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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122879 times)

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #360 on: October 20, 2012, 12:35:07 pm »

Didn't know he could cast spells, but it was fun anyway. This game I threw explosive's around and then used him as a medic. Did much better, and I think I got most of the peasants and all of the guards.

Spoiler (click to show/hide)
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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 #361 on: October 20, 2012, 12:39:28 pm »

Hmm... I'm going to make it so that you can't retreat until the last guard wave spawns, I think, and I'm going to be sure to make it clear what the Elder can do. The scenario will end if you kill every human, so if you want a full body count just hunt down peasants until you win.

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #362 on: October 20, 2012, 01:00:39 pm »

This mod is a lot of fun, but this will be my last playthrough for now. Basically rampaged through, lost an archer to a guard with a bow in a tower that I thought was clear. Very good mod, even at this stage.

Spoiler (click to show/hide)
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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.

Draxis

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #363 on: October 20, 2012, 01:33:35 pm »

Got a very good score in Agression; lost only 1 orc and probably killed every human:
Spoiler (click to show/hide)
Some of the humans seemed to only be taking their turns every other turn.
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #364 on: October 20, 2012, 04:21:11 pm »

I haven't seen anything like that; often the peasants will sit around and do nothing, but the soldiers always attacked me if they had the chance.
You're pretty close to killing them all, though; seeing as there are only four heroes in the game right now, though, you probably missed the Captain of the Guard (who comes in fairly late; I'm knocking the retreat time back to after he spawns to avoid this kind of thing ;p).
For the sake of avoiding clutter, though, do you think you guys could post in the thread over on the X@COM forums? I doubt Kyzrati appreciates all the spam here about my mod ;p

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #365 on: October 20, 2012, 04:40:41 pm »

Back on topic:

Will there be the possibility of land-based vehicles in the geoscape? And will we be able to combine vehicles into a squadron to attack at once; I.E ordering two interceptors to join up and attack a UFO at the same time?
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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.

Draxis

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #366 on: October 20, 2012, 07:26:30 pm »

I feel like land vehicles would be to slow to operate on geoscape.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #367 on: October 20, 2012, 07:26:57 pm »

I haven't seen anything like that; often the peasants will sit around and do nothing, but the soldiers always attacked me if they had the chance.
You're pretty close to killing them all, though; seeing as there are only four heroes in the game right now, though, you probably missed the Captain of the Guard (who comes in fairly late; I'm knocking the retreat time back to after he spawns to avoid this kind of thing ;p).
For the sake of avoiding clutter, though, do you think you guys could post in the thread over on the X@COM forums? I doubt Kyzrati appreciates all the spam here about my mod ;p
Meh, actually I don't really mind. This thread is quiet unless I've released something anyway, and more people hang out on Bay 12 than our forum for now, since I'm keeping ours so small. Bay 12 gets more general traffic anyway, so others can see what's going on without joining a new forum. I'm happy people are enjoying the earliest mod(s)! More people will be able to play the mod(s) without joining the forum to download it once it's complete and I upload it to the blog--better to not do that until we have a finalized version, though, especially since Crazy Cow found a bug in the game with his spell (maybe you *shouldn't* be telling people about the 'z' key until 8.1 ;p).

Will there be the possibility of land-based vehicles in the geoscape?
That would be easy to add, so I'd definitely put them in there, but logically speaking for the vanilla game they wouldn't be as useful since they're so slow compared to aircraft and the distances you have to cover to a target can be pretty massive. For mods they'd be great, since you could mod the geoscape to cover a smaller world/area and have land-based battles with opposing factions at a closer range.

And will we be able to combine vehicles into a squadron to attack at once; I.E ordering two interceptors to join up and attack a UFO at the same time?
Definitely will do joint interceptions, like Xenonauts. Besides, if they send in an Independence Day battleship, you'd better have a *lot* of cheap interceptors ;)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #368 on: October 20, 2012, 07:41:19 pm »

Will there be the possibility of land-based vehicles in the geoscape?
That would be easy to add, so I'd definitely put them in there, but logically speaking for the vanilla game they wouldn't be as useful since they're so slow compared to aircraft and the distances you have to cover to a target can be pretty massive. For mods they'd be great, since you could mod the geoscape to cover a smaller world/area and have land-based battles with opposing factions at a closer range.
That's exactly what I was thinking of when I asked that.
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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 #369 on: October 21, 2012, 08:03:44 am »

Just trying out Aggression myself right now, and it sure is fun--Nice job Andrew! Everyone else should still probably hold off until we fix the strange bug hidden somewhere inside (unless you're interested in offering suggestions to improve it while under development... it's a bug hunt in the human town!), that and it's still undergoing lots of enhancements. Well balanced so far, though.

Some of the humans seemed to only be taking their turns every other turn.
That's the peasants. They tend to panic when you start killing off all the guards (and their neighbors!), and one of the standard panic actions in X-COM is to freeze and do nothing. There's no text describing that behavior right now, so it looks like they just sit there doing nothing.
« Last Edit: October 21, 2012, 08:05:36 am by Kyzrati »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #370 on: October 21, 2012, 08:23:24 pm »

Victorious! Killed every last one of them. Lost a lot of orcs at the beginning to their wave of guards and heroes, but the Elder and Warlord made it through.

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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #371 on: October 21, 2012, 11:24:21 pm »

Huzzah! That's all of them, certainly; there are certainly a lot of humans out there, and I found that the most annoying thing was chasing down the last groups of panicking peasants once all the enemy soldiers go down. The only way you could kill more things is if you get a graveyard or memorial in the latest release and smite yourself some undead.
« Last Edit: October 21, 2012, 11:27:40 pm by Crazy Cow »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #372 on: October 22, 2012, 12:19:29 am »

Oooh, smiting undead. I was playing a fairly old release since I had to debug it ;), so I didn't get to see some of the neat new features.

By the way, are any thread readers opposed to us talking about mods on here? Not exactly X-COM stuff, but it is X@COM (sort of), and the thread's generally quiet when I'm not doing a major release, anyway...
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Talvara

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #373 on: October 22, 2012, 05:10:52 am »

I don't mind at all, Its great to see where the game is going in every direction ;)
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Robsoie

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #374 on: October 22, 2012, 05:46:35 am »

I discovered this X@COM recently and i'm having a lot of fun after a small period of learning how it worked and getting used to the ascii.

My best attempt so far was killing 15 aliens (when i can get my hands on alien weapons because most of the aliens are insanely strong and resistant to those weak bullets and rockets) , but still losing all my crew.

A few questions i don't see covered by the FAQ on the website :

- Are the aliens spawning constantly or are they all present on the map like in the original game from the start of the mission ? It looks like they're spawning.
edit : found the answer in the readme, not in the faq
Quote
There are only 4 aliens on the map at first, most likely found near their scout UFO, but more will gradually arrive (tending to concentrate around the UFO

- Linked to previous questions, are the aliens spawning indefinitively or are the scenarios actually winnable ?
edit : same
Quote
Kill all the aliens to win--it is not impossible, but you will be outnumbered and outgunned pretty quickly. You might be happy to know the number of aliens is capped at 1,000. Good luck.
- When i have a soldier on a different Z level from his target, is there a way to "lock" the alien, so i don't have to each shot press numpad+ or numpad- to retarget that alien again everytime i want to shoot again on it with the same unit, on the same turn ?

- How do you use a proximity grenade ? i can't seem to be able to prime/use/manipulate/intrinsic them and just throwing them do nothing at all.


edit : and the blaster launcher i found in an UFO :D
Once i understood you must use it with Aim , it reproduced exactly the same memories of the original XCOM : i still underestimate the size of the devastated area.

There was a muton that annoyed me, i decided to give a test to the blaster launcher as i thought i was far enough.
Conclusion : muton annihilated, 4 xcom troopers killed and my own tank destroyed by the blast :D
« Last Edit: October 22, 2012, 08:46:40 am by Robsoie »
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