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WHAT'S NEW IN Sid Meier's Alien Crossfire

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  • WHAT'S NEW IN Sid Meier's Alien Crossfire

    NEW FACTIONS:

    • Nautilus Pirates:

      Agenda: Pillage and Burn
      Tech: Doctrine (Mobility), Doctrine (Flexability)
      • -1 effencicy
      • -1 growth
      • Free naval yard with the discovery of Doctrine (Inititive)
      • Can build sea enhancements in ocean squares with advanced ecological engineering
      • Sea colony pods and sea former prototypes free
      • Bonus minerals from ocean self squares
      • Marine detachment abilty free with the discovery of adaptive doctrine
    • Manifold Caretakers:

      Agenda: Prevent Transcendence
      Tech: Progenitor Pysch, Centauri Ecology, Field Modulation, Information Networks, Biogenetics
      • 25% bonus on defense
      • +1 planet
      • Free recycling tanks at every base
      • "Energy grid" at every base
      • Extra colony pod, battle orge MK1
      • All prototyped units have 2-square sight
      • Posses a physical scan of planet (same as having unity survey on)
      • Can direct research efforts (no blind research ever!)
    THE NEW SECRET PROJECTS:

    • Cloudbase Academy: 300 [MMI]

      Free aerospace complex at everybase

    • Manifold Harmonics: 500 [Secrets of the Manifolds]

      Increase resources in fungus/monolith squares depending on your planet rating
      • 0 planet: +1 energy
      • +1 planet: +1 nutrient +1 energy
      • +2 planet: +1 nutrient +1 energy +1 mineral
      • +3 planet: +1 nutrient +2 energy +1 mineral
    • Nethack Terminus: 400

      Self-aware machines
      • +1 morale to probe teams
      • -25% cost to probe actions
      • Probe teams with fusion reactor or better get algorithmic enhancement for free
    • Planetary Energy Grid: 300

      Adaptive Economics
      • Free energy bank in every base
      • Stockpile energy produces 25% higher returns
    THE NEW BASE FACILITIES:

    • Aquafarms: 80/1 [Progenitor Pysch]
      • All kelp farms worked by base get +1 nutrients
    • Brood Pit: 80/2 [Centauri Genetics]
      • +1 lifecycle, negative lifecycle effects cancled in base square
      • -25% cost to alien units
      • Base gets +2 police rating
    • Flechette Defense System: 120/2 [N-Space Compression]
      • Provides +50% defense against conventional missles up to two squares away
      • 50% chance of shooting down a planet buster if you don't have an ODP up to two squares away, effects are culmative (2 FDS gives the PB a 25% chance of hitting)
    • Geosynchronus survey pod: 160/4 [N-Space Compression]
      • Increases base sighting range to three, acts as a sensor array, ODPs and probe can destrpy it
    • Subsea Trunkline: 120/4 [Planetary Economics]
      • All mining platforms worked by a base generate +1 minerals
    • Subspace Generator: 600/5 [Singularity Mechanics]
      • Once the progenitor factions build six generators in bases size 10 or higher, the communicator calls in reinforcements, thereby ending human habitation on Planet with a progenitor victory
    • Thermocline Transducer: 80/0 [Adaptive Economics]
      • all tidal harnesses worked by base produce +1 energy
    THE NEW BASIC UNIT TYPES:

    • Battle Orge Mk1: 100

      Not available
      • Resonace laser: (A6)
      • Resonace armor: (D3)
      Fisson reactor [Police]
      Any damage taken is permanent

    • Battle Orge Mk2: 150

      Not available
      • Resonance bolt: (A12)
      • Resonance armor: (D8)
      Fusion reactor [Police/Dissociate wave]
    • Battle Ogre Mk3: 200

    • Not available
      • String disrupter: (A30)
      • Statis generator: (D12)
      Quantum reactor [Police/Dissociate wave]
    • Fungal Tower: 110

      Not available
      • A fungal leader... "you gotta see this one"
    • Sealurk: 60

      Centauri PSI
      • A new vicious sea worm
    • Spore Launcher: 50

      Bioadaptive Resonance
      • Mind worm artillery
    • Unity Mining Laser: 20

      Not available
      • Basically a unity version of laser infantry
    THE NEW WEAPONS AND ARMOUR:

    • Fungal Payload: 24 [N-Space Compression]
      • Basically causes a fungal bloom
    • Resonance Bolt: 16/A12
    • Sentient Resonance
      • Same as a tachyon bolt except it give +25% in PSI combat
    • Resonance Laser: 8/A6 [Bioadaptive Resonance]
      • 6 attack with +25% in psi combat
    • String Disruptor: 40/A30 [String Resonance]
      • The best gun money can buy
    • Tectonic Payload: 24 [N-Space Compression]
      • Causes earthquakes that raise the land...think quickie energy farm
    • Pulse 3 Armor: D3 [Adaptive Doctrine]
      • same as plasma armor except u get 25% against rovers and hover tanks
    • Pulse 8 Armor: D8 [Super Tensile Solids]
      • Same as neutronium armor except for the +25% against speeders and hover tanks
    • Resonance 3 Armor: D3 [Field Modulation]
      • Same as plasma armor except for the +25% against psi units
    • Resonace 8 Armor: D8 [Sentient Resonance]
      • Same as neutronium armor except for the +25% against psi units
    THE NEW SPECIAL ABILITIES:

    • Algorithmic Enhancement: 1 [Nanominiturization]
      • Halves probe team failure...probes can now penetrate the HSA and factions with +3 probe but with a high chance of failure
    • Dissociative Wave: 2 [Centauri PSI]
      • Fizzles special abilities... nullifies specials such as COMM. jammer
    • Fuel Nanocells: 1 [Matter Compression]
      • Add +2 to an air units range
    • Marine Detachment: 1 [Adaptive Doctrine]
      • Can capture damaged ships
    • Soporific Gas Pods: 1 [Bioadaptive Resonance]
      • Reduce enemy morale by 2 when attacking
    THE NEW LANDMARKS: ("I have only encountered one so far")

    • The Unity Wreckage
      • Gives you a Unity laser infantry "but it looks TERRIBLE! I hope they change the graphics on it --- it is the worst looking landmark ever"!
    Last edited by Martin Gühmann; December 2, 2011, 19:53.
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