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Ichthyic

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Posts posted by Ichthyic

  1. I loved this game, but felt a bit flat at the end, when all I got was a summary screen instead of some sort of cutscene.

    any plans to add one in there?

    could even be a simple slide show type thing, with dramatic music in the background.

    scenes of the escape from the dreadnought (if you managed to disable the power generators, or of the dreadnought's destruction with all aboard if you didn't), pod recovery from the ocean by a naval vessel maybe (or a memorial service), followed by a ticker-tape parade, and maybe what happened to some of the regulars (like the egotastic science guy)...

    just something that wraps it all up with a bow. wouldn't be too hard, I think. doesn't even need voice narration. just pictures and text with music.

  2. I still appreciate the effort but yeah the game is not as good as the original xcom even with the new graphics.

    huh. I remember the original, some of the serious bugs it had, and the repetitive gameplay in and of itself. the easy ways to exploit some of the game features... a LOT of that has been fixed in this game. Plus, this game is easy to mod, and already has a number of good mods and maps out there as add ons, let alone being able to tweak just about every aspect of the game yourself.

    frankly, I have the exact reverse opinion; this is a BETTER game than the original, considerably so in fact, and continues to be improved upon. The original had the "unique" tag to boost it, and so many turn based strategy games that were similar have come and gone since, that it takes extra work to produce a game that can hold interest in this genre. This game did that for me. Even had good "creepy" factor still. Loved night missions. I was really sold on it when during one night mission, I saw my first reaper in my peripheral vision run past during the alien turn. On my turn... it was not visible. Then I turned around. It was right behind me. literally breathing on my neck. It missed getting me by ONE step. that was frankly, awesome. An experience I never got playing the triple A remake of Xcom.

    looking forward to the final polishing of the next 1.5x release, so I can play it all over again.

  3. I really enjoyed this add on mod. It REALLY made the mid-game grind a lot more enjoyable.

    thanks muchly!

    FWIW, I liked all the trees. If they ever got in the way, they were easy enough to shoot down. I had no major access issues, no major pathfinding issues, no major cover issues. all went just fine. Only minor issue was in arctic maps, one of the pillar textures is kinda messed up, and it makes it hard to land on. looks like a 50% deal. half the pillar tops were fine, half had the fubar texture.

    wasn't really much of an issue.

  4. sorry, but you really should use a different word than "fixed" then. why not use "reported"? that would have alleviated a lot of anger and confusion, frankly.

    also, the problem for 1.09 users is that there really isn't any good way to raise bravery, and it gets tiresome watching half your team get wiped from mind control or berserks when taking on elite caesans.

    highest I've been able to get is 89, after 60+ missions, starting with 80 bravery, and doing everything possible to encourage panic situations, etc along the way. it was a lot of work. too much, really. for your average new player, who doesn't realize bravery doesn't really go up, and hires units based on good average stats... can't imagine how frustrating it must be for them.

  5. I remember the hours I spent playing the original.

    frankly... this is better.

    I find I enjoy this game even more than the original, and more than the triple A remake.

    this has the creepy factor just right. Night missions are genuinely terrifying, especially when reapers start showing up.

    I remember one mission... I hadn't lit up the area to my right, and saw one rush past in my peripheral vision, just for a moment.

    on my turn... I turned around... and it was standing right behind me. It literally missed getting me by one step.

    that really sold me on this game.

  6. Are aliens able to take control of or otherwise psychically attack civilians or security forces on any given map?

    I can't recall ever seeing it happen in over 60 missions, but thought maybe they preferentially target my own guys first.

    if not, it would be a cool mod feature to allow the aliens to control the civilian populace. would make for some spooky situations, and some at least minor decisions about whether to take out civilians because they've gotten mind controlled.

    ..or even suicide bomber civilians carrying c4. snap decision: "Is that civvy running at me to get away from the aliens, or because he's being controlled BY the aliens?"

  7. rockets are only used for killing in an emergency, or just to watch stuff go squish, imo.

    by FAR the best use of rockets is to open up areas so you can shoot at exposed aliens with your other troopers.

    wait till you have to do a terror mission, and all the buildings are full of snipers. THEN you'll be wishing you brought at least one rocket guy.

    sniper hiding in a room on the third floor? no problem. blow the face off the wall off with a rocket, and pick him off with your own sniper.

    until you get predator armor, and are using plasmacasters with them, your rocket guy is going to be your entry maker.

    with the predator armor though, your heavy weapons guys will end up opening most doors, walls, etc.

  8. Alien bases are automatically revealed after 5 days. Ships that can build bases (off the top of my head) are Corvettes, Landing Ships, and Carriers.

    not true at all. they are revealed randomly after five days by "agents", but otherwise you can go a while without noticing one, even if it's in territory covered by your radar. Again, I just tested this. second base was quite close to one of mine, and didn't show up even after 7 days, until I flew over it with interceptor.

  9. landing ships don't usually build bases by themselves, but I can confirm after repeated testing that they WILL build a base if they come with fighter escorts, and you give them a chance to land.

    give it a day after that, then do a flyover.. presto, one base.

    I've done this each of the last 3 months, and consistently the medium landing ship with fighter escort will build a base.

    the others did not even try.

    but, could just be my "seed". thing to look for is medium or larger ship that is NOT attacking the general populace, shooting down airplanes, strafing shopping malls, etc. they will wander around a bit, then look for a place to set up base instead.

  10. turns out after fast forwarding two months, the only ships that tried to build a base in december/january/february were medium landing ships with two fighters as escorts.

    none of the other ships tried to build a base.

    so, don't know if that's a regular pattern, and I'm not going to retest it again, since that took quite a while, but for anyone looking to encourage alien base building, try letting any medium landers with escorts have free reign.

    of course, the other thing those are likely to do is attack your own base if they find it...

  11. I spent a lot of hours watching the various alien spawns from december to february, and for me, the only ones that would create a new base were the medium landing ships escorted by two fighters.

    so, if you're a gambler, when you see that combo: medium plus two fighters in a single squadron, try letting it do its thing without interference.

    first one I didn't shoot down immediately made a base (shows up a few days later on the radar). none of the other ships i tested actually made a base.

  12. Medal's bravery bonus was broken. If you had order of Terra (Awarded for elimination of twenty extraterrestrial units in combat, +3 brv) and also the service medal (Awarded for active participation in ten combat missions, +1 brv), you only got +1 of the second medal instead of +4.

    Fixed in both X:CE and official version, thanks for your reports!

    no, fail. it is NOT fixed in 1.09, which is still the only official version for sale.

    medals are actually awarding exactly ZERO bravery points. let me repeat that, ok? MEDALS ARE NOT AWARDING ANY BRAVERY POINTS AT ALL. NONE ZERO, ZIP, NADA.

    clear?

    it's NOT FIXED.

    you want savegames to see for yourself? I'm not running any mods, using the GoG version I bought last week.

    the ONLY bravery points I see, are the two that seem to be automatic on first promotion (or first mission, hard to tell), and any that are awarded for getting panicked during a mission.

    that's.

    it.

  13. It's mid January for me as well, and no alien bases. In the second wave of december, I left alone every mid and large size alien ship; just let them do whatever they wanted and took the hit in relations.

    first week of february, same thing. letft everything alone that wasn't hovering right over my base, or was a small fighter. even let a terror mission get started (aside: holy crap! terror missions are HARD). hoping ignoring aliens will at least get a base established somewhere in the world.

  14. one, this is for personal reasons for the most part... I'm not asking you to play with it.

    two, no, you DON'T heal your guys to full health, not even bloody close, even with a 75% healing pack.

    on a heavy hit, your guy will STILL be down for a week.

    so, please, don't let your sense of playstyle interfere with an obvious request.

    advanced medkits add NOTHING to the game as they are.

  15. I'm reasonably sure it's hardcoded, but thought to doublecheck here just in case. basically, the way the advanced medkits work right now is a complete waste. you can't actually get 200 point damage wound such that it would heal 50% of that :P for that matter, you can't even get a 100 point wound. in fact, there is absolutely no utility at all to the advanced kit over the basic kit, except the reduction in tus to use it.

    no, it should be that the basic kit does 50/50 and the advanced kit does 75/75. that would make much more sense.

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