cardinalfang
Junior Member
i don't know what to say, so here's jeremy clarkson being fired from mcdonalds.
Posts: 87
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Post by cardinalfang on Aug 8, 2014 15:31:22 GMT -5
You're talking about equipping on your soldiers? You have to go into the "Equip Craft" section in your base, and then go into either the Personnel or Equipment section, then there's an Inventory button. As for allocating, should be done in the same place unless it's stuff you're wanting to sell, then that can be done from the Sell/Sack section in the base.
As for acceptable losses, if it's just a crash recovery mission, you should be able to get away with 2 or 3 maximum at the beginning. (At least, that's the best I've managed.) If it's a terror mission, then you might as well just show up and leave again because your dudes will probably get wiped the fuck out. To be fair, I did pretty well on one last night until we had a mishap with a floater grenade that took out 3 or 4 of my dudes. It went pretty downhill from there.
Also, fair warning! I tried playing the PSX version emulated last night, and while the PS mouse does make it much less painful, it's still extremely touchy, and not nearly as easily-controlled as the PC version. That said, the cutscenes and the music are *almost* worth the effort.
Anybody want to test out the Amiga version and chime in with their two cents on that?
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Post by Discoalucard on Aug 8, 2014 15:52:40 GMT -5
What cutscenes were added to the PS1 version? I remember the music being redbook audio, but I can't remember much about it. The low key creepy noises that comprised the in-game tactical soundtrack in the PC version was really cool.
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Post by zerker on Aug 8, 2014 16:46:11 GMT -5
If anyone wants to play X-Com with an MT-32 (or Munt), you'll need an unofficial fix for the ROLAND.CAT file. Vogons can hook you up: www.vogons.org/viewtopic.php?t=21542l&start=32See the video I posted earlier if you want to know WHY you should play with MT-32 audio This, of course, applies to the DOS version. No idea whether OpenXCom supports MT32 or if any fixes are needed there.
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Post by Joseph Joestar on Aug 8, 2014 16:58:49 GMT -5
Kinda wish the new XCOM had the weirdness of the old game, though. They really genericized the designs for XCOM 2012. Yeah, it seems to be a mix between 90's comic design mindset mixed with "90's British/European Weeaboo Art." I like it. You're talking about equipping on your soldiers? You have to go into the "Equip Craft" section in your base, and then go into either the Personnel or Equipment section, then there's an Inventory button. As for allocating, should be done in the same place unless it's stuff you're wanting to sell, then that can be done from the Sell/Sack section in the base. As for acceptable losses, if it's just a crash recovery mission, you should be able to get away with 2 or 3 maximum at the beginning. (At least, that's the best I've managed.) If it's a terror mission, then you might as well just show up and leave again because your dudes will probably get wiped the fuck out. To be fair, I did pretty well on one last night until we had a mishap with a floater grenade that took out 3 or 4 of my dudes. It went pretty downhill from there. Thanks! I'm going to try playing some more when I get home. BTW, good friend of the show TheGiantRobot is offering to do a stream of the game, we oughtta take him up on it!
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Post by zerker on Aug 8, 2014 17:26:56 GMT -5
Question for those who have played both versions of the game: since OpenXcom is a reverse engineering/clone and not based on the original source code: how accurate is OpenXCom? After Exult (which STILL feels wonky) I'm usually pretty cautious about these sorts of projects
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cardinalfang
Junior Member
i don't know what to say, so here's jeremy clarkson being fired from mcdonalds.
Posts: 87
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Post by cardinalfang on Aug 8, 2014 17:28:46 GMT -5
What cutscenes were added to the PS1 version? I remember the music being redbook audio, but I can't remember much about it. The low key creepy noises that comprised the in-game tactical soundtrack in the PC version was really cool. Here's the most obvious one I could find that wasn't a spoiler of anything happening later in the game. This is probably the cutscene you see the most, outside of the intro one, which is identical to the one for the PC/DOS version.
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Post by Joseph Joestar on Aug 8, 2014 20:56:08 GMT -5
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Post by X-pert74 on Aug 8, 2014 23:12:23 GMT -5
Now that X-COM has won, I'm curious if anyone has started the game up yet! I have it installed on Steam, but I need to install OpenXCom and play it that way. I started it for a couple of quick test runs. I really need to read the manual though. X-Pert (or whoever reads this) two quick questions - how do you equip/allocate weapons and stuff that you've developed? Also, how much would you consider "acceptable losses" on a field mission at the beginning? I lost a couple during my first UFO Crash investigation. (This is written with the assumption that one is playing via OpenXCOM; if you're playing in vanilla DOSbox, the game won't remember your equipment layouts for each soldier, and you'll need to manually re-equip them before every battle. You also can't customize their equipment while at your base) When you're in the Geoscape, you can go to your ship equipment screen (Equip Craft > Skyranger/other ship > Equipment) to select the items that are in a ship. You can add and subtract as you wish. Depending on your settings in the options, you may possibly have an item limit; in OpenXCOM, the item limit is off by default, but this is toggleable. Then, once you're satisfied with your ship's selection of equipment, you can go to Inventory, within the prior Equipment screen, and it will take you to the same pre-battle inventory screen that one would normally see before starting a mission. Here, one can customize which equipment a soldier is carrying, and specialize to suit each soldier's good and bad statistics. I think it is essential to turn on the interface option (which is off by default in OpenXCOM for whatever silly reason) that allows one to see how much weight each soldier is carrying (plus their accuracy and reaction stats), and whether your soldier is carrying too much or not. You can technically load up a soldier with as many items as possible, but that will greatly cut down on the amount of time units they have available per turn. If you don't turn this on, figuring out how much each soldier can carry will largely be based on guesswork, which is painfully tedious trial-and-error, and thus is best prevented by turning it on. You can also change up the equipment for each soldier prior to the start of each mission (in the vanilla game, this is the only time you'd have to set each soldier's equipment, and the game would forget which equipment each soldier was equipped with after the mission was over, which required the player to re-equip each soldier over and over again). As for acceptable losses, I guess it depends partially on the difficulty? I've never played UFO Defense on the highest difficulties, but on the first couple, I'd say one or a few soldier deaths per mission is acceptable losses. I tend to purchase a few soldiers after each mission, especially in the early game, whether or not a soldier dies. That way if I happen to suffer a heavy loss of soldiers, I am not left hanging with no back-up soldiers to use. Also, soldiers that survive being wounded may potentially be in the infirmary for awhile (sometimes well over a month, depending on their wounds), so it's good to have backup soldiers for that reason as well. Question for those who have played both versions of the game: since OpenXcom is a reverse engineering/clone and not based on the original source code: how accurate is OpenXCom? After Exult (which STILL feels wonky) I'm usually pretty cautious about these sorts of projects I believe OpenXCOM is a reverse-engineering of the game. I haven't played Exult, but from the several hours I've put into OpenXCOM, I think it's essential, and I don't think I'll ever be playing vanilla UFO Defense again if I can help it. The several interface improvements and the toggleable options to streamline certain aspects of the game that I feel are clunky or flawed, I think makes OpenXCOM hands-down the best way to play the game. ______________________________________________________________________________________________________________ I happen to really love the default Soundblaster soundtrack for UFO Defense. Almost all of the music tracks that are on Youtube are from I think the Playstation version, which just sounds off to me. It reminds me of the Playstation remixed soundtrack for Mega Man X3 (which I also can't stand, in comparison to the Super NES original); the remixed soundtracks seem to lack the grit that the original ones had.. Fortunately (for me, anyways), the Soundblaster soundtrack is on by default in both vanilla UFO Defense and OpenXCOM
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Post by zerker on Aug 9, 2014 8:09:11 GMT -5
So for those OpenXcom players, I found out you can use recorded audio tracks from different hardware. You too can get it sounding like the MT32 soundtrack... without owning an MT32 users.atw.hu/xcom-sounds/
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Post by Échalote on Aug 9, 2014 14:27:59 GMT -5
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Post by X-pert74 on Aug 9, 2014 15:21:25 GMT -5
You can also view the manual from the game's store page on Steam
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Post by Joseph Joestar on Aug 9, 2014 18:41:39 GMT -5
Thank you guys for the info!
I'm unabashedly using OpenXCom. I could and would otherwise keep it real and play the version straight off Steam, but from the sounds of it there's a lot of really tedious shit that OpenXCom cuts out that I really don't need to deal with right now in my life like the having to re-equip each time. It's also nice to have windowed mode so I can read the manual, or be on IRC/Twitter.
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Post by cerahbes on Aug 10, 2014 6:45:24 GMT -5
Just finished it up - streamed the majority of the entire playthrough - guessing about 30 hours total.
Best moment: Mind controlling the greys and having a 4 alien jamboree around a live grenade
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Post by Joseph Joestar on Aug 10, 2014 15:21:07 GMT -5
Just finished it up - streamed the majority of the entire playthrough - guessing about 30 hours total.
Best moment: Mind controlling the greys and having a 4 alien jamboree around a live grenade Sorry I missed out :/. Have you archived any of the playthrough?
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Post by zerker on Aug 10, 2014 17:21:17 GMT -5
I'm just about done my second tactical mission here... long way to go still . Here are some minor pointers from what I've seen thus far: - Use your grenades. Smoke grenades are helpful for covering your exit from the Skyranger. Regular grenades are great for that alien you KNOW is just around the corner. Just don't forget to prime it first. Units are in number of turns until it explodes, where 0 = end of your turn, 1 = end of aliens' turn, etc.
- Not all bases need to be bases. Sometimes a simple radar and/or hanger is sufficient to extend UFO interception coverage
- Use the UFOPedia. It will tell you all sorts of useful stats about the equipment available, which can inform your purchasing decisions.
So for those who've played this before: what are some tips on research? I've gotten a corncopia of subjects after the first tactical mission. As soon as I finished the motion detector, I started researching Plasma Rifles, because I figured it would let me use the captured weaponry. However, progress is listed as 'poor'. Is this just an indication that it's going to take a while, or is it subtly telling me that I'm reaching too far? Not much time passed since I allocated the research, so I can easily change it when I finish the mission. I'm guessing some subjects are easier than others, and some potentially reduce the difficulty of others? The new X-Com is pretty transparent with this information; any way to figure this out from the research status?
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