TGMC:Hivelord: Difference between revisions
imported>AzonStarfall Adds Hive Structures |
imported>AzonStarfall Adds Hive Structures (Xeno Formatting) |
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Through the Queenmother's Blessings menu, advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines. | Through the Queenmother's Blessings menu, advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines. | ||
{| | {| class="wikitable" | ||
|- | |- | ||
! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Structure !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Description !! scope="col" style="background:#312d43; color: white; border:3px solid #cc6600" | Psy Point Cost | |||
|- | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_acidturret.png|64px]]<br>'''Acid Turret''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|An independently targeting turret that fires highly caustic acid globs. Cannot be placed within 6 tiles of another turret, near shutters or fog. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 100 | |||
|style=" | |||
An independently targeting turret that fires | |||
|- | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_resinturret.png|64px]]<br>'''Resin Turret''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|An independently targeting turret that fires sticky resin globs. Deals stamina damage to targets, as well as leaving sticky resin beneath their feet. Cannot be placed within 6 tiles of another turret, near shutters or fog. ||style="background:#312d43; color: white; border:3px solid #ff7e00"| 50 | |||
|style=" | |||
|- | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_silo.png|64px]]<br>'''Silo''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|A writhing spawning pod that slowly generates larva over time. Silos serve as anchor points for the xenomorph hivemind; without them, the network begins to collapse under strain. The hive will require a silo 15 minutes after the shutters drop, and will suffer an orphan hivemind failure if there is no silo for 5 minutes after this point.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 800 | |||
|style=" | |||
A | |||
|- | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_evotower.png|64px]]<br>'''Evolution Tower''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|A complex nerve tower that preemptively simulates evolution paths, preparing xenomorphs for their next evolution stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.25 times per tower, and can be repeated with multiple towers.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 300 | |||
|style=" | |||
A complex | |||
|- | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_maturitytower.png|64px]]<br>'''Maturity Tower''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|A complex biological tower that serves as a global growth enhancer, preparing xenomorphs for their next maturity stage at an accelerated rate. Each tower increases the rate of evolution point gain by 1.20 times per tower, and can be repeated with multiple towers.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 300 | |||
|style=" | |||
A | |||
|- | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_spawner.png|64px]]<br>'''Spawner''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|A spawning pod for the weak but numerous minion strains. The spawners will generate minions up to a point of half the total number of detected minds in local space. Each produces one minion every between 45 seconds and 3 minutes until this capacity is met.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 600 | |||
|style=" | |||
A spawning pod and psionic beacon for the King xenomorph. When constructed, takes a short period of psychic gathering before the king spawns. A random xenomorph is selected to take the mind of the king. | |- | ||
!scope="row" style="background:#312d43; color: white; border:3px solid #cc6600"|[[file:TGMC_xeno_kingpod.png|64px]]<br>'''King Pod''' | |||
|style="background:#312d43; color: white; border:3px solid #ff7e00"|A spawning pod and psionic beacon for the King xenomorph. When constructed, takes a short period of psychic gathering before the king spawns. A random xenomorph is selected to take the mind of the king.||style="background:#312d43; color: white; border:3px solid #ff7e00"| 1800 | |||
|- | |- | ||
|} | |} |
Revision as of 23:19, 15 November 2021
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
UNDEFINED XENO | |
Hivelord |
Difficulty: Intermediate |
The Hivelord
You are the Supreme Builder of the hive. Compare to the virgin combat drone, you are a chad, master of the robust resin. You construct in your infinite autism (or stupidity) to ensure that xenomorphs have map control over the marines.
Playing the Hivelord
As the Hivelord, your duties remain similar to those of a Drone:
- Weeding areas like no tomorrow
- Planting weed behind xenomorphs' push so that they can retreat faster
- Healing wounded xenomorphs
- Annoying marines by stinging them with larval accelerator
- Cocooning marines for psychic points
- Making resin walls far FOB to make marines cry when they can't gun-ho
- Building resin walls near FOB to let xenomorphs rest
- Emitting Pheromones for your sisters
- Farting out sticky resin to slow marines down
However, compared to a drone, your new profounded abilites to wrap the map to your design bring new expectations from you:
- Avoiding being a bigger and faster combat drone
- Placing jelly pods to soft-counter flamers
- Extinguishing fire with acid wells
- Putting acid turrets to deny areas for marines
- Digging tunnels to flank marines and increasing QoL for xenomorphs
- Decreasing firing lanes with resin walls that you can build IN FRONT OF YOU
- Spitting weaker sticky resin to slow and anger marines that are chasing you
- Protecting the spawning silos
- Specifically making resin patterns that counter flamers (it's resin wall, resin door, resin wall)
You make the defense for the hive. To protect spawning pools and xenomorphs in the front line, you construct resin structures that limit marines' mobility and firing lanes.
You are the weed master. You and the hive rely on weed. If you're somewhere without weeds, you should plant them as efficiently as possible since due to your movement speed slowdown off of weeds. Weeds spread from a resin sac to form a 7x7 square minus the 4 corner tiles.
Resin walls are your friends. Use singular pillars of resin to provide the faster CQC caste,(Runner, Hunter, Ravager, Warrior, Defender) a place to not only protect themselves from Marine fire but also provide them with a place to draw them into melee. Remember to place jelly pods when able, they are a major asset to the hive in the form of fire protection, allowing runners and other melee classes to take it to the flame-thrower wielding specialist. Just keep in mind, if you do a "Killer Pillar" type of defense, your lowering the effectiveness of the Boiler, Crusher, And Bull, so keep that in mind while your building.
Using your dig tunnel ability, you can create links to virtually any tile on the map that operate as fast travel points. Unlike vents, xenos can crawl through these with humans in their stomach. Your thick resin walls are much stronger than the walls the queen or drone can build, and you are able to build in a 1 tile radius around you unlike the drone. Your Hivelord Speed ability lets you move quickly on weeds, allowing you to quickly move in and out of fire lines to build walls, pushing up on marine firing lines, or to slow down marine pushes.
Tunnels connect xenomorphs to endangered silos. All silos have tunnels, and when they are endangered, it is expected to reach the silos ASAP.
When marines are pushing into the hive, make sure to toggle your Hivelord Speed, and flank them to discourage rushing. You are integral in your ability to rebuild recently destroyed defenses, and sticky resin fields. The more you build, the more you destroy the marines morale.
Maturity Statistics and Evolution Paths
You can only evolve into defiler at this point, which can be a strong boon to the hive. However, if there are already 1 or two Defilers, the hive would be much better served by you staying Hivelord, and creating tunnels, and Thick Resin defenses.
Maturity increases stats as follows.
- Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
- Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
Age | Health | Plasma | Plas Regen | Slash | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid |
Young | 300 | 800 | 50 | 17 | 15 | 15 | 15 | 15 | 0 | 10 | 10 | 15 | 10 |
Mature | 325 | 900 | 60 | 17 | 20 | 20 | 20 | 20 | 0 | 15 | 15 | 20 | 15 |
Elder | 340 | 1000 | 63 | 20 | 25 | 25 | 25 | 25 | 0 | 18 | 18 | 25 | 18 |
Ancient | 350 | 1200 | 65 | 20 | 30 | 30 | 30 | 30 | 0 | 20 | 20 | 30 | 20 |
Hivelord Abilities
Ability | Description | Plasma Cost | Cooldown |
---|---|---|---|
Toggle Bump Attacks |
This ability allows you to toggle bump attacks on and off. If for some reason you want to avoid them, toggle this off. The red arrow means it's on; the green arrow means it's off. | N/A | N/A |
Rest |
This ability is used to rest and get up, you will heal faster when resting on weeds. | Easy | N/A |
Psychic Drain |
This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points and 1/8 of a larva. | 100 | Easy |
Plant Weeds |
Clicking on ability icon will let you select the types of weed.
The resting weed gives a 20% boost of healing in plasma and health whereby other weeds heal normally. It's the only weeds to help restore sunder and cost twice as much plasma. The sticky weeds slows marines down. It costs five times more plasma.
|
Easy | 75 |
Place acid well |
Place an acid well that can put out fires when a xenomorph steps on the acid well. | Easy | 75 |
Choose Resin Structure |
Click to choose which resin structure you wish to build with Secrete Resin. It will always default to Resin Wall upon evolution. | Easy | N/A |
Secrete Resin |
Builds whatever resin structure you have chosen in Choose Resin Structure on your hotbar, on your current tile. | Easy | 75 |
Transfer Plasma |
Lets you transfer a set amount of plasma to any target within a 2 tile range. You must not move while transferring, and if the target moves further than 2 tiles away from you, the channeling is cancelled. | Easy | See Desc. |
Corrosive Acid |
Lets you expel weak acid from your body on to any structure/object you are able to. Drone acid is very weak, and a Spitter, Drone, or Queen's acid should be used instead if available. | Easy | 75 |
Dig Tunnel |
This allows you to create a quick method of travel between two points on the map. (currently broken on Ice Colony) This allows the hivelord to create a secondary hive escape point, or even quick routes to the front lines. | Easy | 200 |
Resin Spit |
Allows you to spit a sticky resin at range that places a thin sticky resin at the target | Easy | N/A |
Emit Pheromones |
Emit one of the three Pheromones. It is advised to emit the pheromone that are not already being emitted, as pheromones don't stack except for Frenzy pheromone. Your pheromones will grow stronger as you mature. | Easy | 30* |
Create Resin Jelly |
Create a fireproof jelly. | Easy | 30* |
Place Resin Jelly pod |
Place down a dispenser that allows xenos to retrieve fireproof jelly. | Easy | 30* |
Resin Walker |
This allows you to move faster when on resin, allowing you to defend the hive more effectively. | Easy | 30 |
Hive Structures
Through the Queenmother's Blessings menu, advanced construction castes have the ability to make powerful static structures which provide either defense, passive support, or offensive power to the hive. These require Psionic Points to construct, which can be gathered from dead marines.
Hivelord tips & tricks
- You are the supreme hive builder. Ensure that you build appropriate defenses for the queen, then create tunnels to the front line, and a backup base.
- Xenos operate best in narrow, enclosed spaces. Consequently, marines operate worst in narrow, enclosed spaces. Build accordingly.
- Here's an example of a Xeno Hive on LV-426
- The strength of your corrosive acid is only rivaled by the Queen and the Boiler. You can also claw open holes in walls created by other xenos.
- You may be able to 1v1 a marine in a pinch, but it's best to leave the combat to the combat castes, you can help by flanking marines and distracting them before a charge from the ravagers, crushers, and other combat xenos.
- A controversial tactic as hivelord/drone is to wall off certain areas of the map, or lanes of retreat with extremely thick resin wall fields, to force marines to give up on their attempts to break through. This maneuver is countered easily by tanks with machine guns, so it's best to employ this tactic in tight areas.
- If you hit a marine directly with your sticky spit. You will slow them down immediately. Use this to help you escape pursuit.
- Multiple non fully-charged acid wells can help both slow down marine pushes, and provide fire suppression for your sisters.
- Jelly pods can make or break sieges and pushes, make sure your fellow xenos know that jelly pods are available and where they are built.
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot |
Vehicle Crew | Assault Crewman, Transport Crewman | |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Doctor, Researcher | |
Marines | Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |