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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122844 times)

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #375 on: October 22, 2012, 09:39:43 am »

I don't mind at all, Its great to see where the game is going in every direction ;)
1 : 0... It's unanimous!

A few questions i don't see covered by the FAQ on the website :
The FAQ on the website is for the project in general, not the demo.

- 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 ?
Use the mouse wheel (I assume you're targeting with the mouse) to change levels much faster, and if there are only a few enemies in sight, you can also TAB through them while targeting. Targeting and other interface elements will be vastly improved later when the updated UI is introduced.

- 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.
Like in the original, you just throw them and if an enemy walks by, they blow up =p
No priming required.

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
= X-COM!

Don't forget to play the other scenarios, too, which are a lot more fun, IMO. The first one I made was just an endless wave of aliens to test your mettle against--the others since then have a bit more focus and a goal!
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Robsoie

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #376 on: October 22, 2012, 09:42:35 am »

Thanks for the answers.

I just noticed the scenarios , more fun to have in the incoming hour :)
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EnigmaticHat

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #377 on: October 22, 2012, 09:46:02 am »

Just tried out the scenarios, and Cataclysm is excellent.  One playthrough saw someone tossing a straggling rookie a personal teleporter so that he could reach the evac zone before a nuke came.  In another game, we broke into a gun shop only to find that there were only sniper rifles, and only enough shots to fire five times.  We ended up trying to beat the zombies to death with our guns, and then running like hell when a Crysalid showed up.  If all this crazyiness can happen early on, this game is going to be awesome when it comes out.

Exodus is, um, insane.  My second try, I looked over on the first turn and saw a sectopod on the roof of the house right next to us.  A heavy rocket took out the house, but the sectopod fell to the floor intact.  Then we shot it with the cannons and a laser pistol, but it took those hits and took out half the squad with reaction firing lasers.  Then the national guard opened up with a tank, and we shot it with another rocket, and a grenade, and a ton of lasers, and finally it went down.

Compared to the remake, these aliens seem to be less varied, but more individually terrifying.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #378 on: October 22, 2012, 09:55:05 am »

Just tried out the scenarios, and Cataclysm is excellent.  One playthrough saw someone tossing a straggling rookie a personal teleporter so that he could reach the evac zone before a nuke came.  In another game, we broke into a gun shop only to find that there were only sniper rifles, and only enough shots to fire five times.  We ended up trying to beat the zombies to death with our guns, and then running like hell when a Crysalid showed up.  If all this crazyiness can happen early on, this game is going to be awesome when it comes out.
Glad to hear it, now if only we could fast forward development a couple years ;p

Exodus is, um, insane.  My second try, I looked over on the first turn and saw a sectopod on the roof of the house right next to us.  A heavy rocket took out the house, but the sectopod fell to the floor intact.  Then we shot it with the cannons and a laser pistol, but it took those hits and took out half the squad with reaction firing lasers.  Then the national guard opened up with a tank, and we shot it with another rocket, and a grenade, and a ton of lasers, and finally it went down.
Exodus can be very, very tough.

But having a sectopod start next to you was just downright unlucky ;) Not easy to take them down with conventional weapons, which is pretty much all you start with on that mission. If it was me I'd have run for cover instead and left the National Guard to fend for themselves ;p
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #379 on: October 22, 2012, 10:00:47 am »

Oh, I hate the National Guard with a passion. That damn tank has killed more of my soldiers than the aliens, I swear :|

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #380 on: October 22, 2012, 01:16:44 pm »

My latest Aggression score. If I had realized that the mounted knight was a hero, I would have killed the last few peasants and soldiers, but I thought that the Captain of the Guard was coming next. I accidently destroyed what I assume is the skeleton spawner by blasting the tomb doors open with a fuming vial.

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 #381 on: October 22, 2012, 01:41:09 pm »

No, don't do that! If you blow open the doors, you'll destroy the items in there! ;p Of course, you'll kill the skeleton spawners, too, so you just have to ask yourself if you really want to face the dead for a few gimmicky weapons...

Robsoie

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #382 on: October 22, 2012, 01:48:22 pm »

Been playing a bit of Area 51 scenario and that's just insane :D
When it was not 2 sectopod laser tanks coming directly from one of the building in the base, resisting everything we threw at it and mass killing everyone, it was a gigantic colossus crushing walls walking around , laughing at our pitiful weapons and crushing everything.

Though the gatling laser my commander trooper had was quite nice, but still 2 sectopods laser + 1 colossus that's quite beyond hilariously difficult to deal with.

I gave a try to the Cataclysm scenario and got a smile from reaching the evac zone, that was perfectly safe from zombies and necrospores, only to read the military broadcast telling us to go to another evac zone ... that was immediately close to a giantly spread necrospore mass and 5/6 zombies :D

That X@COM is greatly fun, and the diversity of what those scenarios offer to the player shows that it has an incredible potential. Great work.
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JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #383 on: October 22, 2012, 04:54:30 pm »

Apparently you can blitz Aggression and kill all the enemies before the last wave comes...

Either that or I encountered a bug that causes the game to end early. I believe I was on the first wave of enemies.

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 #384 on: October 22, 2012, 05:16:12 pm »

Well, the win condition is that there are no more humans on the map, so if all the peasants and soldiers are gone before a wave pops up, you'll win (which is certainly an achievement, I'll give you that much ;p).

JacenHanLovesLegos

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #385 on: October 22, 2012, 05:23:26 pm »

Heh. I suppose sending out the grunts to kill peasants while the elder, varg, and warlord killed soldiers with the archers supporting both was too good. Also the thieves den is an excellent addition, posing both a threat and an opportunity to blast open windows to cause infighting among the humans.
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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 #386 on: October 22, 2012, 07:43:47 pm »

Been playing a bit of Area 51 scenario and that's just insane :D
Agreed. But like all the other scenarios, it's beatable, so I consider it balanced! :o

Maybe if I increased the power of your own sectopod prototype (downstairs) it would give those who feel the need to activate it more of a fighting chance.

I gave a try to the Cataclysm scenario and got a smile from reaching the evac zone, that was perfectly safe from zombies and necrospores, only to read the military broadcast telling us to go to another evac zone ... that was immediately close to a giantly spread necrospore mass and 5/6 zombies :D
That's where you hope you've found a flamethrower, unstable compounds or anti-necrosis solution. Or you can load up Crazy Cow's Cataclysm+ mod and hope there's an X-COM base nearby ;)
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Crazy Cow

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #387 on: October 23, 2012, 12:23:44 pm »

Alright, guys, Aggression is nearly complete. I just need people playing it alongside me and doing their damn best to break the game, just to make sure you actually can't.

Robsoie

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #388 on: October 24, 2012, 06:08:26 am »

Is there a way to change some of the keys used for some commands ?
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #389 on: October 24, 2012, 06:24:44 am »

Nope, not yet. You'll be able to remap everything in a future version.
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