Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - KiethSomataw99

Pages: [1] 2
Suggestions / Mod Request: Mindfray
« on: July 23, 2018, 08:59:20 pm »
I still am waiting for someone to add the third Psionic Power: Mindfray.

Mindfray is a moderately difficult and offensive psionic power, easier than Mind Control. The target must take a psionic test or suffer the following effects:

Suffer melee type damage based on the user's PSI Strength and PSI Skill, reduced by the target's PSI Strength. The damage ignores all armor and reduces stats and morale like any other wound, but deals no fatal wounds. This power can kill if used enough times.

Target PSI strength is reduced by 25% for two turns, leaving it more vulnerable to future psionic powers.

Suggestions / Separate Game Difficulty into Geoscape and Battlescape
« on: December 02, 2016, 12:10:41 am »
I wonder if the game difficulty can be separated into Geoscape Difficulty and Battlescape difficulty. Geoscape difficulty affects events and income while in Geoscape. Battlescape difficulty affects the stats of enemies.

Geoscape Difficulty:
1. Beginner
2. Experienced
3. Veteran
4. Genius
5. Superhuman
Battlescape Difficulty:
1. Rookie
2. Sergeant
3. Captain
4. Commander
5. Xenobane

I believe that this game could use a new way to lose: if 50% (8 in vanilla [UFO] and {TFTD}) or more countries sign pacts with the aliens, the X-COM project will be terminated. The alien pacts call not only for ceasing funding towards X-COM, but also applying pressure for its closure and at 50% or more, the pressure reaches a point in which the countries vote for the projects complete termination and convince the remaining sponsors to follow in their footsteps.

If at the end of the month, the number of countries that signed pacts reaches one below the 50% mark, a message will read, "Already many of your sponsors have signed pacts with the aliens. You must defeat the alien incursion soon before any more [nations] {organizations} sign secret pacts with the aliens or X-Com could face termination."

At the end of the month, where enough countries have signed pacts, the monthly report will read, "A majority of your sponsors have signed pacts with the aliens and unfortunately, they have forced the [council of funding nations] {committee of funding organizations} to ultimately terminate [the X-Com project] {funding X-Com}. They have convinced the rest of the nations to deal with the problem as they have. We can only hope we can come to some accommodation with these [apparently hostile] {ancient} forces and the general population will come to terms with these [alien] {aquatic} visitors."

This way to lose practically adds a time constraint to the game (though it is variable), in which you must access and complete the final mission before too long or be defeated.

Work In Progress / Coelacanth Gauss Unloading in TFTDGaussMod
« on: June 04, 2016, 07:19:23 am »

After applying the TFTDGaussMod from DzhOKer, I found most Gauss weapons, particularly the Gauss Rifle more usable. However, the mod made the Coelacanth/Gauss overpowered by adding an auto-shot. Its auto is not a 3-round burst, but a hailstorm of 10 gauss shots, capable of blowing though plenty of obstacles and putting many holes in foes, for the TU cost between aimed and snap. I would like two things to be changed about it:
1. Replace Auto Shot with Unload. 10 rounds is by no means an automatic burst... it's more like unloading a lot out of a clip.
2. Unload would use more TUs than Aimed Shot.

Suggestions / Request for Mods: Difficulty Levels and TFTD Diving Armor
« on: August 20, 2015, 08:23:57 am »
I believe there should be a mod for both X-COMs that list difficulty levels as the following:

Rookie - Beginner

Sergeant - Experienced

Captain - Veteran

Commander - Genius

Scourge of Aliens - Superhuman

I also would like to see a mod for TFTD that adds a new armor

Diving Armor: purchasable from sponsors, diving armor is an improvement over the diving suit but is not as strong as other armor types. It is made of the best earth materials and can occasionally mean the difference between life and death on the field.
Armor Values:
Front: 30
Sides: 25
Rear: 20
Under: 20

Suggestions / TFTD Mod Requests
« on: August 15, 2015, 04:36:19 am »
I'm thinking of several new mods to be added for TFTD:

Tentaculat on land and sea: this dreaded foe can be found above and below water. Its flight only works underwater, but it poses a major problem in a terror mission, potentially turning civilians into zombies.

Surface alien craft and alien colony missions: since alien craft cannot be shot on the surface but can be intercepted when it lands, I believe that there should be new battlescape maps of those craft on land. Also, some alien colonies are on land as well so both parts of colony attack should be land based. Of course, expect to find land terror units on colonies and some alien craft.

Sonic Pistol Auto: as the name implies, lets make this sidearm have an auto function, though the rifle and cannon remain aimed and snap.

Ammo for Sonic Displacer and Sonic Oscilator: ammo must be manufactured for these; the Displacer uses Sonic Shells and the Oscilator uses Sonic Oscilator Rounds. Both require Zrbite and both are manufactured in clip fashion rather than singular.

New M.C. Power: Cripple Implant - an offensive power in similar fashion to mindfray, easier than Control implant, harder than Jam implant. If successful, the target takes health damage, ignoring armor (no fatal wounds) and reduces stats and morale like any other wound. Furthermore, the target's M.C. Strength is reduced temporarily, leaving him/her/it more vulnerable to M.C. powers. Of course, Cripple Implant can kill if used enough times.

New Ammo for torpedo launcher: Rocket Torpedo - this torpedo variant incorporates a propulsion system that can be fired over land as well as underwater, whearas most other torpedoes can only be launched underwater.

Suggestions / Idea for Psi Strength Improvement
« on: April 09, 2015, 10:45:37 pm »
I believe that the psi strength improvement option should have a third choice, in which it's only improved on the field. Seeing that it's a measure of resistance to enemy psionic powers, I believe that it should be improved by being on the receiving end of a psionic attack, regardless of success or failure. That way, as soldier get psionically panicked or controlled, they are learning to adapt their minds to psionics.

Open Feedback / No Music in OpenXcom
« on: November 24, 2014, 12:25:27 am »
I'm having trouble getting MIDI music to run on my game. Is there any way to fix that, either in a patch or mod?

Suggestions / [SUGGESTION] Final Score Screen and new monthly ranking
« on: July 19, 2014, 09:27:54 am »
I believe that there should be a score screen for the end of the game to calculate the total score for when you lose or win (loss and win have different screens).

After the loss sequence, there should be a score screen displaying the final score of XCOM while the background shows a host of various aliens and terror units among the wreckage of humanity.

After the win sequence, there should be a score screen displaying the final score of XCOM while the background shows a great party celebrating the end of the alien threat, showing Scientists, Engineers, and X-COM soldiers in coveralls and personal armor doing many party things.

Also, the new monthly ranking will read Bad! (Only in monthly ranking) Bad is ranked between poor and ok, will be given if your monthly score is in the negative zone, between zero and the negative points for poor performance. The bad description will read:
The council of funding nations is not very satisfied with your performance thus far. They hope that you improve your ability to deal with the alien incursion over the next month.

I was thinking about a new psionic power (well, from XCOM 2012) as well as a change in Psionic Line of Sight Rule for Mind Probes only.

New Psionic Power: Mindfray: Mindfray is an offensive Psionic power that can be used by Sectiod Leaders and Commanders, Ethereals, and XCOM Soldiers with Psi-Amp. Mindfray generally is easier to use than Mind Control, harder than Psi Panic. When Mindfray is used, the target must make a Psionic Strength Test against the user's Psionic Strength and Skill. Successful save will result in no effect. Failure will result in the target taking health damage, ignoring armor and the target's psionic strength will decrease for one turn. The target's accuracy and morale will decrease the same was as with other health damage, but Mindfray will not deal any fatal wounds. The lower the target's psionic strength, the more damage to health and Psionic strength is taken. Mindfray can kill if blasted enough times, and can potentially kill soldiers with pathetic Psionic Strength in one hit.

Mind Probe: The LOS rule has made the mind probe much harder to use, but I believe that there should be a change to that. The standard scan will use 50% time units and require Line of Sight, but the new action, Relay Scan, uses 100% Time Units but does not respect line of sight.

I was thinking of an option in which you can have advanced death notifications, telling you what killed the soldier. Here are my examples:

Killed By Sectoid Shot: "(Soldier) was slain by a Sectoid!"
Killed By Cyberdisc Shot/Explosion: "(Soldier) got blasted by a Cyberdisc!"
Killed By Floater Shot: "(Soldier) was taken down by a Floater!"
Killed By Reaper Melee: "(Soldier) was fed to a Reaper!"
Killed By Snakeman Shot: "(Soldier) had (his/her) life snuffed out by a Snakeman!"
Killed By Chryssalid Melee: "(Soldier) was zombified by a Chryssalid's claw!
Killed By Zombie Melee: "(Soldier) has (his/her) brains eaten by a Chryssalid's Zombie!
Killed By Muton Shot: "(Soldier) has been mashed by a Muton!"
Killed By Celatid Shot: "(Soldier) drank acid from a Celatid!"
Killed By Silacoid Melee: "(Soldier) got scorched by a Silacoid!"
Killed By Ethereal Shot: "(Soldier) had been eliminated from the battle by an Ethereal!"
Killed By Sectopod Shot: "(Soldier) was slaughtered by a Sectopod!"
Killed By Grenade/High Explosive/Proximity Grenade/Alien Grenade Explosion: "(Soldier) got blown up by a grenade!"
Killed By Friendly Fire or Mind-Controlled Soldier or Mind-Controlled Soldier Killed by a friendly soldier: "(Soldier) died in a friendly fire incident!"
Killed By an Environmental Explosion: "(Soldier) was detonated by a nearby volatile object!"
Killed By Fire: "(Soldier) went out in flames!"
Killed By Rocket: "(Soldier) rode a rocket into oblivion!"
Killed By High Explosive Shot: "(Soldier) was smacked down by an explosive shot!"
Killed By Blaster Bomb: "(Soldier) was blown to hell by a Blaster Bomb!"

Also, there should be a notification for when a tank is destroyed. Depending on the tank, it would say:
"Tank/Cannon has been destroyed."
"Tank/Rocket Launcher was rendered inoperable."
"Tank/Laser Cannon has been wrecked."
"Hovertank/Plasma Cannon was shot down."
"Hovertank/Blaster has been crushed."

Suggestions / Changes of Psionics: New Powers and Cooldowns
« on: April 30, 2014, 06:28:03 pm »
I'd like to see a mod that rebalances psionics by adding two new powers and cooldowns on all powers.
Cooldown on Old Powers (each psionic power can be used once per turn)
Mind Control: 3 Turns
Psi Panic: 2 turns
New powers:
1. Mindfray: an offensive psionic power, the target must take a psionic test. Failure will result in health damage, ignoring armor, based on a roll taking into account the psionic strength of the victim and the psionic skill & strength of the user. The health damage also results in reduced stats and soldiers that have taken health damage from mindfray will require time for wound recovery. Mindfray deals no fatal wounds, but it does reduce the target's Psionic Strength for one turn. Cooldown is 3 turns.
2. Psi Inspiration: a psionic buff on a friendly target, this power will restore the target's morale. This power will also improve the soldier's bravery and psi strength for one turn. This power will never fail and the effects are based on the user's psionic strength and skill. Cooldown is 2 turns.

I thought that there could be a mod that adds a new enemy faction: a human terrorist organization known as the Aeon Alliance, rivals of XCOM. They in some ways resemble EXALT in XCOM Enemy Within, as they have sought cooperation with the aliens while steering clear of them while undermining XCOM. However, the Aeon are generally more violent and are of a more brutal agenda than EXALT as they sometimes would decide to launch an attack on a major city, lashing out at innocent civilians there and if enough Aeon Craft was shot down, assault an XCOM base. They claim themselves to be cast out from humanity and see the aliens as their salvation and the rest of the human race their enemy. Of course, Aeons share a similar behavior to aliens. At the beginning of the game, after you place your first base, the Aeon place their first base in a country not containing an XCOM Base.

Aeon soldiers are similar to XCOM soldiers, and share hair and skin color for both male and female. However, Aeon soldiers are dressed in Red sleeveless shirts and black pants and shoes for no armor; and black boots and gloves, red pants and shirt with black armor pads for equivalence of personal armor. For power suits and flying suits, Aeon soldiers wear red colored power suits with a black helmet of different shape.

Aeon soldiers are statistically similar to XCOM soldiers, and mid-game deploy psionic soldiers. The Aeon uses generally the same weapons XCOM uses, conventional weapons early on, laser weapons after some time, then plasma weapons late game. They also use various grenades and explosives and medkits. Aeon soldiers generally are affected by fatal wounds the same way XCOM soldiers are. Overall, Aeon troops are generally trained to the standards of XCOM soldiers and their primary weakness among the alien enemies is their bravery; after all they are human.

Aeon Bases are generally composed of the same modules as XCOM bases, randomly generated during XCOM raid on them. For that, attacking an Aeon base resembles XCOM base defense, but with XCOM soldiers being the attack and the Aeon soldiers the defender.

Aeon craft from weakest to strongest:
Heavy Fighter
Advanced Gunship
Assault Transport

Aeon missions include:
Hacking (craft lands near XCOM base to slow down research while landed)
Propoganda (spread propoganda in a country to pressure it to reduce funding)
Diplomacy (attempt to convince a sponsor to sign a pact with the aliens and withdraw from the project)
Harrassment (launch a terror attack on a major city)
Expansion (set up a new Aeon Base)
Assault (attack an XCOM base)

If the Aeon's last base is taken out, the Aeon will be officially wiped out and will no longer be able to conduct operations for the rest of the game.

Suggestions / Loss messages after reports
« on: September 03, 2013, 11:07:30 pm »
I have an idea of which there are different loss messages for different ways of defeat, which appear after clicking ok on the monthly report screen. Each ways has its own message:

2 consecutive poor or terrible ratings: (The Usual) "You have failed to stop the alien invasion. One by one the funding nations sign pacts with the aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans..."

Unable to erase debt of over $1 mil over 2 months: " Your mismanagement has ruined X-COM. One by one the funding nations sign pacts with the aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans..."

8 or more countries sign pacts with aliens: "Alien infiltrations have taken their toll. The remaining funding nations sign pacts with the aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans..."

All bases annexed by the aliens: "The fall of your last base signals the end of X-COM and leaves humanity at the mercy of the aliens. Without the knowledge from the X-COM research project, the aliens encounter little resistance in their final assault on Earth..."

Defeated at Mars: "The Mars operation was a failure. The aliens soon launch a massive retaliatory invasion of earth, too much for even X-COM to handle. Soon all of Earth is overwhelmed and X-COM wiped out..."

Suggestions / Some things i expect in an OpenXcom for TFTD
« on: August 11, 2013, 11:30:40 pm »
Since TFTD uses the same engine as UFO Defense, I have a few things I would like to see for TFTD. While most of it is from OpenXcom of UFO Defense, I'm listing a few things that are for TFTD:

1. Land Alien Craft Battles: You cannot shoot down alien subs while they are on the surface, but you can assault alien subs that have touched down on land. This should trigger a land craft assault using environment depending on the location on land, some environments borrowed from UFO Defense. If the craft that has landed on the ground is a Battleship or Dreadnought, you will expect to face land terror units associated with aliens. And as with all land battles, your aquanauts will have their helmets off and can't use water only weapons.

2. Land Alien Colony Battles: Some alien colonies are placed on land, and launching an assault will trigger a two-stage battle on land with alien structures unchanged from the vanilla version. Both outside and interior are on the surface and you will expect land terror units and be unable to use water-only weapons.

3. Final Phase of T-Leth Assault: When you reach the third stage of the assault, there will be a message saying: (You cannot save in the middle of this final battle. Do you wish to save at the beginning now? [Yes] [No]). Yes will take you to the save screen.

4. Tentaculats: The Chryssalid of TFTD now appears on land and water, sometimes on alien surface (terror) attacks, turning humans into zombies. On land, however, tentaculalts cannot fly.

5. Sonic Pistols: These weapons should in OpenXcom have the autofire function as well as aimed and snap, but the Sonic Blasta Rifle and Cannon remain with just snap and aimed. Aliens may overwatch with these with snap or auto.

6. SWSs are now vulnerable to stun: SWSs take .7x from stun weapons, but if dealt enough stun damage, the SWS will cease to function until the stun wears off enough. If the battle is won before the stun wears off, the SWS will be recovered and can be used again.

7. Gauss Cannon separate ammo: The Colecanth/Gauss and the Craft Gauss Cannon each use their own ammo, both of same cost. The Colecanth/Gauss uses Gauss Shells and the Craft Gauss Cannon uses Craft Gauss Shells.

8. Human deaths screams: I would like there to be the usual death scream for male humans and a different new death scream for female humans.

Pages: [1] 2