XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

kexx wrote:
Keithustus wrote:

We have overwatch, aliens have movement. Would you rather they be able to shoot you immediately instead?

Um...They have Overwatch too. They do shoot you immediately. On our turn, sure, but they do use it. Quite a lot, actually.

We were talking about alternatives to the enemy-reveal movements. Aliens are not ever set to overwatch when you initially discover them.

kexx wrote:

Others have mentioned it before, I think Malor mostly, but it felt like the Aliens had their own agenda, and I had to keep up with what they were doing. If my starting base was in Europe, they were landing ships in Africa, infiltrating, abducting, and conspiring with them to abandon me. And if I didn´t keep up, and set interceptors to patrol over Africa, they would´ve succeeded. This game? Nope. None of that is present, and I do miss it. A lot. Again, I´m sure time and costs were strict restraints to everything they wanted to do, It just feels like a totally different game to me than XCom. It´s good, yes, I´m enjoying it immensely, it just doesn´t feel like XCom to me.

If you don't have satellite coverage of a country, alien ships will still fly over those countries and increase the panic levels. Granted you don't see them, which might be why it seems like the aliens don't "have their own agenda", but it still happens.

Still the number of UFOs overall is rather low, and every one that you spot you have the opportunity to engage.

In X-Com a lot of the UFOs were simply too far away or outran your interceptors before your tech improved. And it was common for them to conduct operations where multiple UFOs will appear at once over the same area. Sometimes more than you could ever hope to shoot down. I can remember instances where I scrambled to intercept a Battleship, and more UFO kept popping up, and more, and more... until there were three Battleships and about 4 other UFOs all buzzing over Canada trying to take the country over. I managed to storm the first landed battleship, shoot down another and ran out of manpower. The third landed, took over the government and Canada withdrew from the funding council.

Incidents like that just drove home how hopelessly outnumbered Earth's forces were, the only option was to find the alien leaders and go for the throat.

I just noticed that the game patched for 31mb today. Any idea what this is for?

Tamren wrote:

I just noticed that the game patched for 31mb today. Any idea what this is for?

Wondering the same thing. Can't find patch notes on Steam or Steam forums.

Nothing useful about it on reddit or the 2k forums.

Tamren i would really recommend the Warspace extension mod i've mentioned previously. They did a fun thing where they "uncovered" the alien ufo's that are going to go for Terror and Alien Abduction missions, if you can shoot them down quick enough you prevent the assaults. Plus they overall increased the amount of UFO's that will attack, among a multilude of tweaks and changes that i personally find super enjoyable. I'm playing version 1.72 and it's super easy to install with an .exe installer and either play the game in offline mode or modify your host file to prevent it from calling back to the Xcom server to self patch.

http://xcom.nexusmods.com/mods/18/

Tkyl out of curiosity how aware is the team of the modding community, and/or are you guys in DLC mode?

Well crap new patch borked the mods... gotta wait till 1.73 comes out to fix this problem...

Cayne wrote:

Tkyl out of curiosity how aware is the team of the modding community, and/or are you guys in DLC mode?

Cayne wrote:

Well crap new patch borked the mods...

I don't think you need any further answer?

Keithustus wrote:
Cayne wrote:

Tkyl out of curiosity how aware is the team of the modding community, and/or are you guys in DLC mode?

Cayne wrote:

Well crap new patch borked the mods...

I don't think you need any further answer?

Yeah, I think that about sums it up. I don't think we have a problem with modding, but we aren't going out of our way to support it ( or make sure our work doesn't break current mods.)

In regards to your second question, wait about a week and you might find out.

What would we do without you, Tkyl?

Tkyl wrote:

In regards to your second question, wait about a week and you might find out. ;)

You, sir, are a tease!

Here's a wild idea for DLC... A pregame series of attacks on... Moonbase Alpha! "All communications with Moonbase Alpha were cut today after an apparent explosion at a radioactive waste dump. Transmissions in the final few moments indicate that so-called "aliens" may be responsible, as crazy as that sounds. Nonetheless, X-Com is on alert and preparing shuttles to respond to the emergency."

Okay, well, it would be fun, wouldn't it? At least we'd get to see the Eagles back in action.

*Update* patch 1.73 of Warspace extension was quickly released and is working fine.

I'd like to jump in here and say that TrashiDawa is a fantastic person and most likely a top-notch Snooker player as well!
Thanks Trashi!

IMAGE(http://www.pucemoose.com/pics/OhTrashiYouSoFlashy.jpg)

I just played through the tutorial and, I must say, this is really fun. For some reason, despite all the hype about it, I had it in my head that this would be the kind of game that I wouldn't like. But, so far, I'm enjoying it. I do have a couple questions though.

What changes between the different difficulty levels? Does the AI change or is it just increased damage/health? I'm going to start over without the tutorial and if it's not just stronger enemies, I might increase the difficulty.

What constitutes a single game? Some of the achievements reference doing stuff in a single game but this seems like the kind of game where you could just keep doing missions indefinitely.

iaintgotnopants wrote:

What constitutes a single game? Some of the achievements reference doing stuff in a single game but this seems like the kind of game where you could just keep doing missions indefinitely.

I can't really speak to the rest...

This game definitely has story progression to it, which kind of kills the replayability. Which is too bad - I bought it at full price and loved my ~30 hours with it and feel like I got more than my moneys-worth, but have little interest in going through it again. Anyway, you can definitely just put off the story missions and keep going on the monthly random missions, but all that does is make your team significantly overpowered.

Billt has it right, a single game is finishing the final story mission (at which point you get a stats screen) In theory (and i do this often) you can ignore the next story beat and just keep shooting down aliens ships and stopping alien abductions keeping an eye on the global panic level.

As to the difficulty question a couple of things happen.

In the Vanilla mode (see my above posts about mod for non Vanilla) of the game, more enemies are allowed on screen at once (if you have too many at normal or below they run away till you kill some) Also enemies at higher difficulty have higher accuracy and crit chance, they don't have more health as near as i can tell. Also their tactics become better(unshackled is the term i see thrown around), on "normal" they're a bit brain dead and easier to outmaneuver, on higher difficulties gdamn Berserkers will get right in your face and eat you alive Cyberdiscs will disregard cover to flank you and shoot you in the face. Also i think at higher difficulties you run into the tougher baddies more often once they are released (Sectoids and Thin men essentially disappear)

I was talking with Hobbes the other day, about crazy ideas we would implement in the game if we could. The one we really liked was, see how on some missions, the reward is a high ranked soldier with an assigned class? Well, what we thought that could improve the replayability and the geedy-with-glee factor, was that the soldier awarded was one you had created in a previous playthrough.

See, I had one game where I had a Japanese female, Yuriko "Boom Boom" Sato. She had bleach blonde, buzz-cut hair, and was the deadliest Assault out there. She topped everyone else by at least 30 kills. I specced her with the no overwatch, 4-tile close shoot you in the face ability, and she never missed. She was the best.

What would be cool, was if in a new game, one of the high ranking soldiers I got as a reward, was Boom Boom. That would be awesome, and doesn't seem crazy hard to program into. Just take a look at most missions played, together with kills, and it'd be easy to determine favorites for everyone. Makes us players even MORE attached to our soldiers!

Cayne wrote:

Billt has it right, a single game is finishing the final story mission (at which point you get a stats screen) In theory (and i do this often) you can ignore the next story beat and just keep shooting down aliens ships and stopping alien abductions keeping an eye on the global panic level.

As to the difficulty question a couple of things happen.

In the Vanilla mode (see my above posts about mod for non Vanilla) of the game, more enemies are allowed on screen at once (if you have too many at normal or below they run away till you kill some) Also enemies at higher difficulty have higher accuracy and crit chance, they don't have more health as near as i can tell. Also their tactics become better(unshackled is the term i see thrown around), on "normal" they're a bit brain dead and easier to outmaneuver, on higher difficulties gdamn Berserkers will get right in your face and eat you alive Cyberdiscs will disregard cover to flank you and shoot you in the face. Also i think at higher difficulties you run into the tougher baddies more often once they are released (Sectoids and Thin men essentially disappear)

Enemies do have more health at higher difficulties.

How I describe the difficulty levels:

Easy: Only play this if you don't care about thinking startegically. You can do some pretty stupid stuff and still survive.

Normal: This starts out feeling about right, but once you really learn how to play this difficulty can leadnto the game feeling really easy at the end game

Classic: If this is the difficulty you start playing at, you will almost certainly lose you forts couple games. However, once you understand how to play this difficulty provides just the right amount of challenge. I beloved this is the difficulty we balance for.

Insane: Don't play this unless you really want a challenge. You will fail miserably.

Aloe, I highly recommend Ironman mode. It's not for everyone, but I feel it is really how the game is meant to be played. However, if you are the type player who is not willing to have to restart, then don't enaable it.

There were some bugs when the game came out that made Ironman, uh, let's just say it was problematic. Have they been fixed in subsequent patches?

A useful reference for the difference in difficulty levels is the XCOM wiki.

If you look at the page for each enemy, you'll see the different stats they have at each difficulty level. Some do have higher health (e.g., the Sectoid), others don't (the Sectopod).

I really like the second wave options and wish they were all enabled by default. I mean, I paid for the game, goddamnit! :F

Many thanks for mrwynd for sending this game my way on Steam! I've wanted it since it was announced.

kexx wrote:

What would be cool, was if in a new game, one of the high ranking soldiers I got as a reward, was Boom Boom. That would be awesome, and doesn't seem crazy hard to program into. Just take a look at most missions played, together with kills, and it'd be easy to determine favorites for everyone. Makes us players even MORE attached to our soldiers!

Just to clarify; this would be the actual Boom Boom; same customization colors, hair, face, voice and weapon layout. Same name, nickname and number of kills and missions. The idea of getting one of your previous soldiers immediately makes you invest all that much more in that missions.

And yes, it should be a brutally impossible suicide mission (hyperbole, yay!). It would be optional, but totally worth it, since you get that character you know delivers results.

I just picked the game back up after getting distracted for awhile. Turns out it runs reasonably well on an i5 ultrabook, so I've been bringing a 25' HDMI cable and a wireless Xbox controller with me on work trips and playing on the hotel TVs.

I have a question: Is there somehow a bug or issue with me sending three soldiers into psionics testing at once? I can only seem to get two in there, although it appears to have three slots. When I try to add the third, it replaces one of the first two, potentially kicking them out mid test. What am I doing wrong?

I had fiddley issues with that too. It would let me send three in, but not two of the same type. So, 1 Assalt, 1 Sniper and 1 Heavy appeared to work, but trying to add two of any kind would remove the first one entered..

Not sure if that's deliberate or not, or what the reasons behind it would be, but I didn't run into it very often.

Just got gifted this earlier this morning (many thanks Magik!). Excited to jump into it, hopefully tonight.

What happens if you ignore an abduction mission? Does that panic go up in all three places or does it just go away? I'm in a bit of a bind because I wasn't focusing on making satellites and the next abduction mission is going to screw me unless I get a council mission before the end of the month. If I can just ignore the abduction though and not have panic increase anywhere, that would be super awesome (but I'm guessing that's not the case).

Is it possible to change somebody's class? For some reason, it keeps turning my recruits into snipers and I picked one up as a reward. I've got like five snipers and only one assault. That seems non-ideal.

I too, ended up with a flood of snipers. Ended up just having to recruit more noobs and hope that they turned out as something else.

I don't think avoiding abduction missions would end well, otherwise everyone would just avoid them every time