|
Post by Kyzrati on Jan 10, 2013 6:18:35 GMT -5
Okay, thanks for checking, I'll fix them. That *should* be how they work, as I understand the manual (my own reference as well ). Just checked the source real quick and it does look like i coded it in there--odd that it's not working.
|
|
|
Post by Aves Dominari on Jan 11, 2013 14:39:54 GMT -5
Now that you have an 8.3 version I'll run through a few games for you. I happen to be a 40k fan myself, so hpefully I'll be able to help you smooth this out.
EDIT: There's a 2x1 building with a metal fence on the second floor that has several tiles in it that I can't move into.
EDITEDIT: Holy shit they were invisible mutants. That's awesome.
EDITEDITEDIT: First game went pretty well. A fanatic with a hand flamer died to a gang (not before burning two to death), a guardsman with an autogun took one too many shotgun shells to the face, another guardsman stumbled across the church that the chaos cult was operating out of and took a doombolt to the face, and a fanatic took a glancing hit from a stubber and expired in a bathroom. The Inquisitor (armed with a plasma rifle) and his last remaining guardsman (with a lasgun) regrouped and started to cut through to the heart of the heresy. The streets were choked with furies, though, and the flying daemons overwhelmed the two, carving them to pieces. Once more into the breach!
EDITEDITEDITEDIT: Another good game. An acolyte took a lasbolt, a fanatic took a doombolt, and two more of them were torn apart when the furies dropped in. Once again a guardsman and the inquisitor were the last survivors; they ran into the nearest building and took a stand in the second story, shooting several furies out of the sky. One of them burst through a window and tore my guardsman apart. The Inquisitor was wounded by the daemon; bleeding and down to his last powercell, his only hope was the narthecium on the rotting corpse of his acolyte. He didn't make it. I won't rest until I manage to punch through these furies.
|
|
|
Post by strangeguy on Jan 11, 2013 17:37:08 GMT -5
There shouldn't be invisible enemies, I think the problem is either 8.3 changed entity lighting or I never did it right and I hadn't bothered making sure my buildings were lit. I've fixed that now but I don't want to put a new version up until I finish my current project, which hopefully shouldn't take too long.
Glad to hear you are enjoying it. Also glad to hear you've been taking doombolts to the face, in a few test runs of mine the sorcerer seemed to be panicking whenever I reached him. I might have to increase enemy bravery more, or just have them ignore morale entirely.
|
|
|
Post by Aves Dominari on Jan 11, 2013 17:52:53 GMT -5
I think having them ignore morale would be best. After a few of them go down the rest run around screaming and don't spend any time trying to kill me; quite rude of them, really.
|
|
|
Post by strangeguy on Jan 11, 2013 20:02:56 GMT -5
Next version is here. Lights on your guys should work now, no more terror tactics as now your enemies don't worry about morale, I've started to have enemies wear armour rather than have armour values though I'm worried I'll have to create 13 more armour just for entities I already have in the files before it's finished, first version of the tzeentchian cult is in and is a great opportunity to get horribly slaughtered extra loot and score from killing. Not sure about some parts and it is pretty prop light so may be changed, but really that applies to everything in this mod so far. Attachments:
|
|
|
Post by Aves Dominari on Jan 11, 2013 21:36:43 GMT -5
F=0004108 | | GM::loadDataset() | Armor is not a known item: Sorcerous Robes
To fix it, just add an item called "Sorcerous Robes."
EDIT: You fixed the invisible heretic bug, at least. The fight in the cultist's headquarters is a lot tougher now.
|
|
|
Post by Kyzrati on Jan 12, 2013 10:12:20 GMT -5
Played 0.55 just now. Nice job so far! I guess I'd like to see more of your own blueprints rather than mine, but the extensive content you've added so far is great. I parked my sniper, by complete coincidence, across the road facing the church, and popped cultists one after another as they tried to emerge while the rest of my squad scoured the map. That worked well, but towards the end I got cocky since my Inquisitor *seemed* nigh invincible. He was not so invincible when that Cultist ran up and axed him That was the last one left in the HQ, too. Then when I rushed the church the Veteran took out almost all my other guys that weren't already dead by that point. Managed to take down both the Veteran and Sorcerer (who was definitely casting at me), though I don't seem to have gotten any points for the Sorcerer. Then evac was called and I high-tailed it with only *one* remaining soldier, my sniper... Does the "restless.... things might get bad soon" message lead to more enemies arriving? I originally planned to stick around and hole up with the PDF to find out, until I suddenly went from confident to "oh my god all these dudes are dropping like flies." It didn't help that my sniper missed a reaction shot and hit my own guardsman in the back at the beginning of the mission, but at least he made up for it later by killing more than everyone else combined. Noticed a stone wall that doesn't look intentionally placed amidst all the reinforced walls of CULTHQ2X1_S on floor 1.
|
|
|
Post by strangeguy on Jan 12, 2013 11:05:29 GMT -5
Played 0.55 just now. Nice job so far! I guess I'd like to see more of your own blueprints rather than mine, but the extensive content you've added so far is great. My next goal after finishing god specific cults should probably be at least editing if not completely replacing all blueprints, though I'm not much of a map designer. Still the cult HQs and imperial buildings have been practice so hopefully I'll be able to do something decent. Then when I rushed the church the Veteran took out almost all my other guys that weren't already dead by that point. Managed to take down both the Veteran and Sorcerer (who was definitely casting at me), though I don't seem to have gotten any points for the Sorcerer. Did the sorcerer kill himself as he all too often does? It's the only thing I can think of, and perhaps something I should fix you not getting points for. What with the gangs, PDF and arbites killing enemies I wanted to only give points for killed enemies not just dead ones but the cult leaders aren't running about in the streets so should only die to you or friendly fire. Then evac was called and I high-tailed it with only *one* remaining soldier, my sniper... Does the "restless.... things might get bad soon" message lead to more enemies arriving? I originally planned to stick around and hole up with the PDF to find out, until I suddenly went from confident to "oh my god all these dudes are dropping like flies." It didn't help that my sniper missed a reaction shot and hit my own guardsman in the back at the beginning of the mission, but at least he made up for it later by killing more than everyone else combined. Yes, at the same time the evacuation zone is available daemons start to spawn. You probably should have run into some on your way to the evac, but perhaps the only ones that spawned were on the other side of the map. Noticed a stone wall that doesn't look intentionally placed amidst all the reinforced walls of CULTHQ2X1_S on floor 1. Ah, nice catch. I think I must have originally made the cult HQ out of stone but then changed it and missed that wall.
|
|
|
Post by Kyzrati on Jan 12, 2013 12:08:17 GMT -5
Did the sorcerer kill himself as he all too often does? You know, I think he may have, because I sent my sniper up to check out where he was and was surprised to see him gone, then saw his book lying on the ground so I figured him dead, though I didn't remember killing him. I may have also fired a grenade launcher through the smoke at the altar area prior to that turn, so that could've done it (*if* I remember correctly that I actually did that--I was firing explosives into the church earlier, but aiming mostly for cultists that I could see gathered inside the main area). Yes, at the same time the evacuation zone is available daemons start to spawn. You probably should have run into some on your way to the evac, but perhaps the only ones that spawned were on the other side of the map. You got it. The evac spawned right next to my sniper, who was standing in the church doorway which faced the end of the road. I'll definitely have to stick around next time and fight some demons, and also be a bit more careful
|
|
|
Post by Kyzrati on Mar 12, 2013 19:51:49 GMT -5
So what happened to your mod, strangeguy? Are we going to see 1.0 at some point?
|
|
|
Post by strangeguy on Mar 13, 2013 15:40:08 GMT -5
I've been busy or distracted with other things, including thinking of another mod I'd like to make for X@COM. Possible I might return to this, but there's no guarantee. I'll be getting a lot more free time in a couple of weeks so I might work on it then, might try to get a small release out before then if I'm not too busy now that I've been reminded of it.
|
|
|
Post by Kyzrati on Mar 13, 2013 21:18:07 GMT -5
Ah, was just curious since this one looked quite promising but activity suddenly stopped. (I actually thought it may have something to do with one user's IP-related comments on Bay 12, though I don't think that's really much of an issue.)
Glad to hear you'll be working on this or even some other mod--I'm sure it'll be great.
|
|
|
Post by strangeguy on Mar 27, 2013 11:22:05 GMT -5
Next version is here. Not a big update despite the wait. It adds a chance of a khorne cult building filled with aggressive melee focused heretics, and also a chance of a shrine held by a few still loyal to the Emperor. The khorne cult building is a different size to the tzeentch so I fear they have different chances to spawn. Should probably just use FORCE_PHASE and have them instead of rather than in addition to the undivided cult buildings, though I don't know which cult building I'd prefer to be guaranteed. Other changes include giving the plasma gun a 2 shot burst, heavy stubber, storm and heavy bolter getting 4 shot bursts for higher TU costs (now I just need to make it possible to encounter a heavy bolter), most weapons with limited ranges getting reduced so it's actually limited, flamers have slightly lower direct damage and higher AoE, all humans and mutants now get their armour values from armour which is just a visual difference, special melee weapons were added mostly for just the Inquisitor to use with 3 encounterable and one ready to add. Please mention any bugs or balance issues, I only found out one of the combat stims were having their damage reduced by armour when adding a new item with a similar effect and only found SPOT_ENT doesn't work for NPCs after asking about it. I haven't thoroughly tested this so there may be more. I've been having some trouble with either my internet or this forum, so I hope this gets posted and only posted once. Attachments:
|
|
|
Post by 10101 on Mar 27, 2013 14:33:04 GMT -5
In my first game i had the normal cultist-hq, that of khorne and the church. A lot of cultists and deamons later only the inquisitor could barely escape.
Spawning: I repeatedly startet new maps until one of the buildings had an count of 30 and i ended at Khorne vs. Tzench with 30:8. Though doubling the weight of the tzench building changed that ratio to about 30:20.
You just have to find the weight you feel the most comfortable with.
|
|