Search found 28 matches

by GordonStraylight
Thu Jun 21, 2018 3:42 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: teleporta horrors of the warp
Replies: 4
Views: 1959

Re: teleporta horrors of the warp

Hi t341, Have just tested the mission and everything is working correctly. If you have captured both the reactor and generator VP's then the mission should end when you move mogrok onto the VP next to the teleporta. If you can send us a save game we can look into it further otherwise you can enable ...
by GordonStraylight
Wed Feb 21, 2018 1:07 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Personal, absolutely subjective impressions
Replies: 15
Views: 2927

Re: Personal, absolutely subjective impressions

Very interesting read, thank you for taking the time. As Ben mentioned there are some engine restrictions that influenced the game design. For example, we can only have a single type of unit in a squad so things have to change a bit from the codex rules. Our squads are smaller than codex ones so if ...
by GordonStraylight
Fri Jul 21, 2017 2:41 pm
Forum: Sanctus Reach Tech Support
Topic: Why don't you give us a choice where to install DLC?
Replies: 13
Views: 2997

Re: Why don't you give us a choice where to install DLC?

Hello Rosseau, So in the weirdboy DLC there is a new campaign.rez file which has all the scenarios packed into it, it is part of a new system for content protection. So it is always loading the scenarios from that rez file which is why you do not see your modifications. Sorry about that, the rez fil...
by GordonStraylight
Wed Jul 19, 2017 1:32 pm
Forum: Sanctus Reach Tech Support
Topic: Why don't you give us a choice where to install DLC?
Replies: 13
Views: 2997

Re: Why don't you give us a choice where to install DLC?

Hi Rosseau, You should be able to edit the DLC levels. Just make sure you have turned debug mode on in config/system.txt, this will have been turned off when you updated. Otherwise you can go into the editor and create a copy of the weirdboy campaign and make your changes that way instead of editing...
by GordonStraylight
Tue Jul 04, 2017 8:18 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Bug ? +NEW [Bug 1.0.22] + Low Level Hero Skill Bug ?
Replies: 5
Views: 1067

Re: Bug ? (i hope don't do mistake :)

Ah yes, you are correct the script for blast damage is wrong!

Good catch and thanks for keeping us on our toes :)

Cheers,

Gordon.
by GordonStraylight
Fri May 26, 2017 10:57 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: [Ranged Damages Reworked] My Analysis was Wrong so [CLOSED]
Replies: 7
Views: 1646

Re: Ranged Damages Calculation Totaly Reworked

In CombatTools.bsf look for functions like DoFire and TriggerFire. You can find the Fire.bsf script in data/battle/scripts.

Cheers,

Gordon.
by GordonStraylight
Fri May 26, 2017 10:55 am
Forum: Sanctus Reach Tech Support
Topic: Question about ranged combat (?bug)
Replies: 1
Views: 971

Re: Question about ranged combat (?bug)

Hi its gameplay reasons. We need melee units to be better than ranged units at a distance of 1.

Cheers,

Gordon.
by GordonStraylight
Thu May 25, 2017 12:15 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: [Ranged Damages Reworked] My Analysis was Wrong so [CLOSED]
Replies: 7
Views: 1646

Re: Ranged Damages Calculation Totaly Reworked

Hi Exaercase,

The effectivness score functions are just for the tooltips to show the player the potential damage. Changes made here wont actually effect the combat model.

Cheers,

Gordon.
by GordonStraylight
Sat Apr 29, 2017 11:45 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Questions for the Devs about the game and DLC coming.
Replies: 9
Views: 1709

Re: Questions for the Devs about the game and DLC coming.

Hi Dizzy, Sorry we have not addressed this issue yet, It's right at the top of my priority list now ;) A skirmish mode which gives you multiple units of every types will be possible. I am also thinking about a force selection when you get reinforcements in the campaign. So you might be stuck with a ...
by GordonStraylight
Fri Feb 24, 2017 6:10 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Some bugs
Replies: 19
Views: 3043

Re: Some bugs

Dreadnought destroying ground textures tiles. Or maybe overflapping blood splatters make them disappear? It would be cool to get crater textures at some point, smaller for cannons (Dreadnought) and bigger for artillery (Whirlwind). Is it possible to get many texture on top of each other, overflappi...
by GordonStraylight
Tue Feb 14, 2017 5:13 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: problem with tiles
Replies: 7
Views: 1001

Re: problem with tiles

oh and also the tile index goes from 0-7, no 8 im afraid.

Cheers,

Gordon.
by GordonStraylight
Mon Feb 13, 2017 1:21 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Some bugs
Replies: 19
Views: 3043

Re: Some bugs

Hi guys, thanks for the reports.

Anti-tank weapons generally always hit 1 man in a squad. It might feel a little weird but its necessary to stop them being too good vs infantry and allows us to have specific anti-infantry weapons that are more effective.

Cheers,

Gordon.
by GordonStraylight
Mon Feb 13, 2017 1:17 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Techmarine and Mekboy
Replies: 6
Views: 889

Re: Techmarine and Mekboy

Hi guys, yep we are listening.

If we get to expand Sanctus Reach then there will certainly be new units added, cant say which ones right now but units that can repair will be on the list.

oh, and the spirit of the wolf vehicle repair is a bug ;)

Cheers,

Gordon.
by GordonStraylight
Sun Feb 12, 2017 2:36 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Ragnar's Folly help
Replies: 8
Views: 1372

Re: Ranar's Folly help

Hi bodkin,

We have identified this mission as the hardest after the AI and other balance changes. We will be looking at modifying the difficulty shortly, the missions can be won but is very tough.

Cheers,

Gordon.
by GordonStraylight
Fri Feb 10, 2017 3:38 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Bug: meltagun levelled up and did not receive an ability
Replies: 15
Views: 3448

Re: Bug: meltagun levelled up and did not receive an abilit

I think i have found the problem. We will get a hotfix out early next week.

Cheers,

Gordon.
by GordonStraylight
Thu Feb 09, 2017 3:37 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Bug: meltagun levelled up and did not receive an ability
Replies: 15
Views: 3448

Re: Bug: meltagun levelled up and did not receive an abilit

Hi tekprimemia,

Would it be possible for me to get your save game to test this?

Cheers,

Gordon.
by GordonStraylight
Thu Feb 09, 2017 7:41 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Bug: meltagun levelled up and did not receive an ability
Replies: 15
Views: 3448

Re: Bug: meltagun levelled up and did not receive an abilit

ok thanks for the info, will look into it today.

Cheers,

Gordon.
by GordonStraylight
Thu Feb 09, 2017 1:16 am
Forum: Warhammer 40,000: Sanctus Reach
Topic: Force Selection in Patch v1.0.10 feedback
Replies: 29
Views: 3112

Re: Force Selection in Patch v1.0.10 feedback

In the skirmish advanced tab you need to set "Use Default Data" to MECH_SKIRMISH. This means the skirmish will use the data in the custom campaign folder instead of the main game data, here it will be using a custom MapGenerate.BSF.
by GordonStraylight
Wed Feb 08, 2017 11:31 pm
Forum: Warhammer 40,000: Sanctus Reach
Topic: Bug: meltagun levelled up and did not receive an ability
Replies: 15
Views: 3448

Re: Bug: meltagun levelled up and did not receive an abilit

Hi guys, At the moment if you are loading a save game from a previous version and that unit has already filled the XP bar then they will need to land the killing blow again or they wont get an ability, the abilities are actually picked during play at the point the unit fills the xp bar but not given...

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