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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122719 times)

Areyar

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #150 on: December 21, 2011, 06:45:28 pm »

lol I really like this game so far, great job Kylrathi !

Just tried the exodus and the xcomrl-mission (with the nice icon),
in exodus one soldier in a flying suit managed to escape the bloodbath, my score about -300
due to all the civs killed by them (and me) !   :P
The latter mission, I started next to a small ufo, in front was the SigmundUrist-cyborg who took out half my squad before they even left the dropship, inside the ufo were several nice weapons. My last puppet stormed out and used the fusion cannon at close range against a newly transported commander. Nothing much happened then and when I pressed [tab] the game crashed.

edit: Okay I finished the random mission again, this time winning with a pretty high score. No crash this time.
editedit: Hmm, losing through getting killed by enemy fire this time did not crash either.
« Last Edit: December 21, 2011, 08:27:08 pm by Areyar »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #151 on: December 21, 2011, 08:13:22 pm »

I really, really suck at this game.

So, it's just like the original XCom. Well done.
The difficulty levels will be available later. So you can go Beginner, or try your hand at Superhuman and watch the aliens dissect you :) (of course there's the options in between, too)

lol I really like this game so far, great job Kylrathi!

Just tried the exodus and the xcomrl-mission (with the nice icon),
in exodus one soldier in a flying suit managed to escape the bloodbath, my score about -300
due to all the civs killed by them (and me) !   :P
The latter mission, I started next to a small ufo, in front was the SigmundUrist-cyborg who took out half my squad before they even left the dropship, inside the ufo were several nice weapons. My last puppet stormed out and used the fusion cannon at close range against a newly transported commander. Nothing much happened then and when I pressed [tab] the game crashed.

edit: Okay I finished the random mission again, this time winning with a pretty high score. No crash this time.
Sounds like good old X-COM fun to me; at least someone managed to survive the evacuation!

The cyborg is a deadly Easter Egg of Dungeon Crawl fame, and if he appears right outside you can pretty much kiss your squad goodbye. If you can first acquire better weapons on the other hand...

The crash is annoying, but from your description it sounds like this happened after you blew yourself up and you had no units left? If so it's the same crash reported earlier about the game trying to allow you to switch units when you have none left. I'll fix it for the next release.

lol I really like this game so far, great job Kylrathi!
My name is not from Wing Commander, btw :P
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Areyar

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #152 on: December 21, 2011, 08:34:07 pm »

yep. Didnt realize it was a known bug. :)
I killed Siegmund with a hail of conventional high explosives that time.
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Frumple

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #153 on: December 21, 2011, 10:55:26 pm »

Okay, yeah. Blaster bomb? One of the best g'damn things I've ever seen in a roguelike. Or ever, really. I've played X-com and all, but I don't remember th'lil buggers being that awesome!

There was nothing left of the sandbox map but ash and fire.

Firing one over a building and dropping it on the head of a heavy plasma toting sectoid was just beautiful, too. Silly aliens leaving one unguarded inside their UFO. Regretted that, they did.

How do I get a flying dude to swap Z levels without resorting to the mouse?
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #154 on: December 21, 2011, 11:07:52 pm »

BLASTER BOMB! I love those things, too. Give them plenty of love, I will. And guided weapons are just awesome to begin with.

They were always nasty, but they're a little more deadly in X@COM because (as we've been discussing) I didn't limit their effects to one z-level (but to keep it reasonable I flattened out the explosion a bit). Other than that the stats are identical. Oh, and due to the way explosions are transferred through walls, a direct hit on a UFO wall will create a hole 3 tiles wide (in the original it would only be 1). We'll see how the vertical allowance works out later in the real balance of things once the aliens know what they're doing. Right now the placeholder AI can't set waypoints so they always fire straight. You, on the other hand, obviously know what you're doing ;)

You can change flight levels (and ascend/descend stairs) with the keyboard using normal RL keys, '<'/'>', or 'Ctrl-Up'/'Ctrl-Down', or keypad '/' and '*' however you like! Those commands are listed in F1 help under Movement: "Up" and "Down".
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Areyar

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #155 on: December 22, 2011, 09:11:02 am »

hehehe, yes those puppies were very useful to send through those little windows in alienbase HQs. :D

You did notice there is no loose ammo yet for them blasters, right?
Probably just an oversight, when you were adding ammo for conventional launchers. ;)

I had several sectoids and other non-flying aliens positioned on the UFO-roof.
Did the original 'Enemy Unknown' have this as well, I can't remember.
edit: Nevermind, it is the teleporting that does it.

How about "UFO : ASCII Unknown" for an alternative title? ;) (On the Oolite forums You'd get suggestions for UFOo. ;) )


EDIT also: My game just froze. I think I mashed the '-' key just after my guy finished blasting a snakeman on the UFO roof with a H plasma. Drat; I was planning on using the blasterbomb on that bunker. 9-29% of my CPU is occupied with XCOLRL.exe
EDIT again: Mewl. It did it again, this time as I pressed '-' while aiming a snapshot with my flying guy.
« Last Edit: December 22, 2011, 04:39:20 pm by Areyar »
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mendonca

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #156 on: December 22, 2011, 11:06:27 am »

How about "UFO : ASCII Unknown" for an alternative title? ;)
:D I quite like this one, myself.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #157 on: December 22, 2011, 06:07:59 pm »

You did notice there is no loose ammo yet for them blasters, right?
Probably just an oversight, when you were adding ammo for conventional launchers. ;)
"Notice"? Haha, dude, that's intentional. They're supposed to be rare/difficult to get, if available at all. It'd be very hard to get one at all in Area 51 or Exodus, since you'd have to kill an alien carrying one around before he fires it (they don't carry extra ammo, either). ARRP demo is the only place you can reliably get at least one :)

I had several sectoids and other non-flying aliens positioned on the UFO-roof.
Did the original 'Enemy Unknown' have this as well, I can't remember.
edit: Nevermind, it is the teleporting that does it.
Yeah, teleporting is putting things on the roofs sometimes--didn't want to spend too much time perfecting a spawn position routine that will just be replaced later by the real system. Not sure if you've explored much yet, but most of the buildings in Exodus also have stairway access to the roof, so the aliens might walk up there, too.

How about "UFO : ASCII Unknown" for an alternative title? ;)
:D I quite like this one, myself.
I like that one a lot, too; I'll just jot it down here for consideration... For now I like the easy recognition that "X@COM" brings--seems to be a slightly more direct association than the other one.

EDIT also: My game just froze. I think I mashed the '-' key just after my guy finished blasting a snakeman on the UFO roof with a H plasma. Drat; I was planning on using the blasterbomb on that bunker. 9-29% of my CPU is occupied with XCOLRL.exe
EDIT again: Mewl. It did it again, this time as I pressed '-' while aiming a snapshot with my flying guy.
Well, damn. Thanks a bunch for taking the time to report. I'll try and repeat it.

...2 min later...

It must've had something to do with the state of your game, since it doesn't seem easy to reproduce. You guys are playing a lot more than me, so you're finding stuff I've never seen :o
I'll add it to the bug list. If the game freezes, it usually has to do with the crappy temp AI, but it doesn't look like that's the case since you say it also happened while aiming a snapshot...

Remember to hit F8 and quicksave your game every so often (it doesn't take very long), so you can reload if it crashes/freezes.

To make up for the trouble:
Spoiler (click to show/hide)
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Areyar

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #158 on: December 23, 2011, 05:16:29 am »

I used the High explosive, but all that did was blow away some of the dirt. :)
The C4 is probably more powerful. It's useful against the cyborg. 8)
--
We play more because it is still new, expect activity to drop down in some time. ;)

Will continue to report any bugs I encounter.
« Last Edit: December 23, 2011, 05:21:23 am by Areyar »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #159 on: December 23, 2011, 07:14:09 am »

Yep, normal HE isn't good enough; intentionally.

You also play more because I'm busy making the game ;)

But activity tends to drop, yeah, then I drop another release and it starts over again ;) But fear not, I'll eventually solve that problem permanently when you can play random mode where the game generates random weapons, aliens, ships... ;D (Extreme roguelike randomness is one of the planned features for post 1.0.) There will also be tons more possibilities once the real game data is loaded and it can generate the full range of random battlescapes. That's ver 0.4 or so.

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #160 on: December 23, 2011, 08:51:24 am »

Automatically randomized everything?

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #161 on: December 23, 2011, 11:14:29 am »

Yep, normal HE isn't good enough; intentionally.

You also play more because I'm busy making the game ;)

But activity tends to drop, yeah, then I drop another release and it starts over again ;) But fear not, I'll eventually solve that problem permanently when you can play random mode where the game generates random weapons, aliens, ships... ;D (Extreme roguelike randomness is one of the planned features for post 1.0.) There will also be tons more possibilities once the real game data is loaded and it can generate the full range of random battlescapes. That's ver 0.4 or so.


I've heard it's going to have modding support. I can't wait to try that to make some total conversions (Star Wars, Mass Effect, Starship Troopers, Warhammer40k etc!).
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Areyar

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #162 on: December 23, 2011, 03:43:46 pm »

Yep, normal HE isn't good enough; intentionally.

You also play more because I'm busy making the game ;)

But activity tends to drop, yeah, then I drop another release and it starts over again ;) But fear not, I'll eventually solve that problem permanently when you can play random mode where the game generates random weapons, aliens, ships... ;D (Extreme roguelike randomness is one of the planned features for post 1.0.) There will also be tons more possibilities once the real game data is loaded and it can generate the full range of random battlescapes. That's ver 0.4 or so.


I've heard it's going to have modding support. I can't wait to try that to make some total conversions (Star Wars, Mass Effect, Starship Troopers, Warhammer40k etc!).
Awesome!
Also: Hey Deon! Good to see you here as well.

Edit: More Freezebug info: I have it fairly regular now, I suspect it has to do with my growing familiarity with the interface and consequential mashing keys before the event display code or animation sequence is fully finished. I find that the mouseover still functions displaying info on items hovered over and displaying coordinates, but no new commands are accepted from either keyboard or mouse. [Lets do bug reports in purple...] Can't reproduce it on purpose either, possibly I just have incompatible drivers?
« Last Edit: December 24, 2011, 04:57:54 am by Areyar »
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sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #163 on: December 23, 2011, 05:19:38 pm »

Just a few thoughts on the interface, could you add the reserve TU buttons on the main screen? Just a button to click that highlights when you click it. A simple "(S)(B)(A)(M)(T) (reserve)" bar would do it and should be pretty simple to fit in the soldier's status. Just for those lazy, mouse driven junkies like me. Actually, having another bar like that for mouse driven shooting would work as well. One click for right hand, another click for left.

On the reserve thing, could we also have a crouch TU reserve (either as a keystroke or on the reserve bar as well)? It was probably the main thing that made me like TFTD more than Xcom. So handy.

Edit: loving square brackets for text effects.
« Last Edit: December 23, 2011, 05:22:56 pm by sambojin »
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sambojin

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #164 on: December 23, 2011, 10:00:47 pm »

But before you do all that sort of stuff, Merry Christmas!

Finding this game has been one of those cool little presents you never expected. Cheers.

Now to make sure I don't spend xmas on the pc.....
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