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Iceshade posted:I can recommend ToolBoks, which seems to work without a hitch (for me, anyway) with the latest version. You can make some cool tweaks. Very much so. The delay removal for overwatch is nice, as is country limitations. Dropped a few of them, bumped sex ratio to 50/50, added in custom name list... and I've finished the first month with no losses, just one critical casualty (who is now fine) On Classic. ... I'm afraid the game is winding me up for a string of Terror Missions and TPKs.
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# ? Jan 21, 2013 12:21 |
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# ? Apr 25, 2024 05:40 |
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40 Proof Listerine posted:the boost to Will more than makes up for the loss from being gravely wounded Does the will boost last the entire mission? The text is kinda ambigious on this and the only time I used one I forgot to check.
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# ? Jan 21, 2013 12:29 |
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Third I/I run, only now do I learn that the Combat Drugs skill give your smoke grenades a hidden +20 aim effect along with +10 crit and +20 will it advertises. You can kill anything behind full cover with +20 aim! Actually makes you pause when it's time to choose between Combat Drugs and Dense Smoke. For a turn based strategy game with clearly defined maps and rules, the entire game is oddly ambiguous in its workings. Flanking, LoS, Explosives randomly not hitting targets in the sphere.. Classic XCOM situation: You're all out of moves except for one heavy with a rocket available, and the one surviving chrysallid is one turn away from eating your face. Crap, you think, one rocket wont kill a chrysallid. But wait, it's sitting right next to a car! Since rockets blow up cars right away, you could hit it with the rocket for 6 damage.. and then the exploding car will finish it off with another 6, right? No. It wont. The exploding car won't hurt it at all. Is it a bug? Do units only take damage from one explosion at a time? Hell if anyone knows!
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# ? Jan 21, 2013 13:05 |
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TemporarySetback posted:Third I/I run, only now do I learn that the Combat Drugs skill give your smoke grenades a hidden +20 aim effect along with +10 crit and +20 will it advertises. You can kill anything behind full cover with +20 aim! Actually makes you pause when it's time to choose between Combat Drugs and Dense Smoke. Man nothing in this game is documented properly it feels like. I like it a lot but seriously tactics games usually have really strictly defined rules and in XCOM they sometimes just don't work.
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# ? Jan 21, 2013 13:12 |
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Cleretic posted:Doing this. I'm starting with 22 soldiers and almost every country in the blue on panic. I will post again when I've reached critical Oh gently caress levels. I'm even going against myself and not going to reload until I've either won (no chance) or died horribly. I failed literally every mission. This picture was the only time anyone survived. The second mission was a terror mission in Japan. It failed so badly Japan immediately dropped out. Every single failure led to Asia gradually getting worse. There as an abduction mission that gave me a choice to go to Australia, but it decided to send me to the UK instead. Not that it helped anyway because I still failed. I decided to call it when Asia was all at max panic. The council report only had China drop out, not sure why.
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# ? Jan 21, 2013 13:21 |
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Have there been any updates on additional DLC for the game? I've done two runs at this point (a casual.. yeah, that was stupid, and a classic). And was thinking about doing another one soon - but if DLC is coming out sooner than later, I figure I might as well wait.
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# ? Jan 21, 2013 13:53 |
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Wasse posted:Have there been any updates on additional DLC for the game? Solomon's said they're working on it, and it's not like Slingshot (presumably it's a larger story arc, or a new major mechanic). We have no other details.
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# ? Jan 21, 2013 15:27 |
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Coolguye posted:Solomon's said they're working on it, and it's not like Slingshot (presumably it's a larger story arc, or a new major mechanic). We have no other details. It better not be like slingshot. Solomon even admitted it wasn't what the fans wanted (I can only assume that the publisher had this wonderful idea of what Slingshot was going to be, and the devs just had to go along with it). Klyith posted:The UPK package files that the game uses are only compressed, not encrypted or protected. The UDK is free to download. That's about as moddable as an Unreal Engine gets. If you are expecting mod tools along the likes of Bethesda games, you're going to be disappointed. As for the mod tools .. Are we going to be stuck with the .upk files and doing minor tweaks forever? Did they say they won't ever bring out proper mod tools for X-COM? Or do they just give a vague answer like "We're thinking about it" which basically means "Never, nope, no way."?
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# ? Jan 21, 2013 15:51 |
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Wait, the funky smoke ability doesn't suck? Next thing you know they'll tell me that Flush gives a 20 aim bonus to anyone else targetting the guy and that Dense Smoke only gives you an extra 5 defense in practice. Also, the extra 20 aim will just make a muton elite seem like any other enemy instead of an extra hard to hit one. I think that's what annoys me about handling them really, not the HP. I think a 4 HP enemy with 80 defense would be worse than a muton berserker with 32 health. If you bump the difficulty up to Impossible I don't think more enemies spawn for some reason, nor would your game count as an Impossible run for the sake of achievements. Impossible is a triple whammy of harder geoscape, more enemies, and just plain more badass enemies than all other difficulties. And once you've played enough rounds to be able to basically predict most spawns, you do kinda need a challenge, which Impossible does hand out in spades.
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# ? Jan 21, 2013 16:18 |
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Iceshade posted:As for the mod tools .. Are we going to be stuck with the .upk files and doing minor tweaks forever? Did they say they won't ever bring out proper mod tools for X-COM? Or do they just give a vague answer like "We're thinking about it" which basically means "Never, nope, no way."? The sectoids are already nude so I don't see what a Bethesda-like modding ability would bring to the game
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# ? Jan 21, 2013 16:20 |
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Iceshade posted:It better not be like slingshot. Solomon even admitted it wasn't what the fans wanted (I can only assume that the publisher had this wonderful idea of what Slingshot was going to be, and the devs just had to go along with it). To be fair, it isn't like there's really a AAA DLC model for this kind of game. The only other DLC Firaxis have really done were unpopular Map-packs for Civ, which is ironic because that's exactly what everyone wants now.
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# ? Jan 21, 2013 16:25 |
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Jesus christ, gently caress that train mission in Slingshot. Only the DLC guy and my sniper survived.
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# ? Jan 21, 2013 16:45 |
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Alchenar posted:To be fair, it isn't like there's really a AAA DLC model for this kind of game. The only other DLC Firaxis have really done were unpopular Map-packs for Civ, which is ironic because that's exactly what everyone wants now. Well, as they were avid UFO:EU fans they probably could have guessed that replayability would pretty much trump everything else. Especially when there are still creatures from the original missing that could be implemented, different types of missions, more variety in maps (okay okay, that's not a feature in the original), etc. You didn't play UFO:EU for the "story". But I digress. Speaking of maps, didn't Firaxis say there are around 100 maps in the game, each with rotating/random spawn points (unless they never actually said that)? There only seems to be one spawn position for the player units.
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# ? Jan 21, 2013 16:48 |
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Oh, a new OP. I'm late to the party. Since the multiplayer section is kinda bare, I will shamelessly plug my how-to-get-started-in-multiplayer video featuring "XCOM is buggy so turn off your stupid microphone". Also, how not to make the host wait for you while you use the matchmaking lobby to read all the pricing and abilities, and how to make 6 clone troopers that will carry you to victory. https://www.youtube.com/watch?v=dq_WfXnOTy8
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# ? Jan 21, 2013 17:40 |
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Iceshade posted:Speaking of maps, didn't Firaxis say there are around 100 maps in the game, each with rotating/random spawn points (unless they never actually said that)? There only seems to be one spawn position for the player units. There was a brief analysis of this in the last thread, and as nearly as anyone can reasonably tell the 100 maps figure is basically the number of static maps * the number of spawn points. Which makes it TECHNICALLY true but not really honest in a lot of peoples' estimation. I say 'can reasonably tell' because nobody really has an official word on it, people were just trying to justify that number with what we know exists and that's the figure that got closest. quote:Since the multiplayer section is kinda bare, I will shamelessly plug my how-to-get-started-in-multiplayer video featuring "XCOM is buggy so turn off your stupid microphone". Also, how not to make the host wait for you while you use the matchmaking lobby to read all the pricing and abilities, and how to make 6 clone troopers that will carry you to victory.
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# ? Jan 21, 2013 17:41 |
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Multiplayer is buggy as hell, but it still has some situations that can't be compared. Kool-aid manning 4 berserkers right into the middle of the enemy squad that your sniper has been spying on the whole time is still painfully funny.
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# ? Jan 21, 2013 17:48 |
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I've been playing Classic Marathon mode to see what it's like and it really does make the game easier rather than harder. At first it's crazy because you can't even get a single satellite up in the first month but then you start getting so many goodies (I've sold a ton of Alien Alloys and Elerium) that it's not so bad by the second month. The OTS really pays off because having extra squad members early is more useful than trying for Beam Weapons or Armor since you'll be facing Thin Men and Sectoids for a long time. I'm running two Heavies and two Snipers, going willy-nilly with the explosives because I'll be killing more Sectoids in a couple days so I might as well play it safe. Did the Alien Base in June and now that I'm starting to roll out Plasma, it's really rather easy since Mutons _just_ showed up. I'll probably just finish researching the Firestorm and then try to finish the game whenever I find a Psychic (I have More Than Human enabled so it's going to take a while). It's interesting to be making most of my money via selling instead of satellites (I don't even have half coverage of the globe yet). Feels a lot more like the old X-Com in that sense.
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# ? Jan 21, 2013 18:27 |
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Azzip posted:Does the will boost last the entire mission? The text is kinda ambigious on this and the only time I used one I forgot to check. It's two turns, not including the turn where you use it, so maybe it counts as three. Honestly, the cover system is probably the worst part of this game because sometimes it's just dumb/doesn't work/doesn't make any loving sense. I had two guys on one side of a door and when I opened it a Berserker and Muton were right there. The berserker charges in the door so I get a CC proc and a Headshot crit to take him down. The Muton has taken cover on the other side of the door. I have my Major Assault just walk outside so she's on the same side as the Muton: code:
All in all it makes me wish there was a set of rules that got rid of cover as such an absolute. Seriously, ask yourself if you ever, ever move your unit into an area without cover when you aren't absolutely sure there's nothing around (archangel snipers don't count; they get half cover anyway).
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# ? Jan 21, 2013 18:33 |
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WeaponBoy posted:It's two turns, not including the turn where you use it, so maybe it counts as three. Again, for a tactics game this has a shocking lack of sticking to the rules. It's kind of why I don't want to play Ironman, because sometimes I honestly feel like the game made the mistakes, not me.
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# ? Jan 21, 2013 18:39 |
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The cover system makes sense, you just happened to come across the flank bug that seems to be more common since the last patch, particularly when doors are involved it seems. Otherwise that would normally be a flank shot. THE AWESOME GHOST posted:Again, for a tactics game this has a shocking lack of sticking to the rules. It's kind of why I don't want to play Ironman, because sometimes I honestly feel like the game made the mistakes, not me. Baby. Zylen fucked around with this message at 18:58 on Jan 21, 2013 |
# ? Jan 21, 2013 18:56 |
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Gave multiplayer a shot in a custom game for the first time, it seems barely functional. Overwatch doesn't seem to work (based on my chryssalid surviving walking into an overwatch trap with no one shooting), flying is hosed, I had no control over my drone, and my floaters would get stuck in the level, and it would move units to places I didn't tell them to go, or stop acknowledging my input. I won both games I tried with 2 chryssalids, 2 thin men, a drone, and 2 chryssalids and 3 floaters, but is it always this problematic?
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# ? Jan 21, 2013 19:03 |
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THE AWESOME GHOST posted:Again, for a tactics game this has a shocking lack of sticking to the rules. It's kind of why I don't want to play Ironman, because sometimes I honestly feel like the game made the mistakes, not me. The only reason it's weird is because with most games, either they err on the side of absolute consistency at the cost of interactivity - and you feel like you're moving action figures around a grid - or they go more for unpredictable cover with less numerical consistency (Silent Storm is a great example of this). X-Com tries to find a middle ground, because novice players almost never do well with Silent Storm-esque intuiting of smart positioning. ... anyways, the Iron Man run is still doable, mostly because the mistakes made will be on both sides. For every "why can't I make that shot? HE IS NOT IN COVER!" error against you, you'll have a dude snap-shot through a solid wall and catch some poor muton with a crit that was just repositioning in cover.
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# ? Jan 21, 2013 19:10 |
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RBA Starblade posted:Gave multiplayer a shot in a custom game for the first time, it seems barely functional. Overwatch doesn't seem to work (based on my chryssalid surviving walking into an overwatch trap with no one shooting), flying is hosed, I had no control over my drone, and my floaters would get stuck in the level, and it would move units to places I didn't tell them to go, or stop acknowledging my input. I won both games I tried with 2 chryssalids, 2 thin men, a drone, and 2 chryssalids and 3 floaters, but is it always this problematic? Flying is definitely messed up with the keyboard and mouse interface, plus on one map in particular (Grand Cemetery), the 2nd floor walls of the middle building only pseudo-exist. Overwatch, however, should work normally. Are you sure the other player actually set up Overwatch and wasn't ? Edgecase fucked around with this message at 19:15 on Jan 21, 2013 |
# ? Jan 21, 2013 19:13 |
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I've run into a weird bug several times where I get to watch aliens reposition in the Fog of War. I was confused at first because I didn't remember activating them and then when I actually revealed them, they got their Free Get Into Cover move. The interesting thing is that the Aliens do not appear to teleport anymore but actually run into a different position.
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# ? Jan 21, 2013 19:13 |
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Edgecase posted:Flying is definitely messed up with the keyboard and mouse interface, plus on one map in particular (Grand Cemetery), the 2nd floor walls of the middle building only pseudo-exist. Overwatch, however, should work normally. Are you sure the other player actually set up Overwatch and wasn't ? He pressed 'Y', mistaking it for the talk button, so yeah. I was also able to see him in fog of war at one point, for a second.
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# ? Jan 21, 2013 19:16 |
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The easiest way to envision cover is to envision it like a two-dimensional plane. If someone's taking cover behind a wall, and has high cover, you can mentally stretch that wall over the entire map. If you're on the same side of that wall as the alien, you're flanking him. If you're on the opposite side, he's got cover. It doesn't matter if your displacement on the other axis is 2 squares or 20; he's got cover. If this doesn't make sense let me know and I'll MSPaint up a model. I really have had very few complaints about the cover system. Bugs aside, it's pretty coherent, is designed well, and makes the battlescape feel more like a tactical engagement.
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# ? Jan 21, 2013 19:22 |
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RBA Starblade posted:He pressed 'Y', mistaking it for the talk button, so yeah. I was also able to see him in fog of war at one point, for a second. Never seen overwatch completely fail in the way you seem to be describing, though I have seen the permavision bug. It usually happens when a unit in the fog of war gets an overwatch kill shot at the same time it's spotted. The "hide the unit again" function seems to fail.
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# ? Jan 21, 2013 19:31 |
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Ironman is an exercise in frustration but you will never feel better beating a videogame ever. You can one day be in gravy street with your base, full squad of teched out colonels, and the next thing you know some bullshit battleship mission you lose your sniper to an elite firing from the fog of war, your 90% shot misses, and your veteran colonel panics and shoots his buddy in the head. And you can't do jack poo poo.
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# ? Jan 21, 2013 19:35 |
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Operant posted:Ironman is an exercise in frustration but you will never feel better beating a videogame ever. See, I'm okay with that. The FoW might be a bit bullshitty. But I don't play ironman because of teleporting aliens. Muton decides to go for a stroll. He teleports on the flank of my squad, and overwatch doesn't trigger. He now proceeds to critically rape my colonel. Yeah, no. Also when the controls glitch and decides to move my Rocket Launcher one pixel to the left, from 90% to 0% blocked. Bye squad. And when the game says/creates the illusion of where I'm moving to has cover, while it is actually one tile behind! And now my guy is stuck in the open, ready to get blasted. Hooray.
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# ? Jan 21, 2013 19:39 |
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Iceshade posted:Also when the controls glitch and decides to move my Rocket Launcher one pixel to the left, from 90% to 0% blocked. Bye squad. I avoid this one by positioning the rocket, letting go of the mouse, and then when it's stable for a second, pressing spacebar to fire. (And then I get "Rocket Off Course")
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# ? Jan 21, 2013 19:41 |
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Zylen posted:The cover system makes sense, you just happened to come across the flank bug that seems to be more common since the last patch, particularly when doors are involved it seems. Otherwise that would normally be a flank shot. To be honest, I just think the cover system is kind of dumb at times. Part of that is just that I really don't like the way a lot of combat systems use a zero sum equation for determining damage because they breakdown in a lot of situations, especially once you get higher level characters. This isn't exclusive to XCOM as you can see it in places like D&D where rolling a 19 hits, but rolling an 18 whiffs.
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# ? Jan 21, 2013 19:42 |
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WeaponBoy posted:This isn't exclusive to XCOM as you can see it in places like D&D where rolling a 19 hits, but rolling an 18 whiffs.
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# ? Jan 21, 2013 19:48 |
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WeaponBoy posted:To be honest, I just think the cover system is kind of dumb at times. Part of that is just that I really don't like the way a lot of combat systems use a zero sum equation for determining damage because they breakdown in a lot of situations, especially once you get higher level characters. This isn't exclusive to XCOM as you can see it in places like D&D where rolling a 19 hits, but rolling an 18 whiffs. XCOM is actually a 3-outcome system (miss, hit, crit), it's just communicated to the player as two "separate" considerations. Further sub-variation in damage is determined by damage ranges. Firing a laser rifle at a unit will do one of: miss, hit for 4, hit for 5, hit for 6, crit for 7, crit for 8, crit for 9. Exactly how much more representation do you want for the range of possible outcomes?
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# ? Jan 21, 2013 19:50 |
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FYI: ToolBoks 0.80 has been released. http://xcom.nexusmods.com/mods/79 quote:19/01/13 - v0.80
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# ? Jan 21, 2013 19:57 |
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I'd like to know whether anyone has been able to finish a campaign playing under Classic / Ironman with both Marathon and Diminishing returns turned on. I've beaten Classic twice now, but racing to complete satellites that cost up to 2k and require 68 engineers to build (not to mention a month for each uplink) is beyond brutal. I haven't lost a mission yet, but even so it seems like I'm going to lose my eighth country even with a beeline for the "high ground".
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# ? Jan 21, 2013 20:02 |
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GenVec posted:I'd like to know whether anyone has been able to finish a campaign playing under Classic / Ironman with both Marathon and Diminishing returns turned on. I've beaten Classic twice now, but racing to complete satellites that cost up to 2k and require 68 engineers to build (not to mention a month for each uplink) is beyond brutal. I haven't lost a mission yet, but even so it seems like I'm going to lose my eighth country even with a beeline for the "high ground". I don't have Diminishing Returns enabled (More Than Human Marathon Classic) but I have precisely three satellites flying right now (Japan, Brazil, Argentina) and none on the way for at least another month. But I'm rolling out Plasma, done the Alien Base, doing the research for the Firestorm (before I do the Hyperwave to shoot down the Overseer) and I've been getting so many missions that panic is low anyway (I have lost three countries though). I'm thinking that it might not even be necessary to have complete satellite coverage to finish the game at this rate (most of my money is made by selling the huge stocks of Elerium and Alien Alloys).
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# ? Jan 21, 2013 20:13 |
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Edgecase posted:XCOM is actually a 3-outcome system (miss, hit, crit), it's just communicated to the player as two "separate" considerations. Further sub-variation in damage is determined by damage ranges. I'd prefer a higher probability of hitting aliens (and a higher chance of getting hit by aliens) but with lower amounts of damage. I'd be totally ok with the enemy defense that muton elites and ethereals have meaning -X damage so shooting them with a basic pistol is pretty much never going to do damage unless you crit. So, I guess, something like this: Current: Plasma Rifle vs. Muton Elite with low cover: 35% chance to hit (85% hit - 20% cover - 30% enemy defense). Up to 8 damage. Miss and do nothing. Hit and do 6-8 damage. Magical fairy land: Plasma Rifle vs. Muton Elite with low cover: 65% chance to hit (85% hit - 20% cover). Up to 8 damage. Miss and do nothing. Hit and do 3-5 damage (6-8 damage - 3 from heavy armor) As it is now I've basically accepted that my entire offensive strategy is based around my one or two colonel snipers basically killing loving everything while anyone below Major rank can't hit the broadside of a bus. I can't count the number of times I've seen an enemy sort of shrug as the shot particles actually hit the dude but it's called a miss anyway. That's purely visual, but god drat.
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# ? Jan 21, 2013 20:29 |
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WeaponBoy posted:I'd prefer a higher probability of hitting aliens (and a higher chance of getting hit by aliens) but with lower amounts of damage. I'd be totally ok with the enemy defense that muton elites and ethereals have meaning -X damage so shooting them with a basic pistol is pretty much never going to do damage unless you crit. So, I guess, something like this: That would make the resulting game not X-COM anymore. Instead everybody would just tank shots to be healed up again like it was Final Fantasy. Anyway, imagine the defense bonus like armor class in D&D. Muton Elites don't have one because they're so hard to hit, but because they're wearing such strong armor that half the shots you lob at them don't do any damage.
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# ? Jan 21, 2013 20:37 |
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peak debt posted:That would make the resulting game not X-COM anymore. Instead everybody would just tank shots to be healed up again like it was Final Fantasy. Oh, absolutely it wouldn't be XCOM. My point sort of spun out of control. Really, I just hate RNG seeded zero sum game design. That's what makes the difference between something like Demon's Souls and XCOM for me. In DS you're getting pounded but it's always your own fault if you die. In XCOM there's a certain point where you're not doing anything wrong but you still get hosed over and that's an essential part of the experience, but it's not what I consider good game design. I love both games, but when I win in DS I feel elation; when I win in XCOM I just feel exhausted because I spend so much of the mission muttering under by breath about loving thin men and muton elites and goddamn bullshit gently caress rear end. There's a reason why it took nearly two decades for a new XCOM to be made.
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# ? Jan 21, 2013 21:02 |
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# ? Apr 25, 2024 05:40 |
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WeaponBoy posted:Current: Not to be a jerk, but if the goal is to make it so snipers aren't the only painbringers, static damage reduction would make the situation worse, not better. -3 damage is a proportionally bigger hit to the effectiveness of a "7 damage" weapon than a "9 damage" weapon (it makes them do 4 vs. 6 damage on average, respectively). So, you'd get more hits, but for punier and punier amounts of damage, with an even larger proportional bonus from the +dmg on Headshot. Counterintuivitely, this would make snipers (and alloy assaults) even more preferred than before. Edit: I get what you're saying, though. High stakes coin-flipping is a bitch and can make you feel really ripped-off. I know I feel that way all the time. Edgecase fucked around with this message at 21:10 on Jan 21, 2013 |
# ? Jan 21, 2013 21:07 |