The game will verify and remove illegal equipment when there are new equipment received after battle, need to set again.Įquipment in wrong or nonexistent slot are considered illegal.Īdd bless list edit, I hate to save/load again and again!Īdd batch unit experience and hp modify (careful when activate it !!! see option description)Īdd more equipment combinations and descriptions in table comment (examine means right click to show unit status window)Īdd some useful equipment id to table comment I forgot to remove hotkeys in old script, removed now.Īdd new script to get last examined unit status. I also changed the unlimited action scripts to not affect unit going into battle, thus it will be easier to cycle free commanders. So, I made the scripts AOB, hopefully they will work in later versions. You can get Mechanicus ships in the Imperium system from all traders, or from any other random ship source.I don't have version 5.06, the latest downloadable version I found is 5.03. It also gets +200% more ammo instead of its fighter bays. Universe-class Mass Conveyor is a little special, because it doesn't get a system - instead, all of its broadside slots are upgraded to medium tier. They also count as civilian ships for all purposes, like fitting Forge Production into them. The Mechanicus versions of the hulls have two thin coats of nice red paint, weapon type boosting system (either Accelerated Ammo Feeder or High Energy Focus) as well as extra weapon range, a noticeable increase in OP, slightly better flux stats, doubled repair speed, a reduction in both max and required crew and an omnishield, but they cost 50% more to field, are double the cost, and they don't get torpedoes (Retribution missiles aren't torpedoes). Hulls added are: (F) Firestorm, (D) Endurance, (C) Gothic, Mercury, (Cap) Apocalypse, Retribution and Universe. This is an addon for BFGS that adds a couple Mechanicus-aligned hull versions of BFGS ships. The avenger is a good example of what they will look like. Sadly we can't have specific ork crew for ork ships as Alex stated that is not possible.Īs a side note, WOW! The mod has 500 downloads since previous update in less than a month! I'm humbled seeing all of you that have taken the time to check out my attempt to bring some 40k goodness to the starsector modaverse.įuture plans are to continue to flesh out the orks and then bring even more broadside on broadside crime, that being the Chaos faction. Ork pirate faction added with some basic ships and some orky weapons. A barrage at close range from a retribution can totally wreak most ships in a single salvo.Īlways open to taking on more peeps that would like to contribute! Let's make this an ever better mod to bring more 40k goodness to this great game They are pretty powerful and need a chance to miss to balance that out. Imperium torps are meant to have the sine wave like tracking movements. It's like the AI thinks "Ok I fired that gun, now turn to use other guns" Hmmmm I'm thinking as a mitigating measure, make the ship 90% less maneuverable while the cannon is charging? I asked about a BROADSIDER AI hint and Alex said there was never one implemented, basically that the ship will favor wherever the majority of the weapons are located. Last year, I even spent a month or so converting the BFG ruleset and all relevant content into Rogue Trader/Black Crusade tabletop rules and have a literal mountain of digital notes from that.Īs a further aside: While it doesn't look at though you need one, I also happen to be in touch with a decent sprite artist, though I'm not 100% on whether he would be willing to take this on with how much I pester him for other projects. I also have significant experience with BFG - both tabletop and the two video games - and a perhaps unhealthy familiarity with 40k. As an example I've already gone through the process of setting up proper blueprints for the content already added and plan to add in appropriate Imperial Navy hullmods and weapons - as well as update the naming conventions for IN ships - either in the coming days or Soon™ if I wise up and actually finish updating a project for Conquest of Elysium 5 I've been meaning to get to. While I'm not terribly well versed in Java, I'm reasonably experience with these sorts of modding projects and there's absolutely no shortage of examples to deduce the logic from. Typically what you see in games - both video and tabletop - is: Flash Dakkajet, Fighta-Bomma, Grot Bomma, 'Eavy Bomma, Mega Bomma, etc.Īnyways, the reason I actually made the move to post is to ask if you'd like assistance with the mod. There's some conflict in the many sources' naming conventions for Orky strikecraft.
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