OpenXcom Forum

Modding => Work In Progress => Topic started by: Harald_Gray on August 04, 2014, 05:51:22 pm

Title: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on August 04, 2014, 05:51:22 pm
Mechtoids - OpenXcom MOD

This mod introduces a new alien race that tries to both make the game more challenging and find a new purpose for Sectoids. Most of us who've played the game for some time have asked ourselves questions like why don't the aliens wear body armor? Why are Sectoid soldiers so weak compared to my veterans? Why don't the aliens use more area-effect weapons? This mod tries to offer a glimpse at what such a situation is like. So what is inside?

Tougher, better armed, deadlier aliens. Some new weapons. Nasty - although I hope not too nasty - surprises. More details after the spoiler warning :-)

Be warned that this mod modifies alien item levels. I'm using three item levels and I've defined four, so it should be compatible with other alienitemlevel-modifying mods, but one never knows. And you'll have to decide which version of the alienitemlevels table you wish to use. Mechtoid terror mission use urban terrain and all Mechtoid missions assume 4 height levels in battlescape maps, so some terrain mods might cause problems and/or require a bit of tweaking.


*** SPOILER WARNING ***

If you want to let the content of this mod surprise you, at least during your first game using it, don't read on. You've been warned.

***

So, first the general overview. Mechtoids are Sectoid cyborgs who are toying with the idea that psionics are not always the answer. They have faced the humans, or they've read the reports and don't like the results. They see that at least some humans are surprisingly resistant to psionic powers. So they've managed to convince their superiors to allocate some resources towards improving technologies long considered unimportant. And many of them are a little bit crazy, even by alien standards, so not all their experiments are entirely sensible. What do they have now?

Mechtoid Soldiers
Taller, stronger, better than unaugmented Sectoids. They wear light powersuits, better armored than Personal Armor and somewhat more resistant to plasma - after all, plasma weapons have been the aliens' main weapons technology for who knows how long, so it is a damage type they fear most. They are not as dangerous as some of the vanilla aliens but definitely much tougher than Sectoids.

Mechtoid Marines
Even better and tougher than Soldiers, although the difference is not that great. You can expect to find them more often inside their ships and for this reason they don't use weapons that could penetrate their hulls. But even a guy in a flying suit can die to plasma rifle fire. Like with Soldiers, low hit points mean a good hit will often kill them but they are far tougher than naked Sectoids.

Mechtoid Burner
A failed experiment and a career for crazy Mechtoids. These guys live to set the world on fire (or burn it with acid). Fear them if you've got weak armor, enjoy the fireshow if you're fireproof.

Mechtoid Medic
These guys worship Mutons. Yes, they've helped create the Mechtoid implants and yes, they keep on being useful. But hey're wearing bioarmor that's half armor, half living tissue. Their stun weapons are stronger than the Small Launcher but definitely not as dangerous as say heavy plasma to the face.

Mechtoid Commando
Semi-invisible guys with light armor and distortion fields. Your best bet is explosives or good aim. And they are leaders, so they've got some psionic capabilities too.

Mechtoid Battlesuit
The toughest of the bunch, even tougher than a flying suit. Most likely armed with a Heavy Plasma or a launcher with plasma rockets. This is what SOTA alien military technology can look like.

Weapondrone
Remember Biodrones? These are their grandfathers, bulkier and based on Sectoid brains. They will not shoot you but they will try to implant Chrysalid eggs into your soldiers. Shoot on sight.

Psiodrone
Looks like a Weapondrone, built around a Sectoid psionic. So instead of zombifying you, they will try to make your soldiers shoot their comrades.

Now about Mechtoid weapons>

Electrolaser
Rapid-fire stun weapon. More dangerous than a small launcher but not *that* dangerous, considering stunned soldiers can be reawakened.

Mechtoid Launcher
Weaker than a blaster launcher but much cheaper and therefore more widely used. Blaster launchers in alien hands are nearly useless in the vanilla games and we tend to be happy about that because they are *really* powerful. Mechtoid launchers are intended to be weak enough for the game to remain playable but powerful enough to make you fear them.

Scorchers
Crazy weapons for crazy aliens. This weapon is designed to set the map on fire and create wild explosions that are not that dangerous. Acid clips make it more dangerous but only a fraction of Burners will use those.


#=================================================================#
INSTALLATION
1.
unzip inside:
OpenXcom\data\

2.
Activate the mod from the "Options" menu, inside the game.

The mod should be compatible with most other mods out there so far.


#=================================================================#
CHANGELOG


0.5
- first version, to test the mod and hear people's opinions.



CREDITS:

Chiko - sniper plasma rifle sprite, which I've used to create the electrolaser


----

https://www.openxcom.com/mod/mechtoids
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: guille1434 on August 04, 2014, 08:54:57 pm
Hello! Very nice concept! Just some quick questions: Will this race replace the regular Sectoids? Or if I add this mod I will be able to see sometimes Sectoids and other times Mechtoids in the battlescape? Do you think this mod is compatible with the Final Mod Pack? Thanks!
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on August 04, 2014, 09:42:33 pm
I'm trying to test the concept, receive some feedback and maybe ideas, so I'm not changing any existing missions except alien bases (my mod creates a small chance of Mechtoid bases later in the game). There's also the fact that with the way itemsets work, I can't give Mechtoids their unique weapons unless they have their own missions.

So right now you will only encounter them in some alien bases, in their own missions and in retaliation missions. And they first appear in March, with regular Sectoids in their place when it is too early to send Mechtoids into play. Vanilla Sectoids remain unchanged.

Of course, you can use the New Battle feature to have a go against them right now.

Regarding the compatibility with the FMP, I'm not sure yet. FMP changes urban terrain and IIRC some of the maps are quite high, while my mod assumes vanilla four levels. And you will have to load FMP *after* Mechtoids, because FMP needs its own alienItemLevels table (my mod can work with four item levels because I've defined four but it uses three by default to remain compatible with the vanilla game). Time to test it, I guess.

EDIT:
I took a look at the FMP rulefile and I think my mod should be compatible. Just make sure you load FMP *after* Mechtoids or delete the alienItemLevels entries from the Mechtoid ruleset.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Arthanor on August 04, 2014, 10:06:49 pm
Looks like you put quite some work into this! Very nice!

I just downloaded it and will give it a try in the game I'm just starting. It's nice to see some meaner sectoids, and I especially like the 4 item level compatibility (as I am using the Alien Armoury Expanded, which also has 4).

I'll let you know how it goes!
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: XCOMFan419 on August 04, 2014, 10:18:37 pm
Ooh! These look awesome.

Next up, mechtoids from XCOM 2012!
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on August 04, 2014, 10:27:40 pm
Next up, mechtoids from XCOM 2012!

Uh-oh... I guess I should have done my homework - can you believe I had no idea the name already existed? I guess it serves me well for not having played UFO 2012  :-[
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: XCOMFan419 on August 04, 2014, 11:05:23 pm
Uh-oh... I guess I should have done my homework - can you believe I had no idea the name already existed? I guess it serves me well for not having played UFO 2012  :-[
Oh. Well that explains a lot :P

Great mod btw. I like the Cyborg-Sectoids. Cyboids? Very unique and cool idea. Makes the Sectoids to be feared again :)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: guille1434 on August 04, 2014, 11:24:29 pm
Harald: Thanks for your answers! I will do as you say with the ruleset load order, and then report! :-)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: essohbe on August 06, 2014, 01:55:20 am
Do you have to start a new game to get all the races? I have all the races but I never once got waspites or mechtoids.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Solarius Scorch on August 06, 2014, 03:10:51 am
Do you have to start a new game to get all the races? I have all the races but I never once got waspites or mechtoids.

No, races are generated at the beginning of each month.

You're probably just unlucky.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on August 06, 2014, 03:31:23 am
I would say you even need a bit of luck - or is it bad luck? - to meet the Mechtoids, because I've set their mission weights a bit low and they don't appear in most vanilla missions. I've wanted them to be a rarity of sorts, not your bread-and-butter enemies you have to fight more often than the vanilla aliens.

And as for Waspites, I too thought I'd never get to meet them at first. Took me a really long time to encounter one, in fact I think I've met it as a part of a mixed crew. Just keep shooting down ufos, of use the New Battle to try them out.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: LeBashar on August 06, 2014, 06:29:30 pm
Interesting mod, but I think the human armored body don't fit very well with sectoides. Maybe something could be done with the elder sectoide of ryskeliini in this page : https://openxcommods.weebly.com/downloads11.html
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Deskulpa on August 07, 2014, 11:52:47 pm
"This mod introduces a new alien race that tries to both make the game more challenging and find a new purpose for Sectoids. Most of us who've played the game for some time have asked ourselves questions like why don't the aliens wear body armor? Why are Sectoid soldiers so weak compared to my veterans? Why don't the aliens use more area-effect weapons? This mod tries to offer a glimpse at what such a situation is like. So what is inside?"

That's what I wanted to do in my armored mod too. Good to see more people doing it.
The aliens really need a help.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on August 16, 2014, 04:14:47 pm
Version 0.51 is up because I've had to fix an error in alien deployment.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: new_civilian on October 11, 2014, 11:55:20 am
Very promising mod! Needs some better icons  (the Launcher especially) and more proofreading but everything else is fine. Good work.  :)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: warbear76 on July 14, 2015, 02:47:14 pm
Great mod. I wish it worked with nightlies.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 17, 2015, 11:52:45 am
Thanks.

And well, I should be having some free time soon, so I'll clean it up a little and upload a new version sometime this month.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 20, 2015, 03:24:41 pm
Okay, version 0.6 is up here: https://www.openxcom.com/mod/mechtoids

No new content, I've just made it work with the new modsystem, tweaked a few values and corrected some graphics a bit.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: new_civilian on July 21, 2015, 11:03:27 am
Downloaded and eager to test (first thing I'll do when i am home!)

Btw, there's a broken 0.61 link on the downloadpage atm....
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 21, 2015, 01:50:39 pm
Btw, there's a broken 0.61 link on the downloadpage atm....

Thanks for the info. However, the server is not mine, so...

Anyway, I'm planning to tweak it a bit later today to make a subversion that'd be compatible with seven item levels so I'll try to reupload then. Meanwhile, the 0.6 version should be compatible with both vanilla game and all the four-item-levels mods out there as long as you load them *after* Mechtoids (because I've defined my own three-level table).
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: hellrazor on July 21, 2015, 04:25:54 pm
Your mechtoids are interesting to say at least, even thou, i will not include them into my mod.
Not that i do not like them but i do not wanna overburden it.

And believe me you will pray for some normal Sectoid mission when Waspites and Gazers do appear. :>
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 21, 2015, 08:15:19 pm
And believe me you will pray for some normal Sectoid mission when Waspites and Gazers to appear. :>

Well, I've met both already. They're tougher than Sectoids but not *that* tough. In fact Gazer armor is even a little weaker than Mechtoid battlesuits, althought not all Mechtoids wear those. Heavy lasers/auto work just fine against all of those guys.

The species I'm afraid of in Hardmode are those with psionics, which includes Sectoids. You see, I'm in a habit of not researching medics so I've only researched Psilab in December (let me say in my defence that this is my first time playing Hardmode). I'm sure you can imagine how... interesting... some missions are  :D
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: hellrazor on July 21, 2015, 08:47:25 pm
Well, I've met both already. They're tougher than Sectoids but not *that* tough. In fact Gazer armor is even a little weaker than Mechtoid battlesuits, althought not all Mechtoids wear those. Heavy lasers/auto work just fine against all of those guys.

The species I'm afraid of in Hardmode are those with psionics, which includes Sectoids. You see, I'm in a habit of not researching medics so I've only researched Psilab in December (let me say in my defence that this is my first time playing Hardmode). I'm sure you can imagine how... interesting... some missions are  :D

Well the next update should cover Waspites and Gazers being weak. I tweaked them a little so there fighting abilites are between Mutons and Muton Elites. They also have Sectopods with them (normal ones). I'm glad you like the mod.

And don't be afraid of the PSI Aliens to much, they do have more Psi Defense, but their capability to attack your Soldiers is the same as vanilla.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 22, 2015, 09:43:29 am
Okay, version 0.62 is finally available. Hardly anything new, but I've added a version that should be compatible with other mods that use 5 to 7 alien item levels; as always, such mods must be loaded *after* Mechtoids.

On a side note, I've had to reupload the latest files like three times and the only way I've been able to make the files actually downloadable was to replace spaces in filenames with underscores. I have no idea why, and maybe there was some other random influence, but I guess that the modsite code has changed in a way that makes this happen.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: SIMON BAILIE on July 22, 2015, 11:59:08 am
The mod site must still be suffering from problems as when I try to download the "sub version" of mechtoids v0.62 all I get is:
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: new_civilian on July 22, 2015, 12:29:00 pm
works now!  :)

And what hellrazor said about the too many new researches is true, if you already have other aliens mods installed this quickly turns into a research-screen list of epicness.  ;D

I "solved" this by simply lowering all times needed for the alien researches, but it's only a work-around not a real solution.  However, maybe this idea of me can help:

https://openxcom.org/forum/index.php/topic,2915.msg48248.html#msg48248

Simply add ONE masteritem called e.g. "MECHTOID MAIN RESEARCH" and make it unlock all additional mechtoid researches?

Actually I will do that to my mod soup when I am home  :)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: SIMON BAILIE on July 22, 2015, 02:34:55 pm
Not for me it isn't. Still getting the same thing as my last message for "Mechtoids v0.62 7 item levels", the other v0.62 downloads fine though. Maybe it's just temporary, will try again later this evening.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 22, 2015, 05:00:53 pm
And what hellrazor said about the too many new researches is true, if you already have other aliens mods installed this quickly turns into a research-screen list of epicness.  ;D

I "solved" this by simply lowering all times needed for the alien researches, but it's only a work-around not a real solution.

The times for most Mechtoid autopsies/interrogations are already fairly low, at least compared to vanilla, unless that research also reveals something of value. A full lab can complete almost two mechtoid researches in just one day.

And the reason why I've added so many research topics is that unlike with most other races, there are significant differences between various Mechtoid ranks and individual ufopaedia entries are about the only in-game way of giving this info to a player. Spoiler alert, for example some of the drones can zombify; now imagine the face of a player who finds this out the hard way after already killing and capturing several of those. "What the fuck?!? How come my scientists never warned me some of these fuckers carry chrysalid eggs?!?" Another spoiler, Marines are more aggressive than any vanilla alien, making them more likely to go ahead and shoot you. One more spoiler, it takes about thirty plus stun bombs to take down a Mechtoid battlesuit. And I know of no better in-game method of giving the player at least some hints than individual ufopaedia articles.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: new_civilian on July 24, 2015, 11:22:54 am
The research texts are good and valuable indeed. Maybe I just was too surprised to see all those new researches pop up all at once after a raid on a landed mechtoid terror ship...  :)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: 7Saturn on July 24, 2015, 11:39:29 am
I'm playing with the mod now, on a savedgame which previously wasn't played with it. The don't seem to accur at all. Do I have to start a new Campaing-game in Order to run into them?
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 24, 2015, 12:04:04 pm
I'm playing with the mod now, on a savedgame which previously wasn't played with it. The don't seem to accur at all. Do I have to start a new Campaing-game in Order to run into them?

There's two reasons for this. One, these guys are supposed to be somewhat rare. Two, new missions are IIRC only generated once per month. This means that if you're unlucky or don't wait long enough, you'll see no new races, no matter what mod you use. So you don't have to start a new campaign but if you're getting impatient or you're too unlucky you might need to take more direct measures.

I'm afraid I can only offer three remedies, though. You can edit the ruleset and increase the missionweights, they are at the beginning of the rulefile, but you'll still have to wait and it'll stay subject to random chances. You can manually edit your savefile and add in a Mechtoid mission. Or you can use the New battle feature to test the tactical aspects of this mod.

Oh, and one more detail. The Mechtoids are kind of tough, so they can't appear sooner than in March, being replaced by plain Sectoids before then (and sometimes after) should you get a Mechtoid mission in early game. Fully Mechtoid crews start in May.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: 7Saturn on July 24, 2015, 12:24:27 pm
new missions are IIRC only generated once per month.
That's probably it. How nice, that the next month just began. =)
if you're getting impatient or you're too unlucky you might need to take more direct measures.
I already tried them with creating a new battle and choosing them as opponents. With heavy Plasma, they don't seem as threatening . =)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 24, 2015, 12:51:08 pm
With heavy Plasma, they don't seem as threatening . =)

Well, they're just buffed Sectoids, what did you expect?  :)

You see, they're not supposed to be the toughest eliens of the bunch. They're an attempt to make Sectoids appear somewhat useful in late game so they're *designed* to retain some weaknesses. Their armor gives them higher chances of surviving single laser/plasma hits but they're no Mutons. Plus they do use powerful weapons.

Just to make sure, though... Have you also tested high-item-level Mechtoid terror missions? The kind where you're also facing power 110 rockets, battlesuits that completely ignore about half of frontal heavy plasma hits, and civilians perfect for being zombified by drones and then bursting into everyone's favorite unit, the Chryssalid? Because Mechtoids need their own mission deployments to reach their full beauty  ;)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: 7Saturn on July 24, 2015, 01:18:12 pm
I didn't test them to that extend, no. But I was waiting to see them in regular missions. ;-)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 24, 2015, 01:31:26 pm
They don't appear in regular missions. You can only meet them in their own missions, in retaliation missions and very rarely in alien bases.

The reason is that they need their own missions to be able to utilize their own weapon loadouts.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: 7Saturn on July 24, 2015, 01:35:25 pm
OK, that's a further limitation, making them a little rare.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 24, 2015, 02:51:28 pm
Uh, I planned them to spice things up a bit, they're not intended as a new cannon fodder.

But if you do want to be meeting them more often, simply increase their mission weights in their ruleset.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: 7Saturn on July 24, 2015, 03:15:31 pm
No, no. To be blunt, I'd like that for every race. I always was a little bothered, that even with enough races to begin with in vanilla, there always were these waves, during which you have more or less always the same aliens. First it's Sectoids, then the floaters begin. Then the Snakemen come, followed by Mutons and then the Ethereals. But not in a mixed way. More like 10-50 missions of a race one after another until there's some change. OK, sometimes paused by some Sectoids of Floaters, but in general, always big waves. Only in late game you begin to have some variety, where you don't have this likelihood of knowing, what's to come. Having more races probably spices it up, if they don't occur in this wave-like fashion.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: hellrazor on July 24, 2015, 04:44:18 pm
They don't appear in regular missions. You can only meet them in their own missions, in retaliation missions and very rarely in alien bases.

The reason is that they need their own missions to be able to utilize their own weapon loadouts.

Well if they bring there own weapons. I will certainly not integrate them. Since my weaponset is now fixated (no further changes).
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 24, 2015, 10:20:04 pm
No, no. To be blunt, I'd like that for every race. I always was a little bothered, that even with enough races to begin with in vanilla, there always were these waves, during which you have more or less always the same aliens. First it's Sectoids, then the floaters begin. Then the Snakemen come, followed by Mutons and then the Ethereals. But not in a mixed way. More like 10-50 missions of a race one after another until there's some change. OK, sometimes paused by some Sectoids of Floaters, but in general, always big waves. Only in late game you begin to have some variety, where you don't have this likelihood of knowing, what's to come. Having more races probably spices it up, if they don't occur in this wave-like fashion.

Problem is that there's not that many missions during early game and every mission has a fixed race (or has a fixed racial mix) and some races might be too problematic during early game. You're likely to have say half a dozen active alien missions tops, probably less of them, in March to May. If you shoot down the first ufo of a mission, you can expect a copy of it arriving later, with the same race aboard. This doesn't leave much room for racial variety during early game, regardless of what mods you use.


Well if they bring there own weapons. I will certainly not integrate them. Since my weaponset is now fixated (no further changes).

They use vanilla weapons plus three new types. And I do understand the reasons for not including them, no hurt feelings here  :)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: hellrazor on July 24, 2015, 10:22:07 pm
Well you can make sure that Races do occur on Terrormissions. ;)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: Harald_Gray on July 24, 2015, 10:33:16 pm
Well you can make sure that Races do occur on Terrormissions. ;)

Well, I don't like spawning Mechtoids without their special weapons. A Burner without his Scorcher or incendiary rockets is just a Sectoid who's a little funny in the head and wears light armor, a Commando wearing a stealthsuit but holding a fully visible rifle looks stupid...

So I gave them their own terror missions  ;D
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: new_civilian on July 26, 2015, 03:45:13 pm
For my personal mod I gave them TFTD-Ufos, make them even more unique  ;D
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: hellrazor on July 27, 2015, 05:55:26 pm
I am sorry to say but i just tested, and your Mod is not compatible with my "Hardmode Expansion" Mod.

You define your own Racelist and Missionlist, which will probably overwrite the original Missionlist of my Mod,
leaving Core Mechanics not accessible to the player.

EDIT: Which dosn't mean that we can't reach a possible compability once Missionscripting has arrived, i could then make my Basemission independent from the Mission/Race list occurancy and therefore people could use our to mods together.

The new Version 0.91 of Hardmode Expansion, which is adapted to missionscripting, should be compatible with this Mod again. If any trouble arrises please tellme maybe i can be more compatible.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: 7Saturn on August 04, 2015, 02:00:29 pm
Well, I tested it a little further and I find it quite nice. However, I'm not quite sure about the texts in the research-results. I'm not a native English speaker, so maybe I'm getting it completely wrong. But some passages seem a little bit odd to me. Example:
These elite Mechtoid soldiers use light power suits that are less durable than what we would consider the limits of alien technology, the main reason probably being their masters' unwillingness to dedicate enough resources to the Mechtoid experiment. Analysis of their neurochemistry indicates unprecedented levels of aggresivity.
I'd rather write it like that:
These elite Mechtoid soldiers use light power suits which are less durable than what we would consider the limits of alien technology. The main reason probably is their masters' reluctance to dedicate more resources to the Mechtoid experiment. Analysis of their neurochemistry indicates unprecedented levels of aggression.
I know, it's minor, but this run-on sentence and the choice of words sometimes simply feels wrong. There are some other parts with similar look and feel. So maybe a native speaker could have a look at these strings.

Also some minor aspects seem to be inconsistent:
The greenish "skin" of these aliens is actually bioarmor.[...]
When looking at he picture aside, it looks not green at all. I'm not a graphics crack, so I won't be able to help with that. But maybe somebody else might be able to make the picture consistent with the text coming with it.

And one small »bug« also comes along with it. See the screenshot. There seems to be not enough space for the entire text.

But aside from that, I like it!
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: new_civilian on August 04, 2015, 02:29:37 pm
Just a quick idea: Why not use the LOFTEMP (89) trick from the Stealth Armour mod for the "stealthy" mechtoids? It would make them very interesting enemies. I did that for my personal mod and like it, not sure if other users are up for this challenge, though  8)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: SIMON BAILIE on August 04, 2015, 03:32:38 pm
That sounds cool but vey cruel, I guess throwing grenades and H/E's everywhere you haven't explored could be a tactic in these circumstances.
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: F.E.K. on August 02, 2017, 03:50:00 pm
Old mod, but i like it  :)

I add Hungarian Translation, if you want, use it  8)
Title: Re: [ALIENS] Mechtoids - armored and upgraded Sectoids
Post by: SIMON BAILIE on January 29, 2018, 03:37:32 pm
Try this one.