aliens

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Topics - Surrealistik

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16
XPiratez / Faction Elite Units
« on: July 31, 2016, 08:51:45 pm »
Especially elite, terror inducing units that are introduced in the mid game, and only feature on terror ships, pogroms, very large ships, and hideouts in very small numbers (1-2).

More information and autopsy/interrogation entries are below the stat block of each Google Docs entry.

Church, Alpha Chryssalid: Invisible, highly Psi resistant, acid spitting terror. A hybrid of Celatid and Chryssalid, among other species (with perhaps a bit of Muton and Ethereal), the culmination of Church research into the ideal organism for cost effective evisceration of the heretic: https://docs.google.com/document/d/1GQK-BSID0jsuthiUQmC7Sq1mW-JJXQYt6pqcH3GQRP8/edit

Academy, Aether MEC: Sleek, high tech flight capable animu style mecha (hopefully a sprite for this exists). Features an 'aetheric projector' which channels and amplifies the psionic power of the pilot to either discharge a powerful blast identical to the Ethereal's ghost beam, or a telekinetic blast (destroys terrain, deals stun, stamina and TU damage). Ejects a plasma pistol armed Esper when destroyed (along with a smoke screen to provide cover): https://docs.google.com/document/d/1sb_hb8Plh1fEvEZV08gGhEO_SAztTN3SvV0-XdChYrM/edit

Guild, Peacekeeper: Massive, heavily armed and armoured ground supremacy battle tank. Used to 'keep the peace' when all else fails. Slow and with sluggish reactions, but accurate and highly deadly. Equipped with the best weapons Guild money can buy, which would be a Blaster Launcher like 'Devastator Cannon' (albeit with dumbfire only) and a heavy Gauss-Autocannon: https://docs.google.com/document/d/1P5aUJKGd-LSPsa0eNm7nYKIjmAszUjDdpKi8goZcM98/edit

17
XPiratez / Intercepting Hideout Supply Ships
« on: July 30, 2016, 07:01:32 am »
Does interrupting supply ships either via interception or jumping them while landing have an actual impact on the Hideout being supplied, or is it just like original X-Com where the process is effectively cosmetic outside of revealing the base location?

18
XPiratez / Wands and Scaling
« on: July 29, 2016, 08:57:32 am »
Do these really scale exclusively with VooDoo Power, not at all considering the Mastery level? Is Mastery therefore useless except for the VooDoo rod itself (yes I'm aware skill increases VD defense slightly)?

19
XPiratez / Make Chryssalids Great Again
« on: July 28, 2016, 09:50:54 am »
https://docs.google.com/document/d/1GQK-BSID0jsuthiUQmC7Sq1mW-JJXQYt6pqcH3GQRP8/edit?usp=sharing

If you scroll down, you will see this proposal includes special abilities such as regeneration, spitting (spitting creates zombies when it would kill a human target, but that zombie is sterile; it however, will only utilize this when it can't pathfind to a target), invisibility, and a new UFOpaedia entry for the interrogation and autopsy.

Essentially the Alpha Chryssalid is a weaponized version of the Chryssalid species the Star Gods devised after getting frustrated by all the usual countermeasures to the creature. You would probably find these in small numbers on Terror Ships/Cruisers/Hideouts.

20
Suggestions / [TFTD] Dead End Techs Becoming Useful
« on: August 19, 2015, 12:04:49 am »
Would be cool if a mod made dead end techs worth a damn.


For example, a completed interrogation and autopsy would each give your soldiers +10% damage vs aliens of that species.


Whenever you research a ufo type, your interceptors gain a 20% damage bonus vs ships of that type.


Researching Alien Cryogenics, Alien Cloning and Alien Reanimation Zones might allow you to in turn research Advanced Medicine; this would allow for the construction of a Medical Facility that could:
  • Clone soldiers (over a long period of time; 1-2 months)
  • Accelerate wound recovery times and research times for biological research topics (mostly alien interrogations/autopsies).
  • Improve stats/grant special abilities via genetic engineering at the cost of $$$ and alien corpses for genetic material (specific improvements might require alien autopsies/interrogations; a soldier could further only accommodate so much genetic modification); while being 'modified' a soldier is not usable,
  • Apply implants (see below).


Researching Alien Implanter and Alien Learning Arrays + Advanced Medicine grants access to the Cybernetic Implant research topic; this allows you to manufacture a variety of implants for your Soldiers that grants them various benefits; for example, using MC innately, increased resistance to MC, nightvision, increases to certain stats (accuracy in particular), lets them develop skills more quickly, slowly regenerate health and fatal wounds (up to a maximum; say 75% of max health; at mission end it counts as though the soldier has regenerated to this point) and energy, etc.

Individual implants might require further research in the form of alien autopsies/interrogations (Lobstermen for Nightvision as an example, Tasoth for MC implants, etc). Each soldier can only accommodate a very limited number of implants.


21

Complete!

Early November 2040 finish; obviously not a speed run. :p

Could have done it in September but I had some injured troops I wanted patched up for the final mission. The alien weapon self-destruct _definitely_ slowed me down a bit at the beginning.


Have an album of T'Leth, a desperate last ditch assault on my HQ by the aliens, and some other stuff:

https://imgur.com/a/N7krx


22
Suggestions / [TFTD] New Option: Allow Direct Research of Melee Weapons
« on: August 16, 2015, 11:54:11 pm »
As many may know, a Calcinite is required to research melee weapons in TFTD.

Unfortunately these aliens are so rare that you may well play an entire game without ever seeing one (or if you do, you see them extremely late with mixed race terror missions).

Because this is true, and because the Calcinite research gate before you could reverse engineer the melee weapons always struck me as being completely arbitrary, I propose adding an option that allows for direct research of the melee weapons.

Also perhaps Calcinite autopsies from interrogated Medics should count as completing the research of Calcinites for the purposes of unlocking melee weapon research in the base game.

23
Playthroughs / OpenTFTD Twitch Stream; My Man Gaudium007
« on: August 15, 2015, 02:46:57 am »
Stay awhile and listen: https://www.twitch.tv/gaudium007

24
Suggestions / Add Option To Allow Infiltrated Countries to Be Liberated
« on: August 13, 2015, 09:51:42 am »
https://openxcom.org/bugs/openxcom/issues/341

I think it should work like this:

If an infiltrated/withdrawn country hosts no alien colonies/bases there is a % chance that they will rejoin X-Com at the end of each month that scales with the score for that month if X-Com managed to obtain a rating of 'Good' or better. This % chance is further increased in proportion to the score X-Com accumulated in that country's territory.

In general, if they would increase their funding if they were still a member nation they would rejoin assuming there are no alien bases in their territory.

To compensate for this, the aliens may be more aggressive and proactive in their attempts to infiltrate countries.


Also, for the love of god, if I shoot down the vast majority of an infiltrating armada before it lands, or stop a landed Dreadnought via a ground assault, please don't let the country get infiltrated anyways; that is just straight up bullshit. I know it was like this in the source game, but it was a stupid design flaw then, and it still is now. Easily my biggest peeve/annoyance.

25
Playthroughs / Aliens Should've Brought More Lobstermen
« on: August 12, 2015, 08:12:58 pm »
Hooah! Get some!

The free Lobsterman Commander and Navigator were appreciated.

Ironman/Superhuman/No disruptor pulse launcher/No MC run.

26
Suggestions / Show TU Cost of Inventory Screen Actions
« on: August 12, 2015, 12:46:52 pm »
Per the subject; TU cost to transfer equipment or reload (if ammo is selected) might highlight and display when mousing over an inventory slot or weapon.

27
Per the subject.

Would make these significantly more useful.

EDIT by Meridian: implemented here: https://openxcom.org/forum/index.php/topic,8634.0.html

28
Suggestions / Allow For Sale of Excess Captured Aliens
« on: August 11, 2015, 09:51:17 am »
When you're prompted to make room for additional aliens captured due to containment capacity being exceeded, you should be allowed to sell off the specimens you're vacating/rejecting rather than just terminating them.

29
Would be nice if there was a way to execute unconscious aliens on the ground or that you're carrying with a held weapon, instead of having to drop a grenade.

30
Open Feedback / Incendiaries
« on: August 08, 2015, 11:03:06 am »
So how do these work in openXcom/TFTD?

Like the original incendiaries ( https://www.ufopaedia.org/index.php?title=Incendiary ), minus the bugginess?

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