Cortex Command

Cortex Command

Warhammer 40,000: Imperium of Man
 This topic has been pinned, so it's probably important
Killian  [developer] 18 Apr, 2014 @ 10:22pm
Questions & Answers
I see a few questions coming up often so I'm going to collect some of the big ones into a discussion thread. Feel free to ask your own.

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1) Are we getting <X>? (Where X = Terminators/etc.)
This one comes up a lot. The short version is that CC's engine has a fairly limited selection of actor types to work with, which means a lot of scripting anad screwing around to make things work properly.

Terminators - these can be done, but from a technical standpoint their rigid helmets and somewhat-limited arms present a problem. From a gameplay standpoint, Terminators are slow, large, and easy to hit. They wouldn't fit inside bunkers, and would probably be flattened by debris before ever reaching their target. I really don't think they would be Fun to use - and yes, they have been tried - which is the important part to me.

Dreadnaughts and other Vehicles (Sentinels, Rhinos, etc.) - again, these aren't impossible, but they are very difficult. From a gameplay standpoint, they are Terminators multiplied by 10 - slow, easy to hit, useless in enclosed spaces, and ridiculously vulnerable to debris. Unlike Terminators, however, they would also be an absolute pain in the ♥♥♥ to deploy due to size and weight. Tracked vehicles are a little more plausible, but even larger and more problematic in every gameplay regard. Most maps just aren't really large enough to support them anyway.

Sisters of Battle, other Chapters, and other Imperial Subfactions (such as the GK, Inquisitors, etcetera) are largely a sprite/complication issue. The mod's getting a bit bloated as-is so I don't want to add too much more..

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2) Will there be other 40K factions, like Chaos or Tau?
I don't want to say no incase inspiration strikes (along with the assistance of a good sprite artist) but I cannot flat-out say yes either. I make no guarantees that they will happen, but I don't want to rule out the possibilities either.

I also don't want to get everyone's hopes up. Sometimes plans fall through and things don't work out. But when I do have something new going on this front, and I'm confident that it's going to go well, expect to know.

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3) Space Marines are OP/UP!
Well, yes and no. They're Space Marines. They're meant to be awesomely powerful compared to vanilla factions, but not excessively so. If you think they're bad now, they used to be a fair bit worse!

If you want a more even, vanilla-balanced challenge but with that 40K flair, ignore or disable the Marines and use the Imperial Guard with only IG Weaponry like autoweapons, lasguns, and so on. Lasguns make things easier (hitscan, no bullet drop) to some degree but I've tried to make them reasonably well-balanced.

Fun IG Fact: These guys used to be absurdly tough, to the point that an IG Grenade Launcher could barely scratch a Guardsman on a direct hit. Lasgun shots were devastating, and... well, I don't talk about the old Kraken bolts any more. Those were absurd.

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Again, post questions here and I'll probably answer them at some point.
Last edited by Killian; 21 Apr, 2014 @ 1:27am
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Showing 1-15 of 33 comments
chunkyCatNip 18 Apr, 2014 @ 10:29pm 
how do i install this i hit subscribe and when i lunch it and go to the thing under champain and do one mission it dont show up
Killian  [developer] 18 Apr, 2014 @ 10:51pm 
Originally posted by chunkyCatNip88:
how do i install this i hit subscribe and when i lunch it and go to the thing under champain and do one mission it dont show up

This is not the bug reports thread.
chunkyCatNip 18 Apr, 2014 @ 11:12pm 
my bad.
God Emperor 19 Apr, 2014 @ 8:23am 
How would I edit load outs to include deep strike in the load out ini?? in other words what would it look like instead of this?
DeliveryCraft = ACDropShip
PresetName = Base.rte/Drop Ship MK1
Killian  [developer] 19 Apr, 2014 @ 1:36pm 
Originally posted by -FYC- God Emperor:
How would I edit load outs to include deep strike in the load out ini?? in other words what would it look like instead of this?
DeliveryCraft = ACDropShip
PresetName = Base.rte/Drop Ship MK1

DeliveryCraft = ACRocket PresetName = W40K.rte/Deep Strike

Should work, but I haven't tried it myself.
Game of Ur 19 Apr, 2014 @ 11:14pm 
You say you don't want to add too much more because the mod is getting bloated, why don't you just create a second mod for the other stuff? You know, like separate parts, this one is the main one, and the others are just additional factions/things? Like some form of free DLC for a game that isn't needed at all but is just there if you want more stuff?
Last edited by Game of Ur; 19 Apr, 2014 @ 11:15pm
Killian  [developer] 19 Apr, 2014 @ 11:46pm 
The problem is, if you set a Tech for yourself when playing in Campaign Mode or what-have-you, things purchased from other modules (not just other Techs) cost anywhere from two to four (I think it's four) times as much as usual unless you specifically use the All Tech or something. So whilst each Chapter/subfaction could be presented as a plug-and-play sort of thing, it would be really awkward and potentially expensive if you select the wrong thing.

Not that it isn't awkward as-is. Annoying, huh?
Last edited by Killian; 19 Apr, 2014 @ 11:46pm
Game of Ur 19 Apr, 2014 @ 11:52pm 
Well, why are you afraid of having the factions be bloated in the first place? If you want, you could also just stuff things into this, and if people don't really want to download that large of a file, maybe create a ''Lite'' version of it that has less stuff and only the basics like the space marines etc. however they're not supposed to be used together due to, you know, them technically being two different techs.
Killian  [developer] 20 Apr, 2014 @ 12:11am 
Thing is, with the way everything is set up and works in CC, that's a metric ♥♥♥♥♥♥♥ of work either way, nevermind synching balance stuff between all of them depending on how I go about doing it. I've done some painful overhauls before (like switching all of the Marines and Guardsmen to be based off templates, and gutting the Weapons to use the Weapon Index folder/system for better store ordering) but making a 'Lite' version would be even worse. I can't go carving stuff out and chopping bits off due to how everything is tangled together. So first I have to go through and untangle ♥♥♥♥, then start unlinking things, and it's just a total pain in the ass and uses up a lot of time.

This is also time I have available for working on other projects, which is not good. I've put a lot of time into the Imperium as-is, and I'd really like to work on some other things for a change. Even if those things have a high chance of being 40K-related.

Speaking of time; I started working on this back in mid/late-2011. Time flies, huh?
God Emperor 21 Apr, 2014 @ 2:04am 
Thanks for answering me but I figured it out after looking up the file and a little trial and error XD but yes it works great for the loadouts I have been making. The only problem I have had is enabling another SM chapter other than UM. It seems to crash the game and the files all convert back to base before i Edit them..... which is very time consuming redoing all my load outs ...
Killian  [developer] 21 Apr, 2014 @ 3:23am 
Thing is, disabling a chapter there means the assets flat-out aren't loaded. So if your old loadouts called Ultramarine units, they're looking for something that isn't there any more-- CC's default reaction to this is to abort loading. Explosively.
PYROxSYCO 9 Oct, 2015 @ 6:15pm 
Considering Terminators and Dreadnaughts, i would not mind these, to me make them and let the downloader deal with how to use them. Although if it makes the mod too bloated i would consider spitting the mod. Hopefully it doesn't come to that.
dp101 23 Nov, 2015 @ 10:34am 
How do you use the melee weapons that come with this mod? I can't find the controls anywhere.
Killian  [developer] 23 Nov, 2015 @ 10:46am 
With them ready, just hit the trigger button (e.g. LMB for mice) fire them like a normal weapon. Basically what they do is fire out a spray of really powerful particles that can mulch most enemies. High risk, but if you can get close enough to use them then they're very effective.
ToastOfDoom 14 Feb, 2016 @ 7:00am 
Hey sorry this doesn't have anything to do with the mod, but it's something I'm hoping you can help me with. I'm trying to make my own weapons mod, but the sprites aren't working right. I'm only taking colors from the pallete.bmp, but when I save them in pain.net and view them in game, all the coloration is off. Could you tell me how made your sprites and got them to look great? Thx!
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