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Author Topic: Chapter Master - In the name of the Emperor!  (Read 810793 times)

Necroman21

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Re: Chapter Master - In the name of the Emperor!
« Reply #1260 on: March 08, 2015, 03:55:15 pm »

When can we actually expect to get all those weapons mentioned by rolepgeek? And maybe some extras, but i cant think of them off the top off my head
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1261 on: March 08, 2015, 04:47:38 pm »

When can we actually expect to get all those weapons mentioned by rolepgeek? And maybe some extras, but i cant think of them off the top off my head

Er, most of those weapons are already in game? (Except the HPC, which I too miss.)
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1262 on: March 08, 2015, 05:45:11 pm »

We can't use heavy flamers, though. Which is the only one I knew was in the game.
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1263 on: March 08, 2015, 07:26:42 pm »

Can I ask what Rapid Fire actually does, within the context of the game mechanics?

As well, I found something interesting but at the same time buggy; the call and response (which was pretty damn awesome, I must say) was followed up by the 'normal' battle cry, which kinda ruined it. I think it would be awesome if custom chapters could have something like that, but I doubt it'll happen anytime soon.

Spoiler: Pic of what I mean (click to show/hide)

Also when I reset the equipment for devastators to include boarding shields, they all dropped their heavy ranged weapons, and now it thinks I don't have enough to equip them properly (it also thought I had 160 boarding shields when I had 80...).
« Last Edit: March 08, 2015, 07:32:25 pm by Rolepgeek »
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Sirus

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Re: Chapter Master - In the name of the Emperor!
« Reply #1264 on: March 08, 2015, 07:28:53 pm »

That captain was just a little late, is all. Probably sneezed during the first go-round and wanted in on all the war shouting.
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Rolepgeek

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Re: Chapter Master - In the name of the Emperor!
« Reply #1265 on: March 08, 2015, 07:36:13 pm »

Also when I reset the equipment for devastators to include boarding shields, they all dropped their heavy ranged weapons, and now it thinks I don't have enough to equip them properly (it also thought I had 160 boarding shields when I had 80...).
In addition to that, it does the same thing Company Standards or some of the master-crafted weapons did when they didn't seem to have stats(as it apparently tried assigning actual 'Heavy Ranged' as an item to them), by displaying the stats of whatever else they have equipped.

Ah yes, another thing: It's doubling the number of Venerable dreadnoughts it says I have during attack missions(also says 4 dreadnoughts rather than two in chapter management screen but that's not a big deal anyway).

EDIT: Two more things. After exploring some ancient ruins, one of my battle barges got filled by an extra 200 or so space out of nowhere, so I can't fit everyone back on(and since he fixed the bug about picking marines from multiple companies, I can't 'fix' it either), and on the Fleet Screen, the top ship(a battle barge) no longer shows up, ever since I first loaded/unloaded anything to/from it. It's just a blank space.
« Last Edit: March 08, 2015, 07:53:24 pm by Rolepgeek »
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Necroman21

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Re: Chapter Master - In the name of the Emperor!
« Reply #1266 on: March 08, 2015, 09:33:15 pm »

I was talking about the ones he mentioned not being there like Lightning claws, Plasma cannons, Heavy flamer (Cant be used) and Cyclone missile launchers Atleast i cant find them
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DukeFluffy

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Re: Chapter Master - In the name of the Emperor!
« Reply #1267 on: March 10, 2015, 02:36:42 pm »

Can I ask what Rapid Fire actually does, within the context of the game mechanics?

As well, I found something interesting but at the same time buggy; the call and response (which was pretty damn awesome, I must say) was followed up by the 'normal' battle cry, which kinda ruined it. I think it would be awesome if custom chapters could have something like that, but I doubt it'll happen anytime soon.

Spoiler: Pic of what I mean (click to show/hide)

Also when I reset the equipment for devastators to include boarding shields, they all dropped their heavy ranged weapons, and now it thinks I don't have enough to equip them properly (it also thought I had 160 boarding shields when I had 80...).
Rapid Fire/Splash allows the weapon to kill more than one entity at a time.  Weapons without it can only ever kill up to one unit per shot, potentially overkilling severely.

Was hoping that no one would notice the bugged battlecry for Salamanders and Iron Hands.  It's been on the top of my to-fix list for some time, but I recall looking at it and not finding the cause.  Since then I've kept putting it off.  Every time I remember the awesome battle-cries are bugged I die a little inside.

Not sure what's going on with Equip All, but I have some ideas of what might be causing it.

(MORE BUGS)
Noted.

I was talking about the ones he mentioned not being there like Lightning claws, Plasma cannons, Heavy flamer (Cant be used) and Cyclone missile launchers Atleast i cant find them
Taking a look at Heavy Flamers now, but I'm pretty sure I'm out of space in the UI for 'Change Equipment', with fitting in more weapons.  We'll see.  One solution might be having Missile Launchers simply appear as cyclone ones when equip to Terminators.


Moreover, new patch.  Some of the recently reported bugs will be fixed in the next one.  Planning on having another debugging patch and perhaps more stuff after that.

0.6537

Note: Old saves are compatible (sort of) but it is highly advised that you clean them out and start anew.  Alternatively you may use that nifty 'Restart Game' feature.

Major Changes:
Map dimensions have been increased by 25%.  There are now around 70 stars on each map.

The Imperial Guard/Navy rework has arrived.  In order to balance out the larger map size, and more planets, the Navy should actually help the player now.  The former stationary garrisons at each planet have been reduced to half their old size and renamed to Defense Fleets.  There are now six Navy 'Battlefleets' that will patrol around the map.  Battlefleets can:
-Engage enemy fleets in space combat
-Bombard planets to remove enemy forces, also potentially removing corruption
-Unload/Reload Guardsmen onto/from planets to combat enemy forces
-Visit worlds to recruit new Guardsmen
-Go to Forge Worlds to replace lost ships
-Be rebuilt entirely at a Forge World, should a Battlefleet be lost

Other Changes:
Inquisition Mission time requirements have been fiddled with.
Dead Planets should no longer gain corruption.
The code that handled Imperial Guard vs other factions, in ground combat, has been rewritten.  They should hammer enemy forces a bit more now.
Random event generator has been rewritten and improved.  Can now roll for events off multiple lists and easily add new ones.
When changing equipment, empty slots are denoted as (Empty) instead of being entirely blank.
Tyranid units that are denoted as 'vehicles' may no longer be targeted by the Machine Curse power.
Having war declared on you can now revoke the Recruiting rights / Control of a planet, unless the respective planetary governor has a high enough disposition.
Fixed a bug that prevented Recruiting Worlds from working.
Fixed a bug where a destroyed player fleet might still trigger consecutive space battles.
Gene Tithes are no longer taken when at war with the Imperium.
If you are only at war with the Mechanicus they refuse to take your Gene Tithe to the High Lords of Terra, building up an IOU and docking your loyalty.
You are no longer asked to go on a Crusade if Excomunicatus Traitorus.
Walls no longer prevent enemy units from attacking.
Player vehicles may once more be attacked.
Losing a ship in fleet combat should no longer grant an amount of ghost marines equal to your specialist count.
Librarians may now be transferred to the various companies.
Librarians may no longer become Greater Daemons of Khorne by perils.
The Inquisition yelling at you when trading away Gene-Seed, or calling you traitor for trading it to Xenos, can no longer repeat each turn.
In diplomacy, when you click 'Accept' for the number of trade items, it no longer also hits the 'Gene-Seed offered' button and overwrites the first item.
Heavy Flamers have been added to the second Equip tab.
Homeworld/Recruiting information is properly called when Restarting a game.
You may no longer edit the Battle Cry or Advisor names when Restarting a game.
« Last Edit: March 10, 2015, 11:14:57 pm by DukeFluffy »
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Puzzlemaker

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Re: Chapter Master - In the name of the Emperor!
« Reply #1268 on: March 11, 2015, 02:25:47 pm »

Yay!  Effective imperial guard!

Will the bombardment by the imperial fleets also kill the population?
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1269 on: March 11, 2015, 02:51:22 pm »

Jolly good. Time will tell if the Imperial Guard changes are what the doctor ordered, or overkill.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Journier

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Re: Chapter Master - In the name of the Emperor!
« Reply #1270 on: March 11, 2015, 05:57:04 pm »

It may be overkill, my current game the orcs didnt spread nearly as much with their WAGHHH type deal. all their fleets got sorta eaten up. or decreased in size alot.
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nenjin

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Re: Chapter Master - In the name of the Emperor!
« Reply #1271 on: March 11, 2015, 06:03:13 pm »

That was kinda my fear. The game kind has to try and please two masters: it has to be grimdark and perhaps hopeless from a tactical standpoint sometimes, because that's 40k. The other is that it needs to be playable and potentially brought into a manageable state. Its mechanics have consistently been expanding into the "long-term playability" realm, instead of the "doomclock to fucksville"-style gameplay.

Still, more games need to be had to see how the sweeping fleets adapt to the variables. There are still those truly redonk enemy fleets out there. From a fluff standpoint, I love what he's done. But it probably will need fine tuning to bring it inline with the overall way the game is meant to play out.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Puzzlemaker

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Re: Chapter Master - In the name of the Emperor!
« Reply #1272 on: March 11, 2015, 06:52:08 pm »

It's a hard balance to hit. 

A problem in some games I have noticed is the better you do, the easier it is to survive so the better you do.  Many games address this by adding difficulty to the system as you gain power.

One great example is the Majesty series.  As your town grows, sewer entrances open up and monster start flowing out of them.

As for how to handle it in a grimdark sense, well...

For your personal power, the imperium wants to limit you in many ways, so if you end up becoming too powerful of a chapter they may decide you need to be taken down a notch, or maybe given a more difficult task to do.  I don't know how much of this is already in the game since I tend to work with smaller chapters, but ideally the inquisition should assign crusades or difficult quests for you if you become unstoppable.

For the sectors power, make some enemies no longer random.  Start tracking variables for each planet, which increase/decrease the chance of them being targeted.  I do believe they may already be tracked!

Planets with higher Wealth should have increased corruption gain and be a juicier target for Orks.  War decreases wealth.  Population and Trade increase wealth.
Planets with higher Trade should have increased Wealth, Higher chances of Chaos attacks (Due to warp use) along with importing/exporting any corruption to/from neighboring planets.  Trade is based on the strength of the garrison fleet.  Strong fleets, lots of trade.  No fleet, no trade.

What this means is that your pretty little sector you have been keeping healthy may suddenly get huge amounts of corruption spreading through it's planets, as all the peace gave them wealth and opened trade routes.  Or maybe a WAGHH shows up to kill and plunder.  Or maybe a merchant vessel shows up with... different cargo then they started with.  Perils of the warp and whatnot.

Basically, being successful should make you a BIGGER target, not a smaller one.
« Last Edit: March 11, 2015, 07:05:31 pm by Puzzlemaker »
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Hetairos

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Re: Chapter Master - In the name of the Emperor!
« Reply #1273 on: March 12, 2015, 07:25:42 am »

All Genestealer Cults seem to be wiped out on turn 2. I haven't checked the entire sector, but so far I don't see any after the starting turn is over.

Retropunch

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Re: Chapter Master - In the name of the Emperor!
« Reply #1274 on: March 12, 2015, 03:35:48 pm »

I feel this is a question of scope more than anything. You should be able to hold and work in a small section of space without much trouble which keeps it playable, but expanding should bring the difficulty the W40k setting demands.
This may require even more expansion of game space, but it would mean that things could be balanced by scale rather than just 'easy or hard'
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