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Messages - Charly1

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The X-Com Files / Re: Too much research...
« on: November 12, 2020, 07:59:34 pm »
I think my favourite "battlescape" was probably Apocalypse in real time. I did like the idea of a cityscape, but it was clear it was merely functional, and most of the cool ideas did not get implemented.

It is the first game where you could use some real tactics (without it taking 20 turns to flank the baddies). Seeing a popper charging toward a squad during that first week was a stressful 3 seconds.

I also loved the base defence missions (feet up...)

I dont think Apocalypse gets the love, probably because it does not work as a turn based game (the maps were too big). But Its admirable they tried something different, even if it did not quite work.

As for Laser Squad... Ahhh the Commadore Amiga. I loed the mission where you have to defend a moonbase from some robots (or something,,,) Had an "Aliens" feel to it.

The X-Com Files / Re: Psi Training and Combat training
« on: November 06, 2020, 05:08:56 pm »
Lol... Cheers guys! ;D

The X-Com Files / Psi Training and Combat training
« on: November 06, 2020, 01:48:13 am »

Can you train in both psi and combat training at the same time?

It would appear that way, but I just want to confirm how it works, or if efficiency drops if you engage in both.


The X-Com Files / Re: Too much research...
« on: November 05, 2020, 06:50:02 pm »
Xcom 2 sort of had random maps. I think it worked using pregenerated "blocks". Problem for me was that they were still a bit samey, and there was too much wide open space that made you go sniper heavy. The buildings were someting to go around. There were not enough enclosed spaces like the ufos and alien bases. It lost that sense of claustraphobia from the first game. Too many of the maps seemed almost identical though.

I just did the Black Lotus and Red Dawn bases. I was really confused with the Red Dawn one. Was great fun!

The X-Com Files / Re: Too much research...
« on: November 04, 2020, 04:03:42 pm »
I cannot play either of the new games without long war. They are just too "vanilla". The first game had that "the aliens are attacking three different countrie at the same time, and you as humanities last line of defence can only defend one of them" bullshit. I have no idea what the programmers thought when they came up with that one. The Longwar mod totally saved that game. I couldnt understand how a game made in 1996 was more "complex" than a modern AAA game.

There has been a longwar mod for the Xcom2 expansion. It took me a while to warm to it. It just felt a bit "short" for some reason. The missions were all too samey. It needed more underound base type missions, or ufos. The generated maps seemed very samey too. But I did get a kick out the  80s "V" miniseries vibes, though.

At least Xcomfiles makes me feel like I am actualy fighting a proper war, and has some proper resource management. Working in local government, I also appreciate the added bureaucracy... "a flamethrower? Shapeshifting aliens in antarctica you say? But you dont have the correct licence sir. Humanity is doomed? Sorry sir, my hands are tied"

The X-Com Files / Re: Too much research...
« on: November 04, 2020, 02:24:59 pm »
Its a shame that the fireaxis Xcom games metagame cannot be as awesome as this. I really like their tactical combat, and Longwar goes some way to rectify the situation, but I was always judging it against the original UFO Enemy Unknown. This mod has upped the ante somewhat.

Imagine a word with no mods... a world of just consoles...

I think the mods realised the thing that keeps you excited is new toys to play with. The new xcoms have like 3 weapon tiers out of the box. Once you have leveled up it loses some of the magic. Same with the aliens. This mods have sussed that and the game keeps throwing something new at you. Something even as simple as changing the layout inside of a ufo.

Its funny, I only came across this game because I wanted to show my son what the old game was like after playing Xcom2. And it was old enough to run on the crappy laptop I bought him 5 years ago. I had already downloaded openxcom a few years back, and knew that it was a more refined experience, and it was only then I saw some of the mods available. I remember having an idea many years ago they they could do an xcom tv show, that maybe started off like a british version of xfiles... so when I saw this I got very excited. But I had no idea how big this was. It must be, what... 10-20 x bigger than the original.

Anyway... my lunch break is over... back to work!

The X-Com Files / Re: Too much research...
« on: November 03, 2020, 09:26:29 pm »
Yes, I have prety much begun upgrading all of my baes except my manufacturing one. The money influx actually came in the space of a couple of months. Several ufo landings & clone faciities, plus I am clearing about £5m a month in income.

I think I am still in the original game mindset of specialising bases. What can I say... I am old. Change is difficult.

Hi Solarius... Can I just say you have made 2020 more bearable. Locking down alone would have been more difficult without you. So thanks, mate.

I only just updated my game. How did you "fix" that? Or is it a (nasty) surprise? Or is it *checks quickly* maintenance costs? My recent quick expansion has left me massively overbudget... lol. Time to flog those plasmas off   ;D :D :D :D :D

The X-Com Files / Re: Too much research...
« on: November 03, 2020, 05:06:46 pm »
Ha... I would if I needed the money. I have like £25m with nothing to spend it on. I prefer having weapons of mass destruction in my cupboard to hordes of cash.... Just seems cooler somehow.

I think that alien alloys sell for too much money, and crafts are too cheap to build, maybe? I think that is a consequence of so many missions.

The X-Com Files / Re: Too much research...
« on: November 03, 2020, 03:01:38 am »
I can build lasers, but not the ammo. Fortunately you can pick up some in certain missions.

I have scores of plasma weapons that I cannot use yet. At least when I do get them researched I will have emough to upgrade most of my soldiers.

I think that I had a slow start, but I seem to be catching up now. I struggled earlier on as I only got one Advent mission in the first two years, which meant I was using the Humvee or helicopter for most missions.

The X-Com Files / Re: Too much research...
« on: November 02, 2020, 09:54:11 pm »
Lol, Please dont judge me...

I have 156 topics in my research list.

Dont bother researching "ordinary" items, unless you intend to use them in the field. You can use most convential weapons withou researching them anyway.

You need to increase your research capabilities asap. You can get a bio lab (5 scientists) and intel centre (5 scientists) early on. Research lab comes later to bring you up to 40 scientists. You cannot build multiple research labs in one base... so it might help to get another base up sooner rather than later.

The X-Com Files / Too much research...
« on: November 01, 2020, 11:38:17 pm »


I am in April 1999...

I am completely overwhelmed by the amount of research I have available.

I currently have my hq with 40 scientists, and a secondary base with 35 scientists.

The thing is, I have 7 6 bases in total, so I have room to expand my science base, but I think I may have been a bit too blase (perhaps my mindset is still with the vanilla version).

I am not sure if I am "behind" where I should be. I am using laser weapons, but cant manufacture ammo yet. I have sky rangers and interceptors, drowning in cash. I can tell by writing this the answer is probably having a research facility in each base, but I was wondering if anyone can share their own reseach strategy/methods?

Oh, and specifically, how do I get to manufacturing laser ammo? Is it a case of  capturing sectoid engineers, and hoping they divulge battery tech?

I just started a second campaign with my son, and he is absolutely loving it too. Totally amazing what you have done with a 26 year old game. I keep reminding my son the game is 3 times older than he is :)

The X-Com Files / Re: Questions on Promo 3 and relative progress...
« on: October 08, 2020, 02:34:05 am »

I got to December 98, and I have got the Dagon Temple mission.

Unfortunately, I did not manage to get a base mission for Red Dawn in time.

I have got an Arrow to knock down UFOs, so I have a short term stopgap (so there is that).

So if the mission is in the jungle, what do I need to look out for? I am playing "easy" difficulty.


The X-Com Files / Re: Questions on Promo 3 and relative progress...
« on: September 25, 2020, 08:28:24 pm »
Thanks guys... That super helpful.

Might focus on a red dawn capture... may I ask which  dude do I have to stun?

Sent from my SM-G950F using Tapatalk

The X-Com Files / Questions on Promo 3 and relative progress...
« on: September 24, 2020, 05:06:41 pm »
Must admit, I am having a lot of fun with this. I remember playing the original back on my Amiga, what with all of the different versions of Xcom down the years... the hardest decision is which soundtrack to mod in.


A few quesions:

1... I have just started July 1998... I am aware I now have 6 months until colonisation begins. . I am also aware I need promotion 3 by the turn of the year to be in a postion to intercept ufos.

To do that I need to (and this is where I am unclear):

Capture a live one - research Deep one Communities
Capture an Alien - research alien origins
Into the Dark - no idea?
Cyberweb Portals ... no idea?

Do I just need one of, or all 4?

Then I assume I need to take down one of the gangs/cults  (think it will be Dagon as I have interrogated the boss guy in a green cloak, and now need to go to a "party").

Or do I need to take down all 4 to get promotion 3?

2... I have just attempted the cave mission. After several turns, the lights all went out and I got attacked in the dark... all my guys started to die... then I realised the game had bugged out, and reloaded and got to replay it in the light (it had me going for a while though, lol).

Then I came across some Silicoids. How do I take them down? I tried to shot them and stun them... presumably fire aint gonna work. I hit them with a torch too. Do I need to complete this mission to get "into the Dark"?

3... My weapons currently feel a bit ineffective. I am mainly using black ops pistols and rifles, and magnums for my high accuracy guys. The damage output is a bit lame though. I assume I need alien alloys to get the upgraded bullets? I have got a couple of disrupter guns from the anthropods, but they dont last long. I do get a bit confused by the way magazines/weapons expend their load. Sometimes you have a full clip for the next mission, other times it just disappears. Should I be a bit further along in weapons tech by this point?

4... I have 50 agents, 20 engineers, 40 or 50 scientists, 4 bases... Have long range sensors researched. I have a fair bit of alien weaponary that I cannot use (I got a ufo landing in the first month... it went to shit, but I did manage to take one down, and with my lone survivor, pick up the body and plasma and did a runner... Just goes to show you how useless Fox Mulder was). I also have a plasma pistol and some sonic weapons that I cannot research. I feel as I am in a good position generally, within six months I should have a radar station and minimal base in every continent (just need Africa and South America). I am only clearing £1m income a month through funding at the moment though, as my research team and engineers are taking a big chunk of cash. Does this sound like a semi decent position?

This is a tricky game, although I have taken in very carefully. Although I got really excited at the durathread factory (thinking it would give me upgraded ammo). So I sent out my "A" team in a humvee and lost 2 commisars and a captain, injuring my commander and another captain. Taught me to retreat if the odds are stacked up (but I was not sure if the mission would repeat or disappear... so I jumped straight in there.

Anyway... Cheers in advance!

Offtopic / Re: So what do you think of the firaxis Xcom 12'?
« on: September 10, 2013, 12:20:27 am »
I never played it. The limit in troops really put me off.

I always loved xcom because you were fighting a war, not a series of skirmishes, and with expendable grunts. Anyone can die at any time. Even the best armour can buckle to a stray plasma round. Or half your squad lost to a single blaster bomb moments from stepping off the ship. Yes its disheartening, but you have 50 men to replace those once you get back to base.

ANd the ground assaults are only half of the game, the resource management was superb, and it seems most of that has been lost (one base, wtf?)

I just look at the new xcom and see the UFO series, or Commandos. It does nothing for me. I know a lot of people say its great, and I might enjoy it at some stage. I was just massively disappointed that it seems to have been dumbed down, and after the disappointment with Civ5, I sorta lost faith.

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