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Author Topic: X-Com Chimera Squad  (Read 733237 times)

Jacob/Lee

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4500 on: February 09, 2016, 10:35:12 pm »

A friend and I are going to play multiplayer against each other, and I'm planning on using a three Demo Expert (with plasma grenades to round out the point count) and one Chryssalid team. Any advice?
Yeah. Don't.

The MP is currently in an almost unplayable state. It crashes constantly and do you know how stupid the process is to connect with one another?

To save you the grief, it's like this:

1. Both of you create a squad.
2. Both of you host a custom game room.
3. Both of you invite each other to the room. BOTH. So you invite him then when he accepts he invites you.

It took my friend and I an hour just to figure out how to join each other's game.

But don't worry because it'll crash every single time! Sometimes right at the beginning. Sometimes after a few turns. Sometimes near the climax.

Not to mention the netcode sucks ass and it can take up to 5 minute just to resolve a turn after you've done it.
Weird. I played a few games with a friend and never had any of these issues aside from the horrible backlogging of actions. The camera bugged out and sometimes the start button had to be hammered before it reacted, but never any CTDs or disconnects.

Also: I wish they had a mode like battle generators in OpenXCom: A way to generate a single player campaign-like battle outside of a real campaign. Create your squad from the ground-up (pick your number, classes, ranks, gear, etc.), pick the mission, setting, enemy count, and enemy types, and fight it out like a normal battle.

Egan_BW

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4501 on: February 09, 2016, 11:21:32 pm »

I think they showed something like that as part of the mod tools, so you don't have to start a whole campaign to test the battlescape.
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origamiscienceguy

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4502 on: February 09, 2016, 11:24:14 pm »

DO NOT TRY TO MELEE A SECTOPOD!
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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4503 on: February 09, 2016, 11:35:03 pm »

why would you try
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Sigtextastic
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There'll be another King, another sky, and a billion more stars...

My Name is Immaterial

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4504 on: February 09, 2016, 11:43:58 pm »

Why would you not try

Rolan7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4505 on: February 09, 2016, 11:45:16 pm »

It's topheavy, slicing at those thin ankles makes more sense than shooting the armored bit!
(until we unlock the AR3 or whatever)
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She/they
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This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4506 on: February 09, 2016, 11:57:04 pm »

...Actually that makes hella sense. Slice one of the legs and run off giggling.
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Sigtextastic
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4507 on: February 10, 2016, 12:10:05 am »

DO NOT TRY TO MELEE A SECTOPOD!
Nono, meleeing sectopods is fine. As long as you'll accept you're in the blast radius when it dies.
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4508 on: February 10, 2016, 12:21:50 am »

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KingofstarrySkies

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4509 on: February 10, 2016, 12:25:52 am »

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Sigtextastic
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Toaster

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4510 on: February 10, 2016, 01:03:34 am »

In the base defense mission, there was a pack of Chrysalids lurking right behind the disruptor.  I somehow managed to hit the one tile where I could shoot it without waking them up; talk about a serious relief.

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Urist Imiknorris

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4511 on: February 10, 2016, 01:08:37 am »

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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Majestic7

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4512 on: February 10, 2016, 01:54:29 am »

Regarding future stuff, remember that there are three DLCs coming, according to the season pass thing. One is purely cosmetic for making prettier dudes, but one adds new enemies and blah, another new class and "new map".
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Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4513 on: February 10, 2016, 02:16:53 am »

Probably new map type, which I can only hope to be something really cool. Problem with the three DLCs is that it seems that none of them are "big" DLCs. Shen's Gift and Alien Hunters both seem like they'll be reasonably-sized, but also seem like they each form 1/2 of something EW-sized.
If they address one of the sequel hooks I mentioned in my early spoiler, I really hope it's in something big. What's the point of doing a TWIIIST if it's just a one-off thing on the side?
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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!

Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4514 on: February 10, 2016, 02:36:22 am »

Can I trouble somebody for an experiment? I'm trying to come up with some way to run this game on a GeForce GT330M, which only supports DirectX10.1. The game, at least the (ill-gotten) version I'm using, seems to have a -d3d11 commandline option baked in, which prevents me from trying to force it into opengl or d3d10. When I add -opengl to the commandline, the game crashes instantly on running (instead of struggling against a black screen for a few moments), and the log says that -d3d11 and -opengl are mutually exclusive and can't be used together, even though -opengl is the only option present.

Can somebody confirm that adding -opengl to the launch options shortcut causes an instant crash in the non-pirated version as well?
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Game Two, Discontinued at World 1.

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