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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
I've been thinking and termies definately NEED teleporters.

In their current state, they are next to useless when assaulting.


Thu Apr 05, 2012 10:14 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Yeah, I can see teleporters being helpful. Maybe a range-limited thing, set to work using either Goto-AI (designate coordinate -> release -> teleport!) or a handheld device?

Either way it should probably have a limited recharge speed.

I'm not sure the jetpack thing would be possible though, not without replacing the actor entirely using scripts, which would also restore all health, replace lost limbs, and cure all wounds.

----

KXZ: I've completed every mission that requires a sergeant/chaplain for hacking in Unmapped Lands without them needing a jetpack. Even that long mission with the big wall and the guards with missile launchers on isolated towers. Remember you don't have to fly an actor back into orbit when using a craft, you can drop them off again and then return the craft to orbit.

Is it risky? Absolutely. But given the Marines can handily crush almost every other faction in UL, I think it's a fair trade.

Image

Besides, it leads to epic moments. ;)

Still, I probably do need to add Assault Sergeants, so I'll sort that out at some point. I also need to issue updated faction files anyway.

Ed: Assault Sergeants and Assault Pack-equipped Chaplains are in game and ready for the next release, along with some tweaks for the CortexShock sergeants. I'll also be offering a seperate download of updated Unmapped Lands and CortexShock faction files.


Last edited by Arcalane on Sun Apr 08, 2012 7:44 am, edited 1 time in total.



Thu Apr 05, 2012 10:29 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Arcalane wrote:
KXZ: I've completed every mission that requires a sergeant/chaplain for hacking in Unmapped Lands without them needing a jetpack. Even that long mission with the big wall and the guards with missile launchers on isolated towers. Remember you don't have to fly an actor back into orbit when using a craft, you can drop them off again and then return the craft to orbit.

Is it risky? Absolutely. But given the Marines can handily crush almost every other faction in UL, I think it's a fair trade.

*image*

Besides, it leads to epic moments. ;)


I realise that is an option. However, the lack of a jetpack is only a part of the problem, truth be told (though the main issue is actually to do with Unmapped Lands itself, but I've already stated the problem in weegee's thread); then again, maybe I have the wrong faction version enabled - I'll need to check.

At any rate, the idea of possible Assault Sergeants is a good one, as I often find myself choosing the regular Assault Marine as my default attack troop, due to the extra mobility the jetpack affords (much as I love the regular marines, they aren't exactly the fastest troops, especially once the terrain starts getting covered with debris and gibs).


Sun Apr 08, 2012 7:20 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
This is a great mod :grin:

Is there any way that an eldar mod will come out?


Tue Apr 10, 2012 2:46 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Not unless someone else handles the spriting.

--------------

Still waiting on the missile scripts but they should be done soon. Hopefully it'll be possible to remotely detonate the laser-guided missiles in-flight, so you can detonate missiles over a mob and so on.

In the meantime I've been giving the shotgun some love, since it was rather ineffectual against... well, just about everything really. Now it's got some real 40K-esque 'this gun can pulverize any unarmoured fool you point it at' kick, but isn't hideously overpowered. I hope, anyway. :)


Thu Apr 12, 2012 9:44 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R8.5 Out!]
Eldar eh? I'm not sure that would kind of fit in. Chaos I believe would be easier, besides the shitloads of purple glowing.


Thu Apr 12, 2012 10:58 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Now that I have the final changes from Cave, I can bring you R9! Same link as always!

Since the changelist so long, I've stuck it in a spoiler;



Have fun~

Over 2500 total downloads since the initial recomp release! Woo!

Ed: Augh, nearly forgot! Here are updated faction files with Assault Pack Sergeant/Chaplain brain options for Unmapped Lands. I trust the folders should be self-explanatory. You can use them in any combination that takes your fancy.


Sun Apr 15, 2012 1:07 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
100 downloads and not one comment since the R9 release? You wound me, sirs! You would me most gravely. :(

Ha! But seriously, all reasonable/constructive/actually useful feedback is welcome. I've hit that 'out of ideas' rut again.

Termis will hopefully be reviewed/looked at eventually. I've already fixed the Assault Cannon description. Need to add the Thunder Hammer... and if anyone's quick with Lua, a quick-trigger to detonate Veng charges (keypress, like the bayonet) would be nice. I tried to frankenstein something together myself but it didn't work at all.

Might do something with the sniper rifle next. Explosive shots? I think I need to beef it up a bit more so it's competitive with the Longlas/Lascannon for sniping duties... travel time is too much of a drawback in the face of the instant-trace laser weapons. Maybe nerf longlas power against armoured/metallic targets a bit as well? Thoughts?


Fri Apr 20, 2012 12:09 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
I'm not sure if this is a feature or not, but when using Assault Seargent, and holding on jetpack button, pressing S launches me torwards mouse.
It's pretty cool, and I was wondering if you could give me a fix to add this to all Assault Marines?


Fri Apr 20, 2012 9:14 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
thats a feature/bug in base CC, its just the crouch key + jet key = forward force
unless you have mobility mod installed.


Fri Apr 20, 2012 9:40 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Uh, no. Well, yes and no. Asklar/Coops cooked up some scripts that've been a feature on all Assault Marines since R5. You can also doubletap S to airbrake and stop moving.


Fri Apr 20, 2012 10:40 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
What's the lua thingie you need for the termies?


Fri Apr 20, 2012 11:03 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Nothing, right now*. What I want is for there to be an easier way for players to detonate the explosive charges the Vengeance Launcher fires, instead of having to use the pie menu every time. It's a beefed-up Coalition Remote-GL in most respects.

*That said, a Deep Strike/Teleporter for them would be pretty awesome and no doubt very useful. Maybe once Kettenkrad has had time to take a look at respriting them.


Fri Apr 20, 2012 11:11 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
I can give it a go.

Shouldn't be too hard.


Fri Apr 20, 2012 11:28 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Arcalane wrote:
Nothing, right now*.

*That said, a Deep Strike/Teleporter for them would be pretty awesome and no doubt very useful. Maybe once Kettenkrad has had time to take a look at respriting them.


This may be similar to what you have in mind.
EDIT: Added the link. Stupid me.


Last edited by Mingebag7 on Thu Apr 26, 2012 10:40 pm, edited 1 time in total.



Sat Apr 21, 2012 12:02 am
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