Ludeon Forums

Ludeon Forums

  • July 15, 2019, 04:35:54 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [A12] Skynet SK v.1 (29.08.15)  (Read 19346 times)

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
[A12] Skynet SK v.1 (29.08.15)
« on: August 28, 2015, 09:39:28 PM »




Adds a new mechanoid-type faction to the game. Skynet concluded that all of humanity would attempt to destroy it and impede its capability in safeguarding the world. Skynet's manifestation is that of an overarching, global, artificial intelligence hierarchy, which seeks to exterminate the human race in order to fulfill the mandates of its original coding.

For this solution, Skynet has these machines:

  • The Terminator (type T-800) is an infiltration unit, part man - part machine. Underneath it's a hyperalloy combat chassis, microprocessor-controlled, fully armored, very tough. But outside it's living human tissue. Flesh, skin, hair, blood, grown for the cyborgs. The endoskeleton is actuated by a powerful network of hydraulic servomechanisms, making Terminators superhumanly strong.
  • The Terminatrix (type T-X) is designed to not only terminate humans but also rogue Terminators reprogrammed by the Resistance, an "anti-terminator terminator". It is a composite of the T-800, a solid endoskeleton covered with a liquid metal "mimetic polyalloy", allowing it to take the shape of any humanoid it touches. Because it is only coated in this material, it is possible to remove it from the endoskeleton using immensely strong magnetic force, such as that from a cyclic particle accelerator.

PERMISSIONS
Personally restricted for Ninefinger with Ultimate Overhaul Modpack using any content made by skyarkhangel.


v.1
« Last Edit: August 29, 2015, 12:38:31 PM by skyarkhangel »
Logged

Dragoon

  • Colonist
  • ***
  • Posts: 878
  • trash
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #1 on: August 28, 2015, 09:46:00 PM »

oooo very scary
Logged
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Too-DAMN-Much

  • Colonist
  • ***
  • Posts: 214
  • Refugee
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #2 on: August 28, 2015, 11:12:09 PM »

this sounds like it might be fun to play with for my next colony, i'm not entirely sure from the description though, the T-800 can be stolen from the enemy's faction somehow and converted into a colonist? but the T-X will come more often to terminate them if so?
Logged

skyarkhangel

  • Colonist
  • ***
  • Posts: 650
  • Skynet machine
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #3 on: August 29, 2015, 01:08:38 AM »

this sounds like it might be fun to play with for my next colony, i'm not entirely sure from the description though, the T-800 can be stolen from the enemy's faction somehow and converted into a colonist? but the T-X will come more often to terminate them if so?


Nope. It works like mechanoid hive. In first version i make some art.. like Arnold Sh. and Kristanna Loken (TX, from Terminator 3)  :P

TX have combat power, like 1.5 centropede (weight). TX can kill two centopedes simultaneously. Moreover, use cover and such fast... very serious opponent. Of course only for those who have balls of steel 8)
« Last Edit: August 29, 2015, 01:22:43 AM by skyarkhangel »
Logged

Romi

  • Colonist
  • ***
  • Posts: 229
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #4 on: August 29, 2015, 01:34:07 AM »

Cool this mod got potential.
Logged

rsof69

  • Colonist
  • ***
  • Posts: 103
  • Beater
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #5 on: August 29, 2015, 02:05:25 AM »

Pls make them tame able so I can have them as a pet :D

sorry for my bad english
Logged

erahbocm

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #6 on: August 29, 2015, 02:19:52 AM »

Pleeeease make the type T-800's recruitable. It'd be amazing to have a T-800 as the Head of Security for my colony.
Logged

caboose410

  • Drifter
  • **
  • Posts: 26
  • Refugee
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #7 on: September 01, 2015, 04:41:47 PM »

Plz make both of them recruitable. But to make it balanced you'd have to craft stuffs like chips or large amount of research.
Logged

Match

  • Colonist
  • ***
  • Posts: 104
  • Refugee
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #8 on: September 09, 2015, 12:46:12 PM »

Oh this is awesome!
Logged

Smexy_Vampire

  • Colonist
  • ***
  • Posts: 249
  • Refugee
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #9 on: October 09, 2015, 03:50:33 AM »

tx vs the MAI fully combat redy ?
Logged

Dragoon

  • Colonist
  • ***
  • Posts: 878
  • trash
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #10 on: October 09, 2015, 02:14:35 PM »

You say the T-x is designed to terminate rouge/reprogrammed terminators. Do you have any future plans to allows to obtain the T-800s or any other not yet introduced terminators that allow them to do the anti-terminator terminator thing?
Logged
Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Smexy_Vampire

  • Colonist
  • ***
  • Posts: 249
  • Refugee
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #11 on: October 24, 2015, 11:56:03 PM »

would it be posable to make them captuarble after some research like the mia mod had a build-able  ai thingy so you could make the terminator need a spcial bed and a reprogram station some how ?
Logged

WarlordToby

  • Drifter
  • **
  • Posts: 35
  • The evil genius
    • View Profile
Re: [A12] Skynet SK v.1 (29.08.15)
« Reply #12 on: November 11, 2015, 02:23:40 PM »

Would appreciate having regular terminators... You know, mechanical skeletons those carry pulse rifles(?) and... Well, basic, slow skirmish units.
Logged