Author Topic: 40k  (Read 92950 times)

Offline ohartenstein23

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Re: 40k
« Reply #345 on: April 24, 2018, 04:17:22 pm »
Another bug report - the Hellfire Missiles for the dread armor (not the HWP version) can't be loaded onto the craft.  It looks like it's because they don't have a bigob, so they can't be spawned as a battlescape item.

Edit: A suggestion too, about the storm bolter - it's possible to configure the snap shot to fire 2 bolts at once, which I think makes more sense than a single bolt with 2x health damage.  Dioxine and I think it'd work well to remove the extra ToHealth, add the double-shot to anything using the storm bolter clip, and then also give them an autoshot, maybe 6x.  The clip would probably also need 2-3x the ammo count.  What do you think?

Here's what the code would look like:
Code: [Select]
items:
  - type: STR_HB
    confSnap:
      shots: 2
    confAuto:
      shots: 6
    tuAuto: 40
    accuracyAuto: 60
I'll be testing it a bit in my campaign, I'll let you know how it works out.

More Edit: The storm bolter ruleset has a leftover "autoRange: 30" despite not having an auto shot.
« Last Edit: April 24, 2018, 08:00:24 pm by ohartenstein23 »

Offline Burktross

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Re: 40k
« Reply #346 on: April 24, 2018, 06:37:32 pm »
Hey all, new to the mod.  It's pretty awesome, but even though I moved the mod to the bottom of my load order and waited (several) turns, drop pods never seem to open up for me-- nor do they occlude vision.
Spoiler:

Offline ohartenstein23

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Re: 40k
« Reply #347 on: April 24, 2018, 06:43:48 pm »
Hey all, new to the mod.  It's pretty awesome, but even though I moved the mod to the bottom of my load order and waited (several) turns, drop pods never seem to open up for me-- nor do they occlude vision.
Spoiler:

The occlusion of vision is part of an edit to the engine that's waiting on Meridian to review it, but the rest should work.  Do you have the newest version (April 18th), and are you using OXCE+?

Offline Burktross

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Re: 40k
« Reply #348 on: April 24, 2018, 07:03:55 pm »
and are you using OXCE+?
Being new to Xcom, I suppose I figured that was just somehow referring to OpenXcom-- now it's working fine, thank you.

Offline Solarius Scorch

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Re: 40k
« Reply #349 on: April 24, 2018, 08:02:08 pm »
Being new to Xcom, I suppose I figured that was just somehow referring to OpenXcom-- now it's working fine, thank you.

Congrats on solving it so fast! Seriously, it's confusing to newcomers.
And good luck with the campaign :)

Offline bulletdesigner

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Re: 40k
« Reply #350 on: April 24, 2018, 08:50:06 pm »
hey, sorry about the delay solving the issue.(also merged the ufo correction)
just corrected along with some minor bugs (dread armor names swamped, gav ufopedia wrong, other ufopedia correction , etc)
new version Up
Senorita with the hellfire rockets from dread (now item solving dread missele issue)

Offline Esser2002

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Re: 40k
« Reply #351 on: April 26, 2018, 03:22:34 pm »
    Amazing mod, please don't stop working on it.
    Really tactical, and feels very 40k like, while still being xcom. Probably my favorite mod. Please don't stop working on bugfixes and balance changes. If you would like some constructive critisism, i have a few things you could consider.
    • Some item weights are very extreme. A chainsword weighting 5, and a boltpistol weighting 17. I like the idea of restricting heavy weapons to devestators, but i think this can be balanced a little more
    • My space marine scouts run out of energy, and are therefore unable to use all their timeunits, is this intentional? It makes sense that they are made to be able to dash over short distances, but i think this could be rebalanced. Generally the stat changes on armour could use some work imo. I don't think terminator armour should reduce energy.
    • How do i acquire an honor badge? i really want to build apothecary armour, but i don't know how.
    • In the codex, i can't find entries to guard lasweapons, and many of the entries have messud op colours on the pictures.
    • I think melee weapons feel weird to use. It would be cool if they were more different. The power fist and devestator melee weapon should use more TU's, but should deal wayyy more damage imo. Chainsword kinda makes combat knife useless, they should feel less alike.
    • I would like if my soldiers had bigger pockets, so they could have combat knifes/bolt pistols in their belts.

    I have a lot of negative points, but please don't think i dislike your work, i just have a few suggestions for improvement. All in all, i really love the mod, with interesting new types of enemies, weapons and reseach. The music and sound is a nice touch. Once you get all the filthy bugs fixed, this mod will the dream of every 40k fan.

Edit: And i also think the cannon fodder (guardsmen) is a too expensive.
« Last Edit: April 26, 2018, 07:32:38 pm by Esser2002 »

Offline bulletdesigner

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Re: 40k
« Reply #352 on: April 26, 2018, 08:01:15 pm »
hey Esser no worry´s, i need all the feedback i can get
i will try to answer all your points
1-yes your right, i will do it , don´t make sense chainsword weighting 5 , as i go along changing stuff, some get ignored
2- i know, the main reason is energy on the long run becomes the "mana" of the game for spells and other unit´s , so high tier unit´s like chaplain and captain get full blow energy , so is to enforce the KISS , "keep it simple and stupid" with only 4 stat´s variables for your solider ( health, energy, TU and moral)
3- since it´s the second time asked i will make a ufopedia(codex)  section explaining some stuff, long story short 3 ways a-bases b- space hulks c- some side missions
4- i´m currently playing more melee for test and i like , but it´s true knifes is useless i guess i will got to add a extra square to inv so be like other games (the no ammo alternative)
5- like the knif part not the bolter part (because i want scout armor to have inv advantage, so it won´t become useless)

I´m currently adding the melta damage and the new help codex part

Offline Esser2002

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Re: 40k
« Reply #353 on: April 27, 2018, 08:21:58 pm »
Maybe you could implement a feature, making ranged weapons at melee range less accurate (like in the tabletop game where you can't shoot in melee). I don't know how hard that is to code.

For melee weapons to be good, they need to be better than ranged weapons, once you get up close. Auto fire at point blank range is very deadly, and melee weapons should be even deadlier. Just keep that in mind when balancing.

And thank you for the work you spent making this mod, it's really good.

Offline bulletdesigner

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Re: 40k
« Reply #354 on: April 28, 2018, 02:09:48 am »
New version UP, with a critical fix

Maybe you could implement a feature, making ranged weapons at melee range less accurate (like in the tabletop game where you can't shoot in melee). I don't know how hard that is to code.
there is CQB in OXCE+ but i havent look into it and dunno the efects

For melee weapons to be good, they need to be better than ranged weapons, once you get up close. Auto fire at point blank range is very deadly, and melee weapons should be even deadlier. Just keep that in mind when balancing.
melee still is the best damage/TU relation and all are high damage weapons , but y maybe some auto weapons maybe better
at close range. I´m currently playing and correcting lot´s of bugs, i guess i can buff melee weapons

And thank you for the work you spent making this mod, it's really good.
thank you for playing it

Offline bulletdesigner

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Re: 40k
« Reply #355 on: May 02, 2018, 02:07:05 am »
The version of hell talon to add some escort fighters and give some more depth to the mod

Offline Solarius Scorch

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Re: 40k
« Reply #356 on: May 02, 2018, 10:14:18 am »
Beautiful!

Offline bulletdesigner

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Re: 40k
« Reply #357 on: May 03, 2018, 08:07:30 pm »
New fix up, with all new chaos craft look , with hell talon and hell blade

Offline davide

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Re: 40k
« Reply #358 on: May 03, 2018, 11:41:42 pm »
+1000 :P

Offline Meridian

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Re: 40k
« Reply #359 on: May 06, 2018, 06:51:12 pm »
The occlusion of vision is part of an edit to the engine that's waiting on Meridian to review it, but the rest should work.  Do you have the newest version (April 18th), and are you using OXCE+?

merged, will be available in next version