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Messages - kokuto

#1
Can a vampire pawn be 'upgraded' with bionics? A cyborg vampire would be hilarious and strange at the same time.
#2
Are the Glitter Tech cybernetics any different from those from Expanded Prosthetics and Organ Engineering?
#3
Outdated / Re: [MOD] (Alpha 9) Half-Rim 1 (v0.5.1b)
February 21, 2015, 09:59:57 PM
Do you happen to have HEV suits?
#4
Will there ever be an advanced combat droid?
#5
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
February 20, 2015, 11:50:32 PM
I hope this gets updated for Alpha 9.
#6
Will this mod be updated for Alpha 9. I like the old sniper turret.
#7
The weird part, JuliaEllie is I did specifically start a new world. Well, I'll try it again. 3rd time! Let's see if I die horribly.

My suspicion now if it does add an astartes faction, its not possible to run it with the Imperial Guard mod which has the ork faction. But that wouldn't explain why it worked for me the 1st time since... the orks were there too.

Ah damn it! Must be too many mods being run. Some error somewhere!! I shall solve it!
#8
It is indeed the right type of beacon.

The weird thing is it worked in my previous test game which suddenly black screened after I loaded back in all of a sudden (yesterday). Today the there are no marines but all the droids I can ever want.

Here's a screenshot I just made of one of the beacons, definitely looking green to me. http://i.imgur.com/c1qSbJ9.jpg I'm just afraid I caused some sort of incompatibility or something somewhere.

I'm not sure if its related but before this, I was testing the developer mode to see if I could spawn the Astartes teams. Somehow, I could not. A weird debug message appeared instead.

So now the weird problem for my colony is I cannot destroy those beacons somehow and the damned droids keep dropping around it... since I put it near the entrances. Infinite metal and plasteel, sorta!
#9
After prolonged observation, I think that this mod (in my game) has malfunctioned in a sense. The steel rain beacon calls down the droids but no Astartes ever appear. The droids have appeared around 10 times now. Still no Astartes. I wonder if there is an issue somewhere.
#10
The Astartes armour ain't as OP as you would think. I let some of them face Orks and they got killed when enough were shooting at them. Plus, for some reason Ork bullets like to hit them in the head and destroy their brains... oh well.

In part being able to remove Astartes armour would make sense, so another Astartes might be able to use it, later. Someday, maybe it will all be craftable.
#11
Oh so far, I've been actively testing out using bunkers of Sniper turrets. They are generally effective against vanilla enemies if the numbers aren't too great. Once it exceeds a certain threshold, even a bunker of 3-4 sniper turrets is not much use.

Against modded factions like the Orks from WH40k, their effectiveness is lowered even further, again due to numbers.
#12
I would like to ask, why is it that its not possible to strip the astartes power armour from dead Astartes? Or get the weapons they may be carrying?

They also seem to strangely hang around for a long time... and eat my food.
#13
The sniper turret is probably still necessary to take out heavily armoured foes. Like those centipedes or the Jaffa from the Jaffa mod.
#14
A small suggestion, although I've yet to test the mod. If your space marines are compatible with the cybernetics storm mod. One can make iron hands marines!
#15
Outdated / Re: [MOD] (Alpha 8) Stargate - Jaffa, Kree !
December 20, 2014, 11:28:05 PM
Regarding the Kara Kesh shield, it may not be fully necessary to try and code it the way its supposed to work at first.

While I am no modder, I think you can break it into two parts initially. First is some sort of 'hand' sprite/icon used to represent it as a weapon which can be given to the pawn user and thus they can fire with it. Second component can be worn as some sort of accessory that provides high armour protection.

I recall the glittertech mod from previous build, the Glitterworld nano armour inside had high levels of damage resistance and made the users rather hard to kill. I think the cyberstorm mod's new armours probably have something similar to that. But in either case, I think cutting the workload down into small bits and working your way up to more advanced ways of implementing the Kara Kesh would work.

This would then allow the fielding of actual Goa'uld pawns.

Edit: I forgot that the Enhanced Defense: Phoenix Edition had personal shields. Perhaps you can speak with the mod maker and figure out how it can be done for the Kara Kesh.