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Author Topic: So OpenX-Com...  (Read 241520 times)

ChairmanPoo

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Re: So OpenX-Com...
« Reply #195 on: July 02, 2015, 04:52:23 pm »

You know, APOC was actually the first Xcom game I played. I wouldn't have tried the first two ones if it hadnt stopped working for my computer. And I'd have missed out, IMO

APOC's battlescape engine was clearly superior, but I find the strategic game wanting. Single city, etc...

Also, back when I first played it, I was very young and had not played anything but rts games. So I ran rts games in APOC. In rts you run through clips like crazy. This, combined with the ridiculously low supply of items you can purchase, meant that I often ended up doing alien hunts using only grenades and handguns because there was nothing else left...
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MarcAFK

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Re: So OpenX-Com...
« Reply #196 on: July 03, 2015, 08:15:28 am »

If you're running apoc in real time you need to always use prone position and aimed shots, otherwise you can run out of ammo in no time.
But theres something to be said for dual wielding automatic mode chain guns, just bring plenty of ammo.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

GiglameshDespair

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Re: So OpenX-Com...
« Reply #197 on: July 03, 2015, 09:42:26 am »

Apoc really was not designed for turn based mode. Poppers that could run in from offscreen on their turn and detonate. Brainsuckers were launched near your troops on the enemy turn, hatched and on that same turn could easily brainsuck your troops.
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Greiger

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Re: So OpenX-Com...
« Reply #198 on: July 03, 2015, 10:15:22 am »

Yea turn based mode was hardcore.   Didn't stop me from playing it that way but against brainsuckers I did abuse the prone brainsucker exploit ruthlessly. (If a brainsucker tried to attack a prone target it would jump into the air over the target's head and promptly knock itself out for a very long time if not permanently)  It required preplanning but worked.  Against poppers I would usually just hear their distinct noise on turn one and go into a spread out reaction fire formation.  Exactly how I treated cryssalids in xcom1.


There was one weapon in the xcom arsenel that was made downright deadly in turn based mode though.  The plasma sword.  Just like the poppers, there was very little the aliens could do when you ran one really fast guy with a plasma sword into a room and started chopping things in half. Especially when they start carrying disruptors and every humanoid alien isn't a pile of brainsuckers waiting to touch the floor.

« Last Edit: July 03, 2015, 10:18:40 am by Greiger »
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miauw62

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Re: So OpenX-Com...
« Reply #199 on: July 03, 2015, 11:19:26 am »

OpenApoc is something that's being worked on, BTW.
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ChairmanPoo

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Re: So OpenX-Com...
« Reply #200 on: July 03, 2015, 02:25:11 pm »

Yes but it's far greener than OpenTFTD, let alone OpenXCOM.
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MrWiggles

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Re: So OpenX-Com...
« Reply #201 on: July 04, 2015, 03:12:27 am »

I am having a bitch of a time getting open xcom to work. I've tried like a few different source files and they arent working for whatever reason.
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #202 on: July 04, 2015, 09:54:05 am »

I am having a bitch of a time getting open xcom to work. I've tried like a few different source files and they arent working for whatever reason.
Describe what you are doing, and we'll try to point out what is going wrong for you. If you have a legitimate modern copy of X-Com, the installation process for the latest nightly should be straightforward. Unzip the nightly, copy the datafolders from the game into the UFO folder. The README.txt in the UFO folder should tell you which datafolders specifically you should have there.
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LoSboccacc

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Re: So OpenX-Com...
« Reply #203 on: July 05, 2015, 07:41:30 am »

Apoc interface is quite bad. That's the thing that stops me from trying.
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MrWiggles

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Re: So OpenX-Com...
« Reply #204 on: July 06, 2015, 01:36:00 am »

I'm trying to install on 10.7 Mac OS. I have the files from my source copied correctly into the package's data folder. I went through and applied the universal patch from the website, which I believe I used correctly. Seem to be just copying file content over.

And I'm getting:
error gmdefend not found
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #205 on: July 06, 2015, 02:05:43 am »

Gmdefend is a music track. You might be using a bad game copy, check the SOUND folder.
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MrWiggles

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Re: So OpenX-Com...
« Reply #206 on: July 06, 2015, 03:33:32 am »

Gmdefend is a music track. You might be using a bad game copy, check the SOUND folder.
And thank you, its working now.
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Dorsidwarf

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Re: So OpenX-Com...
« Reply #207 on: July 14, 2015, 10:22:48 am »

I have a problem.

There are no researches available
The aliens continue to progress to larger and larger ships
Elerium supplies are running low.
None of the three bases i've raided had anything like a "commander"

What do?
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a1s

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Re: So OpenX-Com...
« Reply #208 on: July 14, 2015, 10:44:37 am »

I have a problem.

There are no researches available
The aliens continue to progress to larger and larger ships
Elerium supplies are running low.
None of the three bases i've raided had anything like a "commander"

What do?
Start a new game? Bear in mind that unlike newCom, in oldCom commander didn't look any different and could only be (100%) identified with a mind-probe (grey sphere thingy.) Although they did spawn in the command room and had a tendency to still be there by the time you arrived.
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Dorsidwarf

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Re: So OpenX-Com...
« Reply #209 on: July 14, 2015, 12:42:18 pm »

Are the commanders Ethereal? I assumed the bastards were Ethereals.
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