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Author Topic: X-Com Chimera Squad  (Read 733671 times)

Neonivek

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6525 on: June 20, 2017, 04:09:08 pm »

Look, I agree with the tone aspects, but Neonivek...

The three resistance factions are all obviously nowhere near the capabilities of XCOM's Resistance.
  • They've been competently fighting for a while, not just since the Commander woke up. Remember that before the Commander came into play, Bradford was the de-facto leader.
  • They're quite clearly small. When you have a small number of people in something like this, it'd be easier to make an elite group but getting anything done is hard. Whereas XCOM does both.
  • "Vast unknowable resources"?

No really I think I came up with a concept better than what they came up with. These aren't human factions but Alien (or Alien + Human) factions.

Perhaps the alien mind control waned or this planet gave them the opportunity to secretly splinter off. The Templars could be enamored with earth history to supplement their lack of one, because their alien overlords took it away.

-Why are they so much better than you?: Because they are using alien tech
-Why are they so oddly specifically self-interested?: Because the alien war doesn't interest them as much (in fact it would likely hurt them), at least not enough to go out on a limb for you.
-Why are their names so bad?: Because the Aliens named them

It can even give you better insight into the thoughts and beliefs of the aliens you are fighting without really revealing that of their masters (the ones allowed to be cloaked in mystery).
« Last Edit: June 20, 2017, 04:26:36 pm by Neonivek »
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nenjin

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6526 on: June 20, 2017, 05:27:48 pm »

TBH all I really want the DLC for is soldier relationships. The rest just isn't compelling to me given what I already get out of XCOM.

Unrelated: anyone playing LW2 noticed a bug where, after you do the Avenger Defense mission, the mission stays available in your mission bar at the bottom of the screen but clicking it doesn't take you to a mission, just a location on the map? I had two UFOs following me when the AD mission kicked off. Now there's only one and the thing has been following me for like 3 weeks.
« Last Edit: June 20, 2017, 06:04:28 pm by nenjin »
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Xvareon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6527 on: June 20, 2017, 06:03:27 pm »

I, personally, want to hear how the hell you can have defectors from ADVENT in the first place, considering that they implant all of their troops and all of their citizens with chips in their heads to receive orders psionically. We know that the chief research officer, Tygan, removed his chip by hand on his own (or at least he says so), but what about the rank-and-file ADVENT soldiers that are basically half-alien, half-human hybrids? I wonder if someone removed the chip from an ADVENT soldier at some point in the past, and it wound up freeing him from their control, so they started doing that with other ADVENT goons until they had a whole resistance faction built around them.

scrdest

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6528 on: June 20, 2017, 06:10:46 pm »


Perhaps the alien mind control waned or this planet gave them the opportunity to secretly splinter off. The Templars could be enamored with earth history to supplement their lack of one, because their alien overlords took it away.

-Why are they so much better than you?: Because they are using alien tech
-Why are they so oddly specifically self-interested?: Because the alien war doesn't interest them as much (in fact it would likely hurt them), at least not enough to go out on a limb for you.
-Why are their names so bad?: Because the Aliens named them

It can even give you better insight into the thoughts and beliefs of the aliens you are fighting without really revealing that of their masters (the ones allowed to be cloaked in mystery).
Hey, I like the idea!

That said, I would dispute being 'oddly specifically self-interested' as a flaw in the writing for human factions. The 'single, unified La Resistance' is a trope writers like disproportionately more than reality does. As a matter of fact, even the actual French Resistance wasn't like that.

Turns out that having a common enemy doesn't necessarily make you friends, and when you have a bunch of armed people with different ideologies competing for limited resources... It's more Life Of Brian than Star Wars. So, I'd absolutely buy that and love that someone does this in a less hackneyed way.
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Neonivek

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6529 on: June 20, 2017, 06:13:01 pm »

Well we do know several aliens have broken rank before and some are even resistant or even immune to the alien mind control. In fact you can meet AWOL ADVENT troopers.

However, the aliens are extremely paranoid and layer control over control over control. There is more than mind control in their hand.

It seems that traitorous ADVENT troops and aliens isn't unheard of amongst the aliens, but I get the impression the chip being removed is immediately known.
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GiglameshDespair

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6530 on: June 20, 2017, 06:39:50 pm »


Perhaps the alien mind control waned or this planet gave them the opportunity to secretly splinter off. The Templars could be enamored with earth history to supplement their lack of one, because their alien overlords took it away.

-Why are they so much better than you?: Because they are using alien tech
-Why are they so oddly specifically self-interested?: Because the alien war doesn't interest them as much (in fact it would likely hurt them), at least not enough to go out on a limb for you.
-Why are their names so bad?: Because the Aliens named them

It can even give you better insight into the thoughts and beliefs of the aliens you are fighting without really revealing that of their masters (the ones allowed to be cloaked in mystery).
Hey, I like the idea!

That said, I would dispute being 'oddly specifically self-interested' as a flaw in the writing for human factions. The 'single, unified La Resistance' is a trope writers like disproportionately more than reality does. As a matter of fact, even the actual French Resistance wasn't like that.

Turns out that having a common enemy doesn't necessarily make you friends, and when you have a bunch of armed people with different ideologies competing for limited resources... It's more Life Of Brian than Star Wars. So, I'd absolutely buy that and love that someone does this in a less hackneyed way.
If you want an example just look at the Syrian civil war. A whole medly of different factions fighting against the government - but also against each other. While many of the dides have a common goal (overthrow the government) their specifics and endgoals are so fifferrnt they fight each other as well.

TBH all I really want the DLC for is soldier relationships. The rest just isn't compelling to me given what I already get out of XCOM.

Unrelated: anyone playing LW2 noticed a bug where, after you do the Avenger Defense mission, the mission stays available in your mission bar at the bottom of the screen but clicking it doesn't take you to a mission, just a location on the map? I had two UFOs following me when the AD mission kicked off. Now there's only one and the thing has been following me for like 3 weeks.
I think there was already a mod for soldier relationships, as there were stubs left in from where it had been removed prior to release.
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Xvareon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6531 on: June 20, 2017, 09:46:55 pm »

In case you guys would like some different battle music to listen to for XCOM while we wait for War of the Chosen, I may have just the thing. Try this.

https://www.youtube.com/watch?v=mRXuAM1QR5A

https://www.youtube.com/watch?v=uPowxW7pVyw

And here's a very good, fairly long XCOM 2 fanfiction that takes place after the main storyline's been concluded. Good for tying up a few loose ends, and it adds plenty of its own content and ideas, too. I highly recommend it:

https://www.fanfiction.net/s/12106009/1/X-Com-2-Humanity
« Last Edit: June 21, 2017, 10:59:59 pm by Xvareon »
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6532 on: June 21, 2017, 11:24:28 pm »

You know I just realized something, "they hate each other" would be a pretty solid excuse to not let you build the squad out of just hero units.  They could make it so you can only have one resistance faction for each mission.
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Xvareon

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6533 on: June 21, 2017, 11:55:44 pm »

You know I just realized something, "they hate each other" would be a pretty solid excuse to not let you build the squad out of just hero units.  They could make it so you can only have one resistance faction for each mission.
It wouldn't surprise me if these "heroes" received some of the same treatment as the new Chosen leader aliens are getting, that being things like unique dialogue, like if their faction is pitted up against a particular Chosen and you picked a hero that faces off against said Chosen in battle. Their background and outfit might change accordingly, as well.

Flying Dice

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6534 on: June 23, 2017, 05:31:37 pm »

I just had the strangest bug I've ever seen in nuCOM. Finished my turn with one soldier in a bad half-cover spot, ready to be fucked by four mutons, a berserker, and one of those LW2 high-class Vipers, plus some random Advent. Instead the game shat itself, processed for about a minute, and skipped the alien turn entirely. Wut.

e: Whaaat the shiiiit. They just did it again. I think it's a bug with the hacked heavy turret I've got, they just sit there and point at it instead of acting.

e2: I guess not. The turret blew up a couple turns ago and they're still doing it. Guess I gotta move up and kill them to end the mission. :/

e final: and it persisted to the end of the mission. Saved in the geoscape and the game crashed when I tried to exit to desktop. I don't even know. Just gonna name the specialist on that mission "Hackerman" and roll with it.
« Last Edit: June 23, 2017, 05:51:20 pm by Flying Dice »
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Egan_BW

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6535 on: June 23, 2017, 06:10:20 pm »

Hack the planet game.
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6536 on: June 23, 2017, 06:58:39 pm »

I just had the strangest bug I've ever seen in nuCOM. Finished my turn with one soldier in a bad half-cover spot, ready to be fucked by four mutons, a berserker, and one of those LW2 high-class Vipers, plus some random Advent. Instead the game shat itself, processed for about a minute, and skipped the alien turn entirely. Wut.

e: Whaaat the shiiiit. They just did it again. I think it's a bug with the hacked heavy turret I've got, they just sit there and point at it instead of acting.

e2: I guess not. The turret blew up a couple turns ago and they're still doing it. Guess I gotta move up and kill them to end the mission. :/

e final: and it persisted to the end of the mission. Saved in the geoscape and the game crashed when I tried to exit to desktop. I don't even know. Just gonna name the specialist on that mission "Hackerman" and roll with it.
Longshot, but did you hack the heavy turret without it being active?
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Flying Dice

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6537 on: June 23, 2017, 07:01:59 pm »

I just had the strangest bug I've ever seen in nuCOM. Finished my turn with one soldier in a bad half-cover spot, ready to be fucked by four mutons, a berserker, and one of those LW2 high-class Vipers, plus some random Advent. Instead the game shat itself, processed for about a minute, and skipped the alien turn entirely. Wut.

e: Whaaat the shiiiit. They just did it again. I think it's a bug with the hacked heavy turret I've got, they just sit there and point at it instead of acting.

e2: I guess not. The turret blew up a couple turns ago and they're still doing it. Guess I gotta move up and kill them to end the mission. :/

e final: and it persisted to the end of the mission. Saved in the geoscape and the game crashed when I tried to exit to desktop. I don't even know. Just gonna name the specialist on that mission "Hackerman" and roll with it.
Longshot, but did you hack the heavy turret without it being active?
I'm about as dead certain as I can be, because I hacked it to stop it from shooting my shinobi when my turn ended. Might have been a buggy activation, though. Even then, not sure how that would have fucked AI turns after it died.
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EnigmaticHat

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6538 on: June 23, 2017, 07:04:03 pm »

Well what I was thinking is that pods and aliens both probably take one slot on the turn order list.  Pod gets one-shot, removed from turn list.  Pod gets activated, removed from turn list.  Pod contains single enemy and that gets swapped from enemy to friendly... pod remains in turn list but there's nothing in it?  I don't know, like I said it was a longshot.  Seems like a bug that would happen if I was making the game :P
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"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Flying Dice

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Re: X-Com 2: Et Elegit Sanguis Infectus
« Reply #6539 on: June 23, 2017, 08:18:30 pm »

Mm. I've never even heard of this before, and all a search turned up were single instances of people mentioning being able to sporadically bug the alien turn by spamming the end turn and quicksave/quickload keys. One person who reported the same actual thing. No clue what's actually behind it, but given how shitty nuCOM2 is about processing turn changes and stuff I suspect there's just a lot of badly optimized and/or coded stuff behind the turn mechanics.

Which seems strange, given that nuCOM 1 was smooth as can be most of the time, none of this waiting twenty seconds for the turn to swap and 5-10s between alien actions.
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