Ludeon Forums

Ludeon Forums

  • November 30, 2020, 02:45:22 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Suggestion: Mechanoid Sleeper Agents  (Read 95 times)


  • Drifter
  • **
  • Posts: 47
  • Refugee
    • View Profile
Suggestion: Mechanoid Sleeper Agents
« on: November 21, 2020, 08:08:11 AM »

This could be done in one of two ways:

1. Hidden character trait - Any character (except the starting ones) that joins the colony could come with a hidden status (or bodypart, if they even can be hidden) making them a Mechanoid Sleeper Agent.

2. A random event that can turn any existing character into a Mechanoid Sleeper Agent on the spot. This is the less favourable option, since it could also affect the starting characters, but it'd probably be far easier to implement.

Now, the Mechanoid Sleeper Agent (henceforth called MSA) would be a humanlike machine (think terminator infiltrators) that will reveal itself at a least opportune time (for your colony) to aid their mechanoid overlords against you (so during a sufficiently big mechanoid raid), turning against its former comrades.
In case you manage to successfully neutralize the MSA, its body will contain a whole slew of high-tier prosthetics and - on a rare occasion - a techprof subpersona core.

As a tangentially related idea, there could be an Empire Inquisitor event - one of your colonists caught an eye of the Stellarch's Inquisition, and must be put under investigation.
Even if the colonist is proven to be human, the Inquisitorial investigators - being known for their carnal methods of interrogation - will leave your colonist in a lasting pain and a resulting mood debuff, but will reimburse you for the trouble.
In case the colonist turns out to be MSA, you'll have a choice of either executing them (you get the loot mentioned in a previous paragraph) or give them away to the Empire for some royalty-related diplomatic favor. Or keep the colonist to disable their Hive Uplink (you get a heavily augumented supercolonist that's no longer MSA) and fight the Empire with all its wrath.
« Last Edit: November 21, 2020, 08:11:11 AM by Holvr »


  • Transcendent
  • *****
  • Posts: 9575
  • Refugee
    • View Profile
Re: Suggestion: Mechanoid Sleeper Agents
« Reply #1 on: November 21, 2020, 08:19:06 AM »

That remind me at the similar event from HCSK modpack.
Terminator could infiltrate you at that way, and these terminators are a strong enemy. Luckily you prolly own an own terminator which came from the future to aid you! :-)
Not to speak that dead terminator can reanimate themself, so be sure they are dead or butchered :-)


  • Colonist
  • ***
  • Posts: 200
  • Refugee
    • View Profile
Re: Suggestion: Mechanoid Sleeper Agents
« Reply #2 on: November 22, 2020, 09:58:46 PM »

As long as dogs can sniff out infiltrators I'm game. (You always have to think of a way for players to over come the challenge).  I've been arguing for the same thing for a long time now. I figure some modder will implement eventually.

If you have ever seen the wanderer turned traitor event from Vanilla Events Expanded, that might give you modders an idea of how to code this.