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Messages - KiethSomataw99

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46
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:
Fighter
Gunship
Transport
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.

47
I do believe that there should be a way to get countries to break the pact with the aliens: if you've been doing excellent overall and had a lot of XCOM activity within the country, and you've eliminated all alien bases within the country, the country will announce its support to XCOM again. The monthly report message will read: "(Country's name) was impressed with your excellent performance and has agreed to nullify the pact with the aliens and start funding the project again."

Of course, the funding increase will start from $0 and be increased from it.

48
Perhaps each alien should have an ability:
Sectoid: Mind Merge: a special psionic power available to all sectoids, even non-leaders/non-commanders, this boosts an allied sectoid's stats for one turn. However, killing the sectoid using this power will kill the one being affected with merge. Stunning merely removes the bonus.
Floater: Mark Target: a floater can mark one of your units for attack and fellow floaters can fire at him/her with increased accuracy
Snakeman: Poison Breath: a cone-like attack that breathes poison in a direction that spreads out. Snakemen and Chryssalids are immune to poison, soldiers with power armor and flying suit immune as well. Soldiers who are poisoned will lose health for a duration with decreased accuracy stats as well. Soldiers who have been poisoned at least once in a mission will require medical treatment, though poison doesn't leave any fatal wounds. Medikits reduce the duration of the poison and soldiers carrying one have poison status disappear more quickly.
Ethereal: Psi Lance: Ethereal Leaders and Commanders have this psionic ability, which translates into a ranged plasma attack that deals more damage if the soldier fails a psionic test.
Muton: Intimidate: if a muton receives damage, it has a chance to intimidate the soldier who attacked. Intimidation reduces the morale of a soldier and may panic him/her if morale is low enough. Intimidate requires no time units.

49
Suggestions / Re: Some things i expect in an OpenXcom for TFTD
« on: September 11, 2013, 03:58:57 am »
I also thought of a new intro movie that could be added to TFTD OpenXcom, this one being quite similar to that of original XCOM opening.

A cruise ship is attacked by the aliens in which a host of aquatoids and gillmen climb the railings of the ship and begin to kill everyone with sonic weapons and sonic pulsers. Soon, XCOM base detects the attack as a voice goes "Warning! Warning! USO detected!" Then aquanauts prepare for battle as one grabs a gauss rifle and another puts on the diving helmet of the diving suit before entering the triton, which submerges out of the base. The triton sails to the ship and surfaces and lands on the ship as the aquanauts take off their helmets and exit the triton. It shows a female aquanaut then firing her gauss rifle rapidly at the gillmen and another aquanaut fires his gauss pistol rapidly at aquatoids. Soon, the aliens begin to retreat and jump overboard and swim to the USO, which then submerges and sails away.

50
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..."

51
Perhaps OpenXcom could be made so that if the Second Battleship is shot down or assaulted, there is a chance that the pact will not be signed. The sooner that happens, the higher the chance. If that happens a message on the monthly report goes "(Country's name) was interrupted in signing a secret pact with the aliens and has decided to maintain funding toward the XCOM project." Of course, once the second battleship arrives, the alien base will appear, regardless whether the pact is signed or interrupted.

Of course, they could make it so if a certain number of countries sign pacts with the aliens, 8 or more i guess?, then they will force the council to terminate the project, with the monthly report message, "A majority of the sponsors have signed pacts with the aliens and unfortunately, they have forced the Council of Funding Nations to terminate the project. They have persuaded the remaining sponsors to deal with the problem as they have. We can only hope we can come to some accommodation with these apparently hostile forces, and the general populace will come to terms with these alien visitors."

52
Well, when I played, the main infiltration wave appeared over Brazil, and i managed to shoot down the supply ship, the terror ship, and the first battleship in quick succession, which of course, delayed the second battleship significantly. The month ended before it arrived and Brazil payed me normally. The second battleship then  entered the atmosphere west of the US but I shot it down before it reached Brazil. I believe that once the second battleship arrives over the targeted country, the pact is signed. That did not happen with Brazil.

53
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.

54
Suggestions / Damage Numbers
« on: August 09, 2013, 03:18:51 am »
I was thinking of a possible feature in OpenXcom: damage number appearing over characters, though in XCOM style. This applies to health damage as if a unit takes damage, a -(#) will appear his or her sprite. Shots that are blocked by the character's armor are denounced as (Resist). If a character takes enough stun damage, (Stun) appears over head and if a character is killed, (Dead!) appears over head.

Initially, damage numbers will only appear over soldiers and civilians, but damage numbers will appear over aliens who have been scanned by the mind probe even once. Stun and Dead! will still appear over aliens, even not scanned.

55
Open Feedback / Re: Aliens don't attack my base?
« on: August 06, 2013, 10:58:06 pm »
Perhaps in aggressive retaliation, the aliens should send smaller ships to raid the xcom base early on, perhaps large scouts in the first month. Also, OpenXcom should make it so if the defenses deal enough damage to the attacking ufo, there's a chance it will crash land near the base, and very few surviving aliens will assault is as normal. If the aliens are defeated, the contents of the crashed UFO are recovered like in a craft assault.

56
Suggestions / The Foundry and some projects
« on: August 02, 2013, 09:43:11 pm »
I thought of a new base structure, the foundry, a structure that uses both scientists and engineers to upgrade and improve various things. The Foundry requires and equal number of scientist and engineers, up to 50 of each. Various projects may require money (all), alien alloys, elerium, alien corpses, UFO Power Sources and Navigations, and others. 1% of the required materials is deducted for every 1% completion while other resources are deducted at percentage intervals. The foundry requires research of Experimental Warfare, a new tech available at the beginning.

Some of the foundry projects incluede:
Improved Coveralls: increases armor of coveralls (no armor) to F20/S15/B10/U10, leaving soldiers slightly less vulnerable in the field. A cheap and early upgrade.
Rapid Recovery: Soldier wound recovery times are halved due to improved medical tools and methods.
Chinitin Plating: requiring Chrssalid Corpses, this changes damage modifier from melee attacks to 1.1 for coveralls, .9 for personal armor, and .8 for power suit and flying suit and tank. This also causes Chryssalid attacks to ignore 80% of the armor instead of full for soldiers and tanks.
Advanced Craft Hybrid Fueling: this causes the Firestorm, the Lightning, and Avenger to use 50% less elerium for fueling without changing fuel range or refuel time. The other 50% is earth fuel.
Scanner Friend/Foe Recognition: motion scanners now represent soldier and tank movement as blue dots instead of yellow.
Improved Power Generators: this reduces facility maintenance by 10%, as generators are made more efficient so less of them are needed to provide the same amount of power.
Improved Psionic Training: increases rate soldiers improve their Psi Skill at a psi lab by 25%.
Improved Engineering: Every 5 engineers at a workshop contributes 6 engineer hours to the project, reducing time need to manufacture items. This does not affect space needed to produce the item.
Improved Research: Every 5 Scientists at a laboratory contributes 6 scientist hours to the project, speeding up research significantly.
Rifle Scopes: Increases Accuracy of Aimed Shot for Rifle, Laser Rifle, and Plasma Rifle by 10%.
Improved Stun Rods: The stun rod has a 25% increase in effectiveness.
HWP Anti-Plasma Shields: Tanks and hovertanks take .8 damage from plasma weapons, the primary damage from aliens.
Rapid Craft Repair: craft repair times are reduced by 25% thanks to new improvements in repairing tools and machinery.
Quick Craft Reload: craft reload times are reduced by 25%.
Launcher Rapid Reload: reloading a rocket launcher or a blaster launcher requires 33% less time units thanks to automatic loading systems.
Proximity Grenade Recognition: proximity grenades are no longer triggered by your units or civilians, they are only triggered by enemies.
Secondary Defensive Systems: whenever a base defense installation misses an incoming UFO, the installation fires again at a free shot, but at a 50% accuracy penalty. The only applies once, even with grav shields. Only one of the the strongest base defenses can fire its free shot.
Nano-Fiber Vests: all soldiers have armor increased by 5 all round.
Tactical Rigging: TU cost for moving items from and to backpack, belt, shoulders, and legs decreased by 25% (rounded down, minimum of 1).
Improved Medkits: medkits have been augmented - Pain killer morale restore increased by 25%; Stimulant effect on stun increased by 25%, and heal has a 25% chance to remove two fatal wounds and recover 100% more health for one charge.
UFO Tracking Systems: UFO takes longer to outrun the X-COM craft.
UFO Targeting Systems: the first shot/volley fired on the UFO that would normally miss will hit.
Craft Evasion Systems: forces one UFO shot that would otherwise destroy the X-COM craft to miss.
Advanced Construction: grants the option to build facilities at double initial cost and half the time required.
Elerium Ammo Efficiency: ammunition that would require elerium will require 1 less to manufacture for each unit.
Improved Mind Probe: the mind probe requires 20% less time units to scan.
Tank-Auto Repair Systems: tanks can regenerate health by 8 per turn up to 50% of its max health, restoring lost stats up to that point.
New Blood: recruits come with a minimum established for all of a soldier's statistics. Current soldiers with stats below that minimum are raised to that level.
Wet Work: increases the rate soldiers gain skills by 25%.
Vengeance: whenever a soldier dies or a HWP is destroyed, nearby soldiers receive a bonus to firing accuracy, melee accuracy, throwing accuracy, and reactions for 2 turns. This effect can stack.

57
Suggestions / New Craft Weapon: EMP Cannon
« on: July 20, 2013, 02:52:15 am »
I though of a new weapon for the crafts: the EMP Cannon. You need to research New Fighter Transporter to Unlock the EMP cannon. The EMP Cannon is manufactured in the workshop, requiring 25 Elerium and $275,000 for the weapon and has a limit of 9 shots, recharged for free. The EMP Cannon is a unique weapon, has a rather short range but always hits and does nearly as much damage as the fusion ball launcher, 200 to be exact. Also, the EMP cannon will never completely destroy a UFO, not even the smallest one as it is used to disrupt electronics of the craft. Any UFO downed by an EMP cannon is more likely to be intact as the only real damage is from the crash, and thus, you'll find more resources and more live aliens.

58
Offtopic / Main Infiltration Waves Stopped?
« on: July 10, 2013, 02:59:30 am »
While I was playing OpenXcom, a few infiltration main waves appeared (Terror ship, supply ship, battleship), and of course, I shot down all infiltration craft quickly before the second battleship should have arrived (second battleship=pact is sealed). One of them, over Brazil, had what I thought to be the second pact sealing battleship appear in Earth's atmosphere over USA but was shot down. I'm surprised that despite these waves, no country has signed a pact with the aliens by the end of the game. Ufopaedia says that once the main infiltration wave begins the pact process, it cannot be stopped, only delayed by shooting down craft before the second battleship arrives. That's not what happened when I played the game.

Perhaps the pact is sealed if the second battleship is not shot down before reaching the infiltrated country.

59
Strength should determine the damage dealt with hit and slam. Also, soldiers controlled by aliens holding a weapon with no ammo may generally attack in melee. Third, soldiers that are attacked in melee can pass a reaction test and turn and strike back against foes that attack them if they have sufficient time units. Aliens life forms, excluding terror units, generally don't attack in melee unless they react to a melee attack. However, with this function, aliens holding blaster launchers will attempt to bash soldiers who are up close with to kill them without blowing themselves up.

60
Suggestions / Detailed Soldier Obituaries
« on: July 02, 2013, 10:14:01 pm »
I thought of a change in a reminder of when a soldier dies which adds an option to tell you how he/she died. There is a list of messages that pop up in regards to the cause of death:

Killed by:
Sectoid: "Soldier was slain by a Sectoid."
Cyberdisc shot and explosion: "Soldier was blasted by a Cyberdisc."
Floater: "Soldier was brought down by a Floater."
Reaper: "Soldier was chewed up by a Reaper."
Snakeman: "Soldier was slithered to death by a Snakeman."
Chryssalid: "Soldier was zombified by a Chryssalid."
Ethereal: "Soldier was destroyed by an Ethereal.
Sectopod: "Soldier was annihilated by a Sectopod."
Muton: "Soldier was smashed by a Muton."
Celatid: "Soldier is not meant to withstand a Celatid's acid!"
Silacoid: "Soldier was crushed by a Silacoid."
Zombie: "Soldier was bitten down by a Chryssalid's Zombie."

Grenade: "Soldier was blown apart by a grenade."
Fire: "Soldier was roasted by an open flame."
Friendly fire or mind controlled soldier: "Soldier died in a friendly fire incident."
Mindfray: "Soldier was mind-blasted to death."
Blaster Launcher: "Soldier was pulverized by a Blaster Launcher."

For standard obituaries in regards to tanks"

Tank/Weapon has been wrecked.
Hovertank/Weapon has been shot down.

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