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XCOMUFO & Xenocide

slickrcbd

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    In front of a computer.
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    Computer games, especially cRPGs and turn-based games like X-com or tactical play like the Gold Box games and the Exile/Avernum series.

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  1. Uh, I said I was familiar with the '90s game but I was asking about the remake, which I finished.
  2. From Thursday April 14 until April 21, Epic is giving away X-Com 2 https://store.epicgames.com/en-US/p/xcom-2 Epic has been giving away at least one free game a week since the start of the COVID pandemic. Add it to your Epic library, and it is yours to keep. Usually it is the base game with the expansions and DLC costing extra, occasionally they include a few DLC. In the case of X-Com 2, no DLC or expansions, just the base game. Get it while you can!
  3. I'm wondering, did anybody ever do a mod to do something like give some of the civilians pistols in terror missions? Maybe make one civilian sprite a police officer that is shooting back? They wouldn't last long, even against floaters or sectoids with just a pistol and no armor, but it would be an interesting change.
  4. I did not see a manual with this game, even on the DVD. I only have a quick reference card. I've got a couple questions. I'm familiar with the original game, so I might be biased based on how things worked in UFO Defense and TFTD. #1. Do I have unlimited reloads? Sometimes my guns are half full but after waiting couple turns no aliens advance on me. It would make sense to reload, but I recall ammunition limits in the original being part of the game with clip management unless you were using lasers. I haven't run out yet, but I want to know if I need to conserve ammo. Should reload whenever it is convenient instead of waiting until the clip is empty like I would in the original. #2. Can I use rockets and grenades to soften up enemies and still get items? Dr. Vahlen warns me that killing aliens with explosives destroys the artifacts. However, If I see 2-3 floaters clustered together with FOUR full hit boxes, can I toss a grenade at them to do 3 damage, then move in and use the arc throwers to capture them and still get their guns or shoot them with pistols to save ammo? What about two chryssalids or mutons clustered together? Can I have my heavy soften them up with a rocket (which won't kill them) then finish them off with gunfire or will that initial hit with the rocket destroy the loot?
  5. I just started playing the remake of Xcom after finding it in the library "book sale" for $4, much like I found the Collector's Edition back about 8 years ago. Anyways, I just got the mission where you are putting transmitters on a train and have your first encounter with the new mutons. The VA's in the game pronounced it similar to "mutant" while all these years I've been pronouncing it as "mutton", as in cut of lamb meat. Did anyone else make that mistake? Not sure if this belongs here or in the remake's forum
  6. I just picked up X-com: Enemy Unknown at the library "book sale" for about $3 total. There was a box ($2) and a DVD case ($1), the box is labeled "Special Edition" and the DVD case is labeled "Complete Edition". I thought the DVD case might have been removed from the box by somebody, but apparently they are two copies of the game. Which one should I install on my Windows 10 computer? Both appear to be steam versions. The readme says that my ATI Radion 3450 is not good enough to play it on my older Windows 7 computer.
  7. I got the new Battletech for Christmas and I've been musing on how similar it is to X-Com and Jagged Alliance. I also recall a game for the SNES that was never released in the USA but was given a translation patch by fans called Front Mission, although I never got my hands on any sequels. I liked the turn-based tactical RPGS like the old Gold Box games and Spiderweb Software's old Exile series for the Mac (remade as the Avernum series), and the fan translation of Bahamut's Lagoon for SNES (I found a bunch of translated RPGs for the SNES back in the early 2000's when money was tight, might not have been strictly legal). I heard a game called Warhammer 40K was supposed to be similar, but when I found Dawn of War last year at the library "Book Sale", it turned out to be a RTS that tests my reflexes and hand-eye coordination (as well as how good a condition my mouse is with only enough space for a traditional mouse mat for mousing around, making precision not as good as if I had more room), so that was a disappointment, unless that was the wrong game. Those book sales are pot luck, you never know what you're going to find. It's how I discovered X-COM. So, what else is out there similar to Battletech or X-com? I don't really care how old it is, if it's for the Apple II I've still got my old Apple IIGS in my mom's basement and I can use DOSBox. I've also got a Windows 98SE/XP dual-boot computer available for games that don't like Windows NT (which 2000 and later is based on and descended from as opposed to Windows 95/98/ME). Older might be better to a certain extent since it is usually available cheaper, but I don't care about age. I still think Dungeon Master is one of the finest computer games of all time, and I enjoy Baldur's Gate II.
  8. **UPDATE:I got help on another forum. I just saw this thread and thought I should post an update in case anybody else is interested. http://www.strategycore.co.uk/forums/topic/10891-modding-initial-stats/
  9. Do you guys consider using a Magna-Blast grenade to kill a single gillman who has put himself in the center of some seaweed (or whatever that stuff is) that provides lots of cover such that I don't think I have a clear shot to be a waste of the grenade? What about later on when I have sonic pulsars? It seems that I get a lot more sonic pulsars in TFTD than I got Alien Grenades in X-COM1 (and Zarbrite seems easier to get than Elerium, but I seem to get less Aqua Plastics than Alien Alloys), but they are still far more finite than the human-tech weapons. I actually take a manga-blast grenade or two against even lobstermen when I have sonic pulsars for removing this kind of cover, but it seems a bit wasteful. On the other hand, they are good training weapons for rookies with horrible marksmanship, although a bit expensive compared to dart pistol clips. (Which I only really start to use once I get M.C. and the skill to control the aliens. Then I can equip the entire squad with dart pistols, and use M.C. to trade weapons with the aliens while carrying a bunch of spare clips. Not as nice as "laser pistol gifts" but it works). **EDIT** ON reflection, manga-pulse grenades are cheap and I shouldn't worry about wasting them, since they cost less than a small torpedo, but I'm curious about opinions on using sonic pulsars in the scenario. If you wish, change the gillman to a lobsterman. While I know a sonic pulsar is definitely NOT overkill for lobstermen, and in fact will only wound him, it does remove the cover from him quite nicely.
  10. Is it me, but I seem to have little issue capturing a Deep One if I make it a priority, but I never seem to see Calcinites. The aquatoids never seem to launch a land-based terror mission or use battleships.
  11. Nobody has commented on moding the flying suites to have the same armor levels as a sectopod. I tried it, and am quite pleased with the results. My troops in them have better survival rates, but they are NOT invincible. The lack of damage resistance to plasma means that while they are almost immune to plasma pistols, they can be hurt by plasma rifles and most rookies can be oneshot killed by heavy plasma. Getting hit from behind or underneath means even plasma pistols are a threat. Alien grenades at ground zero are survivable, but hurt badly. Again, a rookie with low health might kick the bucket from a grenade at ground zero. Maybe it's overpowered, but the flying suites are expensive, so you can't afford to outfit every rookie with them. Given how hard it is to acquire Elerium, unless you farm a base, it's a fair trade-off. It makes the troops comparable to mutons in survivability. Mutons have more health, you have more armor. Factor in that being wounded means a lengthy stay in the hospital when they are useless but still drawing a salary.
  12. In the time when X-com came out, I was stuck with an Apple IIGS as my only computer, and a Game Boy as my only video game system unless you count an ancient Intellivision. My mother had gone on an anti-video game kick around 1990. I never knew X-com existed. However, in the 21st century I was reading fanfic when I stumbled across some crossovers with X-COM such as "The Road to Cydonia" by Cap'n Chryssalid and others. I had no idea what X-com was, but it kinda perked my interest. Then a couple years ago I was at the local Friends of the Library "Book Sale", where they also sell VHS tapes, audio cassettes, CDs, DVDs, and usually some donated old computer software. In the collection of CD-ROMs, I saw the X-COM collector's edition, sans box or manual. Just two CDs in jewel cases rubber banded together for only $2, or $1/CD. I thought "Why not? The game sounded interesting". I've picked up a bunch of good old games there.
  13. I've rarely seen anything about the X-Com story talked about here, just game play. Something just occurred to me. What happens when X-com aborts a snakeman terror mission with still living cryssalids or zombies? If cryssalids are like tribbles and "born pregnant", which seems to be the case given that a newly hatched cryssalid can infect people, wouldn't X-com aborting the mission lead to a sort of zombie apocalypse? I just thought it was odd that those terror sites disappear if you abort, rather than remaining until you manage to complete them. Even remaining until they would normally disappear so you can bring in another transport would make more sense. For that matter, why do the terror sites disappear? What happens to them? There is no sign of the terror ship at the attack site, and even if you assume that it returns, why can't you detect the extraction ship? If it's a stealth extraction ship, why wouldn't they use it for insertion? So what happens? Does your failure man the governments nuke the place to stop the spread of the cryssalid plague? I use the term "nuke" loosely, it encompasses any use of weapons of mass destruction like a FAE bomb.
  14. I was able to use the information on Ufopedia to use Cygnus Hex Editor make avalance launchers hold 4 missiles, make the lightning craft faster than a battleship or avenger so it can catch anything (got to do something to make it worth making), and make all of the changes I mentioend in that other thread. If I just knew what to search for. I tried varients of the lowest possible values for a new soldier in the same order as soldier.dat but either I made a typo searching or it's not stored that way.
  15. I know that, and I'm abusing UFOLoader's alien inventory to provide laser pistol gifts to mutons at a base. However the rookies with 30-32 reactions rarely take more than one shot a turn when kneeling with full TUs and equipped with a standard pistol in one hand. I thought swapping the stat allocation would alleviate this tedium and provide more useful initial stats all around. Decreasing the throwing partially for balance, and to make things more interesting for rookie grenadiers, as they can make some good contributions to the fight in that role, although more costly than bullets or lasers (they get human grenades unless they test good for psionics, in which case they get 1-2 alien grenades and as many human as they can carry. They are liberal with tossing human grenades at a single alien, but the alien grenades are only used on groups of aliens, chryssalids, and possibly muton terror units when they have to die NOW or put somebody at considerable risk (as oppose to letting them take reaction shots at the terror units). Reducing the 50% accuracy might mean they miss far more often as scared, green rookies, while increasing the 30% reactions to 50% means that it is less frustrating to train it. I actually see this as making things more balanced, as reaction training is hard without the laser pistol gifts. All the other stats are relatively easy to raise. Since in addition, the higher the reactions are, the easier it is to train, it makes more sense to me for reactions to get the higher starting range. It's just anti-frustration, I just beat the game on superhuman without my mods, now I'm going back and looking at mods to make the game more fun. That's the main idea here. Make things more fun.
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