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Messages - Hobbit Lord

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1
Actually if you want more flavor but keep it simple: a random 'event', message which pop-up (start of month?) revealing that the leader of country X has been spotted meeting in secret with aliens. Your choice: A make the information public (raise it at the CFN) and confront them, B: do nothing

The advantage of A would be a % chance the leader is removed, new people come in and the 'state'/relationship counter is reset to zero (full X-Com cooperation). The drawback would be the risk that people side with the leader and the country becomes fully committed to the aliens (alien pact immediately)

Doing nothing would... do nothing. You'd have an indication the country is slipping toward aliens, but that could either get better or worse next month, the same as usual

Simple but would add some strong changes to the gameplay narrative

The info would come within that country's intelligence services, I don't see X-Com having the capability to monitor and manipulate entire countries

2
So who would be the pro-alien faction, Republicans or Democrats?  :)

Sounds very Hearts of Iron / Paradox grand strategy game, honestly I am not sure it fits. Or it should be made simpler... fixed % chance leadership changes any month, which may move the country one 'step' away from X-Com, toward an alien pact

Maybe add something like disallowing you to build bases on their territory if the 'state' becomes too negative, or doubling base maintenance cost

3
I'd rather have cultists. In fact, there's already some material made for such a mod, and some very interesting map blueprints made by Ryskellini:


Love this!

Reminds me of the "Invaders" episode where they come across an alien 'school'. Basically a 'welcome' point for new aliens recently arrived on Earth where they learn how to mimic humans

Obviously in X-Com they don't shapeshift, the idea of 'ordinary'-looking rural environments + alien conspiracy is great

In this case it would probably be helping out crashed/lost aliens until they can be picked up, sent back to Cydonia, like allied pilots shot down in occupied territory during WW2


11    "The Ivy Curtain"    March 21, 1967
When charter pilot Barney Cahill (Jack Warden) is forced to make an emergency landing in a storm, one of his passengers is injured. To Cahill's puzzlement, the "man" is not in pain or bleeding. The passengers take the pilot with them to their destination: Midlands Academy. The head of the institution, Dr. Reynard (Murray Matheson), offers him a great deal of money to forget what he has seen and keep on flying in new pupils. Cahill accepts. David Vincent, following a familiar Invader (David Sheiner) he has encountered by chance, ends up at the same campus, and finds it to be a training center where newcomers to Earth are trained to mimic humans and exploit their emotions. Vincent is spotted, but manages to get away. When he contacts Cahill, the pilot reluctantly agrees to bring his next batch of passengers to Vincent and waiting police. However, Cahill's much younger wife Stacy (Susan Oliver), eager for the money, warns the Invaders, unaware of their true nature. The aliens intercept and kill the policemen. Vincent warns Cahill by radio that the airport is now under their control; Cahill, realizing he has been betrayed by his own wife, crashes his airplane into Midlands Academy.

4
MISSION 23, base DEFENCE

-this one was pretty cool. No warning, just popped up and had to deal with it. Not feeling confident...
-that's the manufacturing base, protecting 2 interceptors and 75 engineers. I bought 10 rookies which I didn't even look at months ago.
-at some point I must have transferred a few plasma rifles and pistols but that's all I had. Not even a single grenade

https://www.dailymotion.com/video/x172vxp_mission23defence_music

-good base design is a gigantic advantage. Also lucky it was only floaters

5
Released Mods / Re: [WEAPON] Terran Plasma Weapons
« on: November 10, 2013, 05:52:09 pm »
Nice! Once fenyo's pull request ( https://openxcom.org/forum/index.php/topic,1623.msg15821.html#new ) is in, I'd like to use these graphics to merge with my "longer research" mod which features the possibility to retrofit captured alien weapons - fenyo's work should allow us to use two seperate ways of manufacturing human plasma weapons :) you can either build them from scratch or use a captured alien plasma weapon.
Yeah I would love for the mods to work together. Additional human weapons is the perfect counter balance to Moriarty's changes

Also another possibility to boost humans is the Mass Accelerator Technology/'Railgun' by Tyran_nick

Thanks guys

6
Is that a guaranteed 100% chance self destruct?

How are you supposed to study/research the weapons if you can't obtain any? Is it only through psi interrogation?

Also how does this affect game balance? I think the first captured aliens are often month 3-4 and mind probes in month 6-7... will you boost laser weapons or create additional human weapons?

7
Open Feedback / Re: Remove the limit of 80 items?
« on: November 09, 2013, 06:15:12 pm »
Okay, then make it so you can ONLY use a soldiers inventory...
Any more room in the plane is used for the loot you bring back home... ^^

Just like the 2012 Xcom ;)
Yeah and if you end up with more equipment at the end of the mission than at the start you have to decide what to take back.

Or, even better combine/integrate soldier carrying capacity with weight/item count. If you want to bring these 5 unknown alien artefacts back that you don't have room for in the Skyranger storage, it's possible but one soldier may have to stay behind

If you want to bring the captured sectoid commander back to base, Jimmy rookie #14 will have to give up his seat

8
Work In Progress / Re: Manage Alien Containment UI
« on: November 06, 2013, 08:29:18 pm »
How about a size determining factor?  Like 4 sectoids equivalent to 2 floaters to 1 muton?  And maybe 1 reaper equals 4 mutons?
honestly I can't see the point

you are interrogating one sectoid and a floater and capture a muton so you have to decide to kill the sectoid or the muton because the 2nd alien containment is a day away from completion?

9
Open Feedback / Re: X-Com reaction fire mechanics
« on: November 04, 2013, 11:35:07 pm »
This wasn't really my playthrough, so I can't verify this (and thus can't place this in the bug tracker), but was the issue of the game not checking your stats correctly when you were fired at during your turn fixed in any of the nightly builds?

To better understand what I am talking about, see this:
https://www.dailymotion.com/video/x16qvdp_o-alienbase-01_music?start=75

At around 01:21, the soldier gets reaction fired at with a Stun Launcher. He does not lose consciousness until another soldier takes a shot during the same turn at 02:24.
Also posted here - https://openxcom.org/forum/index.php/topic,1706.0.html

10
Please see video from 1 minute 20

https://www.dailymotion.com/playlist/x2wm7b_dm_51d4d33cb36f9_mission15-alien-base-invasion-1/1#video=x16qvdp

-soldier got reaction fired by stun bomb
-did not fall unconscious, tho stats showed 'stun damage' exceeded health (all white)
-attempted to shoot, used up time units but nothing was actually shot
-another soldier attempted to take a shot. The second he did so, first soldier became unconscious, despite clearly not being hit

explanation offered:
Quote
Can you check if the stun damage from the smoke applies only at the end of the turn (as it should), or if there are events that can apply it during the turn? The original X-COM had a bug with fire/smoke damage on every tile affected by such an effect reapplying once another fire/smoke round is fired anywhere.

-either the 2nd soldier's shot should not have triggered unconsciousness
-or, 1st soldier should have become unconscious immediately after being shot by stun bomb


I don't have a save game as this was an iron man mission

11
Work In Progress / Re: Manage Alien Containment UI
« on: November 04, 2013, 03:34:10 am »
How about 'terminate excess specimen', 'terminate', 'send to cryo storage', 'compacted storage', 'put it on ice', 'freeze', 'finish interrogation', 'move to storage', 'pack in ice', 'shoot' or other terms....
Agree with this

'Move to cold storage/incinerator unit' vs 'move to alien containment'... and 'specimen'

12
Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 03, 2013, 08:43:16 pm »
Yes, this is normal. Check out STR_PLASMA_RIFLE or STR_SECTOID_CORPSE in the default ruleset.

I have found a bug with research, namely that I hadn't included a lookUp research project to link to, but no idea yet on your config problems. I'll edit or reply once I know more.

EDIT: Tested both rulesets on the build 2 before yours (openxcom_git_master_2013_10_28_2253) and I don't get any config problems. I'll update to the latest and get back to you.

EDIT2: Tested all three rulesets (Cult and both Drone rulesets) on the latest build (openxcom_git_master_2013_11_02_0024) and they don't get deleted from the config. I'd suggest trying  the latest build and installing all your mods one by one to see if it fixes itself.

Updated main post with latest version (Fixes a research bug).
Hi, followed your instructions (new install, manually re-add mods) and it's working

...at least, the STR_CORPSE and research topic have appeared. Thanks

13
ALIEN BASE INVASION:

-4 losses, 3 injured
-Floater Leader captured

https://www.dailymotion.com/playlist/x2wm7b_dm_51d4d33cb36f9_mission15-alien-base-invasion-1/1#video=x16pv7t

Using MKSheppard's XComUtil mod.
'Internal' inventory slots are from Svanh's Drone mod
Thunderstorm is by Tyran_nick

14
Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 02, 2013, 02:42:55 pm »
Same thing happens with adding Drone (PLAIN), deleted

This is with build openxcom_git_master_2013_10_29_1445

15
Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 02, 2013, 02:34:42 pm »
Hmmm... this is really bizarre

I was sure I added Drone to the config file. I checked and it wasn't there. Added the line again, saved the file and started Open X-Com

It seems the added line DISAPPEARS every time I run open x-com! I repeated the experiment twice. It's as if the program deletes the line and saves the file again

The exact same thing happens with CULT.rul but not with any other rulesets like weapon mods


edit: Yes, the file is overwritten. I saved the file at 2.26 with the new line added. As soon as I run Open XCom the cfg file updates to 2.30 and the Drone line is missing

Config file BEFORE running Open XCom

Code: [Select]
rulesets:
  - Xcom1Ruleset
  - XCOM1_XCUTIL_Fighters_Carry_Troops
  - XCOM1_XCUTIL_Skyranger_Weapons
  - XCOM1_XCUTIL_Improved_Heavy_Laser
  - XCOM1_XCUTIL_Improved_HighExplosive
  - XCOM1_XCUTIL_Improved_HWPs
  - XCOM1_XCUTIL_Improved_Pistol
  - CULT
  - Drone
  - GrenadeLauncher
  - LMG
  - Magnum
  - SMG
  - Railgun
  - Retaliator
  - Thunder
purchaseexclusions:
  []
options:
  windowedModePositionY: -1
  windowedModePositionX: -1
  weaponSelfDestruction: false
  vSyncForOpenGL: true
  useOpenGLShader: Shaders/HQ2x.OpenGL.shader
  useOpenGL: true
  useHQXFilter: false
  useOpenGLSmoothing: true
  traceAI: false
  strafe: false
  soundVolume: 128
  sneakyAI: true
  showMoreStatsInInventoryView: true
  showFundsOnGeoscape: true
  researchedItemsWillSpent: false
  playIntro: true
  pauseMode: 0
  newSeedOnLoad: false
  mute: false
  musicVolume: 128
  maxFrameSkip: 8
  language: en-US
  keyboardMode: 0
  keyScreenshot: 306
  keyQuickSave: 287
  keyQuickLoad: 290
  keyGeoZoomIn: 43
  keyOk: 13
  keyGeoUfopedia: 117
  keyGeoToggleRadar: 114
  keyGeoToggleDetail: 9
  keyGeoSpeed5: 53
  keyGeoSpeed4: 52
  keyGeoSpeed3: 51
  keyGeoSpeed6: 54
  keyGeoSpeed2: 50
  keyGeoSpeed1: 49
  keyGeoOptions: 27
  keyGeoGraphs: 103
  keyGeoIntercept: 105
  keyGeoDown: 274
  keyGeoBases: 98
  keyFps: 286
  keyGeoFunding: 102
  keyCancel: 27
  keyBattleZeroTUs: 127
  keyBattleUp: 273
  keyBattleReserveSnap: 283
  keyBattleReserveNone: 282
  keyBattleStats: 115
  keyBattleReserveKneel: 106
  keyBattleReserveAuto: 285
  keyBattleReserveAimed: 284
  keyBattleReload: 114
  keyBattlePersonalLighting: 108
  keyBattleOptions: 27
  keyBattleLevelUp: 280
  keyBattleMap: 109
  keyBattleKneel: 107
  keyBattleInventory: 105
  keyBattleEndTurn: 8
  keyBattleDown: 274
  keyBattleDeselectUnit: 92
  keyBattleCenterUnit: 278
  keyBattleCenterEnemy9: 57
  keyBattleCenterEnemy8: 56
  keyBattleCenterEnemy7: 55
  keyBattleCenterEnemy6: 54
  keyBattleCenterEnemy5: 53
  keyBattleCenterEnemy4: 52
  keyBattleCenterEnemy3: 51
  keyBattleCenterEnemy2: 50
  keyBattleCenterEnemy10: 48
  keyBattleCenterEnemy1: 49
  keepAspectRatio: false
  globeAllRadarsOnBaseBuild: true
  fullscreen: false
  fpsCounter: false
  displayWidth: 720
  debug: false
  customInitialBase: true
  cursorInBlackBandsInWindow: true
  debugUi: false
  cursorInBlackBandsInFullscreen: false
  cursorInBlackBandsInBorderlessWindow: false
  craftLaunchAlways: true
  classicMouseHandling: false
  checkOpenGLErrors: false
  captureMouse: false
  canTransferCraftsWhileAirborne: false
  canManufactureMoreItemsPerHour: false
  borderless: false
  battleXcomSpeed: 30
  canSellLiveAliens: true
  battleTooltips: true
  battleScrollType: 1
  battleScrollSpeed: 12
  battleScrollDragTimeTolerance: 300
  battleScrollDragPixelTolerance: 10
  battleScrollDragInvert: false
  battleScrollDragButton: 2
  battleRangeBasedAccuracy: false
  battlePreviewPath: false
  battleNotifyDeath: true
  battleNewPreviewPath: 0
  battleInstantGrenade: false
  battleFireSpeed: 5
  battleHairBleach: true
  battleExplosionHeight: 3
  battleAutoEnd: false
  battleAlienSpeed: 30
  autosave: 0
  audioBitDepth: 16
  asyncBlit: true
  allowChangeListValuesByMouseWheel: false
  allowBuildingQueue: false
  aggressiveRetaliation: true
  NewBattle_STR_STUN_BOMB: 0
  NewBattle_STR_STUN_ROD: 0
  NewBattle_STR_PLASMA_RIFLE_CLIP: 0
  NewBattle_STR_PROXIMITY_GRENADE: 2
  NewBattle_STR_PISTOL: 10
  NewBattle_STR_INCENDIARY_ROCKET: 1
  NewBattle_STR_LASER_PISTOL: 0
  NewBattle_STR_HEAVY_CANNON: 1
  NewBattle_STR_HC_HE_AMMO: 1
  NewBattle_STR_HEAVY_PLASMA: 0
  NewBattle_STR_HEAVY_LASER: 0
  NewBattle_STR_HC_AP_AMMO: 2
  baseYResolution: 200
  baseXResolution: 320
  audioSampleRate: 22050
  anytimePsiTraining: false
  NewBattle_STR_HEAVY_PLASMA_CLIP: 0
  changeValueByMouseWheel: 10
  displayHeight: 480
  globeSeasons: false
  keyBattleAbort: 97
  keyBattleLeft: 276
  keyBattleLevelDown: 281
  keyBattleNextUnit: 9
  keyBattlePrevUnit: 304
  keyBattleRight: 275
  keyBattleVoxelView: 291
  keyGeoLeft: 276
  keyGeoRight: 275
  keyGeoUp: 273
  keyGeoZoomOut: 45
  useScaleFilter: false
  allowResize: false
  allowAutoSellProduction: false
  allowPsionicCapture: false
  alienContainmentLimitEnforced: false
  alienContainmentHasUpperLimit: true
  NewBattle_STR_SMALL_ROCKET: 3
  NewBattle_STR_SMOKE_GRENADE: 4
  NewBattle_STR_ROCKET_LAUNCHER: 1
  NewBattle_STR_SMALL_LAUNCHER: 0
  NewBattle_STR_RIFLE: 5
  NewBattle_STR_RIFLE_CLIP: 10
  NewBattle_STR_PLASMA_PISTOL_CLIP: 0
  NewBattle_STR_PSI_AMP: 0
  NewBattle_STR_PLASMA_RIFLE: 0
  NewBattle_STR_PISTOL_CLIP: 10
  NewBattle_STR_PLASMA_PISTOL: 0
  NewBattle_STR_MIND_PROBE: 0
  NewBattle_STR_MOTION_SCANNER: 2
  NewBattle_STR_LASER_RIFLE: 0
  NewBattle_STR_MEDI_KIT: 2
  NewBattle_STR_LARGE_ROCKET: 1
  NewBattle_STR_HIGH_EXPLOSIVE: 1
  NewBattle_STR_HC_I_AMMO: 1
  NewBattle_STR_GRENADE: 11
  NewBattle_STR_BLASTER_LAUNCHER: 0
  NewBattle_STR_BLASTER_BOMB: 0
  NewBattleAlienRace: 0
  NewBattleItemLevel: 0
  NewBattle_STR_ELECTRO_FLARE: 11
  NewBattle_STR_AC_HE_AMMO: 1
  NewBattle_STR_AUTO_CANNON: 1
  NewBattleDifficulty: 0
  NewBattleTerrain: 0
  NewBattle_STR_AC_I_AMMO: 1
  NewBattle_STR_ALIEN_GRENADE: 0
  NewBattleMission: 1
  NewBattle_STR_AC_AP_AMMO: 2
  NewBattleDarkness: 0
  NewBattleCraft: 0

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