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X-COM Firaxis - XCOM: Enemy Unknown + Enemy Within Expansion

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
The demo made me want to replay the original :obviously: What are the mandatory mods for bugfixes and whatnot?
Ufo_extender? The AI one?

Take a look at this: http://ufopaedia.org/index.php?title=Enemy_Unknown_Extended.

Personally, I would edit the ufoextended.ini myself, but still take a look at the one they link on that page because it enables the mods and fixes the community considers safe to use, that it doesn't change the game much and provides some improvements. I do not like them all, like the aliens receiving fatal wounds, but it's a good place to start. Some will make the game a bit easier for you, and some will make it harder within reason. Check the readme for the ufoextender as well for a description of the various options, and also those that are enabled by default. If you want to deactivate one of those, you'll have to enter the line yourself in the ini file. I posted mine here if you are interested.

Code:
; UFO Extender - Mod for X-COM
; See <http://www.ufopaedia.org/index.php?title=User:Seb76> for more details.
; Copyright (C) 2008-2010 Seb76
; (updated April 2012 by Tycho/Morgan525 with thanks to Kyrub for TacticalAI mod)
;
; This file is part of UFO Extender.
;
; UFO Extender is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
;
; UFO Extender is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU General Public License
; along with UFO Extender. If not, see <http://www.gnu.org/licenses/>.
 
 
[Loader]
Executable=UFO Defense.exe
 
[Video]
Video Pitch=0
HQ4x=0
D3D=1
D3D Windowed=0
Always On Top=0
Clip Cursor=0
Scale Mouse=1
Screen Ratio=1.111111111111111
Max FPS=60
CPU Mask=0
High Priority=0
Force Language=1
Skip Intro=1
D3D Window Position=0 0 480 600
 
[Mod]
Alien Inventory=0
Alien Bleeding=0
More Reaction Fire=0
Hot Grenades=0
Stunned units KIA=1
No Blaster Bomb Drift=0
More Smoke=1
Heavy Laser=0
Stun Fest=1
No Auto Wake Up=0
No Alien Freak Out Messages=0
Auto Sell=1
Start With All Missiles=0
Assign All Personnel=1
General Store Capacity=0
Rank In Inventory=1
Show Money=1
Base Building Stacking=1
Fast Base Defenses=0
 
UFO Responds to Interception=0
Difficulty Level of Interceptions=0
Manual Interception Fire Mode=0
True Cautious Mode=1
Crafts Always Ready=0
Retaliate Against Ground Assault=1
No Funkers=0
Bloodthirst=0
Disable Base Defenses=0
Surrender Defence Missions=0
Initial Alien Bases=0
Funding Council Income Only=0
Limited Military=0
 
[Enhanced Tactical AI]
Apply=1
Autofire Distance=8
Snap Distance=16
 
[Equipment Screen]
Show Grenade State=1
Primed=primed
Save Equipment=0
Auto Flares=0
 
Show Stats=1
Weight=Weight>
Accuracy=Accur>
Reaction=React>
Psi Strength=P.Str>
Psi Skill=P.Skill>
 
[Bug Fix]
Tactical Scroll=0
Animations Speed=1
Intro Sounds=1
Music Change Freeze=0
 
[Range Based Accuracy]
Apply=1
Minimum Efficiency=50
Snap Penalty Distance=30
Auto Penalty Distance=14
Orange Cursor Threshold=95
Red Cursor Threshold=75
 
[Line Of Fire Check]
Mind Control=0
Panic=0
Mind Probe=0
 
[Music]
Apply=1
Source=MP3
;Source=PSX CD
 
CD Drive=F
 
MP3 Folder=mp3
Battlescape=*Battlescape*.mp3
Start Menu=*Final Briefing*.mp3
Bad Ending=*Final Briefing*.mp3
Good Ending=*Dogfight*.mp3
Geoscape=*Geoscape*.mp3
Dogfight=*Dogfight*.mp3
Mission Debriefing=*Debriefing*.mp3
UFO Assault=*Briefing1.mp3
Base Defense=*Briefing2.mp3
Base Attack=*Briefing1.mp3
Mars=*Debriefing*.mp3
Terror Mission=*Briefing2.mp3
 
[Initial Base]
Apply=1
row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTR
row2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBR
row3=AccessLift Empty Empty Empty Empty Empty
row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty
row5=Empty Empty Empty Empty Empty Empty
row6=Empty Empty Empty Empty Empty Empty
 
[Battlescape Shortcuts]
Apply=0
 
End Turn=Return
Multilevel View=
Show Map=
Center On Unit=
Inventory=Space
Kneel=
Next Unit=Tab
Next Unit Skip Current=Back
View Up=Prior
View Down=Next
Go Up=Up
Go Down=Down
Left Menu=Left
Right Menu=Right
Unit Stats=
Options=Escape
Lift Off=
Reserve None=1
Reserve Snap=2
Reserve Auto=3
Reserve Aimed=4
 
[Geoscape Shortcuts]
Apply=0
 
Rotate Right=Right
Rotate Left=Left
Rotate Up=Up
Rotate Down=Down
Zoom In=MouseWheelUp
Zoom Out=MouseWheelDown
Geo Speed1=1
Geo Speed2=2
Geo Speed3=3
Geo Speed4=4
Geo Speed5=5
Geo Speed6=6
Intercept=MouseMiddle
Bases=B
Graphs=G
Ufopaedia=U
Options=Escape
Fundings=F
 
[Caps]
Apply=0
Time Units=80
Health=60
Strength=70
Energy=100
Reactions=100
Firing Accuracy=120
Melee Accuracy=120
Throwing Accuracy=120
Psi Skill=100
 
[Wreck Analysis]
Apply=1
Zone Discovered=Intel found out that the %s UFO was raiding %s
Mission Discovered=Inspection showed that the %s UFO was on an %s mission
Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s
 
[Craft Ready Message]
Apply=1
Title=Aircraft ready
Info=A craft has been refitted
 
[Roswell]
Apply=0
 
;Terrain names
Jungle=Jungle
Farm=Farm
Mountain=Mountain
Desert=Desert
Polar=Polar
 
;Dialog strings
Title=UFO Incident
Info=Crash reported
Location=LOCATION
Type=TYPE
Terrain=TERRAIN
 
[Hack]
No Score Game Over=0
Big Brother=0
Alien Pets=0
No Alien Psi=0
Directly Use Alien Weapons=0
Recover All Clips=0
Show All Locations=0
FPS=0
 
[OBDATA.DAT]
Apply=1
 
;Make grenades indestructible to allow stacking several explosions
Grenade Resistance=255
 
;Make HE packs capable of breaching UFO walls
High Explosive Damage=200
 
Heavy Plasma Weight=10

Pay also attention to the Screen Ratio section. X-COM uses a 16:10 ratio (originally 320x200), so if you have a 16:10 screen, simply use a value of 1 to have the correct aspect ratio in fullscreen. If you use a 16:9 screen, like I do, then use 1.1111 to correct it.

The latest version of the UFO Extender have the kyrub AI patch, unless you mean another one.
 

SuicideBunny

(ノ ゜Д゜)ノ ︵ ┻━┻
Joined
May 1, 2007
Messages
8,943
Serpent in the Staglands Dead State Torment: Tides of Numenera
The potato vid was retarded, the dude hit like 10 60-70% shots in a row and otherwise would have easily gotten completely wiped. Hardcore save and reload tactics ITV
i was under the impression that he was playing on easy/normal.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,782
BTW someone managed to modify exe of demo to work on XP. It turned out they used a new kernel.lib as import and it basically didn't find all methods described in kernel32.dll, which caused the fail. It looks like it didn't need these methods, and either theirs programmers were incompetent, or they didn't give a damn. It's similar as when Bethesda released a "debug" version of Skyrim.exe, they corrected it in patch and it speeded up Skyrim on non overclocked computers from 40 FPS to 60.

Also OXM had second wipe in the row, and reset his XBOX360.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Well, it does sound suspicious that a DX9 game wouldn't run on XP.

Btw., played around a bit with that ini-tool from earlier in the thread.
Pretty interesting, if a bit glitchy.
Got my ass handed by Sectopods and Cyberdiscs, which seem pretty impervious to my laser weapons.
Although I'm not sure if it really was lasers, because while they did use the model, they still behaved like default weapons, with assault guns, sniper guns, etc.
OTOH probably laser weapons will just replace the other weapons of each category with a laser version.

Did only 2 tests though, couldn't be bothered to go through the 1st level another time.
 

damicore

Augur
Joined
Oct 5, 2011
Messages
364
Location
Buenos Aires, Argentina
The demo made me want to replay the original :obviously: What are the mandatory mods for bugfixes and whatnot?
Ufo_extender? The AI one?

Take a look at this: http://ufopaedia.org/index.php?title=Enemy_Unknown_Extended.

Personally, I would edit the ufoextended.ini myself, but still take a look at the one they link on that page because it enables the mods and fixes the community considers safe to use, that it doesn't change the game much and provides some improvements. I do not like them all, like the aliens receiving fatal wounds, but it's a good place to start. Some will make the game a bit easier for you, and some will make it harder within reason. Check the readme for the ufoextender as well for a description of the various options, and also those that are enabled by default. If you want to deactivate one of those, you'll have to enter the line yourself in the ini file. I posted mine here if you are interested.

Code:
; UFO Extender - Mod for X-COM
; See <http://www.ufopaedia.org/index.php?title=User:Seb76> for more details.
; Copyright (C) 2008-2010 Seb76
; (updated April 2012 by Tycho/Morgan525 with thanks to Kyrub for TacticalAI mod)
;
; This file is part of UFO Extender.
;
; UFO Extender is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
;
; UFO Extender is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
;
; You should have received a copy of the GNU General Public License
; along with UFO Extender. If not, see <http://www.gnu.org/licenses/>.
 
 
[Loader]
Executable=UFO Defense.exe
 
[Video]
Video Pitch=0
HQ4x=0
D3D=1
D3D Windowed=0
Always On Top=0
Clip Cursor=0
Scale Mouse=1
Screen Ratio=1.111111111111111
Max FPS=60
CPU Mask=0
High Priority=0
Force Language=1
Skip Intro=1
D3D Window Position=0 0 480 600
 
[Mod]
Alien Inventory=0
Alien Bleeding=0
More Reaction Fire=0
Hot Grenades=0
Stunned units KIA=1
No Blaster Bomb Drift=0
More Smoke=1
Heavy Laser=0
Stun Fest=1
No Auto Wake Up=0
No Alien Freak Out Messages=0
Auto Sell=1
Start With All Missiles=0
Assign All Personnel=1
General Store Capacity=0
Rank In Inventory=1
Show Money=1
Base Building Stacking=1
Fast Base Defenses=0
 
UFO Responds to Interception=0
Difficulty Level of Interceptions=0
Manual Interception Fire Mode=0
True Cautious Mode=1
Crafts Always Ready=0
Retaliate Against Ground Assault=1
No Funkers=0
Bloodthirst=0
Disable Base Defenses=0
Surrender Defence Missions=0
Initial Alien Bases=0
Funding Council Income Only=0
Limited Military=0
 
[Enhanced Tactical AI]
Apply=1
Autofire Distance=8
Snap Distance=16
 
[Equipment Screen]
Show Grenade State=1
Primed=primed
Save Equipment=0
Auto Flares=0
 
Show Stats=1
Weight=Weight>
Accuracy=Accur>
Reaction=React>
Psi Strength=P.Str>
Psi Skill=P.Skill>
 
[Bug Fix]
Tactical Scroll=0
Animations Speed=1
Intro Sounds=1
Music Change Freeze=0
 
[Range Based Accuracy]
Apply=1
Minimum Efficiency=50
Snap Penalty Distance=30
Auto Penalty Distance=14
Orange Cursor Threshold=95
Red Cursor Threshold=75
 
[Line Of Fire Check]
Mind Control=0
Panic=0
Mind Probe=0
 
[Music]
Apply=1
Source=MP3
;Source=PSX CD
 
CD Drive=F
 
MP3 Folder=mp3
Battlescape=*Battlescape*.mp3
Start Menu=*Final Briefing*.mp3
Bad Ending=*Final Briefing*.mp3
Good Ending=*Dogfight*.mp3
Geoscape=*Geoscape*.mp3
Dogfight=*Dogfight*.mp3
Mission Debriefing=*Debriefing*.mp3
UFO Assault=*Briefing1.mp3
Base Defense=*Briefing2.mp3
Base Attack=*Briefing1.mp3
Mars=*Debriefing*.mp3
Terror Mission=*Briefing2.mp3
 
[Initial Base]
Apply=1
row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTR
row2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBR
row3=AccessLift Empty Empty Empty Empty Empty
row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty
row5=Empty Empty Empty Empty Empty Empty
row6=Empty Empty Empty Empty Empty Empty
 
[Battlescape Shortcuts]
Apply=0
 
End Turn=Return
Multilevel View=
Show Map=
Center On Unit=
Inventory=Space
Kneel=
Next Unit=Tab
Next Unit Skip Current=Back
View Up=Prior
View Down=Next
Go Up=Up
Go Down=Down
Left Menu=Left
Right Menu=Right
Unit Stats=
Options=Escape
Lift Off=
Reserve None=1
Reserve Snap=2
Reserve Auto=3
Reserve Aimed=4
 
[Geoscape Shortcuts]
Apply=0
 
Rotate Right=Right
Rotate Left=Left
Rotate Up=Up
Rotate Down=Down
Zoom In=MouseWheelUp
Zoom Out=MouseWheelDown
Geo Speed1=1
Geo Speed2=2
Geo Speed3=3
Geo Speed4=4
Geo Speed5=5
Geo Speed6=6
Intercept=MouseMiddle
Bases=B
Graphs=G
Ufopaedia=U
Options=Escape
Fundings=F
 
[Caps]
Apply=0
Time Units=80
Health=60
Strength=70
Energy=100
Reactions=100
Firing Accuracy=120
Melee Accuracy=120
Throwing Accuracy=120
Psi Skill=100
 
[Wreck Analysis]
Apply=1
Zone Discovered=Intel found out that the %s UFO was raiding %s
Mission Discovered=Inspection showed that the %s UFO was on an %s mission
Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s
 
[Craft Ready Message]
Apply=1
Title=Aircraft ready
Info=A craft has been refitted
 
[Roswell]
Apply=0
 
;Terrain names
Jungle=Jungle
Farm=Farm
Mountain=Mountain
Desert=Desert
Polar=Polar
 
;Dialog strings
Title=UFO Incident
Info=Crash reported
Location=LOCATION
Type=TYPE
Terrain=TERRAIN
 
[Hack]
No Score Game Over=0
Big Brother=0
Alien Pets=0
No Alien Psi=0
Directly Use Alien Weapons=0
Recover All Clips=0
Show All Locations=0
FPS=0
 
[OBDATA.DAT]
Apply=1
 
;Make grenades indestructible to allow stacking several explosions
Grenade Resistance=255
 
;Make HE packs capable of breaching UFO walls
High Explosive Damage=200
 
Heavy Plasma Weight=10

Pay also attention to the Screen Ratio section. X-COM uses a 16:10 ratio (originally 320x200), so if you have a 16:10 screen, simply use a value of 1 to have the correct aspect ratio in fullscreen. If you use a 16:9 screen, like I do, then use 1.1111 to correct it.

The latest version of the UFO Extender have the kyrub AI patch, unless you mean another one.
So this works with DOSBox? If not I'm a little concerned because at DOSBox I can manually pick the number of cycles so that the game does not run at like 1000% it's normal speed.
Thanks for the information, it's been quite helpful, I'll definitely try this mod out :salute:
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
Extender is for windows version, DOS version has a somewhat similar but different game modifying thing called "Xcomutil"
 

damicore

Augur
Joined
Oct 5, 2011
Messages
364
Location
Buenos Aires, Argentina
Extender is for windows version, DOS version has a somewhat similar but different game modifying thing called "Xcomutil"
A windows version I suppose I won't be able to play in x64 Windows Seven :decline:.
Never heard of this windows version, where can one get it? As far as I know the steam one is DOSBox only for example.
 

Multi-headed Cow

Guest
Just did the demo again on classic difficulty. Had some casualties on the second mission. A thin man survived a frag grenade and a burst from an assault rifle, one more burst took him down. Horrible horrible HP bloat difficulty? Maybe. Maybe. But none of my guys survived being shot so that's a plus I guess.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
I'm kinda interested to see how this is gonna do in mainstream reviews, it gives every impression of being buggy and janked to hell and back (If you watch any of the videos of Solomon demoing it they have had significant bugs and this is after the console versions have already gone gold) and that should give Joe Covershooter a reason to give a low-end AAA TBS terrible scores
 
Joined
Mar 13, 2012
Messages
3,438
Location
Lost Hills bunker
I'm kinda interested to see how this is gonna do in mainstream reviews, it gives every impression of being buggy and janked to hell and back (If you watch any of the videos of Solomon demoing it they have had significant bugs and this is after the console versions have already gone gold) and that should give Joe Covershooter a reason to give a low-end AAA TBS terrible scores

No it won't, if they pay $$$. :D
 

spectre

Arcane
Joined
Oct 26, 2008
Messages
5,629
Raghar said:
BTW someone managed to modify exe of demo to work on XP. It turned out they used a new kernel.lib as import and it basically didn't find all methods described in kernel32.dll, which caused the fail. It looks like it didn't need these methods, and either theirs programmers were incompetent, or they didn't give a damn.
Dudebro, don't be a cocktease, give some links. It's nearly ungoogleable.
 

bonescraper

Guest
2edd01e.jpg


This is how the PC UI should look like (not my work).
 
Joined
Jan 7, 2012
Messages
15,714
Extender is for windows version, DOS version has a somewhat similar but different game modifying thing called "Xcomutil"
A windows version I suppose I won't be able to play in x64 Windows Seven :decline:.
Never heard of this windows version, where can one get it? As far as I know the steam one is DOSBox only for example.

Yeah, the windows version works in windows 7 x64. Extender fixes all the problems I had on new OSes. You'll have to find a torrent though.

Xcomutil can be run on windows installs btw. Most of the fixes are superfluous, but a lot of the tweaks are still nice.
 

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
Extender is for windows version, DOS version has a somewhat similar but different game modifying thing called "Xcomutil"
A windows version I suppose I won't be able to play in x64 Windows Seven :decline:.
Never heard of this windows version, where can one get it? As far as I know the steam one is DOSBox only for example.

The Windows version was released as the Collector's Edition. It didn't change much to the original except it added a win32 executable and fixed the difficulty bug. It was mostly designed for Win95 and even under XP it gave some video problems due to DirectDraw, but that was fixed rather easily. The executable itself still works ok under a modern OS like Win7 x64. The UFO Extender will patch the CE executable in memory and apply various fixes and enhancements, so it won't actually modify any files in your X-COM installation. It can run the game in Direct3D for higher compatibily and enhancements, fix the animation speeds in the Battlescape and other various things I suggest you to read about. Most bugfixes are already applied by default and do not appear in the ini file, but some should only be applied if you actually need them. For exemple I need the animation fix but I don't need the scrolling fix. You'll need to do a bit of testing and reading but it's not too hard. I'm rather conservative in the things I enabled, so all bugfixes are on and some stuff that enhance the game a bit or make it a bit harder (like being able to hit an alien with a weapon in an attempt to stun him, or the aliens trying to retaliate if you attack a UFO that landed, not just if you take one down). Some other enhancements are simply ease of use and do not impact the game balance in any way, like the mod that lets your engineer manufacture items ad infinitum and sell them as soon as they are produced. Some changes are fun, like the aliens being able to suffer fatal wounds and bleed out like your men, but I wonder if it might not change it a bit too much (it would certainly make it harder to capture aliens, and I read of bugs where mechanical units would enter a bleeding state). Things like saving equipment on soldiers between missions is also reported as potentially giving trouble. All in all I consider that my ini file should be a good starting point and guide.

One thing that isn't fixed is the time speed in the Geoscape but I still find it playable. I guess that if you are really used to the way it worked in the DOS version you'll have a harder time adapating to it. There is a modified executable somewhere that reduces the Geoscape speed but it actually moves the clock by tick, and the so does the map. So you see a UFO blip jump instantly from one point to another instead of smoothly move on the map. I found it irritating and just use the default executable. I still find the 5 seconds option to give me plenty of time to do things, even if I know the game is supposedly almost frozen at that setting.

The other files mentionned in the page I gave you fix map generation bugs and restore the correct sounds to the game, which were broken with the 1.4 patch. There is also an executable with the sound patch but you shouldn't extract that one as per the instruction on the pages. It mostly allows you to play MP3 music, and the loader can already do that. The MP3 music from the PSX version is optional but nice to listen to.

All this works perfectly fine under Win7 x64. The GamersGate and Steam release of the game use DOSBox by default to launch the game but it also contains the CE executable required by the loader.

Xcomutil can be used with any version of the game, be it DOS or Windows. It can fix bugs but also change the rules of the game so you might want to be careful with it. If you want some the changes it brings, you can install it in the Windows version and use the loader to play the game. Some of the changes and bugfixes overlap though so you'll definitely want to read the documentation that comes with it.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,917
Location
Lulea, Sweden
I don't know why there is so much talk about the difficult level and that playing it on a higher difficult would somehow make it better. From what I saw in the demo and on videos a higher difficult rating won't make this a good game. If anything that will show the lack of tactical options even more. Not to forget the frustraion you will get when AI shoot you trhough all the covers and walls you use.
 

bonescraper

Guest
Looks like there will be additional settings you can enable before starting a campaign, Civilization style.


The Second Wave: Advanced Gameplay Options
Note: These gameplay options will significantly increase the challenge of the game!

[eGO_CritOnFlank]=Absolutely Critical
[eGO_CritOnFlank]=A flanking shot will guarantee a critical hit.

[eGO_DecliningFunding]=War Weariness
[eGO_DecliningFunding]=Overall funding levels drop inexorably with every month that passes.

[eGO_DegradingElerium]=E-115
[eGO_DegradingElerium]=Elerium stores will degrade over time.

[eGO_EscalatingSatelliteCosts]=Diminishing Returns
[eGO_EscalatingSatelliteCosts]=The cost of satellites increases with every one that is built.

[eGO_InterrogateForPsi]=The Greater Good
[eGO_InterrogateForPsi]=The secret of psionics can only be learned by interrogating a psionic alien.

[eGO_LoseGearOnDeath]=Total Loss
[eGO_LoseGearOnDeath]=Lose all gear from soldiers who die in combat.

[eGO_Marathon]=Marathon
[eGO_Marathon]=The game takes considerably longer to complete.

[eGO_MoreAbductionSites]=The Blitz
[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.

[eGO_MorePower]=Alternate Sources
[eGO_MorePower]=The power requirements of all facilities are increased.

[eGO_PanicAffectsFunding]=A country will offer less funding as its panic increases.
[eGO_PanicAffectsFunding]=Results Driven

[eGO_RandomDamage]=Damage Roulette
[eGO_RandomDamage]=Weapons have a much wider range of damage.

[eGO_RandomFunding]=New Economy
[eGO_RandomFunding]=The funding offered by individual council members is randomized.

[eGO_RandomRookieStats]=Not Created Equally
[eGO_RandomRookieStats]=Rookies will have random starting stats.

[eGO_RandomStatProgression]=Hidden Potential
[eGO_RandomStatProgression]=As a soldier is promoted, their stats will increase randomly.

[eGO_UltraRarePsionics]=More Than Human
[eGO_UltraRarePsionics]=The psionic gift is extremely rare.

[eGO_VariableAbductionRewards]=High Stakes
[eGO_VariableAbductionRewards]=The rewards granted for stopping alien abductions are randomized.

[eGO_WoundsAffectStats]=Red Fog
[eGO_WoundsAffectStats]=Any wounds taken in combat will degrade a soldier's stats for that mission.


Some of them sound pretty good.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,938
I've played a lot of shitty turn-based strategy/tactical games.

None of them would have been improved by simply making things more difficult.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
Shit being hard does counter the "everything is wrong in the game because it is dumbed down shit for console titty babies that want to always be winning because they are faggots" argument

The stuff that makes me eyebrow raise in this is the wholesale abstract gaminess like 360 vision and classes and grenades-as-one-shot-magic-spell inventoryless design and so on. The idea is to make the whole game go down like greasy oatmeal, no processing required. In this game it completely murdered the tension of eg walking past a blind alley and getting killed in one shot instead of triggering a free move cutscene. I have played stuff like 40K tabletop, this looks like a skirmish version of it and that's not awful but it seems like a video game design cul-de-sac based on the simplicities you need for tabletop. It's the same kind of stuff Sawyer likes and it is epidemic for designers. I want to see a big studio that has the time and money to iterate designs out make some smart UIs and options to let people do little fiddly stuff like inventory management really quickly and cleanly and save profiles and etc.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Well, I'd love to play some mid-game mission to get a better feeling of what to expect from the game.
It's quite sure now that it won't be in the same league as the originals, but it might still offer some mindless fun.
That puts it into the "wait till on sale" category, though.

Btw.: Not much news from the strange XCOM shooter they had developing a while back. Last thing I heard was that it might come out in 2013 or 2014.
Wonder if it got canceled?
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
Shit being hard does counter the "everything is wrong in the game because it is dumbed down shit for console titty babies that want to always be winning because they are faggots" argument

The stuff that makes me eyebrow raise in this is the wholesale abstract gaminess like 360 vision and classes and grenades-as-one-shot-magic-spell inventoryless design and so on. The idea is to make the whole game go down like greasy oatmeal, no processing required. In this game it completely murdered the tension of eg walking past a blind alley and getting killed in one shot instead of triggering a free move cutscene. I have played stuff like 40K tabletop, this looks like a skirmish version of it and that's not awful but it seems like a video game design cul-de-sac based on the simplicities you need for tabletop. It's the same kind of stuff Sawyer likes and it is epidemic for designers. I want to see a big studio that has the time and money to iterate designs out make some smart UIs and options to let people do little fiddly stuff like inventory management really quickly and cleanly and save profiles and etc.
Depends how did you make it hard?
Did you just add 100000000 hp to every enemy, so it takes 10 days to kill them? hell that could be hard.. but hard to PLAY.
It is different if it is hard on strategic and tactical level, not just add shallow placeholders of difficulty ( beth, BIo)
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
There is such a thing as bad difficulty but there is not such a thing as difficulty in service of instant gratification
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,782
Btw.: Not much news from the strange XCOM shooter they had developing a while back. Last thing I heard was that it might come out in 2013 or 2014.
Wonder if it got canceled?

The funny stuff is I could create a quite nice game from that, as long as they would get rid of "kiddie like game" idea.
 

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