Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
I think Stubguns are the best analogy to our stuff, hence Heavy Stubbers being today's esteemed Browning M2 IN SPAAAACE Autoweapons are generally described as being weaker than laser weapons.
Sun Aug 26, 2012 1:12 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Some of them are normally vehicle-mounted, yes. The weight and rate of fire for this particular model are both slightly above that of current squad support machineguns.
But do remember this is the 40K'verse. That isn't going to stop people from trying to fire them without being properly braced. Especially not Inquisitorial Acolytes, hive gangers, or Catachan troopers.
Worst case scenario, I might need to nerf them a little more and reduce accuracy/firepower. Maybe apply a recoil script if it comes to that.
Sun Aug 26, 2012 1:14 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Arcalane wrote:
Catachan troopers
Are we gonna have Catachan troopers???
Sun Aug 26, 2012 1:31 am
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Asklar wrote:
Arcalane wrote:
Catachan troopers
Are we gonna have Catachan troopers???
Wouldn't be hard to sprite, I could also add those to my list.
speaking of the list I've done nothing. mood swings and the Pills seemly Take away all my Motivation it seems.
Mon Aug 27, 2012 6:15 pm
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Skibiliano wrote:
Emperor's Hammer crashed after I had a Strike inbound on my dropship.
Roughly a second after that (The text was still on the screen) the dropship was hit by a plasma cannon shot and gibbed, followed by a brief freeze and "This application is not responding.."
Ah, your dropship was destroyed before the strike was done?
I'm dumb, I always forget to add checks to see if the actors still exists. I can fix that thing in a second or two. In fact, when I get enough time (probably next weekend) I'll re-write the activities almost completely.
Mon Aug 27, 2012 11:37 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Asklar wrote:
Arcalane wrote:
Catachan troopers
Are we gonna have Catachan troopers???
I... don't really see a need for them. The Krieg trooper and Kasrkin already fill the roles of 'tough/heavy troopers'.
Which reminds me, I need to add flight-capable Commissars and whatnot. Will sort that out in a bit! Should probably try and find some gravpack sounds whilst I remember too.
Quick helmet kitbash!
Last edited by Arcalane on Wed Aug 29, 2012 1:41 am, edited 1 time in total.
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
Liking that new Kasrkin helmet design.
Tue Aug 28, 2012 5:16 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
It's just a mashup of the current Kasrkin helmet, the Elysian helmet visor, and a recoloured mask portion from the Guardsman helmet. Also, it's for the Elysian Stormtrooper, a flight-capable Kasrkin-tier unit. There will also be the Elysian Commissar.
Update will be live sometime on the 1st, once my box.com bandwidth has refreshed.
Any super-minor last-minute requests?
Thu Aug 30, 2012 5:48 am
motochad
Joined: Mon Apr 09, 2012 7:44 am Posts: 80
Re: Warhammer 40,000: Imperium of Man Compilation [R12 Out!]
OH! Does the stubber have optional HE rounds? (Seeing as i haven't read all the books, if this doesn't follow cannon, disregard this.) BECAUSE THAT WOULD BE BADASS.
Sat Sep 01, 2012 8:43 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
It was planned, but the scripts were being difficult, so I haven't re-added it yet.
R13 comes with autoweapons and an assortment of balance fixes and minor tweaks.
R13 Changelist:
×× Autoweapons are on their way! Weapons fire FMJ (default ammo; medium penetration, medium damage), JHP (low penetration, high damage), Magnum/JSP (high pen, high damage). ××× Use FMJ for well-armoured enemies, such as Coalition Soldiers, Browncoats, Dummy Dreadnaughts, or Imperatus Robots. ××× Use JHP for poorly-armoured enemies such as Dummy Robots, Ronin Troopers, and 'Zombie' Clones. ××× JSP and Magnum are effective against anything/everything. ××× All autoweapons have red laser sights. ××× Gun sprites by Lizardheim, Kettenkrad, and Coops; muzzleflash sprites by Coops; firing/reload sounds from Borderlands and Blacklight: Retribution.
×× Autoweapons: ××× Machine Pistol - a last line of defense, capable of firing a lot of bullets very quickly. Fires in long bursts, but is not technically full-auto. JHP only. ××× Stub Semi-Auto - a standard stub sidearm, nothing particularly remarkable about it. FMJ and JHP. ××× Stub Revolver - high-power revolver firing Magnum rounds effective against all targets. Aim for headshots. ××× Carbine - burstfire bullpup rifle, fires similar ammo to the stub semi-auto, but faster; damage is roughly the same, but with better penetration. FMJ or JHP. ××× Autogun - standard assault rifle, can use either FMJ or JHP rounds to take down enemy troops. Reliable, effective, accurate. ××× Sniper Rifle - bolt-action, 5-shot mag, versatile JSP round. Autoadjust scope; max 1200px sharprange (compared to MSR's 2000px!). ××× Stubber - infantry-portable machinegun, high-capacity, JSP ammo is effective against all enemies. Slow reload, though.
×× With the addition of the Sniper Rifle, the Marine Sniper Rifle is being restored to 'one shot, one kill' tactics, holding only one round at a time. Ultra long-range, ultra-accurate, and very, very deadly. ×× Significantly reduced Marine Sniper Rifle accuracy when not sharpaiming.
×× Adjusted health rates -- all self-healing units regenerate only 1hp per heal tick. Additionally, natural health regen is capped; ××× 'Scout' AI units may not autoregen past 65 HP. They regenerate 1hp every 3 seconds. ××× 'Marine' AI units may not autoregen past 75 HP. They regenerate 1hp every 2 seconds. ××× 'Elite' AI units may not autoregen past 85 HP. They regenerate 1hp every second. ×× Any effects which add extra health regen - such as scenario veterancy effects, health kits, medics, healing fields, etc. - can still heal a unit up to 100%. ×× Blood Angels in Cortex Shock retain their improved healing speed (but not amount) and most of their units may regenerate slightly more health than normal; ××× The starting Sergeant regens up to 90. ××× Marines regen up to 80 at Toughness 1, then 85 at Toughness 3 - also when they get their jetpack. ××× Scouts regen up to 70 at Toughness 1, 75 at Toughness 2 when they get their jetpack, and then up to 80 at Toughness 4.
×× Smacked Inferno Bolts with the ol' Nerf Bat. Heavier units now take longer to burn up, and lighter ones will burn up much faster. Inferno Bolts only release a single ignition-particle as well, so they can't potentially ignite a target 3 times for massive burn damage. ××× This mainly means they're much less effective against dropships and heavy units such as the UniTec Aegis, though sometimes heavy units will still burn up really quickly. Call it luck. ××× Incendiary Missiles fire quantity is unchanged, and will still throw igniting fire everywhere. Still if you want to mess something up quickly, just use a Plasma Missile.
×× Added a slight fade-over-time effect to plasma projectile glows.
×× Added Elysian Stormtrooper and Elysian Commissar. They both have gravchutes and cost 25oz more, but are otherwise identical. ××× The Stormtrooper is 'Scout'-class regen (1hp/3s up to 65) and the Commissar is 'Marine'-class regen (1hp/2s up to 75). ××× The Elysian Stormtrooper has a custom kitbashed helmet and chestplate, and a gold-trimmed shoulderpad to aid in identification. ××× Adjusted IG metagame loadout to use the Elysian units in several roles to improve 'default' mobility. ××× Added SFX to the grav packs.
×× Updated scripts in the Other Mod Support folders.
Ed: since the initial release, there have been just under 5,000 recomp downloads!
Sat Sep 01, 2012 2:15 pm
Ryusho
Joined: Sun Jul 06, 2008 3:26 am Posts: 29
Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
Something is off with Cortex Shock and this, I just tried adding the Dark Angles to it in the factions, and though it pops up in the selection with the proper name, it does not have the NPC showing for it, and if you try to start, you instantly loose.
Sun Sep 02, 2012 2:04 pm
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Warhammer 40,000: Imperium of Man Compilation [R13 Out!]
1) Angels.
2) You have to enable CShock Index.ini inside W40K.rte/Index.ini.
3) You have to enable the desired faction in the CShock Index.ini inside W40K.rte/CortexShock/.
It's supposed to help cut down the already extensive loading time.
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