Author Topic: [ADDON] ROSIGMA  (Read 127010 times)

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #300 on: February 12, 2023, 12:04:52 am »
question, the Inq Troopers work fine - I change the weapon just change the Armor...BUT playing as the INQ , I requested Krieg panzergranadiers but how do I equipt the heavy lucius lasguns? its a weapon...but I cannot add it to the craft and also its not in the armor menu (?)

Offline Nosferator

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Re: [ADDON] ROSIGMA
« Reply #301 on: February 13, 2023, 08:24:29 pm »
For some reason, frag grenades don't deal any damage. They just harmlessly do "Poof".


Offline Buscher

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Re: [ADDON] ROSIGMA
« Reply #302 on: February 14, 2023, 07:09:00 pm »
A small bug found its way into release.
This will turn the frag grenades back to the expected behavior.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #303 on: February 15, 2023, 12:35:29 pm »
Dear All,

so as mentioned previously the Reinforcement that can be requested when playing as the INQ
needs some fine tuning, like written previously some items cannot be used /no option to use Heavy Lucius lasgun for Krieg Panzergrenadiers or to change the power used by the Psycher)

but there are also some "problems" with the delivered items, example: request Ab-humans...but they get 4x Carapace armor /Human sized/ and not 4x Beasmen carapace armor (maybe same issue with the Squads) and similar issue with Arbiters who get 1xEnforcer Signal armor and 2x  Heavy enforcer+shield armor...which are deactivated

Offline Nosferator

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Re: [ADDON] ROSIGMA
« Reply #304 on: February 16, 2023, 05:36:57 am »
The forces of chaos  keep stealing batteries from the Tarantula Hyperios. And it cannot fire without energy. It become a very expensive piece of metal.
« Last Edit: February 16, 2023, 07:19:55 am by Nosferator »

Offline Dr. Hatari

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Re: [ADDON] ROSIGMA
« Reply #305 on: February 20, 2023, 02:36:07 pm »
Can't seem to get Razorback turrets to fire. No number listed for ammunition, attempting to fire just says 'not enough energy'. Doesn't matter if it's the ones mounted on Rhinos or the SM dropship variant with them mounted flanking the ramp. Campaign or quickbattle, they're reduced to CCTV cameras.

*Edit: Latest Github revision fixed it, as well as the Tarantula Hyperios issue!
« Last Edit: February 23, 2023, 01:06:10 pm by Dr. Hatari »

Offline Nosferator

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Re: [ADDON] ROSIGMA
« Reply #306 on: February 21, 2023, 06:30:25 am »
What should be done with Nurg zombies? They run around corners, they catch shots, they explode... Very deadly explosions. And now I have a whole pack of Nurgle abominations. Plus Nurgling, which is also disgustingly dangerous.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #307 on: February 22, 2023, 10:44:07 am »
well they are a pain in the ass...but still not as bad as the similar Zombies in Xcom Files....use sniping: Longlas or Vostroya lasgun + hotshot ammo, or Stubrifle + manstopper ammo or Snipper gun...off course ING Stormtroopers are also very effective...Turrets/Sentinels/Mounted weapons to cut them down, and use Grenades' - proximity Grenades for protection...and set up a wall of death - soldiers who would react fire during enemy turns to stop they advance...good against all melee enemies...and later with high mobility units using melee weapons...hunt them down /one Assassin could cut down several in a turn...or a skilled Commissar, etc./

Offline Nosferator

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Re: [ADDON] ROSIGMA
« Reply #308 on: February 24, 2023, 01:09:36 pm »
Oh, zombies aren't that much of a problem when I can see them on the distance. But they are much more dangerous when I can't see them close. Or when some cultist decides to turn into a zomboid in an inconvenient place. I lost my best fighters when that rotten bastard jumped off the roof. He was shot down by the overs just after landing... But the explosion still killed everyone. And turn them into more Zombies/Daemons.
*Edit
Looks like they fixed the turrets. Now every spotted zombie will receive a Tarantula rocket into face.
« Last Edit: February 24, 2023, 01:44:38 pm by Nosferator »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #309 on: March 08, 2023, 09:31:12 am »
Dear all,

a Idea /which is integrated into FMP/ maybe the option to "harvest" the Armor from some death enemies...

from GSC Arbitors and Wardens - to get the Armor before it is researched /off course cost money, tokens and other stuff/
OK chaos tainted ones should be a No Go but armor from deserters, GSC should be possible /like in FMP/

Offline Yankes

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Re: [ADDON] ROSIGMA
« Reply #310 on: March 08, 2023, 11:50:06 am »
Dear all,

a Idea /which is integrated into FMP/ maybe the option to "harvest" the Armor from some death enemies...

from GSC Arbitors and Wardens - to get the Armor before it is researched /off course cost money, tokens and other stuff/
OK chaos tainted ones should be a No Go but armor from deserters, GSC should be possible /like in FMP/

if harvest any thing, should it be Gene-seed? You can recruit normal humans but to have Adeptus Astartes you need make transformation that use item Gene-seed.
And probably in other way around, some transformation should give you free Gene-seed from veterans.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #311 on: March 08, 2023, 05:24:43 pm »
if harvest any thing, should it be Gene-seed? You can recruit normal humans but to have Adeptus Astartes you need make transformation that use item Gene-seed.
And probably in other way around, some transformation should give you free Gene-seed from veterans.

yes that would be also nice but I mean something like the following:

- name: STR_GSC_ARBITOR_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 10
      STR_KILLPOINT_TOKEN: 100
      STR_GSC_ARBITOR_CORPSE: 1
    producedItems:
      STR_ARBITOR_ARMOR: 1
    space: 2
    time: 50
    cost: 10000

will look if working


Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #312 on: March 08, 2023, 06:17:17 pm »
yes that would be also nice but I mean something like the following:

- name: STR_GSC_ARBITOR_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 10
      STR_KILLPOINT_TOKEN: 100
      STR_GSC_ARBITOR_CORPSE: 1
    producedItems:
      STR_ARBITOR_ARMOR: 1
    space: 2
    time: 50
    cost: 10000

will look if working

how can I change the displayed text (?)

Offline Yankes

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Re: [ADDON] ROSIGMA
« Reply #313 on: March 08, 2023, 07:28:52 pm »
You add translation, if there is none game use ID/TYPE of given thing in UI.

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #314 on: March 09, 2023, 12:05:04 am »
add translations...well if I would know

I just added to manufacture arbites the following and it takes the name from there:
(I used FMP armor adaptation as the base but there the cost was a joke so I ramped it up)
what to add here to display not that broken text (?)

- name: STR_GSC_WARDEN_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    space: 8
    time: 100
    cost: 50000
    requiredItems:
      STR_ALIEN_ALLOYS: 30
      STR_ELERIUM_115: 20
      STR_KILLPOINT_TOKEN: 200
      STR_GSC_WARDEN_CORPSE: 1
    producedItems:
      STR_MARSHAL_ARMOR: 1
   

  - name: STR_GSC_ARBITOR_ARMOR_ADAPTATION
    category: STR_PERSONAL_ARMOR
    requires:
      - STR_ARBITES
    space: 8
    time: 100
    cost: 20000
    requiredItems:
      STR_ALIEN_ALLOYS: 20
      STR_ELERIUM_115: 10
      STR_KILLPOINT_TOKEN: 100
      STR_GSC_ARBITOR_CORPSE: 1
    producedItems:
      STR_ARBITOR_ARMOR: 1

« Last Edit: March 09, 2023, 12:11:03 am by Simi822 »