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Messages - Mr. Quiet

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1
I loved Total War: Shogun 2's Realm Divide Event, if it wasn't broken. I'll propose my version...

Earth Divide: Mid to late-game, once the Brain reconnects with Earth, there's a new division, no longer an all out faction war.
(Mother) Brain regains her loyalists and slowly the other factions vs. you and the alliances you've prepared.

So "Earth Divide" triggers in "OXC Factions" after you reach a certain high score or high tier level of tech. This means Mother Brain makes contact with Earth.
- 40-50% random alien factions(allies included, but lesser chance) return to Mother's side immediately and focus most attention against the human/alien retaliation, AKA you and your allies.
- As time passes, one by one, your diplomatic enemies who didn't get mind controlled at first will eventually be persuaded to seek destruction upon you and your alliance.
- Every time the Brain regains a faction, a major dice roll against you will be checked whether an ally stands by you or break away depending on*
      1. faction strength(both yours and your ally)
      2. diplomatic points that determine your relationship with your ally.
      *After 3-5 rolls, your allies are influenced by your Braveheart(the movie) characteristics and will permanently remain with you.

Final note: Allies who leave you during Earth Divide will remain friendly towards you. They respect you, but are cowards and can be attacked later on.

Add-on Idea:
You could also make one unique faction permanently hate the Brain. They can be the Magicarp of your mod. Your starting relation with said faction is "Strong Ally". They're a defensive ally early to mid-game so you'll have to protect them from large enemy parties. They'll shine in the Earth Divide event (for balance?) and disappear late-game. They have unique technology only they can share with you, they're also focused on technology to free themselves from total mind control. They'll be immune to Earth Divide and begin focusing on warfare at that point. They won't tell you, but they're also working on Warp Gate Technology so they WILL disappear suddenly and by the end of that Month's report, you'll be notified that no trace of the Protoss is left on Earth. Hope you have some strong allies.



You'll probably be telling stories of how the Floaters stuck it out with you when all your other allies died or fled away. Floater/Human freedom!

2
Area 51 / Re: Area 51 - General Feedback thread
« on: January 04, 2019, 12:49:37 am »
I like M&B:Warband's method of avoiding fights from a faster and larger enemy army. You leave a few of your men behind to die to divert attention, allowing the majority of your army to flee to safety.

That translates to having an interceptor escort grouped together with your Skyranger that you can detach to divert the UFO's attention.. or have them counterattack. 3 Interceptors vs. one big hunter-killer. That would change the way games are fought in the sky if you can group jets together. Wow.
Anyways, I feel your pain as well. I had three Skyrangers shot down right at the beginning of the game and finally realizing they needed protection. I even over-recruited operatives thinking they all died for nothing and the game was bugged for keeping them on the soldier roster.

New game suggestion: Request local government escort for 100% chance "no loss" on your end. Have 3rd world planes die for your Skyranger. The cost is waiting for locals to scramble. You can also risk it with your own protection or none. Increase the number of hunter-killers and you have a new layer of terror to deal with. You then change research paths and move up Skyranger with Alien Alloys for faster trans and avoid most larger hunter-killers. Slower Skyranger with weapons mounted sounds terrible. I'd be okay if our guys were upgraded to a Star Wars LAAT.


I need help with Council missions early on. I see them as an automatic hit on your score early game until you have either Personal or Laser weapons out. Any advice for a vet?

3
Released Mods / Re: [MUSIC] X-Files Soundtrack
« on: December 03, 2018, 04:37:05 pm »
This is the best soundtrack my dude, thank you!

4
Offtopic / Re: Xcom Enemy unknown theme music
« on: December 03, 2018, 04:17:42 pm »
I love MBR! Waiting to buy his newest disc album and just found out he has covers for games, wth!

5
Area 51 / Re: Area 51 - General Feedback thread
« on: December 03, 2018, 03:57:26 pm »
Thank you!
And sorry for being a nuisance today, but I realized that I have made a typo in the video title screen and I couldn't stand looking at it, so I reuploded the re-edited video on this link:

https://www.youtube.com/watch?v=zs_gYsylXNc

Could you please change it if you have the time?

Thanks again! And also thanks for the awesome (with an e) mod!

Left a like, great video!

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Released Mods / Re: Zero Content Base mod
« on: November 19, 2018, 12:50:55 pm »
Are these updated? I wanna run them on my current PT of Area 51. Thx

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Released Mods / Re: [Enemy] Traitors mod
« on: November 17, 2018, 08:11:41 pm »
Gonna try this mod with Area 51.

8
Area 51 / Re: Area 51 LP
« on: February 17, 2018, 03:06:18 pm »
Your grenadier, Mr. Quiet please.

9
Released Mods / Re: VIEWING RANGE
« on: January 09, 2018, 05:12:16 pm »
I remembered that past mod. Thanks for making it simple!

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Released Mods / Re: [Enemy] Traitors mod
« on: September 05, 2017, 11:12:04 am »
Liking this idea if I can take a guess. Ex-XCOM operatives? A general Kurtz-like enemy recruits them away.

11
Work In Progress / Re: [WIP][MOD][OXCE+] From the Apocalypse 0.3.1
« on: August 28, 2017, 10:40:21 am »
Great to hear from you Robin. I'm glad you're enjoying life!

12
Area 51 / Re: Area 51 Version 0.94 released May 2nd with bugfixes
« on: June 07, 2017, 04:07:48 am »
Oh, that explains it.  Obviously, you won't recover anything if you abort a mission unless they were also inside your craft with your soldiers (i.e., if you had dragged the phaser's body into the craft before aborting).
I didn't mention that assuming I'm well acquainted with the game. I did take the corpse with me. It was the Cyborg unit. Maybe I'm running another version of the mod.

13
Area 51 / Re: Area 51 Version 0.94 released May 2nd with bugfixes
« on: June 05, 2017, 02:53:02 pm »
@Hobbes I'll flee Phasers on crash-sites. Unless you add a benefit, I'm not touching these guys. they creep me out. Obviously can't avoid terror-sites, so thanks for the tip about the fire. I would hate to fight these guys without being able to dissect them.

@BBHood I knocked a Phaser out and got nothing. They don't even drop a weapon. I didn't finish the mission. I got my guys out asap. If it's possible to grab one, Hobbes should add a cool way to use there tech to open a portal and enter into another universe. Apoc/

14
Offtopic / Re: Invasion of the Body Watchers
« on: May 31, 2017, 06:11:36 am »
This out yet?

15
Area 51 / Re: Area 51 Version 0.94 released May 2nd with bugfixes
« on: May 30, 2017, 09:56:20 am »
Hey Hobbes. I noticed I didn't get any visual notification of my thunderstorm taking damage during a dogfight. I was wondering why it was needing 2 day repairs, but apparently it took a lot of hits. I'm surprised I didn't lose it, thinking it was just a fast fighter dodging every shot.

Also, I came across an incredible race. androids that look like the DOOM guy. I managed to knock one out with a rocket and jetted out. It doesn't register in my base so it's an incomplete alien race, I guess. are they like the terminator androids? Only "HE" can take them out, right?

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