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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 961565 times)

Djohaal

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2445 on: October 05, 2012, 11:57:58 am »

Anything confirmed on wether it has only 70 pre-made missions or if they are procedural like ye olde X-COM?
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2446 on: October 05, 2012, 12:00:34 pm »

Anything confirmed on wether it has only 70 pre-made missions or if they are procedural like ye olde X-COM?

There are 80 premade maps, if i recall correctly, although the alien mix and placement of both the aliens and your troops is randomized.

According to the devs, you should pretty much never get a repeat map on a given playthrough of the game. So I doubt this will be a problem.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2447 on: October 05, 2012, 02:07:46 pm »

Anything confirmed on wether it has only 70 pre-made missions or if they are procedural like ye olde X-COM?
I don't recall ye-olde-XCOM maps being procedural. In fact I'm fairly certain they were predesigned.
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Silent_Thunder

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2448 on: October 05, 2012, 02:14:20 pm »

Anything confirmed on wether it has only 70 pre-made missions or if they are procedural like ye olde X-COM?
I don't recall ye-olde-XCOM maps being procedural. In fact I'm fairly certain they were predesigned.

I think so. X-Com just had the advantage of being sorta bland looking (not a knock on the game, there's just only so much detail you can put it with a resolution and colour pallete that limited) So the maps all sort of blurred together.

GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2449 on: October 05, 2012, 02:19:03 pm »

They were randomly generated.

So not procedural OR predesigned.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2450 on: October 05, 2012, 02:23:45 pm »

They were randomly generated.

So not procedural OR predesigned.

Randomly generated and "Procedural" are pretty much the same thing when someone refers to them. (I am aware of the difference. but Procedural is used to replace random now)
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2451 on: October 05, 2012, 02:32:19 pm »

..what? I'm actually having difficult figuring out what message I'm supposed to take from that post. Why did you use quotes around procedural. Why do you say they are the same thing, but you know the difference, and they are "pretty much" the same, which are all seemingly distinct stances. What do you mean by replaced?

I'm confused.

Anyways, important bit is that they are generated randomly (in blocks) - so elements like fields and UFOs and barnhouses and whatnot are pre-designed, but where they appear is random.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2452 on: October 05, 2012, 02:42:35 pm »

Nothing much sometimes I jsut say things.

I was just saying that when someone says "Randomised" and someone says "Procedural" they often mean the same thing. That is pretty much it.

I wouldn't mind the limited number of maps except that... I don't know... one of the things I LOVED to see what how damaged enemy UFOs were based on how badly you destroyed them.

I've had enemy UFOs who were basically trash because I just murdered them. While I had huge UFOs who were perfectly in tact because I just barely knocked it out of the air.
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Kilroy the Grand

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Satarus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2454 on: October 05, 2012, 02:53:25 pm »

A truly random map would be bad.  It may not even be playable since blocks would just be thrown around with no rhyme or reason.  When someone says it is randomly generated, 99% of the time they mean procedurally generated.  A random number seed feeds into a procedure to make a pseudo-random level that is playable.
« Last Edit: October 05, 2012, 02:54:57 pm by Satarus »
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2455 on: October 05, 2012, 02:57:46 pm »

I think the farms were, I believe, truly random. The map components placed with no rhyme or reason.

I think the cities had a few additional rules (hence roads) and thus had a procedural element... but still mostly random.
« Last Edit: October 05, 2012, 03:07:30 pm by GlyphGryph »
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Anvilfolk

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2456 on: October 05, 2012, 03:43:37 pm »

Hey, as long as terrain is destructable I don't see a problem with "truly" random ;) Just blast the whole thing with plasma!!!

I believe the difference between random and procedural, as we understand them currently, is that procedural generation is a method that generates content using random numbers, but not in a random fashion. Random generation, in the literal sense, would be dropping walls, floors, windows, bushes, trees, enemies, etc, at random, e.g. with equal probability, on each tile.
« Last Edit: October 05, 2012, 03:55:11 pm by Anvilfolk »
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2457 on: October 05, 2012, 03:49:35 pm »

leveling enemy covers was a central part to succesfulfun xcomming   :D
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fred1248

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2458 on: October 05, 2012, 03:51:40 pm »

I swear to god when this game comes out, I'm going to play the living shit out of it until I die of dehydration.
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Anvilfolk

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2459 on: October 05, 2012, 03:55:55 pm »

I swear to god when this game comes out, I'm going to play the living shit out of it until I die of dehydration.

Shut the hell up, you're going to start a bout of mass hysteria. I mean it. I haven't been this excited about any game, ever.
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