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X-COM OpenXcom Thread

Discussion in 'Tactical Gaming' started by index.php, Jun 14, 2014.

  1. Endemic Arcane

    Endemic
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    Yeah, I think it was in Openxcom Extended before.
     
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  2. ushas Savant

    ushas
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    which means it will be also in for the next stable 2.0 (first stable for Terror from the Deep), I guess

    Though, in case somebody is afraid of Nightlies - while playing the first X-COM, (even with mods) it seems to me more stable than many other commercial stable releases. Lately, there was also an installer added for Windows rookies
    http://openxcom.org/2016/08/installer-added-to-the-nightlies/
     
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  3. ushas Savant

    ushas
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    http://openxcom.org/2016/09/the-hitchhikers-guide-to-openxcom/
     
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  4. octavius Prestigious Gentleman Arcane

    octavius
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    So I played through the entire gaming without ever needing a second clip of ammo, never having a soldier's morale fail (even the low Bravery ones I used as scouts, and not counting Psionic attacks), nor having a base invaded (I saw some Battleships whizzing back and forth; were they searching for my bases?).
    Did I miss something? Or did I just play too cautiously, or was I just lucky? I had a fair share of competent soldiers dying, so it was not like I played like a superman.
     
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  5. Average Manatee Prestigious Gentleman Arcane

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    For ammo that's not too unusual unless you really spam autofire. With lasers having infinite shots and heavy plasma dropping most things in 1 or 2 you don't need a ton. Morale works such that your a high ranking soldier provides a big morale boost to everyone but if he dies everyone ends up panicking at once. OTOH every kill you make gives your whole team a morale bonus, so non-psi non-leader death situations only have morale problems when lots of soldiers die without you scoring kills back. Invasions can be quite random but are also dependent on difficulty I think.

    Try playing on Superhuman if you haven't already.
     
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  6. Luka-boy Arcane

    Luka-boy
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    Others have already mentioned that there is one in the (very recommended to use) nightlies, but just for the record this is how it looks like:
    [​IMG]

    Now play TFTD and tell us if you have a harder time.
     
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  7. Alienman Arcane Patron

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    Time for some brutal mods octavius !
     
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  8. octavius Prestigious Gentleman Arcane

    octavius
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    Doesn't higher difficulty levels just mean that the aliens have higher Accuracy?
    If so it's just like HP bloat in many CRPGs, which I'm no fan of.
    But if I were to replay the game I would use the Sneakier Aliens option and play it Iron Man, but use the "default" difficulty.
    But I'm not sure what is default. Is it 2. Experienced or 3. Veteran?
     
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  9. ArchAngel Arcane

    ArchAngel
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    Wait, you didn't play Ironman?
     
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  10. thesheeep Arcane Patron

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    Many people don't enjoy playing ironman, at least not always.
    It's why it is an option and (almost) never the default.
     
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  11. ArchAngel Arcane

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    Many people are filthy casuals as well.
     
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  12. octavius Prestigious Gentleman Arcane

    octavius
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    I usually play Ironman Light, but that's in games where I feel I have control. X-COM constantly screwed me over with its LOS system, and always having 1 TU too little due to the soldier turning before shooting.
    Now that I know the game and has beaten it, it's time for Ironman.
     
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  13. Average Manatee Prestigious Gentleman Arcane

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    Aliens have most of their stats increased + much more aliens per ship. Also some vague strategic AI changes.

    It's nothing like simple HP bloat.
     
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  14. Dayyālu Arcane

    Dayyālu
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    Congrats. Now go playing TFTD.

    Replaying Xcom immediately would burn you out. Superior difficulties mean simply there is less space for mistakes and Aliens ramp up their attacks quite faster. I've had base attacks after Laser Rifles in Superhuman.

    On the other hand, TFTD is quite similar, bar a tileset that I like a lot more and several choices that make it a far harsher beast to win. It's winnable in any case, simply.... a tad more complex. To make you understand without spoilers:

    + No Laser tech. You don't get unlimited ammo weaponry.
    + No smoke grenades. Ink grenades are bugged. And they don't work abovewater.
    + Two-maps missions. That means that several missions require to clear you two maps worthy of foes. Sometimes you get even 30-40 aliens.
    + Some enemies are considerably tougher. Luckily, spawn tables are borked.
    + While Xcom had "Better weapon, more ammo" TFTD works the opposite. More powerful weapons have less ammo and everything weights a ton. The most effective gun, the equivalent to the Plasma pistol, will get no ammo in a short while.
    + Bio Drones :lol::lol::lol:

    Xcom is not that hard if played smartly and on an adequate difficulty level. I may add that even Superhuman is not too harsh, if played with a bit of salt. Something like the basic Episodes of Doom: it's a given you play them in Ultra-Violence or Nightmare!.
     
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  15. Endemic Arcane

    Endemic
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    Aliens' HP is always the same, but their other stats are noticeably increased (there is a massive difference between Beginner and Superhuman). They will attack and appear in greater numbers from the start, and be more aggressive strategically (including infiltration missions).
     
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  16. Jaedar Arcane Patron

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    Did someone figure out how to mod TFTD to another gui color scheme yet? The default one makes me nauseous.
     
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  17. lightbane Arcane

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  18. baturinsky Arcane

    baturinsky
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    How am I supposed to play Piratez night missions? It's literally pitch black. And yet, somehow gals see where enemies are. But I can't even find which part of blackness is the enemy.
     
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  19. Arrowgrab Learned

    Arrowgrab
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    Being able to see the game is popamole, GTFO. :)

    Seriously, that's due to an engine limitation of Open X-Com, where on-screen brightness and in-game light levels and unit visibility are intrinsically linked. Your gals' surroundings could only by made brighter by having them emit light, but then that would make them visible from much farther away. It's something you just can't fix without rewriting the engine. Or somesuch, I'm not a programmer.

    However, there are ways to work around it. Adapt your tactics, throw around plenty of torches, flaming arrows and electroflares. Also, IIRC recent versions came up with a script-based workaround, where certain armour types provide night vision, so you can wear one of those and see much better.
     
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  20. Average Manatee Prestigious Gentleman Arcane

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    On the bright side if you throw flares/fire on the enemy you can spot them from clear across the map like in daytime. It's pretty OP on large open areas
     
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  21. baturinsky Arcane

    baturinsky
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    Also, how do I get into the watch towers?
     
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  22. CthuluIsSpy Arcane

    CthuluIsSpy
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    Where do I find the changes openxcom made to terror from the deep? The changelog only mentions the changes to 1.0.
    Is the convoluted research tree fixed? I noticed magnetic navigation being available before encountering lobstermen. Also, explosives appear to deal little damage.
     
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  23. Jaedar Arcane Patron

    Jaedar
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    Explosives or the hammer.

    Also you can hold alt to see enemies in the darkness. Also, buy a fucking torch or flashlight, geeze. Or use molotovs like a boss.
     
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  24. Average Manatee Prestigious Gentleman Arcane

    Average Manatee
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    I think it's just bug fixes (e.g. if you researched something out of a specific order techs would be permanently blocked). Magnetic Navigation early is normal for TFTD. Some early game enemies have a decent chance to survive grenades, especially terror units who aren't 2x2 in TFTD.
     
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  25. Endemic Arcane

    Endemic
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    You probably got a bad roll for weapon damage. Although the aliens have significantly better armour on superhuman difficulty.
     
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