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X-COM OpenXcom Thread

Joined
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In the original, enemies camp. You often find clusters of 3-6 enemies camping around the power source in medium scouts. Anyone opening the door is basically dead unless you somehow cause them to move or die.

It was definitely version (or maybe patch) specific. Some versions enemies camped, others they were constantly mobile and came out eventually like in Open Xcom. Unless it was some kind of "bug" xcomutil fixed, but I think I remember noticing the variation before that was a thing.

Still, smoke grenades all day every day. Spend the whole Skyranger storage budget on smoke grenades. Don't leave the Skyranger without smoke inside and out. Just smoke everything all the time and advance through smoke, so the aliens don't benefit from their sight range bonus.

Definitely. Though aliens don't have a sight range bonus except at night.
 

Cael

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It was definitely version (or maybe patch) specific. Some versions enemies camped, others they were constantly mobile and came out eventually like in Open Xcom. Unless it was some kind of "bug" xcomutil fixed, but I think I remember noticing the variation before that was a thing.
No. They camp for about 20 turns and then start wandering out. It is a known deficiency in the AI. I just consider it cheating to wait that long. In a real situation, if I were the aliens, I would camp and wait for the engineers to complete repairs or do whatever it is they are there to do and lift off.
 
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It was definitely version (or maybe patch) specific. Some versions enemies camped, others they were constantly mobile and came out eventually like in Open Xcom. Unless it was some kind of "bug" xcomutil fixed, but I think I remember noticing the variation before that was a thing.
No. They camp for about 20 turns and then start wandering out. It is a known deficiency in the AI. I just consider it cheating to wait that long. In a real situation, if I were the aliens, I would camp and wait for the engineers to complete repairs or do whatever it is they are there to do and lift off.

Nope. In some versions they would camp forever. As a kid I remember camping over a hundred turns waiting for something to come out a doorway and hit my proximity grenade (or just to be reaction fired), it never did.

I think I read something about it being related to the AI not targetting something and getting stuck (sometimes if you ran your troops around the UFO the aliens would come out), but I don't know how accurate that is.
 

Cael

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Nope. In some versions they would camp forever. As a kid I remember camping over a hundred turns waiting for something to come out a doorway and hit my proximity grenade (or just to be reaction fired), it never did.

I think I read something about it being related to the AI not targetting something and getting stuck (sometimes if you ran your troops around the UFO the aliens would come out), but I don't know how accurate that is.
Hmm... Never ran across that one, but that could be because I never wait :D Sweep the surroundings and go straight in.
 
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Yeah, I was young and save-scummy.
It was the one thing TFTD did right: The ability to open the freaking door WITHOUT rushing through it.

Also the Triton having a door and no ramp and no bullshit wings or w/e getting in the way of throwing things over it. Singlehandedly makes TFTD a cinch if you abuse it well. If the Triton land in the center of a map you can pretty much clear it out without spending a single turn outside.
 

Cael

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Also the Triton having a door and no ramp and no bullshit wings or w/e getting in the way of throwing things over it. Singlehandedly makes TFTD a cinch if you abuse it well. If the Triton land in the center of a map you can pretty much clear it out without spending a single turn outside.
Hey! I love the wings. Sniping while standing on it with a flying suit equipped guy was fun! :D
 
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But in TFTD you don't even need the flying suit, just walk atop the Triton. It's an even better sniping position since nothing obstructs your view. Crouched rocket launcher dude up there hiding in smoke = god mode.
 

Cael

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But in TFTD you don't even need the flying suit, just walk atop the Triton. It's an even better sniping position since nothing obstructs your view. Crouched rocket launcher dude up there hiding in smoke = god mode.
You can't get shot from groundpounders if you do your sniping right. The wings blocks all incoming shots. On a Triton, you need the smoke or you are pincushion.

Plus I never use explosives or smoke. Pure laser, stun rod, medikit and electro flares all the way. 80 item limit was a real PITA.
 
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How? Somehow I didn’t realize there was this option, I’m still sending my hours rushing through whenever I need to open a door.
 

Cael

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Hope you don't send in the armoured ones first. The armour is expensive...
 
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TFTD actually buffed armor a lot. Partially due to weaker weapons but mostly due to the fact that weapons rolled 50-150% rather than 0-200%, so the max damage a frontal shot could deal was reasonably below the health cap of a good soldier. HWPs in particular were way more reliable at being able to tank a few shots and escape to be repaired later rather than dieing to the first impact of heavy plasma.
 

Cael

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TFTD actually buffed armor a lot. Partially due to weaker weapons but mostly due to the fact that weapons rolled 50-150% rather than 0-200%. HWPs in particular were way more reliable at being able to tank a few shots and escape to be repaired later rather than dieing to the first impact of heavy plasma.
TFTD sometimes remind me of AD&D: You hit the lobsterman. Lobsterman was IMMUNE to your weapon! Oh, you don't have a +3 or better weapon? Guess what? The iron go- I mean, lobsterman rips you to pieces. Have a nice day!
 

Endemic

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TFTD actually buffed armor a lot. Partially due to weaker weapons but mostly due to the fact that weapons rolled 50-150% rather than 0-200%, so the max damage a frontal shot could deal was reasonably below the health cap of a good soldier. HWPs in particular were way more reliable at being able to tank a few shots and escape to be repaired later rather than dieing to the first impact of heavy plasma.

On the flipside, you could get shots doing 1 damage in UFO. 0-200% was also pretty crucial for giving you a better chance against Sectopods.

Nerfing gauss (the laser equivalent) so much was a big troll by Microprose. I bet that caused some rage back in the day.
 
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Alienman

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TFTD actually buffed armor a lot. Partially due to weaker weapons but mostly due to the fact that weapons rolled 50-150% rather than 0-200%. HWPs in particular were way more reliable at being able to tank a few shots and escape to be repaired later rather than dieing to the first impact of heavy plasma.
TFTD sometimes remind me of AD&D: You hit the lobsterman. Lobsterman was IMMUNE to your weapon! Oh, you don't have a +3 or better weapon? Guess what? The iron go- I mean, lobsterman rips you to pieces. Have a nice day!

The plus side if you manage to kill one you will eat good for a week.
 

thesheeep

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TFTD actually buffed armor a lot. Partially due to weaker weapons but mostly due to the fact that weapons rolled 50-150% rather than 0-200%. HWPs in particular were way more reliable at being able to tank a few shots and escape to be repaired later rather than dieing to the first impact of heavy plasma.
TFTD sometimes remind me of AD&D: You hit the lobsterman. Lobsterman was IMMUNE to your weapon! Oh, you don't have a +3 or better weapon? Guess what? The iron go- I mean, lobsterman rips you to pieces. Have a nice day!

The plus side if you manage to kill one you will eat good for a week.
I never tried eating a golem in D&D...
Not even a flesh golem!
:philosoraptor:
 

axx

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Ah, the 2nd level alien base lobstermen and the obligatory heavy thermic lance.
 

Fray

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How? Somehow I didn’t realize there was this option, I’m still sending my hours rushing through whenever I need to open a door.


In openXcom at least if you have a soldier next to and facing a door then right click in the direction of the door they'll open it without running through.
 
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In the original game, Zombies killed by fire would not spawn a Chryssalid upon dying. Does it work the same way in Open X-Com now? I think in the earlier versions it didn't.
 

thesheeep

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Had a few X-Piratez sessions the last days.
Man, what a great experience that always is.

Do hilarious research in more or less random order, be surprised what you find (or don't find). The tech tree is so overwhelming that trying to find an optimal route would probably take ages anyway. I always research Mutant Porn first, of course.
Earn money by ransoming shitloads of people and supplying the world with booze.
Send out your gals on missions against VERY varied opponents and factions, fight with anything from throwing rocks to rocket launchers - though my favourite has to be the big ass hammer as it lets you do this.
And do it all at your own speed instead of constantly being pressured by some nonsensical timer, especially missions.
By now, X-Piratez really is my favourite X-Com experience.
:love:
 

orcinator

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Been playing X-Com files. It's somewhat similar to X-piratez in that you start out at the ghetto tech level (and you end up encountering a lot of the same equipment and enemies, making me wonder which one used them first or if they used the same resource) but remain there a lot longer. What I don't like is the mod's fetish for monster hunt missions and putting enemies all around your spawn. I can live with the latter by only engaging at night, even if I have no fucking clue why some higher rank humans seem to be able to snipe me from across the map in full darkness, but the monster hunts are just fucking tedious since the X-Com AI just doesn't mesh well with melee units and you are pressured into doing them since they pay better than cult missions and have less risk (mostly due to the afromentioned AI).
 

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