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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122845 times)

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #225 on: June 17, 2012, 11:01:01 pm »

It is possible random generation was very kind to me.
Yeah, that can have a huge impact on the game since the scenarios have such a wide range of possible aliens to choose from. Later on there will be more control over that--for now the game just throws in whatever it wants. Pretty chaotic out there!

Out of curiosity I checked the number of aliens in previous versions, and Area 51 has been unchanged since R5, though I actually *increased* the number from R4. The extra firepower I added in R6 probably helped a good bit. Also,
Spoiler (click to show/hide)
In any case, all the scenarios will probably get a bit harder in R7 because you'll have morale to deal with.

Also, a bug: Snap shot with a plasma rifle has more accuracy than an aimed shot. Not sure if its been reported before, but might as well mention it.
Wow, good catch. No one's mentioned it before. You figure that out by looking at the data files? (Just curious if anyone's really been opening the data files yet.) It'll be easier for players to catch potential data errors later on when I add Ufopaedia access. You'll be able to open the Ufopaedia entry for any item directly from the map/inventory screen.

It reminds me a lot of HMRC, actually.
This looks cool. Wish I had more free time to be able to spend with things like that.

"Edit" While playing this, I was thinking about X-com, The Two Sides, and how it was never finished. Is multiplayer a possibility?
I have considered it several times over the course of development (even once again several days ago), but I'm not sure it would work the way the engine is written; and it would slow down development a lot, partly because I have zero experience with multiplayer. If I can find a way to add it on later I'd probably do it, but for now I'll be concentrating on SP.
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Orb

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #226 on: June 18, 2012, 12:30:36 am »

There's a what in the what? Be right back.  :P

Quote
Wow, good catch. No one's mentioned it before. You figure that out by looking at the data files?

No. I tend to blitzkrieg alien weaponry when I find it, and I always compare snap vs. aimed vs. burst before firing. So I found it pretty quick.

Also, just a balancing note: Aimed seems to take a bit too much TU's for my liking, at least for the accuracy bonus. In most cases, you are more likely to hit an opponent with two snap shots than 1 aimed shot. Its only use is for conserving ammo, which isn't too important. I'm mostly thinking of rifles in this case, since it costs about 40 TUs to aim.

In the original X-com, aimed shots were for long range shots, while snap were for short (adding a 20% bonus to accuracy at long range may double your chances, but at a short range may only increase it by .3x). While it still applies in this game, the TU cost for some weapons just seems too high to be worth it. Just a thought. I haven't looked too much into it.

Finely, any thoughts on starting another tournament to generate interest? The one for Cogmind was a lot of fun.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #227 on: June 18, 2012, 12:54:32 am »

There's a what in the what? Be right back. :P
Yes, that =P

Also, just a balancing note: Aimed seems to take a bit too much TU's for my liking, at least for the accuracy bonus. In most cases, you are more likely to hit an opponent with two snap shots than 1 aimed shot. Its only use is for conserving ammo, which isn't too important. I'm mostly thinking of rifles in this case, since it costs about 40 TUs to aim.

In the original X-com, aimed shots were for long range shots, while snap were for short (adding a 20% bonus to accuracy at long range may double your chances, but at a short range may only increase it by .3x). While it still applies in this game, the TU cost for some weapons just seems too high to be worth it. Just a thought. I haven't looked too much into it.
For now all I've done is copied all the data and mechanics exactly as they were in X-COM, and haven't taken to considering any changes to how they work. I believe that, by design, some of the weapons do have little advantage of using an aimed shot over snap. In most cases, I see the aimed shot as only for use in special situations. I tend to use more snap shots myself, but aimed shots do have their place, even if their to-hit benefit is almost never given at a 1:1 increase with the TU cost. Seems to make sense. There is a lot of debate and even statistical analysis of when to use what on UFOpaedia.org and other X-COM forums. Some weapons are definitely overpowered or underpowered in this regard, and I suppose this topic will eventually be discussed more once more weapons are added and the stats need rebalanced.

Finely, any thoughts on starting another tournament to generate interest? The one for Cogmind was a lot of fun.
Yep, there'll definitely be an X@COM tournament (many, I'm sure) later on; it's just a bit early to start them now. Tournaments would require (or at least benefit from) a better scoring system, and I need the battlescape mostly complete before I can overhaul that. So much to do...
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Draxis

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #228 on: July 14, 2012, 11:44:37 am »

Some questions about scenarios: 
    -  Is there any way to modify item or unit spawns?
    -  If you add more tiles to a random map, will they be used?
    -  The command-line arguments for the different scenarios are the same as the filenames of the maps.  Can we create new maps and run them like that?
    -  What is the material names at the top of the nonrandom maps for?
« Last Edit: July 14, 2012, 11:49:33 am by Draxis »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #229 on: July 16, 2012, 10:06:40 am »

Some questions about scenarios: 
    -  Is there any way to modify item or unit spawns?
    -  If you add more tiles to a random map, will they be used?
    -  The command-line arguments for the different scenarios are the same as the filenames of the maps.  Can we create new maps and run them like that?
    -  What is the material names at the top of the nonrandom maps for?
The entire current scenario system is a temporary one I put together over a couple days last year just so the game would be playable for testing purposes. It'll be revamped later to include a completely customizable build system and map editor (mod friendliness is a big part of the plan). Almost everything is hard coded for now, so no new maps or spawn mods. New tiles will not be used, either, though you could modify the current ones. The cell names at the top of the map files indicate the default solid subsurface and ground surface for the map.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #230 on: August 06, 2012, 05:58:04 am »

Motion scanners have been implemented.

Still working on lots of internal framework stuff to vastly expand the interactivity of objects in the game (mostly for future modding support), but hoping to get a new release out next month, including a new scenario. R7 is tentatively code-named "Chryssalids in my Backyard", to give you a hint of what you'll be up against ;)
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getter77

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #231 on: August 06, 2012, 06:54:08 am »

Sound like a fine set of affairs to shoot for it landing during the ARRP 2012 Release Party.   8)

Keep at that fine work!
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #232 on: August 26, 2012, 12:08:09 am »

shoot for it landing during the ARRP 2012 Release Party
That's the plan!

New posts about the medi-kit and mind probe.
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getter77

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #233 on: August 26, 2012, 07:31:37 am »

All that fun with impact physics and general knockbackistry sounds absolutely fantastic.
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Dohon

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #234 on: August 26, 2012, 04:04:10 pm »

This just keeps on getting better and better. Keep up the awesome work!
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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #235 on: August 26, 2012, 08:12:28 pm »

All that fun with impact physics and general knockbackistry sounds absolutely fantastic.
that part did sound very dwarfy.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #236 on: September 15, 2012, 01:36:51 am »

Spoiler (click to show/hide)
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Scelly9

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #237 on: September 15, 2012, 01:42:05 am »

Oh my.
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Mephansteras

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #238 on: September 15, 2012, 11:32:59 am »

Well, that's a bit of a change from your standard X-Com. Sensible, though, with an alien invasion going on and all.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #239 on: September 15, 2012, 12:05:21 pm »

Well, seeing as it doesn't change the average lifespan of an X-Com trooper and kills a lot more aliens, I prescribe nuclear strikes to every alien landing in the world. Teach those bastards to put their disgusting appendages on our world.
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