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Author Topic: So OpenX-Com...  (Read 245811 times)

EnigmaticHat

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Re: So OpenX-Com...
« Reply #90 on: June 25, 2014, 05:14:09 pm »

If I didn't already have other projects I'd mod in suicide reapers with bombs attached to them, I really want that to be a thing...
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Greiger

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Re: So OpenX-Com...
« Reply #91 on: June 25, 2014, 05:21:44 pm »

Well there were the poppers from X-com Apocalypse...  (hmm x-com apocalypse aliens in original x-com)

It would probably just be a matter of making a custom reaper and changing it's weapon from it's bite or claw or whatever it is to something with a range of 1 and a blast radius.
« Last Edit: June 25, 2014, 05:24:31 pm by Greiger »
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azurelao

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Re: So OpenX-Com...
« Reply #92 on: June 25, 2014, 07:04:49 pm »

If I didn't already have other projects I'd mod in suicide reapers with bombs attached to them, I really want that to be a thing...

If I remember right one of the alien mods (either the waspite one or the gazer one) has exploding enemies. Not sure if they do it deliberately, though.

It turns out several people were having an issue with Reapers freezing during terror missions. One of the latest builds fixed that, so everything works now.

Thanks for mentionning that, i had avoided terror missions so far (because i remembered how terrible results i had with them with my starting squaddies) and so didn't encountered that problem.
I grabbed the latest nightly following your post :)

Happy to help!
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Zanzetkuken The Great

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Re: So OpenX-Com...
« Reply #93 on: June 25, 2014, 07:27:25 pm »

(hmm x-com apocalypse aliens in original x-com)

Combine them both to allow underwater conflicts.
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Re: So OpenX-Com...
« Reply #94 on: June 25, 2014, 07:48:18 pm »

So I did it. Open X-Com, Superhuman, ironman, victory.

I lost two Skyrangers and over 100 units. I simply avoided any mission involving etherals. In fact, I never even captured a body.

I grabbed a Sectiod leader early to get psionics or what ever and than promptly lost every unit I had training during a mission.  This happened a couple of times until I finally remembered to take units in training OFF of the Skyranger while they were in training.

Both times I lost Skyrangers were major blows. It was straight back to rookies and the only stockpile of weapons I had were laser rifles. I spent so much money trying to get back on my feet I found myself at under a million and unable to afford needed items.

Once Psionics were squared away though, it was pretty smooth sailing. I decided to go for the last mission when I won a terror mission with no causalities, including civilians.

sambojin

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Re: So OpenX-Com...
« Reply #95 on: June 15, 2015, 11:19:01 am »

Wow, being able to pre-prime grenades on 1.0 is OP as hell. I've never used as many smoke grenades in my all the years I've played xcom as I did today.

There's not even such thing as a rookie any more. Everyone gets a rocket launcher, a laser pistol, personal armour and as many pre-primed smokes grenades as they can carry. They're about to upgrade to plasma. It's like everyone is uber useful from day 1, even the incredibly hopeless. I almost feel like I need to nominate some soldiers to be rookies, because everyone regularly lives through their first few missions. Too many items, too much firepower, way too many rockets.

I keep a few dedicated pistol/stunners around, but that just means they can carry even more smoke than the rocket crew (all 10 of them). As the heavy rocket smoke-jumpers get more strength and TUs, then they can do it all. More smoke, more rockets, more stunning and easier weapon changing. Hell, I'll even bother to give them medikits one day.

A standard mission:

Turn 1, smoke around the skyranger, smoke in the skyranger, pass turn. I'm perfectly safe. Plus I can nuke anything that I can see down the ramp anyway.

Turn 2, run out (I'm still perfectly safe), chuck smoke wherever else I feel I should, or start scout/snipering. Ie: Send a barrage of rockets at anything in the least bit scary. Use the pistols when I run out or need to go inside the ufo or get bored of reloading.

Turn 3-x, Finish mission, stun a few aliens along the way that managed to blunder through some smoke right next to me.


It's weird when quality of life features and corrected gameplay "flaws" make a game 10x easier than the original. Pre-primed smoke grenades, unlimited amounts of smoke on the battlefield (used to be about 400 squares), virtually unlimited skyranger capacity (it's now done off base store limits instead of the 80 item limit) and knowing your exact maximum pack weight makes the game too easy.

This is on Superhuman.

Sure I've lost about 20 guys in the first two months, but that was mostly just me dicking around, going for unnecessary captures, or just trying stuff out. It'll get harder, and psi is always a problem, but I don't think I've had an easier xcom playthrough, and I've researched diddly so far.

I've already got so many damned plasma pistols and magazines laying around that I'm actually tempted to research them for once. It'll just make my rocket smokers even scarier. I'm not sure I even need heavy plasma or blaster bombs to win this run.
« Last Edit: June 15, 2015, 07:10:54 pm by sambojin »
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miauw62

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Re: So OpenX-Com...
« Reply #96 on: June 15, 2015, 11:19:33 am »

I cant find the android version anywhere, the download seems to be dead...
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LoSboccacc

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Re: So OpenX-Com...
« Reply #97 on: June 15, 2015, 12:02:43 pm »

it seesm it is time to get back into the xcom fry!
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Sergarr

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Re: So OpenX-Com...
« Reply #98 on: June 15, 2015, 12:23:10 pm »

What do pre-primed grenades do?
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LoSboccacc

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Re: So OpenX-Com...
« Reply #99 on: June 15, 2015, 01:07:09 pm »

Priming took away some tu in the original
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #100 on: June 15, 2015, 02:33:58 pm »

Wouldn't pre-primed grenades explode if carried, just as if they were primed normally? Or does "impact fuse" (0 time) not explode at all unless dropped/thrown?

Also, you should try some of the other quality-of-life improvements the game provides. Aliens not dropping loot unless stunned instead of killed. "Sneaky" AI. Accuracy degrading with range. If the game is too easy, there's always room to make it harder.
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Dorsidwarf

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Re: So OpenX-Com...
« Reply #101 on: June 15, 2015, 02:45:24 pm »

I'm not entirely sure from the thread, but you need oldX-Com for OpenX-Com to work, right? If so, where's a good place to find it?
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Sean Mirrsen

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Re: So OpenX-Com...
« Reply #102 on: June 15, 2015, 02:46:31 pm »

Steam. 50% off right now.
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Gunner-Chan

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Re: So OpenX-Com...
« Reply #103 on: June 15, 2015, 02:47:02 pm »

Steam. It's still for sale and stuff.

Also see if you can grab TFTD, openxcom support is coming to that soon hopefully. And future mods may pull on both.
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Dorsidwarf

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Re: So OpenX-Com...
« Reply #104 on: June 15, 2015, 02:49:23 pm »

X-Com: UFO defense, right?
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