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Taffer
Oct 15, 2010


dyzzy posted:

And that's why I get confused when the thread tells people new to EW to jump straight in.

Um when has this thread ever suggested someone play LW without ever playing EW?

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Coolguye
Jul 6, 2011

Required by his programming!
It's come up a couple of times actually, though I'm predictably way too lazy to go combing for it.

LazyMaybe
Aug 18, 2013

oouagh

Happy Noodle Boy posted:

But will it be better than:
:pervert:

dyzzy
Dec 22, 2009

argh

Razakai posted:

Gauss Long Rifle once you have a Lock and Load Sniper + the ammo upgrade is amazing. My Sniper can kill discs/mechtoids in 2 hits, and the low ammo doesn't really matter with LnL.

Yeah I'm getting pulse weapons researched, and then when I take back Japan & Australia along with all of asia I'll hit up the foundry for this goodness.

TheCenturion
May 3, 2013
HI I LIKE TO GIVE ADVICE ON RELATIONSHIPS

Stephen9001 posted:

So, uh, I don't know how to tell you guys this but...


http://www.amazon.com/XCOM-Official-Novelization-Greg-Keyes/dp/1608877124/

Yeah, XCOM2 is getting a Novelization.
Here's the Amazon blurb thing:
"In the world of XCOM, the governments of Earth unite under threat of an alien invasion and form XCOM, an elite paramilitary organization tasked with repelling the extraterrestrial offensive and defending humanity. Woefully outgunned, XCOM’s only hope is to outsmart and outmaneuver the enemy by turning the aliens’ power against them. Making clever use of game elements, XCOM 2: The Official Novelization details the strategy and costs of war in a compelling narrative sure to delight sci-fi aficionados and fans of the game series."

Suffice it say, I'm more than a little sceptical.

I still have the novelization of the original game sitting on my shelf.

It's where I learned to manufacture laser cannons for sale.

Halman
Feb 10, 2007

What's the...Rush?

TheCenturion posted:

I still have the novelization of the original game sitting on my shelf.

It's where I learned to manufacture laser cannons for sale.

And all those corpses ending up in snuff films

AnonSpore
Jan 19, 2012

"I didn't see the part where he develops as a character so I guess he never developed as a character"

Happy Noodle Boy posted:

But will it be better than:

I-I don't like where this is going

oswald ownenstein
Jan 30, 2011

KING FAGGOT OF THE SHITPOST KINGDOM

Psion posted:

oh yeah, the first Doom novel was pretty drat ridiculous (and then they made three more!)

so basically if it's not a Doom tie-in, it's bad. Even if it is a Doom tie-in, it might be bad. Exhibit A, the film.

I read all four of those drat novels at the age of 13 and loved them...well I loved the first two. It got weird and dumb in the last two.

Inexplicable Humblebrag
Sep 20, 2003

mormons vs aliens

MrBims
Sep 25, 2007

by Ralp

Coolguye posted:

That's not even remotely what I'm referring to. The number of classes, the equipment variation, the squad size, etc, etc, etc. I don't even know what you're talking about with the UI feel and such, Long War generally changed the UI where it was required to accommodate their changes in scope. Mechanically there is absolutely no evidence that they're taking any cues from long war, and a fair bit of evidence that they're rejecting most of the design ethos.

With that in mind, the Jake's statement is placating at best.

It's also worth noting that they wanted to include modding tools in EU/EW, but that was predictably out of scope for a revived IP that nobody had really had anything to do with for 20 years. Modding tools likely would have come regardless, due to the number of rebalancing and tweaking mods that came out through the more natural life cycle of the game. There's no doubt that Long War made it more of a priority, of course, but let's call a rock a rock here.

By UI, I'm saying that is one of the few things being kept. Mechanically, XCOM 2 is not meant to be another XCOM. Full stop, that is what I'm saying, they aren't reinventing the wheel again but turning the series in a new direction with some old standbys. And you're just pulling stuff out of your rear end by saying 'number of classes, the equipment variation' when we don't know anything about how the classes branch out and all that has been said about equipment is that there will be much more of it. We know specifics on almost nothing that wasn't in that demo and you're stamping your foot, insisting that it is proof they don't like LW.

Take a step back and think how loving weird it is to say that multiple senior employees of a game are obviously lying and hiding the fact that they don't like a mod when they've made multiple efforts on their own time to support the team and bring it up on social media and interviews, even long before XCOM 2 was announced. This is some goony stuff.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

MrBims posted:

Take a step back and think how loving weird it is to say that multiple senior employees of a game are obviously lying and hiding the fact that they don't like a mod when they've made multiple efforts on their own time to support the team and bring it up on social media and interviews, even long before XCOM 2 was announced. This is some goony stuff.

No-one's saying he doesn't like it. They're saying his whole 'Oh yeah, this mod is way better than the game I made' thing is probably polite hyperbole about a fan project he's impressed with.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





So from the sound of the novel blurb, I expect the book to be about how XCom lost the last war and to end on the new Avenger taking flight and the insurgent campaign that makes up the game XCom2 just getting started. Not a terrible idea, I suppose, but likely to be uninspiring as most tie-in novels usually are. Besides, I can just play on Impossible with all the bad Second Wave options turned on if I want to know what it's like to LOSE Xcom. :rolleyes:

Bholder
Feb 26, 2013

Mods are generally supposed to be things that make poo poo games good and good games even better.

MrBims
Sep 25, 2007

by Ralp
Speaking of things we know nothing about yet, this is apparently a partial screenshot in an email to Unreal Engine 4 developers:



I think that is the sun?


Nevermind, jokes on me.

MrBims fucked around with this message at 23:31 on Jul 2, 2015

Bholder
Feb 26, 2013

MrBims posted:

Speaking of things we know nothing about yet, this is apparently a partial screenshot in an email to Unreal Engine 4 developers:



I think that is the sun?

That's Into the Stars

dyzzy
Dec 22, 2009

argh
Oh god that game looked like hot garbage.

https://www.youtube.com/watch?v=2f54fx18jSE If you want a laugh

dyzzy fucked around with this message at 23:31 on Jul 2, 2015

Phobophilia
Apr 26, 2008

by Hand Knit
We're going to space!

Makes sense, Supply Ships are space-capable. The Ethereals have probably withdrawn most of their battlefleet, and police duties are being performed by Advent and a small alien garrison.

The plan for the insurrection is likely to overthrow the Advent and garrison, seize ground and orbital defence batteries, and repel the coming pacification fleet. Advent have repaired Earth's infrastructure and manufacturing facilities, with those online, Earth might just have a chance to force a favourable peace settlement with the Ethereals. After all, Earth has some extremely valuable genetic stock, and the Ethereals would be loathe to simply bombard it from orbit.

Edit: oh, we're not going to space. But my plan would still be viable!

MrBims
Sep 25, 2007

by Ralp

Bholder posted:

That's Into the Stars

Ok, that's egg on my face, lol. That's what I get for trusting Epic. Nevermind.

But I do give you this:



And Firaxis has teased that we will learn a more explicit narrative reason why he and XCOM are coming out of the shadows when they are, some 'inciting incident'.

MrBims fucked around with this message at 23:36 on Jul 2, 2015

Happy Noodle Boy
Jul 3, 2002


Can't wait for the escort Central mission where you don't have control of him. It's also going to be a bomb defua all mission because aliens sabotages his snake tits costume (which he's wearing).

"What? I'm a collector"

Dominic White
Nov 1, 2005

Night10194 posted:

No-one's saying he doesn't like it. They're saying his whole 'Oh yeah, this mod is way better than the game I made' thing is probably polite hyperbole about a fan project he's impressed with.

They've literally been dedicating their official twitch channel to promoting the mod for hours, every week, for months. I don't think I've ever seen a mod promoted by the original devs as hard as Long War ever. They have cited it as a (if not THE) key reason that XCom 2 is designed from the ground up for modding, right down to giving players the source code.

I think it's safe to say that Firaxis like it, a lot.

Dominic White fucked around with this message at 01:47 on Jul 3, 2015

Phobophilia
Apr 26, 2008

by Hand Knit
Firaxis has traditionally had a close relationship with its fans (or at least the fans that are willing to make an account on message boards). For instance, Civ4 was playtested by some extremely strong Civ3 players, and Civ5 was straight up lead designed by a Civ3 modder. So it's no surprise that Firaxis and the LWers communicate.

Also, one of the Firaxis PR/community managers is a goon.

I can't deny that some parts of Firaxis are a bit of a mess right now (especially the Civ team), but they do seem to care about the fans.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I enjoy the concept of Game Novelizations because I enjoy the concept of B/C grade renditions of a simple game expanded into some form of narrative, however desperate that attempt may be.

Halman posted:

If you don't think X-COM 2: The Book: A Novel About Snaketits is going to be amazing then you owe it to yourself to find a copy of Diane Duane's X-COM novel, about an intrepid commander's mission to build a new base and also judge some cows at a harvest festival or something idk it was hilariously bad.

Case in point, I picked up and read this the other month. It may not be the best writing in the world by any stretch, but the first battle scene includes "Fire a rocket at a zombie next to one of your soldiers" so at least they are taking some attempts to replicate the authentic X-Com experience.

Not Quite Spoilers: It's basically just a chunk of late game. Not the start of X-Com, not the rush for locating or going to Cydonia. Just "Some X-Com poo poo happens."

I like FTL despite being poo poo at it, but then FTL is also a bite sized game.

My reason to not install LW is just because I aside from design decisions I may or may not agree with, I can admit to myself it would just crush me considering Classic Vanilla is still "hard" for me. :shobon:

On top of the very basic "Well, I don't a LONGER war..." which defeats the purpose of something called LONG WAR now doesn't it? Whether it is a Flawless masterpiece of hodge podge of code, I'd be doing the mod a disservice to install something originally intended to extend the gameplay length, and then complain about it being longer.

Section Z fucked around with this message at 02:13 on Jul 3, 2015

RoanHorse
Dec 12, 2013

You're complaining about the future novelization of an unreleased game while I sit here reading fanfiction that's at least mildly interesting. I don't think the book will add anything to the universe that isn't in the games, but at the same time I don't expect it to be that great.

I will take that back when I get to the chapter about Van Doorn sneaking Annette Durand through Advent checkpoints on a mission to save Zhang.

Shumagorath
Jun 6, 2001
EU Normal took me ~100 hours and EW Classic took me at least 80, firmly putting XCOM in my top five for Steam time. Finishing a game of Long War would probably make it clear #1 and I'm likely not going to have that kind of time ever again.

Nix Panicus
Feb 25, 2007

Section Z posted:

On top of the very basic "Well, I don't a LONGER war..." which defeats the purpose of something called LONG WAR now doesn't it? Whether it is a Flawless masterpiece of hodge podge of code, I'd be doing the mod a disservice to install something originally intended to extend the gameplay length, and then complain about it being longer.

Speaking of this, was Dynamic War ever improved to not be dumb and poorly balanced in regards to EXALT and Council missions? I enjoy many aspects of Long War and feel its time to start a new playthrough after having not touched the game for months, but I'm really not interested in another 150 hour campaign. I want something closer to 50 hours as a fulfilling experience that has a real sense of progression to it.

If Dynamic War is still borked, how hard is it to make changes to the alien strategic AI? If I could adjust things to where the game throws about 5-6 missions per month at me and then rebalance resource acquisition and research/build times around a ~12 month game that would be perfect.

I guess along with that is the tech tree easily configurable? If I were doing an overhaul I'd split weapons research into a branching tree, with gauss leading to plasma and laser leading to pulse. Gauss would specialize in breaking DR and plasma would be -DR + high damage while lasers would have accuracy and pulse would be accuracy + crit. It'd be a trade between consistent high damage or consistent hits with damage spikes, and it would cut down on the amount of weapons research necessary and the need to drag the game out to make each tier worth the investment.

Edit: Also, what I'd love is if Long War had more 'good' choices and fewer 'balanced' ones. I want to pick things that are good and useful and that I have fun with, not which poo poo sandwich has the better bread (avalanche v stingers comes to mind).

Nix Panicus fucked around with this message at 02:35 on Jul 3, 2015

Coolguye
Jul 6, 2011

Required by his programming!

Night10194 posted:

No-one's saying he doesn't like it. They're saying his whole 'Oh yeah, this mod is way better than the game I made' thing is probably polite hyperbole about a fan project he's impressed with.

Yeah I could reply long form again but it boils down to this exactly. Being impressed with something is completely different from subscribing to it, and quite frankly, Bims, your characterization of me stamping my foot about this when I couldn't even be bothered to address only that in my posts is way goonier than I've been in a long loving time.

MrBims
Sep 25, 2007

by Ralp

Coolguye posted:

Yeah I could reply long form again but it boils down to this exactly. Being impressed with something is completely different from subscribing to it, and quite frankly, Bims, your characterization of me stamping my foot about this when I couldn't even be bothered to address only that in my posts is way goonier than I've been in a long loving time.

Coolguye posted:

If you need more proof of this, go back and look at the design details that have been released about XCOM 2 and note that very little of it jives with the stated and achieved goals of the Long War project.

It's loving publicity 101: You do not speak ill of your modders. Modders are to be encouraged, cherished, and pandered to regardless of how boneheaded their ideas seem. At the absolute least, they're free, organic marketing that everyone considers to be reliable, and even if they're toxic dumbfucks it doesn't reflect poorly on you as the game maker. It's their own problem. Modders themselves are a no-lose proposition, the potential loss is your development time in giving them super robust tools.

Backpedal more?

These words came off as having a Big Issue with the idea of Jake or Garth actually being truthful in enjoying a mod that they couldn't stop bringing up even when they weren't even getting publicity for XCOM 2 for doing so.

Not a Step posted:

Speaking of this, was Dynamic War ever improved to not be dumb and poorly balanced in regards to EXALT and Council missions? I enjoy many aspects of Long War and feel its time to start a new playthrough after having not touched the game for months, but I'm really not interested in another 150 hour campaign. I want something closer to 50 hours as a fulfilling experience that has a real sense of progression to it.

If Dynamic War is still borked, how hard is it to make changes to the alien strategic AI? If I could adjust things to where the game throws about 5-6 missions per month at me and then rebalance resource acquisition and research/build times around a ~12 month game that would be perfect.

I guess along with that is the tech tree easily configurable? If I were doing an overhaul I'd split weapons research into a branching tree, with gauss leading to plasma and laser leading to pulse. Gauss would specialize in breaking DR and plasma would be -DR + high damage while lasers would have accuracy and pulse would be accuracy + crit. It'd be a trade between consistent high damage or consistent hits with damage spikes, and it would cut down on the amount of weapons research necessary and the need to drag the game out to make each tier worth the investment.

Edit: Also, what I'd love is if Long War had more 'good' choices and fewer 'balanced' ones. I want to pick things that are good and useful and that I have fun with, not which poo poo sandwich has the better bread (avalanche v stingers comes to mind).

I think the default Dynamic War setting can be considered a standard way to play the mod now. You can get to a base defense in a day of playing (though I play with slomo 3 on all the time). The tech tree is not editable like that without getting into the UPK files, but every tier has a good reason for existing and researching now, with mixing between tiers for different roles. That Pulse +crit is actually more helpful than it might seem, and Plasma is more scarce.

MrBims fucked around with this message at 02:46 on Jul 3, 2015

Pomp
Apr 3, 2012

by Fluffdaddy

GlyphGryph posted:

There's lots of stuff in LW that is straight up hands down improvements over the way things work in Vanilla. It's also obviously trying to be it's own thing with lots of lateral changes which obviously don't appeal to everyone, but do tend to appeal to people who are looking for more depth, variety, and/or challenge compared to Vanilla.

Is there anyone here who hates LW (rather than simply not caring for it) for a reason other than the following? If so, why.
- People who like some of the changes but are infuriated they can't enjoy them because the game wasn't built for them in particular and they dislike the game it wants to be but can't be satisfied with Vanilla
- People who believe that if they're bad at a game the game must be poo poo (see: The people who say FTL is a poo poo game)

Adds too much poo poo. 2-4 variations per gun that all account to rearranging starts, countless boring skills, and poo poo like that piss me off.

Nix Panicus
Feb 25, 2007

MrBims posted:

Backpedal more?

These words came off as having a Big Issue with the idea of Jake or Garth actually being truthful in enjoying a mod that they couldn't stop bringing up even when they weren't even getting publicity for XCOM 2 for doing so.


I think the default Dynamic War setting can be considered a standard way to play the mod now. You can get to a base defense in a day of playing (though I play with slomo 3 on all the time). The tech tree is not editable like that without getting into the UPK files, but every tier has a good reason for existing and researching now, with mixing between tiers for different roles. That Pulse +crit is actually more helpful than it might seem, and Plasma is more scarce.

How does the scaling work on Dynamic War? If I play at .33 will I genuinely have a campaign 1/3rd as long as a standard LW campaign, or am I still looking at 16 EXALT missions, multiple ethereal corpses for an autopsy and grinding PSI?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

RoanHorse posted:

You're complaining about the future novelization of an unreleased game while I sit here reading fanfiction that's at least mildly interesting. I don't think the book will add anything to the universe that isn't in the games, but at the same time I don't expect it to be that great.

I will take that back when I get to the chapter about Van Doorn sneaking Annette Durand through Advent checkpoints on a mission to save Zhang.

I just want a xcom anime already.

orangelex44
Oct 11, 2012

Definition of orange:

Any of a group of colors that are between red and yellow in hue. Middle English, from Anglo-French, from Old Occitan, from Arabic, from Persian, from Sanskrit.

Definition of lex:

Law. Latin.
an x-canime, if you wil

MrBims
Sep 25, 2007

by Ralp

Not a Step posted:

How does the scaling work on Dynamic War? If I play at .33 will I genuinely have a campaign 1/3rd as long as a standard LW campaign, or am I still looking at 16 EXALT missions, multiple ethereal corpses for an autopsy and grinding PSI?

I wouldn't set it that low, the default is .5 and going much lower than that might cause issues. Alloy, Elerium, and Meld gains and corpse costs are appropriately scaled, as is experience and psi experience, though as I said it might cause unforeseen errors to do extremes, like the fact that you can't receive enough experience to do two rank-ups in one mission. The big things that can't be changed are weapon captures (though initial research costs are lowered), the Exalt missions, and Council missions.

Internet Kraken
Apr 24, 2010

slightly amused

Fangz posted:

I just want a xcom anime already.

You'll get XCOM: Magical Girl edition as a mod.

Dominic White
Nov 1, 2005

Pomp posted:

Adds too much poo poo. 2-4 variations per gun that all account to rearranging starts, countless boring skills, and poo poo like that piss me off.

See, that's exactly the kind of stuff I love about the mod. It lets me play in so many different ways. Early-game, I love having blitzers with light armor, SMGs and skills that further boost mobility, backed up by scout-marksmen that can rush to rooftops and provide cover. Rapid flanking is order of the day.

Corvinus
Aug 21, 2006

Dominic White posted:

See, that's exactly the kind of stuff I love about the mod. It lets me play in so many different ways. Early-game, I love having blitzers with light armor, SMGs and skills that further boost mobility, backed up by scout-marksmen that can rush to rooftops and provide cover. Rapid flanking is order of the day.

I've used all the weapon variations and only the pistol/machine pistol split seems sorta useless (even though a damage assault operative with Gauss machinepistol is a murder machine). Everything else has clear and useful purposes.

Dominic White
Nov 1, 2005

Corvinus posted:

I've used all the weapon variations and only the pistol/machine pistol split seems sorta useless (even though a damage assault operative with Gauss machinepistol is a murder machine). Everything else has clear and useful purposes.

SMG + Machinepistol + Laser Sight is a good combo for a fast flanker that can keep up a sustained beatdown. Don't want to lose a turn without the ability to kill a close target.

Shumagorath
Jun 6, 2001

Pomp posted:

Adds too much poo poo. 2-4 variations per gun that all account to rearranging starts, countless boring skills, and poo poo like that piss me off.
That's the impression I got when I checked the wiki. The weapon progression looks like a lot of complexity for the sake of it, which is something game designers figured out was a bad thing awhile ago. Skill choices are also still a choice between two with a distant third rather than the original two.

Not saying Long War is a bad mod but if Skyrim's Requiem rebalance taught me anything it's that "old school" mods generally mean "uninformed by the last decade or more of game design" to their detriment.

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.


Happy Noodle Boy posted:

Can't wait for the escort Central mission where you don't have control of him. It's also going to be a bomb defua all mission because aliens sabotages his snake tits costume (which he's wearing).

"What? I'm a collector"

"You cuming down here or what?"

MrBims
Sep 25, 2007

by Ralp

Shumagorath posted:

That's the impression I got when I checked the wiki. The weapon progression looks like a lot of complexity for the sake of it, which is something game designers figured out was a bad thing awhile ago. Not saying Long War is a bad mod but if Skyrim's Requiem rebalance taught me anything it's that "old school" mods generally mean "uninformed by the last decade or more of game design" to their detriment.

The weapons have clear strengths and weaknesses that they generally keep across tiers so you don't have to remember a bunch of esoteric pieces of knowledge, and you can use the weapons and items to shift your classes to fit different roles. An Engineer with HEAT ammo, Armor-Piercing ammo and a Heavy Rifle is going to be a strong anti-mech soldier, while if you're going for a suppression build you would want a regular Rifle with Drum Magazines, or a grenadier build would have an SMG and multiple grenade types. There is an enormous number of different combinations you can plausibly have for each soldier class, in order to fit how you want to play and what you need at a given time.

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Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Help me out, goons. Ever since the post I made about crashing during alien activity, I've been having constant instability issues. Typically what happens is that the game will crash somewhere during Alien/EXALT activity, and on a reboot will kick me back to the beginning of my turn before that (which is weird, since I thought Iron Man autosaved constantly). Replaying my turn will send it into another crash, though not at the same point during alien activity, and the aliens are prone to mixing up their moves. At one point I even tried doing a manual save at the end of my turn, if only to save myself from having to repeat it, but that caused the game to freeze without saving the data. The crashes are consistently repeatable, but restarting my computer seems to fix the issue until the next crash sequence begins.

Lately, a finished crash has been bringing up a new instance of the launcher.

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