Author Topic: 40k  (Read 107790 times)

Offline warbear1976

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Re: 40k
« Reply #540 on: January 19, 2020, 09:41:37 pm »
They open at the end of the first turn normally, have you tried just pressing end turn?
Man, Imperial citisents are dying outside!!! Why aren't those stupid droppods letting me out?!!

Offline warbear1976

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Re: 40k
« Reply #541 on: January 23, 2020, 03:54:33 pm »
Don't deal with waggons, go for there base, also they are not mandatory missions
Ten melta shots wasn't enough to destroy the cannon turret. And when I managed to destroy the minigun turret, the cannon faught back, killing all my men immediately.

Online ohartenstein23

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Re: 40k
« Reply #542 on: January 23, 2020, 04:35:12 pm »
Melta damage drops off with distance - you can see how much by holding ALT while aiming with it. I'm guessing you weren't close enough to melt the armor.

Offline warbear1976

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Re: 40k
« Reply #543 on: January 24, 2020, 09:38:49 am »
Melta damage drops off with distance - you can see how much by holding ALT while aiming with it. I'm guessing you weren't close enough to melt the armor.
I was right next to the wagon, it's the only safe place: you shoot, then you get in and it can't kill you. That is why I'm pretty sure my shots were accurate and had the maximum power. I only could destroy both turrets after having spent six hours on it, it took me thirty five crak grenades and in the end, when I tried to shoot it with a rocket louncher, my space marine didn't have enough time points to get in, so the cannon turret tried to kill him, but as he was standing right next to it, it destroyed itself instead.
Really, those ork wagons can't be that tough! I don't know a lot about the 40k lore, but I thought melta takes down wateaver it is used against, except spaceships, probably. Ten melta shots, several crack rokets and a bucketful of crack grenades is way too much.

Offline bulletdesigner

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Re: 40k
« Reply #544 on: January 24, 2020, 01:21:13 pm »
For single Shot´s Use the Lascannon or fire, For combine fire , use meltas  with other small arms. Also We are balancing the difficult be equal to all , so we dont have this issues , where we can´t tell if it´s easy or hard, because it depends on difficult level.

Offline warbear1976

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Re: 40k
« Reply #545 on: January 27, 2020, 11:08:16 am »
Oh, I'm playing at the easiest level.

Online ohartenstein23

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Re: 40k
« Reply #546 on: February 21, 2020, 03:21:15 am »
Version 024 is now live - we have some big visual updates with a new set of Geoscape UI colors, short cutscenes for briefings, and new terrains, plus the option to select between Space Marines and Imperial Guard at the very start of your campaign! Check it out on our mod.io page!

Offline HumanTraitor

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Re: 40k
« Reply #547 on: February 22, 2020, 10:51:48 am »
This looks quite nice. Too bad I'm burned out with WH40k, the mod is promising. Are the different campaign options future playable factions besides Sphees Mahrines! and the IG, such as say orks? Will there be options to do techno-heresy and innovate by researching and producing stuff that is not a thing in the lore (ie: A rapid-fire meltagun)?

Lastly but not least: While the units having voiced lines is a nice touch, it gets annoying quickly. Is there a way to disable them?

Online ohartenstein23

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Re: 40k
« Reply #548 on: February 22, 2020, 03:54:50 pm »
The Sisters of Battle are the next planned faction, and we're almost ready to make it in this release. We won't do non-Imperial player factions for this mod since that would require too much work on top of our infrastructure for the campaign. However, we'd probably be willing to share resources with someone who wants to take up making a new mod.

We likely won't be creating new weapons that aren't in the lore already, there's plenty of content to keep us busy sticking within lore.

To turn off the unit response sounds, you just need to find

Code: [Select]
enableUnitResponseSounds: true

and switch it to false. Probably in the vars ruleset. You can also turn down the frequency of them if you want to here them but not too often.

Offline HumanTraitor

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Re: 40k
« Reply #549 on: February 22, 2020, 04:33:53 pm »
Thanks for the answers!

Shame about the lack of innovation/techno-heresy. Perhaps if you go Chaos, this would be an option in the far future?
Speaking of innovation: Will the Adeptus Mechanicus become a playable faction? They do have tons of fun toys, and two separate armies (techpriests' own stuff and the Skitarii).

Online ohartenstein23

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Re: 40k
« Reply #550 on: February 22, 2020, 04:44:14 pm »
Yes, I was thinking admech or maybe inquisitors would be next in terms of the amount of effort required, but that's still a ways off. New units/soldier types and craft are the most work intensive part of the mod and the main limiting factor on factions added - it's taken us years to get 2-3, and only 1 is truly "done". So we usually pick what allows us to recycle the most bits - IG we already had the basic soldiers in flak and carapace, plus the Valkyrie and Lightning tilesets when I started working on them. The Sisters we had their basic unit, but bulletdesigner is adding a bunch of new armors and some craft for them. Admech will be harder since we'll have to make new unit sprites, but we can copy bits of others, say the servo-arms of the techmarine and support servitor and the robes from the servitor.

That being said, any other faction probably won't be ready soon. It takes a few months to get enough resources to release even the most basic version of a new faction.