Author Topic: [ADDON] ROSIGMA  (Read 2521 times)

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #30 on: May 22, 2021, 12:31:09 am »
Found the likely culprit, missing kneel/standheights on the unit. Openxcom makes units default to invisible (instead of some default value like 20), with no warning.

Try replacing your ROSIGMA 40k.rul file (in the ruleset folder) with this fixed version:
https://drive.google.com/file/d/1PD9WnVz1juQFxzrqin29DuTS1nugzOR0/view?usp=sharing

Offline Gnelf88

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Re: [ADDON] ROSIGMA
« Reply #31 on: May 22, 2021, 06:04:45 pm »
Found the likely culprit, missing kneel/standheights on the unit. Openxcom makes units default to invisible (instead of some default value like 20), with no warning.

Try replacing your ROSIGMA 40k.rul file (in the ruleset folder) with this fixed version:
https://drive.google.com/file/d/1PD9WnVz1juQFxzrqin29DuTS1nugzOR0/view?usp=sharing

I installed both hotfixes and replaced them into the appropriate folders, however now on startup I get:

[22-05-2021_15-58-14]   [ERROR]   Error processing 'STR_TRAITORGUARD_BATTLE_SERVITOR_HB' in units: Armor TG_BATTLESERVITOR_HBARMOR not found
I deleted ROSIGMA, 40k and re-installed everything however the issue persists. Should I just completely remove all my mods and just have ROSIGMA enabled to see if its mod conflicts?
the only mod conflict I could think of that I have is the Extra Stormtrooper Carapaces mod
Thank you for your patience!

[Edit] It seems to be the 40k rule file causing this issue, however, the sentinel issue was fixed! thank you very much.
« Last Edit: May 22, 2021, 07:03:38 pm by Gnelf88 »

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #32 on: May 23, 2021, 01:38:45 am »
Had hoped openxcom would ignore things not pulled by the mod for any racelist etc, but apparently not so.

I've purged the offending section in a new version, which should solve the 40k.rul issue (Same link).

Alternative solution, open 40k.rul, search for "STR_NURGLE_SOLDIER_BLESSED #CHAOS MUTON_ARMORNURGLE", add (without tabbing but with same spacing):
standHeight: 20
kneelHeight: 15
above "intelligence".


Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #33 on: May 23, 2021, 09:03:04 pm »
Been messing around figuring out the map editor to make some ship variants.

Spoiler:



On the menu is to make some non-chaos ships. Imperial/neutral + Ork ships especially.
There´s already tilesets for Imperial vessels and Space Hulks (perhaps lacking all exteriors).

Anyone who wants to create some can head on to the discord, we can help you out.

Offline Gnelf88

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Re: [ADDON] ROSIGMA
« Reply #34 on: May 24, 2021, 02:28:23 pm »
Had hoped openxcom would ignore things not pulled by the mod for any racelist etc, but apparently not so.

I've purged the offending section in a new version, which should solve the 40k.rul issue (Same link).

Alternative solution, open 40k.rul, search for "STR_NURGLE_SOLDIER_BLESSED #CHAOS MUTON_ARMORNURGLE", add (without tabbing but with same spacing):
standHeight: 20
kneelHeight: 15
above "intelligence".

After installing the latest hotfix i haven't encountered the issue so far. great work and thank you very much for the help!

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #35 on: May 25, 2021, 01:58:22 am »
Great to hear.

Our friend the Battle Servitor is coming in the next update, working on expanding the traitor guard forces.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #36 on: May 30, 2021, 02:09:32 pm »
For those who've not checked out the beta-testing channel on the ROSIGMA discord, here is the latest weapon rebalance test that Buscher has been working on:
https://drive.google.com/file/d/1TJY_cuIU7qMMlGTTnq21o8CXgPGjCj9j/view?usp=sharing
v1.5

It's currently only for Imperial Guard Weapons, balanced around view distance of 30 in daylight, 20 in night time.
The file contains an excel file that shows the balance and changes to accuracy, TU costs and range (including drop off graphs).

Highlights:
Lasguns and most rifles tuned to ranges of 11-15, with drop offs into the 20ies. Range advantage vs bolters.
IG Heavy Weapons tuned to ranges of 20-25.
Krak Weapons given 20% armor ignore.
Krak weapons' damagetype turned to AP
Lasgun/Laspistols' damagetype turned to AP
Lasgun/pistols don't create wounds (cauterizing)
Normal lasgun ammo better at shredding armor
Renamed AP damagetype to "Standard".
Working on how lasguns armor damage will scale over tiers and into hotshot. Currently quite strong per shot.

All values are subject to change with future updates and testing. 


The 40k.rul hotfix on the first page of this thread is also updated with some more fixes discovered in playtesting.
-Gives weapons to two unarmed Chaos terminator/CSM units.
-Corrects a typo introduced by Tzeentch that gave some sorcerers 800 health.


Latest hotfixes
« Last Edit: June 02, 2021, 01:49:57 pm by Leflair »

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #37 on: June 05, 2021, 10:30:40 pm »
Update 1.02: 2021-JUNE - is now live on the mod.io!

Requires at least OXCE 7.0.0 (2021-03-13)
https://openxcom.org/forum/index.php/topic,5258.0.html

Spoiler:
Bug fixes:
- Added Sound Effects to Adeptas Sentinels. (stomp stomp)
- Fixes to pixelart for handheld launchers (ork/sister faust).
- Added deathSounds to Deserter Guards, previously too cowardly to even whimper.
- Fix for Adeptas Sentinel Crashing (not into the enemy).
- Invisible Plague Marine cured through squat & stand regime. Will no longer haunt your bed.
- Former Khorne aligned Ungor has now joined the proper Khrone faction.
- Tzeentch Sorcerer blessing dispelled by the Imperial Choir, health reduced from 800 to 80.
- Added a weapon loadout to some unarmed Chaos undivided Terminators and Chaos Traitor CSM, who previously felt like fist fighting the Imperium.
- Corrected minor spelling error in the Cantus Ufopedia and added recoil info.

Changes:
- ROSIGMA updated to work with the latest OXCE version (7.0.x) once the 40k mod also updates.
- Ork Warbosses can now be encountered in the highest tier Ork Fort.
- Early game enemy deployment changes, smaller chance of encountering CSM and high tier sisters in the first months. Traitor Guard and Cultists lists reworked.
- Reduced Hunter-Killer spawn rate
- Reduced spawn rate of Traitor Guard/Orks/Cultists missions by 50% to reduce overwhelming spam.
- Swapped out Slaanesh Devoted Origins codex artwork to a better version.
- Tzeentch Sorcerer changed from Leader to Commander to help research efforts.
- Chaos Sorcerer will also help you now ending the Warp.
- Small buff to Undivided Terminators, Navigators and Engineers stats. They should no longer panic as often (or at all), and now have decent accuracy.
- Buffed Chaos Marines morale in general so they are not as panic prone.
- Small front and side armor buff to Undivided Terminators.
- Buffed CSM accuracy slightly.
- Buffed some unarmored Daemons health slightly.
- Made Bloodletters very charge happy.
- Corrected some chaos loadouts so more mixed heavy weapons will appear at the highest tech tier.
- Added berserkChance to Khorne units who are now much more likely to berserk rather than panic. CSM in general have a higher chance to berserk as well.
- Added a chance for high ranking CSM and navigators to fire out of their own LOS if your soldiers have been spotted.
- Added slightly better vision and sensor abilities to CSM power armor, turrets and dreads, smoke nor night will not provide quite the same protection anymore. Most values are in the 20-33% range.
- Added heatVision values to officers, specialists, turrets and sentinels of the Traitor Guard. Same deal, except Sentinels have 50% values and high vision. Take them out quick.
- Added varying levels of heatVision and PsiVision to chaos daemons. Rule of thumb, smoke doesn´t do much to hide you from these guys. On the positive side, few of them have ranged weapons.
- Big updates to many raceLists with the introduction of 7 new enemy types at the low tiers. Some sisters have been removed from mixed lists due to this.
- Added (new chaos) hotshot lasgun ammo to traitor guardsmen at highest tech tier. Their navigators get them at first tier but then switches over to specialist weapons afterwards. This means the basic traitor guardsman can threaten (at least damage) power armored foes later in the game.
- Nerfed the Inferno pistol to 60% of the power of the two-handed meltagun (fewer pellets).
- Buff: Implemented RandomType on all flamethrower weapons, now 50-150% or 50-200% (heavy flamer).
- Buffed Priest Eviscerator to 120 dam.
- Put Sentinel Plasma behind Plasma cannon and not heavy plasma (research).


**Additions/New Stuff:**

Traitor Guard and Chaos:
- Added a new ride, a Valkyrie Wing to the Traitor Guard.
Introducing some more variety to spice up the ol´ traitor guardsmen.
- Traitor Guard Weapon Servitors (Heavy Bolter, Rocket Launcher). A mix of captured and reprogrammed Battle Servitors, and captured Imperials turned into Battle Servitors by the Dark Mechanicum Hereteks. Very grim, and very dark. Their limbs are replaced with heavy weapons such as Heavy Bolters and rocket launchers, with ammo and sensor pods to offset the weight, making them serve as somewhat mobile and stable gun platforms to reinforce the traitor guard with heavy firepower. While sturdy and hard to kill, they are slow to react and show little initiative of their own. They are hapless in melee.
- Added Chaos Ogryn variants. Heavy Stubber & Ripper gun, a light armor and a heavy armor version. Might introduce shielded variants and other weapons later. These Traitor Ogryn are tough as they come, wearing heavy carapace plating and wielding a mix of (new chaos variant) ripper autoshotguns and heavy stubbers. They provide the Traitor Guard and Chaos Cultists with brawn. Dangerous up close, they are best dealt with from afar. While well protected from the front, their rear is less armored.
- Chaos Penetante (Penal) legions. Captured Guard, PDF and civilians who refuse to turn Chaos, yet are too cowardly to die for the Emperor. And maybe a couple of traitor guard/cultists thrown in to make an example out of. Outfitted with explosive collars and vests before being sent in human waves against Imperial forces and outposts, they are used as cannon fodder by Chaos forces. Explodes on death and some can touch off their own explosives, comes in a few variants. Expect these mixed into many chaos cultist and traitor guard lists. Later pure CSM and Chaos Sister lists do not employ them as much.
- Chaos Heretek, a floating ball of joy and science that uses grav tech to levitate both body and guns. Is shielded and likes to wield a beamer meltagun or light lascannon. Will appear in several lists to various extent in the engineer role.

Adeptas Sororitas:
- New Animated battlesprites for the Adeptas Sentinels. Their little chimneys now let out little flames, courtesy of Xom126.

Imperial Guard

- Some Psykers are available from Mid-Tier
- Fixed Shell Breaker Exitus Armor to hit right armor side
- Long serving Penitents can be pardoned to Guardsmen
- Firing Range mission can be done in one click now
- Fixed missing vapor trail for Sentinel Multimelta
- Commissar Yarrick may join your forces once the Ork Warboss is defeated
- Hellgun is now manufacturable

Space Marines

- Buffed Bike in terms of armor, gun and melee
- Added Rhino as ground transport option
- Added Crux Terminatus commendation as a requirement for Terminator Armor (new soldier promotion)

General

- Krak weapons now using armor piercing/standard damage type with additonal armor piercing
- Item Piles on crafts are moved back to avoid any explosion hitting the first row destroying the item pile
- Refinery map does not have the huge pipes anymore
- Added Air Superiority mission for the enemies
- Some additional crafts may employ escorts

Traitor Guard arsenal expanded
-New Chaos Ripper Gun added. Used by the new Chaos Ogryns. A close range, big, autoshotgun.
-Added chaos hot-shot/hellguns. Highest tech tier weapon for certain elite infantry and future additions. More damage than a normal lasgun. Can probably tickle a space marine.
-New Chaos hot-shot volleygun for highest tech tier. Rapidfire, close range las weapon, akin to a infantry handheld multilaser. Meant for Traitor Guard Blackstone elite infantry and stormtroopers.
-New handheld light lascannon and bipod version added.
-New Deserter/Traitor Longlas. Right now used by the Deserter Scout that has joined the Traitor Guard forces as their sniper.
-Battle Servitor mounted Heavy Bolter. Excellent range, but with less impressive autofire count and reaction ability than its imperial counterparts. It is belt fed a large amount of rounds from a ammo pod, ensuring it is very unlikely to run out of ammo.
It can come with 3 types of ammo:
A poor quality low power heavy bolter round. Starting round.
A AP heavy bolter round. Mid-tech round.
A HEAT-like heavy bolter high power round. Armor piercing, explosive. Appears only at higher tech tiers.
-Battle Servitor mounted Rocket launcher pod. Fires multiple warheads, of 3 types:
A standard HE round with a small AoE.
A KRAK warhead with minimal AoE and armor piercing capability.
A Melta warhead with a small AoE with armor damaging properties.
Can unleash a midranged Missile Massacre with poor accuracy.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #38 on: June 06, 2021, 10:07:23 am »
when looking into the "Wiki" (thru the New Battle option) I encountered multiple Crashes it seems following items are missing STR_CHAOS_HELLGUN or STR_CHAOS_VOLLEYGUN and STR_IG_BATTLESERVITOR_MISSILEARMOR_ARMOR is and some items like the Burna, etc don't have a entry (what is better because then it dont lead to a crash

Offline The Martian

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Re: [ADDON] ROSIGMA
« Reply #39 on: June 06, 2021, 10:33:48 am »
I noticed that the sprite sheet for Stormboyz.png only had metal boots when stationary.

Here is an altered version of the legs with metallic boots. They currently lack the metal claw toes when walking but I'm hoping that this may save you some time when you start to create the proper clawed version.

Additionally:
Amazing work on your Heretek unit, it looks great.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #40 on: June 06, 2021, 12:24:09 pm »
Hot fix for 1.02


Fixes some codex crash issues for weapons not yet in the campaign + naming for one weapon, and two art pieces for the codex.


Thanks for the metal boots Simi822, will look into fixing that as time permits. The Heretek isn't quiiite finished, waiting for the Unitsprite studio to support floater drawingRoutine. But he looks alright for now.
« Last Edit: June 06, 2021, 12:27:05 pm by Leflair »