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Author Topic: X-Com Chimera Squad  (Read 731932 times)

TempAcc

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Re: X-Com 2: Partem Tueri
« Reply #5850 on: January 06, 2017, 12:16:51 am »

Yea, when you first meet an ethereal, they describe some other force, along with them failing to ascend and etc.
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Krevsin

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Re: X-Com 2: Partem Tueri
« Reply #5851 on: January 06, 2017, 03:22:12 am »

XCOM 2 does definitely seem to imply lots of connections with the Bureau and XCOM 1 makes some references to the Bureau as well. Enemy Within's Meld Recombination research report mentions "redacted data stores created in the 1960s" as well.

Did Firaxis actually say at any point that the Bureau's canon is separate from NewCom's? It's believable, but the series feels like it's making a decent amount of references to the Bureau.
Could also just be a reference to the UFO craze that was around in the 50s and 60s.
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JimboM12

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Re: X-Com 2: Partem Tueri
« Reply #5852 on: January 11, 2017, 07:17:30 pm »

I don't know if it is truly random or if one of my mods is interfering with the game a bit, but I always do the tutorial for plot purposes and always get Squaddie Kelly and usually she becomes a Scout and gets a fancy machete. This time she became a Gunner. Is it possible for her to get leveled as something else? I thought it was a scripted thing that she's your first scout/shinobi whatever.
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Pemmican is pretty incredibly durable. Corn and rice also lust forever without refrigeration.
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Flying Dice

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Re: X-Com 2: Partem Tueri
« Reply #5853 on: January 11, 2017, 07:29:02 pm »

If you're using one that overhauls the classes (rather than adding new ones), like (I think) the LW mod for that purpose, then yeah, I expect that that scripted promotion might point to a different class. You could confirm it by running the tutorial a few more times to see if it's consistent.
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Chiefwaffles

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Re: X-Com 2: Partem Tueri
« Reply #5854 on: January 17, 2017, 01:35:17 pm »

More Long War 2 information today.
It's mostly about the geoscape - now you have rebels to manage their tasks for each region. They can collect supplies or be assigned to other tasks and you can send in your own personnel as advisors.


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Rebels can die during retaliations and other missions, and even some can be Faceless in disguise.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit.
« Reply #5855 on: January 17, 2017, 02:06:50 pm »

Really looking forward to seeing what they've done in action.
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Egan_BW

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5856 on: January 17, 2017, 02:26:48 pm »

Oh yes! Alien infiltrators doing some actual alien infiltrating!
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umiman

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5857 on: January 17, 2017, 02:28:32 pm »

It is pretty interesting how open the XCOM 2 team is with modding. Can't think of any other modern day dev that allows modders such total access to their work.

Even Valve, the once-renowned champions of open source gaming now gates everything and tries to turn all their mods into money.

----

I've been playing a campaign with the bunch of Long War mods on the workshop. They're really good. I highly recommend the one that adds a huge amount of "new" enemies. It's awesome and really makes the game fresh. I screamed like a little girl when I saw the 50hp, 5 armour Hive Queen that was the size of a building.

It completely negated the whole "late game XCOM is so easy" feeling, even with all my other extensive mods.

So I'm looking forward to seeing what else they do with it.

----

That being said, I'm pretty sure the Long War team isn't just freelance modders any more. 2K have to be contracting them or something at this point since they even get so much coverage on XCOM 2's own website.

MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5858 on: January 17, 2017, 02:42:45 pm »

It is pretty interesting how open the XCOM 2 team is with modding. Can't think of any other modern day dev that allows modders such total access to their work.

Even Valve, the once-renowned champions of open source gaming now gates everything and tries to turn all their mods into money.

That being said, I'm pretty sure the Long War team isn't just freelance modders any more. 2K have to be giving them something at this point since they even get so much coverage on XCOM 2's own website.
There's a bit of a story on that one, I think. Firaxis X-Com was clearly a labor of love in reaction to the extreme hate of the Bureau's original development, and while it won a lot of people over it was also just supposed to be what it was instead of a basis for anything, since it was a risk. Part of this meant no attention whatsoever was given to modding.

Even to this day, Long War is perhaps the only true mod for X-Com EU/EW. Everything else is altering the ini. files. Remember, Long War is pretty extensive, and almost all of it was done through hex editing, which is insane. Not to mention that they were unable to introduce any new assets to the game, and had to make use of the ones already there, which is why the SMGs are scaled down assault rifle models and such.

This became such a huge thing that the X-Com development team took notice, and it seems pretty clear that they were deeply effected by this dedication to improving what they made, all the way up to Solomon saying X-Com is just a tutorial for Long War and Firaxis employees providing asset assistance to the mod. It is thus little surprise that when developing X-Com 2, they did everything in their power to open this up for the player base in general and to support the Long War team.

Both sides are almost certainly getting the same thing from one another: free publicity. Firaxis from a business standpoint should clearly allow the Long War team to use them as a platform, because even not allowing that last time resulted in the fame from Long War. The Long War team are planning to make a game of their own eventually, and if it ends up being another UFO invasion game there's little that would hold up that impending Kickstarter better than "from the team that made the Long War and Long War 2 mods". I've seen even OldCom purists become converted and salivate with lust upon being shown Long War 1.
« Last Edit: January 17, 2017, 02:44:27 pm by MetalSlimeHunt »
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5859 on: January 17, 2017, 03:26:36 pm »

That latest news about LW2 sounds very good. 
Region control by sending it extra troops, engineers, scientists.  Mission locked sent in days (troops and equipment). 
No squad size cap; send 10 troops against 40 enemies, send 2 troops and complete mission via stealth. 
So much good stuff from just reading the latest info.

Was in reddit, don't have link to PI forums (at work).

Furtuka

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Drakale

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5861 on: January 17, 2017, 05:00:27 pm »

Did they say if long war 2 is a mod or an actual DLC?
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5862 on: January 17, 2017, 05:02:53 pm »

I know this isn't even fair, but fingers crossed that Long War 2 is more...  rebellious.

Are there really no mods for that?
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Mephansteras

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5863 on: January 17, 2017, 05:12:42 pm »

I know of a mod that switched combat over to more of a guerilla warfare type where everything is extraction based, but nothing that does the type of geoscape this is talking about.

Although I haven't looked in a few months, so that may have changed.
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #5864 on: January 17, 2017, 05:19:59 pm »

This is apparently mostly defunct, but is it the one you were thinking of?
https://steamcommunity.com/sharedfiles/filedetails/?id=669383499
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