Author Topic: [ADDON] ROSIGMA  (Read 23386 times)

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #150 on: April 28, 2022, 10:27:39 pm »
The Night Sisters are a case of fake sisters, they're basically just chaos cultist groupies to the Night Lords. Hence them using a smattering of weapons (those guns are not GSC specific, they're available throughout the Imperium).

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #151 on: April 28, 2022, 11:04:22 pm »
Sry but then the fail is even worse as they where mixed together with Hereteks  and those Sistars that turn into the crab Deamon
the crab deamon is the strongest enemy that I encountered in my history of playing Open xcom (FMP, TFFT, or Xcom files)...I needed 7 units to kill it and it took 2 rounds....a heavy bolter sistar Sentinel with 5x attacks does nothing to it!...nasty little bugger

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #152 on: April 28, 2022, 11:15:20 pm »
Crab daemon?

If its the Neverborn, try something more energy based. Flamers, Melta, Plasma, Lascannon.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #153 on: April 28, 2022, 11:17:56 pm »
it took like 3x melta 3x grav etc (I am playing now as the Sistars so I have mostly the combi bolters...)... a tough fuka but I learned how to deal with it....

Offline VenatorStorm

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Re: [ADDON] ROSIGMA
« Reply #154 on: April 29, 2022, 12:13:23 am »
Patch Notes 1.07B-032 is now live.

Summary images of new content:
Spoiler:


NOTES
Spoiler:
 
Patch Notes 1.07B-032

UPDATES:
- QoL: Updated alertSounds disabler (Geoscape noises).
- QoL: Included a unitResponseSoundsFrequency set to 33% for most unit responses. Every 3rd click will now play a unit sound, instead of every single click. You can change these values yourself to whatever you like, the bracket numbers are % trigger.
- MAPFIX: Unblocked Elevators on the Industrial Pyramid ship.
- FIX: Changed the Necron Generated missions of the Genestealer Hive (Base 40k) to Rosigmas version of GSC Patrols. Reduced frequency of mission generation.
- LANGUAGE: Updated final mission text to fit all Imperial factions.
- LANGUAGE: Added a language string for the Chaos Chimera Turret (Shows up in mission debriefings).
 
- INTEGRATION/GSC UPDATE: Brood Brothers and GSC Saboteur updated to ROSIGMA. New weapons and stats, integration in several GSC racelists etc. Uses the GSC range of pump shotguns, smgs, autoguns, laspistols, some gravguns and grenade launchers. The new 032 Gene Cultist list updated with some other supporting GSC heavy weapons assets like sentinels.
- Added STR_GENE_SAB. A GSC Hybrid Saboteur to several GSC related lists. Armed with High Explosives and Melta Grenades, along with pistol or grenade launcher, this sneaky unit can be quite dangerous.
- Added STR_GENE_CULTIST_S, a Sniper variant with custom inventory art.

- ECONOMY BALANCING: Made some late game heavy weapons and plasma weapons more expensive, for consistency and so that earlier weapons aren´t more expensive. The mighty mastercrafted heavy plasma is now quite expensive at half a million.

- GRAPHICS: Increased selection of inventory faces/bodies from 8 to 16 or 24. This inventory art already existed and was randomly distributed to new units, but could not be manually changed by the player ingame.

- MARINES QoL: Servitors and Dogs can be loaded on Landspeeders.

- GUARD: Krieg Grenadiers can now get Bionics
- GUARD: Krieg Carapace buffed by 10/5 points.
- GUARD: Added Codex Article for Krieg Grenadier ARmor.

- SISTERS CRAFT QoL: Corvus replaced by Etty's tweaked Corvus. Extra door in front and no ankle murdering tail struts.
- SISTERS AND MARINE - WEAPONS: Made Heavy Flamer available to Sisters and Marines at midtier. Previously only available to Marines with Terminator tech. Lowered weight to 80 from 100.
- SISTERS ARMOR: Saint Armor dropped from High Tier to Ceramite Tier, but with raised project time (20-45 days with 100 scientists). MinRank dropped to 3 from 4.
- SISTERS QoL: Adjusted sisters medic units medikit hand for more consistent shortcut use.
- SISTERS FIX: Hospitaller Armor should now unlock from the Hospitaller research and not the mid-tier research.
- SISTERS FIX: Corrected Damage Type of Penetence 40mm Grenade to Melee.
- SISTERS PROMOTION: Sister Superior now requires a Veteran Commendation (15 won missions and kills) but less bravery (50+, previously 80). Canoness now requires a Honorific Celestian (Crux Terminatus Commendation) with 30 kills and 60 Devotion.

- RESEARCH: Moved Master Crafting to High Tier and upped research cost.
- MC Lasgun, Laspistol and Hellpistol available from mid-tier MC research.
- Moved several MC Bolter (including stormbolters and assault cannons) type weapons and power melee weapons to the "Ceramite Tier" (Tier 2.5), down from High tier and High-Tier Master Crafting. Now you'll get more use out of them before unlocking plasma and ~golden plasma guns~.
- Kept Master Crafted Ammo at mid-tier, renamed to Mid-tier Master Crafting.

- QoL: Updated CODEX for Weapons with multiple ammo slots (firemodes) to use several pages, showing more information for each attack type.
- QoL: Expanded HEAT Info for Plasma weapons.

- NEW ENEMIES: Not mentioned for 1.07, but there are now a full on Nurgle Cult lists in play. Several flavors of cultists with unique inventory art, from leaders to shoddy grunts and Nurgle Plague Ogryn. They use physical weapons, various nurgle grenades, rockets and bolter weapons (on high tech level). Higher HP than average, but do not have amazing reactions, TU or accuracy to their other themed counterparts. Bring extra healing though.
- ENEMY VARIETY & LISTS: Added several Nurgle Cult lists, they will appear on primarily "Harvest" (UFO term) missions.
- NEW ENEMY: Added basic Nurgle Zombies (Plaguewalkers). Slow, plenty of HP and attack with blighted claws (nasty if they hit). They have a second variant called the Boomer, which works similar to a Penetante. Don´t let them get close! Btw they look just the same as ordinary Plaguewalkers until they decide to blow themselves up.
- NEW ENEMY: Added several green robed Sickly and Shuffling Civilians, who may or may not be Nurgle cultists. They got some surprises, and their own List. They can also appear in other Nurgle lists.
- NEW ENEMY: Added Midwives of Nurgle, ever wondered what Nurgle Daemonettes would be like? You're about to find out!
Midwives can zombify units using Nurgles Rot into several types. The default is Nurgle Zombies, but some units turn into other types. Marines turn into corrupted marines and other units turn into various Nurgle themed cultists etc.
Midwives have a secondary ranged spit attack like Plaguebearers.
They are very weak to fire and do not have much in the way of armor, but plenty of health.
In the future, this opens up for more zombie types.
- Added a Blessed Plague Sister variant that turns into the Midwife when defeated. This variant will randomly appear in (mid-late) Nurgle lists.
- Blessed Nurgle Sister variants have the zombification attack as a special weapon, although they may rarely resort to it if they´re holding other weapons due to how the AI works.
- ENEMY VARIETY & LISTS: Added a new Nurgle Zombie list to rotation, along with tucking in the Midwife in other Nurgle lists.
- NEW ENEMY WEAPON: Nurgle Needler Rifle. it delivers the sweet tangy taste of blight from a distance. Single shot weapon with high TU cost. 25% Chance of Thriller. Certain cultists are the main users of this weapon.

- GENESTEALERS: Gave their attack range 1 so they can pounce on anyone just slightly out of reach (and to deal with awkward turrets).
- GSC: Added a generic GSC "Zombie" to replace the placeholder used until now. Only units that do not have a specific GSC variant will turn into this generic Xeno Tainted.
- NEW ENEMY WEAPON:  Added GSC Needler Rifle, it can deliver heresy juice from a distance. While armor pierce is very good, it has a high TU cost and low accuracy for snap fire. 25% Heresy chance. Certain infector units are the main users of this weapon, mid-late enemy tech levels. New bullet and hit effects.

- MAP: Updated The Space Hulk map terrain, scripts and routes. Things get real nasty if you linger past turn 14, so hustle to that elevator. Part 2 is also less camp-able, find the device quickly. To compensate for the added difficulty, both parts have been given bounty rewards (750k in total). If you destroy the Control Center in stage 2, the mission now ends (before you had to escape back to the elevator). First Hulk arrives in February or Later.
- MAP: Delayed timers for better staggering of enemies.

Sounds fun............ only one problem when playing the Space Hulk level. I have no freaking idea what the control center is or how to destroy it. If anybody has any screenshots of that accursed thing I'll be happy.

Offline Filip H

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Re: [ADDON] ROSIGMA
« Reply #155 on: April 29, 2022, 06:10:28 pm »
I believe this is the space hulk mission objective.

Offline VenatorStorm

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Re: [ADDON] ROSIGMA
« Reply #156 on: April 30, 2022, 12:47:52 am »
I believe this is the space hulk mission objective.
Thanks....... though I ended up accidentally loading a save where I aborted the mission and lost the space hulk..... though granted I was planning on starting the campaign over since I have no clue what I am doing half the time.

What are some good tips on what facilities to build and what to research (since research takes forever for some strange reason if you have 5-10 adepts assigned to something, but if I try to assign around 15-25 adepts to a single research topic I'm having to wait every few days for one research to complete before I can move on to another).

I would love tips for Astartes, Sororitas, and Guard.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #157 on: May 01, 2022, 06:45:29 pm »
There's a couple different strategies, but early on you don't really need things like the Promethium/Adamantium Forge (which takes up a lot of space).

Realized we don't really have a beginner friendly guide for *base building*, but some general tips:
Living Space is a early focus, you start out pretty packed in the base.
If you're playing Marines or Sisters, you'll probably have plenty of wounded, so you'll need more living space and backup soldiers.
In addition, if missions pop up while you got a team heading to another you may also want a backup team + Base defenders.
Similar deal with interceptors, they're bound to be damaged or end up refueling, so having a couple extra bases just for that will help for the air war.

If you got some good missions under your belt you can consider setting up some Plasma generators, which will pay back their investment cost and then turn a profit later in the game.
It's a trade off, as all the other bases and craft will guzzle cash for a while. Depends on your fortunes in the war.

As for research, it's more dependent on your faction. With Guard, Arbites and Sisters - mission difficulty goes up once you hit midtier research, so rushing it has some downside but you also gain access to a lot of nice weapons.
However, that increased difficulty is only for a stretch of months, so if you get midtier just around summer it will not matter. 
And you want midtier weapons to deal with the increasing number of enemies in power armor after month 5-6+.

While not required to unlock other things, the Hologram Caster gives you access to a life saver grenade. Expensive per toss, it can save your more valuable troops in a pinch, as the grenade deploys a decoy projection that the enemy is likely to go after first.

Good early tech for the Guard are the Light Bolter tech, which gives you access to the Solo pattern bolters in several variants. They are handy for dealing with well armored enemies.
The Meltagun tech is required for midtier research, and its a good weapon against the occasional early Power Armor foe you'll find leading Chaos forces.
To gain access to Midtier you'll need the Motion Scanner and Adamantium research too.
Good armor for Guard is locked behind midtier, like the Carapace armor, Elysian Jump Armor, Vindicare Assassin, Heavy Sentinel (and in the next update, the Power Armor).
After that you can unlock Guardsmen Veteran promotions, which will enable you to research the Hellguns (very good weapons).
After that its a longer trek to gain access to Ceramite Tier research, which require Adamantium -> Promethium, Power Source, Warp Drive and Ceramite Plate research.
Note: Scions start with Carapace and some advanced techs, while Abhumans have some restrictions in what they can get (like medics, stormtroopers).

 
For Sisters:
Arsenal of Faith gives you quick access to a lot of Sisters early weapons, like the good midranged Elohim Pattern Bolter and the Arche Sniper Rifle. It is also required for some midtier weapons like the Jove Boltgun (which fires regular calibre Bolter rounds).
Arsenal of Faith also gives you access to the great Heavy Bolter Sentinel, which can be a very useful longer range heavy firepower platform. Just don't let it eat all your XP.
After Arsenal of Faith you'll want the Medicae research, which gives you access to your first medic armor that can also be worn by Novices.
You'll need to capture a live enemy and research them, preferable of the Chaos kind but some other nasties will work too.
With these 3 prerequisites you can do Battle Sister Requisition research, which allows you to hire (expensive) Battle Sisters instead of going with the Novice Promotion track.
This research is also required for the Elohim, Retributor and Sister Superior armors (and promotion to Sister Superior, which you'll need to get a Canoness later).

After this you can research Hospitaller Armor, which is the tier 2 Medic Armor (Cannot be worn by Novices though).
Also available is the Adeptas Assassin Suit research, if you've also researched Adamantium. This is a very good scout and well, assassination armor.
If you've captured a live Flying enemy, researched Adamantium and Adeotas Advabced Arnir you can research the Seraphim flying armor.

You can skip some of these armors and get Midtier, which leads to the great Mephisto, Hellspite and Jove Bolters, the Dominion Halberd, Heavy Flamer etc.

I'll let someone else fill you in on Astartes.
« Last Edit: May 01, 2022, 06:55:17 pm by Leflair »

Offline noflic

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Re: [ADDON] ROSIGMA
« Reply #158 on: May 21, 2022, 05:02:30 am »
So far all the
Spoiler:
Eldar webway
missions seem to spawn
Spoiler:
corrupted Sisters and CSMs rather than Eldar
- is this working as intended? I could see why it might be (and I wonder anything different happens if you let the mission get up to the time limit) and I've only had two or three of those missions come up so far, but it's happened every time so thought I'd ask.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #159 on: May 26, 2022, 02:26:34 pm »
There's a small chance it will spawn a non-Eldar ambush.

Offline EleriumWard

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Re: [ADDON] ROSIGMA
« Reply #160 on: June 01, 2022, 02:48:06 am »
So, I would just like to ask a question that has been on my mind for a while now. Are there any plans for additional content for the Abhuman Strategy of the Imperial Guard? I always felt that its late-game content was relatively lacking compared to the other two. Also, are there plans to incorporate the Leagues of Votann somehow?

Offline Rangerh

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Re: [ADDON] ROSIGMA
« Reply #161 on: June 23, 2022, 01:53:18 pm »
Using the rosigma addon, playing the space marines, i am wondering :
Is it possible to destroy a chaos juggernault in early game (i started the 2nd month) ?
I got a IG massacre mission in which there was a ton of chaos guys killing IG troops.
We managed to kill them all with a few losses on the space marine side (those armored chaos dwarves with those damned flamethrowers are murder incarnate as they seem to have a nice resistance to bullets)

Then once things got quiet, at the mid town a chaos juggernault exited a building.

It took 4 rockets , many grenades , lots of bolter and heavy bolter auto shots ... without problem as it just casually walked up to every single SM and one hit killed them all.

So i assume i am missing something very important (researches being so slow and i'm only on 2nd months i don't have much items available) , what would destroy those monsters ?

edit : finally managed to kill that damn thing after replaying the save a lot.


It looks like what made the difference is ... luck
Because it took nearly as much rockets, grenades and shots than previously.
But i guess there have been a lucky roll in which the damage were dealt fully instead of lowered. So it's not really the way to kill it, there must be something else i am missing as it seems so ridiculous to depend on luck to destroy those things.

edit 2 : i think i figured out the problem.
I thought i was carrying krak rockets and krak grenades.
It turns out i mixed their graphics, because in fact i was using frag rockets and frag grenades that are noticably less damaging (just has a higher radius but in that case radius meant nothing anyways) while all the krak ammo was in fact lying on my drop pods ground.
Next time i will not make such mistake and hopefully it will be less about luck when it comes to taking down those chaos juggernault.
« Last Edit: June 23, 2022, 04:57:43 pm by Rangerh »