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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Fri Dec 24, 2010 12:43 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Metagame presents for the Imperium of Man are a bunch of zombies with generic weapons. Not much of a problem on attacks, but autobuilding bunkers will give you useless zombies for defenders unless you design each one.


Tue Jun 05, 2012 3:23 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
NikolaiLev wrote:
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.


:lol: I buffed the jump distances, because otherwise it can be a pain to get around without jetpacks. Or so everyone keeps telling me.

--

NikolaiLev wrote:
The Commissar and Kasrkin Sergeants are also regenerating health. Haven't tested that with any others.


Intentional. Sergeants and Kasrkin regen at the same rate as Scouts (1hp/3sec), and Kasrkin Sergeants and Commissars regen at the same rate as Marines (2hp/2sec). Think of it as being one part badassness, one part genetic modification/enhancement, one part augmetics.

--

LordVonKain wrote:
Started on some Respirting of the plasma cannon and spriting Auto weapons.



Off to a decent start. Cannon front end needs a lot more work, obv. aaaaand that autogun carry handle looks way too small.

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ROFLtheWAFL wrote:
Metagame presents for the Imperium of Man are a bunch of zombies with generic weapons. Not much of a problem on attacks, but autobuilding bunkers will give you useless zombies for defenders unless you design each one.


That means you didn't enable the loadouts file for your chosen Chapter/Regiment properly. :)

I'm going to move the lines for those into the Factions file so enabling them means editing less files.


Tue Jun 05, 2012 6:42 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Shieeeeeeeet, I forgot I had to finish the activities!!

I'll try to use my entire saturday to finish everything you asked me to do, I won't have a single piece of time until then.


Thu Jun 07, 2012 12:37 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
im sad that i cant upgrade to B27....


Thu Jun 07, 2012 2:10 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
so is this all reasonably balanced for b27 metagame?


Thu Jun 07, 2012 10:01 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Relatively speaking. The Marines are still the powerhouses they've always been, so if you're playing against them you're going to want to put them out of business early in the game.

Which is refreshingly easy, because their loadouts are hideously expensive compared to other factions. If you can successfully put their first couple of landing/site capture attempts out of business, they'll be stuck in the negatives and unable to deploy for the rest of the game.

Playing as them, you'll often not need more than the Assault Sergeant to win an attack or defense mission. But you're automatically dropping about 1000oz on any attack, so if you want to call in reinforcements or heavy weapons be prepared to spend a lot of gold.

The Imperial Guard are a little more balanced, being... I'd say around the toughness and cost of Coalition/Browncoat troopers. The jump-only thing is something of a significant drawback, so if someone could get that gravchute/gravpack/jetpack made for them I'd greatly appreciate it.


Thu Jun 07, 2012 11:12 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
there actually already is a parachute. the coalition pulse digger.


Thu Jun 07, 2012 11:22 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
NeoSeeker wrote:
there actually already is a parachute. the coalition pulse digger.


Yeah, the digger makes you move in whatever direction you aim it at when you're in the air, its very nice for heavier actors.

The repeller does the same thing except you need to aim it down to fly


Thu Jun 07, 2012 11:30 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Except those are diggers, not, you know, actual jetpacks. :roll: Also, they belong to the Coalition... so have fun scavenging them or paying out the ass.

Further metagame notes, now that I think about it; the IG have something of an upper-hand at range since lasweapons have no travel time to speak of, and are moderately powerful. The only thing you have in your favour is that the AI generally isn't a particularly good shot. Sometimes.

You'll also have to be especially wary of their Heavies - since those guys are Kasrkin with Hellguns, which means you're going to get laserspammed to death the moment they take aim - and of their CQB troopers - since the Imperium Shotgun's shot shells are very capable of killing all but the toughest of infantry actors at short to medium range in very short order*. Lastly, the Snipers are going to start hitting you with Long Las shots from a pretty serious distance, so make sure you don't put your brain down where they can see you.

Oh, and don't underestimate the Commissars at short range. Those Power Swords are nasty. ;)

*With the ammo options, I'd say it's worth the 4x pricetag in metagame mode if you want to order one. It's only 60oz by default, and what do you get for that? A durable, fully automatic shotgun with 15 shots to a reload that's capable of firing shot, slug and frag rounds, plus a bayonet and short/mid range laser sight. 240oz is pretty steep, but gold really isn't that hard to come by if you stop to mine it yourself instead of relying on the 1k-per-site-per-turn income.


Fri Jun 08, 2012 6:13 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Arcalane wrote:
their loadouts are hideously expensive compared to other factions.


I knew that was going to happen. You should just strip all the lua out of everything and reduce everything's cost to half, or even less. That'll be balanced enough.


Fri Jun 08, 2012 11:18 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
No, it won't. Why? I'd have to revisit the Bolter Weapons entirely, as they're terribly ineffectual without their scripts (this is how I figured out they were broken by B27 in the first place) and it'd be a horrifying step back for both the laser weapons and the missile launcher, not to mention the other weapons. Kraken Bolts were an absolute pain in the ass to balance. Still are, but it's not quite as bad now.

I'd also have to nerfbat the actors so hard it wouldn't be worth playing as the Marines any more, because they wouldn't be anything like the powerhouses they ought to be, and I don't want to have to put up with the sheer amount of rage and/or whining that would ensue from such a scenario. The IG would be essentially unchanged, save for having shitty laser weapons again. Nobody wants the IG to have shitty laser weapons again, and it'd be a waste of very nice scripts.

As is, the high prices balance out all the durability and firepower nicely. One Space Marine is easily a match for several Coalition troopers both in terms of power and cost, as he should be.

--

Unrelatedly, what would you guys think of the gravpacks allowing their wearers/users to go into fixed-height hover mode over the terrain? Maybe you could toggle it on/off with a pie menu option on the actor? I'm just musing about things that could be done with that if we ever got the sprites and someone was up for scripting it.

The tradeoff to the hovering would be slower movement compared to normal jetpacking, but it'd be much easier to aim and fire from, whilst still giving you superior maneuverability over rough terrain. Hovermode would also slow falling speed, so you could 'float' down long pits and drops without too much danger.


Fri Jun 08, 2012 11:36 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Hovering into fixed heights is ok, as long as you can move over big obstacles like when using jetpacks.


Sat Jun 09, 2012 5:28 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
i think the cost is balanced enough. It cost 750 gold to bring done one Assault space marine with a stalker Boltgun. and i can take out a base full of Dummys with that one marine. If anything they're OP compare to other armies.


Just to run over with Metagame.

I have Imperial guard enabled and Dark angels yet all the auto base depoyment units are zombies. i'm not sure if this not probely coded in right (for now) or if it cause the fact i have imperial guards enabled as well.

Another minor weird bug i seem to have noticed is the stalker boltgun in one of the levels scope seem to have acted up to the point i can't stay still and shoot otherwise the screen will fly off in another direction.


as for the autoguns im spriting well i kinda strugging with the autopistol and hit a "sprite" block you could say where im just not in the mood to do anything. i might revisit my eldar and see if Arcalane or Asklar wishes to help Code the Eldar faction / Chaos faction when i get around to either of them.

EDIT: One request is to be able to change the Starting Rocket and Brain unit inside it but since i have no idea how this will be done it would be nice just to see it happen, a drop ship containing a Space marine sargent with chainsword and bolt pistol. it does irk me a bit with my OCD of Pure faction elitism always having to have a Brain robot when invading other lands rather than a sarge.


Sat Jun 09, 2012 4:34 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
At the moment you have to enable the faction loadout you want to use in the Faction's own config file, because otherwise multiple faction loadouts can get loaded up and that causes irregularities. By which I mean things break in fantastic ways. Anyway, I've changed that for the next release, so the loadouts are in the main factions enabling file. It's less awkward and means less file-editing. Not sure what I was thinking the first time around. Anyway!

Right now I'm still trying to get Plasma Weapons to be less... uppity, and musing on things to do with strikes/missiles.

Sounds like the Stalker is trying to load the MSR's uberscope on that scene. Nothing I can do about that. :???: I have significantly tweaked how the scopes adjust themselves, so they should be a lot smoother and more controllable. Hopefully.

As for Eldar, it'd be pretty simple to do it yourself, at least for the actors. You could strip the 40K mod down to the bare essentials for the Imperial Guard - get rid of the Space Marines, Strikes, Weapons, Craft, etc. and replace all the IG sprites and PresetNames/etc. - since if you based the sprites for the Eldar off them, then you shouldn't even need to change the offsets. Weapons would be trickier, unfortunately.

I'd rather see some Chaos forces ready for implementation, myself, and I'm not sure what state those guys are in - last I saw we had some basic actor templates and a couple of lighter weapons floating around, but nothing... significant? Still, shooting Space Elves is always good for a laugh, if there's enough to be worth implementing. ;)


Sat Jun 09, 2012 5:09 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R10 Out!]
Modified a marine backpack to make a grav chute prototype. Basically stripped it down, tried to straighten the knobs near the shoulders. As for actual code, simply making the jumps spit 2 jump particles out at around 8000 particles per minute seems to make a nice floaty effect.


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Sun Jun 10, 2012 12:35 pm
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