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-   -   XCOM: Enemy Unknown (https://www.subsim.com/radioroom/showthread.php?t=193834)

Raptor1 10-17-12 09:56 AM

So I get this...

http://imageshack.us/a/img694/9714/xc1i.jpg

...and all Central can say is "I don't understand how this could've happened, I thought we were prepared for this". No, we weren't prepared for 13 Chryssalids and a bloody Cyberdisc, you idiot! I wish I could fire him, or shoot him, or both...

Arclight 10-17-12 10:34 AM

25 enemies? Bloody hell, think I only had 22-24 raiding that battleship. Did shoot it down though, might have killed some of the crew. :hmmm:

Don't even get Chrysalids on terror missions anymore, just heavy Floaters, a variety of Mutons and Sectopods. 16 or so total.

Drewcifer 10-17-12 12:54 PM

well looking at his numbers I have a strong feeling the chrysalids came from all the dead civs..

Raptor1 10-17-12 01:04 PM

Quote:

Originally Posted by Drewcifer (Post 1949301)
well looking at his numbers I have a strong feeling the chrysalids came from all the dead civs..

They didn't. Hatched Chryssalids have a different colour and I haven't seen a single one of those, so I'm pretty sure I got all of the Zombies before they could turn into them.

HunterICX 10-18-12 04:52 AM

http://imageshack.us/a/img854/5844/ahnold.jpg

http://imageshack.us/a/img717/1497/wagnerw.jpg

HunterICX

SgtPotato 10-18-12 07:16 AM

There's a mod that enable the features that was disabled in the beginning. Also no more cheating AI who does the critical hits all the time.

Quote:

This mod does:

- all aliens now play with default aim and critical hit values on classic difficult
- ufos prepare for terror and abduction missions
- second wave is enabled
- halved construction time of new satellites

Hi there,

i love playing on ironman + classic but i realy hated the cheating AI. It gets +criticalchance and +aim% on classic, which leads to unfair gameplay. In one ironman classic game, i had 3 sectoids one shooting 3 vets from me in one turn while they had full cover and 10+ tiles distance.

With my mod, i removed the +criticalchance and +aim% from all aliens on classic difficult. You now get the full alien AI, without any cheating. I changed NO other values.

The game is still alot harder than normal difficult because the AI is fully active and the alien groups are way bigger. You will mostly notice that your soldiers now take 1-2 hits before they die, because the aliens wont crit like crazy anymore. The aliens will still have an allmost 100% crit chance if they flank you.

This mainly remove the unfair shots, like a sectoid one shooting your guy (crit) in full cover from across the map. It can still happen but it will be more rare.

You are also now able to intercept ufos that prepare for abduction and terror missions. Its pretty funny, cos the feature was completely in there, it was just disabled.

What does it do?

Before a terror or abduction mission happens, a ufo is spawned. The ufo now needs to fly to its destination...if you have satelite coverage, you can intercept it. If you shot it down, the mission wont happen after all.

On abduction missions, there are 3 ufos because of the 3 abduction sites which you usualy select after the abduction mission takes place. If you shot all 3 ufos down (very very hard to do), there will be NO abduction mission at all. If you shot down 2 of the 3 ufos, you still get the abduction mission but with only one of the 3 locations to select. This means that even shooting 1-2 ufos of the 3 down, will lower the panic spread by alot.

Its pretty realistic and i just love it.

You think that would be to easy?

This modification makes the game MUCH harder. Because these abduction and terror ufos are not destroyable with the starting interceptor. This means you get +2 panic for every ignored ufo and +1 panic if you attack it but fail to destroy it. These new ufos will also destroy your satellite network and finaly give you a reason to put some money into the interceptor stuff.

To counter the new panic spread, i halved the construction time of new satellites from 20 to 10 days. i first played with the old construction time but it was WAY to difficult.

I also think 10 days is much better because a brand new firestorm takes 13 days to build, so why does a satellite take 20 days? o.O

Second wave is also enabled which basicaly gives you the option to play a newgame+ with custom mutators.

Installation:

Extract the archive and just run modpatcher.exe and it should modify your game!


Have fun
There's a link where you can get the mod. You'll thank me later. :up:
http://forums.2kgames.com/showthread.php?158376-Anti-cheating-mod-and-real-ufos-released!-Classic-difficult-only

Arclight 10-18-12 08:41 AM

Victory at last! Cheating AI and all. :O:

Been a while since completing a game actually felt like achieving something.

http://i268.photobucket.com/albums/j...ps77bf296e.jpg
One shot to kill them all.

HunterICX 10-24-12 06:19 AM

Not Much To Phone Home About: XCOM’s First DLC


Quote:

As is the custom of most games that have been out longer than three seconds, Firaxis’ journo-murdering (and also wonderful) XCOM revival is about to receive its first* helping of DLC. Titled “Slingshot,” it takes the form of a three-mission Council campaign centered around “enigmatic Triad operative” Zhang. As ever, it doesn’t take long for combat to ensue – but this time, it takes place in both China and the sky. So, in short, you get a “special” new playable character, a few new missions, and… well, that’s pretty much it.
http://www.rockpapershotgun.com/2012...oms-first-dlc/

HunterICX

Dowly 10-24-12 06:37 AM

According to Kotaku (apply salt as needed), the 2nd DLC will be following the same style:

Quote:

A second piece of DLC will follow in the same "story within a story" style, but
there is as yet no comment on what that DLC might be or when players
might expect to see it.

CaptainHaplo 10-28-12 05:54 PM

I actually was disappointed in the ending.

It definitely left open the option of sequels....

Arclight 10-28-12 08:28 PM

A bit, yeah. But then, it wouldn't be a proper modern game if the ending wasn't rubbish.

CCIP 10-31-12 11:48 AM

Yahtzee:

http://www.escapistmagazine.com/vide...-Enemy-Unknown

Okay, that is possibly the new standard for the most positive review he's ever given :o

danlisa 11-02-12 03:35 AM

Ok, I dived right into this one, no prior knowledge at all. Enjoying it though.

In early game, how are you supposed reduce panic levels when there's never any offered missions in the region? I know sats help but I don't think I'm at a point where I can launch more.

I currently have 7 member states on panic level 4 and have already lost China. :D

Perhaps it's a 'do over' situation. I think I'm being punished for an early research/build mistake.

Arclight 11-02-12 04:21 AM

Focusing on satellites really helps; build another one at the start, you can support 1 more. Then each month focus on getting another relay online and the sats it can support (3 with adjacency bonus, 4 once you place the 4th one). After 4 months you should (imo) have 4 relays and coverage for all but 4 countries. Since you can keep tabs on countries with coverage you're a lot less likely to lose them.

There's a few things about satellites:
- putting one over a country reduces panic by 2, so you can rescue countries that were going to bail out if you put a satellite there before the end of the month
- you get funding from countries with a sat only (and bonus engineers and/or scientists), so it can help to pick the ones that offer the most first
- getting a sat over each country on a continent gives you the bonus for that continent, like "air&space" for N. America.

That strategy really helps me immensely. Good grip on panic, high funding, lots of bonuses. You do need lots of engineers though (+10 for each build uplink), so always keep that in mind. Those in turn lower costs for equipment, which helps as well.


Also note that panic increases across the whole continent, not just the countries you didn't help. If a country with a mission is at 1 panic while the other countries there are at 4, those others will panic if you don't take the mission there. You really need to keep track of the global picture, not just panic levels in individual countries.

*which reminds me, first time I managed to get them all:
http://i268.photobucket.com/albums/j...0-31_00001.jpg

Safe-Keeper 11-02-12 01:10 PM

All the positivity in here makes me want to try this thing again.

Still think I'll like Xeno a lot more, though, simply because it stays far more true to what X-Com is all about (destructible terrain, anyone?).

CCIP 11-02-12 02:49 PM

The terrain is destructible here...

The things I miss most are, ironically, the things that made the original games so time-consuming - having to twiddle with inventory and negotiate more confusing, crowded maps. The new game isn't really dumbed-down, just streamlined. It definitely gains something through this as far as playability, but also loses a little when it comes to complexity.

Arclight 11-02-12 05:00 PM

Yeah, I'd agree with that. Personally I'd say it's a net benefit, but it really depends on the person.

Safe-Keeper 11-03-12 04:23 PM

They could've made it optional, Hearts of Iron-style, I guess... would've made all parties happy.

When you say terrain destruction, though, do you mean full terrain destruction like in the X-Com series and Xeno (far as I know, not that I've seen any hills in Xeno yet), or just blowing up cars and whatnot?

Arclight 11-04-12 12:36 AM

Would be impossible to balance. There's a lot of bits left over that didn't make it into the game, stuff like reaction fire, that have been "unlocked" through mods. Not sure it actually makes the game better though.

Terrain deformation like craters, no. Most everything on it comes apart though. Trees, rocks, walls, statues, benches, bins... Really only large metal stuff that doesn't, like the alien artifacts (some kind of traps? I dunno) and the odd excavator.

Safe-Keeper 11-06-12 09:49 AM

Quote:

Terrain deformation like craters, no. Most everything on it comes apart though. Trees, rocks, walls, statues, benches, bins... Really only large metal stuff that doesn't, like the alien artifacts (some kind of traps? I dunno) and the odd excavator.
I truly don't get why X-Com clones don't ever seem to carry this feature. It's what made the original games fun for me, and the minute there's too much stuff I can't destroy the fun goes away for me :/ .


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