Author Topic: 40k  (Read 92875 times)

Offline Esser2002

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Re: 40k
« Reply #360 on: May 07, 2018, 10:32:33 am »
This mod is the bane of my education. And daym it's hard. Just lost my second game on chapter master, ironman. That's not a bad thing, i love myself a challenge. 

About balance, i think shockmaul may be too weak. Idunno, it shouldn't replace normal melee weapons, but when i tried stunning one of my own, it took three soldiers full turn to get him stunned (he was mind controlled and i didn't want to hurt him)

I think melta should have shorter range, but be better vs armour.  Again, just a suggestion.
I also think devastators Dreadnaughts are too easily killed, and therefore 4 space marines are almost always a preferred option.
And i don't really use the guardsmen, i think they should be cheaper.

All of the above is just suggestions, just my thoughts on the subjects.
And could you change the year. Right now it says it's happening in 1999.

Edit: I meant dreadnaughts... fixed it now
« Last Edit: May 08, 2018, 11:04:11 pm by Esser2002 »

Offline bulletdesigner

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Re: 40k
« Reply #361 on: May 07, 2018, 08:52:35 pm »
This mod is the bane of my education. And daym it's hard. Just lost my second game on chapter master, ironman. That's not a bad thing, i love myself a challenge. 

About balance, i think shockmaul may be too weak. Idunno, it shouldn't replace normal melee weapons, but when i tried stunning one of my own, it took three soldiers full turn to get him stunned (he was mind controlled and i didn't want to hurt him)

I think melta should have shorter range, but be better vs armour.  Again, just a suggestion.
I also think devastators are too easily killed, and therefore 4 space marines are almost always a preferred option.
And i don't really use the guardsmen, i think they should be cheaper.

All of the above is just suggestions, just my thoughts on the subjects.
And could you change the year. Right now it says it's happening in 1999.


prepare yourself it´s gonna get a lot harder, i´m implementing the hunter killer´s , i´m testing mid campaign and it´s make me go around some bases, and don´t do some supply´s, so i don´t know the result on the beginning game

Shock maul is weaker to your men because marines have more armor, chaos marine have more health , so its harder to land hit your men due to high armor score compered to chaos

About the dead are easier to kill on beginning due to lasgun, more dificult to kill to the end since they take less damage on the storm bolter/ plasma. the easier enemies use lasgun.
Also depends on chaos faction plague marines give lot´s of wound, and 2x2 don´t take wounds, rubric are moral based  so dread is also safe there

And i don't really use the guardsmen, i think they should be cheaper. true it will make it a bit more cheaper

About the range, melta guns have no aimed, and dropoff 5 (limited range whiteout force), i only used to hard and ez to hit 2x2 target
multi-melta is the dread of the game, kill my veteran in one shot, i haven´t played much single melta
but now it´s better then las all around (1.2 to veicules and 1.0 to units)(las 1.4 veicules 0.8 units)
    damageAlter: #DA LAS
      ToArmor: 0.3
      ToHealth: 0.9
    damageAlter: #DA MELTA
      ToArmor: 0.4
      ToArmorPre: 0.0
      ToHealth: 0.8
    damageAlter: #DA multi melta
      RandomType: 2 #TFTD [50% - 150%]
      ToArmor: 0.8
      ToArmorPre: 0.2
      ToHealth: 1.6

Offline BoJustBo

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Re: 40k
« Reply #362 on: May 08, 2018, 12:53:32 pm »
About how finished is this mod, screens and vids make me salivate. Can't wait to try it out.

Offline bulletdesigner

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Re: 40k
« Reply #363 on: May 09, 2018, 04:11:41 pm »
The mod is 100% functional and working, full arc both campaigns. But i´m always adding new stuff, and doing more testing
currently i´m working around noise marines (slansseh faction miss then) and a lot of work on air combat with the introduction of Hunter killers (adding new ships, reskin some)
As i go along i find always more stuff to go around and complete, so dunno when i will release the 1.0

Offline bulletdesigner

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Re: 40k
« Reply #364 on: May 11, 2018, 09:33:12 pm »
New version UP (Latested OXCE+ required)
All brand new chaos craft´s interiors ,  HK´s and other rebalance

Offline Solarius Scorch

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Re: 40k
« Reply #365 on: May 11, 2018, 09:39:10 pm »
Such a pretty red, I want to take a bite. :)

Offline Dioxine

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Re: 40k
« Reply #366 on: May 17, 2018, 03:55:51 am »
Hey I started to play it again, and found a couple of what seems, bugs:
- inferno and plague bolts are buyable but unuseable;
- frag grenade costs 20k apiece, which is like, 40x more than similar items.

Offline bulletdesigner

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Re: 40k
« Reply #367 on: May 17, 2018, 01:54:44 pm »
Hey I started to play it again, and found a couple of what seems, bugs:
- inferno and plague bolts are buyable but unuseable;
- frag grenade costs 20k apiece, which is like, 40x more than similar items.

true, i will fixed it :P
about the frag´s nade i made to cost higher , but yes i will balance the other so it don´t look ridiculous, it´s been a while i start a fresh campaign so i leave some initial stuff pass by

Offline Dioxine

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Re: 40k
« Reply #368 on: May 18, 2018, 04:14:55 am »
Found 2 more small issues:
- Valkyrie Codex article isn't available from the start, it is revealed by Light Craft research (the one that unlocks landspeeder)
- Hell Talon sentries sometimes land, and the crewman is unarmed

Offline Crashdown212

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Re: 40k
« Reply #369 on: May 18, 2018, 04:41:00 am »
So the last version i played was just before Chaos Divided. I'm about to start a new campaign and was wondering what exactly Chaos Divided is?

Offline bulletdesigner

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Re: 40k
« Reply #370 on: May 18, 2018, 12:17:03 pm »
Found 2 more small issues:
- Valkyrie Codex article isn't available from the start, it is revealed by Light Craft research (the one that unlocks landspeeder)
- Hell Talon sentries sometimes land, and the crewman is unarmed
thks Dioxine fixing right away

So the last version i played was just before Chaos Divided. I'm about to start a new campaign and was wondering what exactly Chaos Divided is?
4 new races for the 4 chaos gods

Offline Crashdown212

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Re: 40k
« Reply #371 on: May 19, 2018, 06:05:42 am »
my units arent able to leave the droppods...

Offline Iron_Drakon

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Re: 40k
« Reply #372 on: May 19, 2018, 07:46:06 am »
my units arent able to leave the droppods...

Pods don't open until after you end your first turn.

Offline Wolfstarr

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Re: 40k
« Reply #373 on: May 19, 2018, 11:19:24 am »
Hi bullet,

On the flying unit deamon you have a script in the rule set to custom configure the animation, is there anywhere the gives guidance on how to do this? I’m looking at a custom bit to animate my sectopod style animation constantly :)

Great work on this by the way!

Offline bulletdesigner

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Re: 40k
« Reply #374 on: May 21, 2018, 02:16:33 pm »
Hi bullet,

On the flying unit deamon you have a script in the rule set to custom configure the animation, is there anywhere the gives guidance on how to do this? I’m looking at a custom bit to animate my sectopod style animation constantly :)

Great work on this by the way!

Hi Sidequest thks, also i see you already resolved the issue in other topic either way, i´m 0 at script i wouldn't help much