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1689852 No.1689852 [Reply] [Original]

So lets have an Xcom Thread,cause yesterday OpenXcom 1.0 was released.
What do you guys think about it ? Do you rather stick with vanilla ?

http://openxcom.org/

>> No.1689857

>>1689852
Yesterday? Fuck yeah. Downloading.

My only complaint with the last stable release is that for some reason it wouldn't work on my touchscreen netbook, while the one before did. X-COM is the perfect game to pull out between class.

>> No.1689861

>>1689852
Windows only? That's unimpressive.

>> No.1689956
File: 107 KB, 1280x800, Unbenannt.png [View same] [iqdb] [saucenao] [google]
1689956

>>1689861
Well,it seems the guy is working on other versions,or someone else could make it multiplat

Ill be dumping a few screens then

>> No.1689957
File: 142 KB, 1280x800, Unbenannt.png [View same] [iqdb] [saucenao] [google]
1689957

>> No.1689964
File: 110 KB, 1280x800, Unbenannt.png [View same] [iqdb] [saucenao] [google]
1689964

>> No.1689971

>>1689861
Just compile from source.

>> No.1689972

>>1689956
>>1689957
>>1689964
>those disgusting filters

Stop it.

>> No.1690232

bump

>> No.1690251

The only Xcom I've played is Enemy Unknown & Enemy Within.

Should I play the original Xcom or openXcom?

>> No.1690257

>>1689956
>No aspect correction

Shit port.

>> No.1690372

>>1690257
what do you suppose letterboxed means?

>> No.1690821

>>1689861
>Windows only? That's unimpressive.
>Ports: Mac OS X and Linux builds are now available!
>There’s also a third-party Android build, if you’re feeling highly edgy and experimental.

In the future, use a real computer.

>> No.1690868

>>1689852
Any mod worth trying?
Looking at the new UFO maps, gauss weapons, and MiB stuff.

>> No.1690954

>>1689861
There's a FreeBSD port.

>> No.1690972

>>1690251
Yes. It's better.

>> No.1690981

>>1690972

OpenXCOM, that is.

>> No.1691053

>>1690257
Click "Letterboxed"

Though yes, that really shoulda been enabled from the start

>> No.1692475

>>1690251

Give it a shot. It's a lot more painful and unforgiving than the original, and obviously lacks any sort of tutorial or much in the way of instruction. It kind of just goes "here's an earth, make a base, find some aliens and slap their shit".

It's insanely rewarding to play, though, once you figure out how to stop getting your ass kicked and fuck the alien scum.

>> No.1692717

I just installed OpenXcom, it's much better than the original. Only drawback is the window popup animation, which is technically present in the original but I never saw it because my Dosbox was running too fast, and it slows down the game for no good reason. Easy enough to remove, change src/Interface/Window.cpp line 42 so _popupStep is 1.0 and recompile.

>> No.1692731

Yeah this is the real deal. Even without downloading any of the mods this feels like a whole new game, although everything about it is still the classic X-Com.

>> No.1693152

>>1692475
> He doesn't have the original hundred page XCOM manual!
Seriously, it basically covers everything.

>> No.1693157

Did they improve the AI?

I remember on the original game Sectoids are pretty much pushovers (without psi/cyberdisc) but even they are tricky bastards now, ambushing and charging en masse so your reaction TU won't be enough.
They also seem to move around purposely instead of just roaming about random.

>> No.1693163
File: 229 KB, 1286x753, openxcom.jpg [View same] [iqdb] [saucenao] [google]
1693163

> Flight paths
> Radar rings
OH GOD YES.

> Rocket launchers not nerfed
Ehehehehe

>> No.1693165

Is it possible to disable mind control?

>> No.1693169

>>1693165
yes, it's in the options.

>> No.1693170
File: 251 KB, 1286x753, interobjection.jpg [View same] [iqdb] [saucenao] [google]
1693170

>>1693163
Intar, cept?
What is this Intor sect you speak of? I've never heard of this before.

>> No.1693175

>>1693169
Personally, I'd just use the "Psi needs line of sight" option. Much better that way imho, psionics are still relevant but not as broken.

>> No.1693186

>>1693175
Psionics are ALWAYS broken, anon.

Does openxcom increase the smoke limit? This is kinda important to my, uh, tactics.

>> No.1693190

>>1693186
Oh yeah, more smoke and fire is always good.

>> No.1693198

>>1693190
DAMN! The easiest part of ROCKET ALL DAY E'RY DAY tactics happens after hitting the smoke limit

>> No.1693203

>>1693198
I wasn't answering your question, I was agreeing that smoke is good.

>> No.1693207

>>1693203
Speaking of fire, how does that work now? It used to be super glitched to only proc when another incendiary goes off.

>> No.1694126

>>1689852
>OpenXcom 1.0
Should I get this or Xenonauts ? It just have been released on gog.

>> No.1694128

>>1694126
>or

Philistine

>> No.1694130

>>1694128
Too many games on my backlog, I have to choose.

>> No.1694169

Thanks for posting the news OP, and congrats to the OpenXcom team on their 1.0 release!

I know what I'm doing tonight.

>> No.1694262

>>1694126

This is cheaper and superior so get OpenXCOM.

>> No.1694281

>>1690251
Absolutely, you'll enjoy both. Just bear in mine one of the most fundamental differences is that people WILL die with fair frequency, and that's okay. Furthermore, psionics are retardedly fucking broken and kind of ruin the game for both sides (but mostly yours.) Honestly has to be the only part of the game that's genuinely awful.

>> No.1694284

>>1694281
Bear in mind, even.

>> No.1694296

>>1694281
>people WILL die with fair frequency
Once you've got your Laser Cannon workshops running that's not a problem. The real scoring system is how many deaths it takes to complete the game, and OpenXCOM has a new "memorial" screen so it's easy to count.

Of course you must play on Ironman, or the game is no fun.

>> No.1694354

>>1690868
They got some interesting stuff on there forums,although ill be doing a "vanilla" playthrough first,so i cant say if they are really that good.

>> No.1694609

>>1693152

The steam pages for the originals have downloads for pdfs of the manuals.

>> No.1694612

>>1693157

The game is rebuilt from scratch, they have little to no access to the original code, so the AI is brand new.

>> No.1694623

>>1694612
That's good. The original AI was awful. The main reason XCOM demolished new players was because aliens began the mission with full reaction TUs and anyone who walked outside would eat a dozen reaction shots. Seriously, fuck reaction shots.

>> No.1694625

Seeing the trailer for this and the stuff about dual-wielding sprites gave me a paranoid thought: You can still dual-wield rocket launchers, can't you? I just get the horrible feeling that someone would wonder whether to block it when drawing that sprite combo, because it is deliciously ludicrous.
The front two guys dropping four rockets on turn one was always fun. I'd probably adapt and throw high explosive around like I do in TftD if not, I suppose.

>> No.1694650

>>1694625
Nothing stops a character from holding a weapon in each hand. If they have the strength they can do it. There is an accuracy penalty for not having a "free hand" when using a 2-H weapon, but that's it.

>> No.1694712

>>1694650

Just like the original, then. Awesome.

>> No.1694739

I don't think I've ever seen a game with a more upsetting game over than XCOM

>> No.1694886

>>1694625
The weapon sprites are drawn separately. There's not an individual sprite for every possible combination of weapons.

>> No.1696519

http://www.youtube.com/watch?v=eFwJf56EBAI&index=3&list=PLA94551885A87EFD2

Best game of the X-Coms.

>> No.1696824

>>1689852
Awesome. How does dual wielding work, is it an option I need to enable?

Also, I love TFTD soundtrack, how can I have that instead of the soundtrack in this game?

>> No.1697093

>>1690251
The original has more stuff in it, and most importantly a more even curve for difficulty that makes random sets of bad rolls much less likely. The only issues I have with it is the interface is archaic (I think openXcom might fix that, haven't used it), and that moving 20ish soldiers takes a long time. Because of the vast number of soliders though, it's much nicer in the beginning instead of having the inexplicable 4 squad limit.

I recommend giving it a few playthroughs at least until you can easily reach late game, because once you get psionics and blaster launchers, the game breaks down pretty hard.

>> No.1697158

>>1697093
>The original has more stuff in it

In this post, are you talking about OpenXcom or the recent Xcom remake? If it's the former, what does the original have that OpenXcom does not? Thanks in advance.

>> No.1697427
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1697427

So how frustrating is X-Com when it comes to playing it? The only thing I know of it was a screenshot play-through some anon did.

>> No.1697571
File: 103 KB, 776x430, 1350302466852.jpg [View same] [iqdb] [saucenao] [google]
1697571

>>1697427
It depends on whether you can learn the interface and what the enemies and your soldiers can do. If you're patient and are willing to try multiple times the game can be really enjoyable because of the multitude of things you can do.

If you can't ever understand rookies are shit shots and are undependable as fuck, and should be used as literal fodder, you probably won't enjoy this game. If you can't figure out why to not blow everything else in sight up just to locate enemies, you might have a problem.

Also Pic related is your worst nightmare if you don't have all flying suits

>> No.1697657
File: 189 KB, 960x502, xcom interface.jpg [View same] [iqdb] [saucenao] [google]
1697657

>>1697571
The battlefield interface is pretty simple once you learn the icons.

>> No.1697937

Anyone that loves XCOM play Xenonauts? Thoughts? I have it waiting for me on Steam, but I can't bring myself to play it ...

>> No.1697958

>>1697657

I could god-damn kiss you for that image.

>> No.1698009

>>1697158
>or the recent Xcom remake
Xenonauts ?

>> No.1698030
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1698030

>>1697657
>Reserve TUs for reaction shots
I ... I ... played this game for hundreds of hours as a kid and never fucking new you could do this.

>> No.1698054

>>1698030
I don't get it...you only take snap shots but can reserve for auto or aimed?

>> No.1698064

>>1698009
He probably means XCOM: Enemy Unknown.

>> No.1698070

>>1697937
Same here, been meaning to try it out but the graphics kind of putting me off. I'd deal with it though if it had good gameplay.
Meanwhile I'm playing openXcom and it's been a blast, will going to try out some of the mods once I finish this playthrough.

>> No.1698085

>>1698054
Probably it's basically for convenience.

You can still do reaction shots (which is only snapshots) even without using the buttons if you had TUs leftover on the soldier.
Those buttons are there if you want to move closer for better hit chance, but don't want to manually calculate the TUs needed for the shot you want to make (snap, aimed, auto), so you can just move to wherever close and it will automatically stop with the amount of TUs reserved.
On another note, reaction shots also takes into account the remaining amount of TUs you have regardless. You can simply reserve for aimed shot for instance, if only for the soldier to have better chance of reacting with a snapshot (or on some weapons, double snapshots).

>> No.1698104 [DELETED] 

Does this work with the (godawfully butchered) Windows collection?

>> No.1698112

http://www.amazon.com/X-COM-Collectors-Edition-Pc/dp/B00002SFNO

Does OpenXcom work with the Collectors Edition?

>> No.1698152

>>1698112
I don't know, but I thought UFO: Enemy Unknown is abandonware?
Can't you just find one and download somewhere.

>> No.1698224

>>1698152
It's not abandonware, it's even on Steam right now by the name X-COM: Ufo Defense.

>> No.1698235

>>1698152
I personally give not one shit, but just to make sure you understand, abandonware doesn't mean that is it is legal to freely download. It isn't something official like freeware or shareware, it is just pirate slang for "they don't give a shit", but they still own the title, and COULD take legal action.

>> No.1698276

>>1698152
>>1698224
>>1698235
Why gives a shit? Do what you will.

>> No.1698408

>>1698054
It's not really a bug in Xcom vanilla/TFTD, but you can't choose what fire mode they use. Always snap shots.

Dunno how the rebuild works, but only Apoc seems to allow fire modes on reaction shots.

>> No.1698416

Man, I still don't know why I keep trying to play this game. The difficulty is insane for bullshit reasons, even on beginner, which for a difficulty wary of your situation still doesn't take the time to tell you how to fucking play. Yeah, go nuts. Tanks get instakilled the second they step off the ship by four reaction shots sniping from across the map, every fucking time, and then any units I send out get oneshotted, again, from halfway across the map, from areas I cannot see. Except this one time. Just happened actually. Went three turns real fucking smooth. Snuck up on an alien that was near the ship and stungunned him to the floor. My first stunned alien ever. No casualties. Then, out of the fucking shroud, bullethail instakilled my entire six team squadron AND rocket tank in the course of two turns, while any movements I made forfeited aimed shots, so I couldn't even fight back anyways, as almost all shots miss with fucking snap shots. Did this opensource project make it even fucking harder on beginner too? You start out with barely enough space for five missiles and a tank, not even enough to load it onto the ship. The original game however allowed for a wealth of resources to be purchased, available in OpenXcom only to those who immediately fucking buy another storage area.

>> No.1698426

>>1698416
> Doesn't tell you how to play
Games 10+ years ago didn't have the hard drive space for manuals. They had this:
http://cdn.akamai.steamstatic.com/steam/apps/7760/manuals/x-com%20ufo%20defense%20manual.pdf?t=1381853753

Oh yeah. Don't leave the ship turn 1. Drop a smoke grenade and toss another one down the ramp (layered explosions are possible in openxcom). Cuts your casualties in half.

>> No.1698446

>>1698426
I actually don't quite know what I meant when I said that honestly. I know manuals existed, and if I recall correctly, were required to verify that your copy was a valid, licensed game copy. Didn't even think to use smoke grenades, will try again.

>> No.1698553

>>1698416
git gud

>> No.1698554

>>1698426
Nonsense advice. My rookies ARE the smoke grenades.

>> No.1698665

Played this for the first time last night. Playing xcom in higher resolution alone is worth patching, but I love the changes they made. The "instant action"-esque mode is pretty fun; just making ridiculous teams of 4 rocket tanks and blaster launchers only then flattening a whole city is way too much fun.

Probably gonna actually start the campaign today. I'm definitely contemplating turning the "line of sight psy-ops" on, because fuck that noise.

>> No.1698708

The mods that add extra alien races are fucking amazing.
The art is so consistent.

http://www.openxcom.com/mod/gazer-alien

http://www.openxcom.com/mod/cover-waspite-alien

Thats the xcom sequel I always wanted

>> No.1698712

>>1698665
The instant action mode is great, but crying out for a multiplayer 'xcom vs aliens' mode, which would be off the fucking chain if balanced right

>> No.1698752

>>1697657
>>1698054

Reserving TUs for shots isn't actually for reaction fire at all. It's so you can move and have enough TUs left over to fire the shot you want, without having to manually calculate how many steps you can take.

Your reaction fire rate is tied directly to how many TUs you have left out of your total, so "reserving" a small portion isn't very helpful anyway.

>> No.1698879

So how different is UFO: Alien Invasion from X-Com?

>tfw my best soldier and veteran of 10 missions got OHK by a sniper
>tfw after doing well for the majority of the time the last few missions end with squad wipes or only two survivors
>tfw Earth is kill

>> No.1698885

>>1698708
The MiB mod kind of sucks, because it gives you blaster launchers way too easily, and you get a shitload of tedious MiB base missions which you have to fight or they kill your score. (hint: demolish the whole building from the top down with blaster launchers)

>> No.1698898

>>1698416
Sounds like you were playing a night mission. The only night missions you should ever play are terror missions (and that's only because of the serious cost to your score if you don't make it there on time). In the case of terror missions, send somebody expendable to peek out the skyranger, kill any immediately visible easy targets, and take off. This hurts your score much less than completely ignoring the mission, and avoids the common scenario of losing your whole squad.

>> No.1699023

>>1698898
No, this was a daytime mission. A daytime terror mission. I always try to make it in the day, but do keep flares just in case. I actually like the crash investigation levels. They are usually much more fair, and more fun to explore because the crashed ship, with enemies that aren't too overpowered. Usually. Every single terror mission I have ever attempted has ended in failure. There are just so fucking many enemies.

>> No.1699043

I just finished an Experienced Ironman playthrough. It's not really any more difficult than the Beginner Ironman I did on the original. In both cases it starts difficult, and as you acquire more broken things it becomes easy:
Hyperwave Decoder
Blaster Launcher
Psi
Laser Cannon workshops

I lost only 2 soldiers on the Cydonia mission, one ambushed exiting the Skyranger, one eaten by a Chryssalid. I brought three expert Psi users, but really I only needed one.

>> No.1699046

>>1699023
Terror missions stop being scary once you have Blaster Launchers. Raid a battleship or alien base ASAP. It's worth sending in a swarm of rookies purely to find and retrieve a blaster launcher + ammo even if you abort the mission after that.

>> No.1699247

>>1697158
The guy mentioned that he'd played EU (That's the new one) and I said I hadn't played OpenXCom, so I was comparing EU and the original. The only port of the original I've played is the Twin Sides, but I never finished it (It added sniper rifles for your troops though, which made getting aimed shots really easy at start.)

>> No.1699249

I'm going to play an Ironman game on this using OpenXcom on the hardest difficulty. I haven't played this game before.

So, what are you guys using for your advanced settings and mods for this? There's a bewildering array. Do I disable psi? Do I make heavy lasers better, or tanks? Do I custom build starting base? What makes sense to change that the original didn't?

>> No.1699261

>>1699249
Play it without mods if it's your first time. Expect to lose a few times before you figure out what works. Early game is the most difficult.

>> No.1699276

>>1699261
No mods, ok. What about the tonnes of advanced settings? Surely they have some good features I should use?

>> No.1699287

>>1699276
Inventory stats is a pure convenience feature, it doesn't do anything you couldn't do in the original with some manual effort. I don't see any reason not to use it.

>> No.1699405

>>1698898
Actually, simply showing up to the terror site is good enough to limit the score penalty. It's something brutal like -2K points if you don't respond, but -500'ish if you land and 360 back out.

>>1698898
Protip: Autocannon + incendiary + bitch ass rookie = light up the map in one turn. Electroflares are essential but smoke is the great equalizer at night giving everyone equal vision

>> No.1699407

>>1699046
Terror missions stop being scary when you scorched earth all rockets all day e'ery day no survivors.

Large sized units take 4 hits from explosives in vanilla. Dunno about openxcom.

>> No.1699848

>>1699261
>Play it without mods if it's your first time
Nope.
>>1698708
Those two mods are required. Seriously.

>> No.1699861

>>1699848
Are the extra alien races balanced? How do they fit into the research tree and how do I install the mod?

>> No.1699917

>>1699861
>Are the extra alien races balanced? How do they fit into the research tree and how do I install the mod?
You have openxcom?
Then just read the readme.txt in the rar files.
You have to enable them in the options menu too and as far as I can tell they're balanced just fine

>> No.1699927

>>1698708
One of the comments say that the gazer is too hard to kill.

>> No.1699957

This is cool as fuck
http://openxcom.org/forum/index.php?topic=1718.0

>> No.1700002

>>1696824

You dual wield by putting a weapon in each hand. You can have anything you can hold in each hand, you can even dual-wield stunned aliums if you're nuts. One handed weapons like pistols have no penalty, two handers like rocket launchers are less accurate, but this is mitigated by the massive splash, the fact that you should be aiming for the ground or a wall, and the fact that flinging rockets into the shadows and killing half a dozen aliums counts towards accuracy skill ups just as well as taking them down with aimed shots.

Even more fun than dual wielding is using Hi-Ex packs. You can prime them early and they'll only explode if they're left on the ground at turn's end, meaning you can have a guy with four of them ready to go, one in each hand and one on each shoulder, and have him lob them around like crazy. This works better in TftD, though, since the craft in that have doors.

>> No.1700005

>>1699927
>One of the comments say that the gazer is too hard to kill.
Theres no too hard in xcom

>> No.1700037

>>1700002
Can you shoot two pistols twice as fast? What's the penalty?

>> No.1700068

>>1700037

No, you fire them separately, so you can't fire them faster. For pistols it means you can hold a medkit or stun launcher in your other hand for immediate use rather than stowed on a belt or shoulder pad where you'd have to spend TUs to move it to your hand, but for rockets it means one guy can fire two shots without reloading, since firing one takes a little less than half a turn. Of course, they spend the next turn reloading, so it's only useful for flinging four rockets out the back of the Skyranger on turn one or if you get a bit of quiet time to prep it.

>> No.1700118

>>1689852

Anyone remember that aborted mod, Xcom: Two Sides? It was supposed to let you play a campaign as the aliens.

>tfw you will never play a terror mission, roaming around a cityscape blasting civilians and awaiting the inevitable Xcom counterstroke, possibly supplemented by "regular army" troops with basic equipment, but in the dozens.

>> No.1700243

>>1699848
Another mod I would consider required is the font mod. Makes text actually readable

>> No.1700725

>>1699861
They show up too often at the expense of the originals. I had about 8 waspite missions and 3 gazers, but only 1 mutons.

>> No.1701908

I haven't lost sleep to a game this well since two months ago. Fuck is it hard, but it really is the 0-primed grenade of my life.

>> No.1702113

>>1690868
>mods
>MiB stuff

What?!!!??!!!?

>check site
>dissappint it is not a Will-Smith-film-themed total conversion
Way to get my hopes up anon

>> No.1702193

>>1698152
You can download every x-com game in one iso from TPB. Just saying.

>> No.1703282

http://www.openxcom.com/mod/sectopod-hwp

>> No.1703823
File: 381 KB, 2000x2201, xcom-england.jpg [View same] [iqdb] [saucenao] [google]
1703823

Why are there so many Britbongs playing xcom UFO Defense on YT?

>> No.1703850

>>1703823
With the shitty immigration policies here, probably because we're used to defending ourselves against a never ending onslaught of dangerous aliens.

>> No.1703859

>>1703823
I know it used to be super-popular in Europe when it was new.

>> No.1703914

>>1703823
It's well-suited for Let's Plays. The encounters are fairly random, you get to name your soldiers, and it's exciting to both play and watch. It was also made by British devs.

>> No.1704053

>>1703823

It's a Britbong game, well, the Gollop brothers who had the majority of ideas were Brits. It also hit in Europe first, IIRC.

>> No.1704104

>>1703823
>Calais

nver 4get ;_;

>> No.1704301 [DELETED] 

>early game terror missions
>sectoids
>fucking cyberdiscs are impossible to kill with rifles
>get a rookie with high explosive near two of them
>prime it to 0, try to throw near them
>"Out of range"
>move one step closer
>reaction shot from cyberdisc
>rookie dies
>like 5 other squad members are nearby
>already moved with them, not enough TU's to run away
>end turn
>explosion kills all of them + like 4 civilians
>abort mission

>> No.1704309
File: 78 KB, 407x405, 1298553662985.png [View same] [iqdb] [saucenao] [google]
1704309

>early game terror mission
>sectoids
>fucking cyberdiscs are impossible to kill with rifles
>get a rookie with high explosive near two of them
>prime it to 0, try to throw near them
>"Out of range"
>move one step closer
>reaction shot from cyberdisc
>rookie dies
>like 5 other squad members are nearby
>already moved with them, not enough TU's to run away
>end turn
>explosion kills all of them + like 4 civilians
>abort mission

>> No.1704760

>>1704309

Rocket launchers anon. Rocket launchers. Especially early game, high explosives are tough to throw, and you need a longer reach to deal with cyberdisks.


And beeline for laser rifles early. It's tough, but you can bring down cyberdisks with them, if you hit them 6-7 times.

>> No.1707083

In my first terror mission, a civilian jumped off a building and killed a wounded, hovering floater that was a story down. Rad.

>> No.1707128
File: 169 KB, 1600x900, Fodder FEB-26-99.jpg [View same] [iqdb] [saucenao] [google]
1707128

Been playing openxcom for a day or so now. Pretty damn good revitalization of my all-time favorite game. I am very impressed and surprised by its quality and faithfulness.
Currently playing in short bursts, terror mission to terror mission, basically, as I can't handle two of those in the same night. Too nerve wracking.

Here's my current roster. As you can see, only four warriors have earned their names...but the ragnarok is still young.

>> No.1707132
File: 123 KB, 1600x900, Memorial FEB-26-99.jpg [View same] [iqdb] [saucenao] [google]
1707132

>>1707128
And here's the war memorial. I can still capture it in a single screenshot, but that's just because I fled screaming from the first terror mission because the door opened and the skyranger was just surrouinded by cyberdiscs.

I'm also only playing on the normal difficulty because I'm complete shit at the game. Forgive me in my weakness.

>> No.1707135

Also, I haven't played the original in years.
Any tips on what I can/can't sell? Money is a little tight right now.

I've been selling alien corpses in stacks of ten, keeping a few of each handy for cutting open and whatnot. Not sure if they have another use.

>> No.1707139

...and my base just got buzzed by a Very Large UFO. Pretty sure they know where my base is now, since I turned Aggressive Retaliation on.
Shit Pushed In Status: PENDING

To my not-even-surprise, 12 avalanche missiles weren't enough to take it down.

>> No.1707143
File: 213 KB, 1600x900, Base MAR-01-99.jpg [View same] [iqdb] [saucenao] [google]
1707143

Also, this is how my base is currently laid out. Opted for manual so I can make a choke point, as I think I recall they only enter at the elevator.
Probably going to make a second engineering section soon.

Will I need a large radar array this early?

>> No.1707158
File: 135 KB, 1600x900, hail mary.jpg [View same] [iqdb] [saucenao] [google]
1707158

>> No.1707162
File: 232 KB, 1600x900, thank you baby space jesus.jpg [View same] [iqdb] [saucenao] [google]
1707162

Now I just need to find the rest of them in the maze of houses at night who aren't conveniently clustered in a gas station across a broad avenue across from my smoke coverage.

>> No.1707170

>>1707135
You only need to keep 1 corpse in reserve for research, and once it's done you can sell that one too.

As for the rest of the items sell mind probes if you're not going to use them (they display the stats of aliens when you use it on them) because they're worth like $300k apiece. In regards to weapons, and unless you plan to use them, sell all plasma pistols and rifles, but not the heavy plasmas. All alien races will eventually only carry heavy plasma, which is fast, accurate and powerful, making all other weapons obsolete (except for probably laser rifles against sectopods, which deals them extra damage). It also has a big clip size and since everyone uses it you'll always get ammo for it.

If money is especially tight you can start manufacturing motion scanners and selling them on the black market, or laser cannons, which are the most efficient manufacture-to-sell item in the game.

>> No.1707176
File: 161 KB, 1600x900, two outta three ain't bad.jpg [View same] [iqdb] [saucenao] [google]
1707176

>>1707170
Awesome, thanks. I have quite a few mind probes in stock, so I'll pawn those immediately.
Once I get that heavy plasma researched, I'll start selling most of my other weapons, too.

>> No.1707180
File: 149 KB, 1600x900, well fuck me.jpg [View same] [iqdb] [saucenao] [google]
1707180

There were only two UFOs this month, I shot one down and the other was too big for me to destroy. The only other mission was a terror mission which I cleared successfully.

Why are they all pissed at me?
Is it time to start building more bases?

>> No.1707182

>>1707143
I'm pretty sure the aliens enter through the hangars too.

>> No.1707190

>>1707180
If you can't shoot down a UFO, you should still track it and try to catch it with your skyranger when it lands. There might also be alien bases around that you haven't discovered, look at your graphs screen and see which parts of the world have the most alien activity and send your interceptors or skyranger to patrol those areas for a while.

It's also possible that you missed a bunch of UFOs that were flying around but just happened to avoid your radars. How many bases do you have around the map? I like to try to build a new base once a month and build a large radar system in each of them to get the best global coverage ASAP.

>> No.1707192

>>1707182
Well...that'll be interesting.
I'll keep that in mind for my next game. Going to bump it to veteran if I make it as far as sectopods before I lose.

>> No.1707196

>>1707182
>>1707192
They definitely enter through Hangers yeah, your base will be a clusterfuck to defend unfortunately.

>> No.1707197

>>1707196
So hangars on the top, then, with the elevator being the choke point that leads to the rest of the base, then?

>> No.1707198

>>1707197
Yeah, that's pretty much considered the optimal base layout.

>> No.1707202

>>1707197
Yeah, that's the safest layout. In my experience the aliens have always been evenly distributed between my access lift and hangar.

>> No.1707208
File: 26 KB, 443x327, 1290559743801.jpg [View same] [iqdb] [saucenao] [google]
1707208

>>1707198
>>1707202
Alright, nice. Operation Git Gud has made some headway.

>> No.1707239
File: 130 KB, 1200x640, Promotion_by_drcloud.jpg [View same] [iqdb] [saucenao] [google]
1707239

Is it just me, or did the aliens stop using grenades in OpenXcom? I've never seen them throw any, and I remember while playing original Ufo Enemy Unknown it was fairly common to get blown up to bits.

Also, aren't Power and Flying suits a bit overpowered now? My soldiers are almost immortal when equipped with them. Taking 9 Heavy Plasma shots to the face and not losing a single point of health is weird. (is it because I've enabled TFTD Damage Formula?)

>> No.1707243
File: 26 KB, 320x240, 1249340943620.jpg [View same] [iqdb] [saucenao] [google]
1707243

>>1703823
>>1704053
>end of 3rd month
>doing great, like 2k points at the end
>"UK has signed a secret pact with the alien forces and withdraws the funding"

Fucking Britbongs xeno-lovers.

>> No.1707247

>>1707180
It's difficult to say when's the best time to build new bases. You have to take into account your income, the countries you wish to cover and how well you can defend those new bases, since they will be exposed for a while until you can get them going.

In any case the safest bet is always to have the first two bases in Europe and the US, because they're the countries that pay the most. Build large radars as soon as possible as they have an increased range over small ones, but don't build more than 1 per base (of each kind), as there is a bug by which the stat screen will tell you that you have increased chances of detecting UFOs, but radars actually don't stack.

Check the graphs though. They'll tell you in which continent there's a higher probability of finding UFOs and bases, if any.

>> No.1707251

>>1707239
>Is it just me, or did the aliens stop using grenades in OpenXcom? I've never seen them throw any

Worrying, and one of the reasons why don't usually trust unofficial fixes. They more often than not bring new bugs where there weren't any, while leaving some old ones behind.

>Also, aren't Power and Flying suits a bit overpowered now? My soldiers are almost immortal when equipped with them. Taking 9 Heavy Plasma shots to the face and not losing a single point of health is weird. (is it because I've enabled TFTD Damage Formula?)

In vanilla, it was almost a matter of chance. Some soldiers could get shot 4 times and survive, some others got killed with 1 shot even if wearing power/flying suits.

To be honest I've played both Xcom and TFTD several times and even I don't know what that damage formula is, other than the fact that TFTD will give you nightmares. Especially if you're not that experienced in the basics of the original.

>> No.1707252

>>1707239
I don't remember ever seeing an alien use a grenade in UFO: Enemy Unknown, but they use them constantly in TFTD.

>> No.1707260
File: 167 KB, 821x148, ScreenShot1381.jpg [View same] [iqdb] [saucenao] [google]
1707260

>>1707251
>To be honest I've played both Xcom and TFTD several times and even I don't know what that damage formula is

It's in the OpenXcom Advanced Options. Not sure if it could affect the gameplay so much as to turn soldiers in Power Suits into gods.

>> No.1707261

>>1707252
I remember they even threw a grenade to my Skyranger full of rookies once.

>> No.1707267

>>1707251
>Worrying, and one of the reasons why don't usually trust unofficial fixes. They more often than not bring new bugs where there weren't any, while leaving some old ones behind.

Maybe it's caused by "Instant grenades" Advanced Option?

>> No.1707269

>>1707261
That's really weird. I distinctly remember that one of the main reasons TFTD felt so much harder was that aliens were actively using grenades.

I've been playing UFO: Enemy Unknown since launch and I don't remember ever seeing that happen. Were you using mods or something that might affect alien AI?

>> No.1707272

>>1707269
No, just the original vanilla UFO.

>> No.1707368

>>1707272
I don't know why the aliums are being so nice to you, but I've been playing OpenXcom and get grenaded constantly.

Maybe you aren't clustering your troops up enough for it to happen? They seem to do it most when my troops are huddled together.

>> No.1707389

I'm hella late to the party. I only got into the original Xcom after I played the recent games.

My biggest problem playing it is the interface. Its painfull as hell. There aren't any keyboard shortcuts. Does Open XCOM fix this at all?

>> No.1707401

>>1707389
It does, and adds a lot of nice features and quality of life improvements. Try it out!

>> No.1707407

>>1707243
What do you expect of the country who's royal family is aliums and whose government went ahead with the Balfour declaration?

>> No.1707505

>>1707180

One problem I noticed (Assuming it's your base in the earlier screenshot) is radar coverage. You still only have a small radar. Every game, first day, build a large radar facility. It takes almost a month to get online, but you need the extra coverage. Try to capture a navigator so you can get hyper wave decoders, they're even better. You're probably not seeing the aliens because you don't have enough eyes.

>> No.1707537

What do I need to research to get Mind Shield?

>> No.1707550

>>1707537

Same stuff you need to research the lab and psi-amps, you need to capture a psionic capable alien (Any ethereal or a leader/commander sectoid)

They're not that great, tbh. They just make it harder for aliens to detect your bases.

>> No.1707580

>>1707239
I lost several soldiers to alien grenades in OpenXCOM. Some worryingly close to the Skyranger too.

>> No.1707589

>>1707368
>>1707580
Must be that I'm lucky. Good to know it's not a bug.

>> No.1707617

>>1707589

Not the guys you've been responding to, but one thing I've noticed, is that the AI seems to use grenades as "Kill a lot of guys bunched together" devices and not "Oh behind cover, use grenade instead of gun."

Also, there just seem to be fewer aliens with grenades, at least in the early months. Original Xcom had the aliens with more or less the same equipment loadout throughout the entire game, but OpenXcom definitely gives the aliens worse kit in January and February.

>> No.1707636

>>1694623
This is still common. I always have to make sure I got smoke grenades and/or tanks so people don't die in droves.

>> No.1707646

>>1707636
Silly anon, rookies are cheaper than tanks.

>> No.1707657

>>1707646
Tanks resist more shots than rookies.

>> No.1707659

>>1707646
But tanks can survive a hit or two, and money isn't a problem once you have your Laser Cannon manufacturing going.

>> No.1707692
File: 16 KB, 846x545, Rookies.png [View same] [iqdb] [saucenao] [google]
1707692

>>1707636
>using tanks instead of rookies

1 tank is like 15 rookies cost-wise. And if the rookies survive they get better.

>> No.1707780

>>1707692

A tank can be knocked down to 1 HP and still be fine for a mission the next day. Wounded people have recovery times so long that it's usually necessary to sack them.

>> No.1708026

>>1707659

Four rookies can survive 3 hits, unless they get grenaded.

>> No.1708186

>>1707617
I personally haven't been grenaded at all yet - I'm only 2 months into the game - but on my second terror mission they unloaded small launchers on me like they were going out of style.
So that was fun.

>> No.1708204

i have never played any of the games in this serious until this morning, 5 hours later im having a blast. Im finding the most fun in my newb mistakes, like making sure i have enough TU to throw a grenade after setting the timer to zero. This reminds me a lot of dorf fort in the way that losing is fun!

>> No.1708379

>>1708026
Tanks never panic or get mind controlled. They also never go berserk.

Besides, I only ever use them as spotters, and only fire their weapons under EXTREME circumstances (if I risk losing half my squad for example); that shooting xp is much too precious to let it go to waste on a tank.

>> No.1708550

>>1707180
>There were only two UFOs this month

You mean you only detected two. I guarantee there were a lot more than two, and they got to complete their villainous missions around the world.

Also you failed to follow the large UFO so you could assault it when it landed.

>> No.1708576

>>1707646
>use rookies
>rest of soldiers fall to 0 morale watching them die in front of them
>everybody do the panic dance

>> No.1708829
File: 608 KB, 675x3644, xcom rookies.jpg [View same] [iqdb] [saucenao] [google]
1708829

>> No.1709026

hey
>>1707401
its
>>1707389

I just wanted to say, this open xcom did fix a lot of things that turned me off to the original. Something as simple as text showing what a button does when you hover over it makes such a difference. I've been having a blast. Been getting my ass royaly handed to me on easy, but a blast none the less

>> No.1709308

I can't wait until I survive long enough to experience this: https://www.youtube.com/watch?v=5rYXfpMy5VY&t=6m7s

If only I could stop getting raped in terror missions, someday I will get there.

>> No.1709601

>>1708576
Protip: Don't send all your rookies out to die at once, and don't send them into areas where you cannot kill the alien with other soldiers if the rookie gets shot.

>> No.1710037

Does it bother anyone else that you can't press the "switch to next unit" button without right-clicking to get out of the targeting mode first? I'm thinking about shooting the devs an email about it but that might be desirable behavior for most people, so I figured I'd ask here first.

>> No.1710056

Does it bother anyone else that you can't press the "switch to next unit" button without right-clicking to get out of the targeting mode first? I'm thinking about shooting the devs an email about it but that might be desirable behavior for most people, so I figured I'd ask here first.

>> No.1710092
File: 1.79 MB, 1270x798, xcom.png [View same] [iqdb] [saucenao] [google]
1710092

opencom all day erry day
the new alien races are legit as fuck

>> No.1710578
File: 88 KB, 480x360, X-com_my_face_when.webm [View same] [iqdb] [saucenao] [google]
1710578

mfw the x-com classics complete pack is on sale on steam for only 8 bucks but I currently lack the means to make online transactions.

>> No.1711387

holy shit openxcom has so many options

which are a 'must-have (turned on)'?

>> No.1711457

>>1711387

The default is basically how the original X-Com comes and is pretty solid as is, and your first game is probably going to end badly and get rerolled fairly early anyway, so just start playing and fix things that bug you as you go.

That said, in Mods, I'd activate Aliens Pick Up Weapons, and in advanced I'd activate build queue for base facilities, TFTD production rules, improved soldier appearances, inventory stats, PSI-capture and force fire. Customise starting base is also a good one, but you need to know enough about the game to know what to build for that to help.

>>1710578

You can buy Steam wallet cards in vidya shops for cash, and there's no real reason not to pirate these games, since the Gollop brothers aren't going to see any of the money.

>> No.1712009

>>1709601
>step rookie onto ramp
>shot from out of sight, far right
>step rookie onto ramp
>shot from out of sight, far right
>step captain sharpshooter onto ramp
>shot from out of sight, far left
>entire squad panics

>> No.1712076

>>1712009
This is why you smoke grenade everything.

>> No.1712216

>>1712009
Smoke grenades, and wait one turn before moving out. At the start of the battle aliens have their full TUs available for reaction shots but if you hit end turn once, they spend a lot of them on moving around.

>> No.1713908

>>1712009

To add to this, the higher somebody's rank is, the larger the effect it has on crew morale when they get murderised. Make sure to have a bunch of rookies to step out first, preferably with rocket launchers for them to fire at anything that looks like it might be used for cover.

>> No.1714120

>>1711457
>since the Gollop brothers aren't going to see any of the money.

Whoa, whoa, whoa, what? What do you mean, did they sign away the royalty rights? What are you talking about?

>> No.1714160

>>1714120

I was under the impression they signed the rights for property away so that Microprose would fund Apocalypse. Would love to hear otherwise.

>> No.1714171

>>1714160
I couldn't like to the video, but in an hour long video, Gollop stated that he made over 2 million on x-com royalties.

I'll look for it.

>> No.1714179

>-Soldier- has been knocked uncounscious
>dies immediately the turn after that

what's even the point

>> No.1714185

>>1714171

Fantastic if true, I've been tempted to bomb a Steam beg thread with the X-Com pack.

>> No.1714192

>>1714179

Stun and health are separate values, if stun is higher than health, you get knocked out, and if you have only a sliver of HP left, you've probably got a bleeding wound as well. This is what medkits are for.

>> No.1714293

>Open X-Com is officially out
Finally. I can replay the one game that truly tickled my autism.

>all these mods
There goes my life for the two weeks.

>> No.1714310
File: 67 KB, 623x368, xcom-terror-from-the-deep.jpg [View same] [iqdb] [saucenao] [google]
1714310

I wish openxcom could incorporate it's sister game into itself.
Oh baby, starting off with two bases, one on land one in the sea. It would be great.

>> No.1714352

>>1714310

Pretty sure they are already working on it.

>> No.1714447

>>1714310

Probably make more sense to have TftD content start appearing later, around the Muton/Ethereal time, since it's pretty brutal. Although that runs the risk of you being able to get Psi up and running before they arrive. Tricky.

Though OpenTftD in general is a groovy idea.

>> No.1714867

There's just SO many things to fix in TFTD.

Starting with the abhorrent rage inducing research tree.

Weapons which only work underwater working on land when making reaction shots.

Hiding aliens in cruisers.

Ugh

>> No.1714880

>>1712076
>>1712216
Also never embark on dark missions. Unless it's a terror mission you just wait until day.

>> No.1714972

My first try at a terror mission in OpenXcom, I'm a bit of an old hand at the original but this kicked my arse.

Went in with 10 infantry, a variety of heavy weapons and explosives, and left with 4 hardened veterans.

Hero of the peice was Oelenna, who refused to panic when a cyberdisc casually wandered into an alley she was assaulting, and vaporised her two comrades.

With only a pistol and a grenade, and any backup halfway across the map with no ammo, Oelenna the crazy russian leapt into action. Took it out over the course of three turns, having to pick up high explosives from the corpses of her friends.

I now have a hardened group of soldiers with actual names as opposed to Grunt (Primary Stat). Soldiers earn their names at my xcom.

Loving OpenXcom, everything I wanted improved about the original.

>> No.1715101 [DELETED] 

For experience players, if you want to make the game really interesting my advice is to turn on the XCOM2012 rule of alien items self destructing upon death. This means you can't sell much alien equipment for funds unless you capture every single alien alive. This forces the player not only to set up advanced manufacturing bases as well as it also makes elerium a scarcer resource, requiring the player to go for landed UFOs and larger, more dangerous ships more frequently.

>> No.1715103

For experienced players, if you want to make the game really interesting, my advice is to turn on the XCOM2012 rule of alien items self destructing upon death. This means you can't sell much alien equipment for funds unless you capture every single alien alive. Consequentially, this forces the player not only to set up advanced manufacturing bases as well as it also makes elerium a scarcer resource, requiring the player to go for landed UFOs and larger, more dangerous ships more frequently.

>> No.1715207

I'm playing on Superhuman Ironman and it's not really any more difficult than Beginner. Your rookies die easier, but you get so much loot from dead aliens that you can easily afford to replace them. I have Psilabs under construction in May so it's looking unlikely that I'll lose now.

>> No.1715279

>>1715207
That's why OXC comes with extra ruleset options. Try turning psi off or alien weapon self destruct on.

>> No.1715491

>>1715207

Try TftD.

>> No.1716091

>>1715279
>>1715491
I had one disastrous month where I lost about 40 troops and abandoned 2 terror missions, but my score is looking good this month and my Psi users (30 in training) are coming online soon. Superhuman is definitely more fun because a small bit of bad luck can completely fuck up your plan and force you to improvise.

>> No.1716139

>>1715103
>unless you capture every single alien alive

Well, with some mods (like dart rifle and stun grenade) this is not entirely crazy idea. And would add a new layer of difficulty to the game if you're forced to capture live aliens.