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Messages - Slaughter

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181
Work In Progress / Re: [TFTD] [Expansion] World of (terrifying) silence.
« on: December 06, 2016, 05:16:46 am »
Is this a "X-COM Files/FMP" of TFTD, looking at the second X-COM's origins?

I might have some ideas, if you're interested.

That's a sexy-looking X-COM speargun

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182
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: December 02, 2016, 01:22:24 am »
Some 2 cents: One option for weapons would be that you CAN buy some stuff early on, but its Black Market stuff - same gun, but the price is a lot higher. Imagine paying 50k to smuggle in a AK47! Once you get the contacts, that buying option goes out and you can simply buy it normal for a sane price.

I think I once heard a assault rifle in the brazilian black market is like 10k reais, back then that was like 5k dollars.

It could even be said that you're not just buying the gun, but also smuggling it through airport customs or in the spot before a mission (when you get out of the plane and get on the car/van). Maybe it takes longer to arrive too, smuggling ain't easy, even if you have authorities on your side (assuming they're really on your side)

So, you can choose to pay through the noose, or you can wait and get it decently and cheaply later on.

Its a pity we don't have X-COM Apoc-style market with possibility of limited goods for sale.

183
Offtopic / Re: Why did the aliens fire the beacon to start TFTD.
« on: November 28, 2016, 09:09:05 am »
I have a feeling that they didn't stop it, as much as their ancestors found it.
The Aquatoids may have been Eldritch cultists, or the Aquatoids on Earth may have just unleashed the Ultimate Alien when they hit T'leth on Earth.

From what I remember:

1. Aquatoids/Sectoids come from ancient Mars when it was habitable. It also explains why the solar system has no Elerium - because it was long mined out.
2. Mars started dying.
3. Sectoids/Aquatoids abandoned Mars.
4. Aquatoids send a colony ship-city (T'Leth) to Earth during the late Cretaceous.
5. T'leth crashes into Earth, causing the Late Cretaceous Extinction.
6. Gill Men (aquatic "humanoid" reptiles or amphibians) go into extinction, submit to the Aquatoids to survive.
7. T'leth sleeps, sometimes doing some activity, but never fully awakening.
8. Alien Brain send the Tachyon Signal at the end of UFO Defense.

We are never told what the Ultimate Alien/Great Dreamer is, or where it came from. It may have come with T'leth, or it may be something that was buried under the Gulf of Mexico eons past, and took over the Aquatoids when they crashed there. Considering it can't even be killed, and that its clearly a Cthulhu expy,  its probably not something the aliens brought with them.

So Middle Finger really makes more sense.

184
Offtopic / Re: kneeling for cover or aiming
« on: November 28, 2016, 07:17:28 am »
You wanna know what I think would be cool? Prone position.
- Uses more TU to go from standing to prone and vice-versa (less if going from kneeling to prone and vice-versa) - say, 8 or 10? 12? More?
- Greater accuracy bonus
- Makes soldier harder to hit
- Another penalty? Fallout Tactics had bonus melee % vs prone targets.

Btw, a thought: Why someone never made a mod for aliens to kneel? Most of the aliens are humanoid.
- Sectoids are small so probably no need
- Floaters are weird, not sure.
- Snakemen are, well, Snakes, but they could just go slither instead.
- Mutons are fairly humanoid.
- Etherals are weird too.

185
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 28, 2016, 06:52:29 am »
Is the gym affected by the "psi-training anytime" option? I can't remember.

Just took a look, and yup, Gym is working now! Thanks, Arthanor!

186
Work In Progress / Re: Adding countries to Open-XCOM
« on: November 28, 2016, 05:56:09 am »
X-COM was very visionary in its Funding Council, one could say. I mean:
USA
Canada
Brazil
United Kingdom
France
Spain
Italy
Germany
Russia
Egypt
Nigeria
South Africa
India
China
Australia
Japan

That's pretty much the rolodex of post-Cold War players. You easily could add a few more countries, like Turkey, Pakistan, Argentina, South Korea and Israel. nuXcom just got rid of a few injusticed european nations and added a bit more non-europeans.

It would be great to see more non-european countries, through. Usually, Europe or North America are where you want to start X-COM.

btw, I'm surprised nobody ever did a "region bonus" mod, like in nuXCOM.

I think there was a extra nations mod but it had problems and stopped developing. Also it didn't balance funding nation income yet.

btw, if there are more countries, should't Infiltration Missions be come common for reasons of balance?

Personally I'm always against those boring "space-filling empire" areas because that's both unrrealistic, BO-RING and generic.

187
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 28, 2016, 05:06:03 am »
Under Agents, there should be a button labelled Training.

Or you can just right-click a Gym.

EDIT:
Some new faces incoming!



Neither work. What's up? Using the link in this thread.

Also, is the mod supposed to be played with the following settings and mods:

1. Aliens pick up weapons.
2. Alien Bleeding
3. Alternate Movement Methods

188
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 28, 2016, 02:28:25 am »
Question: How do I use the Gym to boost my soldiers? I have tried everything so far, but I have no idea how to. I see no interface for it.

189
The X-Com Files / Re: What to do with Zombies?
« on: November 28, 2016, 02:25:03 am »
Use zombies to research cybernetics and genetic engineering on humans. Hey, they're dead and don't care anymore!

Put some cybernetics on them and turn them into controllable meat-drones to use as cannonfodder!

Ethics are for the weak!

190
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: November 25, 2016, 06:11:57 am »
Finally got the will and time to try this fantastic mod

Decided for the lulz to do a blind Let's Play on RPGCodex forum, take a look if you feel it

https://rpgcodex.net/forums/index.php?threads/lets-play-the-x-com-files-0-4-2-alpha-blind.112132/#post-4841084

Much lulz is being had

191
The X-Com Files / Re: What to do with Zombies?
« on: November 15, 2016, 05:31:16 am »
 Cook 'em and eat 'em. They do the same to us. Return the favour!

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192
Playthroughs / Re: funny realization
« on: November 06, 2016, 09:07:46 pm »
Holy shit, you're right!
X-COM is certainly part of Fallout's inspirations. Its why Fallout was turn-based, for one.

The message is clear. The Gods demand a Fallout mod!

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193
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 03, 2016, 07:12:24 am »
I remember a similar conplaint in the OXC thread in RPGCodex with MiB medic

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194
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: August 01, 2016, 06:47:07 am »
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Thanks!
It's still a baby, but it already has teeth.



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Frankly I haven't worked on the aliens in regards to dodging yet. It only works against melee anyway.
And no, hovering doesn't take more TUs.

Only melee? Damn. Still sounds like a evil ability to give to an alien.
It doesn't? My eyes must be fooling me.



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...and how would I do this?

You know, that's a good question. May be impossible.

Another alternative would be just making Reapers tougher and their AI bolder. They're quite weak and lame.

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I think they're fine just as they are. They do get some special weapons though (mostly spamming Elerium Bombs).

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Again, how do you do this sort of thing?
Anyway, what would a Snakeman baby do? Crawl towards you menacingly while begging for small invertebrates to feed on?

Maybe they perfected begging into the next level of weapon, it makes your soldiers suicide or berserk. ;D And that's why the Snakemen are R strategists

Hey, Hyperworms could be literally teared from the guts of their mother, and yet just hearing them triggered me faster than you can say "THE BLIGHT IS APPROACHING" in a female voice out of a computer savant.

I thought about giving Snakemen Hatchlings a short-range venomous spit attack. Fatal-ish to unarmored troops, dangerous to vests, annoying to personal armor, a bother to early tanks, insignificant to Power Armor/Hazmat. Possibly with a armor-eroding effect, to make them dangerous even later on in significant amounts. They should be quite weak and one shot from any normal weapon should be enough to kill them. In fact, maybe armor-eroding should be their real attack, because that means they complement Chrysalids and Snakemen better - Snakes kill your soldiers with more ease, Chrysalids don't lose warm bodies that could be used for impregnation instead.

(if you want to be extra evil, have the hatchlings pick up and eat dead bodies and turn into something tougher. Because what Chrysalids don't impregnate, the snakes eat. Also, there goes your gear lol)

Maybe every Snakeman carries eggs on inventory, and eggs "hatch" as new snakemen hatchlings during the alien turn (with full TU, as per Chrysalids/Spitters). The eggs are objects so you can pick them up (I'm thinking they won't hatch if you do, like Brainsucker eggs in Apoc), or destroy them with explosives, or a cheap "Destroy" use action.

Alternatively, every start of a alien turn, a Snakeman "lays" a egg (no TU spent - its a free action unique to them) before moving on its patrol.

Now how many Snakemen would be able to lay eggs and at which rate, let me look at the maths:

1 egg per turn, every turn, all snakes:

Small Scout (8 crew):
Turn 1: 0 Hatchlings
Turn 2: 8 hatchlings
Turn 3: 16 hatchlings

of course the player is probably killing Snakes every turn, but... uh, doesn't work.

Setup 2: 1 egg per turn, laid every two turns, all snakes:

Small Scout (8 crew):
Human Turn 1: No eggs no hatchlings.
Alien Turn 1: 0 Hatchlings, 8 eggs (from now all turns are alien turns for simplicity)
Turn 2: 8 hatchlings (minus any killed by player), no eggs
Turn 3: 8 hatchlings minus any killed, 8 minus X killed Snakemen eggs
Turn 4: 16 hatchling minus any killed previously, 0 eggs.
Turn 5: 16 hatchling minus any killed previously, 8 minus X killed Snakemen eggs
Turn 6: 24 hatchlings minus X killed, 0 eggs.


Setup 3: 1 egg per turn, every three turns:

Human Turn 1: 8 Snakes, 0 eggs.
Alien Turn 1: 8 - X Snakes, 8 - X eggs laid
Alien Turn 2: 8 - X Snakes, 8 - X eggs still laid
Alien Turn 3: 8 - X Snakes, 8 - Y hatchlings.
Alien Turn 4: 8 - X Snakes, 8 - Y hatchlings, 8 - X eggs.
Alien Turn 5: 8 - X Snakes, 8 - Y hatchlings, 8 - X eggs
Alien Turn 6: 8 - X Snakes, (8 - Y hatchlings) + (8 - x eggs = 8 - y Hatchlings).

With Snakemen Terror, let's say there's 18 Snakes 6 Chrysalids (they don't matter to the calculation, tho):
18 - X (where X is DEAD) hatchlings by turn 3, 36 - X by turn 6... hmmm, this is problematic.

Let me try a slower rate, I'm not very good at math:

Small Scout with 8 snakes:

0 eggs or hatchlings by Human Turn 1, 8 eggs by Alien Turn 1, same, same, 8 hatchlings, 8 hatchlings and 8 eggs, same, same, 16 hatchlings, 16 hatchlings and 8 eggs, same, same, 24 hatchlings by turn 12.

Terror Ship with 18 snakes

0 eggs or hatchlings by Human Turn 1, 18 eggs by AT1, same, same, 18 hatchlings 0 eggs, 18 hatchlings and 18 eggs, same, same, 36 hatchlings... hmmm...


Trying new hatchlings every five turns:

Turn 5: 8 or 18
Turn 10: 16 or 36
Turn 15: 24 or 54
Turn 20: 32 or 72

Of course, the problem here is that not even the greatest of mathematics can calculate how many Snakemen and laid eggs a X-COM player kills per turn (personally, I win missions before turn 3, because I am the best.  ;) ).

Also, it might lead to new tactics or situations, from bringing extra ammo to bringing hazmat, knives and swords to wade through the hatchling hordes.

The simpler situation is to go the Hyperworm route and have a lot of Snakemen hatchlings come out of dead Megaworms/Snakemen. The obvious problem is that is easily exploitable (and tiresome), just have a guy with HE munitions standing by.

Poor Snakemen do come off as the suckiest aliens, when by comparison:

- Sectoids have psionics and those hellish reactions
- Floaters fly
- Mutons are tough
- Ethereals are all psionic.

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Reptoids aren't in the mod yet, and I assure you they'll be quite interesting. A hint: they are not aliens.

The British Royal Family?  ;D
And I got the "not alien" from the autopsy in my game.

Personally I'm betting on Gillman descendants/offshoots. I always thought a lot more could have been done with the poor Gillies, as they are a species defeated by alien invasion - I once had this story idea for a "Last Days of the Gillmen" story, where we see their society before T'Leth falls, then its effects. The Gillmen polities ("Schools", as in fish schools?) create a X-COM equivalent, as civilization falls, their race dies in cold, hunger and conflict between themselves and the new alien invader, their leaders sell themselves out in drooves to the Aquatoid aliens and their world cools down into a nuclear winter snowball.


195
The X-Com Files / Re: The X-Com Files - 0.4.2 alpha: Going Postal
« on: July 31, 2016, 11:23:38 am »
I got a computer once again! Once I get some free time, I'm gonna have lots of fun with this mod! Playing FMP in the meanwhile, its fantastic!

So, while I was munching on some biscuits, I thought about new ways of making the player suffer, some ideas I always I could implement.
 Here's what I got in mind:

- Give Dodge to Floaters, sorta like the remake? Alternatively, make them fly as fast as they "walk" (I may be wrong, but I think hovering uses more TUs than walking).
- Give Reapers the ability to "walk" into the scenery, allowing them to attack you through walls, for example.
- No idea what to give Sectoids. Maybe in the mid-game from then on they come in "Pectoid" (like Xcom2) varieties with Mechtoid support? One psionic in every vessel instead of just in Terror Missions and such?

- I always thought the Snakemen were the lamest of all aliens. Sectoids have telepathy, Floaters fly, Snakemen... uh, Chrysalids are their terror troops? They're pretty much "uh, we're middle-game aliens with middle-game stats." So here's an idea: UFOPaedia tells us that Snakemen are very efficient reproducers. Bring that ability into the game! Have them keep laying eggs during missions, creating "Snakemen Hatchlings" or some unit like that, some mini-snakeman with a built-in attack (say, venomous spit. Also, makes Hazmat more useful!). Something weak, but could be hell if left alone to fester.
        I'm thinking this would make the Snakemen the "breeder" aliens that punish camping. It also provides a nice contrast with the Chrysalids - Snakemen breed by themselves and punish campers, Chrysalids need civvies or X-COM to increase their numbers, and punish those who advance wrongly or fail to save civilians from them. This could also make Snakemen Terror a new level of terror - choose between rushing to avoid the Snakemen Apocalypse, or camp to avoid being swarmed by the Chrysalid Apocalypse?

- Reptoids regenerate. Failed to kill that Reptoid? It will heal soon.


Need to think of ways the player could be hurt strategically by the aliens, hmm...

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