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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122837 times)

forsaken1111

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #255 on: September 17, 2012, 12:39:21 pm »

When I saw that post, I was reminded of the MW2 guys absolutely losing their shit when the inevitable booster nuke landed.
ah, MW2...

my brother chased some boosters around for about 2 hours, receiving several death-threats from them.
he was laughing throughout.
-the hell are you guys talking about?
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #256 on: September 17, 2012, 12:51:56 pm »

Every time I press the 'h' key.


EDIT:
My latest Cataclysm game. I explore the city, finding nothing but a Starbucks until I come across a drughouse in the corner. The gang is dead, but it's filled with cocaine and Glocks. I set up shop waiting for the order to evac, and decide to try one of these cocaine blocks.
Toshio Tanida promptly eats the entire block and falls into a coma. *facedesk*
« Last Edit: September 17, 2012, 04:42:51 pm by Crazy Cow »
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Orb

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #257 on: September 17, 2012, 06:33:31 pm »

Spoiler: 1st Score Above 0 (click to show/hide)

First submission. This is about my 6th game played. Only thing of note was that I had a grenadier with unstable compounds ready to give fiery death to the necrospores. However, Doctor Faust thought it was a great idea to shoot him instead of the zombie, and proceed to have him, the Zombies, Doctor Faust + Pet, and the laboratory destroyed. Thankfully, the other two members of my team were else where (1st death was due to throwing an unstable compound instead of an Anti-Necro 'nade at close range...never making that mistake again. :P).

Two Bugs:  I used a mind probe and entered the character screen for the first time. Tutorial popped up. I exited but the tutorial remained. Game pretty much locked up.

The score screen didn't count the scrolls I used. Not a big deal at all, but just something to note.
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #258 on: September 17, 2012, 08:34:15 pm »

Yeah, the police thing makes sense, but I would have them hanging put in the lobby or something - there was a fight with my whole team, a bunch of civilians, and even more zombies right outside and I was unable to get their attention.
Yeah, there's another reason I have them in the main hallway rather than the lobby--they also have to keep an eye on the place so the criminals don't escape. Mike Six-finger can be a pretty powerful ally, but you'll have to get him past the cops first. I think I'm going to release an update at some point where, among other changes, they'll eventually follow the sergeant out of the station after a good many turns. That would be more interesting.

I set up shop waiting for the order to evac, and decide to try one of these cocaine blocks.
Toshio Tanida promptly eats the entire block and falls into a coma. *facedesk*
Heh, I couldn't help myself :) You could revive someone from a coma (stun) using a medi-kit, if you happen to find one. Also, cocaine has another use, though it's unlikely many will figure it out.

Spoiler: 1st Score Above 0 (click to show/hide)
Nice job, as usual ;)

However, Doctor Faust thought it was a great idea to shoot him instead of the zombie, and proceed to have him, the Zombies, Doctor Faust + Pet, and the laboratory destroyed.
He's got a cool gun, but he's no marksman ;)

Two Bugs: I used a mind probe and entered the character screen for the first time. Tutorial popped up. I exited but the tutorial remained. Game pretty much locked up.

The score screen didn't count the scrolls I used. Not a big deal at all, but just something to note.
Thanks for the reports. That first one is definitely a good enough reason to release a fix. I'll do that at some point. (I didn't do much testing with the help actually activated, since it would be annoying having it pop up all the time...)

Edit 1: Hm, looked at that tutorial issue. The game appears to lock up, but it actually just didn't draw the close tutorial button even though it's there, so until I release a fix, anyone who encounters this issue (it doesn't happen every time) should mouse around the bottom right of the text area and it'll reveal the invisible button... Sheesh. I'll do a small R7.1, along with a few other mods to the scenario, but I'll wait on it until there are possibly more things to change.

Edit 2: It was only counting one of the scroll types--forgot to add checks where the others could be detected.
« Last Edit: September 17, 2012, 09:24:25 pm by Kyzrati »
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #259 on: September 17, 2012, 08:39:09 pm »

Heh, I couldn't help myself :) You could revive someone from a coma (stun) using a medi-kit, if you happen to find one. Also, cocaine has another use, though it's unlikely many will figure it out.

Well, seeing as his prone body was technically an item I just picked his prone ass up and dragged him out with me ;p I'll be sure to always get that medkit from the police station, though, at least as often as it spawns.

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #260 on: September 17, 2012, 09:04:27 pm »

Heh, I couldn't help myself :) You could revive someone from a coma (stun) using a medi-kit, if you happen to find one. Also, cocaine has another use, though it's unlikely many will figure it out.

Well, seeing as his prone body was technically an item I just picked his prone ass up and dragged him out with me ;p I'll be sure to always get that medkit from the police station, though, at least as often as it spawns.
Yeah, as in the original you can pick up bodies and carry them around as necessary. The police station usually has at least one medi-kit, as you know, and more rarely a store may carry one.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #261 on: September 17, 2012, 11:22:42 pm »

Uploaded a new version 7.1, but I'm not officially announcing it except for here on Bay12 since it's just a quick fix to correct the bugs orb found, and a few little tweaks to Cataclysm:
- Second evac zone always different from the first
- Police now talk, and eventually receive orders to leave their station and do what they can to help civilians evacuate
- Suicide bomber detonation text uses proper actor
- Mission results correctly counts number of scrolls read
- Fixed some typos

(There'll perhaps be a bigger update later if I think of more things I want to change/add in the scenario.)
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JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #262 on: September 17, 2012, 11:32:38 pm »

At one point while playing, I found that drug dealers make awesome (albiet hostile) sentries against necrospores that are across the street.
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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.

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #263 on: September 17, 2012, 11:51:49 pm »

Oh... my gods. I found the church with the crazy Molotov guy. I didn't want to set fire to the only route out, so I took all the holy water I could find...
Gods fething damnit ;p I also got treated to my first tactical nuke. At least the zombies didn't get me this time ;p

EDIT:
Spoiler: Cocaine (click to show/hide)
« Last Edit: September 17, 2012, 11:55:41 pm by Crazy Cow »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #264 on: September 18, 2012, 01:13:07 am »

Oh... my gods. I found the church with the crazy Molotov guy. I didn't want to set fire to the only route out, so I took all the holy water I could find...
Gods fething damnit ;p
Note that in X-COM, you can run through fire and not be burned, you just can't stop in it, and be wary of standing immediately next to it since it may spread to your position. I think that's kind of lame and will eventually be adding at least a chance to catch on fire when walking through flames, depending on how hot they are.
Spoiler: Holy Water (click to show/hide)

I also got treated to my first tactical nuke. At least the zombies didn't get me this time ;p
Face it, you wanted to see the nuke disintegrate the town since you were gonna die anyway ;)

Spoiler: Cocaine (click to show/hide)
Spoiler: Cocaine (click to show/hide)
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teoleo

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #265 on: September 18, 2012, 10:05:36 am »

how i find and use the evac zone???
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JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #266 on: September 18, 2012, 10:15:16 am »

Walk all of your guys to the second evac zone. The first one doesn't do anything.

Suggestion: Make it so if you reach the first evac zone in time, there's a 50 or so percent chance that reinforcements arrive.
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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.

teoleo

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #267 on: September 18, 2012, 10:22:47 am »

but the evac zone is the red square when arrive the incoming message???
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #268 on: September 18, 2012, 10:23:46 am »

Walk all of your guys to the second evac zone. The first one doesn't do anything.
The first one does so something: You can rescue civilians there by leading them into the zone. You get fabulous POINTS for doing so! Like JacenHanLovesLegos says, though, your own units can't leave until the second evac zone is marked. (It flashes red when it appears, and after that occasionally glows a bit. If you can't quite see it, watch the ends of roads for occasional glowing markers--didn't want to make them too flashy or bright hence they annoy you to death =p)

Suggestion: Make it so if you reach the first evac zone in time, there's a 50 or so percent chance that reinforcements arrive.
Reinforcements are overrated! =p

If you really need help, arm some civilians, or find some of the special NPCs willing to follow you--most of them are pretty powerful. Or you might find some help at Kyzrati's Curiosities...
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teoleo

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #269 on: September 18, 2012, 10:57:14 am »

i find and taken the evac zone...now???

I can close the door?
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