1
    costBuy: 2500
    costSell: 1500
    weight: 3
    bigSprite: 236
    floorSprite: 119
    handSprite: 464
    hitSound: 22
    hitAnimation: 26
    power: 35
    damageAlter: #DA BOLTER AP+
      ArmorEffectiveness: 0.5
      ToArmorPre: 0.0
      ToArmor: 0.0
      ToHealth: 1.0
      ToStun: 0.5   
    damageType: 1
    clipSize: 8
    battleType: 2
    listOrder: 10711
    shotgunPellets: 6

Offline ohartenstein23

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Re: 40k
« Reply #531 on: January 02, 2020, 05:21:32 pm »
Shotgun slugs don't really have a place since the boltpistol and even the lasgun exist in the mod. Rather than make the shotgun do something it's not supposed to (deal with heavier armor), I've been working on making lighter-armored enemies more prevalent.

Offline Doc

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Re: 40k
« Reply #532 on: January 03, 2020, 01:51:41 am »
Works for me. What's the idea then, more cultists and the like deployed with Chaos Marines? The variety would be welcome.

Offline Mitra Lightbringer

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Re: 40k
« Reply #533 on: January 06, 2020, 12:47:03 am »
How do you guys deal with the Orks? When I destroy them with interceptors, they still have massive fuck-off weapons in crash, and my bolter-toting scouts can't deal with that. Maybe with some experience, or if I had some melta, but as the first mission? No.

Offline bulletdesigner

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Re: 40k
« Reply #534 on: January 06, 2020, 12:56:18 am »
Don't deal with waggons, go for there base, also they are not mandatory missions

Offline ohartenstein23

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Re: 40k
« Reply #535 on: January 06, 2020, 01:41:11 am »
I've had reports that the turrets aren't being destroyed very often when shooting them down. I have it on my list to check that out and see if I need to make it more likely that the turret gets destroyed when shot down.

For dealing with them otherwise, I use sniper rifles, heavy bolters, and missile launchers. Fire krak missiles at range to take out the turrets, then mop up the Orks with sniper fire.

Offline mrbiasha

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Re: 40k
« Reply #536 on: January 07, 2020, 06:57:57 pm »
I feel obliged to relay my personal experience with the mod: while dealing with traitor guardsmen, I always find one chimera properly destroyed after successful interception, but in case of orcish wagons I have never seen even one turret destroyed and they have insane reaction fire which can easily shred a space marine in proper armour and a devastator too. So, if you end up too close to a crash, delivering zeal and fury could be extra hard. In case of orcish bases I suggest smokescreens and at least 3-4 snipers if you do not possess proper tactical armour yet as they tend to readily use rockets on you, if they spot you. Also taking down armour usually present on site could be challenging without armour-piercing ammunition or heavy weapons.

Offline Doc

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Re: 40k
« Reply #537 on: January 14, 2020, 12:25:57 am »
I feel obliged to relay my personal experience with the mod: while dealing with traitor guardsmen, I always find one chimera properly destroyed after successful interception, but in case of orcish wagons I have never seen even one turret destroyed and they have insane reaction fire which can easily shred a space marine in proper armour and a devastator too. So, if you end up too close to a crash, delivering zeal and fury could be extra hard. In case of orcish bases I suggest smokescreens and at least 3-4 snipers if you do not possess proper tactical armour yet as they tend to readily use rockets on you, if they spot you. Also taking down armour usually present on site could be challenging without armour-piercing ammunition or heavy weapons.

I ended up cutting the health, accuracy and reactions of the turrets down a bit to the point where they go down in 1-3 rockets or melta bombs and aren't quite as certain to hit at range. They make a good challenge sure, and make you change tactics by denying you the open ground, but too often I found maps with turrets just turned into me tediously popping and shooting with rockets for round after round before mopping up.

Offline warbear1976

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Re: 40k
« Reply #538 on: January 19, 2020, 07:55:09 pm »
The droppods wouldn't let me out. What do I do to make them work?
Using OXCE.

Offline ohartenstein23

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Re: 40k
« Reply #539 on: January 19, 2020, 08:16:04 pm »
The droppods wouldn't let me out. What do I do to make them work?
Using OXCE.

They open at the end of the first turn normally, have you tried just pressing end turn?