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Hey Not A Step? Can you do me a favour and post the raw hex of the air war function that controls critical hits? Disassembled token view will have the full hex string, though it's a bit of a pain in the rear end to navigate. Actually if you could make like, a pastebin of the actual disassembled function I'd be suuuuper gateful.
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# ? Jul 28, 2015 04:25 |
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# ? Apr 19, 2024 03:16 |
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Is there a console command to complete a mission? I've got a bomb disposal mission with an invisible bomb.
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# ? Jul 28, 2015 05:56 |
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Solarflare posted:Is there a console command to complete a mission? I've got a bomb disposal mission with an invisible bomb. Yeah that's one of the bigger bugs left. The bomb is invisible though, not, uh, not present. If you use the somewhat cheesy method of giving your soldiers unlimited turns (/unlimitedmoves) you can explore around the map until you find it. You'll know it's there because there will be a square you can't move to despite having nothing in it. If you move next to that square you should be able to deactivate the bomb. You could try /killaliens but a bomb disposal mission is one of the few mission types that won't work for I believe.
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# ? Jul 28, 2015 06:04 |
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"Garth DeAngelis" posted:In XCOM, you want the player to feel like they have surpassed the enemy by the endgame.
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# ? Jul 28, 2015 08:49 |
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Well the problem was that you surpassed the aliens way before endgame. Long War - mostly - fixes that, it just leaves out the surpassing part altogether.
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# ? Jul 28, 2015 09:27 |
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Antti posted:Well the problem was that you surpassed the aliens way before endgame. Long War - mostly - fixes that, it just leaves out the surpassing part altogether.
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# ? Jul 28, 2015 11:09 |
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I'm not sure how I feel about that comment. I'd much prefer for the difficulty to remain on a constant level. The piss easy end-game of XCOM: EU is a problem.
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# ? Jul 28, 2015 11:13 |
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Solarflare posted:Is there a console command to complete a mission? I've got a bomb disposal mission with an invisible bomb. If you save and wait until the bomb goes off, it will center the map on the bomb. Then you can reload, hustle one of your dudes over to the square you cant't enter, and click off the bomb. Or bring a motion tracker and use that to pinpoint the bomb.
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# ? Jul 28, 2015 11:34 |
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fspades posted:I'm not sure how I feel about that comment. I'd much prefer for the difficulty to remain on a constant level. The piss easy end-game of XCOM: EU is a problem. There appears to be a difference of opinion on this. Some folks agree, some don't. I don't think there's a One True Right Design Choice for this one.
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# ? Jul 28, 2015 12:32 |
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Any news about XCOM 2, or is this only bullshit mod chat thread?
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# ? Jul 28, 2015 12:44 |
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LotsBread posted:Any news about XCOM 2, or is this only bullshit mod chat thread?
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# ? Jul 28, 2015 12:45 |
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fspades posted:I'm not sure how I feel about that comment. I'd much prefer for the difficulty to remain on a constant level. The piss easy end-game of XCOM: EU is a problem.
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# ? Jul 28, 2015 12:56 |
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LotsBread posted:Any news about XCOM 2, or is this only bullshit mod chat thread? I'm glad you asked No flying Lids, but underground ones that can spawn 3 lids at once from dead people.
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# ? Jul 28, 2015 13:51 |
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Bholder posted:I'm glad you asked Alien soldiers can join XCOM confirmed: Garth DeAngelis posted:The chryssalid is very much still one of the alien occupiers of Earth. They are against XCOM. They will never become a part of your army. Actually the Trap Door Spider attack sounds pretty awesome if you ask me. It'll be fine if it's only immediately lethal to rookies. amanasleep fucked around with this message at 15:05 on Jul 28, 2015 |
# ? Jul 28, 2015 14:32 |
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That underground attack sounds like its just gonna be a bullshit cheap death that grabs a soldier every now and again.
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# ? Jul 28, 2015 15:00 |
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It also has the potential to be new seeker, though. It really depends on what happens if they uncloak. They may actually trigger overwatch by "uncloaking". Who knows. Maybe we'll even get an item that completely nullifies them like the respirator does after we kill like one of them.
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# ? Jul 28, 2015 15:54 |
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Wiggly Wayne DDS posted:its the xcom thread that morphed into the mod thread when long war guys refused to make their own thread, and now its the xcom 2 thread as they also refuse to make their own thread because we really needed 2 xcom threads when this one was practically dead when long war chat started.
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# ? Jul 28, 2015 15:57 |
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The Chryssalids are becoming more and more Zerg-y with every iteration. I do like the idea of them as the fragile but numerous poison-debuff crew.
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# ? Jul 28, 2015 18:03 |
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Zomborgon posted:The Chryssalids are becoming more and more Zerg-y with every iteration. I do like the idea of them as the fragile but numerous poison-debuff crew. In XCOM 3, they'll be able to bury themselves in the ground and spawn infinite numbers of mini-chryssalids. Obviously.
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# ? Jul 28, 2015 18:04 |
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actually they'll fly and spew little ones CHRYSSALID HAS ARRIVED
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# ? Jul 28, 2015 18:07 |
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Chryssalid's are the epitome of super scary glass cannons so I'm okay with this. Plus just you wait until I copy Long War's two story tall Queen Chryssalids into XCOM2. Every civvie she kills births another Queen Chryssalid.
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# ? Jul 28, 2015 18:19 |
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The Iron Rose posted:Chryssalid's are the epitome of super scary glass cannons so I'm okay with this. Fixed that for you. The best part is that I'm sure Beagle will find a way to deal with that without Ghost grenades. Somehow.
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# ? Jul 28, 2015 18:40 |
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Not a Step posted:Every time a soldier promotes their first promotion choice should be between a left skill, right skill, and middle ?. The left skill makes them one class, the right skill makes them another and the middle skill randoms them into one of the other 6 classes. For instance, if a soldier randoms into the support class the left skill, field medic, makes them a medic. The right skill, grenadier, makes them an engineer, while the middle ? makes them one of an assault, infantry, rocketeer, gunner, sniper or scout. Thanks, all that time and effort reinstalling and redoing the first mission now wasted.
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# ? Jul 28, 2015 19:33 |
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Bholder posted:I'm glad you asked Immensely disappointed that they aren't classic chrysalids
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# ? Jul 28, 2015 19:37 |
Internet Kraken posted:Immensely disappointed that they aren't classic chrysalids Eh, the four legged buggy 'lids are creepier than the old X-Com two legged guys to me. The updated ones from XCom 2 are fine, though it does seem like they're dispensing with the zombie stage? Which is a shame because killing zombies is fun.
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# ? Jul 28, 2015 19:57 |
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What is this dark withcraft mod Beagle is using right now to shrink his soldiers? I want too have a ridiculous army of mutants.jng2058 posted:Eh, the four legged buggy 'lids are creepier than the old X-Com two legged guys to me. The updated ones from XCom 2 are fine, though it does seem like they're dispensing with the zombie stage? Which is a shame because killing zombies is fun. Well the chrysalids in EU look pretty cute up until they bite you. The ones in XCom 2 are ugly zerg all the time though. I dunno, the design isn't bad but I like the original way more just because its so drat weird.
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# ? Jul 28, 2015 20:10 |
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Internet Kraken posted:Immensely disappointed that they aren't classic chrysalids The game's going to be super modable. Hopefully someone with some modeling skill wants to recreate classic chrysalids or some other classic aliens and they could be mixed in as variants.
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# ? Jul 28, 2015 20:13 |
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Next week they need to introduce the flamethrower weapon you can use to burn an entire building's worth of chrysalids "we took the MEC flamethrower and realized it would be cool if the alternative to taking it wasn't the best thing in the game, so now your heavy can carry it"
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# ? Jul 28, 2015 20:15 |
Is there going to be a Chrysalid cult where they can drive around in a limousine.
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# ? Jul 28, 2015 20:34 |
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Internet Kraken posted:What is this dark withcraft mod Beagle is using right now to shrink his soldiers? I want too have a ridiculous army of mutants. http://www.nexusmods.com/xcom/mods/607/
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# ? Jul 28, 2015 20:43 |
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jng2058 posted:Eh, the four legged buggy 'lids are creepier than the old X-Com two legged guys to me. The updated ones from XCom 2 are fine, though it does seem like they're dispensing with the zombie stage? Which is a shame because killing zombies is fun. The thing that made old Cryssalids creepy is that they were fast, tanky, and had high offense. A cryssalid could come out of a blind spot, take a few hits of reaction fire, and one-shot a unit. Every cryssalid map could set off a chain if you didn't think carefully. New cryssalids aren't that fast (you can get a turn or two of move+fire retreating) and aren't that tanky (at most two hits with a laser rifle). This would work if they could rely on positioning (hiding behind corners or closed doors) or other aliens (such as a muton suppressing your unit) to get up close, but the AI is set up to have cryssalids mindlessly charge over kill-zones and spawn aliens in one-race pods. The zombie spawning mechanic seems to work fine. The problem is that cryssalids never reach your units to use it. I suspect that the poison changes are to make close-range cryssalid attacks more threatening without making them an unfair one-hit kill. Whether the three-from-one makes terror missions more intense depends on the mission types, as it's difficult to evaluate skills without knowing them. For instance, squad sight breaks most missions in XCOM but is fairly reasonable on the EXALT defense missions where you defend the middle of the map and a sniper can only cover a few sides.
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# ? Jul 28, 2015 20:44 |
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I have a feeling the multiple chryssalid spawns from one unit is to make terror missions scary as gently caress when you've holed up in a corner for the entire battle and all of a sudden 20 chryssalids are charging you. That's probably the only change i'll see, aside from the "gently caress you i'm underground" thing.
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# ? Jul 28, 2015 20:55 |
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Internet Kraken posted:What is this dark withcraft mod Beagle is using right now to shrink his soldiers? I want too have a ridiculous army of mutants. It was the grin. The grin was why the old Lids were so loving scary. That creepy buggy bastard was lovin' this poo poo.
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# ? Jul 28, 2015 20:55 |
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Microcline posted:The thing that made old Cryssalids creepy is that they were fast, tanky, and had high offense. A cryssalid could come out of a blind spot, take a few hits of reaction fire, and one-shot a unit. Every cryssalid map could set off a chain if you didn't think carefully. They were scary, sure, but even with laser rifles they weren't that big of a deal, in no small part because old laser rifles had auto fire and if you were at all suspicious that the bastards might be around you would set most of your soldiers up to have auto fire on reaction. Contrary to your assertion, most old chryssalids went down in 2-3 laser shots as well. The thing that old chryssalids did much better was surprising a formation that wasn't prepared for their arrival, so there was a bit more of a xenomorph sort of dread to them. But not much. Most oldCom players really only have one or two stories about old Chryssalids jacking them up, because that's all the more you got caught by them unless you had a serious learning impediment. Old Chryssalids and New Chryssalids were both very resilient against ballistic fire and in terms of the metagame functioned similarly as a gear check. If you try (or tried) to attack these guys using ballistics you are (were) hosed. If you had lasers then you were probably fine.
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# ? Jul 28, 2015 20:59 |
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90s chryssalids were more intimidating then the new ones for sure. Part of the problem is that new chryssalids will usually use both their moves rushing up to you and then die next turn. They really needed an ability like the assaults run and gun, where they could sprint and still execute a melee attack to be more like the originals. Edit: of course that might be too powerful in New xcom, with the small squads
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# ? Jul 28, 2015 21:08 |
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Fintilgin posted:90s chryssalids were more intimidating then the new ones for sure. Part of the problem is that new chryssalids will usually use both their moves rushing up to you and then die next turn. They really needed an ability like the assaults run and gun, where they could sprint and still execute a melee attack to be more like the originals. And with the (intentional) much greater focus on survival. In 90s X-COM, troops were basically disposable, even your best troops. A solid, experienced soldier was an asset, sure, but it didn't matter quite as much as their equipment and your general tech level. So the chance that some alien horror (or bullet) comes screaming out of the darkness without you having much you could do about it wasn't as bullshit. In new X-COM, you rely a lot on soldier abilities as well as gear upgrades and leveled up soldiers have whole new tactics, not just boosts to their accuracy. Having a Lid come shrieking at one of them and instantly kill them without being able to react or do anything to minimize the risk of that happening (you can't eliminate risk, obviously, but almost all of the game's strategy is focused around minimizing risk) would be completely counter to how EU/EW does business, which would not only be harmful to the game's balance and progress (losing a Colonel to a bullshit one-shot from off-screen before you even activated those enemies would be a serious loss of resources) but also stand out as something that usually doesn't happen in game.
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# ? Jul 28, 2015 21:16 |
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Internet Kraken posted:What is this dark withcraft mod Beagle is using right now to shrink his soldiers? I want too have a ridiculous army of mutants. I added it to my modlist 4 pages back. It's a pretty chill mod.
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# ? Jul 28, 2015 21:19 |
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Night10194 posted:It was the grin. The grin was why the old Lids were so loving scary. That creepy buggy bastard was lovin' this poo poo.
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# ? Jul 28, 2015 21:28 |
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Night10194 posted:And with the (intentional) much greater focus on survival. In 90s X-COM, troops were basically disposable, even your best troops. A solid, experienced soldier was an asset, sure, but it didn't matter quite as much as their equipment and your general tech level. So the chance that some alien horror (or bullet) comes screaming out of the darkness without you having much you could do about it wasn't as bullshit. In new X-COM, you rely a lot on soldier abilities as well as gear upgrades and leveled up soldiers have whole new tactics, not just boosts to their accuracy. Having a Lid come shrieking at one of them and instantly kill them without being able to react or do anything to minimize the risk of that happening (you can't eliminate risk, obviously, but almost all of the game's strategy is focused around minimizing risk) would be completely counter to how EU/EW does business, which would not only be harmful to the game's balance and progress (losing a Colonel to a bullshit one-shot from off-screen before you even activated those enemies would be a serious loss of resources) but also stand out as something that usually doesn't happen in game. and that's just on the tactical level in ufo defense you could easily absorb the costs, both financial and political (if you had to start letting some ufos go while you waited for the new rookies to come in), of losing over half a squad on most missions because there was a lot more granularity on that level than there is in eu/ew
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# ? Jul 28, 2015 21:30 |
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# ? Apr 19, 2024 03:16 |
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Night10194 posted:And with the (intentional) much greater focus on survival. In 90s X-COM, troops were basically disposable, even your best troops. A solid, experienced soldier was an asset, sure, but it didn't matter quite as much as their equipment and your general tech level. So the chance that some alien horror (or bullet) comes screaming out of the darkness without you having much you could do about it wasn't as bullshit. In new X-COM, you rely a lot on soldier abilities as well as gear upgrades and leveled up soldiers have whole new tactics, not just boosts to their accuracy. Having a Lid come shrieking at one of them and instantly kill them without being able to react or do anything to minimize the risk of that happening (you can't eliminate risk, obviously, but almost all of the game's strategy is focused around minimizing risk) would be completely counter to how EU/EW does business, which would not only be harmful to the game's balance and progress (losing a Colonel to a bullshit one-shot from off-screen before you even activated those enemies would be a serious loss of resources) but also stand out as something that usually doesn't happen in game. Yeah, fair enough, I agree. As someone who grew up on the old game though, it's very bemusing to have a chryssalid race up and then stop inches from your dude, letting you calmly retreat and exterminate it. When I was a kid I was conditioned to see a chryssalid scurry out of the darkness, immediately followed by: "Aw, poo poo no! gently caress! Get out of my rookie squad! Aw, jesus! Can't you bastards shoot straight?! gently caress! poo poo! Paste that whole squad with rockets!"
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# ? Jul 28, 2015 21:40 |