Hi to all!
Good to know there is some X-Com members alive and kicking!
Well about the uploads:I will try to upload two files, one is a short note with some rough ideas about this X-Com mod (it appeared in my head some three days ago,more or less) and the othe one (bigger) is a detailed log of the modifications I stole or invented in my Proportions Modded Game.
Sorry I can give you some hard file info about X-Com in Space Empires, but for now is only an idea I have, but with your help we can do it!
Besides, i will try to cpy and paste the first (smaller) X-Com related file, just in case...
I would be enormously pleased to know what you think about it, and of course I will welcome ideas from everybody.
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X-Com Ideas File v1.0 - February 12 th, 2003
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X-Com Race:
I imagine this race as a splinter colony, long time isolated from terrans.
They inherited all the ufopaedia data compiled by their predecessors (the original X-Com
team of scientists, engineers, soldiers) So, they have some special technologies.
As they are strong in some areas, I think they have to be weaker in others: for example,
if they have very good armor (because of an "Alien Alloys" technology) they would have weaker shields.
My idea is not to develop an exlusive tech tree with technologies available only to this race.
Instead, I think they can have access to the same common technologies, but the X-com racial trait would enable them to research technologies which in turn give them MOUNTINGS to improve some of the components or facilities. On the other hand, some special mountings would be present to degrade their technologies in other areas, to balance the race and not to make them godlike. Itīs not my idea to make the "most powerful race to take all others by assault".
Quick IDEAS:
Areas in which they can be stronger than the average of other races:
(Having in mind the original X-Com game research tree)
Plasma Weapons
Armor (Alien Alloys)
Supplies consuption (As Elerium-115 based powerplants are very energy efficient, 99% of the matter is transformed to energy as quoted by the original game).
Difficulty in refining or sintetizing Elerium-115 can be represented by giving the race a low
radioactives refining percentage. Or, may be, an "Elerium Power Plant" element can be modelled,
having a very high cost in radioactives and the supplies generating ability to feed the ships engines.
This Last comp can be combined with the elimination of the supplies bays for this race.
Troop weapons (this will not be very useful because of the nature of ground combat resolution in SEIV)
But: I hope some future Version of S.E. WILL allow surface tactical combat with maneuvering units!!!
Of course, you will be able to switch this option off if you donīt like it and resolve ground combat as in the present way.
(Please: let everyone know about this Last thought in order to ask the people at Malfador to implement it!)
Gauss Weapons (they can be some kind of improved projectile weapons)
Fighters (?) As they intercepted so many UFOs, they would know a litle bit about making efficient interceptors!
Fusion Ball Launcher: A kind of guided projectile launcher, very powerful, but low rate of fire and bulky.
Some weapon to hit advantage: The use of improved communications improve the tactical combat coordination derived from the use of some "Hyperwave Decoder" component.
COMPONENTS: I would like to "import" some of the X-com images as components or facilities to use in SE IV.
Help in the race AI area will we be kindly accepted, as I donīt know anything about tweaking AI files.
I will try to learn and make a decent shipset (ugh!)
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Of course, feedback and additions to this humble start wil be MOST WELLCOME!!
Let me know what you think about it, and best of all think some new ideas!
See you!