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Messages - mercy

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1
The X-Com Files / Re: The X-Com Files - 3.4: Daggers for Hire
« on: November 03, 2024, 03:58:33 pm »
I saw a Tomb Guardian pick up a Proximity Grenade and throw it back at my people. I was both surprised and impressed.
Raiders should be able to:
1. pick up weapons and fire them at your team
2. Pick up grenades or stones and throw them at you
3. STEAL YOUR RIDE!!!!
They board your Skyranger, etc.. kill the pilot/guards and steal it!!
Now you have to radio in to base so they can send a rescue ship.  Or else your Team is stranded until you get a new ship built!
4. Then OpenXCOM regularly - weekly, etc.. - calculates how many wild beasts / monsters attack you, evaluate your ammo and thus gradually your stranded team can & will perish.

2
[..] aliens have access to multiple distant worlds, beyond reach of X-com and humanity, [..]
Then the next XCOM mod should be about space-faring XCOM. Just like in the ALIENS universe.

XCOM IN SPACE mod

1. Space missions are already available on space stations in existing mods: just make them derelict space ships in deep space.

2. Reactors provide energy in a large XCOM Nest Ship, so XCOM bases in this future mod are now structured as levels 1-9,  of the XCOM: EW base. Research allows you to build new reactors giving you more energy. Trade for resources, purchase new tech are all available from Deep Space Merchant Factions and wandering merchants. Bounty Hunters can join you. Also you can capture anybody and scavenge their ship, sell equipment you don't need and research the hell out of the rest.
Earth GLOBE is replaced by a rotating XCOM nest Mothership model. Aliens attack various parts of this large ship with the usual radar-screened XCOM UFO Combat UI.

3. Missions are threats from space:  alien space pirates. Scout fleet. Medium war fleet. Large alien WAR FLEET.  In the vicinity or jump to destination star system.  Wing Commander, Freelancer, Privateer space operas as reference.

4. Mining = resource collecting from space scrap and parking the Large XCOM Nest Ship into orbit of planets and mining them, AFTER your researched and built 'PLANETARY SCANNER'

5. Underwater missions: on Ocean-Type planets with surface covered 95% water.  Jump To target star-system with Terror from the Deep maps. Also XCOM ship could be flooded - on purpose - by attacking aliens, there you can have Underwater Base Defense..

6. All kinds of genetically engineered species capturable opening research windows for human Freaks and all kinds of gene-modded advanced human species, artificial hybrids,  clones, or unleash your re-programmed Terminator Robot Battalion VERSUS  invading aliens.

7. Necrons from Warhammer can be found, researched and re-awakened ==> per forking mission paths. Either you destroy the activated Necron or make a sacrifice and entomb it in one of your "bases" = areas of your large XCOM ship and safely study it from there.

8. Demon invasion is easy: wormholes and portals  disgorge etheric Chaos demons from Warhammer Universe  = easily ties into DOOM's Hell on Earth scenario.

9. Tyranids invasion. Research captured Tyranids and develop a Life-Eraser Gun, capable of destroying all Bio-Matter. Thus "End of Tyranids" as final mission of that storyline. Reference: Fall of Malvolion - which is a famous, supremely fun space / planetary invasion short-story in the Warhammer universe

10. Bandits & cults:  either they take over parts of the XCOM Nest Ship or arrive via subterfuge - camouflaged as "space merchants / traders" - and infest your ship.  Also missions - Rescue the Alien Princess - from the clutches of the Evil Cultists become available: given to you by an Alien War Lord. You have to visit a Cultist Planet and do  planet-fall missions there to save the Alien Princess. RISK: the more time you spend near Cult Planets the increased the risk becomes your XCOM Mothership gets infested by Cultist Lurkers = if left alone they quickly develop Rats Nest Cultist bases. By throwing together a Cultist Portal and bringing in more of their brethren...

11. ALIEN THREAT STORYLINE:  when in space, most attackers are alien. A renegade SnakeMan Colony can attack suddenly, "out of nowhere" :).
- Sir! Scanners detected approaching small size warship of Marauder-type, probably SnakeMen, Sir!

The Alien Threat from XCOM 1-2 can be continued in this 'SPACE XCOM' mod by making the alien fleets powerful and they attack the XCOM Mothership early on and cause massive damage. This during a multi-mission storyline. Your Researchers have to come up with a way to repair the jump drive and XCOM barely escapes to an uncharted star system. There you lick your wounds, repair the mothership and start exploring as you discover advanced technologies ==> MASTER OF ORION 1-2 as discoverable technology references

12. Finally with lots of hybrid, Gene-Enhanced soldiers and battalions of Synths and Terminator battle robots.. maybe some Tamed Tyranid Lictors and a few rare Necron units, like the Lokhust Heavy Destroyer serving XCOM now after a nice heavy-reprogramming
https://wh40k.lexicanum.com/wiki/Miniatures:_Necrons
.. you decide to pay a visit to ORION = Seat of the Alien Council and descend upon their Alien Throne and destroy, burn them all this time for GOOD!

End of Movie Happy Scene:

Everyone on Earth is slurping King Cake Vanilla Coffee Lattes and eating buckets of ice-cream, drinking champagne and partying forever...


3
Thank you for the insight. Yes, I have a few more sort of planned. :)

In the meantime, here's a peek at a new mission.

Here is some lore for hybrid factory:
Millions of hybrids are being manufactured in deep alien bases in hollow Earth. Aliens store hybrids in cryotubes in deep hybernation = 1 heartbeat per hour. For later repopulation of Earth - with these hybrids -, when / after the current 8bil humans are replaced / exterminated.

As you can see in the picture, human public "science" propagated on the surface is total BS propaganda. Hollow Earth is full with such cities.

'Deep Earth Alien bases' also have a direct connection to 'The Alien Dimension', where most of aliens live. In these bases the portals, -  "Montauk-style" [star]gates - lead to a myriad of different worlds.

Similar 'dimensional rifts' exist on the surface, where like laylines, the natural borders of our "dimension" is weakened and just like 'ozone holes', the thinned "realm border" is naturally lined with (temporary) rifts /  "cheese-holes", where you can walk through. A'la Skinwalker ranch, where the owner sees such a dimensional portal literally hovering at some height in the air (probably reachable via ladder) and Gorman sees through the opening a completely different planet with bright orange/violet skies.

Many such "continental-extensions" exist, reachable  through these rifts/portals/Under-Earth / Under-Sea deep alien base gates.  Latter tidbit for an extended expansion of "The X-Files II" in the future.

Hybrids are usually pre-programmed with a strong alien version of the Greenbaum process, while still in their Hollow Earth base location. Earlier these programmings could fail resulting in the 'hybrid sent for a mission' to not become evil.
But usually the selected hybrid is memory wiped and sent up to the surface to influence what-ever age (Sumeric, ancient proto-Chinese or nowadays ""modern"") human civilization happen to exist here at any given era. The hybrid then performs nefarious alien goals - 'Alien Infiltration'-style - according to its thorough subconscious programming.
Of course the memory-wipe ensures that the hybrid does NOT remember the super-advanced alien base with the "stargate-portal" down there.

Imagine a large hybrid genetic vats factory with large halls filled with hibernation tubes (hybrids sleeping) in storage there.

Many Under-Earth societies exist in Hollow Earth using Large Chambers with artificial "sun" lighting achieved via alien tech called "Magnetic Resonance".

All under-Earth societies are much more advanced than the poor unfortunates living on the surface. For understandable reasons of (surface) 'Slave Control & Management'.

Lack of sunlight compensated with bone-strengthening machines, which also do general-tissue regeneration and provides any nutrients (vitamin D "from sunlight", etc..) necessary to maintain life down there.

Because of the missing extremely harmful thus life shortening sunlight radiation, the various under-Earth human & alien pocket civilizations live much longer down there with considerably extended lifespan: 300-1200 years on average.

Species: human, lizard various (Upright Drachomonoid humanlike /  Atlantic Aquatic, winged "Red Demonic"), and totally alien species with their bases / own territories + differing cultures some "good-guys" / some evil.

Traditionally, various surface civilizations:  Inca, Celts, WW2 occult Nazis (Neuschwabenland), etc.. have been  directed to travel down there and have been assimilated there.

Military might: advanced saucers, then cigar shaped crafts with lots of various probes-types (cyberdiscs, DOOM-style floating orbs / Skinwalker ranch-style strong_light-emitting-orbs) are down there.
'Boots on the ground':
Their usually extremely muscular troops consists of usually Extra-Dimensional  "cannonfodder" mercenaries: myriad of strong and agile Bigfoot types, tall insectoid soldiers, plus any kind of species found on Earth, but extended and improved = Large red fox-like creatures (super-muscular / bodybuilder-style) almost as big as a horse, large hound-wolf mix models, strong werewolf-types = already in (XPiratez). Extradimensional means any dino-type & or earlier Giant warriors / small faerie-gremlin types.  Plus the Xenomorph: varying in body-design, Drider-design, plant-based monsters, large gigantic spiders and the well inspired ones from the movie The Mist (2007) = from those smallish spider-monsters to larger tentacloid creeps, then the gigantic walkers from which smaller monsters "fall-off" and attack like cow-sized 'ticks or flea'..

Any such dimensional portal / gate may be entrance to as big as continental-size extra-dimensional extensions or to entirely new planets, which obviously mean  invasion danger "DOOM: Hell on Earth"-style, from there, in the literally Open-XCOM universe.

See attached pic

4
The X-Com Files / Re: The X-Com Files - 3.2: The Colors of Sin
« on: January 29, 2024, 02:02:42 am »
Solarius, did you implement Ksennis massive sound expansion extensively?  Were the sounds usable? I'm especially curious about the death-cries. Did you include a lot?  How did you like the quality?

X-Files Resound Mod:
https://openxcom.org/forum/index.php/topic,8870.0.html

Reason I'm asking is I liked how the older engine versions handled the Sectoid death cries. When I threw a grenade into a group of Sectoids years ago, the engine played multiple death cries, which sounded like a very satisfying chorus.

Unfortunately I checked the Sectoid FX in Resound and found it uh.. well, rather no comment on that. :)

5
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 15, 2021, 08:57:59 pm »
Eh, what Solarius Scorch said makes sense and is simpler.  I just should have read it more closely the first time.   

And not really sure X-com need another possible rival out of the gate to come down on them given they already have so many challenges they face.  And I would imagine some on the council might turn a blind eye to smuggling since it helps X-com do their job.  Not everyone is against them.   I mean its not that the idea of 'Government attacks X-com' is necessarily a bad idea (I brought it up in the 'no advent' thread) but I think it is a matter of implementation.
[..]
XCOM lore showed us there will be governments, who will completely succumb to the Alien Agenda. Look at whole continents and islands today becoming totalitarian in a way that suggests that aliens are now mass-texting the governments, what dictates to make, what tyrannical mandates to do.  So any country lost to the aliens could and should organize raids on XCOM bases.
Even governments that are in the process of being taken over could command a couple eager generals to organize Black Merc Ordinator Raids on XCOM bases citing ANY reason. They don't really need a valid reason: illegal trade would be as good an excuse as any. Or "Ooh! You are hurting our Holy Space Brothers! Die!"

6
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 12, 2021, 07:44:38 pm »
[..]


EDIT:
Version 2.1 has been released!
[..]
EDIT 2: I forgot to release the submods too. Reuploaded the mod with the submods.
Would you please do an update to these percentages?

Cult of Apocalypse: 90%
Men in Black: 35%
Black Sun: 10%
[classified]: 4%

7
The X-Com Files / Re: The X-Com Files - 2.1: Swarm Tactics
« on: December 12, 2021, 07:40:33 pm »
Illegal Trade in The X-Com Files
I have an idea:

The thing with illegal purchases is that I'm not sure how you would differentiate that from 'legal' purchases, since it would still be purchased through the same menu in theory.    There also should be some potentail risks/downsides with that approach since its not as reliable as the 'proper' channels.
[..]
I think the governments should sniff out that you are dealing on the black market with [highly] illegal goods. Then the governments should organize a raid on the XCOM-base citing laws forbidding illegal combat-drug/weapon/stuff trade.
An initially inconspicuous government gunship appears on radar: it does a few turns as if searching for something, then heads to your base to carry out a full raid. Your base location was easily spotted by the government using GPS trackers placed into those illegal shipments, which dealings of yours undercover investigators were following for some time..

8
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: November 27, 2021, 06:52:35 pm »
Center on Enemy X red rectangle doesn't remain red after switching to new unit in
 Extended-7.1.7-19e41cbc3-2021-11-25-win64.7z
Is it the variable
  oxceEnableSlackingIndicator: true

or probably caused by this:
  oxceRecommendedOptionsWereSet: true

Is there an INI variable that can switch this function back as it was originally?

9
Please stop posting it on the main X-Piratez site on ModDB without my consent. I deleted it.
I was under the impression I'm enhancing the game experience by slaving away hours on this mod to name the soundtracks and uploading. You showed me VDBombers mod, how to do it on moddb, even saying "Don't embarrass yourself." 
So I tried. :D :D

10
Possessed Lobsterman has empty inventory. Should have natural weapons: CLAW ATTACK.
Currently I can only walk with it..

11
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: October 09, 2021, 06:00:58 pm »
I would like to request a shortcut to transfer everything from the left to the right (at once on keypress "X") on the Transfer screen, please:


12
Super Mega Music Pack
Thanks to Dioxine and Meridian I made this into a proper mod.

Fully compatible with:
- VDBomber's Music Pack for XPiratez

Description:
Quote
170 new named music tracks for X-Piratez, The X-Com Files and similar mods. Hand picked epic score from the best composers. Jukebox shows unique names for all Battlescape and Geoscape soundtracks.

Download links:

1. https://www.moddb.com/mods/x-piratez/downloads/super-mega-music-pack1

2. https://openxcom.mod.io/super-mega-music-pack

13
Assemble Your Own Aircraft!

Modular interceptor idea.

+ Crafts have a "soldier-inventory".  The main Ufopaedia craft art may be the background / in place of the "paperdoll".

+ The "hands" slot here means  weapon ports. We can put guns there and fill them with various ammo if needed or we can put a pack of rockets there 

+ "backpack" / "legs" / "belt" areas are replaced with
Tech Expansion Ports: there we can put shields, extra armor plating, stealth coating / radar absorbing-diffusing paints and various Laser Booster Packs, which are extra one-shot / two-shot energy batteries allowing stronger laser fire (just like when a race car receives a nitro boost)

+ STC slots are shown as well, where by hand we can put various tech from a selection, which is displayed via the "armor-selection" window.  Or we can drag & drop everything into the slots from the bottom item window showing airplane parts sprites.

Aircraft Rotary Guns / Swarm rockets could receive various  ammo upgrades, where the bullets are laced with Hellerium / Molecular Acid / Depleted Uranium / Warp Energy [laced ammo] acting as Anti-Matter when it hits enemy ships

Mind-EMP Ammo / Brainwave-Neutralizer: There could be a new aircraft weapon, which randomly or by a % bypasses armor / shields and doesn't damage enemy ship hulls or shields, but completely disables enemy pilots by freezing their brainwaves / flattens their nerve-signal activity. As a result of using such a weapon, the enemy ship crashes, but largely remains intact (no weapon damage received). But the crew will be in a mental state of having been severely dazed / stunned / zapped / brainwave-nullified (placed into Temporary Coma). One or two survivor barely conscious if the game needs a live alien to keep the Battlescape going. So they'll need couple turns to become somewhat fight capable.   Droids / Guard Robots / Terminators are immune to such Brainwave Nullifying guns.
(Weapon type: disabling enemy pilots)

14
Syberia base continues to be found after I found the first one and the savegame contains:
  - STR_RUSSIAN_FILES_STAGED
  - STR_RUSSIAN_FILES

and this:
  STR_RUSSIAN_FILES: 1
  STR_RUSSIAN_FILES_STAGED: 1

Is this intended?

I'm finding my second mysterious Syberia base.. :/

15
OpenXcom Extended (OXCE) / Re: OXCE (OpenXcom Extended) main thread
« on: September 29, 2021, 06:48:22 pm »
TRANSFER screen shortcut request:

Right after finishing a mission I can ship the looted equipment to my research base. Can we please have a shortcut key "X" on that screen that transfers all equipment from the left side to the right side, so everything can be shipped to an other base (not where my ship is from) at a flip of a switch?
Thank You!

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