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LurchBrick Space Crusade PC game

Topics related to Space Crusade

Re: Space Crusade PC game

Postby Gold Bearer » March 1st, 2015, 11:46 am

:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby Gold Bearer » March 1st, 2015, 4:56 pm

Bug report time:

Please could you change it so that only performing an action starts that marines turn? I shooting and clicking on another marine to get the camera back and then I can't move the first marine. I've lost so many marines that way and it's really freakin' annoying! It's not your fault, it's because you could do it in the official cpu game and I can't get out of the habit. You can open a door without starting that marines turn but I actually don't think you should be able to do that. I think it's a bug anyway.

Reinforcements can appear on tarantulas, at least they can if they're unmanned.

When master controls came up I noticed that the UM tarantula had the purple arrow to change direction. I clicked on it to see what would happen and all the other yellow arrows appeared.

If a marine moves through one factory and into another and then a second marine moves into the first factory it disables the second factory. Also I think factories are disabled whenever a second marine goes in whether the first marine is still there or not, at least if the second marine goes in there on the same turn but I'm not entirely sure about this.

I tried recreating the mission that I couldn't edit (Running The Gauntlet) by just putting in the board and docking claws and the essentials to save it and the same thing happened so I assumed it was because they're were docking claws but the marines started on the board. I recreated it again in one go thinking that I wouldn't be able to edit it but this time it worked fine.

I got this after attacking a genestealer diagonally and killing it:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Right Pressed
for object alien:

Unable to find any instance for object index '103219' name '<undefined>'
at gml_Script_canmeleeattackalien
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_canmeleeattackalien (line 0)
gml_Object_alien_Mouse_5
I'd just killed another genestealer in exactly the same way but this time I didn't move first.

I got this when the UM commander left a level by stepping on one of the square exists:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object mousecursor:

Unable to find any instance for object index '117152' name '<undefined>'
at gml_Object_mousecursor_Draw_0
############################################################################################
All the BAs had already left the same way without a problem.

This genestealer didn't attack.
Genestealer.JPG
It just moved away and I hadn't used blind grenades.

Reinforcements showing 32 gretchin, 4 androids and 3 dreadnaughts. Blips are the same and it always shows the same thing when I edit that mission, but only that one. I tried the mission and it was fine so it's just the images that are wrong.
Reinforcements.JPG
Also in that same mission when I go to wirte in any of the text boxes the first key pressed isn't registered. Very odd.

Line of sight issue. I don't think that bolter should be able to see that gretchin.
Line Of Sight.JPG
Also if the gretchin was one square left of there and the bolter was one square west and one square south of where he is on the map then I wouldn't be able to target the gretchin but if I moved to the square he's on in the screenshot then suddenly I would. In other words you have to be next to a corner to shoot past it. That might actually be the way you wanted it to work so it might not be a bug but I think the bolter being able to target the gretchin in the screenshot is.

Another example of the tarantula/las cannon targeting problem.
Las Cannon.JPG
I definitely should have been able to target that chaos marine in the top left.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby LurchBrick » March 2nd, 2015, 2:17 am

New update fixes a lot of issues as seen below (download in 1st post):

It would be very handy if you could click on the fire buttons with tarantulas and las cannons to show what they can target without starting their turn - You can already do this. After pressing the lascannon or tarantula fire buttons, just right click.

After the camera has followed a projectile in would be good if it moved back to the shooter - This should already happen. Which weapons does this not happen for?

The option to close as well as open doors - The board game only allows closing of doors when the Master Controls event occurs.

Allow doors to be opened diagonally - The rule in the board game is that you can only open doors when you are adjacent to them, not diagonal.

Destroyable objects that take more than 3 to destroy. - This value has now increased to 8.

Out of ammo event - if a heavy weapon has a targetter equipped, the targetter is now removed.

When Dreadnaughts attack, their combat dice will now be displayed on the screen separately so that you can see the weapon die results.

The Tarantula & Lascannon will now correctly target all squares that the marine has LOS to.

New Open all/Close all options added for Master controls.

Within the mission editor, the board popup menu will now give you 3 more options for dealing with doors on that board - Open all doors, Close all doors and Remove all doors.

Lure of chaos highlighting the UM commander. - Yes, the Commander will get highlighted if there are no other regular marines left on the board. The Commander automatically resists the lure, no roll is made for this.

Aliens can now move through unmanned tarantulas.

Can play mission but can't edit it due to error - I think I know where the error is but I'll need the mission file to check it out, so can you please upload it for me?

Blip reveal bug - This is an interesting one. The plasma marine is definitely out of sight so the android has been revealed because the IF missile launcher marine can see him through the IF plasma marine. However the LOS, for firing, from the android to the missile launcher marine is blocked due to the plasma marine being in the way. Not sure how to resolve this one but I'll look into it.

Tarantula starting in corridor - With my testing, the only reason the gunner is outside the corridor is due to the open door. If this is different in your case, please let me know. If you close all those doors, you'll see that the Tarantula marine starts on the corridor.

Fire tarantula on same turn as you man it unless tarantula has moved - This is how it works in the next update.

Combiweapon button - Pressing this button no longer starts the Commander's turn.

Create a mission with the same name as an existing one crashes game - I can't replicate this. Every time I type in a mission name that is the same as an existing one, a warning message appears asking if I want to overwrite it.

Whenever you select extra marines, you will now be able to select 5 Bolters.

Targeter malfunction event now only highlights marines whos weapons have the targetter.

Bioscanner - I've always played that card as revealing the blip but I can see that it actually says "inspect" rather than "reveal". This is how the bioscanner will work in the next update.

Please could you change it so that only performing an action starts that marines turn? - It sounds like the issue is getting the camera back to the marine that fired. If that's the case, then instead of clicking on another marine, you already have the ability to recentre the view on the current marine by clicking the right mouse button.

Master controls and Tarantula - Tarantula turning arrows no longer appear when the Master controls event occurs.

Reinforcements no longer appear on tarantulas.

Doors can now only be opened by marines from the same chapter during that chapter's turn. E.g. If an IF marine is the only marine next to a door and it is the BA chapter's turn, the player cannot open the door next to the IF marine.

Opening a door is now classed as a squad starting their turn.

Disabling Dread factory - If you have more than 2 factories and 2 marines from the same chapter are in the same dread factory, only that factory is disabled.

I had a quick look at some of your missions and they look quite challenging. Once you've finished them all, I'll add them in as an extra campaign.

Reinforcements for 3 squad game showing 32 gretchin, 4 androids and 3 dreadnaughts - Can you please send me this mission.


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Re: Space Crusade PC game

Postby Gold Bearer » March 2nd, 2015, 8:51 am

I've only got time right now to post these two bugs (I think they're bugs). I'll write a reply to your last post later.

With the get to the exit primary mission I thought it would just be the first squad out that completes the mission but every time a squad left I got the mission complete message and the chapter got the thirty points. At the end of the mission only one squad said that the primary mission was completed by them and it was the last chapter out (the UMs).

This is a very minor bug but it shows what I meant earlier about aliens not move diagonally just before opening a door as well as just after opening one.
Movement.JPG
When reinforcements come from the top left they don't move diagonally around the corner close to the cursor until the door the cursor is pointing at is opened.
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:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby Gold Bearer » March 2nd, 2015, 3:06 pm

Couple more bugs: Fusion guns don't hit tarantulas and the editor said no primary mission selected but there was, it was to destroy an item. I just went the the primary mission selection options and did it again and it worked so not much of an issue.

LurchBrick wrote:It would be very handy if you could click on the fire buttons with tarantulas and las cannons to show what they can target without starting their turn - You can already do this. After pressing the lascannon or tarantula fire buttons, just right click.
No I mean it starts that marines turn. I think anything about from performing an actual action should commit that marine to starting their turn. That would be really handy.

LurchBrick wrote:After the camera has followed a projectile in would be good if it moved back to the shooter - This should already happen. Which weapons does this not happen for?
I thought all of them. I'm fairly sure the missile launcher doesn't. I'll keep a watch on this and let you know.

LurchBrick wrote:Destroyable objects that take more than 3 to destroy. - This value has now increased to 8.
:)

LurchBrick wrote:Out of ammo event - if a heavy weapon has a targetter equipped, the targetter is now removed.
As long as they get a targetter if the other bolters have them?

LurchBrick wrote:When Dreadnaughts attack, their combat dice will now be displayed on the screen separately so that you can see the weapon die results.

The Tarantula & Lascannon will now correctly target all squares that the marine has LOS to.

New Open all/Close all options added for Master controls.

Within the mission editor, the board popup menu will now give you 3 more options for dealing with doors on that board - Open all doors, Close all doors and Remove all doors.

Lure of chaos highlighting the UM commander. - Yes, the Commander will get highlighted if there are no other regular marines left on the board. The Commander automatically resists the lure, no roll is made for this.

Aliens can now move through unmanned tarantulas.
Awesome!

LurchBrick wrote:Can play mission but can't edit it due to error - I think I know where the error is but I'll need the mission file to check it out, so can you please upload it for me?
Sorry I can't. Like I said I recreated that mission expecting that I wouldn't be able to edit it but I can. I deleted the old one first.

LurchBrick wrote:Blip reveal bug - This is an interesting one. The plasma marine is definitely out of sight so the android has been revealed because the IF missile launcher marine can see him through the IF plasma marine. However the LOS, for firing, from the android to the missile launcher marine is blocked due to the plasma marine being in the way. Not sure how to resolve this one but I'll look into it.
If the plasmagun marine is out of sight how can he be blocking the missile launcher?

LurchBrick wrote:Tarantula starting in corridor - With my testing, the only reason the gunner is outside the corridor is due to the open door. If this is different in your case, please let me know. If you close all those doors, you'll see that the Tarantula marine starts on the corridor.
I just noticed it on my lightning strike mission (the door's open) and thought it might cause a problem with a different map layout.

LurchBrick wrote:Fire tarantula on same turn as you man it unless tarantula has moved - This is how it works in the next update.
Really awesome! I loved that. Move it, man tarantula, revenge! :)

LurchBrick wrote:Combiweapon button - Pressing this button no longer starts the Commander's turn.
Keep going! :)

LurchBrick wrote:Create a mission with the same name as an existing one crashes game - I can't replicate this. Every time I type in a mission name that is the same as an existing one, a warning message appears asking if I want to overwrite it.
I just tried it again twice and the screen goes white. The first time in switched to windows mode and the second time it stayed full screen.

LurchBrick wrote:Whenever you select extra marines, you will now be able to select 5 Bolters.
Cool, but I think it would be better as separate option.

LurchBrick wrote:Please could you change it so that only performing an action starts that marines turn? - It sounds like the issue is getting the camera back to the marine that fired. If that's the case, then instead of clicking on another marine, you already have the ability to recentre the view on the current marine by clicking the right mouse button.
Okay, but not being to start their turn until they actually do something would be a lot better. ;)

LurchBrick wrote:I had a quick look at some of your missions and they look quite challenging. Once you've finished them all, I'll add them in as an extra campaign.
Hell yes! I think I'll call it New Frontier. The hardest mission by far is factory power supply. That why I toned it down a bit with the reinforcement placements. It's the one before the last one. I think it's the only mission I've actually failed, although I have been very lucky a couple of times. If the last one is failed there's going to be Return To Factory Power Supply mission that's even harder before you can try the last one again. :) I'd like to have multiple paths depending on whether certain missions are passed or failed, we'll see.

LurchBrick wrote:Reinforcements for 3 squad game showing 32 gretchin, 4 androids and 3 dreadnaughts - Can you please send me this mission.
A new campaign with a cool name like that really deserves to be an expansion with say, dark angels, prototype androids, chaos marines with assault cannons and las cannons and a choice of weapons for chaos commanders, or at least an option to have a power axe and bolt pistol to reverse the dice and make him more different from the missile launcher marine, and that's what the blip picture shows anyway. :)

I had a load of rules for eight new squads and improvements to them as the campaign went on independent of rank and honours including a unique upgrade for each squad, a ten man death wing squad replacing the dark angels squad, scout for IFs in addition to their normal squad, a death company squad for the BAs, etc. I'm sure I saw them when I was hunting for my old HQ heroes and rules. I'll post them in a separate topic if I find them. I think I remember the space wolve's equipment and orders now. It would be so great if you added it to the game when you've finished Eldar Attack. :redheart:

I had a proper look at Eldar Attack because I've never actually played it. It looks good but not as good as MD, although I'm still really looking forward to it. It'll be nice to play a completely different type of squad. The exarch life point system looks interesting, they get weaker the more injured they are. Do eldar attack with two or three white dice in h-t-h? The book says three but the card says two. I think it means three with the bolter type weapons and two with heavy weapons but that means they have to give up 4 movement instead of 2 as well as a white dice in h-t-h to use a heavy weapon. :shock: Must be why they don't have to have any heavy weapons. How are going to do the weapon selection? One of each heavy weapon available in a five man squad and two in a ten man squad?

Did you know that they released extra rules in a couple of white dwarf magazines? There's rules for terminator squads (including psychers), scout squads and playable orc squads as well as tyranid and hybrid rules.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby Gold Bearer » March 3rd, 2015, 2:41 pm

Mediafire wouldn't let me upload anything. I'll try again tomorrow.

After rereading the Eldar Attak cards I don't think I'll bother with their heavy weapons at all. There's a card that lets all the bolters (whatever they're called) attack with an extra dice that can be comined with a targetter for all nine.

How are you planning on handling the Space Warp event?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby Gold Bearer » March 4th, 2015, 7:51 pm

I didn't get very far with the new version, I get this whenever I try to continue my campaign:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Left Released
for object chapterchoice:

Push :: Execution Error - Variable Get 100044.currentchapter(100039, -2147483648)
at gml_Script_chapterchoiceleftrelease
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_chapterchoiceleftrelease (line 0)
gml_Object_chapterchoice_Mouse_7
I tried starting a single mission and that worked.

If you attack a dreadnaught diagonally but you're directly adjacent to it the dreadnaught doesn't lose a dice.

The end turn warning message is hidden behind the UM box.


I've thought of an idea for the campaign that I'm hoping would be fairly straight forward. Could the more marines be added simply in the same way two were added for MD? If they're were another two marines with the same weapon choices that there are now it would mean the BAs could have six bolters, the UMs could have their plasmagun and second bolter back and the IFs could have four bolters so they stay with all movements of six. It would benefit the BAs the most but in MD the BAs gain the least with the new weapons.

To make it a nice round ten man squad there could be a corporal with the same weapon choice as the commander who can give orders if the commander dies and if he survives the squad could keep their honour badges but still get a new commander starting from sergeant. The corporal's life points could depend on the commanders rank, sergeant = 1LP, lieutenant primus = 2LP, lieutenant senorius = 3LP, captain primus = 4LP and captain senorius = 5LP. That way he'd always have less than the commander.

To compensate prototype androids and chaos marines with assault cannons and las cannons could be added as well as a chaos corporal with a power axe and bolt pistol. What do you think?
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby Gold Bearer » March 5th, 2015, 3:02 pm

That error happens when I click done on the BAs weapon select screen by the way.

I still can't upload to medifire. If you PM me your email address I'll send that dodgy blip pictures level to you.

The chaos commander could have a power axe and bolt pistol and six life points and the chaos corporal could be the old chaos commander with a heavy bolter and one life point. :)

Edit:
If there are ten man marine squads the chaos marines could have a plasma gun and fusion gun as well, or two more bolters if that would be too much of a pain in the arse to do.

Chaos marines with equipment cards and chaos commanders with orders would be really cool, especially the orders. The blip commander could give orders that work on the blip marines and the reinforcement commander could give orders to the reinforcement marines so that they're kept apart as two seperate squads. I think a lot more could be made of the chaos marines.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Space Crusade PC game

Postby LurchBrick » March 10th, 2015, 4:17 am

Out of ammo event - if a heavy weapon has a targetter equipped, the targetter is now removed. As long as they get a targetter if the other bolters have them? - Yes, if one of the Targetters is for Bolters, then the new Bolter marine will receive the bonus.
Cannot continue campaign if squad has 8 pieces of equipment - This issue will be fixed in next update.
The end turn warning message will no longer be hidden behind the UM squad button.
The primary or secondary "First to exit vessel" objective will now only be awarded to the 1st squad to achieve this objective.
Tarantula not affected by marine weapons - Something I keep forgetting to mention, this is due to the fact that I only allow alien weapons to affect tarantulas. This will change in the next update.

If you attack a dreadnaught diagonally but you're directly adjacent to it the dreadnaught doesn't lose a dice. - That's because the marine isn't attacking the Dread diagonally. The marine must be in one of the 4 corner positions surrounding the Dread to use the close assault blades, as the awesome ascii drawing below shows. Attacking from one of the adjacent positions, even if you click on a part of the Dread that is diagonal from the marine, will result in a normal adjacent attack.

DAAD
AXXA
AXXA
DAAD

D = Diagonal position
A = Adjacent
X = Dread

If the plasmagun marine is out of sight how can he be blocking the missile launcher? The LOS for firing is drawn from the centre of the square the marine is (+ or - a few pixels). However the marine takes up the whole square and blocks LOS past that square. So when the LOS is drawn to the plasma marine, the wall blocks it from the alien's view. When the LOS is drawn from the alien to the missile marine, it runs through the plasma marine and is therefore blocked. Marines need to block LOS this way otherwise you could have aliens firing down a corridor between 2 marines. As the example in the diagram below hopefully shows, the alien (A)
could fire at marine 3 (M3) if the marines (M2 and M1) did not block LOS for the whole square.

M1 M3
A M2

Eldar attack - I've also never played this expansion and therefore haven't actually looked too closely at what is included. So I'm not sure how I'll implement anything yet. :)
WD articles - Yes I knew about these. The trouble is getting enough time to actually add them in.
More marines - This isn't as simple as it sounds mainly because the game was designed from the beginning with 7 marines as a maximum. When I start working on the Eldar expansion, I'll have to do a major redesign of this part and then your ideas should be more easily adapted.

I like you ideas about additional elements but once again the issue is the time to add them in. I'm happy to add mods to the main game where possible.

I've still got some more work to do to release the next update but I'm trying to get it done by the end of the week.


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Created a Hot Topic.
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Re: Space Crusade PC game

Postby Gold Bearer » March 10th, 2015, 10:45 am

LurchBrick wrote:If you attack a dreadnaught diagonally but you're directly adjacent to it the dreadnaught doesn't lose a dice. - That's because the marine isn't attacking the Dread diagonally.
Another habbit from the old cpu game, it let you do that.

LurchBrick wrote:If the plasmagun marine is out of sight how can he be blocking the missile launcher? The LOS for firing is drawn from the centre of the square the marine is (+ or - a few pixels). However the marine takes up the whole square and blocks LOS past that square. So when the LOS is drawn to the plasma marine, the wall blocks it from the alien's view. When the LOS is drawn from the alien to the missile marine, it runs through the plasma marine and is therefore blocked. Marines need to block LOS this way otherwise you could have aliens firing down a corridor between 2 marines. As the example in the diagram below hopefully shows, the alien (A)
could fire at marine 3 (M3) if the marines (M2 and M1) did not block LOS for the whole square.

M1 M3
A M2
I've always thought that you should be able to shoot between two figures standing diagonally adjacent to each other, it's simpler. I play that way in HQ as well but I think I'm in the minority on that. I think if a plasmagun can fire between them then all the weapons should.

LurchBrick wrote:I like you ideas about additional elements but once again the issue is the time to add them in. I'm happy to add mods to the main game where possible.
Just the prototype androids, chaos commander with a power axe and bolt pistol to make him more different from the missile launcher plus six life points and chaos marines with assault cannons and las cannons would be great additions for the campaign if they're not too much of a pain to put in. The chaos marines would be better with seven man squads to match the marines but two of the bolters could be replaced if not.

I got this in the very early stages of making a new mission when I selected a room for the arrive in room ojective. I selected another room and the same thing happened but the start labels stayed in the first room as well as you can see in the screenshot (I always set up temporary squad starting points and the objectives first thing just so I can save it).
Start.JPG
I restarted and it was okay but I noticed the rooms were different colours than before when I went to the first to arrive in room objective if that helps you see the problem.

In the new version it's a lot harder to select doors in the editor. Cheers for the all door options though, that's very handy.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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