Author Topic: [ADDON] ROSIGMA  (Read 154306 times)

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #390 on: January 24, 2024, 11:43:41 am »
You can change your deployment setup in the craft preview window. The "extra" slots in the armored column ride on top (might be possible to change their order in the craft code so they are filled last...).

Offline noflic

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Re: [ADDON] ROSIGMA
« Reply #391 on: January 24, 2024, 10:43:29 pm »
Aye, I know you can change the order in which specific people line up in the craft - the last few versions have had a weird issue where rather than "fill chimera 1 [ie the rearmost chimera], fill chimera 2, anyone else goes on top" the deployment seems to go for "fill chimera 1, put 4 people on top of chimera 1, put 4 people in chimera 2". It's probably not something that you'd notice unless you're taking fewer than the maximum number of soldiers, but given how powerful the Leman Russ is (and given turn 1 reaction fire!) I usually only put 16 guard into the armoured column.
« Last Edit: January 24, 2024, 10:45:26 pm by noflic »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #392 on: January 29, 2024, 06:40:49 pm »
Question,

in the past when I installed the new version - I only deleted the options.cfg ad set everything again to avoid the following:

29-01-2024_17-37-27]   [ERROR]   During linking rulesets of armors:
Error for 'STR_ADEPTAS_ARMORR_FIXED_UC': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ADEPTAS_ARMOR_KHORNE_REPENTIA': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ADEPTAS_CALLIDUS_SUIT': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ADEPTAS_SLAANASSASSINARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ADEPTAS_SLAANESH_BLESSED_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ADEPTAS_TZEENTCHNASSASSINARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ALPHA_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ALPHA_CORVUS_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ASSASSINNEUTRAL_FEMSUIT': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_CALLIDUS_ASSASSIN_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_CHAOS_PENETANTE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_CHAOS_SERAPHIM': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_CHRYSSALID_ARMORSELENE': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_CHRYSSALID_ARMOR_DIRE': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_DEATHCULT_ASSASSIN_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_DESERTER_PSYKER_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ELDAR_FARSEER_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ELYSIAN_JUMP_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_ELYSIAN_JUMP_MEDIC_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_ADVANCED_CARAPACE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_ADVANCED_MEDIC_CARAPACE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_ADVANCED_SENSORS': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_ASSASSIN': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_CARAPACE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_CARAPACE_SENSORS': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_FLAK_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_FLAK_ARMOR_MEDIC': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_JUMP_CARAPACE': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINIDGUARD_MEDIC_CARAPACE_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.
Error for 'STR_FELINID_JUMP_ARMOR': Number of battle corpse items for 'corpseBattle' does not match the armor size.

I tried using the old version of Oxce and also the last one...I use 40k + Rosigma + soe of the minimods...should I turn minimods off?

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #393 on: January 30, 2024, 10:58:49 am »
You get that kind of error if you've borked the installation.

Make sure you have no ZIP file of the mod in the mod folder after extracting.
Make sure you have the right OXCE version (7.11) for the rosigma version (2.5A) + 40k036.
 

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #394 on: January 30, 2024, 02:10:14 pm »
you are right, I copied the ZIP stuff with "re-write" into the old Rosigma folder, will create a new folder structure and copy there everything fresh...no re-write

update - it worked fine, also my own upgrades work...I forgot to delete the old one just do rewrite....
« Last Edit: January 30, 2024, 06:44:06 pm by Simi822 »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #395 on: February 01, 2024, 10:57:46 pm »
Question,

with these two empty research topics:

STR_GSC_INITIAL_DISCOVERY

STR_GSC_MEANS_OF_INFECTION

are there any plans?

like in Xcom files that the GSC disappears? /taken care of by the PDF/

or what is the plan?

you know...Xcom files has the cults...and then they are gone by time if correct actions are taken
/and yes yes I know I was hating on Xcom Files a lot....but they are now the etalon do we like it or not they overtaken US guy!!!! /

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #396 on: February 06, 2024, 01:16:52 pm »
The purpose of the GSC research chain is to open up a GSC-playable path.

The idea being that you capture some actual genestealers, and if you have more than X in captivity for Y days (scripting dependent, might not be possible to implement), or if you research a particular topic down the chain (due to the scripting limitation) - then the genestealers "escape" and infect you and you enter the GSC path.

Example, the GSC path research topic could become available after researching all the relevant topics in the chain (6 or so) + Having researched a live Genestealer. This triggers some event pop ups + makes certain gameplay options available.

-> Opens up soldierTransform options to infect your current soldiers (bust in HP and some other physical stats).
-> Opens up some Hybrid-ization upgrades (surgery) and genestealer recruitment options.
-> Turns off the GSC hostiles/missions from generating (might not be possible to make existing enemy GSC bases disappear in OXCE, but random missionScripts can be shut off).
-> Activate GSC flavored eventScripts and research options to "infect" the world and get resources.
-> Activates the alternative final mission that Chaos Path gets, but GSC flavored.

You'd still fight Chaos/orks etc, and maybe activate the Inquisition and fight those.
« Last Edit: February 06, 2024, 01:20:46 pm by Leflair »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #397 on: February 06, 2024, 03:31:06 pm »
sounds interesting and promising, yes additional transformation options is a good approach /works good in X-com files/

Also I did know that the Arbites have a different final mission,
when compared to Astartes/Astra Militarum

do the other faction have a different one? /Inquisition, Sistars/

so there is a different final mission for Chaos...well I need to check it out
« Last Edit: February 06, 2024, 05:55:47 pm by Simi822 »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #398 on: March 11, 2024, 12:32:21 pm »
Dear all,

after doing a run with the Guard and Arbites,

now I do a Sistars run,

I think I found a logical problem...

Frateris can be promoted to Frateris Veteran or to Sistars...

promotion to Sistars is much better...and the problem is it is available before veteran update!

I think it should be that only Veteran Frateris should be available to be promoted to Sistars...otherwise the Frateris Veteran update is a empty option /who would wait till they are veterans when you can turn them into Sistars..../

Offline noflic

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Re: [ADDON] ROSIGMA
« Reply #399 on: March 11, 2024, 10:37:11 pm »
Unless it's changed, only women Frateris* can be promoted to Sisters (or, at least, that was my impression from scanning the transformations page). That seems about right to me; your battle-hardened pilgrims might get armour that doesn't totally suck, but not all of them can get fast-tracked into the Sororitas.

* I think this doesn't work, grammatically, but it has been so long since I did Latin that I wouldn't swear to it. Also, GW and Latin have only ever been on nodding terms.

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #400 on: March 14, 2024, 10:31:45 am »
ROSIGMA 2.6 Notes:
Spoiler:
Updated to work with OXCE 7.12 and 40k037.

FIX:
- MAP: Some leaky wall fixing for 2 UFOs.
- MAP: Added accessible ground floor doors to Tzeentch ship 08B.
- MAP: Removed partial wall blockers in entrance of Nurgle ship N07. Added missing elevator tiles and doors to left and right wing.
- MAP: Fix for GSC (Arbites) Imperial scout and convoy maps stairs not working (changed to object).
- MAP: Leaky wall fixes on the big bunker maps.
- MAP: Fixed blocked stairs in INDUSTRIALURBANCULT20A and 20B.
- MAP: Fix blocked doors for CH02DOUBLEWIDE (Variant for Hell Tears).
- CRASH-Fix for Issue with knocked out Wraithguard causing crashes, related to PainImmune being bypassed by stun weapons.
- CRASH-Fix for Issue with knocked out Slaanesh Xeno Weapons Platform causing crashes, related to PainImmune being bypassed by stun weapons.
- MECHANICS: Fixed OXCE update breaking the 2X reaction bonus for pistols (and preventing reaction fire in some cases).
- MECHANICS: Improved Scripting for Intimidation and Mend Wound Mechanics.
- MECHANICS: Friendly Turrets can no longer be Decepticons.
- MECHANICS: Heavy Flamer Turrets should now be properly corruption immune.
- MECHANICS: Minor Refactor of Mend and Inflict Wounds to prevent harming own units.
- MECHANICS: Added more Mechanical Tags to prevent corruption and betrayal mechanics from triggering for these "units". Including holo-decoys and training dummies (so Alpha Legion infiltrators don't reveal themselves after gunning down a training target).
- MECHANICS: Fix Heavy Krak Missile lacking damageType.
- CODEX: More Typos corrected in several Codex articles.
- CODEX: Added Codex texts for the Pump-Action Shotgun and the Liberator Autostubber.
- CODEX: Adjusted several Mastercrafted Weapons CODEX requirements to match their manufacturing requirements.
- CODEX: Adjusted access to marine power armor and terminator armor articles so more factions can see them.
- INFO: Tzeentch Battleships will now correctly show as VERY LARGE instead of just LARGE.
- INFO: Proper listOrder to special bolt ammo and guns.
- QOL: Added Outpost Dirt: canBeBuiltOver.
- RESEARCH: Unlocked Imperial Webber Research for All Factions as intended.
- ENEMIES: Removed placeholder code from base 40k where genestealer hives would spawn necron ships/missions.
- TEXT: Added some more missing name Strings for dummies.
- VISUAL: CustomArmorPreviewIndex for IG Mounted Guns fix.
- VISUAL: Flying Animation for Tzeentch Inquisitor.
- AUDIO: Re-Added Missing Dominion bolter fire sound.

GENERAL:
- MISSIONS: Reduction in most Normal difficulty Mission types from 4 to 3 UFOs waves. Some terror missions from 3 to 2 UFO waves. Less UFO craft spam per month. Swapped in some smaller UFOs in the first wave instead of medium/large UFOs for more training opportunities.
- MISSIONS: Easier early months: Split the Nurgle/Tzeentch/Slaanesh random monthly mission types into normal and HARD, enabling easier early month missions for factions that do not start with the HARD missions. Also softened some of the early 3-gods lists to have fewer daemons and spellcasters.
- MISSIONS: Lowered Hulk chance of spawning in later months + halved monthly mission script firing odds for less mission spam.
- MISSIONS: Made the target objective in space Hulks a hostile unit you can "spot". It's possibly explosive.
- MISSIONS: Added several previously restricted missions to the random monthly pool for more variety. A downed valkyrie, outpost defense, assaulting a chaos temple (with friends) and the Catacomb mission with recruitable Adeptas units to rescue.
- MISSIONS: Space Hulks primary objective is now a "hostile unit" so its easier to detect if you can see it.
- MECHANICS: Infiltration chance reduced and changed to increase in proportion to damage inflicted.
- MECHANICS: New for Psykers: Perils of the Warp mechanic introduced. Psykers with low Morale, or that utilize their powers repeatedly in the same turn, carry a heighted risk of perils; the lower their Morale, the worse the outcome is likely to be.
- CODEX: Added additional text to Codex articles for some commendations.
- RESEARCH: Plasma research now locked behind mid-tier.
- RESEARCH: Heavy Plasma research now has a unique joint topic. Heavy Plasma ammo reduced from 10 to 6. Increased heat generation per shot.
- PLASMA: Added Maximal mode to most plasma weapons; this allows the user to expend 3 additional charges (and heat) to deal 50% more damage. Situationally useful for penetrating heavy armor.
- PLASMA: Mastercrafted Plasma Rifle now has better drop-off per tile (improved accuracy).
- PLASMA: Plasma pistol and rifle damage reduces at 20 tile+ range.
- PLASMA: Plasma dropOff normalization for more plasma weapons.
- BOLTERS: Visual addition, added hitAnimation for bolters. A little explosion.
- RECRUITMENT/MISSIONS: Krieg guard may now appear in WAR missions. Helpfully assisting by taking enemy fire during the first turn. If any survive they can be recruited.
- STARTING BASE: Updated starting bases craft ammo count to correct values.
- BALANCE: Hologrenade price adjustment, less tokens, some more elerium instead.

ADEPTAS:
- ART: 16 new variant heads for SoB power armor and 6 for Bloody Rose version of the armor.
- RECRUITMENT: Enabled 4 more Slaanesh Sisters captives to Repentia Manufacture topics.
- ARMOR: Nerfed ranged accuracy on repentia and deathcult armors, buffed stamina (energy). DCA armor now has slightly better front and side armor to make it an upgrade vs the repentia (still has 20% more dodge as well).
- MECHANIC: Spirit of martyr purges all infection/corruption when triggered.
- CODEX: Moved more Armor Codex articles over to the Adeptas codex section+removed some blocking requirements for low end armors that other factions may encounter/use.
- ART: Heretic Hospitallers given unique Inventory Sprite + codex articles.
- MAP/CORVUS: Added a second door exit to the Corvus.

ASTARTES:
- MECHANICS: Tweaks to the buff Banner, added safety parameters for self-harm prevention.
- RAZORBACK: Turret buffed to 50 health from 40.
- New 037 drop pod Firestorm is now available.

GUARD:
- WEAPONS: Ripper Pistol Improvement, a lot more morale damage, 10% more health damage. Token Cost Reduction from 400 to 200 tokens.
- UNIT: Buffed the Priest. Now benefits from Spirit of the Martyr (prevents dying) and generates 10 faith points.
- WEAPONS: Lascannon sniper adjustments. +1 point in dropOff accuracy. aimRange 30 instead of 31. Higher kneelBonus. minRange introduced (lower accuracy in close combat)
- WEAPONS: Longlas kneelbonus increased, accuracy adjusted so its better to kneel with it than stand or hipfire.
- TURRET: Crassus turrets set to 50 health. Reaction fire removed, autofire buffed to 5x from 3x shots.
- MECHANICS: Biomancer can now only regenerate up to a maximum of half its max HP. Instead of having no recovery time, its recovery time is reduced by 90%. Lethal wound regeneration now scales with psi (minimum of 1).
- 037 change: Tauros convoy are now 3xTauros instead of 2x.
- 037 change: Taurox convoy updated, ramp replaced with ladders.
- New 037 Praetor vehicle now available. Access may be moved.
 
INQUISITION:
- WEAPONS: DW Lascannon adjustments. Higher mobility, less accuracy at distance.
- WEAPONS: DW Dread Plasma Cannon now has better drop-off (3 instead of 5 per tile).
- UNITS: Bionics Enhancements enabled for Inq Stormtroopers. Inq stormtroopers can now achieve higher total reactions as well.
- FIX: Display full range of inventory sprites for Inquisitor armor.

ELDAR:
- New 037 Eldar Cobra and Scorpions available. Further updates may come.

TRAITOR GUARD:
- Changed some late game weapon loadouts for Deserter Soldiers (navy autocarbine), Deserter Officers (Highgrade autopistol), Iron Guard Heavies (mortar) and Heavy Traitor Squats (mortar).
- Added Chaos variant of the Mortar.

NECRONS:
- MAP: Necron Tombs are now larger and more varied with a new main objective to destroy (by Buscher). Look for the glowing crystal.
- Necron bases can now retaliate (small chance per base and month).
- Necron Scarabs attack speed adjusted by size of the swarm. Fewer scarabs = fewer attacks.
- AI: Necrons no longer afraid of fire tiles.

ALPHA LEGION:
- Halved civilians chance to trigger AL (30%->15%).
- Made GKs have a much smaller chance of triggering it. Librarians are immune. Chance of triggering it goes from 5% to 1/0% with higher rank.
- Chaos Sacrifices will no longer trigger AL.

NIGHT LORDS:
- Spooky grenades now much spookier.

NURGLE:
- DIFFICULTY: Made starting difficulty Nurgle lists a little easier. Added one new simple cult list specifically for the starting month.
- DIFFICULTY: Added HARD mission types for Nurgle missions. Made normal missions early game easier.
- WEAPONS: new Nurgle autopistol and grenade assets by Brenshar.
- LOADOUT: Nurgle Terminators now have gravpistols instead of boltpistols.
- Poxburster Explosives No Longer Hidden on Minimap. Script and mechanic streamlined.
- DIE HARD tag introduced for certain units. Plague Marines, Rotbearers, Plague Ogryns, Poxwalkers. Sets just enough health not to die to one pass of fatal wound damage.
- Instant Zombification removed from more Nurgle weapons and replaced with slight buffs to infection amount or TU damage.
- Balesword TU cost decreased from a whopping 30 to 20.

TZEENTCH:
- Tzeentch Mutants and Thralls introduced for Corruption Spawning on the lower end of the health curve. Fewer Mr Crabby or Blue Horrors from noodle humans.
- Added HARD mission types for Tzeentch missions, made the normal ones easier in the opening months (fewer Witches, Tzaangors and Daemons). HARD missions are activated by researching mid-tier, or playing Space Marine factions.
- Reduced ratio of Tzeentch Blessed Rubric Marines (Spawns Flamers).
- Adjusted new 037 Screamer daemon for rosigma statline and rewards, included in several tzeentch lists, it's a lower threat daemon.

TYRANID:
- Implemented the new OXCE AI avoidsFire: false modifier for Tyranids so they aren't afraid of harmless fire-tiles.
- HIVE GSC Base mission will now always have 3 Trains for the player to deploy from (previously 1-3 randomized).

SLAANESH:
- Added HARD mission types for Slaanesh missions. Made normal missions early game easier.
- Fewer Daemonette types in the early-game Slaanesh lists.

Note that some of the enemy list changes have integrated some chill mode ideas from 2.4/2.5, giving a kinder threat ramp for non space marine-based (Hard Mode) factions.
The older Chill Mode file that modifies enemy tech progression will still work with 2.6.
« Last Edit: March 14, 2024, 10:38:17 am by Leflair »

Offline Simi822

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Re: [ADDON] ROSIGMA
« Reply #401 on: March 14, 2024, 06:19:31 pm »
Dear all,

once again a HOME RUN,

had like 3h to check all the changes......sweet! /during work had time to look LOL...benefit if you are a PM/

I love how you /beside old-timers like me chatting thru the forum/ also react to the gamers who stream our bellowed mod /toad or Beagle/

and special love to Toad....I watched hours of his gameplay in work ( LOL) and he showed me stuff like shieeet /his lifehack in the spacehulk...but all lore accurate/

and I have to thank you guys...I was nagging you so manny times with stupid stuff and 90+ percent you added to the mod...for what I am most grateful

but in my fashion I will still have proposal how to improve (LOL)

Hotshot lasgun ammo should be available to all factions /they can buy the Vostroya lasguns in the trade place so why not the ammo/
only veteran Frateris should be able to Transcend to be Sistars /otherwise the promotion to Veteran Frateris has no meaning/
Liberator Autostubbers are pricy /correct/ but make an option to produce the ammo cheaper? /the ammo is too pricy IMHO/
if bionic update is available to INQ Stormtroopers...then open it to all fractions...also Bionic updates for Arbites (?) /as available to IG and Sistars only/
make research for archeotek tech easy /liberator auto stub etc/
add to the mod the Combi weapons from the melle pack

I think that's all for today,

but again I can only say one thing great job everybody and

thank you!


Offline Shinnare

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Re: [ADDON] ROSIGMA
« Reply #402 on: March 14, 2024, 09:20:43 pm »
Hi, there is a bug right after you research Radical road path for Inquisition...
You should get the req. token for Corvus but game crashes instead....
OXCE, War40k and Rosigma are all of latest release...

Item STR_CORVUS_TOKEN not found

Thanks

Offline Leflair

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Re: [ADDON] ROSIGMA
« Reply #403 on: March 15, 2024, 01:43:06 pm »
Likely due to OXCE 7.12 updates enabling spawning of singular craft without using a token system.
Will take a look, the corvus token can likely be removed from the radical road research.

Offline Shinnare

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Re: [ADDON] ROSIGMA
« Reply #404 on: March 15, 2024, 08:42:40 pm »
Likely due to OXCE 7.12 updates enabling spawning of singular craft without using a token system.
Will take a look, the corvus token can likely be removed from the radical road research.

Is there an easy way to somehow fix it myself or must i wait for next patch?