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Messages - Raptor29a

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1
The X-Com Files / Re: Want to help?
« on: October 22, 2024, 10:11:50 am »
For the last three months on and off I tried to Make Shredder from TMNT as a joke character for XCF. I only got as far as a static model (As in no animations, and I used a Muton as a template). Doing a sprite sheet is hard stuff. I have a lot of respect for anyone that can do it. I have a lot of concept art, but like I said for some reason it's harder for me to do tiny than it is to do big.
Anyways I am submitting my unfinished work, because I just can't drag myself to animate it.
If anyone wants to finish it be my guest. It's beyond my expertise

2
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: October 22, 2024, 04:37:02 am »
Spoiler:
I always saw them as simple unhinged scientists whom value technological advancement over all else
and when said technological advancement led them to dimension X they chose to align themselves with the dimension X aliens (man we need a way to say that that does not take 84 years) in exchange for the technology needed to build the battleship they use.
I played a lot of Xcom Apocalypse and my thoughts on the matter

Spoiler:
Late game xcom apocalypse, it is revealed that the aliens of Dimension X were invaded by Microniods from another Dimension. The creators of the game intended for there to be other worlds/Dimensions that needed to be freed (possibly spin off games). The Sectiods hid their earth Doomsday device in deep space of Dimension X (Xcom Interceptor). It's how Sectiods end up in the food chamber. Anyways, there is nothing known in myth and lore about the pre-microniod alien race. It's possible the Cyberweb cyborgs are from another Dimension and they helped the Dimension X aliens advance. It's a big open area for storyline. All I do know is that in Xcom Apocalypse the company Cyberweb is responsible for Sensient AI Andriods. (almost like reverse engineered Jarheads)

3
The X-Com Files / Re: Promotion II
« on: November 11, 2023, 05:18:36 am »
There is trick you could do to get mostly safehouse missions. For starters if you don't advance/research every storyline, you won't get extra mission triggers. So maybe hold off on zombie or monster research, or whatever research you're doing as to not trigger a mission that isn't a cult mission.

4
The X-Com Files / Re: Has much changed in the past 5 years?
« on: August 14, 2023, 12:32:13 pm »
Let's see changes: the golden academy, adv sick bay (great for plasma burns), ordering dim X expeditions, MiB moon base, the mansions, transformations (zombie, cyborg, spartan, oylmpian, Infernal), Hybrid's helix psion (combat increase), dogs getting armor (and preatator transformation), ghost missions, and the doomzone chaingun.
There are a lot more but this is what came to mind, oh and moon nazis.

5
The X-Com Files / Re: Underwater weapons
« on: August 14, 2023, 12:03:19 pm »
Technically, TNT probably wouldn't damage Lobstermen, the hard shell would resist the consussive force. Also in water the consussive force would travel further making the the TNT impractical, too much friendly fire. The ability to throw underwater is decreased, so the chance of blowing yourself up is greater. Concussive force travels futher in water than air.
Part of me still doesn't understamd why gauss weapons don't work underwater. The projectile is a metal rod like a harpoon

6
The X-Com Files / Re: The X-Com Files - 3.0: Beyond Human
« on: July 01, 2023, 11:03:33 am »
Finally, version 3.0 has been released.
- New transformation for all animals: Predator.
-Sweet! Time to dust off the old X-Rat in storage and send him on a mission. 2 Strength + 2 bonus strength = 4
Cutting damage being 5+ (5×Strength)...
can now be 25 the same as a Combat Knife!

7
Er, what do you think the in-game shrapnel charges and rockets are. These are indeed much easier to handle. Much of this discussion was centered on the big turrets commonly found on Terror Ships, which are not one-shottable and are a much bigger pain.
The makes sense, since they are gold shielded, and while the turret is weak to fire yet strong against plasma, the gold shield is strong against fire,  :obut weak against plasma.
Early game I would use plasma grenades or plasma weapons (or even flame glove) to kill the gold shield with gd shield down, I then hit it with incendiary mortor. Late game it takes two soldiers one with chem weapon like magma pluse LMG,  then with shield gone shoot the rurret with the fire launcher. (Fire launcher just as powsr as motor launders 

8
The X-Com Files / Re: X-Com of the XCF, good or bad
« on: June 12, 2023, 08:34:39 am »
Shogg missions were interesting: In order to talk to the advanced reptiods, we had to first find a techologically weak/less faction and influence said faction to gain techology to infultrate reptiod settlements for diplomacy. I know it felt like Xcom were the Aliens/sky people/Colonizers. The Colony was only a stepping stone to influence the greater reptoid whole, which was an attempt to form an Alliance against a greater threat. (Yep sounds a lot like Britain against Spain forging Colonies and alliances.) One difference between Xcom and Britain was that the Reptiods were more advanced than the Humans. And the Reptiods were attempting to colonize Humanity through war lords. So... yea both were trying to subvert the other and instead of mutually assured destruction they formed a truce because the "Sky People" (aliens) were a bigger threat, they shouldn't be weak to. (Like russia forming a truce with britain... because Germany).
Although who can forget the Reptiods trying to command zombie hordes to offset the truce/power balance in thier favor.
I do like how in xcom files the organization can go from enemies to allied with mummies and enemies to neutral with the reptiods. (And the green shield inverse of the gold)
-Sidenote: Xcom through capturing cultists learns the motives and rational in attempt at diplomacy (but once again thier leaders, T'Leith (dagon), Golden Goddess?/my guess rogue ethereal (Black lotus), Ethereal Order? (red dawn), Hybrid brainer/MiB (Exalt).
-One last note: Xcom has had very little to no diplomacy with cyberweb/dimension-X, or ghosts/spirit cultist. (Monsters for the most part are pawns and not fully sentient). (Nor anything from hell dimension would I consider of any diplomatic value against aliens)
So report card, B- (doing good but not best)

9
Sorry to join the discussion late, but there are a few things in the realm of physics that are needed here.
For example, Tri-titanium if it were lighter than steel and packed with identical grains of powder, would not carry as much force. A harder metal would not fragment as easily, and since it is a harder metal it won't deform easily. So, if it were a high velocity, high grain, round then it wouldn't be more damaging instead it would be more piercing. So I don’t see the debate on more damage going anywhere. One difference that does make sense is that an alloy round has greater armor piercing potential.
I find it interestimg you guys talk about shrapnel when you are dealing with a metal with mythically high hardness, unless that metal were precut and inside of a softer or potentially molten metal.
* I used to use the tactical sniper rifle alloy rounds to take out turrets on the landed battleships. (Could one shot each one)
*also mortors work well as a low tech solution

10
Sure to specify further
Synthsuit
Armor 40, 35, 35 ,30
Kenetic 80%, 130% incendiary, 80% consussive, 110% laser, 110% plasma, 70% cutting, 120% chemical, emp 10%, 0% anti-E.
+20 TU , +30 STA

Assaultsuit
Armor 70, 50, 50, 40
+10 TU, +10 STA, +10 STR
20% incendiary, 90%Concussive, 80% stun, 0% choke, emp 40%, electric 35%, Warp 85%, anti-E 0%.

Samarisuit ( Or Spearman/bardiche/Axesuit for lack of better phrase. Provably shouldn't use Samerai because some blades are one handed)
Armor 75, 55, 55, 35 (change my mind on 50 armor points explination below)
No backpack/limited space (sword, grenades/throwables, and stims. Pistol if need be. So hands and belt)
+20 TU, +1 Energy regen or +20 STA
Weaknesses (Kenetic, Electric, EMP, Warp)
Kenetic 115%, Electric 120%, EMP 60%, Warp 110%, plasma 85%, Concussive 90%,

So the Synthsuit was great for cutting down cultists if you could get it early enough. The added stamina helps cut down on stim use. But it's major downfall was anything plasma, laser, chem, or warp (although warp isn't accurate). So anything Alien/MiB/UAC/Dim X/Alien hybrids could one shot kill (not to mention reaction fire of any splash weapon when melee engaged).
 -Assualtsuit is great mid game for sword play. anything below plasma rifle can be blocked by armor, which is sectiod (pistol/subrifle), or UAC (light/reg plasma rifle), and Cyberweb Ion Blaster attacks. But I don't see a listed resistance against plasma. Thus not as useful for swordplay late game when aliens have fast reflexes, great accuracy, and powerful plasma weapons. The Assualtsuit is great for snipers, rockets, motors, fusion launchers, supply support, because of the backpack space, extra strength, and extra TUs for the aimed shot. (So yes they do have many endgame tactical uses).
-Strangely the Juggernaut unarmed has great melee stats, because their unarmed is very powerful (average~80 stun after modifiers and armor effective 150%) the energy/stamina regen is good, but the issue is closing the gap between and attacking with ver few TUs, makes the melee option not viable as a primary strategy.
-So the idea was energy/stamina boost + TU for swordplay, but no backpack/less space as to discourage rockets/motors/ Fusion launchers, because there is no room for ammo. . The backpack could be a generator of some kind (Elerium or Zrbite). The higher armor stat is due to the high reaction stats of Aliens. (Could be terebite/aqua plastic/ alloy mix). The main problem I have with chopping up aliens is thier reaction fire often hits me first. So most of the time I'll have Juggernaut/flying/tanks leave Avenger first and fire to soak up reaction fire and then assualtsuit agent would find cover. Next turn I use main Force to shoot at enemy incase of reaction fire, then send in assualtsuit agent if main force didn't kill off the enemy. The main issue is after cutting down an opponent I either equip pistol for reaction fire (usually not enough TUs) or use the little time left to try and hide the exposed agent. It would be nice to close in the gap, hit the opponent, and then hide. Often I can reach the opponent, but after killing it, I'm a sitting duck (sometimes also out of stamina, but after using a stim I have no TUs left). A glancing plasma rifle shot will still kill Assualtsuits, so it must be slightly stronger than an assualtsuit to close distance.

11
Sorry to double post forgot to add Suggestion: maybe side doors or roof hatch to Avenger (missing the door action/escape plans I used to make with the SkyMartial)

12
Xcom Files Notes:
Sorry for the long post it's a document I started when first playing this game in version 2.2 January 2022. I spent 4hr per weekend, excellent mod/game. I had played oringal xcom and thought why not give the most popular mod a try. (So below is my 1.5 year in the making opinion)
-The game flowed really smoothly for the first few in-game months. Things made sense. Then I felt lost in research, (like where is any of this going? how is any of this connected?) Cults, Dossiers, monsters... well I guess I'll find out.
-Then, I accidentally found the middle click button... I should've read button config. Thusly, things started falling into a rhythm, which was cool. I do like how early on there is no penalty for aborting a mission. Like showing up in a car with 2 agents armed with glocks and being surrounded by 30ish snakes. I killed one, picked it up, and was like "nope not today" and left without penalty.
-Getting a van was very exciting I called the van the A-Team van and another the Scooby-Doo Van and a third the Ice Cream Van. The Cultists can't aim, but neither can Xcom (good ol' stormtrooper shoot out, highly enjoyable). The myth and lore throughout has been very interesting, and the disguise missions were well done also. Nothing feels out of place, except the Humvee; it came in way too late, because the Dragonfly was unlocked shortly after (it is the same research tree/tier). So I never bought a Humvee, but if the Humvee unlocked sightly sooner (like before Promotion 2), I would've bought one.
-Wow, Promotion 2 was big.-
There was a mission where the enemy had an Armored Car in the first month with combatants throwing grenades. Its like once you get black Ops weapons, the enemy brings thier out their commandos (they know how to aim). Although I do wish the mansion seige (more like armored car seige) was tied to explosives licensing and not Promotion 2. Eitherway I still squeeked by on that mission. (Shooting the enemy once they got inside and using thier grenades helped.) Yea I thought bio-exosuits were awesome... till grenades and full auto weaponry came on the scene.
- lol, just realized if I held down ctrl the agents sprint (should've read the tip/help pages)
-After 4 months into Promotion 2, I started wondering about the dossiers from the cults and did they play a roll in anything or are they just a token part of research. (Until Natasha's, lol)
-At the beginning I thought the monsters were just fun fiction added to spice things up, but wow excellent job in keeping their backstory secret. (I like the plot twist, no spoilers)
-On a sidenote, its too bad feral Lobersterman Corpses can't be used for Carapus plates.
-Another thumbs up on the MAGMA missions. I won't give spoilers, but I will say, very entertaining, very fun. (Monster tank shootout, lol yes)
I was impressed the game has an extra smooth transition into promotion 3
-Promotion 3-
-The invasion was fun, the large number of scouts, it gave me a panic/challenge. Although the mutons showed up... sectiods taking a break, but leathal bullet sponges are fully ready to bring your bravado down from your chin to your ankles, but *spoiler* the threat is nothing that flame throwers, napalm, and mortors can't solve... also flame glove= life saver. But just as I repelled the invasion, the second month hits me with two colonies. As a sad joke, I unlocked the CF arrow, right after finishing researching the Raven.
-Month three after invation, the Aliens just sent scout after scout, and I unlocked the Improved reseach center and built one. Month four was an abduction storm and the eventual loss of another nation to infiltration. (Lost china and russia, wow)
-Looking back I think I chose the wrong difficultly, instead they should read: first time?, experienced, challanging, hard, and good luck.
-I never built a hawkeye, because I felt they were a waste of alien alloy since they have completely identical stats to the AWACS (except for carrying soldiers...why? especially when you have a skyrider available?).
-A shout out to the Kitsume, best addition for surviving the battlescape (especially hiding from plasma snipers). It's design has saved my butt multiple times.
-I felt game quickly jumped from using Tri-titanium ammo on missions to using rockets/motors and mass drivers. I didn't get as much time with Tri-titanium ammo because I unlocked mass driver weapons shortly after. I was also disappointed I couldn't reverse engineer a syndicate walker (oh well, there's always Sectopods)
-A Big Big Suggestion, I made the mistake of eliminating the black lotus early on. There should really have been more distiction between The Ninja Assassin and the basic Black Loctus Warrior. They look completely identical, I thought they were the same thing, and I didn't realize my mistake before terminating the black lotus. (Well there goes ninja training and helix warrior)
-I got excited after doing all the research to get the Medi-Kit, yet I was hoping there would be an Advanced Sick Bay. An Advanced Sick Bay could give me a purpose/reason to research examination room (since it has a depency of nothing. And would fit well on top of the Medi-Kit tech tree.) An Advanced Sick Bay would help with high health agents and thier plasma burns.
-Holo-grenades require optronics and not optronic parts which I am still confused about. So I've been surviving without them.
-Also, Fun fact, I learned how to gain the system/buy time. The mutons had already influtrated four nations (including USA), so I decided to research anything and everything that said *effects game progression.* And suddenly the UFO attacks slowed/paused. And oh crap, three months later the Aliens went from Mutons to Ethereals. Xcom files never ceases to surprize me.
-Something strange I'd like to note, by the time I get an advanced lab, gain access to plasma weapons, and gain access to the cyberdisc plasma... I unlocked the plasma tank and hover plasma tank. I rarely made use of the Cyberdisc plasma, except for the fact it does 5 more damage than the hover tank plasma. Cyberdisc laser is the best use for a cyberdisc, because it can be achieved much earlier in-game (and does same damage as a laser tank, but flies). I did use the cyberdisc plasma to kill turrets due to its high damage.
-Looking back, I appreciate the subtly of the game going from mutated rats and bats, to awesome killer dogs, then to AI robots. Eventually I had to let go of the rat and bat agents because they are wayyy too fragile. Sadly, I worked hard to max the stats of 2 bats and 2 rats (can't they at least get neoderm transformation?). As for dogs... still debating keeping them. Their use is almost end game worthy. I would often use dog and tank combo (hide dog behind the tank to get close enough for dog to then ambush and crew up my opponent's front line).
-I found an awesome combo, Juggernaut Armor plus carapus plate means and agent can take a rocket hit to frontal armor and still remain undamaged. It was glorious. Also immune to plasma grenade splash (for those times when the aliens occasionally miss).
-Also I like the juxtaposition of uncover missions once plasma weapons are unlocked. It's like you have the ability to land an Avenger (a heavy armored ship) overwhelm your opponent by sheer force and technological prowess, but for the sake of the council's money and the image of your organisation to said council... you have to go in with a few agents armed tasers and plasma pistols, without any armor, and pulling up in a land Rover. (Gotta love irony)
Nevertheless still able to rock out the undercover missions with a team of skilled agents (I challenged myself and almost knocked out every combatent there... hows that for low profile. One agent punched so hard it killed).
-Also spoiler alert! But I didn't realize the cults were tied to organizations till the end. Spoiler: Apocalypse was tied to UAC, Dagon tied to T'Leith, Exalt tied to MiB, Red dawn to Osiron, Zombies to MAGMA, Monsters to Syndicate, and Black Lotus to... don't know at this point.
-I got to the moon! Hovertank/Carrier not allowed in space or moon... not sure why. Also conquered underwater city, UAC aerospace lab, and finished many story arcs. Strangely, I'm running out of items to research. Also suddenly mib has taken interest, maybe moon base = new threat to mib. Also secured dimension X plot line but no dimension X wrapup it said I am missing securing ancient alien shipwreck (hmm...) that might also explain why I can't process mib shock armor. (Or get dimension X exploration. Or unlimited supply of acid grenades)
-In hindsight should've done easy for first time play through. Thinking because I mastered vanilla Xcom I should start upper mid difficultly was an error.
-I've been visiting the xcom files wiki page to learn more about the mod. I think I haven't gotten the spartan upgrade, nor syndicate package maybe on the basis of not wanting to finish up the monsters story arc.
-Oh once you are in space then floaters, and chasers show up... fascinating.
-also the gap between lunar suberbia and lunar control room seemed quite long.
-Thank you so much for all your hard work creating this game. It is how Xcom should've been when it was released in 94. (If they had the coding ability back then with MB processors)
Other Suggestions: Samurai power suit, (+20 tu, +30 stamina, good armor-50ish, resistance cutting)
Maybe starting sooner to allow more time to build up to the alien invasion, unless the two year sprint is intentional (or maybe I should've done easy first time around)
I'll download the lastest version soon, I'm guessing a lot has happened in 1.5 years since its now 2.9 when it was 2.2.
-If you've read this far you have my respect-

13
Fan-Stuff / Re: X-COM Explosion in Minecraft
« on: August 27, 2013, 07:45:10 pm »
Hey redrat is it ok if I use your explosion in my minecraft xcom texture pack I am creating? I plan on giving you credit for it.

Here is the link

https://www.planetminecraft.com/texture_pack/xcom--texture-project/


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