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Messages - Ran

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166
Offtopic / Re: Anyone still got the original XCOM games?
« on: March 10, 2013, 01:03:32 am »
As I said:
US Version: UFO Defense -> Avenger in front of Mars
European Version: UFO Enemy Unknown -> Fly Alien
Sorry if this was unclear...

If I could choose a poster I'd rather have one with the Avenger, that alien just looks weird :-\

Never seen the Playstation version myself, are there any differences?
What's on the lowest picture on the back of the box - UN Headquarters? Does this appear in the game?



167
Offtopic / Re: Anyone still got the original XCOM games?
« on: March 09, 2013, 12:43:23 am »
About the packaging - all my XCOM games are german versions as I live in Vienna.

Any of you ever had UFO Defense with the Avenger in front of Mars on the cover?
https://wfgodbold.files.wordpress.com/2011/07/x-com-ufo-defense.jpeg

I think this packaging was never available in Europe, only Enemy Unknown with the weird fly-like cyborg alien that has nothing to do with the game.
https://upload.wikimedia.org/wikipedia/en/9/93/X-COM_-_UFO_Defense_Coverart.png

168
Programming / Re: Question on alien appearance ratios
« on: March 09, 2013, 12:17:39 am »
I've run a game from Jan-Aug at beginner level using custom hyperwave decoder and calculated the appearance ratios for each month:

January
-----------
Sectoid:        0%
Floater:       67%
Snakeman: 33%
Muton:          0%
Ethereal:       0%
Total UFOs:     9

February
-----------
Sectoid:      38%
Floater:       43%
Snakeman:   0%
Muton:          0%
Ethereal:     19%
Total UFOs:     42

March
-----------
Sectoid:      55%
Floater:         4%
Snakeman: 17%
Muton:          0%
Ethereal:     24%
Total UFOs:    29

April
-----------
Sectoid:      33%
Floater:       17%
Snakeman: 12%
Muton:          0%
Ethereal:     38%
Total UFOs:    24

May
-----------
Sectoid:      60%
Floater:       30%
Snakeman: 10%
Muton:          0%
Ethereal:       0%
Total UFOs:    20

June
-----------
Sectoid:        0%
Floater:       34%
Snakeman:   4%
Muton:        48%
Ethereal:     14%
Total UFOs:     29

July
-----------
Sectoid:        0%
Floater:       57%
Snakeman: 20%
Muton:          3%
Ethereal:     10%
Total UFOs:    40

August
----------
Sectoid:        0%
Floater:       38%
Snakeman: 59%
Muton:          3%
Ethereal:       0%
Total UFOs:    32


Unfortunately you actively have to shoot down most UFOs to keep the game going which makes gathering data a lot of work. For proper statistics a multitude of such datasets would be necessary.

If you just monitor, it's a lot less work but the game ends after Feb.
Most games are are as expected but there are some exceptions:

January
-----------
Sectoid:        0%
Floater:       50%
Snakeman: 50%
Muton:          0%
Ethereal:       0%
Total UFOs:     8

February
-----------
Sectoid:        0%
Floater:       47%
Snakeman: 53%
Muton:          0%
Ethereal:       0%
Total UFOs:    19


Actually I think that's a good thing, it gives the game more randomness.

169
Suggestions / Re: Make ufos smarter an tougher
« on: March 06, 2013, 10:38:49 pm »
Yes, piƱata is the perfect term for the poor small UFOs!  ;)

I read your posts about the interception game, sounds really interesting.

A bomber-UFO would really be a good idea since currently (and in the original) your base is completely immune from battleship attacks once you have a couple of fusion ball defense facilities.
Maybe it could damage/destroy random facilities at your base during a flyover without triggering defenses. So if you don't shoot it down with your crafts it will seriously damage your base - and clear the way for further battleships to land.

170
Offtopic / Anyone still got the original XCOM games?
« on: March 06, 2013, 10:19:46 pm »
When I first stumbled across this great project about half a year ago, first thing I did was recovering my old XCOM games from the attic.
Even after more than 10 years up there they still look pretty good and even though the CDs are badly scratched, they all work. :)

Anyone got other/older versions?
A friend of mine had the floppy version but the disks became unreadable a long time ago so he threw them away.




171
Programming / Question on alien appearance ratios
« on: March 05, 2013, 08:05:43 pm »
I've always wondered how the appearance ratios of alien races are calculated.

While they are very different from game to game they are clearly nonrandom and also different from the original game.
https://www.ufopaedia.org/index.php?title=Alien_Appearance_Ratios

Is this set at the start of a new game or have I simply experienced some statistical freak events?

I've started a couple of new games with modified instantly built hyperwave decoders and monitored everything that appeared on the globe for the first few months.
The majority of games starts with either floaters, sectoids or a mixture of both as expected, other races join in later.
But I've also had games with only floaters or only sectoids for the first 4-5 months, in one case it was only snakemen from the beginning to July.
Another combination was only sectoids and etherals but nothing else in 6 months.
Generally, snakemen and especially mutons were rare, I've only seen very very few ships with mutons so far.







172
Programming / Re: Implemented: UFOs landing
« on: March 05, 2013, 07:49:54 pm »
I support this!

While I think landing now works pretty nicely, the behavior of UFOs in general could be improved. I've made some suggestions here.:
https://openxcom.org/forum/index.php/topic,1035.0.html

Something else that has always bothered me:
Please don't make Terror- and Battleships disappear after they reach their destination, let them fly home. This may mean to alter their crew as most has been dropped - or you make them speed away for a short distance and then leave earth so they cannot be intercepted anyway.

173
Suggestions / Make ufos smarter an tougher
« on: March 05, 2013, 07:41:42 pm »
While the game is really fun to play in the current state, I think UFOs are way too weak and harmless.

Basically they ignore whatever you do and neither try to evade nor attack your craft.
Even a single Interceptor with Stingrays can (and will) safely shoot down everything smaller than a supply ship and with several Interceptors, avalanches and some luck even a battleship will eventually go down.
So while I really like interceptors (I'd even say they are my favorite item in the game and a masterpiece of human technology), you should need a bit more to take out every alien spaceship equipped with far more superior technology.
I think this currently makes Firestorm and Lightning nearly obsolete. Sure, Avengers are much more convenient but except for going to mars you don't really need them either if you have enough bases (which are easily affordable since it's a no-brainer to shoot down and raid masses of UFOs with a handful of Interceptors).

As far as I remember this also was the case in the original game but I'd really appreciate a possibility in options.cfg to make UFOs smarter and stronger.
Maybe things can also change with game difficulty - the more difficult the game, the smarter the aliens and UFOs. This would make it much more fun to play on higher levels of difficulty.

.)small UFOs should try to get away (they are all faster than the interceptor anyway)

.)large UFOs could either ignore you and speed away continuing their mission or actively attack you even if you try to hold them at a distance

.)a great idea would be a new small UFO type as escort for otherwise defenseless small-med UFOs carrying out missions.
Should be very fast and aggressive so you cannot evade it and go after the UFO it is meant to protect.
Armed in a way to likely damage but not destroy an interceptor and not too hard to shoot down. It's main job is to distract attention from the mission-UFO and make you waste ammunition. Equipping it with little crew with only basic weaponry would mean only very little value if recovered.  This would force you to send multiple crafts to prevent an alien mission from being carried out and to raid valuable artifacts.

.)retaliate on Skyranger while on the way to crash site (alien rescue mission), this would force you to send Interceptors to escort your Skyranger

.)aliens should evaluate their missions - if you constantly get shot down in one region try to avoid it and go to another, if successful intensify your presence. If you have to send small UFOS to dangerous places give them escort.
In my current game, alien activity is largely limited to the regions around my 2 bases while the rest of the globe is neglected (mid-game on veteran).
This is absurd as the aliens are digging their own grave by supplying me with loads of items and money from easily downed crafts.



So much for my Ideas, I'd love to help but I've no clue about coding and my drawing skills are somewhat limited. If there's anything I can do except hunting for bugs let me know!

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