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Topics - hellrazor

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46
Work In Progress / MAP Patches - searching for more unpatched stuff
« on: February 28, 2015, 01:28:50 pm »
I provided here a small Map Patch which contains two maps.

One should fix the Loophole in the Standard Supply Ship.
The Other Removes unneeded Pilar in the Terror Ship.

If you know of any other Maps which needs fixes or Patches, or you wanna provide them, tell me!

47
Suggestions / Multistage Missions - How many stages are possible?
« on: February 26, 2015, 01:15:15 pm »
I was kinda issuing were to put this, so i placed it here.

I know that the game supports multi stage mission on the battlescape, at least 2 concuring Ground battles after each other, since the Cydonia Mission is one of those.

Is it possible to do a 3 or more stage Groundbattlemission with the ruleset?

Or is this behaviour hardcoded, i guess that it will be put in the ruleset sooner or later, since TFTD has several Multistage Missions.

The background is i wanna have a all out Cydonia Battle with at least 3 stages and huge Mapsizes (you need to feel outmanned and desperate).

48
Tools / Visualize Research Tree
« on: February 17, 2015, 11:41:03 pm »
Any way to do this automatically?
Feed it a Ruleset file it creates a graphic file out of it or so?

49
Playthroughs / Alternate movement Methods at its best
« on: February 17, 2015, 10:11:16 pm »
I really like the feature of the alternate movement methods.
Strafing is good for surviving and running well look at the screenshot :D

50
Open Feedback / Savegame file Reference
« on: February 17, 2015, 10:08:02 am »
I was wondering is there a Reference for the savegame files somewhere?
I so far have seen most of the values in the normal Ruleset Reference but some really give me no explanation whatsoever.
Especially those regarding Battlescape Missions, as it seems even the Maplayout get's stored in the Savefile.
I would be interested in those particular.

Any advise help would be really nice.

51
Playthroughs / Oh Shit Moments - Why i love XCom :>
« on: February 15, 2015, 03:42:12 pm »
That's why i love Xcom!

52
Playthroughs / Production Base Layouts
« on: February 07, 2015, 10:06:36 pm »
How do your Productionbases look ? Which layout do you choose.

Please show a screenshot :)

Btw this is End of May 1999 on Superhuman.

53
Alternate Lightning - Thunder

Download: mod.io

The file is also attached towards this post.

#Alternate Lightning - Thunder Mod by hellrazor

The THUNDER is a complete replacement for the rarely used LIGHTNING.
It has the same stats as it, with the exception of a Troop capacity of up to
18 Soldiers, it is also capable of bringing Tanks into combat.

Possible Loadouts:

- 18 Soldiers or

- 14 Soldiers + 1 Tank or

- 10 Soldiers + 2 Tanks.

Added:
- THUNDER.MCD
- THUNDER.PCK
- THUNDER.TAB

Which are renamed and patched Version of Lightning MCD file, so no one can complain about shitty Maps anymore :>

Fixed: Soldier Position in the Deployment
Modified: Primary spawn point slightly to allow Soldier to shoot out of the craft diagonally.

Some pictures see in attachments.

54
Playthroughs / The MULTIKILL!
« on: January 27, 2015, 02:08:31 am »
How i like it!

55
Suggestions / [SUGGESTION]Multiple Loadout Templates for Troop Transports
« on: January 25, 2015, 11:21:18 am »
I am one of the players who switches the Equipment of his troops around a lot.
I have some specific Equipment sets i use on several occasions.
They Range from normal Fighting, to fighting against Sectiods without Cyberdisc, to fighting against Mutons and Chrysalids
and so on... Each Equipment set has its specific use case.

As so far the Soldiers last Equipment get's saved by the game for each Soldier individual. I would like to propose something different.
The ability to create loadout and equipment templates for the Troop Transport Craft (e.g. Skyranger).

The Loadout Template would regulate which Items would be loaded or unloaded from the Troop Transport Craft (including Tanks). If Items could not by loaded, the layer should be informed why ( not enough HWP Rockets for the tank Rocket Launcher as example or not enough grenades avaible or so).

Linked to the Loadout Template would then be a Item Inventory Template, which is NOT linked to the name of the Individual Soldier, but to
the NUMBER of the Soldier on the Craft. Ergo Frist Soldier on the Craft get's first Inventory Template, Second the Second and so on.

Make those templates chooseable from within the Craft Equip Screen. ;-)

56
I would like to open the UFOpaedia entries from inside the Craft Equip screen.
This goes for the craft weapons and also for the Equipment for the Troops Transport.

You can already access a Soldiers stats if you right lick on his name in the Crew Section of your Troop Transport Craft.
This brought to me the Idea of having the same done with researched or available Items and weapons.

57
#Research Alive Aliens Mod by Hellrazor
#Readme for Version 1.2.1
 
#Based on TinyResearchMod from grzegorj
#See: https://openxcom.org/forum/index.php/topic,2872.msg30949.html#msg30949
#Based on Reproduction Mod from Warboy1982

#For all Players which used Version 1.2 of this mod:
#BUG fixed which prevented UFO Construction unlock!
#You need to edit your savegame files, which you played with this mod
#and remove in research section STR_PLASMA_CANNON_DEP1 and STR_PLASMA_CANNON_DEP2
#I am sorry for this inconvinience.

 
Welcome folks!
 
It is time to ready your Stun Rod equipped Grunts and get ready to go on the hunt.
On the hunt you say, YES on the hunt for your POW's. You want them,
you love them, you NEED them!
 
This Mod forces the player to capture alive aliens to unlock technologies.

The Aliens are so different in their ways and their technology is so way
beyond anything human brains could think of that we NEED to interrogate as
many Aliens alive as possible! The Aliens have a lot of ranks at their
disposal and you NEED all of them, ok Soldiers, you don't need at all,
but Engineers, Navigators, Medics, Leaders and Commanders, are on the top
of your hunting List now.

Get ready for the ultimate hunting Season!!!!!!

To get all Techs you need:
        - 5 or 6 Engineers (if you reasearch right you only need 5 otherwise 6)
        - 6 Navigators
        - 6 Medics
        - 1 Leader (To get Martian Solution, which is required by the Avenger)

If you like, you capture 2(or 3) more Engineers, Navigators to get the last Alien Ships and Alien Mission Type.       

Technology Unlocks for:

        - Any Alien Engineer:

                - Plasma Pistol + Clip (requires Alien Alloy, Elerium)
                - Plasma Rifle + Clip (requires Plasma Pistol + Clip)
                - Heavy Plasma + Clip (requires Plasma Rifle + Clip)
                - Plasma Beam (requires Heavy Plasma + Clip)
                - Blaster Launcher + Blaster Bomb(requires Small Launcher + Stun Bomb + Alien Grenade)
                - UFO Power Source (requires Alien Alloys, Elerium)
                - UFO Construction (requires UFO Navigation, UFO Power Source, Plasma Beam)
                - Power Suit (requires Personal Armor, UFO Power Source)

        - Any Alien Medic:

                - Small Launcher + Stun Bomb (+Elerium Bomb, if you use that Mod.)(requires Alien Alloys)
                - Alien Entertainment (required for Psi Lab) (requires Small Launcher)
                - Examination Room (required for Psi Lab) (requires Alien Entertainment)
                - Alien Surgery (required for Psi Amp) (requires Examination Room)
                - Psi Amp (requires Mind Probe, Psi Lab, Alien Surgery)
                - Mind Shield (requires Mind Probe, Psi Lab)

        - Any Alien Navigator:

                - UFO Navigation (requires Alien Alloys)
                - Hyper Wave Decoder (requires UFO Navigation)
                - Flying Suit (requires Power Suit, UFO Construction)
                - Firestorm (requires UFO Construction)
                - Lightning (requires Firestorm)
                - Avenger (requires Lightning + The Martian Solution)

Leaders and Commanders, do the usual stuff, unlocking Cydonia or Bust, or Psi Lab (if Sectoid/Ethereal)

Well might be a good proposal you think or? HAPPY HUNTING!!!! and Godspeed.

---------------
#BEGIN OPTIONAL
---------------
For those who wish to SUFFER(!):
Alien Containment needs Research!!

I have also Supplied you with a Ruleset file in this mod called "Alien_Containment_needs_Research.rul",
it is totally optional, and can be used without this Mod or with it. Can be activated in the normal Mod menu.
It is for those who think capturing Alive Aliens isn't good enough!!!

What it does:

The Alien Contaiment needs to researched, but the Research needs some stuff to get unlocked:

   - Your POW's need something to chew on, so get your Ass moving and get some Alien Food,
     from a Harvester or Supply Ship.
   - After that you need to know more of the ways the Aliens reproduce so that
     you can successfully feed and care them. For this you need to successfully recover
     Alien Reproduction from an Alien Base. They are located only in the Command Center.
     4 in the lower Level of the Command Center and 1 or 2 in the Upper Level.

So capture the Command Center undamaged, in Personal Armor, with Laser and Earth Tech; probably vs
Sectoids, or Snakeman. Only if you wish to suffer...

(Xcomutil Improved Startup Base and Xcomutil Improved Defensive Base Layout
option should be turned off because these give you a Alien Containment....)
-------------
#END OPTIONAL
-------------

I hope you like the changes in the Research tree, they should make the game even more
tense and feel you even more outgunned, so go chew on a cookie while interrogate your
Alien Prisoners.

This should be a little more tense. ;-)

RECOMMENDATIONS:
Dart Gun Mod. <- STRONG RECOMMODATION!!!!
Item Levels Mod i also recommend if you sold your Plasma Pistols, but better, keep 1 of everything around.
Xcomutil Improved Heavy Laser, to have a weapon with high dropping power.

Improved Interceptor Mod like Raven or Retaliator.
Alloy Ground Tanks are also a nice addition, since Hovertanks are a long term away (i hope :-P).

---------
Timeline:
---------
Version 1.1 is playable and stable.
Version 1.2 is basic testing done, needs playthrough.
Version 1.2 has a bug which prevents UFO Construction unlock - FIXED (use Version 1.2.1)

58
Downloadlinks:
Modportal Link: Research Alive Aliens
Dropbox Link: Final Version 1.54

README.txt of newest Version:

#Research Alive Aliens Mod by Hellrazor
#Readme for Version 1.54 Final

#Credits go to Fatrat for his Elerium Bomb, Ivan Dogovich for the HandObSprite,
#see https://openxcom.org/forum/index.php/topic,2561.msg25916.html#msg25916
#grzegorj for his TinyResearchMod which gave the idea :>
#See: https://openxcom.org/forum/index.php/topic,2872.msg30949.html#msg30949
#Warboy1982 for his Reproduction
#CryptoCacuts for the Alloy Ground Tanks
#See: https://openxcom.org/forum/index.php/topic,3106.msg35635.html#msg35635
#Shadow for the Improve3d Interceptor (Retaliator)
#See: https://openxcom.org/forum/index.php/topic,1628.msg15024.html#msg15024
#Arthanor XCom Armoury Expanded from which i stole the Corpsesprite for the Alloy Tanks
#See: https://openxcom.org/forum/index.php/topic,2675.msg27765.html#msg27765
#And Ryskeliini for the Taser Pistol
#See: https://openxcom.org/forum/index.php/topic,1598.msg14729.html#msg14729
#And Robin x  Ryskeliini  for the Grey Armored Vest
#See: https://www.openxcom.com/mod/grey-armored-vest
#If i forgot someone please tell me and i will give you credits also :>

Hobbes Terrain Pack integrated, due to changes in newest nightly version
this mod requieres now at least: openxcom_git_master_2015_05_07_1605
Further updates will cover Ruleset adaption from OpenXcom if needed and
the Terrain Pack of course.

---
Welcome folks!
 
It is time to ready your Stun Rod equipped Grunts and get ready to go on the hunt.
On the hunt you say, YES on the hunt for your POW's. You want them,
you love them, you NEED them!

The Aliens are so different in their ways and their technology is so way
beyond anything human brains could think of that we NEED to interrogate as
many Aliens alive as possible! The Aliens have a lot of ranks at their
disposal and you NEED all of them, ok Soldiers, you don't need at all,
but Engineers, Navigators, Medics, Leaders and Commanders, are on the top
of your hunting List now.

----------------------------------------------------------------------------------------------------------------
Compability to other Mods:

Please turn of the following Mods:
   XcomUtil Starting Defensive Improved Base (gives Alien Containment Modules)
   XcomUtil Starting Improved Base  (gives Alien Containment Module)
   Elerium Bomb (it is incorporated)
   Alloy Ground Tanks (it is incorporated)
   Retaliator - Improved Intercepter (it is incorporated)
   Taser Pistol (it is incorporated)
        Grey Armored Vest (itis incorporated)

Please consider turning of the following Mods:
   XcomUtil Improved Ground Tanks (they are overpowered and the Alloy Tanks are more balanced)
   Any other Mods which add new Weapons which need to be researched
   (you can use them but no garante they will work)
   Any other Mods which add new Races
   (i can add compability to them in the future if you like so just tell me)
----------------------------------------------------------------------------------------------------------------

Best experience of this Mod is with Vanilla Weapons & Aliens.

----------------------------------------------------------------------------------------------------------------
About this Mod:
This Mod forces the player to storm an alien base earlie to be able to research the Alien Containment
and then capture alive aliens to unlock technologies. I made sure that you get a Floater Base Mission
in the first Month instead of the Alien Research Mission. Alien Base Mission also gets 2 additional
Waves of UFOs (2 Medium Scouts and 1 Large Scout) so you can have some UFO's to raid. I do not recommend
shooting those UFO's down because the Mission could get canceled.

Alien Contaiment research has 2 dependencies, first Alien Food, which you can get from a Supply Ship;
and second Alien Reproduction which is located only in the Command Center of an Alien Base, 4 in the lower Level
 of the Command Center and 2 in the Upper Level.

So capture the Command Center undamaged, in Personal Armor, with Laser and Earth Tech vs Floaters.
----------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------
About the Alive Aliens:
To get all Techs you need:
   6 Engineers
   6 Navigators
   6 Medics
   1 Leader (To get Martian Solution, which is required by the Avenger)

You can UNLOCK MORE THEN ONE TECH with interrogating 1 Prisoner.

If you like, you capture 2(or 3) more Engineers, Navigators to get the last Alien Ships and Alien Mission Type.       

Technology Unlocks for:
Any Alien Engineer:
   Plasma Pistol + Clip (requires Alien Alloy, Elerium)
   Plasma Rifle + Clip (requires Plasma Pistol + Clip)
   Heavy Plasma + Clip (requires Plasma Rifle + Clip)
   Plasma Beam (requires Heavy Plasma + Clip)
   Blaster Launcher + Blaster Bomb(requires Small Launcher + Stun Bomb + Alien Grenade)
   UFO Power Source (requires Alien Alloys, Elerium)
   UFO Construction (requires UFO Navigation, UFO Power Source, Plasma Beam)
   Power Suit (requires Personal Armor, UFO Power Source)
   PSI Lab (together with Psi Leader and Medic)
   Firestorm (requires UFO Construction) (together with Alien Navigator)
   Lightning (requires Firestorm) (together with Alien Navigator)
   Avenger (requires Lightning + The Martian Solution) (together with Alien Medic and Navigator)

Any Alien Medic:
   Small Launcher + Stun Bomb + Elerium Bomb (requires Alien Alloys, Elerium)
   Alien Entertainment (required for Psi Lab) (requires Small Launcher)
   Examination Room (required for Psi Lab) (requires Alien Entertainment)
   Alien Surgery (required for Psi Amp) (requires Examination Room)
   Psi Amp (requires Mind Probe, Psi Lab, Alien Surgery)
   Mind Shield (requires Mind Probe, Psi Lab)
   PSI Lab (together with Psi Leader and Engineer)
   Avenger (requires Lightning + The Martian Solution) (together with Alien Engineer and Navigator)

Any Alien Navigator:
   UFO Navigation (requires Alien Alloys)
   Hyper Wave Decoder (requires UFO Navigation)
   Flying Suit (requires Power Suit, UFO Construction)
   Firestorm (requires UFO Construction) (together with Alien Engineer)
   Lightning (requires Firestorm) (together with Alien Engineer)
   Avenger (requires Lightning + The Martian Solution) (together with Alien Engineer and Medic)

Leaders and Commanders, do the usual stuff, unlocking Cydonia or Bust, or Psi Lab (if Sectoid/Ethereal)
----------------------------------------------------------------------------------------------------------------
ALL TECHNOLOGY RESEARCH COSTS HAVE BEEN DOUBLED!! (Interrogations / Autopsies are still vanilla costs)
Alien Origins, The Martian Solution and Cydonia or Bust more then trippled.
----------------------------------------------------------------------------------------------------------------
Weapon Balancing:

Craftweapons:
I adjusted craftweapons to make the Laser Cannon more usuable and Terrorships (Weaponrange: 42) more dangerous:
Sting Ray Range: 21 
Avalanche Range: 42
Laser Cannon Range: 30
Plasmabeam Range: 42
Increased Clipsize for Fusion Missile to 3

Groundweapons & Tanks:
Heavy Laser gets tiny Dam boost (85 ->90) and increased Accuracy (Can now fire 2 Aimed Shots per turn)
Elerium Bomb has same Blast Radius and Damage then Stun Bomb (except Damage Type)
Added Hovertank/Laser (same as Hovertank/Plasma but shoots Laser)
Added Hovertank/Elerium Bomb (same as Hovertank/Plasma but fires Elerium Bombs (new research project)
Added Taser Pistol (does ranged Stun Damage but has only a range of 5 tiles)
Added Armored Vest (Slightly modified stats, beginning Armor Costs: 20.000 $)

----------------------------------------------------------------------------------------------------------------
Cost Balancing:

Retaliator has rent cost equal to Interceptors.
Increased Cost for Armors and Crafts (to fit in with tank costs)
Firestorm: 1.500.000 $
Lightning or (Thunder): 2.000.000 $
Avenger: 3.600.000 $
Personal Armor: 88.000 $ Alloy Cost: 5
Power Suit: 168.000 $ Alloy Cost: 10
Flying Suit: 232.000 $ Alloy Cost: 10
----------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------
About the Aliens in General:

New Aliens Races show up later (by 2 Months)
Increased Number of Alien Soldiers by 2-5 (depending on UFO Size)(Alien Base gets significant boost)
Increased Number of Alien Terrorunits by 1 (for each slot) for Terrorship, Battleship and Terrormission
Increased Number of Alien Terrorunits dor Base Defense by 2 (for each slot)
Alien Engineers will deploy first with Plasma Rifles then Small Launcher / Elerium Bomb
(Bases and Battleships get Blaster Launchers later on)
Weapon Loadouts / Item Levels adjusted (Mutons will bring you love with Heavy Plasma :D)

----------------------------------------------------------------------------------------------------------------
YOU CAN NOT PRODUCE ALIEN ALLOYS!
----------------------------------------------------------------------------------------------------------------

Well might be a good proposal you think or? HAPPY HUNTING!!!! and Godspeed.

I hope you like the changes in the Research tree, they should make the game even more
tense and feel you even more outgunned, so go chew on a cookie while interrogate your
Alien Prisoners.

This should be a little more tense. ;-)

RECOMMENDATIONS:
Hobbes Terrain Pack Nightly (integrated)
lukes83 Extra UFOs
lukes83 Expanded Ubase Nightly
Turn on Alien Weapon Self Destruction for a real challenge (on the battlefield and in economics)

Play this in Ironman Mode!


---
Changelog

Version 1.4.3:
 - Terrainpack Ruleset upgrade. No further Changes, is playable and stable.

Version 1.4.4:
 - Inventory flag for Tanks armors got lost somehow. FIXED.

Version 1.4.5:
 - Terrainpack Ruleset upgrade. Minor Changes to Research Tree Graphic.

Version 1.4.6:
 - Terrainpack Ruleset Upgrade integrated.

Version 1.5:
 - Mod Repack and Terrainpack integration for: openxcom_git_master_2015_05_07_1605
 - added metadat.yml
 - added CHANGELOG.TXT

Version 1.5.1:
 - Terrainpack Ruleset Upgrade integrated.
   (some City location Fixes)

Version 1.52:
 - Switching Ruleset from Singlefile to Directory
 - Adjusted Resources to new folder standard
 - Language Support for en-GB added
 - Adjusted Ruleset to latest Changes in openxcom_git_master_2015_06_30_0026

Version 1.53:
 - Adjusted Ruleset to latest Changes in openxcom_git_master_2015_07_28_1355

Version 1.54
 - Adjusted Ruleset to sanity Check (Terrormission in regions.rul)


Any further upgrades will only cover the Terrainpack Ruleset Compability, other wise this Mod is completed.
But i am working on a expansion with more Stuff and more Races etc..

59
Playthroughs / Highest Monthly Score
« on: January 09, 2015, 01:25:33 am »
What has been your highest Monthly Score of the Council given to you?

Mine so far 10570 :)
It is expected on Superhuman to get many UFO's but this is April!!!

Please provide Screenshots, thanks :>

60
Work In Progress / [HWP] Tank Cannon HE Rounds / Tank Cannon Autofire
« on: January 08, 2015, 08:06:39 pm »
Well consider your Tank Cannon now to be the ultimate
terrain cleaning machine, HE Rounds in the style of the X-Com Heavy Cannon.

I also added a second Ruleset, which enables Autofire for Tank Cannon.
Accuracy is 45% and TU usage is 45%.

Tested it, so have fun with it :-)


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