Author Topic: 40k  (Read 218405 times)

Offline bulletdesigner

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Re: 40k
« Reply #630 on: October 22, 2020, 03:47:49 am »
1- There is A CRITICAL BUG, you got to wait until next update that should be soon since the next mission map and an critical item is missing, error on your part

2-About the chapter army you must save send, because the only requisite is stormeagle and high tier

research:
  - name: STR_CHAPTERARMYR
    dependencies:
      - STR_MARINES_STRATEGY
      - STR_HIGHTIER_PREREQ
      - STR_STORMEAGLE_INTERCEPTOR
« Last Edit: October 22, 2020, 01:49:27 pm by bulletdesigner »

Offline ohartenstein23

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Re: 40k
« Reply #631 on: October 31, 2020, 07:19:01 pm »
Version 026 is in the process of being uploaded! Bulletdesigner has been hard at work adding the Adeptus Arbites as a new player faction, hope you enjoy them! This version will also be compliant with more recent OXCE releases, so you can safely use the latest OXCE with 40k again. You can download from our mod.io page!

Offline Doc

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Re: 40k
« Reply #632 on: November 04, 2020, 05:14:01 am »
Congrats on another big addition. I see the Arbites in there of course, but are there any other changes this version?

Offline ohartenstein23

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Re: 40k
« Reply #633 on: November 04, 2020, 05:23:49 am »
We have a changelog channel on our discord server and thread here on the forum.

It's also available next to the download icons on the mod.io page.

Offline Doc

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Re: 40k
« Reply #634 on: November 04, 2020, 06:11:11 am »
Ah of course, I didn't notice the changelog had updated! Great looking stuff, thanks for the continued mod support!

Edit:

Quote
- Signal armor now provides airstrike


Curious to see what the Guard Officer vox placeholder gets now that this is possible.
« Last Edit: November 04, 2020, 07:02:24 pm by Doc »

Offline ohartenstein23

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Re: 40k
« Reply #635 on: November 06, 2020, 11:21:29 pm »
The airstrike added here is just a built-in firearm that looks and sounds like an airstrike and takes significant extra work to make it not function underground. It's likely the Officers might get something else instead.

Version 027 is out, mostly bugfixes but also a taller, better looking base defense map. Get it from from our mod.io page!

Offline Gnelf88

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Re: 40k
« Reply #636 on: November 12, 2020, 08:10:17 pm »
Not sure if this is the place to ask, but is there a way to adjust the frequency of certain missions? all I get is imperial guard and orks, with the occasional aircraft. I'm stuck in a bit of a loop where I need better gear to survive imp/ork missions but never get said missions, apart from when the stars align and a comet passes over the earth. is there a way to decrease the spawn rate of the imp/ork crafts or increase the normal chaos marine missions?

Offline Silverwolf

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Re: 40k
« Reply #637 on: November 13, 2020, 01:20:10 pm »
Not sure if this is the place to ask, but is there a way to adjust the frequency of certain missions? all I get is imperial guard and orks, with the occasional aircraft. I'm stuck in a bit of a loop where I need better gear to survive imp/ork missions but never get said missions, apart from when the stars align and a comet passes over the earth. is there a way to decrease the spawn rate of the imp/ork crafts or increase the normal chaos marine missions?

Sounds like you're in extreme early game, chaos starts to rise around april. You can graph scout for chaos activity before you get good radar coverage.

Finally, chaos guard missions are optional, and orks in early game are only relevant if they're doing terror missions. Rest are optional. A few extra ork outposts in early game is actually a good thing for later on.

Offline Gnelf88

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Re: 40k
« Reply #638 on: November 15, 2020, 02:03:26 pm »
Sounds like you're in extreme early game, chaos starts to rise around april. You can graph scout for chaos activity before you get good radar coverage.

Finally, chaos guard missions are optional, and orks in early game are only relevant if they're doing terror missions. Rest are optional. A few extra ork outposts in early game is actually a good thing for later on.
Thank you very much, yes I played for a bit longer and they do start showing up. need to work on my patience  ;D

Offline ohartenstein23

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Re: 40k
« Reply #639 on: December 14, 2020, 08:22:32 pm »
Version 028 is released - enjoy a series of above-ground outposts as a new style of base for your troops, purchasable manufacturing components, and updates to a few enemy missions! As usual, the release is available on our mod.io page!

Offline 40kfan

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Re: 40k
« Reply #640 on: December 15, 2020, 07:18:40 am »
Great! Been waiting for this update!

Offline EuchreJack

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Re: 40k
« Reply #641 on: December 16, 2020, 03:17:26 am »
Game won't run, got an error on install:
failed to load '40k'; mod disabled
Weapon STR_SHOTGUNPD has clip size 0 and no ammo defined. Please use 'clipSize: -1' for unlimited ammo, or allocate a compatibleAmmo item.

...It's a bug with those new Chaos Shotguns
« Last Edit: December 16, 2020, 03:28:02 am by EuchreJack »

Offline ohartenstein23

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Re: 40k
« Reply #642 on: December 16, 2020, 04:01:52 am »
It's not a bug with the Chaos shotguns. You ran the mod using OpenXcom (OXC), not OpenXcom Extended (OXCE). You will need to install and run the mod using OXCE, as per the instructions on the mod.io page.

Offline EuchreJack

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Re: 40k
« Reply #643 on: December 17, 2020, 04:52:05 am »
Thanks, that worked!

Just fought my first Traitor Guard unit with Chimeras.  Is there any way to take them over in-battle?
« Last Edit: December 17, 2020, 04:54:18 am by EuchreJack »

Offline ohartenstein23

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Re: 40k
« Reply #644 on: December 17, 2020, 05:10:08 am »
If you mean commandeer them and gain control of the turrets, then no, that's not possible.