Author Topic: XCOM: Enemy Unknown (2012)  (Read 42871 times)

Offline Kahuna

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Re: XCOM: Enemy Unknown (2012)
« Reply #180 on: October 19, 2012, 09:10:32 am »
I can't link it now, I'm at work and don't have the link. The mod is called something like "Classic balance and abduction UFOs reenabled". You can find it on the 2k forums, I you are interested. I even think it was linked earlier in this thread.
Seems to be this one http://forums.2kgames.com/showthread.php?158376-Anti-cheating-mod-and-real-ufos-released!-Classic-difficult-only
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #181 on: October 19, 2012, 09:27:40 am »
Yes, that's the one!
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Offline Echo35

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Re: XCOM: Enemy Unknown (2012)
« Reply #182 on: October 19, 2012, 05:32:04 pm »
Anyway, on the subject of xcom - I am really interested in trying out the original xcom. Is it worth trying to get it, and playing the original? Or is there a faithful remake somewhere I should play?

You can get it on Steam and it automatically sets up DOSBox and the like and makes it a nice one click run, no messing around. There's also Xenonauts (Which is soon to be in Beta) that's probably the most accurate remake of the original I've yet played. http://www.xenonauts.com/
Not everyone agrees on whether or not the Steam X-Com dosbox works well or not though, and X-ComUtil may or may not work with it, though theres more places to get it if you want to anyway, I think GoG has it as well, or somewhere like that.

Was just playing it last week with the straight install from Steam with UFO Extender and can confirm that it works flawlessly.

Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #183 on: October 19, 2012, 07:09:31 pm »
UFO Extender <3
Best thing evah. No mucking about with files. Just set your preferences, run. Done.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #184 on: October 19, 2012, 08:21:29 pm »
So.. I'm trying to install this xcomutil thing, and I keep getting some sort of failure. I'm pretty sure I can read directions.. but apparently I cant :\
I'm really sad
edit. Seems to have gotten it to work.

Also, I'm pretty sure I just got sent on a terror mission with a squad full of rookies. Also, I'm pretty sure those are cyberdisks. Plural
« Last Edit: October 19, 2012, 10:29:09 pm by Lancefighter »
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #185 on: October 20, 2012, 09:08:23 am »
Honestly Lance, ignore the XcomUtil thing. It's ancient and I can't remember it doing anything that UFO Extender can't do without any of the hassle. Aside possibly from random UFO maps, but I always found that extremely annoying.
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Offline Histidine

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Re: XCOM: Enemy Unknown (2012)
« Reply #186 on: October 21, 2012, 06:16:30 am »
XcomUtil's been updated fairly recently, although I haven't been able to get it to work either. A pity, because UFO Extender doesn't seem to have a few key features (base layout mods, troop autosort/auto-reequip) that I wanted.

Been using UFO Alien Invasion to satisfy my XCOM cravings instead. The 2.5 dev version is pretty fun, if annoyingly buggy.
« Last Edit: October 21, 2012, 06:20:15 am by Histidine »

Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #187 on: October 21, 2012, 07:36:40 am »
Base layout can be set in UFO Extender configuration file and it supports auto equip. Not sure about soldier sorting.

Have a look through the configuration file and you'll find lots of candy.
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #188 on: October 24, 2012, 06:44:53 am »
Anyways, I've heard a lot of talk about this game being a buggy piece of crap. I've played it for 25 hours now and have yet to encounter anything I can nail down as a bug. Anyone else that have found any? If so, what are they?
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Offline zebramatt

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Re: XCOM: Enemy Unknown (2012)
« Reply #189 on: October 24, 2012, 08:45:18 am »
I'm yet to encounter any bugs either.

It's a little untidy, mind you, especially with a mouse. Aiming grenades jumps about all over the place. Camera positions can cause buildings to obscure your view in those little third person sections. That sort of thing.

But proper game-bugs? Nope.

Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #190 on: October 24, 2012, 09:30:45 am »
I'm yet to encounter any bugs either.

It's a little untidy, mind you, especially with a mouse. Aiming grenades jumps about all over the place. Camera positions can cause buildings to obscure your view in those little third person sections. That sort of thing.

But proper game-bugs? Nope.
Yeah, such little things I've noticed too, but they're far less noticable with a controller, which I'm using atm. Camera issues are apparently slated for a fix in the upcoming patch.
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Offline zebramatt

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Re: XCOM: Enemy Unknown (2012)
« Reply #191 on: October 24, 2012, 09:51:18 am »
I keep telling myself one of the reasons I got it on PC rather than XBox was in the hopes a free aim mode would be patched or modded in - and then I'd be able to put my mouse to full effect... But I reckon a controller is probably the way to go, at least for now. More than once I've lobbed a grenade in the wrong spot because of all that jumpiness. Best case, they go slightly askew and do less damage; worst, they fall at my soldier's feet and blow him sky high!

Also, I clearly bought the PC version for the anti-cheating mod.

Offline Bossman

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Re: XCOM: Enemy Unknown (2012)
« Reply #192 on: October 24, 2012, 12:05:35 pm »
I'm playing on the Xbox 360, so I haven't gotten that zero-day patch the PC has. Here's the bugs I've spotted:
  • Occasionally, alien patrols will spontaneously appear at the edge of my vision instead of running in from the FoW
  • Squad members taking reaction shots through walls at aliens when they won't have line of sight on my turn
  • Sniper reaction shot cam is noticibly slower than the regular shot cam
  • Battle scanners can land inside cover objects and provide no sight
  • A sniper got In the Zone from a reaction shot and could move, reload and shoot on his next turn
  • Satellite Nexus lists its adjacency bonus as "one per adjacent uplink" instead of the Uplink's "one per two adjacent uplinks". Two adjacent Uplinks give a single bonus satellite. Two adjacent Nexi give... one bonus satellite.

And on the suggestion front, if I've interrogated a certain alien type, please kill off all current and future captives of that type so I get their corpses. The interrogation already kills the captive afterwards. I've got cells full of Sectoids, Thin Men and Mutons that just sit there because I wanted their guns.

Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #193 on: October 24, 2012, 12:10:28 pm »
Definitely confirms my intention to aim for the PC version rather than a console one :)
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Offline Bossman

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Re: XCOM: Enemy Unknown (2012)
« Reply #194 on: October 24, 2012, 12:27:50 pm »
They can (and should) patch the console versions, I think the PS3 got a patch. It takes longer with the Xbox because Microsoft has a certification procedure for title updates that takes at least a week to get through, assuming they don't find new bugs that they send back to the developer. And then another week to distribute it to all the Xbox Live content servers.

Another suggestion: a first-person view. Show me why I can't fire on those aliens I can see.
Another bug I just remembered because of that suggestion: squad members spotting "ghost" aliens. They have an "alien in view" icon when there's none around. For now, I've played it off as excessive paranoia.