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Author Topic: X@COM - Where ASCII and X-COM Collide!  (Read 122728 times)

Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #480 on: January 26, 2013, 12:03:28 am »

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EnigmaticHat

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #481 on: January 26, 2013, 02:13:16 am »

Input?

Those look awesome... but reaching 1.0 sooner would also be awesome.  That type of movement feels out of place for vanilla Xcom; the sort of suburban/rural combat typically featured doesn't feel as if it would involve much jumping between buildings.  The exception is hurdling.  There are a lot of fences and it would be nice to be able to leap over them.

So I'm going to tentatively vote nay to everything except maybe hurdling small obstacles if that wouldn't take to long.

I could see some cool mods coming out of those sort of movement options but I also think most mods wouldn't use them very often.
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10ebbor10

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #482 on: January 26, 2013, 03:15:22 am »

Point is, with such a moveset in place you could allow for a much greater variety of missions. Ufo crashed in the alps, for example. Or terror missions in Manhattan. Or even an attack on an alien battleship, in flight.

I'd like it, but it might get a bit complicated.
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coolio678

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #483 on: January 26, 2013, 09:56:14 am »

Input?
I personally think the idea of parkour(!) soldiers is pretty sweet, but if it'll get in the way too much, to hold off on them for at least a little while.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #484 on: January 26, 2013, 08:26:49 pm »

Input?
That type of movement feels out of place for vanilla Xcom; the sort of suburban/rural combat typically featured doesn't feel as if it would involve much jumping between buildings.
Another use I can see for jumping is crossing gaps created in partially destroyed/burning buildings. Overall less necessary in vanilla, for sure.

Point is, with such a moveset in place you could allow for a much greater variety of missions. Ufo crashed in the alps, for example. Or terror missions in Manhattan. Or even an attack on an alien battleship, in flight.

I'd like it, but it might get a bit complicated.
I think I'll be able to integrate it into the UI just fine, and for anyone using the mouse for movement it'd be even easier since the pathfinding would automatically determine which of these actions is best and consider them if you've got the setting on. Moving by keyboard would still do each of these actions automatically given the context. All it does is open up more options, without adding any real complexity beyond the greater number of tactical options.

I can imagine X-COM with grappling gear scaling cliffs to get to a UFO in the Alps. Gusts of wind, alien gunfire, some of the rookies falling to their death...

Input?
I personally think the idea of parkour(!) soldiers is pretty sweet, but if it'll get in the way too much, to hold off on them for at least a little while.
If I had the amount of free time I used to, I would've just coded these all in less than a week and shown you the results :) As is since I've got less time and this isn't an essential feature, I was curious to know how much people would want these now, or later.


Will continue to wait for more votes on this, though the general trend so far points toward postponement.
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EnigmaticHat

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #485 on: January 27, 2013, 12:14:01 am »

If we have the ability to jump small obstacles can we also leapfrog over kneeling soldiers?
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #486 on: January 29, 2013, 09:06:52 pm »

Sure, or even just pushing past friendlies as long as you have the TU to make it to the other side. Added to notes, in any case.
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( Tchey )

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #487 on: February 02, 2013, 11:34:01 am »

Hello,

I really enjoy the game, and i'd like to enjoy it even more.

Is there a way to change the keys ? My  french linux eeePC has some problems with some keys within the game, like the ones to change the level view [ / ] .


And also, how do you use grenades ? I can't "use" them, if i "throw" it doesn't explode, and tried from my hand or from my bag... And with a/s/b/m neither.

I don't understand the "prime" option too.

Thanks !
« Last Edit: February 02, 2013, 12:20:59 pm by ( Tchey ) »
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #488 on: February 02, 2013, 08:49:36 pm »

Hey Tchey,

I see your dilemma with the small French keyboard... looks like a lot of them have rather inaccessible bracket keys, and obviously you don't have a keypad. If you've got one, attach a USB mouse that has a scroll wheel. I'll be adding a way to rebind all the keys, but that's still a few versions off when the options menu is included.

Grenades are, fortunately, easier ;)
Hold them in your hand and press 'p' to open the prime option, which requires that you then enter the number of half turns you want for the countdown ('0' for immediately at the end of your current turn), just like in the original X-COM. This is a legacy input method from the original (now ancient) demo, as I have yet to put in the proper priming window--that's coming in a few versions with the UI update. Don't forget to throw the grenade after you prime it ;p
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coolio678

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #489 on: February 02, 2013, 09:04:35 pm »

Don't forget to throw the grenade after you prime it ;p
oh, the number of times I didn't have enough TU to do so.
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( Tchey )

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #490 on: February 03, 2013, 04:43:33 am »

Thanks a lot for the grenade trick.

The odd thing with the keyboard is that i can use the ] key to go one level down, but then i can't [ to go up.

The ] key is )°] and the [ is (5[.

I have to push Shift if i want 5 or °, and Atl Gr in order to have [ or ].  So, ingame, and  don't really use the [ / ], but only ). I've tried i think all other combos...

Well, that was for your general knowledge...
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #491 on: February 03, 2013, 05:26:12 am »

Not exactly a "trick" since it's supposed to be basic knowledge ;), but the game has become fairly dense with all the keyboard commands and lack of mouse support for the HUD. It will be easier to know what's possible with each item when the HUD gets its makeover.

Don't forget to throw the grenade after you prime it ;p
oh, the number of times I didn't have enough TU to do so.
To help avoid this the future UI will include an indicator (while priming) of how much more TU you would need beyond the prime cost to throw the grenade, because we all know if you're priming a grenade, it's not because you want to stand around holding it ;p


I just released R8.6, by the way. Not much new to play, though there are some screenshots regarding a new feature, and some fixes for Rookie's Tale for those of you still playing.
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Rumrusher

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #492 on: February 03, 2013, 05:42:27 am »

Not exactly a "trick" since it's supposed to be basic knowledge ;), but the game has become fairly dense with all the keyboard commands and lack of mouse support for the HUD. It will be easier to know what's possible with each item when the HUD gets its makeover.

Don't forget to throw the grenade after you prime it ;p
oh, the number of times I didn't have enough TU to do so.
To help avoid this the future UI will include an indicator (while priming) of how much more TU you would need beyond the prime cost to throw the grenade, because we all know if you're priming a grenade, it's not because you want to stand around holding it ;p


I just released R8.6, by the way. Not much new to play, though there are some screenshots regarding a new feature, and some fixes for Rookie's Tale for those of you still playing.
that' what you think what if I want to suicide bomb an alien? most of the time prime 0 doesn't end with a unit horribly dying from the nade in his hands.
ps: Love how medieval units will ignore the grenade then die from it, better when they dive on top of it.
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Kyzrati

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #493 on: February 03, 2013, 07:52:19 am »

Not exactly a "trick" since it's supposed to be basic knowledge ;), but the game has become fairly dense with all the keyboard commands and lack of mouse support for the HUD. It will be easier to know what's possible with each item when the HUD gets its makeover.

Don't forget to throw the grenade after you prime it ;p
oh, the number of times I didn't have enough TU to do so.
To help avoid this the future UI will include an indicator (while priming) of how much more TU you would need beyond the prime cost to throw the grenade, because we all know if you're priming a grenade, it's not because you want to stand around holding it ;p


I just released R8.6, by the way. Not much new to play, though there are some screenshots regarding a new feature, and some fixes for Rookie's Tale for those of you still playing.
that' what you think what if I want to suicide bomb an alien? most of the time prime 0 doesn't end with a unit horribly dying from the nade in his hands.
True, and suicide tactics still work so long as you *die* first. I was just leaving out mention of that strategy--it's mean to those poor rookies :)
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Ozfer

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Re: X@COM - Where ASCII and X-COM Collide!
« Reply #494 on: February 06, 2013, 11:29:11 am »

Wow, I found this about a week ago, and have played it a ton since.  I never played the original X-Com, but I watched some Lets Play's, and this captures the feel perfectly.  This has just become one my favorite games.  Thank you so much, can't wait for more content!  I do hope that there is some parkour eventually though.

BTW-  Loving Rookie's Tale and Aggression.  I haven't tried Assault yet though.
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