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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Tue May 22, 2012 5:19 am
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 Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Damn this mod is really well made. Tots to ya :D


Tue May 22, 2012 5:32 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Just as a personal opinion I'd think the Black Templars or Blood Angels would be more suited to cheap flamer weaponry; the BT in particular as they have a very big 'cleansing flame' theme.

I've noticed plasma bolts bouncing off doors so you're probably right about why it doesn't kill Coalition units as effectively.

The ammo change for the SB and HB sounds like the trick; the major issue with the HB is that the lengthy reload means you want to hold off as long as possible before doing so. Meanwhile you can hose the SB until it's empty and there will be absolutely nothing around to threaten you in the few seconds it takes to reload.


Wed May 23, 2012 7:08 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Slowly gearing up for B27, so expect to see a couple of new toys and adjustments to existing equipment.

Keeping the OP upcoming changes list up to date as I remember things.

The 'Wishlist' is also being kept up to date.


Thu May 31, 2012 4:19 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Arcalane, are you planning to use the Tempest EMP bolts?


Thu May 31, 2012 5:45 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Tempest Bolts add nothing and perform no role that isn't better covered by the existing kinds of Bolts. CC can't tell the difference between synthetics and organics, Hellfire/Inferno Bolts are perfect for 'clean' kills, and Kraken Bolts are already plenty effective against dropships. I know things aren't exactly 100% canon, but Tempest bolts that incapacitate actors would just be silly. :???:

Anyway, I'm tagging this update as the Big Balance Update, since it seems to be mostly focused on fixing things and tweaking stats rather than adding new things. I whipped up a comparison spreadsheet and noticed some odd stats whilst in the process of entering the data. Inferno Pistols and Meltaguns were horridly overweight (both massed 30kg!) so I fixed that, just to give an example.

Plasma Weapons are mostly fixed, I think. A few oddities are going to be unavoidable by the looks of things, but pin that on dumb luck and Saves. ;) Same way an X-COM rookie can shrug off a Heavy Plasma blast, then get instakilled by a stray friendly rifle round the next turn!

Expect to see a release after B27 is out, with metagame support and updated Warfare/UnmappedLands/CortexShock files.


Fri Jun 01, 2012 9:04 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Apart from a couple of hiccups, everything is proceeding according to schedule plan. All Chapters and Regiments have Metagame support, all Unmapped Lands/Cortex Shock/Warfare (and by extension, Tartarus/Block Wars/etc.) faction files have been updated...

A couple of warnings;

1) Meltaguns don't pick sides; the only person they can't hurt is the wielder. I think this is a fair tradeoff for their lethality. I mean, imagine facing an advancing wall of Marines with Meltaguns, systematically frying everything in their path!
2) Bayonets don't pick sides either. If you have it half-way through a buddy when you hit the STABBYTIME button, you're gonna shank 'em in the kidneys.
3) I don't have time to exhaustively test all of the chapters/regiments in the metagame, so if any of them crash at any point, let me know.

Release will be after I get a couple more of these scripts fixed. Laser sights are still giving me some grief, as are the autoadjusting scopes.


Mon Jun 04, 2012 3:12 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Lasguns don't seem to pick sides either. I've been trying to figure out how to fix that myself, but my complete lack of lua knowledge has made that all but impossible.

Bayonets hitting friendlies I suppose is reasonable, though I personally would prefer it if it didn't. Only super destructive things like rockets and meltaguns should hit teammates, imo.


Tue Jun 05, 2012 12:05 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
Lasguns won't pick sides because the actual damaging particle isn't spawned by the weapon, it is spawned by the script itself, or at least that's how I suppose it should work.

To make it work properly, you should identify the team of the firer, and make the rays used ignore the parent's team, and if necessary, make the damaging particles ignore the parent's team.

I'm pretty sure I can find a workaround like that for the bayonets, since I made the script, it is easier for me to do that.


Tue Jun 05, 2012 12:08 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R9 Out!]
NikolaiLev wrote:
Lasguns don't seem to pick sides either. I've been trying to figure out how to fix that myself, but my complete lack of lua knowledge has made that all but impossible.


Good catch! I hadn't actually tested it myself, since I didn't think it'd be an issue.

I'll ping Cave about it, since he made 'em.


Fixed, thanks to Cave's quick work.

Image
Image

Hellguns are easier to get pictures of, but rest assured that I have tested it with all the relevant weapons. As an added bonus, point-blank firing will no longer harm the wielder, and will close hits will not hurt allies.


Tue Jun 05, 2012 4:17 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Yeah, it's here. R10, with metagame support! Same link as always!

Image
Dark Angels Assault Recon Troopers at a desert outpost bunker.

R10 Changelist:


Now get out there and conquer the planet and slay some heretics/hereteks/xenos in the name of the God-Emperor! (Almost 3250 total recomp downloads since the R1 release!)


Tue Jun 05, 2012 9:05 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
First of all, great job on the R10 version. Looks absolutely fantastic.

Second, I am going to ask the same question I asked in UniTec thread. Are you planning on splitting W40K .rte into separate .rte's for each chapters to make it compatible with metagame properly? That way we can have Blood Angels vs. Imperial Guards vs. Black Templars metagame fights and whatnot.

EDIT:
I think I found two bugs:
1) When building bases in metagame, their cost becomes negative and that only happens when playing as space marines. Do any SM actors have attachments with negative cost or something like that?
2) Sniper Rifle is absolutely impossible to use because the aim flies off into the distance and it's impossible to get it right. I think it has waaaay too long range.


Tue Jun 05, 2012 9:17 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Wonderful! Could you tell me how you managed to fix the lasguns? I spent an awful lot of time experimenting with the lua and couldn't manage it.


Tue Jun 05, 2012 12:39 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Jack Trades wrote:
Second, I am going to ask the same question I asked in UniTec thread. Are you planning on splitting W40K .rte into separate .rte's for each chapters to make it compatible with metagame properly? That way we can have Blood Angels vs. Imperial Guards vs. Black Templars metagame fights and whatnot.


As Gotcha! stated, it's buggy at the moment. Worse;

Any module other than your own is considered an Enemy Tech, period. That means 4x purchase costs. Actors and Weapons in the 40K mod are already pretty steep even with all the cost reductions.

So, unless they decide to waive the cost multiplier for non-Tech modules, it's utterly impractical.

--

Jack Trades wrote:
1) When building bases in metagame, their cost becomes negative and that only happens when playing as space marines. Do any SM actors have attachments with negative cost or something like that?


According to my reports this is not isolated to the Marines. The Browncoats can also get negative-cost bases.

I have nfi what causes this, I assume it's something to do with broken loadouts and base generation, but that's a best-guess.

--

Jack Trades wrote:
2) Sniper Rifle is absolutely impossible to use because the aim flies off into the distance and it's impossible to get it right. I think it has waaaay too long range.


Yeah, I noticed that myself. It seems to be a new thing as a result of the B27 changes, not sure what's causing it. Guess I'll just halve the max range it can extend to or something.

--

NikolaiLev wrote:
Wonderful! Could you tell me how you managed to fix the lasguns? I spent an awful lot of time experimenting with the lua and couldn't manage it.


'fraid not, CaveCricket was the one who coded them in the first place, and then fixed them for me. If you really want to know, try sending him a PM.


Tue Jun 05, 2012 1:20 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
I semi-figured out how it was done. I guess any more explanation would necessitate a complete tutoring in lua, so I won't bother. :P

Also, I was going to point out some bugs I've been experiencing, but then I decided to simply make this.

http://www.youtube.com/watch?v=EWNSu19AzVU

This is happening due to the AI defaulting to "Patrol mode". As you can see, these guys are jumpy :wink: . The ridiculous jump heights can probably be fixed though. The Commissar and Kasrkin Sergeants are also regenerating health. Haven't tested that with any others.


Tue Jun 05, 2012 1:42 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Started on some Respirting of the plasma cannon and spriting Auto weapons.



Tue Jun 05, 2012 2:16 pm
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