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Hey guys! Figured there might be some drawfags among us who've wasted our time drawing Xenonauts/Xcom fanart, figured I'd get the ball rolling by posting a couple of MSPaint pictures I drew over the last few days. I used Microsoft Paint because a) I only have a laptop touchpad to draw with and b) the aliasing on the pixels is reminiscent of X-Com. Anyway, yeah, these'll appear small, but here are some previews- to see full image click the link under the thumbnail: http://x-com.org.uk/img/xcom.png http://i45.tinypic.com/w2jb6a.png I hope I'm not the only one!
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After finding Xenonauts I have also find that new 3d games with the Xcom name have been made recently. Seems the name has become popular again! Hollywood strugeling with new Ideas could maybe make a Xcom movie. What do you guys think would be a good format for it? I think a three part movie series (tv movie, or cinema depending on budget) would be awesome, maybe with three different styles, Part 1 mystery, thriller, horror. The Aliens reports start trikling in, until the full invasion is a fact.Seen from various viewpoints of leaders, squad members, scientists and civilians that will be followed through the 3 parts. Maybe ending with some countries allying with the ETs, while others form XCom. Part 2 Action, horror, war movie sci-fi. Serious WAR movie! Ala 'Bridge to Far' with a lot of reverse engenering and such.X-com responds to various types of missions. Earths forces are all but down for the count, when the alien base is discovered of world. Part 3 Adventure, Action, Horror. The team of now surviving veterans and rookies are sent to end the alien threat on its home turf.
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Chris posted this on the old forum and it covers a lot of points that come up... repeatedly. (to put it mildly) As we've been around for a while now, a lot of questions keep poppoing up. In this thread, we've compiled a list of the most popular questions and our answers to them. Please check it before you post! Features from X-Com: Will there be blaster bombs in the game? Will there be Chryssalids in the game? Will there be psionic powers in the game? Will I still be able to sell manufactured items at a profit? Will there be night missions? Will there be underwater missions? Soldiers: Will I still be able to rename soldiers? Why are there no female soldiers in the game? Will soldiers equipment loadout be stored from mission to mission? Can I customise the position of the soldiers in the dropship? How do soldiers increase their attributes? How do soldiers increase their ranks? Does the player start with a team of well-trained soldiers? Vehicles & Aircraft: Will vehicles gain battlefield experience? Will vehicles be customizable? Will interceptor pilots gain experience or have stats? Weapons: Your choice of gun for (insert gun type here) is wrong! This is unrealistic! Will there be different variants on the starting weapons (eg. will there be a choice between AK47s and M16s for the assault rifle)? Will there be unique special weapons dropped by the aliens? Will there be melee weapons and melee attacks? Game Mechanics: What’s the thinking behind the different tiers of weapons? How does the cover system work? Will you tell me about armour and the health system? Morale. What’s the point? Will the player be able to call in off-map fire support (artillery, gunships etc)? Will there be weapon emplacements/defences in the base-defence missions? Can bases collaborate with research and manufacturing? Misc. Questions: Will you sell via digital distribution (ie. Steam)? How did you decide on the price of $29.99? Can you play as the aliens? Will there be multiplayer? Can the map be rotated? Will you have a beta test? Will there be a demo? How can I help out Xenonauts? ________________________________________ Features from X-Com: Q. I really liked Blaster Bombs in the original X-Com! They were so cool! Will they be in Xenonauts? A. No, we consider them to unbalanced a weapon to include. Being able to fire without LOS allows the player to hide his units away from danger, which enormously reduces the tension and fear in the game. They are also very frustrating to play against, as there is no real defence against blaster bombs and having to rely on luck in a mission is not good game design. Q. I really liked Chryssalids in the original X-Com! They were so cool! Will they be in Xenonauts? A. Something very much like them will appear in the game, except even worse. You’ll have to wait till you actually play the game to find out how though! Q. Will psionic powers be making a return? A. For the alien side, yes. For the human side, no. Psionics inspire tension and terror that conventional weapons do not, and for that reason it would be foolish of us to leave them out. However, they will not be available for the human side as they don't really fit with the style of game we're going for. Additionally, we feel powers like Mind Control vastly unbalanced the original X-Com. Q. Will we still be able to sell manufactured items for a profit? A. No, the player will be able to sell them but only at a loss. You will be reliant on monthly funding tried to your performance, or from selling captured items. Q. Will there be day and night missions? A. Yes, there will be. Similarly we intend to implement flares etc in a manner similar to the original. Q. Will there be underwater missions? A. No, but with a a showerhead and a little indoor plumbing, you should be able to enjoy the desired game experience. ________________________________________ Soldiers: Q. Will I still be able to rename soldiers? A. Yes, you can. Q. Will there be female soldiers in the game? A. No, I’m afraid not. This is not because of deep-seated prejudices amongst women, but because we’re using sprites. We already have to render every armour type with every weapon from 8 different directions, which is in the region of 100,000 frames of animation. If we had female soldiers, we’d have to double that. There will however be female civilians. This is the same reason why all the soldiers on the battlefield are white – there are ethnic soldiers in the art, but adding non-white soldiers would also double the number of animation frames required. *Update* Female soldiers are now present in the game! The developers decided that the differences between male and female soldiers in most armour types was negligible so the same sprites could be used on the ground. Different images are used where the differences would be noticeable, for example the basic armour and in the base screens. Q. Will soldiers' equipment loadout be stored from mission to mission? A. Yes. You won't have to re-equip them every mission. Q. Will we be able to arrange soldiers in the dropship in any order we want? A. Yes. If you want your toughest (or perhaps most expendable) guy to be the closest to the exit ramp, you can set him to start there. Q. How do soldiers improve their attributes? A. Soldiers learn and improve their skills by using them. A soldier who fires his weapon enough times on the battlefield will gain bonuses to Accuracy, while a soldier who has taken sufficient numbers of morale checks will earn a bonus to their Bravery (and so on for the other stats). These are running totals; the shots or morale checks could be earned across multiple missions. However, there is a cap on how many points can be earned on any one mission so ‘training’ your skills is not possible. One thing is for certain though – soldiers who get left behind in the dropship every mission won’t be gaining any experience! Q. How do soldiers increase in rank, and what attributes does it offer? A. Soldiers are promoted once they have earned a set number of attribute increases on the battlefield (in any statistic), with later ranks requiring more attribute increases to attain promotion. Rank is not tied to the number of soldiers the player has – you can have a team entirely comprised of Commanders if you are skilful enough! Increased rank provides a bonus to the morale of the rest of the team (and therefore psionic defence). This also works in reverse, so bringing newly recruited Rookies along to the fight actually provides a morale penalty to the team, at least until they have earned their stripes in battle and been promoted to Corporals. Q. Does the player start with a team of experienced soldiers? A. The Xenonauts have existed as an organisation for over twenty years before the alien invasion fleet arrived, so the player takes control of a team of twelve highly-trained soldiers. These soldiers, consisting of eleven Corporals and one Sergeant, have significantly higher statistics than new recruits and therefore will provide the core of the player’s strike team in the early stages of the game. They are not expendable - try not to get them killed! ________________________________________ Vehicles & Aircraft: Q. Will vehicles gain experience and improved stats on the battlefield? A. Nope. Only soldiers will gain experience on the battlefield. Though vehicles technically have drivers and gunners etc, the player does not need to manage these staff or even provide them living quarters. This is to streamline the game and avoid feature bloat, and to encourage players to use their soldiers rather than relying on vehicles. Q. Will I be able to customise my vehicles? A. Yes. The player will be able to choose what weapons to equip their vehicles with (though there are some limitations on what chassis types can carry what weapon types). You will therefore be able to upgrade your vehicles, and equip them for specific missions, without having to research a whole new vehicle. Q. Will interceptor pilots gain experience and have stats? A. No. Air combat is meant to be streamlined and quick, as you'll be doing it countless times during the course of a game and it should not feel like a chore. Therefore we don't want to overcomplicate the process, and we think adding pilots would do that. ________________________________________ Weapons: Q. Your choice of gun for (insert gun type here) is wrong! This is unrealistic! A. This is technically not a question, but it crops up a lot. The starting weapons have been chosen to fill specific battlefield roles, and are based on stereotypes in gaming culture. In reality a shotgun may not be of much use against body armour, but anyone who plays games regularly intuitively knows that shotguns are excellent close-quarter weapons. The weapons chosen to fill these roles are reasonably historically accurate, but if there are elements of unrealism in their stats/battlefield role then it has been done for the sake of game balance, which we consider far more important. Q. I notice most of the starting weaponry is NATO weaponry - will there be Soviet weaponry like the AK47 in the game too? Also, why is there only one type of assault rifle etc - why can't we have 3 or 4 different types to allow greater customisation? A. There will not be other ballistic weaponry available beyond the basic starting gear. The reason for this is that there are already large numbers of weapons in the game at various tech levels, and we don't see the need to pad out the starting weapon selection unnecessarily. Additionally, all the starting weapons have a set battlefield 'role' that is in keeping with the perception of that weapon (the shotgun is a superb close-range weapon, for instance). It could confuse new players if they had to choose between several slightly different variants of an assault rifle with only cosmetic differences between them. Players will be free to mod in their own weapon choices/artwork after release, but we do not see it as worth development time. *update* Goldhawk have released some additional weapon images for use by modders and have added a second assault rifle using the AK47 artwork for use by Soviet military NPC's. This is currently only obtainable from the ground missions. Q. Will there be unique, one off, items in the game like special weapon drops? A. No. The game isn't about 'loot' so we don't think it's fitting with the spirit of X-Com. Q. Will there be melee weapons and melee attacks? A. Yes, the starting stun baton will be melee only and will be used for subduing aliens in the same way as the stun rod in X-Com. There will also be a default melee attack using whatever weapon the soldier has equipped, the damage done based on the strength of the soldier (and possibly modified by the weight of the weapon equipped). There will not be any specialist melee weapons or attachments beyond this, however, as melee weapons don't make sense to the dev team in an environment where there are extremely powerful projectile weapons around - melee should definitely be a last resort only! ________________________________________ Game Mechanics: Q. What’s the thinking behind the different tiers of weapons? A. The starting weapons allow a player to equip his troops for whatever role he wants to use them in. Rifles are general purpose weapons and pistols are good for scouts, while shotguns excel up close and the precision rifle is a superb sniping weapon. Higher ‘tiers’ of weapons (ie, laser and plasma weapons in the original X-Com) will also have different variants for different roles, although the details of the ‘tiers’ have not yet been released. This is to stop ‘Give every soldier a Heavy Plasma’ syndrome that rather afflicted the original X-Com. In general, each weapon will be superior to its equivalent in the tier below, but be heavier, harder to aim and more costly to build and maintain. There are also a number of specialist items and heavy weapons that exist outside the general model listed above, for example the flamethrower and rocket launcher in the starting weapons. Q. How does the cover system work? A. Xenonauts uses a directional cover system. In an isometric grid, each unit has eight surrounding tiles. Each of the eight tiles provides a cover value to that soldier, and provides a measure of protection against damage coming from that direction (if a shot comes from between two tiles, a hybrid value is used). Thus a soldier hiding behind a stone wall will receive good protection from immediately in front of him, but if a soldier flanks him and shoots him from the side (or lobs a grenade over the wall so it lands behind him), he will receive no protection. Q. Will you tell me about armour and the health system? A. Each soldier has a HP value, and being injured reduces both the soldier’s current HP and maximum HP. The former can be healed on the battlefield using medipacks, but the latter can only be healed with recuperation time on the Geoscape after the battle is over. Soldiers can be sent into battle injured (up to a point), but suffer AP penalties for doing so. A soldier is considered ‘dead’ for the purposes of the mission if they reach 0HP, but they are not necessarily dead in game terms. A soldier has a chance of surviving the mission with a long injury lay-off, but this chance is reduced the more damage they have taken below 0HP, and after a certain amount of damage this falls to zero. Armour works by mitigating the damage received by a soldier, reducing the damage taken by a set amount. However, weapons also have armour mitigation values, which reduce the armour mitigation by a corresponding amount. An assault rifle and a precision rifle would do fairly similar damage against unarmoured targets, but the precision rifle would do substantially more against an armoured target due to its superior armour mitigation value. Q. Morale. What’s the point? A. Morale provides a measure of how likely a soldier is to panic and lose all his APs for the turn, or panic and start running away or firing his weapons in random directions. Morale also provides a soldier’s defence against alien psionic attack, as a frightened soldier is more likely to succumb to mental attacks. Morale is initially derived from a combination of their Bravery statistic and the ranks of the soldiers in the team. Once the battle begins it is affected positively by killing aliens and proximity to fellow soldiers, and affected negatively by injury and the loss of civilians and teammates (with a higher penalty for the loss of more experienced soldiers). Q. Will the player be able to call in off-map fire support (artillery, gunships etc)? A. No, for the same reason why the blaster bombs have been removed. Any weapons that don’t require line-of-sight (excepting a couple of alien psionic powers) remove a lot of the tension from the game because they reduce the danger that the player is exposing his men to, so we’re avoiding them. Q. Will there be weapon emplacements/defences in the base-defence missions? A. No. We want the focus to be on infantry combat, and besides it would be a lot of additional coding to implement. But mostly we don’t want to overcomplicate things. Q. Can bases collaborate with research and manufacturing? A. They can collaborate between bases on research, but not manufacturing. We found this is the best blend of convenience and realism. ________________________________________ Misc. Questions: Q. Will the game be sold over Steam or any other method of digital distribution? A. Yes, we intend to get the game on Steam if at all humanly possible. If not, then we'll look at alternative methods of digital distribution, such as Impulse from Stardock etc. Assuming the Steam contract is non-exclusive, we will also have non-Steam digital distribution alternatives for those of you who hate Valve for whatever reason. Q. How did you decide on the price of $29.99? A. We believe that Xenonauts is a large project comparable to many AAA titles in scope, and hopefully also in quality. Given that many AAA games are released at prices closer to $50 than $30 nowadays, we believe $29.99 is a fair price for the game. Also, much as we’d like to operate as a charity, members of the team have taken on significant amounts of financial risk to produce the game, so it would be wrong to operate the company as anything other than a business. We believe $29.99 represents a reasonable return on our investment without being so expensive it would price people out of buying it. Q. Can you play as the aliens? A. No, we’ve only got enough time to create one game. Plus it'd be far too easy. Q. Will there be multiplayer functionality? A. No. We’d have liked to, but unfortunately we don’t have the time or budget to make it a reality. Q. I have a new idea for an alien monster, why don't you put it in your game? A. Because all of the aliens have been concepted and are in the process of being modelled and animated, so it’s a bit late in the day to add new aliens to the game (no matter how exciting they may be). You could always mod them in after release though! Q. Can the map be rotated? A. No, all tiles are pre-rendered and touched up for that retro "painted" look. Q. Will you have a beta test? A. Yes, everyone who pre-orders the game will be eligible for beta testing. See the pre-order page for details. Q. Will there be a demo? A. Yes, we will make a demo available after the game is released. It will be the same content-limited (ie, it won’t feature the full tech tree) version of the game that had previously been used for the beta testing, but of course you won’t have a chance to influence the direction and balancing of the game with your opinions. Q. How can I help out Xenonauts and the dev team? A. The two most helpful things you can do are to participate in the community on our forums, and to pre-order the game when we make it available. We’d hugely appreciate both of those. If you want to join the team, see what roles we have available on our Vacancies page.
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A look at the influences and sources of one of the most inspired computer games. “I remember going out and buying a video tape of the old Gerry Anderson UFO TV series, and the thing that inspired me from that was the idea of having a worldwide organisation that was set up to stop this alien menace.”- Julian Gollop When Rebelstar Raiders creator, Julian Gollop, approached Microprose with ideas for a sequel to his Laser Squad title, it was suggested that the tactical, turn based game should take on a much larger scope, in keeping with games like Civilisation. From that meeting it was decided that the theme of protecting Earth from the threat of UFOs would supply the general strategic background to the title. Gollop combined elements of Gerry Anderson’s Supermarionation TV shows, particularly UFO, with themes from UFOlogy, especially books by Timothy Good such as Above Top Secret and Alien Liaison. There are many themes relating to UFOlogy within X-Com. They combine in subtle ways, to provide an intriguing and unsettling backdrop against which to combat the alien forces, attempting to dominate the planet. This series of posts looks at the game and highlights its sources. The many elements used by Gollop often provide a more coherent background than a subject that is rife with hoaxes and disinformation. Organisations “Many elements of this UFOlogy went into the game, and the concept of X-Com as a secretly funded organisation is based on the alleged existence of MJ12, a government sponsored group of leading scientists and military personnel.”- Julian Gollop [table=width: 730, class: grid, align: left] [tr] [td] [/td] [td] Formation Both X-Com, (Extraterrestrial Combat Unit), and SHADO, (Supreme Headquarters Alien Defence Organisation), have very similar backgrounds. Both are clandestine organisations formed to combat the growing threat that unidentified flying objects and related events pose to humanity. It is a threat that is considered to be beyond the capabilities of a single nation to combat. In both backgrounds we have attempts by individual countries to find out more about the aliens. The X-Com background has Kiryu-Kai fail to successfully intercept a single craft. In UFO it is a British cabinet minister who is killed upon receiving firm evidence of the aliens’ existence. They both realise a larger organisation is required. In UFOlogy, Majestic -12 was formed from the US military elite following the key event of the Roswell incident of 1947, where an alien craft crash landed into the New Mexico desert. Majestic -12 operates within the largest military budget on the planet, from a country with a strong global military and industrial links. The inherent irony of X-Com is that you are controlling an organisation that in UFOlogy circles are considered to be the bad guys. The secretive, manipulative conspiracy based group are just who are needed in the world’s hour of need. Both SHADO & X-COM operate on a global scale with impressive funding and the ability to recruit the best personnel and the most advanced weaponry and facilities. A month after its inception, X-COM makes its first successful alien interception. UFO also begins at a key moment, the first capture of a live alien. This event justifies the ten years that Commander Straker has spent building up the organisation. Majestic -12 would operate within the world of the escalating Cold War, where any potential threat to security was investigated. The feeling of escalation, and overwhelming dread, is a common theme throughout all three organisations. [/td] [td] [/td] [/tr] [tr] [td] [/td] [td] Base of Operations X-Com allows for the creation of underground bases across the world, with the option to construct and manage a number of facilities. Likewise, in UFO, SHADO operated from an underground base, 80ft beneath the cover of a film studio outside London. The head of SHADO HQ, Commander Straker, accesses the base via an access lift which doubles as his office. In X-Com the key access point to the base is the Access Lift. In UFOlogy, there are endless debates over what the facilities are at secret US government installations, and not so secret installations such as Area-51, in the Nevada Test & Training Range. Area 51 has long links with test flying the latest of US military aircraft; craft so unusual as to be considered beyond the capabilities of man. As with the other two organisations, the bulk of the facilities are considered to be underground. The Cold War resulted in numerous nations building secret underground facilities to be used in case of nuclear attack or for other clandestine purposes. Alien bases, constructed with the assistance of the USS government are also invariably placed well underground. Following the UFO crashes of the late 1940s there have also been rumours of facilities in which the aliens survived in captivity, the equivalent of X-Com’s Alien Containment.[/td] [td] [/td] [/tr] [tr] [td] [/td] [td] Starting Troops Both X-Com and UFO feature coverall clad personnel disembarking from cramped vehicles into the sights and range of aliens and their craft. Their goals are invariably to capture or kill all aliens present and secure their equipment and craft for the retrieval teams. In Majestic -12 the retrieval teams are also the ground troops of their organisation, with Red and Blue teams assigned to secure evidence and knowledge. They follow the procedures contained within the Special Operations Manual. A copy of the manual dated 1954 has been leaked. UFO frequently showed a blend of all colours and genders, which had an influence in the personnel available for X-Com missions. They are led by Commander Straker, and Commander is also the top rank in X-Com. One of the main inherent strengths of X-Com is that is not only captures one state of it’s world and organisation, but can develop them over time adding the fruits of it’s research to better arm and equip its soldiers. Claims by retired Colonel Phillip Corso state that a number of technological advancements, such as fibre optics, have been made from retrieved alien technology. [/td] [td] [/td] [/tr] [td] [/td] [td] Funding “X-Com, however, is a truly international force funded by many countries.“- Julian Gollop Despite the Earth being under attack, X-Com does not operate with infinite resources. It’s funding is carefully controlled by a group of funding nations. X-Com is provided with a strict budget. The funding nations alter the funding levels based on the success of X-Com or the level of alien influence within their own boundaries. This mirrors the UFO series where SHADO’s purse strings were controlled by the International Astro-physical Commission. Its chairman General Henderson regularly reminded Straker about the possibility of funding being withdrawn without progress being made against the alien threat. [/td] [td] [/td] [/table]
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Will there be any further secondary objectives in the game beyond holding onto the UFO for X number of turns? This is partly off the back of the suggestion that the numerous Light Scout missions were dull*, so this sort of thing could add some variety into them. It's also from a page on Laser Squad (Gollop X-Com precursor) that listed the missions.** Although X-Com didn't have these, it's come up a fair bit previously. List of various missions here. *Although there's map variation, alien AI and general invasion balancing still to be finished. ** "The Assassins" - The mission's objective is to assassinate Sterner Regnix, the boss of a weapons manufacturer who is using illegal methods to get the best out of his workers. The player will lead a small squad of troops and infiltrate Regnix's hideout and eliminate him by any means, all the while dealing with Regnix's droid squad that patrol the hideout. "Moonbase Assault" - A small squad must penetrate the Omni Corporation moon base, via the airlocks, and destroy a great number of their databanks and analyzers that hold sensitive information. "Rescue from the Mines" - After a routine mission goes badly wrong, three members of the rebel squad are held prisoner in the Metallix Corp mines. A squad of troops must negotiate the mine complex, free all three prisoners and escape. "The Cyber Hordes" - A small squad must defend a rebel station from the attack of an advancing droid squad invasion. The rebel base holds seven stabilizer cores vital to the planet's stability and the droids have focused their efforts on these targets. "Paradise Valley" - Following on from "The Cyber Hordes", the destruction of the stabilizer cores has left the colony in ruins and assault ships hover above waiting for the time of attack. To prevent capture of the rebel blueprints for their advanced starfighter the data has been transferred onto a portable security device and a squad is given the task of escaping from the colony with the device. "The Stardrive" - A group of mercenaries have captured the stardrive controller for a new rebel fighter. A rebel squad must go to their hidden base and retrieve the device. "Laser Platoon" - A free for all deathmatch as equal teams are pitted against each other. Big (ten man) squads, with reinforcements arriving frequently, explore the symmetrical map hunting down or sniping the equally equipped opposition.
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I was looking for some information for another post, and I tripped across this board game. It's called Target Earth, and it came out back in 2010. It is derived from the EU1994 game. Interestingly, it promotes it more as an all out alien invasion. There are bases to build, complete with facilities. There are rules for detection, interception and ground combat. Following those there is research across a number of tech trees for Interceptors, Tanks, Soldiers and Alien science. There are also a variety of alien races, UFO types and alien missions. It can be played by up to 4 players. It's a co-operative game, but there are additional rules for players having secondary objectives (which really increases the appeal for me) I've ordered a copy and if it arrives by the weekend, will get to give it a play through then. For lots more information there's the usual great boardgamegeek link. What gave me a Xenonaut vibe (as if the above wasn't more than enough) were the expressions of the leaders on the player mat cards. Glum enough to be in Xenonauts. There's an interesting diplomacy angle, reminiscent of other tactical games, to influence countries to renounce their alien pacts. Something that strikes me as a good way of handling the mechanics of it.
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The title says it all. Whether it was a time when everyone got shot coming off the transport, or the last soldier was able to kill 10 aliens, let's hear it. Mine was probably a terror mission where the transport was surrounded by sectoids, and the tank was covering the entrance, and I thought it would be useful to crouch everyone behind the tank so they wouldn't get controlled, but somehow, the aliens controlled people in there, and let's just say that the tank was the only survivor.
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I think this game would benefit alot from a cover system (i know you can already take cover behind small objects but still it would be nice if you put your soldier against something and then allow him to shoot the alien on the other side much like x-com enemy unknown).
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Remember the original X-com? It had so many maps that I would never see the same one twice. I tried playing Xenonauts but the maps got boring to me. Are you guys going to use the same structure as the original game to have randomly generated maps, or are you going to have default maps that can be played over and over?
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Thought that you guys might appreciate this one http://www.gollopgames.com/2013/04/original-x-com-concept-art.html
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Arctic mission. I know (die to some previous fun on similar maps) that there will be at least 1 alien just out of range. So, I choose a shortcut through a building to get a better position. except I can't as the civilian is completely blocking my way. But he wasn't alone. This is when I try to leave the building. get out of the doorway! Gah!
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- annoying
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Let's sign it people:) http://www.ipetitions.com/petition/ufo-enemy-unknown-1993-hd/
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E'rybody likes a good LP, right? Well, here's a good X-COM one. I didn't make it, I don't know the dude who did, I didn't even participate in the original thread. But it's actually fantastic so give it a read! http://lparchive.org/X-COM-UFO-Defense/
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I first heard about the X-COM franchise from TotalBiscuit's WTF is Xenonauts in a very early stage of the game. It immediately got pre-ordered because the strategy behind the game looked SO GOOD! I then decided to learn more about this mysterious 'X-COM' and and bought the pack on steam for $15. I've played a ton of the OG, probably over 200 hours. After learning about XComUtil, I've played more and more of it. I've even dabbled in TFTD and recently tried my hand at Apocalypse. Interceptor lays never played on my steam library and Enforcer has 14 minutes played. With the Firaxis game, I bought it on release. I was a bit disappointed in the mechanics like aliens needing to be activated in such. What is your experience with X-Com? TL;DR: I learned about Xenonauts, pre-ordered, then bought the original games then EU2012.
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I found this on the Ufopaedia wikki, I might have a go at setting it up and sharing the save file as it does take same time to create. Does sound like fun though http://www.ufopaedia.org/index.php?title=Aliens_Own_Earth
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This is a great mod, mixes up the two games so you can fight normal land battles on land and sea battles at sea. Oh and of course you get all the normal terror missions like ports, ships etc. I took some snaps to show ya There is also a "dawn city" patch for it where it mixes up parts of all of the urban landscapes into one. I haven't done it yet though but i'll be sure to fill ya in. Here is the page with bomb blokes toolkit http://www.strategycore.co.uk/forums/topic/9751-ufo-tftd-combo-mod-beta/
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Works 100% with EU and TFTD. It is very simple to use, you just load your save with it and edit lots of values in game, depending on where the save is made from ie; battlescape\geoscape it allows you to change the values of all the aliens on the map, make them panic give them blaster launchers or just plain old kill em. Problem is if you get greedy and have maximum bases all with 2 avengers with fusion cannons and 9000% fuel, it can get boring pretty quick. I try to use it to make fun scenarios. Like disabling the funding from the council (set max funding to 0) and trying to survive independently, (Inde-X-com) is also pretty helpful if you have Sebs extender mod installed for this as you can use auto sell functions for steady income. Basically just use it to have fun. You might want to back up your saves before hand but I have never had an issue with the tool before. How to get it working. 1, Download from >>>here<<< (You can scan for virus's if you really want but I have downloaded it tons of times over the past year) 2, Open in winrar or any other archiver tool 3, Open README.txt and read (just so you know what's what) 4, Run XCOMHack3Install.msi and install to your hard drive (it in't necessary to plop it in your XCOM folder ) 5, Run X-Com Hack v3.exe 6, Select the location for either your EU or TFTD game saves (mine is c:\program files\steam\steamapps\common\xcom\ufodefence) then open it. 7, Make changes to the game and SAVE before exiting 8, Play
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I just found this cool mod that lest you change all the text in the game. I can't believe this one slipped by me all this time. You load the exe files into the editor and them edit away. I'm assuming save the patch file into your xcom folder (I assume) and launch xcom with your customised game. I'm just playing about trying to get it to work at the moment. For some reason I can't get it to work yet??? ANY IDEAS??
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I am in the process of modding xcom to make some videos but the website xcomufo.com has been taken down. I am wondering if anyone knows a SECURE link to a mp3 download for the ps1 xbox music. I would just go ahead and download some but this time last year I got infected with vistapsyware2012 malware for downloading xcom muisc for modding purposes.I don't much fancy being locked out of my computer again. (No thanks to malware bytes PRO for helping) Alternatively, does anyone have the mp3 music they could send over, would be much appreciated
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I came across the review that got me into X-Com way back in the '90s. At the time, I had no idea it was from the same guy who had brought out Rebelstar Raiders.
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At this point in Alpha I've not really seen any two story UFOs or other alien installations yet. All I've seen are the stairs in the Farm map barns and the metal stairs in the industrial buildings. Still, I've no doubt they will be in there. After all the original EU1994 gave us ... and apocalypse gave us this one But considering the huge number of maps that could be modded into the game, is there a possibility that we could have the chance to modify the properties of anything ascending/ descending. For example, to have a number of different elevators, with a property to adjust the AP requirement of each? So while in EU1994 the AP to use the elevator was 8TUs at all times, could something perhaps be able to delay/ alter this. Alien UFO Grav Lift - 8AP Corporate Building - 12AP Apartment Building - 15AP Colonist (Research etc) Facility- 20APs and of course... Freight Elevator - 30-40AP This can be extrapolated into climbing directly up a manhole ladder or down and no doubt there are plenty of others. Just a passing thought.
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A follow up to the Xenonauts action figure thread... I've been tripping across this lot for a while now, shopping for Christmas presents and think of this game. Clearly, it's something that could be used as a merchandising cross over for a Terror From the Deep re-imagining. You don't have to do everything yourself. Enter:- XENONAUTS2: THE OCTONAUTS The troops, each visually distinctive with a variety of alien killing abilities... Your new underwater HQ... They don't seem to fight much, obviously the war is in it's early days. But here's a vampire squid.
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In the Cold War... no one cares if you scream. With X-Com2012 out there and at least a little while before Xenonauts is ready to go, why not look to entice yet another set of games fans towards the game? Aliens Colonial Marines is out in Feb 2013. Now who remembers this, from the Kickstarter goals:- Reaper (Chryssalid) Hive tileset ($40k) – in addition to the normal alien base missions, we will add Reaper (the Xenonaut equivalent of Chryssalids) Hive missions to the late-game. These would feature “nodes” that spawned infinite numbers of Reapers until destroyed. Yes, I have been playing Space Hulk. To get you in the mood, here's a flash game based on Leading Edge's rather brilliant board game of some years ago. Xenonauts would be onto something pretty good to recreate that sort of tension for such missions. Aliens Flash Game Naturally, Corporal Hicks will want a nuke 'em from orbit option in there
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