Author Topic: [Enemy] Traitors mod  (Read 3065 times)

Offline KiethSomataw99

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Re: [Enemy] Traitors mod
« Reply #15 on: August 09, 2018, 02:56:25 am »
I was thinking that the traitors would be classified as Grunts, meaning they would have the alien ranks of Grunt Soldier, Grunt Engineer, Grunt Medic, Grunt Navigator, Grunt Leader, and Grunt Commander. Grunts have similar statlines to X-COM soldiers and Grunt Commanders also have Psionic Powers. Their terror unit is the Juggernaut, a traitor human in a mighty warsuit with extreme health and heavy armor. The Grunts will have the sprite of those soldier in white/grey uniforms. Deceased Grunt will become Grunt Corpse.

Partial Interrogation Research of Grunt: Human soldiers fighting for the aliens have been referred to as Grunts by X-Com operatives. Well trained and disciplined roughly to X-Com standards and armed with alien weaponry, these traitorous soldiers generally originate from countries that have signed formal alliances with the alien forces. Whether it is by mind control or willful obedience these troops follow the aliens' orders without question, even if it means murdering defenseless civilians in terror attacks. Even their commanders are trained in psionic arts to confuse or control their enemies. Their associated terror unit is the Juggernaut, a Grunt in a mighty and durable warsuit.

Offline Yataka Shimaoka

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Re: [Enemy] Traitors mod
« Reply #16 on: August 09, 2018, 10:11:32 am »
Hey, I like that, though the only problem I can think of on making this happen is that I don't know how to specify in the .rul files on how to make these traitors appear only once a certain point in the game is achieved. I can lock the retaliation runs via research, but I absolutely no knowledge on how to do it on the alien UFOs and missions. I tried back then to have the traitors to be assigned with a terror pool, which will only happen if research A is complete, however the did appear even though the requirements for their appearance has not been reached yet. Thanks for that cool wall of text, I'll implement it on the ufopaedia page on the mod, and maybe try some experiments to make some of your ideas to work

Offline KiethSomataw99

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Re: [Enemy] Traitors mod
« Reply #17 on: September 21, 2018, 04:27:26 am »
Maybe it be easier just to make them appear after a certain month in the game, fairly early on. 2nd or 3rd month perhaps.