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The Amazing X-COM Thread

Repressed Homosexual
Joined
Mar 29, 2010
Messages
18,020
Location
Ottawa, Can.
I loaded an old save, I have a secondary base in Asia with an interceptor, and it's out of Stingray missiles. There's only the interceptor with cannon rounds and Stingray missiles as stock in the whole base. However, no matter what, the stingray missiles won't get rearmed in my interceptor, and when I try to select armament for my interceptor they don't even appear.

Could I just have hit a bug? If so, what version should I pick to nix as many of those annoying bugs as possible?
 
Joined
Sep 17, 2011
Messages
574
Location
right here brah
I'm afraid that "an old save" just won't do it for a game constantly in development.

If so, what version should I pick to nix as many of those annoying bugs as possible?
The latest. Duh.
The project also has neat bugtracker, so you might wanna post your problems there.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I definitely don't get any "general XCOM prequel vibe" from this one.

They could have saved themselves a lot of trouble by not making the retarded decision to drop the XCOM brand on it.
Might even have turned out decent enough (unless it ended up as yet another cover-based console popamole shooter).
 

cocorulverde

Educated
Joined
Aug 10, 2009
Messages
58
X@COM

A cross between X-COM and RL (an XCOMRL). Though certainly not a "pure" roguelike, X-COM possesses several important RL qualities such as turn-based strategy, semi-random battlefields, high replay value, permadeath (of a sort), and more.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.

 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
So anyone played UFO AI recently? I haven't played it since about early 2011.

I started a new game with 2.4 recently, last version I played before was 2.2.
Tried one of the latest dev builds (2.5), but due to crashes/bugs I went back to 2.4.
My biggest complaints so far are relatively slow research and high frequency of missions (esp. compared to research speed).
Also Aliens tend to get an awful lot of reaction fire. Even when I want to shoot them, they often get to shoot at me first.
Maps are probably a bit small, OTOH, given the large number of missions, that's maybe a good thing.
That stuff aside it's not too bad. Quite playable and has some fun moments.
Could still use polish in terms of balance and documentation.
 

poocolator

Erudite
Joined
Jun 25, 2008
Messages
7,948
Location
The Order of Discalced Codexian Convulsionists
X@COM

A cross between X-COM and RL (an XCOMRL). Though certainly not a "pure" roguelike, X-COM possesses several important RL qualities such as turn-based strategy, semi-random battlefields, high replay value, permadeath (of a sort), and more.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.


The Dwarf Fortress of xcom games? Has anybody played this? It looks so good that I may end up creaming my panties.
 
In My Safe Space
Joined
Dec 11, 2009
Messages
21,899
Codex 2012
JsJvd.png


8IBHF.png


I just started playing again. I'm taking full 12-14 man squads for maximum carnage.
 

John Yossarian

Magister
Joined
May 8, 2006
Messages
1,000
Location
Pianosa
My 6 year old son loves this game. I showed it to him last year and now he keeps busting my balls to keep playing while he watches.
"Cuando vas a jugar el juego de los extraterrestres?? Yadda yadda over and over". And then you people say there's no hope.
 
Joined
Nov 8, 2007
Messages
6,207
Location
The island of misfit mascots
Why isn't he playing it?

Yeah, are you sure you're not just training him to like cinematic absence of gameplay?

Edit: why did my lack of portrait necessitate a change from the question-mark default pic to the codex troll pic? I deliberately left the portrait blank because I was a fan of the comic book character 'The Question'.
 
Joined
Jan 7, 2012
Messages
15,394
X@COM

A cross between X-COM and RL (an XCOMRL). Though certainly not a "pure" roguelike, X-COM possesses several important RL qualities such as turn-based strategy, semi-random battlefields, high replay value, permadeath (of a sort), and more.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.


The Dwarf Fortress of xcom games? Has anybody played this? It looks so good that I may end up creaming my panties.


It's not the Dwarf Fortress of XCom games until it attempts to simulate the separate random genetic evolution of the alien species played out over 50,000 years prior to the game start. Plus it would need lava.
 

John Yossarian

Magister
Joined
May 8, 2006
Messages
1,000
Location
Pianosa
Why isn't he playing it?
He does, but only the missions and only those during daylight. He can barely read spanish let alone english so he can't play the base strategy stuff, and is scared of night missions, even with flares.
Before I get psi skills, and we had to fight for real ( without disarming them first i mean), he does better than me sometimes, which is a little embarrasing.
 

poocolator

Erudite
Joined
Jun 25, 2008
Messages
7,948
Location
The Order of Discalced Codexian Convulsionists
X@COM

A cross between X-COM and RL (an XCOMRL). Though certainly not a "pure" roguelike, X-COM possesses several important RL qualities such as turn-based strategy, semi-random battlefields, high replay value, permadeath (of a sort), and more.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.


The Dwarf Fortress of xcom games? Has anybody played this? It looks so good that I may end up creaming my panties.


It's not the Dwarf Fortress of XCom games until it attempts to simulate the separate random genetic evolution of the alien species played out over 50,000 years prior to the game start. Plus it would need lava.

Of course, you're right. It would all just be too awesome and bring about the destruction of civilization.
 

gejiaxu

Novice
Joined
Jan 27, 2013
Messages
1
X@COM

A cross between X-COM and RL (an XCOMRL). Though certainly not a "pure" roguelike, X-COM possesses several important RL qualities such as turn-based strategy, semi-random battlefields, high replay value, permadeath (of a sort), and more.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.


The Dwarf Fortress of xcom games? Has anybody played this? It looks so good that I may end up creaming my panties.


It's not the Dwarf Fortress of XCom games until it attempts to simulate the separate random genetic evolution of the alien species played out over 50,000 years prior to the game start. Plus it would need lava.

The latest mod has lava and a dwarf named Urist McScorch who uses a magma cannon of his own design, if that counts for anything.
 

Kirtai

Augur
Joined
Sep 8, 2012
Messages
1,124
I also posted this in the Squad level tactical thread but OpenXcom has just released version 0.9 which is supposedly fully playable. It's an engine for UFO: Enemy Unknown (X-Com: UFO Defense in USA)
 

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