Haste: you are correct, you should start with a Sergeant. This will be fixed. Also, when you now play a single mission, not part of a campaign, you can select how many orders and equipment you wish with no restrictions.
Evilgoat: Glad you're enjoying the game. :) 1. Yes, the reinforcement spawn points cannot be walked on. 2. I'll change this so that only weapons that haven't been selected by one targetter can be selected by the other. 3. I'll change it so that clicking on another marine will cancel the weapon selection of the currently select marine. 4. I'll look into this one, it should work. Basically the game will look at all the order cards you don't have and randomly select one of those, so you should be getting 1 card if you only have 3. If you already have 4 order cards, the game won't give you any more as the squad can only have a maximum of 4 order cards. Also, if your commander is dead, you won't receive any cards. |
Evilgoat: Actually I just realised that I don't have to change option 3. If you accidentally select a marine, simply click him again to remove the weapon selections.
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After some playtesting by the kind folk here and elsewhere, more bugs have been squashed. Please download the latest version, 1_4.
Fixes include: Aliens stopping on top of each other. Dreadnaught attacking marines who have used blind grenades. Blips will be revealed when in LOS of marines. Missile launcher aliens who die in their own blast won't cause an error. Order cards should now be given correctly in alien events. When a Commander dies during a mission, you will now start with a Sergeant in the next. Selecting the "Play mission" button will allow you to select any orders and equipment with no restrictions. Targetters will only be fitted to weapons that haven't already got targetters attached. |
hey lurchbrick,
how hard would it be to make it so you can purposely attack other marine squads in this game? I was just playing around on the mission creator and had a questions to ask. on the blips selection screen for the missions.. they all show up as gretchins and the same goes for the reinforcement tokens. how do you tell what you are selecting? and also when are you adding mission dreadnought and eldar attack? haha |
Attack other space marines? Do you mean marines belonging to a different squad or being able to target all marines? I can add it in but it will take some time to change all the targetting code to look for marines as well as aliens.
As for alien selection, do you mean that every blip is displayed as a gretchin? When I try it, all the aliens are displayed individually as blips as per the image below. Does your screen look different? I will be adding the 2 expansion packs once the major bugs are ironed out of the main game. |
yeah all those blips on that screen were gretchins....I've tried to replicate the conditions....but i cant get it to do it again.. must just be a one off, the game must of known I was ready with a screenshot :)
I'm not sure what I am doing wrong but i cannot place a docking pod then change its orientation. it lets me place them on the bottom of the map but them wont allow it to rotate... and i cant place it on the side of the map because it is in wrong orientation to go there its making me think of the chicken and the egg ...Which comes first??... HELP! as with the targeting of other marines, sometimes you have to take out another squad if they are getting too close to winning the campaign. It would also open up the possibility of deathmatch senarios between squads. you also may want the option to take a punt and fire your plasma through your commander to kill a line of aliens behind. (aggressive strategy I know, but sometimes its needed) so yeah i think you'd have to make it able to target everything in line of sight. another targeting conundrum :) sometimes with the launcher i like to target a square and not an alien to kill something out of my line of sight with the blast radius. change of topic 1) I play alot in fullscreen, and i notice in the end of mission statement, the text is off to the right of the text box...and re -aligns when i mouse over the "done" button. 2) when entering a game I'm not sure if it is just my screen resolution or if it is the game.. the screen is squished vertical. so i fix this by changing back to windowed mode...then back to fullscreen mode... I'd say these 2 issues come back to the option of fullscreen. P.S add eldar attack in before mission dreadnought, if you need help with sprites or anything let me know cheers. |
It's like taking your car to the mechanic when it's got a problem. When the mechanic checks it out, the car works fine. :)
For the docking claws, you need to rotate them before placing them by using the middle mouse button. When placing a docking claw, the game checks if the place you are putting it is legal, so it needs to be next to a mainboard tile. The reason you can't rotate it after that is that when you select the rotate option, the game checks if the new placement of the rotated docking claw is legal. As the rotated docking claw would be overlapping the mainboard, the game won't let you rotate it. I should remove the rotate option from the right click menu as it will never be legal to rotate a docking claw. Targetting other marines: I'll add this in. As for targetting aliens with the plasma gun through other marines, you can already do that. All aliens in the straight directions away from the plasma marine are targetted, even if another marine is in the way. If this is not happening, then that's a bug. Targetting an empty square: You can already do this also. When you have the missile launcher marine selected, hold down the "Control" button and all targettable squares will be shown. 1. Are you using the latest 1_4_1 version? That issue was fixed in that update, unless you have that version, then the fix didn't work. 2. I've managed to replicate this and will look into it. I've actually started adding in Mission dreadnaught first as this expansion will be easier to add as it's just some new weapons and dreadnaughts. Although adding the tarantula will undoubtably cause me headaches. |
In reply to this post by LurchBrick
Hi LurchBrick, Thanks for the great program.
I just started the Campaign option and played Mission 1. Only used 1 squad. The dreadnought was found and destroyed on the 2nd turn and all marines returned to their claw on the 4th turn, with no losses. Points: Alien 0 Ultramarines 70. Primary Mission achieved, Secondary Mission not activated yet. However the marines were not awarded an increase in Rank for winning the mission? I double-checked by continuing the Campaign, and yes, the Commander is still ranked as Sergeant. |
Thanks Stevo. I've found the issue and it will be fixed in the next update.
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Hi LurchBrink, Thanks for the quick response.
This is a great program and I enjoy playing it. Great news about EA and MD. I cannot wait to use the Eldar and the extra-heavy weapons. Cheers, Stevo |
So far, I've got the Fusion Gun, Conversion Beam and Las-Cannon working.
I'm looking for some feedback on the best way to include these in the mission editor. Should I have a toggle switch that simply says "Allow Extra heavy weapons" and if that gets clicked, then the weapon selection screen will display the extra heavy weapons? And then the number of marines available for the mission will automatically increase to 7. Also, I haven't played MD in a very long time so I'm a bit rusty on the way orders and equipment interact with extra heavy weapons. I know the rulebook specifically says cards that affect heavy weapons don't work with extra heavy weapons such as the "Heavy Weapon" order and "Suspensors" equipment. But what about targetters? They are cards that affect heavy weapons but also affect bolters? Are there any other cards that you think should affect extra heavy weapons? |
lurchbrick,
the extra heavy weapons cannot be targeted as they are not on the original marine scanner. here is a link to some digital copies of the rulebooks for both EA and MD it you need to brush up. thanks to Mortis. ELDAR ATTACk & MISSION DREADNOUGHT PDF's I think that is a good way to introduce the mission dreadnought componants into the editor... one button. like you said "extra heavy weapons" or "mission dreadnought" click that, then all the new dreadies and androids with extra reinforcement blips and the extra heavy weapons become available to use. I agree the tarantula will be a headache to implement, considering a marine must hang off the end of it and navigate corners , HAHA. then disconnect whenever he wants. |
Hi,
The game is frozen after the "redeploiement" event card (new blips on boards already scanned). |
In which mission did this occur? Were there any blips on the board to begin with? Or were there just revealed aliens?
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I am sorry I don't remember
I only remember that new bilps weren't revealed when the game froze. But I think that a blip was going to be revealed (not sure at all). |
In reply to this post by LurchBrick
hows the progress going with implementing the new weapons lurchbrick?
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Good new first:
All the weapons except the tarantula are working and usable. The MD tiles work and the dread factory creates dreads one piece at a time. All the different dread variants have been created but need some tweaking to work correctly. That's where things have stalled at the moment. I haven't had the time to work on finishing off the rest of the MD pack. Once I get the dreads working, I'll release a version which has all the completed components for you to try out. Hopefully that won't be too far away. |
Could you add a "mission save" to be able to continue the party later ?
Could you also add a "vision/target" check ? That would be like an edit mission mode to place aliens and marines (and Eldars?). Then we coul check if a character can view and/or fire on another character. Moreover we could simulate the dice result to check damages on nearby characters. That would help when playing Space Crusade some players disagree about the possibility for a character to view a blip or to fire on another character or on a square |
Mission save already exists. It does this automatically at the end of a mission. Or do you mean saving the game during a mission?
The vision/target check is also already in the game. Whenever you first click a marine, or whenever a marine stops after moving, the game will check the LOS from that marine to any other alien or other marine. If the marine can see the target, a target icon appears over the top of the alien. If the marine can see a blip, the blip is revealed. The next version of the game will allow you to target other marines. Or do you mean you want something like pressing the Ctrl button while using the missile launcher marine displays all the squares they can target, but have this option for all the marines regardless of the weapon they are holding? "Placing aliens and marines." Do you mean you want to be able to set up a mission and not have the aliens placed randomly? "Simulate dice rolls." Not sure what you mean by this. Do you want to conduct some practice dice rolls before actually attacking someone? |
I mean saving the game during a mission. That would be a new "mode" of the game to help players playing on the gameboard. When I play to Space Crusade gameboard sometimes some players could think a marine could fire on an alien but other players could think the marine can't fire on an alien (or see a blip etc...). In this case your game could help by simulate the Space Crusade gameboard to know if a marine can fire on an alien. "Simulate dice rolls" could help to know if a space marine has a chance to hurt himself firing a missile (or to hurt another marine through the plasma). For example a message telling "if you have a 5 or more you will kill yourself" or "if you do 3 or more you will kill ultramarine X". |
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