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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122693 times)

Yoink

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #105 on: October 24, 2011, 08:23:46 pm »

I'd love to play this, but it seems to involve some strange, alien rituals just to get the game to work. :(
If it becomes more easily playable on windows I'll jump at the chance, though!
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JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #106 on: October 24, 2011, 09:18:00 pm »

Works fine on windows for me.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Black_Legion

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #107 on: October 25, 2011, 12:21:31 am »

Scoring AND reaction fire! I think I saw a ray/laser in the new tech video as well, very nice  8)
I am really liking how this project is progressing.
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Yoink

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #108 on: October 25, 2011, 07:14:20 am »

Works fine on windows for me.

Well, I get this:

Not sure why. Will re-installing actually fix it, or am I doing something obvious wrong?
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Drakale

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #109 on: October 25, 2011, 08:41:34 am »

You need a visual c++ redistributable.
Or you have it but it is a different version than the one used to compile.

The easy way is to find the DLL on the net and put it in the game folder, that might do the trick.
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warhammer651

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #110 on: October 25, 2011, 08:42:12 am »

Quote from: From the Blog
You must have the latest runtime DLLs (msvcp100.dll, msvcr100.dll) to run the game. If X@COM complains about DLL files, download and install the MSVC++ 2010 Redistributable Package (x86).
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #111 on: October 25, 2011, 07:23:23 pm »

Huzzah!

Spoiler (click to show/hide)

I got some nice friendly help mid way through, and I had to actively seek the big orange guy, he only started offensive manouevres when I topped his mate. Not sure if it's bugged ... ?

And I can't remember actually dancing on an alien corpse, but it's there in the hi-score sheet so I must have done it!

The sectopods are nasty. Thankfully they took a bigger dislike to the Army than to my agents. Good stuff though, some great progress.
Nice score Mendonca!

The colossus might not have attacked if you were out of his visual range while attacking (the aliens don't yet use Faction-wide knowledge of enemy positions, or even much of their own memorized data), and there is one other quirk about its behavior I don't want to mention because players could take advantage of it. Either way, I added him more to simply knock down walls and destroy the base rather than be a huge threat to your troops--he's slow and doesn't even have a ranged weapon, so he's not as scary as he looks, but he does soak up a lot of damage.

The jig score is just a hidden bonus you found--you don't have to actually do anything except stand on an alien corpse from one turn to the next.

And sectopods are always pretty nasty, but I'm glad someone managed to take them down. Shows that sticking more than one in that hangar wasn't overkill :)

After reading your post and others, though, I'm guessing no one's found the Area 51 experiment yet. They don't have those captured sectopods for nothing!
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Draxis

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #112 on: October 25, 2011, 07:53:57 pm »

I found it.  Didn't really seem that impressive, though.
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JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #113 on: October 25, 2011, 08:07:57 pm »

I assume it's below Area 51, as we are one level above the bottom.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #114 on: October 25, 2011, 10:41:22 pm »

I found it.  Didn't really seem that impressive, though.
Not impressive? The cannon isn't impressive, for sure, but the Mark II laser is the most effective weapon you have against sectopods. Depends on how many sectopods show up with the aliens, really. I've been up against quite a few, and they don't play nice. (The laser is most effective on direct hits, which do more or less double damage to the target--the residual area of effect damage is not that great.)

Truthfully, it was more impressive before I dumbed it down since there should never be anything that allows you to completely obliterate everyone unless it's limited in use, and I wanted to make it useful for longer by giving it more ammo instead of more power.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

adwarf

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #115 on: November 26, 2011, 02:35:12 am »

Well it seems he has finished writing a system from scratch, and is now moving back onto the actual product :)

Thats good (haven't been keeping up with this.)

Anywho I find this, so hard to play, the controls are annoying since there isn't a tutorial
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Kolbur

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #116 on: November 26, 2011, 08:17:31 am »

This looks great and I wish you unlimited development mettle for the project.  :)
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Draxis

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #117 on: November 26, 2011, 08:38:11 am »

Anywho I find this, so hard to play, the controls are annoying since there isn't a tutorial
You can see a page with the controls by pressing F1
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #118 on: November 26, 2011, 10:14:44 pm »

Well it seems he has finished writing a system from scratch, and is now moving back onto the actual product :)

Thats good (haven't been keeping up with this.)

Anywho I find this, so hard to play, the controls are annoying since there isn't a tutorial
As a tech demo, you're lucky it's playable at all ;)

There will be a tutorial later on, but for now the F1 screen should be enough. The next version also gives help through the '?' key to make it more intuitive for roguelike players. The intro screen refers to the command list, but people don't seem to read enough these days...

This looks great and I wish you unlimited development mettle for the project.  :)
Thanks. Was away on vacation for a while, but pretty soon I'll start working with the new interface by adding some windows. The first alpha build will enable full inventory access.
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

forsaken1111

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #119 on: November 28, 2011, 10:08:00 am »

I still hear 'Zatcom' in my head when I see the name.
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