Author Topic: [ENEMY] New Race: Reptoid  (Read 22768 times)

Offline Solarius Scorch

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Re: [ENEMY] New Race: Reptoid
« Reply #15 on: May 20, 2014, 12:10:09 pm »
The "problem" with the Salamandrons is the incendiary damage. Power Suits and Flying Suits are completely fire-proof making those weapons rather pointless for the aliens to have. For a test I removed the Stun/Fire immunity from all armors and it really improved gameplay, because it made more weapons and tactics possible.

I don't feel comfortable with changing vanilla equipment on a whim, just because of one alien. I'd rather wait for this "natural weapon" feature to be added to the game.
Until then, the Salamandron will indeed be harmless to Power Suits... but it'll still fry Civilians.

Offline robin

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Re: [ENEMY] New Race: Reptoid
« Reply #16 on: May 20, 2014, 04:45:11 pm »
2. Units which happen to have explosive attacks do usually just mill around, doing little.
What do you mean?

Offline Bones

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Re: [ENEMY] New Race: Reptoid
« Reply #17 on: May 20, 2014, 07:13:59 pm »
Is it neccessary to start a new game to use this mod? I still didnt meet any Reptoids ingame after several hours of gameplay. I might just be incredibly unlucky, but Mutons and Ethereals are already all over the place, but no sign of your little red godzillas.

Offline Solarius Scorch

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Re: [ENEMY] New Race: Reptoid
« Reply #18 on: May 20, 2014, 07:30:28 pm »
Is it neccessary to start a new game to use this mod? I still didnt meet any Reptoids ingame after several hours of gameplay. I might just be incredibly unlucky, but Mutons and Ethereals are already all over the place, but no sign of your little red godzillas.

I guess you're just unlucky. In my current game, it's only Sectoids, Reptoids and Ethereals, and occasionally Mutons; no sight of Floaters, Snakemen or Waspites. This is how the game works, some races are initiated and some not, according to randomness and complex alien mission mechanisms.

Offline Dioxine

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Re: [ENEMY] New Race: Reptoid
« Reply #19 on: May 20, 2014, 07:31:35 pm »
What do you mean?

You really don't want to know. Trust me.

Offline Sectoid_Soldier

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Re: [ENEMY] New Race: Reptoid
« Reply #20 on: May 20, 2014, 07:32:46 pm »
Reptoids suit the game, along with insect-type aliens, with multifaceted eyes.

Offline robin

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Re: [ENEMY] New Race: Reptoid
« Reply #21 on: May 20, 2014, 07:42:15 pm »
You really don't want to know. Trust me.
I want to give an unit an explosive ray attack. Like Cyberdisc but causing an explosion where it lands.
If there are things to beware about this, I'd like to know.

Offline Dioxine

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Re: [ENEMY] New Race: Reptoid
« Reply #22 on: May 20, 2014, 07:48:43 pm »
Don't do that, this unit will be fairly harmless to XCom unless:

a) the battle lasts long/it is so hard to kill that it will last long (Sectopod-tier);
b) it is affected by morale and can be driven into desperation.

Offline robin

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Re: [ENEMY] New Race: Reptoid
« Reply #23 on: May 20, 2014, 07:54:34 pm »
They won't attack?
Units equipping explosive weapons in the tests I did, seemed to attack normally.


Shit I was derailing the thread. Continued elsewhere.
« Last Edit: May 20, 2014, 07:57:16 pm by robin »

Offline Bones

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Re: [ENEMY] New Race: Reptoid
« Reply #24 on: May 20, 2014, 09:08:43 pm »
Must have had a little brain fart yesterday.

A little fix (Just for the corpses) to my translation. Was a little different from how the original alien corpses are translated. Now it will fit in.

Code: [Select]
      STR_REPTOID_CORPSE: Mrtvola Plazoida
      STR_SALAMANDRON_CORPSE: Mrtvola Salamandrona

Offline Solarius Scorch

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Re: [ENEMY] New Race: Reptoid
« Reply #25 on: June 20, 2014, 04:37:40 am »
I am completing a larger compilation of alien races, which will feature Reptoids. Therefore this mod will be discontinued from now on.
From now on, for Reptoids and more, check my Recycled Alien Collection mod!
« Last Edit: June 20, 2014, 04:42:37 am by Solarius Scorch »