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Author Topic: How do you start playing X-COM?  (Read 8462 times)

olemars

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Re: How do you start playing X-COM?
« Reply #30 on: November 10, 2009, 09:57:06 am »

IF I RECALL CORRECTLY,

And I may totally not, they're switching to Ogre in the future.

How about changing to UDK? :P

They're not switching to Ogre. That was either a splinter project or a completely different UFO related project. Can't remember which it was.

At one point I was actually considering getting involved in the development of UFO:AI, until I checked the codebase. It is entirely written in C. Not C++, C. And it's a large and complex project. That turned me completely off from wanting to help out, and I don't think getting it to work with a modern 3rd party API is going to be very easy.
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LegoLord

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Re: How do you start playing X-COM?
« Reply #31 on: November 10, 2009, 10:59:41 am »

So what would be recommended, getting a solid copy or going the Steam route?
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

olemars

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Re: How do you start playing X-COM?
« Reply #32 on: November 10, 2009, 12:27:23 pm »

The steam x-com pack works fine for me. Comes with preconfigured dosbox too.
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Deadmeat1471

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Re: How do you start playing X-COM?
« Reply #33 on: November 10, 2009, 02:26:27 pm »

Do it on superhuman. doit!
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Tilla

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Re: How do you start playing X-COM?
« Reply #34 on: November 10, 2009, 03:48:17 pm »

IF I RECALL CORRECTLY,

And I may totally not, they're switching to Ogre in the future.

How about changing to UDK? :P

They're not switching to Ogre. That was either a splinter project or a completely different UFO related project. Can't remember which it was.

At one point I was actually considering getting involved in the development of UFO:AI, until I checked the codebase. It is entirely written in C. Not C++, C. And it's a large and complex project. That turned me completely off from wanting to help out, and I don't think getting it to work with a modern 3rd party API is going to be very easy.

Looking through the forums for any mention of ogre, yah, there's no chance in hell the official devs would even consider this. Similar projects have literally died during engine changes - including rival X-com clone Xenocide. They are at least using more advanced versions of Quake 2 and they could conceivably jery rig a simplified destructible terrain in the future somehow.
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Starver

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Re: How do you start playing X-COM?
« Reply #35 on: November 16, 2009, 11:47:37 am »

There is an open source version called UFO:alien invasion.

It's not complete but its allot of fun
http://ufoai.sourceforge.net/
My weekend disappeared.  What wasn't already pre-booked to do other things was UFOAIed.

It helped that I almost immediately found a 'money bug' (I assume they know about it) that (it looks like, from experimentation) lets you start with as much money as you can sit there clicking to obtain and that it positively encourages Save Scumming on missions, so as to attain success (rather than abject failure), low/zero casualties (rather than winning but losing most of the team) or a near perfect assault (for as long as you want to gamble at doing it better).  Or (for some cases) to pick and choose a better map/initial alien placement from the available set for that locale.  (Sometimes I've deliberately sent a 'team' in consisting of a one-person 'super-specialist' on an interceptor, at the expense of diversity and multiplicity of units, because I have one of the appropriate type sitting in a craft within range configured exactly as I would wish.

Could do with a bit more help with managing resources, and (like original XCOM?  ..I forget) having to reapply equipment to soldiers you took off duty (for medical/unit mix reasons) when you put them in a new craft is a bit tedious.  In fact I've also taken to renaming all my hired soldiers with the likes of " (HW54)" after their name to indicate their main speciality and level, to aid with the shuffling and " [inj]" for those I want to stay in hospital (to save me time when scrolling the list, even though it displays health at the point of highlighting them).  Also sending squadrons of interceptors to flying UFOs should be less tedious than clicking the UFO so many times and selecting the next appropriate interceptor down, or at least happen with time stopped so that you don't end up with a chain of aircraft (after all, they each have their own hanger/VTOL launch bay).

And I got an interesting error[1] twice, when saving.  That was the first time I had a downed UFO location appear on the map, again and shortly afterwards when I had reshuffled the appropriate landing party and wanted to save progress to avoid the pain of doing that again.  It seemed to respond best to [Ignore]ing, and hasn't seemed to cause any problems since.  Certainly hasn't reoccured for any other UFO location (downed or discovered).


On the whole, a decent game, and a decent conversion, unless my memory fails me.  It even seems to have the same issue/bug with setting off on a mission with a piece of equipment your soldiers can't actually handle assigned to one of them as main weapon, and when you embark he's 'dropped' the item and you have to revert to the secondary weaponry or juggle auxilliary equipment between team members before engaging the enemy.

Now I must see if I've still got my original disks of the original game, somewhere, and if they work.  Ditto for my First Encounters CD.  Oolite having managed to absorb a significant proportion of another recent weekend, but leaving me yearning for the ability to land on planets/conduct inter-planetary commerce/nicer missions and fly and rotate through space with proper Newtonian motion...


[1] "Assertion Failed!

Program: C:\Program Files\UFOAI-2.2\ufo.exe
File: C:\Dokumente und Einstellungem\m...\cl_bas...ement.c
Line: 3414

Expression: *aircraft->aliencargo[l].alientype

For more information [blah blah blah, then Abort/Retry/Ignore buttons]"

Which, along with minor linguistic anomolies (along with the repetative nature of some of the UFOpedia entries/reports) indicates the non-English heritage of the development team.  But only spotted two actual errors, that I can recall.  And one of those ("off" instead of "of") is common among the sloppier/mis-educated native English-speakers, so can't argue with that. :)
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John D. Ward

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Re: How do you start playing X-COM?
« Reply #36 on: December 20, 2009, 10:57:59 am »

Is it possible to run X-Com Apocalypse under Windows Vista?

If so, how?
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BishopX

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Re: How do you start playing X-COM?
« Reply #37 on: December 20, 2009, 11:09:35 am »

Use Dosbox .73. You need to mount the CD drive in dosbox and then install in Dosbox.
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kuro_suna

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Re: How do you start playing X-COM?
« Reply #38 on: December 20, 2009, 05:30:24 pm »

I'm trying UFO:AI now,
Is reaction fire icon just a system to reserve time units or do I need to check it to get any reaction fire?
I'm pretty sure I'm reserving enough time units but I'm losing half my squad to mele attacks do to reaction fail.
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LegoLord

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Re: How do you start playing X-COM?
« Reply #39 on: December 20, 2009, 06:50:14 pm »

Reactions are based on the reaction stat and whether or not the soldier in question has enough time units for a snap shot at the end of your turn.

Soldiers with low reactions probably won't make any shots.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

kuro_suna

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Re: How do you start playing X-COM?
« Reply #40 on: December 20, 2009, 07:27:07 pm »

Right now I still can't beat the first mission, if I stay out in the open I get sniped by aliens that take a potshot from a window and hide again before I can even tell where it came from. If I find cover aliens come around from a corner and stab my guys, and must have a lot of TU since they can pop out, stab two guys and hide again in one turn.

So far I found:
1: I think the artificial intelligence is a lot better than in xcom
2: rocket launcher aren't very useful in urban combat due to the lack of destructible terrain.
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KaelGotDwarves

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Re: How do you start playing X-COM?
« Reply #41 on: December 20, 2009, 07:33:39 pm »

When I first played xcom as a kid, my first mission ended up being a night one :-[

I was absolutely terrified during that experience. Still remember fleeing back to the skyranger with the only 2 rookies left. Only one made it back alive.

I just wish for xcom without the mind controll bullshit.

Deadmeat1471

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Re: How do you start playing X-COM?
« Reply #42 on: December 20, 2009, 08:09:10 pm »

The steam x-com pack works fine for me. Comes with preconfigured dosbox too.

The gamersgate version is the same, only its not via steam thus far superior.
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LegoLord

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Re: How do you start playing X-COM?
« Reply #43 on: December 20, 2009, 08:23:38 pm »

When I first played xcom as a kid, my first mission ended up being a night one :-[

I was absolutely terrified during that experience. Still remember fleeing back to the skyranger with the only 2 rookies left. Only one made it back alive.

I just wish for xcom without the mind controll bullshit.
Bullshit?  Oh, but it's one of the most fun parts of the game!  Just avoid big missions with MC opponents, and fire anyone that's too easily manipulated.  Once the squad is free of the weak-willed, MC is mostly a minor annoyance.  Especially once you can use it.  Heh heh . . . >:D
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

BishopX

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Re: How do you start playing X-COM?
« Reply #44 on: December 20, 2009, 08:23:59 pm »

Right now I still can't beat the first mission, if I stay out in the open I get sniped by aliens that take a potshot from a window and hide again before I can even tell where it came from. If I find cover aliens come around from a corner and stab my guys, and must have a lot of TU since they can pop out, stab two guys and hide again in one turn.

So far I found:
1: I think the artificial intelligence is a lot better than in xcom
2: rocket launcher aren't very useful in urban combat due to the lack of destructible terrain.

Which version are you playing?

If you're playing 2.3.5 (the stable release), the trick is to provide cover with reaction fire from sniper rifles while assaulting with close combat weapons. Keep your guys in groups and give them all separate fire zones. Eveyone should be on reaction fire. Your snipers should be crouched with multiple reaction fire set. Everyone else should have a single shot reaction fire set. Keep in mind you can select multiple fire modes for reaction fire (e.g. 5 round burst vs. full auto with the smg). TU expended on reaction shots come from next rounds TU's. If you're taking a lot of reaction shots just stay put.

If you're playing the dev version reaction shots work differently, and I find it useful to use the old scout/sniper tactic from Xcom 1.
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