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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 [R14 Out!]
Are you using autobuild, and are any of the other AIs using the same tech? I'm pretty sure there shouldn't be any issues with the loadout options/presets themselves, so it's most likely the autobuild being problematic or something. :???:


Tue Oct 23, 2012 9:24 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Yeah it's using autobuild. crash occurs wether its me or the AI using it


Tue Oct 23, 2012 4:10 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Like I said, the loadouts themselves should be fine... but as there's insufficient error-reporting - and this isn't your fault - I cannot debug the problem. Stick to manually building your bases, and don't run the AI with any of the Imperium factions, I guess. As far as I'm aware there are no issues with the loadouts file, so there's little else I can do.

If I could fix it, I would. At this point the only thing I can think of doing is going over the loadouts and doublechecking that all of the reference types (e.g. AEmitter) and preset names (e.g. Imperium Frag Grenade) are correct. But they should be. :???:

Besides, manually-building bases is more interesting. The autobuilt ones are kinda messy... and they can't make use of added mod stuff like stronger doors, barbed wire, tanktraps, or other fun defensive tricks. ;)


Tue Oct 23, 2012 4:24 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
this mod must be ♥♥♥♥ insane in campaign.


not to mention at least 4 marines with bolters.... oh the rape.


Wed Oct 24, 2012 5:10 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Is everything you guys are posting Sprite wise going to be in the mod at some point? Because of so that would be amazing, those are some pretty ♥♥♥♥ good sprites though, can't wait to see them in action. :D


Wed Oct 24, 2012 10:54 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
It just a matter of sorting them out into doable parts and such,

along with the fact for the Chaos and eldar stuff (which i'm doing myself, if you check the topic i've posted in Mod making) the code need doing up, And since i'm using the current compilation as a base to easily balance it out with current Space marine and such, It means i have A LOT of code twiddling and fixing about.

About the sprites being added to this Compilation, purely Depends on Arcalane, if he likes them, And wants them. I'd Zip/Rar them all up and send them to him.

a ETA however.. Well that will take some time I have issues i wish to deal with first, and planning on visiting my girlfriend in New york, (living in merry old england at the moment so planning in advance) for christmas kinda comes first if you understand.

I rather not release shoddy stuff, which honestly most of those Widow varient are infact shoddy, Just copy pasted stuck on a widow Body, I was simply Just testing and Seeing how a few things will Look, and if i should continue on neating them up, For example, The Shotgun one Look cool, in my honest opnion, along with my Assault, Stubber and Plasma, The rest are just Meh.


I think the IoE Mod is pretty much done for now and can't really do much other than the Inquistion, PDF and the Arbtiers, but as i asked previously, Arcalane had stated they're use which is None. (Which im also planning on doing as a different Mod itself, I'll Most likely make my Assassin's for them instead of IoE)


Thu Oct 25, 2012 12:52 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
one suggestion i have.


i know that chaos love axes and hammers. i came up with this idea of a melee weapon that would basically propel a physical object in front of an actor in a circular arc (top to bottom or bottom to top, you could even choose between how you swing)


think of it like a revolver cannon slug that's swung down in front of the actor then disappears.


Fri Oct 26, 2012 5:22 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
I definitely want to do something more interesting with melee weapons in future, and I vaguely recall that there was a baseball bat in a mod that did a similar thing? I'll keep it in mind though. The melee weapons are kinda boring at the moment.

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

LVK:

I have to question the practicality of a shotgun turret. :lol: Maybe if it shot a slug and a bunch of shot/shrapnel/flechettes all at once? The missile turret would probably be the only one with limited ammo and a need to reload, to be honest.

Can I get that new Storm Bolter side-by-side with the old one and the Bolt Pistol, maybe? For comparison purposes.

For most of the coding, you should be fine to reuse the existing IoM chunks and just change the presetnames+spritepaths, as long as most of the dimensions and offsets are still roughly the same... and maybe some other minor tweaks for various weapons like ammo capacity or what it actually fires.


Fri Oct 26, 2012 9:16 am
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Well the shotgun Turret i was thinking more of a Bunker defence having roughly 20 rounds auto fire between pellets and slugs but no unique ammo
as for practical use, Indoor Defences.

As for the boltgun, gonna have to wait a bit on that i'm Still touching it up, but all im trying to do is make them Larger really, since the current bolt and storm pistol are just Laughable Tiny compare to other guns, so i've tried to use the Las pistol as a base making it a tad larger than that.

but here's a side by side comparison of the previous on the left, and my new one on the right.

Image


Fri Oct 26, 2012 9:43 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
During a discussion with LVK on Steam, it has come to my attention that almost all of the las weapons are preposterously oversized. The Lasgun, counting its bayonet, is almost twice as long as the Ronin AK-47 and Coalition Assault Rifle. The Laspistol, likewise, is roughly twice as long as any normal handgun (compared to a selection of other handguns from stock resources).

This may be incidentally tied to the fact that Guardsmen seem to be a bit larger than Coalition troops/etc. which seems a little odd to me, but whatever. Maybe the guardsmen themselves need shrinking? :???:

Anyway, lasweapon resprite is top priority now, for any would-be contributors.


Sun Oct 28, 2012 2:23 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
The lasweapons and guardsmen being oversized has always been that one thing that keeps me from playing with them.
Happy to hear that they're gonna be revisited.


Sun Oct 28, 2012 2:32 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Resprite time? Maybe I can make enough time to beat out LVK on this one.


Sun Oct 28, 2012 3:00 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
you'll Most likely can, i have to resprite the Cultist and Eldar, since they all used the Imperial guard as a base. futhermore im redoing a few sprites since they're still too small.


Sun Oct 28, 2012 4:21 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Beat LVK maybe, but not me! Muahaha!

But seriously, I redid all of the las weapons smaller, I used the M-14 and deagle from ronin as reference for size.

Do the hell guns need redoing aswell?

EDIT: I did the hellguns anyways, also forgot to mention there are 2 different variants of lasgun, I drew them both and couldn't decide which I liked better, so I leave the choice to you.


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Sun Oct 28, 2012 9:13 pm
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Post Re: Warhammer 40,000: Imperium of Man Compilation [R14 Out!]
Nice work. And yeah, the Hellguns would've needed redoing since for the most part they're just fancier Lasguns and all.

Now for the fun part; redoing the offsets. :lol:

Ed: Only thing I'd do is maybe shorten the Hellgun a bit, and I'm guessing that's the Carbine under the for-scale assault rifle?

Grips look a bit off too.


Sun Oct 28, 2012 9:30 pm
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