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Topics - BetaSpectre

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XPiratez / Does anyone know how to disable missiles?
« on: February 07, 2022, 04:37:26 am »
I'm curious about how to mod the mod to make missiles either destroyable by craft or remove them entirely. Does anyone know which rulesets to modify for that and what to do?

This is just a placeholder for me to post and edit my ideas in a place I can access. Basically, I'm just gonna be learning and using assets from the mods I see and remix things together.

Creating/Organizing Art Assets-
Planning Missions and Arcs

Placeholder Posts:
1: World Lore
2: Caimpaign Arcs
3: Factions
4: Research
5: Manufacturing/Jobs
6: Manufacturing/Missions
7: ---
8: ---
9: Buildings
10: Armors:
11: Map Locations
12: ---
13: Vehicles

XPiratez / Most Badass GI Slave Soldier I've yet to see.
« on: November 08, 2017, 05:10:16 am »
I sent one GI on a bike to test out the new Heat Rays I got from Pink Ships on a They came from the Sea mission, and I was surprised.
Basically I had him sprint to one side of the bunker, and skip turns as he reaction fired, he used up 8 clips in total. (Full inventory sans backpack of cells, and Quick bar with rum)
After a moment of quiet I pushed towards the beach area then I camped reaction fire. One with a bow managed a shot from the entry way. But aside from swigging down some rum it was all cool. The last wasn't even a kill it was a ray shot to the otherside of a map hitting a bagpipes who ran around in a circle while on fire for a turn before dropping to be captured. The GI became a master of the heat ray after one day of using it lol.

XPiratez / How do you use Ether drives or STCs?
« on: February 27, 2017, 07:27:43 am »
How do you use the things? Is there a menu? Or only specific vehicles can?

XPiratez / Add Infamy Loss for failed Alien Base attack.
« on: February 25, 2017, 09:34:28 am »
At the current time a player can just camp the top with one soldier, wait until units walk inside then leave early for free hostages.

IMO there should be a cost in infamy to run away like attack failed/attack repelled demerit for any time a player runs away from attacking a base.

Something like -100 points so this kind of tactic can't be used to cheese a bit too much. Not to mention it'd fit in with the lore if your competitors fought you off.

XPiratez / Suggestion: New Loss Ending
« on: February 23, 2017, 10:36:51 am »
It always bugged me that the world Govts kill you for being too nice.
What if instead of the world govt/stargods killing you, it was a mutiny?

Simply the gals are greedy little bandits who want to earn money, and fame right?

So what do they do with a Captain who's too easy going? The gals replace her, to get one who's more adventurous, fun, and profitable.
This would be a better explanation as for why in two consecutive bad months everything falls apart.

Basically if you mess up one month the gals get together and tell their captain, you better not mess up again next month or else....
And if their captain fails/humiliates them enough they start their mutiny, during which who knows what happens, but one this is for sure it's game over.

XPiratez / Suggestion: Factional Government Forces.
« on: November 11, 2016, 09:55:46 pm »
That each Nation's Govt units are faction specific, like Europe Govt uses Euro Las weapons, and are colored blue. Or that American Govt forces might use Mininukes more often.

XPiratez / How to mod my files to buy/manufacture academy drones.
« on: August 25, 2016, 09:34:29 pm »
I always loved the little buggers, I was wondering how I could add auxillary units like dogs, and drones.

XPiratez / How to mod the files so infamy never goes negative?
« on: August 25, 2016, 08:25:28 pm »
Generally all I do is skip missions to do research faster in IRL time. I was wondering what I should change so I don't have to do missions every other month.

I'm thinking I can modify the values for how much infamy I lose if change the mission rewards for aliens right?

XPiratez / What ships works for mansion missions?
« on: July 29, 2016, 06:36:21 am »
Just wanted to know.

XPiratez / Terrible Suggestion(s) by a random fan.
« on: March 28, 2016, 07:51:18 am »
Each faction have a chance to create a base every 10 days after 36 months.
At creation minor factions will have an automatic 25% detection rate
While major factions who announce their prescence (New Gene Therapy Clinic :D) will have a 100% detection rate.

Govt bases will remain a secret, but will lower score if not taken out, but will also lower score if the people are killed/looted. If certain upgrades were made the soldiers inside will all be hybrid ret elites with fusion weapons.

Each base will be full of the faction's customary weapons
The recruits will have small guns like rifles/pistols.
The veterans will have laser/plasma based on the faction's weapons kruger/magneto/spore launcher/ret plasma
Faction Leaders will have OP weapons such as the blaster launcher.

Bases need to be attacked by interceptors or ships to be able to be entered. This will lead to a battle against a destoyer class vessel to simulate base defenses. However if a supply ship has landed, during this time the base will function as normal and can be assaulted the usual way without needing to go through the fight.

If a base offence fails but the gals evacuated the base will disappear if its defenses were breached via supply ship or brute force (we just got raided think its time to move guys, also avoids slave farming)

If the raiding party was all wiped out you can try again like normal.
Recruiting members of other factions that have been captured.
These Auxillaries will not be able to equip armor, but can be modified as if you possessed them. Faction leaders can not be recruited via this method, but neophytes, and so forth can be. Machines/animals can not be directly recruited but can be hacked/retrained. I would like to see wasprites and academy drones added to the list.

Auxilaries from captured prisoners will lose morale upon killing(their former comrades), but do not suffer morale loss overtime.
My reasoning is that people would love freedom, avoiding slavery and wot not and can be enticed after sometime. Also they would dislike fighting their former comrades. It doesn't make much sense that after so much warfare and thousands killed that no one would be willing to join the gals. Prisoners of war can often turn into new citizens of a new nation as history has shown.

This would also make slavery a less pristine option than it currently is. Slaves allow more free space/buildings in a base making them really valuable. Having to choose between robbery which is less than ramson until the mint, or slavery which expands inventory size is a no brainer due to the lack of being able to purchase slaves. (100K a slave would be a fair price IMO due to their use)

Now if you have to choose between getting a new exalt or a Marsec bodyguard to replace a missing gal after a tough mission or getting 1 more inventory spot it might seem a bit more of a choice.

Make govt contacts researchable after they start fielding fusion weapons.
Allow for players to buy fusion rifles from the contact.

Allow the player to continue playing after ending the game. With the possible benefit of no longer having to fear low scores.

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