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Messages - dml31

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 28, 2017, 07:52:35 pm »
1.9.6c
I have overwrote a 1.7.x version. I haven't played for a long time
I have updated the nighty version also with the windows installer

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 28, 2017, 06:57:59 pm »
hard to give more evidences, my saved game is on another computer but my installation is very simple 1.0+nighties from march 2017+FMP and just another mod for better starting stats so an installation problem is unlikely

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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: March 28, 2017, 06:22:51 pm »
Just played a game with nighties+FMP
Chtonites (al least leader and engineer maybe others) aren't discarded after interrogation (standard races or alien datapad are discarded as the  rule states)
I don't know if its only chtonites or if it's all the races from FMP.

EDIT: Forgot to say Love your mod. Great Work !

4
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: June 08, 2015, 07:30:12 pm »
after salamander autopsy with a salamander corpse and a non-fireproofed armor (I think about Personal armor but Synthmuscles one could work also) you could produce a fireproof version of the armor (maybe red sprite version)
you get a 0% fire damage (or perhaps -100% for the Synthmuscles one).

If you have the alien reproduction tech and salamander autopsy for the price of at least a salamander corpse you can produce a salamander corpse. (maybe this can be done for mutons too for synthmuscles).

5
Suggestions / Re: Chain Reaction for explosion
« on: June 08, 2015, 06:51:43 pm »
Maybe carried grenades, alien grenades and high explosives and incendiary grenades could explode also on a lucky shot (for both sides) with laser or plasma shot or HE shot. Explosives in backpack should be protected.

6
Suggestions / upgrading defenses and other constructions
« on: June 08, 2015, 03:38:18 pm »
For the moment building missile defense has no interest (maybe it will change, I've see interesting mods)
I think I've found an interest until plasma and fusion are available.
You can build a defense over an existing one the build time is reduce by the preexisting construction build time (the hole and electricity are already there).
If you use the laser defense slot your fusion defense will be built faster.

You could also improve facilities via production tab:
- prison to alien containment
- add an improved infirmary to living quarters or large living quarters

Maybe engineers can be used to reduce the building time of a building in construction. Every engineer hour reduce the buiding time by 1 hour. So 24 engineer working for 1 day reduce the building time by1 day every day.

7
Suggestions / Prison
« on: June 08, 2015, 03:15:09 pm »
I use the FMP mod (forgot to say great stuff ! keep going !)

I think about something. In the starting base you can start with a "prison". It's an installation that can be upgraded to "alien containment" when the tech is available.
What's the difference: Prison can only be used to store MIB and Hybrids not aliens with no number limit.
Alien containment can also store MIB and hybrids after the tech is available but MIB and hybrids should not be counted in the facility size limit if the option limiting the size is used.

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Suggestions / soldier stats
« on: June 08, 2015, 01:41:41 pm »
I use the mod that change recruits starting stats and I really like it.
I also use the FMP.
I thought of  something.
- Maybe starting stats could change with techs. For example after Psi lab has been discovered you can research "Psi Corp Program". Psi Power minimum become 50.

- MIB soldiers could be recruited after interrogation. You gain a new recruit maybe an already ranked one. This may required the "Psi Corp Program" and the "Mind subjugation" tech (I don't know the tech tree by heart if it's already a Prerequisite for Psi lab perhaps adding a "Human reprogramming" tech.
- After Hybrids techs ave been discovered you could use hybrid technology to improve your soldiers. Maybe with synthmuscles of mutons, you can use the "basic component" to increase the strength and the strength limit by 10 (once by soldier). You can use cerebreal to increase  Psi strength (including cap) by 10. Maybe alien electronics can be used to increase accuracy by 10 (targeting system). Chrysalids for TU. Bravery with Reaper. Health and reaction and throwing accuracy don't know yet but I'm sure one alien race will fit. Maybe this will need an improved infirmary.
Improved infirmary: Improved infirmary tech Production needs living quarter or large living quarters + alien surgery+ alien reproduction + alien examination room. reduce also the convalescence time. You can upgrade soldiers in the soldiers or the production panel (a better way can be to use savants but this maybe too difficult, can be "require 20 savants" requirement in the production tab but don't destroy them at the end (and count their salary too)
- Maybe you can at some point convert Hybrids to your cause and convert live hybrid to soldiers

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