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Author Topic: So OpenX-Com...  (Read 245738 times)

Metalax

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Re: So OpenX-Com...
« Reply #15 on: January 14, 2014, 10:51:40 pm »

The devs have said that they plan to work on TFTD after open xcom hits 1.0 as the proof of concept of the modding framework.

Also just had a look at the OpenXcom site to see what had changed since I last looked a little after 0.9 was released(inventory stacking and the memorial seem to be the biggest changes), and it seems that some third parties have successfully ported it to android and also to run in a web browser.
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EnigmaticHat

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Re: So OpenX-Com...
« Reply #16 on: January 15, 2014, 03:59:19 am »

By far the most important option is the one that allows you to build your first base in a secure, competent, and SANE, layout.

Having played a large part of a campaign using this option, I think I'm going to start intentionally designing my bases badly.  If you're already winning the overall war then chokepoints can turn base defense missions into a loot collecting chore.  And I already have small scout missions for that XD

I mean sure the aliens could wreck a well defended base using psionics.  But psi is bullshit.  So that doesn't count for much.  Also the dropping of the weapons would counter that.
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #17 on: January 15, 2014, 04:08:51 am »

By far the most important option is the one that allows you to build your first base in a secure, competent, and SANE, layout.

Having played a large part of a campaign using this option, I think I'm going to start intentionally designing my bases badly.  If you're already winning the overall war then chokepoints can turn base defense missions into a loot collecting chore.  And I already have small scout missions for that XD

I mean sure the aliens could wreck a well defended base using psionics.  But psi is bullshit.  So that doesn't count for much.  Also the dropping of the weapons would counter that.
Plus if you use the "weapons self-destruct if alien dies" option, you're going to have to resort to less conventional tactics if you want the loot.
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EnigmaticHat

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Re: So OpenX-Com...
« Reply #18 on: January 15, 2014, 05:02:45 am »

By far the most important option is the one that allows you to build your first base in a secure, competent, and SANE, layout.

Having played a large part of a campaign using this option, I think I'm going to start intentionally designing my bases badly.  If you're already winning the overall war then chokepoints can turn base defense missions into a loot collecting chore.  And I already have small scout missions for that XD

I mean sure the aliens could wreck a well defended base using psionics.  But psi is bullshit.  So that doesn't count for much.  Also the dropping of the weapons would counter that.
Plus if you use the "weapons self-destruct if alien dies" option, you're going to have to resort to less conventional tactics if you want the loot.
At that point I'd probably start alternating between stun bombs and heavy laser depending on how clustered the aliens are.  I switch out rockets for small launchers once I have them, so it wouldn't be that big a difference once I've done my research and such.

That option would make getting established much harder though.  Once you get stun bombs it shouldn't be that different, minus the greatly reduced income.  If you're having trouble with that option, try this: find a large scout that had its engine detonate on impact.  Kneel a soldier with a small launcher on the door, smoke them, then position soldiers with motion sensors on either side of the hull.  Bam, shooting gallery, and you get to keep all the loot.  Just remember to kill any aliens near the door with your standard guns.

On a more general topic is it just me or did they mess with the numbers to make it impossible to gain money using engineers?  Its hard to tell but it looks like even though you can make money on individual items you'll lose money at the end month due to salaries.  Then again I haven't researched heavy lasers and that's apparently the best selling item.
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #19 on: January 15, 2014, 05:15:57 am »

By far the most important option is the one that allows you to build your first base in a secure, competent, and SANE, layout.

Having played a large part of a campaign using this option, I think I'm going to start intentionally designing my bases badly.  If you're already winning the overall war then chokepoints can turn base defense missions into a loot collecting chore.  And I already have small scout missions for that XD

I mean sure the aliens could wreck a well defended base using psionics.  But psi is bullshit.  So that doesn't count for much.  Also the dropping of the weapons would counter that.
Plus if you use the "weapons self-destruct if alien dies" option, you're going to have to resort to less conventional tactics if you want the loot.
At that point I'd probably start alternating between stun bombs and heavy laser depending on how clustered the aliens are.  I switch out rockets for small launchers once I have them, so it wouldn't be that big a difference once I've done my research and such.

That option would make getting established much harder though.  Once you get stun bombs it shouldn't be that different, minus the greatly reduced income.  If you're having trouble with that option, try this: find a large scout that had its engine detonate on impact.  Kneel a soldier with a small launcher on the door, smoke them, then position soldiers with motion sensors on either side of the hull.  Bam, shooting gallery, and you get to keep all the loot.  Just remember to kill any aliens near the door with your standard guns.

On a more general topic is it just me or did they mess with the numbers to make it impossible to gain money using engineers?  Its hard to tell but it looks like even though you can make money on individual items you'll lose money at the end month due to salaries.  Then again I haven't researched heavy lasers and that's apparently the best selling item.
They gave you the option to auto-sell production though, so if you have nothing to make for your troops, building and selling laser rifles beats letting the engineers sit idle.
« Last Edit: January 15, 2014, 05:19:26 am by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

itisnotlogical

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Re: So OpenX-Com...
« Reply #20 on: January 15, 2014, 11:05:45 am »

Does anybody have a download link for the android version? I looked and can't find it.
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #21 on: January 15, 2014, 11:33:48 am »

Does anybody have a download link for the android version? I looked and can't find it.
Looked in the wrong place then. It's not complete. http://openxcom.org/forum/index.php/topic,150.0.html

In other news, playing with self-destructing alien weapons is actually pretty fun. Less money, sure, but it changes your tactics significantly. Live captures remain a priority even after you've captured the most important aliens, and the small launcher is harder to procure.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Mephansteras

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Re: So OpenX-Com...
« Reply #22 on: January 15, 2014, 01:20:59 pm »

I should pick this up.
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #23 on: February 08, 2014, 04:02:56 am »

More other news. Some experimentation using my Windows 8 tablet show that, thanks to its classic 320x200 resolution and the resulting huge buttons (and huge everythings), coupled with some new improvements courtesy of OpenXCom, the old X-COM:UFO Defense game is perfectly suited to pure tablet playing.

In a window, of course. The onscreen keyboard is a tap away for base names and the occasional confirmation (SupSuper responded positively to my request for a "save game" button on the save screen), and the rest handles perfectly with touch controls. Geoscape rotates easily with onscreen controls or long taps, all menu items and buttons are hard to miss, battlescape works wonderfully with drag-scroll and path-preview (using double-tap to move), etc. All this game needs is a built-in popup keyboard for text entry and it can be safely ported to any tablet OS, and played fullscreen.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

sluissa

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Re: So OpenX-Com...
« Reply #24 on: February 08, 2014, 10:10:18 am »

I've heard from people it's still a little awkward for phone sized screens, but yeah, strangely enough, the old XCOM gui ports relatively well to modern touch screens with minor convenience features added.
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TripJack

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Re: So OpenX-Com...
« Reply #25 on: June 14, 2014, 12:36:58 pm »

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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #26 on: June 14, 2014, 02:37:26 pm »

Unfortunately in doing so it broke drag scroll for touchscreen systems.

Edit: and sure, as soon as I complain about it elsewhere, the devs finally notice my bugreport and make a fix. I should do that more often. :P
« Last Edit: June 14, 2014, 02:45:23 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sonlirain

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Re: So OpenX-Com...
« Reply #27 on: June 14, 2014, 02:54:56 pm »

OpenXcom has oe of my favourite Xcom mods availble.
I mean the Piratez mod i suggest everyone should try.
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RedKing

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Re: So OpenX-Com...
« Reply #28 on: June 14, 2014, 02:58:40 pm »

Huh. I should check this out. Also, reading the comments about the aliens being ready to fire the moment the ramp drops reminded me of the opening battle scene in Saving Private Ryan.
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Re: So OpenX-Com...
« Reply #29 on: June 14, 2014, 03:36:08 pm »

I always found myself getting brutalized even on easiest difficulty.  I learned a few tricks, namely to throw smoke bombs, and to deploy troops around the 'ranger's ramp in a slightly spread pattern, facing all directions.  If the ranger parks near a map edge, as it's often wont to do, then reposition those soldiers into better firing arcs.  After 10-15 turns, most things die to reaction fire from my troops, and at 20 I'm usually sitting by the UFO's door waiting for them to come out.

The problem I always have, is that aliens seem to have 1 more tile of sight than soldiers.  I've lost SO MANY soldiers, even with full TU and high reaction, because an alien was somehow invisible and taking pot shots that one-shot a guy in flying armor from the front.  I quit playing, because I don't know how you're supposed to defend against something that's invisible and instantly fatal.
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