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Nordick posted:Sorry for going a bit off-topic, but this is a rather active thread and somewhat related, so I figured it's my best bet: XCOM coming out and actually being really good more or less killed off all the momentum Xenonauts had going for it. legoman727 posted:Speaking of Long War, if you plan on actually trying to FINISH the game somehow, 9a is actually uncompletable because you can only blow up the Overseer, not shoot it down for an actual mission. Keeping you from playing the awful final mission is A Feature.
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# ? May 14, 2014 11:46 |
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# ? May 26, 2024 01:45 |
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Pomp posted:Keeping you from playing the awful final mission is A Feature. The final mission in Long War is a proper showdown. 12 of XCom's finest Vs a boss rush of uber-aliens.
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# ? May 14, 2014 11:48 |
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Dominic White posted:The final mission in Long War is a proper showdown. 12 of XCom's finest Vs a boss rush of uber-aliens. God dammit.
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# ? May 14, 2014 11:49 |
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Pomp posted:XCOM coming out and actually being really good more or less killed off all the momentum Xenonauts had going for it. XCOM does its own thing and bloody well at that, while Xenonauts has that old-school charm and a genuine feel of "This is just like old X-COM / UFO but better".
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# ? May 14, 2014 12:03 |
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Well, as mentioned last page, there is a temporary fix for the Overseer bug:quote:HEX FIX TO EXPLODING OVERSEER ISSUE Best turned on just as you encounter it, and then turned off again afterwards.
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# ? May 14, 2014 12:03 |
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There isn't a Xenonauts thread because the project has been in a development purgatory for years. There is really nothing to say about it. That said, since Xenonauts is more or less in every XCOM fan's interests, if something does happen, but it isn't enough to start its own thread, I am not gonna care if you post it here.
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# ? May 14, 2014 15:39 |
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Coolguye posted:There isn't a Xenonauts thread because the project has been in a development purgatory for years. There is really nothing to say about it. It has a development team of, like, four dudes working on a shoestring budget - people need to learn that games don't just magically pop into existence. And it's still probably been in development about as long as the new XCom, it's just that we've seen the whole process from the start.
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# ? May 14, 2014 16:04 |
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To be honest I haven't really been following the development over time. I just saw some very early stuff like two years ago and figured it looked interesting enough to check out again once they've made some progress, and then I kinda half forgot about it. Can't deny that XCOM being awesome helped with that. Then this guy on another forum started a Let's Play Xenonauts thread, and after a few posts I decided I was convinced enough and bought the game. Currently, by what I've seen, the devs are pushing out patches and new builds at a pretty frequent rate, and as far as I understand it they're getting pretty close to release; I read that they are currently entering the "polishing phase" and that the current experimental build might be the last one. And even the latest stable build is very much a playable and enjoyable game, even if it was the finished product I wouldn't regret paying 17 euros for it. It really is good.
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# ? May 14, 2014 16:22 |
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As someone who knows nothing about Xenonauts except some bits from a youtube trailer I googled a minute ago, how does it vary from XCOM? Sell me on this game, what's cool about it.
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# ? May 14, 2014 16:33 |
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gnome7 posted:As someone who knows nothing about Xenonauts except some bits from a youtube trailer I googled a minute ago, how does it vary from XCOM? Sell me on this game, what's cool about it. Not an enormous amount of variance, actually, from what I know. It's essentially if someone set out to remake XCOM with modern control conveniences and a better UI. Oh and a bit less soul to it because they can't use any of the cool alien designs. And it's kinda buggy because it's still heavily in development. If you like the original XCOM you'll probably like Xenonauts. Arthur Wolfe did a big session on it some time ago. I'll dig out the link. https://www.youtube.com/watch?v=M8e-MqrHV7g OwlFancier fucked around with this message at 16:42 on May 14, 2014 |
# ? May 14, 2014 16:40 |
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Dominic White posted:It has a development team of, like, four dudes working on a shoestring budget - people need to learn that games don't just magically pop into existence. And it's still probably been in development about as long as the new XCom, it's just that we've seen the whole process from the start. Yeah undercapitalization will murder any venture, but it will REALLY murder software ventures just because of how much money competent developers can make in corporate America. No joke, the unemployment rate for developers in my specialty in my city is 0.4%. Zero point four percent. And the median salary is more than the median family income for an American family. I don't think it's surprising that it's been in purgatory for so long, but by the same token it's hard to generate enough news and buzz to justify your own thread like that, sadly.
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# ? May 14, 2014 16:58 |
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gnome7 posted:As someone who knows nothing about Xenonauts except some bits from a youtube trailer I googled a minute ago, how does it vary from XCOM? Sell me on this game, what's cool about it. As for "bit less soul", well, I suppose the aliens themselves aren't quite as "charismatic" as the originals. But overall the art in the game is pretty good, the ambient music gets fantastically creepy and the game manages to conjure this foreboding sense of imminent doom, so I don't think it really has anything to be ashamed of next to the original. Compared to the new XCOM, well, it's obviously a much more traditional specimen of this particular strategy subb-genre, with time units and all that jazz. Whether that's a good thing or not depends entirely on your taste, I suppose. For me personally it just basically scratches the same itch in a different way. EDIT: Also, just to be clear, I wasn't really saying there totally should be a Xenonauts thread. Was just asking. EDIT2: Checking out that video now. Probably not gonna watch all of it, but I'll skim through to get a feel of how much the game has progressed since. Nordick fucked around with this message at 17:03 on May 14, 2014 |
# ? May 14, 2014 16:59 |
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OwlFancier posted:Not an enormous amount of variance, actually, from what I know. It's essentially if someone set out to remake XCOM with modern control conveniences and a better UI. Oh and a bit less soul to it because they can't use any of the cool alien designs. And it's kinda buggy because it's still heavily in development. Sadly, if you want a better Original Xcom experience, you'll want Open Xcom, which is both goonmade and free.
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# ? May 14, 2014 17:02 |
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Obliterati posted:Can someone explain to me how I change the random strings for the mission names? I opened and edited both of the XcomStrategyGame.int files with Notepad++ but it doesn't seem to catch. I'm on Steam, if that's related. Edit: ah, I see you said you already did both... AND go into the one in XCom-Enemy-Unknown\XComGame\Localization\INT In addition, if you have only partially replaced the lists, I think it still looks at the old stuff. So if you can only think of 20 words, copy-paste it several times over to make up to 60 or 80 or whatever the original list length is. I kind of forget. TheCosmicMuffet fucked around with this message at 18:30 on May 14, 2014 |
# ? May 14, 2014 17:44 |
Coolguye posted:Yeah undercapitalization will murder any venture, but it will REALLY murder software ventures just because of how much money competent developers can make in corporate America. No joke, the unemployment rate for developers in my specialty in my city is 0.4%. Zero point four percent. And the median salary is more than the median family income for an American family. What's up dev buddy Plus, if you're making a game in your spare time, you code all day and come home and code more. You do that for a couple months and you burn out or go crazy.
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# ? May 14, 2014 17:49 |
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Nordick posted:As for "bit less soul", well, I suppose the aliens themselves aren't quite as "charismatic" as the originals. But overall the art in the game is pretty good, the ambient music gets fantastically creepy and the game manages to conjure this foreboding sense of imminent doom, so I don't think it really has anything to be ashamed of next to the original. I don't actually know what sort of aliens they have in the later game, but the few I have seen look a little generic. Just kinda weird green lumpy dudes with guns. It does definitely remind me of original XCom with the atmosphere though, the art style is definitely right for that. Hopefully they can make the different aliens memorable and cool to fight.
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# ? May 14, 2014 18:27 |
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OwlFancier posted:I don't actually know what sort of aliens they have in the later game, but the few I have seen look a little generic. Just kinda weird green lumpy dudes with guns. Gameplaywise they're really cool and varied though. You have the dinky not-sectoids that get annoying psi tricks later on, then there are the beefy lizard dudes that are really aggressive but have poo poo aim, killer robots that just inexorably amble forward to gun things down, pesky sniper shits, etc etc. And while the early missions of just clearing tiny scout moped UFOs (like in that video) are pretty underwhelming, the invasion really escalates with time and the game absolutely stops loving around.
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# ? May 14, 2014 18:50 |
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TheCosmicMuffet posted:Edit: ah, I see you said you already did both... The important bit is that you have to replace existing entries, since the game only appears to look at a set number of them. If you add to the existing ones they won't show, I'm pretty sure. Same goes for the pilot names from Long War.
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# ? May 14, 2014 19:32 |
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I've played Xenonauts for a good long while. What I enjoy most about it is the Airwar is drat important, and your own skill in moving your planes matter. Soldiers feel disposable, for the most part, until you have a core of highly skilled officers. Last time I played, I got to the 2nd to last mission, the aliens only managed one or two terror missions, as I was dominating the air so hard that the terror landers couldn't get there. However, at this time, Psionic powers were completely ignoring line of sight, allowing your soldiers to be mind controlled from turn one on the later ship invasions. But, on the flip side, by that point I had 3 drop ships with 4 flying plasma sniper/scouts, 4 medium armor infantry with plasma guns of their own, a tank with a rail cannon, and 2 guys in power armor with their own auto railguns. A terror mission involved me nuking everything and watching aliens explode. Its a good game. Be prepared to lose though, when 5 months down the line you realize that the aliens have been landing everywhere else off radar and costing you tons of funding.
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# ? May 15, 2014 01:33 |
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Ego Trip posted:What's up dev buddy I try to balance it with other disciplines. Went back and got my securities licenses to do financial advising and crap a few years back. Going to see a client really knocks me out of the programming mindset, so I find I actually have MORE energy to code my own poo poo since then. Of course, one look at my github will prove that even then it's still not a huge amount.
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# ? May 15, 2014 06:09 |
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John Dough posted:The important bit is that you have to replace existing entries, since the game only appears to look at a set number of them. If you add to the existing ones they won't show, I'm pretty sure. Same goes for the pilot names from Long War. This is what I did, which confuses me: I only replaced about half of them and the others are originals. I may have to try from a clean install or something: if I get a result I'll post it here.
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# ? May 15, 2014 06:31 |
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LW: I noticed that you can now research the types of UFOs that you have shot down for a damage buff. Unfortunately my only satellite shot down by a torrent of UFOs in early month 2 and by the time I got the research in month 3 the aliens had already shot up so far that it was even harder to shoot them down than before. Question: at what meld per canister should I throw my hands up and start a new game?
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# ? May 15, 2014 23:19 |
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wolfman101 posted:LW: I noticed that you can now research the types of UFOs that you have shot down for a damage buff. Unfortunately my only satellite shot down by a torrent of UFOs in early month 2 and by the time I got the research in month 3 the aliens had already shot up so far that it was even harder to shoot them down than before. More than 7 is a red flag, but if you can collect it (Assaults are great for this), use it to speed build Workshops and Labs to catch up.
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# ? May 16, 2014 00:49 |
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amanasleep posted:More than 7 is a red flag, but if you can collect it (Assaults are great for this), use it to speed build Workshops and Labs to catch up.
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# ? May 16, 2014 01:06 |
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I really wish speed building just cost meld, it would directly be a 'you're falling behind: have more stuff you can use to catch up' mechanic. Other than getting an uplink up before the end of a month, I can't justify $100(?) extra for a workshop coming on line a week early. That's not even considering the extra alloys/elerium for alien tech. Finally doing well on that front in my latest playthrough, it's May and I'm stilling getting 3 Meld/canister. It probably helps that I've bagged two supply ships.
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# ? May 16, 2014 14:12 |
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MMania posted:I really wish speed building just cost meld, it would directly be a 'you're falling behind: have more stuff you can use to catch up' mechanic. Other than getting an uplink up before the end of a month, I can't justify $100(?) extra for a workshop coming on line a week early. That's not even considering the extra alloys/elerium for alien tech. Yeah, the trouble with speed building is that it just tightens the bottleneck on alloys/elerium/cash. Getting a workshop up faster doesn't really help me much if now I can't afford the gauss rifle the extra engineers allowed me to build. If I'm falling behind, odds are I am not swimming in alloys anyway.
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# ? May 16, 2014 14:49 |
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I agree on speed building kind of sucking since you also increase every other cost by 50%. I would rather spend double the meld and have every other cost be the same.
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# ? May 16, 2014 14:59 |
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Posted about it on their suggestions forum. edit: vvvv Yeah, its only workshops and labs that really benefit, as far as I can tell. And that's pretty much only because they don't cost extra resources. Ravenfood fucked around with this message at 15:32 on May 16, 2014 |
# ? May 16, 2014 14:59 |
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Deuce posted:Yeah, the trouble with speed building is that it just tightens the bottleneck on alloys/elerium/cash. Getting a workshop up faster doesn't really help me much if now I can't afford the gauss rifle the extra engineers allowed me to build. If I'm falling behind, odds are I am not swimming in alloys anyway. Speed building Workshops pays for itself because extra engineers and adjacency reduces costs, and the earlier you reduce costs the sooner you can build stuff. This effect does not really kick in until you get to at lease one adjacency though.
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# ? May 16, 2014 15:28 |
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Haha, Long War just had me start an Exalt mission with Exalt spawning inside the hack zone Had no choice but to gun for the transmitter instead. Even if I dashed two turns in a row I couldn't get there in time.
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# ? May 16, 2014 22:02 |
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The LW devs have been saying they may just be able to add new 3D models for guns/armor now. As I posted on the Long War suggestion forums (http://forums.nexusmods.com/index.php?/topic/1210174-long-war-feature-requests-and-suggestions/?p=14818948), I'm excited by the possibilities and suggested some potential stuff (silenced weapons/tac shields in particular) that could work as gameplay additions, but the main thing I'm excited by is the idea of just having different kinds of guns for the look-cool/variety factor. What weapons would you lovely people like to see added to XCOM, either as entirely new weapons or just flavour choices? I'd love to see something like an AK-104 added as a ballistic rifle alternative deco, for example. What's your favourite gun/launcher/grenade design you think would be cool to have in the game?
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# ? May 17, 2014 02:39 |
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Is there a clear-cut best loadout for MECs? Because it seems like flamethrower and healing spray are far and away better than piston punch and grenade launcher.
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# ? May 17, 2014 02:41 |
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Anonymous Robot posted:Is there a clear-cut best loadout for MECs? Because it seems like flamethrower and healing spray are far and away better than piston punch and grenade launcher. The only time the flamethrower is useful is right when you're encountering Chryssalids for the first time. Limited to two shots, doesn't affect robotic enemies (aka the ones that are a pain in the rear end) and does poo poo damage. The fist does up to 18 damage, you can use it twice a turn (with the bulletswarm-esque perk) and gives you three extra movement. And it gives you sweet special animations for punching things to death and through cover. Everything else is an arguable tossup. Grenade launcher does upgrade to alien grenades if you research the tech though!
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# ? May 17, 2014 02:44 |
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Anonymous Robot posted:Is there a clear-cut best loadout for MECs? Because it seems like flamethrower and healing spray are far and away better than piston punch and grenade launcher. It's pretty balanced. The punch has way better damage, unlimited uses, and makes your mec move faster, so it's better against tougher targets than the flamethrower. As for the Launcher, it has better range than a trooper's toss, and it can eventually pack 3 of them for lots of terrain destruction.
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# ? May 17, 2014 02:50 |
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Beagle posted:What weapons would you lovely people like to see added to XCOM, either as entirely new weapons or just flavour choices? I'd love to see something like an AK-104 added as a ballistic rifle alternative deco, for example. What's your favourite gun/launcher/grenade design you think would be cool to have in the game? A little something for the engineers? A 4-shot pump action grenade launcher. They could use the shotgun reload animation for it!
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# ? May 17, 2014 03:04 |
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Brainamp posted:It's pretty balanced. The punch has way better damage, unlimited uses, and makes your mec move faster, so it's better against tougher targets than the flamethrower. As for the Launcher, it has better range than a trooper's toss, and it can eventually pack 3 of them for lots of terrain destruction. Better range than a trooper's toss? Hell! It has better range than the MEC's main gun! The thing's a long range mortar. Not so good on impossible thanks to inflated enemy HP counts, but on classic it's great for priming or popping an enemy pod if you see them before they see you, and great for wrecking cover no matter the difficulty.
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# ? May 17, 2014 03:05 |
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I am chest-deep in the blood of my enemies. Used every explosive, every bullet, and every tactic in the toolbox. A constant flood of cryssalids. I think i managed to kill maybe three zombies before they transformed, and everything else was cryssalids) Constantly out of ammo, withdrawing, firing. Even had two clutch shots where Zhang took down an unkilled cryssalid with a CCS reaction shot, saving the life of whichever trooper was about to get mauled. Even the mission name was fitting. 23 cryssalid carcasses for my trouble.
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# ? May 17, 2014 03:54 |
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Deuce posted:23 cryssalid carcasses for my trouble. That's insane.
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# ? May 17, 2014 04:00 |
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Deuce posted:I am chest-deep in the blood of my enemies. Operation unceasing pipe indeed. Also, I still cannot get the MEC's punch to work. I can get it to attack cover elements, but it doesn't do any damage to enemies. Even if I'm adjacent to them, and not diagonal, and I can hilight them with the reticle, when I click on them it just makes a "can't do" sound effect. Edit: Also, what's the point of EXALT guns? Anonymous Robot fucked around with this message at 05:09 on May 17, 2014 |
# ? May 17, 2014 04:40 |
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# ? May 26, 2024 01:45 |
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Anonymous Robot posted:Edit: Also, what's the point of EXALT guns? Looking perty.
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# ? May 17, 2014 05:20 |