aliens

Author Topic: [ADDON] ROSIGMA  (Read 155072 times)

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #255 on: November 05, 2022, 10:26:09 pm »
Question, in the Space hulk type - see attachment

where is the control panel which needs to be destroyed?

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #256 on: November 06, 2022, 12:52:15 am »
and second question of the day...so I captured Eldar Seers...and made them join...they are pretty good (worth the price and the work to catch them)
BUT why is the lightning attack aka "Eldar Light" not available? I like how they can detect enemies by using Psycher shieet but I would create a new icon /like the Krieg shovel/ and keep them this attack even when working for the Imperium as special feature

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #257 on: November 06, 2022, 03:49:09 pm »
Check on the floor below, there's 2 possible places for the Hulk computer to be down there.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #258 on: November 06, 2022, 05:38:29 pm »
OMG  that door there is really almost invisible...nice work

so the Eldar Seer when I use the "convert" option it doesn't have the special "force" lightning attack....if I train a Eldar on the eldar base then will it have it?

I have a Eldar base and I see the possible upgrades in the Soldiers menu...will they come available with experience? or how do I unlock the heavy weapon Eldar soldiers, the eldari "Dred" or the super heavy Eldari ship?




Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #259 on: November 13, 2022, 06:29:00 pm »
So its possible to finish also with Arbites...but practically the most useful unit is the Assasin that can randomly join
and second best are captured Eldar seers and/or Inq. Stormtroopers. (4x join when good score and later can be hired after GSC base mission)

The Manticore is even stronger then the Mobile Precinct and they come in the same time so no need for the Manticore,
what is a pity...maybe should be available earlier (?)

Thunderfire Cannon is useless when compared with the Lascannon sentinel (only 4x shots and will not become better)

Marshal Armor too expensive, the Arbitor armor does the trick

be far the best weapon combo is Fletchette gun + Keller ammo and the Eldari mirror sword /for the seer or Assassin and even Judges/
the Xeno appropriation is a good thing, the Eldar Alliance when become available...I was too strong and they too weak...so used only captured seers

so will now start a gameplay with some IG and Muttaz....

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #260 on: November 15, 2022, 10:33:52 pm »
Version 2.0 is now up on mod.io

Patch Notes
UPDATE 2.0 NOTES:
**Requires OXCE 7.7.3**

FIX:
- Removed voice clip 3714 for moving with the player tzeentch armor, clip too long.
- Blight Spewer weapon can now be recovered.
- URBAN28 Height 9 crash.

GENERAL:
- Lowered armor vision range (day) to cap out at 40. Mostly affecting some enemies and turrets/sentinels that had 42, 45 or 60 vision ranges. This should result in slightly better performance. Raised anti-camo some on the Sentinels and turrets to compensate.

OVERKILL:
- Changed to now be a chance to trigger depending on level of overkill (damage), now also includes Fire, Plasma, HE, weapons in addition to Melta. If successfull, will stop transforming enemies (vaporize).

GUARD:
- New custom Scion lines (including special attack lines for hellgun and volleygun variants), voiced by ErraticDeviant.

SM:
- Gave the Dread Assault Cannon 500 rounds built in, instead of using normal assault cannon 100 round ammo.

SLAANESH:
- Added Slaanesh cultist Demimonde ritualists and civilian Hedonist sacrifices. Variant of these cultists added to early Slaanesh race lists, armed with slaanesh laspistols and autoguns.

NURGLE:
- Added Nurgle Cultist and Cult Leader Ritualists for their sacrifice missions. They can be found in Nurgle Sacrifice rooms.
- Added Nurgle Blight Hauler (art by XOM) tank as a 4-tile CSM-list terror unit. Armed with multimelta and missile launcher (similar to Servitor) + a melee bite, it has tough front armor but weaker rear.

TZEENTCH:
- Added Tzeentch Ritualists and Cultists for their sacrifice missions, based on existing units.

MAPS:
- MOUNT(ain) terrain pack reCovered, a few new variant map blocks that offer a little more cover for tactical gameplay.
- INDUSTRIALURBANCULT expanded with over 30 new 10x10 and 20x20 Grover Haus Engineering certified cult sacrifice buildings and decoys, with some new surprises and Chaos cult specific rituals. Difficulty has more variance, so stay on your toys - the forces of chaos are not to be underestimated!
- Adjusted a lot of civilian only nodes on these map blocks to allow for enemies, you'll now see a better distribution of these units (although some highway lineups will be present, depending on randomized block distribution).
- Formerly mixed Sacrifice rooms have been made Bloodletter specific.
- Fixed XCOM coded nodes in the Brick Temple map (industrialurban 20) and added 2 new variants of this small temple building.
- Summoning missions have been expanded with 8+ more chaos god specific maps.

MUSIC:
- 2 new GEO tracks, 3 new Tactics tracks. Named Craven, Durandal, Soil Control, Knight of Fire and Omega. From Ground Control and Xenogears.

Offline Rangerh

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Re: [ADDON] ROSIGMA
« Reply #261 on: November 16, 2022, 02:08:33 am »
Most Excellent
on mod.io it's labelled as 2.1 , is it normal ?

Offline Surrealistik

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Re: [ADDON] ROSIGMA
« Reply #262 on: November 16, 2022, 09:16:07 am »
Having an issue with the latest version:

[16-11-2022_02-13-12]   [ERROR]   During linking rulesets of armors:
Error for 'STR_SCION_CARAPACE_ARMOR_HELLGUN': Wrong index 6937 for sound set BATTLE.CAT
Error for 'STR_SCION_OFFICER_CARAPACE_ARMOR_HELLGUN': Wrong index 6937 for sound set BATTLE.CAT

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #263 on: November 16, 2022, 12:56:58 pm »
Seems to be a OXCE 7.8 issue, not getting it with 7.7.3 - the solution:
- You go into your options.cfg and look for the following line
Code: [Select]

oxceModValidationLevel: 2

and set the 2 to 0

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #264 on: November 16, 2022, 04:42:51 pm »
yesterday during work watched Beagles longplay and he had the GSC vehicles "stuck" on upper levels of they Fort and I was like well that never occurred (during INQ and/or Arbites) during my play...came home, start play get a "deserter lair" mission (playing the IG with Muttaz) and to my surprise it did happen...was the last enemy on the very top....you did fix this with deffchoptaz on Space hulks (I also saw the big Tyranids get stuck in small room on SH mission) so will this be addressed (I think in SH mission it was annoying when the aim was to clean it...when one could not shoot up the lift) its not the biggest issue it is just funny...also a Question, I saw when looking into the Wiki that many new weapons like Keller pistols have a page...but when I research it during gameplay...its not available (like for weapons that don't have it....pump action etc) is that a setting to fix this?

Online Meridian

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Re: [ADDON] ROSIGMA
« Reply #265 on: November 16, 2022, 05:31:02 pm »
Seems to be a OXCE 7.8 issue, not getting it with 7.7.3 - the solution:
- You go into your options.cfg and look for the following line
Code: [Select]

oxceModValidationLevel: 2

and set the 2 to 0

It's not an OXCE 7.8 issue.
There were no changes between 7.7.3 and 7.8 in ruleset validation.
If you experience any differences, it's due to different settings in your options.cfg file.

Also, please do not recommend to anyone to use the `oxceModValidationLevel` setting!
This setting is reserved for ANCIENT mods that nobody can maintain anymore.
New mods and mods where there is a maintainer still active, should fix the mod issues.

We add such validation only if there is a GOOD reason... i.e. the game crashes otherwise during runtime.
Also, the validations do work... I haven't seen a single false positive yet, since the beginning... you can safely assume that the issue is 99.99% a mod issue.
If I see more misuse of `oxceModValidationLevel`, I will be forced to remove this setting completely.

As for the errors, they are in this code:

Code: [Select]
  - type: STR_SCION_CARAPACE_ARMOR_HELLGUN
    refNode: *STR_GUARD_SCION
    selectWeaponMale:   [3820, 3821, 3822, 3823, 3824, 3937, 3838, 3839]


  - type: STR_SCION_OFFICER_CARAPACE_ARMOR_HELLGUN
    refNode: *STR_GUARD_SCION
    selectWeaponMale:   [3820, 3821, 3822, 3823, 3824, 3937, 3838, 3839]

Index 3937 doesn't exist.

We show you 6937, because that is the actual index that the engine uses at the end.
We cannot show you index 3937, because at that moment, it doesn't exist anymore, it has already been converted into 6937.
I admit it is not perfect to see a number shifted by several thousands, but some compromises are simply necessary.
In the next version, I will update the text message to mention that the number is shifted and may not correspond with the number in the ruleset.

6937 = 3937 + 1000 for xcom1 (reservedSpace: 1) + 2000 for 40k (reservedSpace: 2)
(... or something like that, I don't know exactly what mods you have enabled and in which order)

EDIT: message extended with the following text: " (please note that the index in the ruleset is smaller, by several thousands)"
« Last Edit: April 20, 2023, 10:42:54 am by Meridian »

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #266 on: November 16, 2022, 06:32:37 pm »
Ah, explains why it didn't display anything for the volleygun.

And clearer error message would be helpful.

I noticed this in the log:
Quote
[15-11-2022_20-32-30]    [INFO]    Playing flx, 320x200, 1541 frames
[15-11-2022_20-32-31]    [INFO]    SDL_mixer initialized successfully.
[15-11-2022_20-34-03]    [WARN]    No free channels available
[15-11-2022_20-34-03]    [WARN]    No free channels available
[15-11-2022_20-34-04]    [WARN]    No free channels available
[15-11-2022_20-34-13]    [WARN]    No free channels available
[15-11-2022_20-34-13]    [WARN]    No free channels available
[15-11-2022_20-34-13]    [WARN]    No free channels available
[15-11-2022_20-34-13]    [WARN]    No free channels available
[15-11-2022_20-34-13]    [WARN]    No free channels available
[15-11-2022_20-34-13]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-14]    [WARN]    No free channels available
[15-11-2022_20-34-45]    [INFO]    MCD ICHURCH object 35 has 0 armor
[15-11-2022_20-34-45]    [INFO]    Playing flx, 320x200, 1541 frames
[15-11-2022_20-34-46]    [INFO]    SDL_mixer initialized successfully.

Know what could be the cause of it?
« Last Edit: November 16, 2022, 06:35:55 pm by Leflair »

Online Meridian

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Re: [ADDON] ROSIGMA
« Reply #267 on: November 16, 2022, 07:04:13 pm »
The software library we use (SDL_Mixer) supports up to 8 channels for sound and 1 channel for music.

Some of the channels are also reserved (2 for UI clicks, 1 for ambient sound effects and 1 for unit responses).
That leaves us with a maximum of 4 available channels for other sound effects.

When you blow up a Sectoid barbecue party with your Blaster Launcher and 10 of them die at once... the game will try to play 10 death screams at once... but only the first 4 (or less) will actually be played and the remaining ones will not find a free channel to play the sound and just create 6 warnings (or more) in the log file.

I don't think this information is of any particular interest to the players or modders, so feel free to ignore it.
It's not an error and it's also not a mod issue.

Offline Rangerh

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Re: [ADDON] ROSIGMA
« Reply #268 on: November 16, 2022, 08:00:15 pm »
new re-releaseed version works nicely now while keeping oxceModValidationLevel: 2

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #269 on: November 21, 2022, 07:09:53 pm »
now after Darktide any ideas to expand Papas cultist with Poxwalkers, Tox-Flamers, Pox Hound or Scab Captains? (Plague Ogryn is already available if not mistaken)
(https://gameslantern.com/article/darktide-enemies-list-guide)

I think from weapons point of view....only the Stub revolver, Grenadier Gauntlet  and combat axe is missing ?
(https://darktide.gameslantern.com/weapons)

any change to introduce something inspired by Darktide?