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Messages - Matti

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: January 08, 2017, 09:21:39 pm »
having all the extra little add-ons just makes it even more enjoyable :)
Which ones do you use? Which ones do you enjoy?

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: January 03, 2017, 09:44:45 pm »
About Xenonauts
*  Enemies had access to too much information:
  *  AI is aware of player unit FoV regardless of whether player units have ever been spotted.
  *  AI is aware of player unit reaction ability, often walking past units it knows can't react to shoot someone outside of its visible range.
This strongly implies enemy would avoid walking into opportunity reaction fire. It doesn't: he could have took back door out of the building, instead he walked by the window and got shot & killed. Number of other cases, like one today where 2 enemies got killed by opportunity fire on same turn (1 by machine gun's dakka). I play Xenonauts Community Edition on normal difficulty.

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: January 02, 2017, 06:29:08 pm »
it's shift + tab
Nope! That opens up Steam's interface.

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: January 01, 2017, 12:02:17 am »
This is not a place for game bugs.
Still it could be point of interest to those reading this topic.

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This picture is a known bug came with final XCE mods. So if you disable/enable some mods, it gets fixed.
Found it and enabled it.

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The game auto sells the equipment you won't need.
So I don't need plasma weapons? Or those just can't be used until they are researched?

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 31, 2016, 05:36:11 pm »
I played Xenonauts Community Edition (without Division-X or other downloaded mods) last night for 2 hours or so, normal difficulty. I shot down first scout UFO near Tel Aviv. Dropship had landed on a farm field. Fields were filled with hay bales of different sizes and shapes (at least 2 different machines to make them ???). There were some fences and equipment too. At center of the map was a house, surrounded by wooden walls, and farmer with a shotgun. That's nice. Well done map which leaves little for nitpicking. Except for one thing: some of the house's walls are invisible to player. Where's the door? Where are windows? Those are there, but I couldn't see them. If it happens again... Hey, I can load a save! Here we go. As you can see, movement path goes around the invisible wall and destination point is presumably by the window. Door we can see is NOT the front door but a door inside the house. Whatever is at front of that door is blocked by the invisible wall. What the Hell?

I had one casualty there. It was my own damn fault: I had spread my xenonauts all over the map and some were wandering alone without back up. And it had to be one of the lone 'nauts who found a sebillian with plasma rifle. He got shot, wounded, suppressed, and panicked. Of course I rushed other xenonauts to help, but too late: sebillians are tough cookies and less than handful of rifle shots didn't bring him down in time. Now when I think back, I could maybe have saved panicking soldier with a smoke grenade. UFO itself had one occupant. He opened the door, shot couple times (presumably with plasma pistol), then closed the door. I placed my sniper and machine gunner for overwatch the door, but they didn't do reaction fire. Manual explains the reason. When reaction fire check is made, game makes comparison of TU and RFL values of the units AND their equipped weapons. Weapons have Reaction Modifier, which dictates how well that weapon is suited for reaction fire. Pistol and shotgun are good for that, sniper rifle and machine gun are poor, assault rifle is average, and rocket launcher doesn't do reaction fire at all. Therefore gunslinger is likely to draw & shoot faster than sniper and machine gunner, and take cover before retaliation fire ensues. Therefore ideal door opener is a (wo)man with high TU and RFL, and a shotgun. Waittaminnit! Shotgun? Isn't sub-machine gun used for that role? Manual also says unit can be suppressed by shooting near of it, even though shots don't penetrate possible cover (like a wall or a door). I utterly forgot that when playing the game and machine gun didn't fire a shot.

Some other problems and points of interests I have noticed this far:
Picture of the F-17 in the game looks way off (compare to this)
Much of the salvaged & looted equipment are automatically sold off (good bye plasma rifles)
Selling the produced items doesn't make a profit (manual explains it as game balance measure)

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 30, 2016, 09:27:51 pm »
drages, I just got through GameManual.pdf that comes with the game from Steam. Does Community Edition make significant changes to what is written in the manual? What about X-Division?

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 30, 2016, 08:59:47 pm »
Now you got me worked up on Xenonauts... I've been thinking about buying it for a long time, but the lack of destructible environment put me off. If the only thing going for it is the more modern graphics and sophisticated dogfight, I'll pass. Some more thoughts?
I have read the manuals and wiki. Xenonauts has similar cover system as in the XCOM (the new one). When XCOM has shield/half-shield for cover quality, Xenonauts has colours. Doors can be opened from the side. Characters (on all sides) can be suppressed with enough dakka (if it hits close) and/or flashbangs, and suppressed characters start their turn with less TU. Is anything of this in OpenXcom?

Community Edition is heavily modded version of the game, it is available on Steam, and even game devs recommend it (or so I've been told). Now back to the manual...

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Suggestions / Equipment to increase sight range
« on: December 30, 2016, 08:42:29 pm »
Has there been modded any equipment that increase the sight range? Equipment like binoculars and rifle with a scope?

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 30, 2016, 06:21:25 pm »
I'm not sure if this post was explanatory enough, but don't hesitate to ask more questions if necessary.
This is said elsewhere on the Internet
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I mostly play Xeno over the original X-COM because of the UI improvements. I know OpenXCOM is a thing, but I've had mixed results getting it configured to work properly. Xenonauts just works.
Does that make any sense to you? Also I'm gonna copy-paste part of your post over there.

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 29, 2016, 10:12:13 pm »

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Suggestions / Re: Aliens for the players
« on: December 29, 2016, 10:11:27 pm »
The game engine is already powerful enough for this to be done... feel free to make the first steps :)
First steps... is brainstorming. So player as (sub)leader of aliens sets up the first base on Earth and gets handful of small scout ships (and maybe 1 medium size). Alien equivalent of the Council gives player missions to perform and money & other benefits (like elite mutons) for completing them. Early missions could be abductions of humans & animals, messing up grain fields, shooting down civilian aircraft, the stuff. At first human opposition could be police with pistols and rednecks with shotguns and bolt-action rifles. Nothing handful of sectoids with plasma rifles couldn't handle. Step-up missions would be assaults against radars, missile sites, and recovering friendly ships that have got shot down. Here could be first encounters with proper military and X-COM. Then comes terror missions, which are better to get done before X-COM shows up. And last: rescuing downed friendlies from assaults of X-COM's heavy & flying suits & hover tanks and assaults against X-COM bases.

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Suggestions / Aliens for the players
« on: December 29, 2016, 06:14:12 pm »
I'm newcomer here and this has probably been mentioned years ago somewhere, but if it hasn't, here goes nothing: how about aliens as available playable side for the human player? Starting point for that could be with establishment of the first alien base on Earth. Has this already been said and done?

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 29, 2016, 06:09:55 pm »
It is hard to make a choice between good games. So I got them all from Steam! X-COM: Complete Pack and Xenonauts for total 12,18€!!! Not a bad deal for 6 games :D

I'm gonna start with Xenonauts, downloading now. While I wait for it, I'll play one more turn of Sid Meier's Civilization IV: Beyond the Sword, which I have reinforced with Caveman2Cosmos mod. If you've got Civ4:BtS, look it up (if you haven't by now)

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Offtopic / Re: Please tell me why OpenXcom is the best
« on: December 29, 2016, 07:11:35 am »
Now, I understand your reservations about details like weapon selection. but the beautiful thing about OpenXCom is the modding community. I doubt many veterans here play exclusively vanilla X-Com; we've done it to death over the last two decades. But there are several huge mods which add and rebalance weapons, include new mechanics, polish the interface and so on. If that's what you're interested in, then OpenXCom is even more recommendable for you.
When you wrote about Xenonauts, did you mean vanilla game or community edition? What mods do you use for OpenXcom and what do you recommend? Also I have interest for X-PirateZ for the new storyline.

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Offtopic / Please tell me why OpenXcom is the best
« on: December 28, 2016, 11:05:27 pm »
Just today I played through XCOM: Enemy Unknown. Now I'm looking for new (or old) challenges, and OpenXcom is on the list. But I need to know and understand why should I spend my little free time with it instead UFO: Extraterrestrials or Xenonauts or something else?

Little about my gaming history and knowledge:
I've had and played illegitimate copy of X-COM: UFO Defense on my father's 40 MHz 386SX PC when that game was still new. I enjoyed of it then, but I think user interface is bit clunky compared to some newer games. How does OpenXcom address this aside mouse wheel support? Anyway I know well what X-COM is like and I like it better than XCOM (unless I forgot nostalgia glasses on my head)

I've had UFO: Extraterrestrials for several years, but I got pissed when aliens got shots at my soldiers from outside of sight range. Just now I started the game again on easy level and aliens don't do that anymore. Otherwise game & gameplay seem to be close match to UFO Defense, though something about mouse control ticks me off. Also game doesn't visualize radar ranges (unless there is something in options menu I need to tick). All that aside, its only strong point is I already own it.

I have watched videos on YouTube about Xenonauts. I like the selection of equipment and tactical combat for aircrafts. There are cover available for troops with colour coding. This looks to be my strongest choice. Unless OpenXcom has improved selection of the equipment and has improved cover system since UFO Defense?

Bottom line: why do you play OpenXcom instead one of the aforementioned games? If you have played them all, which one do you recommend for me and why?

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