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Ugly In The Morning
Jul 1, 2010
Pillbug

MechPlasma posted:



Actually, y'know, I've been in this thread for a while now but I never thought to actually ask: what IS so bad about the Teleporting Enemies bug? I mean I've seen it happen, and at one point it did result with a Sectopod on a UFO's roof, but I'm having trouble imagining how it can completely screw you over?

It's most notable in the big ship maps like the battleship, where there's a lot of side rooms, but they can also teleport into rooms you've already cleared, while you have all the entrances to that room covered. It's a pain in the rear end.

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Lima
Jun 17, 2012

I've had a pack of muton elites teleport behind all my dudes and kill a soldier each. That was an Alt-F4 moment :mad:

Ravenfood
Nov 4, 2011

Psycho Landlord posted:

Yeah, the teleport bug is still there in Vanilla. BUT, theres this fuckawesome mod right here -

http://xcom.nexusmods.com/mods/88/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D88%26preview%3D&pUp=1

That not only gets rid of that particular annoyance but also makes a variety of other cool changes that you should look at. I did the same thing you did, burned myself out after about a month, then idly popped into the thread a few weeks back and saw this being discussed. Now I can't stop playing XCOM again. Admittedly, I wish they had kinda toned down the "long" aspect a bit, but eh, nothing's perfect.
It really is great. One problem, though. Since I've installed it, my esc key randomly stops working when it comes to bringing up the main menu. It still works, usually, to back out of an area or skip cutscenes. Anyone have any ideas?

edit: One thing I really like is the changes to interceptors. They actually force you to spread slowly across the continent, it seems, instead of picking on continent you'll never place more satellites on and grabbing other bonuses asap. I started in Asia and I'm putting my first sat in China, just because I can't afford to spend another 400 on the number of interceptors I need to shoot down UFOs.

Ravenfood fucked around with this message at 19:17 on Aug 24, 2013

Pimpmust
Oct 1, 2008

I can almost swear I've had 2 sectopods teleport into my squad, but I might be conflating that modded Demo moment where you switch on Sectopods and the first Sectoids turn into those instead :getin:

General Morden
Mar 3, 2013

GOTTA HAVE THAT PAX BISONICA
I hope they add a combat variation of the Thin Men (one where they shed their disguises and look like Snake Men)!

Also maybe make Outsiders more interesting?

Ernie Muppari
Aug 4, 2012

Keep this up G'Bert, and soon you won't have a pigeon to protect!

Lima posted:

I've had a pack of muton elites teleport behind all my dudes and kill a soldier each. That was an Alt-F4 moment :mad:

It's also a bug that synergies really well with the alien activation bug. "Oh hi roaming Muton pack nice to see you right behind my squad for no reason, what's that? You're going to kill three of my guys right off the bat? Sure, no problem!" :suicide:

Dr. Video Games 0031
Jul 17, 2004

Ernie Muppari posted:

It's also a bug that synergies really well with the alien activation bug. "Oh hi roaming Muton pack nice to see you right behind my squad for no reason, what's that? You're going to kill three of my guys right off the bat? Sure, no problem!" :suicide:

Erm, doesn't the nature of the activation bug make the two bugs mutually exclusive? Once a pack is activated, they no longer teleport around the map.

Ernie Muppari
Aug 4, 2012

Keep this up G'Bert, and soon you won't have a pigeon to protect!

Dr. Video Games 0031 posted:

Erm, doesn't the nature of the activation bug make the two bugs mutually exclusive? Once a pack is activated, they no longer teleport around the map.

You'd think! The game's all kinds of messed up with those mechanics.

WarLocke
Jun 6, 2004

You are being watched. :allears:

Dr. Video Games 0031 posted:

Erm, doesn't the nature of the activation bug make the two bugs mutually exclusive? Once a pack is activated, they no longer teleport around the map.

Teleport bug happens, 4 Mutons and a Cyberdisc spawn next to your guys.

OK time to play activation cinematic, all you Mutons scatter and run for cover.

Now you're surrounded by in-cover Mutons ready to kill your dudes.

Also, it's been a long time but I vaguely remember at least once this happened and they actually got a turn to fire at me before I could do anything.

Nephilm
Jun 11, 2009

by Lowtax
I've had active aliens not in line of sight teleport through the fog of war before. Specifically, it was around 5 sectoids in the first mission, large graveyard map.

It didn't end well.

Ernie Muppari
Aug 4, 2012

Keep this up G'Bert, and soon you won't have a pigeon to protect!

WarLocke posted:

Teleport bug happens, 4 Mutons and a Cyberdisc spawn next to your guys.

OK time to play activation cinematic, all you Mutons scatter and run for cover.

Now you're surrounded by in-cover Mutons ready to kill your dudes.

Also, it's been a long time but I vaguely remember at least once this happened and they actually got a turn to fire at me before I could do anything.

Yeah the variation I'm talking about goes something like this:

Turn A: Roaming Muton pack teleports to the edge of your sight radius, game glitches out and instead of forcing the Mutons to go to cover with their second move, the activation music plays and the Mutons teleport off somewhere else. Commence :psyduck:

Turn B: The Mutons return, teleporting back somewhere within your sight radius (because they're technically activated, and are seeking your guys out, but the game isn't moving them around like it should) with their first move, and shooting up your guys on their second.

Lima
Jun 17, 2012

Dr. Video Games 0031 posted:

Erm, doesn't the nature of the activation bug make the two bugs mutually exclusive? Once a pack is activated, they no longer teleport around the map.

It usually happens before they activate, but I've also had an active Sectopod teleporting from the first room in an Abductor to the side of the ship, flanking and murdering my team.

Henry Scorpio
Mar 20, 2006

Maybe it just collapsed on its own?
In my experience things start really getting weird on impossible, where there are 2x - 3x the number of aliens on the map - and when you start introducing asymmetric visibility ( battle scanner, ghost armor ).

That said, I've seen most everything that's been mentioned maybe a few dozen turns in a little over 200 hours of play - and none of it completely wrecked my game. I've lost a few men to bugs - many more to thin man high cover crit BS as the game intended.

Lynx
Nov 4, 2009

MechPlasma posted:

Actually, y'know, I've been in this thread for a while now but I never thought to actually ask: what IS so bad about the Teleporting Enemies bug? I mean I've seen it happen, and at one point it did result with a Sectopod on a UFO's roof, but I'm having trouble imagining how it can completely screw you over?


Ravenfood
Nov 4, 2011
poo poo, I thought I'd stumbled on an overpowered Long War combination. Gunners get Suppression and can take covering fire, which they've reworked to activate if the suppressed target fires, AND denies them their cover bonus altogether. Not a bad deal, and actually makes covering fire alright. Thing is, they can take the one that gives you a second reaction shot if your first one hits. Sadly, this only works on overwatch reaction fire, and not for suppression/covering fire combinations, because they later get Danger Zone too. I'd been hoping I could suppress several aliens and possibly get two reaction shots on each if they moved or fired. Would have been a pretty solid combination, but sadly, no.

You all should try this mod, seriously. Its a little much on the missions every few days, and the way they've dragged out the tech tree (lasers take 44 days when you first get the chance to research them) is a little frustrating, but its definitely a long, involved experience and fixes a lot of my problems with the base game.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
The first time I ever saw a sectopod in EU involved it teleporting into the middle of my team on one of the forest UFO landing maps. There was absolutely no cover from the angle it ported into and it had a flank on every single one of my guys.

Class Warcraft
Apr 27, 2006


After abandoning 5 different Long War games I'm starting to think I'm just not good enough at this game to be playing with this mod on. Even on Normal I just can't keep my guys alive long enough to stand a chance once I get to like month 3.

amanasleep
May 21, 2008

Flippycunt posted:

After abandoning 5 different Long War games I'm starting to think I'm just not good enough at this game to be playing with this mod on. Even on Normal I just can't keep my guys alive long enough to stand a chance once I get to like month 3.

Do you run SHIVs?

more friedman units
Jul 7, 2010

The next six months will be critical.
Just quit after a bullshit :xcom: moment. Doing the first Slingshot mission, a Thin Man lands RIGHT NEXT to the NPC I'm escorting and immediately Overwatches. I couldn't move Zhang without him getting killed, and so I had to shoot the Thin Man, poisoning the NPC. One problem: this is early game and I don't have a medkit. Yep.

MadHat
Mar 31, 2011

more friedman units posted:

Just quit after a bullshit :xcom: moment. Doing the first Slingshot mission, a Thin Man lands RIGHT NEXT to the NPC I'm escorting and immediately Overwatches. I couldn't move Zhang without him getting killed, and so I had to shoot the Thin Man, poisoning the NPC. One problem: this is early game and I don't have a medkit. Yep.

Protip: Overwatch only triggers on moves of 2 spaces or more in sight range. So you can move him one space twice and not get Overwatched. This also gets him out of Poison range, unless the Thin man Dropped on the same Space, which has happened to me before.

Atticus_1354
Dec 10, 2006

barkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbarkbark

more friedman units posted:

Just quit after a bullshit :xcom: moment. Doing the first Slingshot mission, a Thin Man lands RIGHT NEXT to the NPC I'm escorting and immediately Overwatches. I couldn't move Zhang without him getting killed, and so I had to shoot the Thin Man, poisoning the NPC. One problem: this is early game and I don't have a medkit. Yep.

Have had that happen with the scientist at the observatory. I had a single medkit which was with my sniper who was all the way across the map. Just another reason I save at the beginning of every mission.

immortal flow
Jun 6, 2003
boing boing boing
Until starting an Ironman game I never realized quite how much I abused quickload when things went pearshaped. Playing classic, I got a squad wiped on the first terror mission and so many... so very many rookies / squaddies dead. So much lost xp......

All this before the third month even.

I only pulled through this latest mission with one last dude alive when the AI bugged out and kept overwatching 3 aliens within my line of sight rather than just shooting the guy. Not sure what that was about.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

MadHat posted:

Protip: Overwatch only triggers on moves of 2 spaces or more in sight range. So you can move him one space twice and not get Overwatched. This also gets him out of Poison range, unless the Thin man Dropped on the same Space, which has happened to me before.
Overwatch also only triggers once per turn, so he could have just run a dude into overwatch range then ran the VIP away.

S.J.
May 19, 2008

Just who the hell do you think we are?

Insert name here posted:

Overwatch also only triggers once per turn, so he could have just run a dude into overwatch range then ran the VIP away.

Especially if he had dashed the guy. Dashing overwatch is -40 to hit, not bad odds.

SgtSteel91
Oct 21, 2010

Quick question about the Thermal Generator: Do I have to build it above the steam tile or do I have to excavate the steam tile and then build the Thermal Generator?

Cape Cod Crab Chip
Feb 20, 2011

Now you don't have to suck meat from an exoskeleton!

SgtSteel91 posted:

Quick question about the Thermal Generator: Do I have to build it above the steam tile or do I have to excavate the steam tile and then build the Thermal Generator?

You build it on the excavated tile itself.

SgtSteel91
Oct 21, 2010

Cape Cod Crab Chip posted:

You build it on the excavated tile itself.

That's good to know. I don't know if this is normal when playing on "Normal" but I got the steam tile right next to the second access lift. I planned to take down the satellite uplink above it and build the thermal generator in it's place but this is so much easier now. Thanks a lot.

Carnalfex
Jul 18, 2007

Nephilm posted:

Maybe they'll make the aliens actually move along their patrol paths instead of jumping between waypoints? That'd definitely contribute towards fixing it.

The long war mod does this already. One of many nice improvements.

edit: Beagle is posting in the nexus long war beta feedback thread, enjoying the mod.....and convincing the mod creators to make the tactical game more difficult. Hopefully he will record the carnage.

Carnalfex fucked around with this message at 05:57 on Aug 25, 2013

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

SgtSteel91 posted:

That's good to know. I don't know if this is normal when playing on "Normal" but I got the steam tile right next to the second access lift. I planned to take down the satellite uplink above it and build the thermal generator in it's place but this is so much easier now. Thanks a lot.

There's no real "normal" when it comes to steam tiles. Some bases randomly have 1, some have 3, some have tiles towards the surface, and sometimes the only one is at the very bottom corner of the map. I don't know if it's possible to get a base without any tiles.

MadJackMcJack
Jun 10, 2009

Carnalfex posted:

Also realize that snipers in long war are not the overpowered gods of doom they are in vanilla. They fill an important role, but you could be entirely justified in not fielding any in a squad if your tactics revolve more around "tank and flank" with suppresion and overwatch units to lock down enemies and flankers to finish them.

Infantry are the new Doom Gods in Long War. Bullet Swarm to let them fire twice or fire and then Overwatch, Close Combat Specialist to shoot anyone coming close, Aggression to increase their crit chance and 3 Overwatch-based skills that lets them shoot anyone taking a shot, have no penalty on Overwatch shots and have them crit, and can shoot twice. If they didn't have to reload they would be unstoppable. My top K has 70+ kills, either because she fires twice or guns enemies down when they move into her Overwatch.

Demiurge4
Aug 10, 2011

Do people use the new game + features? I've been using the random stats and increased stats, as well as randomized funding and a few others. What are people's preferences?

Pimpmust
Oct 1, 2008

General Morden posted:

I hope they add a combat variation of the Thin Men (one where they shed their disguises and look like Snake Men)!

Also maybe make Outsiders more interesting?

Yeah, two more "Medium" enemies would go a long way to round out the Muton-spam. The gap between Sectoids/Thin Men/Floaters and Mutons is certainly effective the first time around as a "oh poo poo" moment, but there needs to be more variety after that (going from 3 to 1/2 standard enemies (Muton+Thin Men, or later Heavy Floater/Elite Mutons). Especially with "command" units so rare and always placed in the same spot on ships.

Squad leaders and the other stuff that Long War adds would also be nice.

Some sort of Commando team of Outsiders with An actual teleporting skill, or invisibility, could be pretty cool/nasty.

Ideal wishlist for Enemy Within:
*2-4 More "Standard" Enemy types. Possibly Heavy/Elite versions of existing units. Preferably one new unit at least in each "category" of the game stage (Early/Medium/Late).
*2-3 more Terror Units (I'd count the super Sectoid here). Preferably in the Weak But Weird category. I want my floating kidneys :colbert:
*Leaders and "unique" standard units with a perk or two taken from XCOMs playbook, and maybe some randomized improved stats.
*And to balance things out, toss in some sort of squishy Alien Sniper unit or two, "That dude shot my guy across the map! Luckily it only did 4 points of dama- *DOUBLE TAP* "Ffffff" :unsmigghh:

MechPlasma
Jan 30, 2013

Demiurge4 posted:

Do people use the new game + features? I've been using the random stats and increased stats, as well as randomized funding and a few others. What are people's preferences?
Critical Flankings. All the time.

I also like random stats. I particularly don't like random funding, since it also affects your starting cash and isn't balanced (in other words, you can end up on a really poor planet).

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
All this talk of the Long War mod makes me wish there was support for mods for this game. I want to try it out but having to run Steam in offline mode or edit my hosts file sounds like a real pain. I just want to play the mod without hassle and switch between it and any vanilla/other mod playthroughs I have going. :(

isoprenaline
Jun 4, 2005

And there, till Christ call forth the dead,
In silence let him lie:
No need to waste the foolish tear,
Or heave the windy sigh:
The man had killed the thing he loved,
And so he had to die.

Bloodly posted:

You need to let a Scout-class ship escape. Then a Battleship will turn up to kill your satellite. Judging from videos I've seen(Slingshot and a standard takedown), there's a damm good reason they're 'optional'-they're horrific slogs.

Sorry to bring this up over such a long time but is this why I have never seen a Battleship?

The plasma launchers are the only upgrade I haven't received.

Is this how you attract a battleship? Any other ways?

Onmi
Jul 12, 2013

If someone says it one more time I'm having Florina show up as a corpse. I'm not even kidding, I was pissed off with people doing that shit back in 2010, and I'm not dealing with it now in 2016.

isoprenaline posted:

Sorry to bring this up over such a long time but is this why I have never seen a Battleship?

The plasma launchers are the only upgrade I haven't received.

Is this how you attract a battleship? Any other ways?

Yes that's how you attract a battleship.

The best bet for doing a battleship is to do the Slingshot mission since it's shorter than the average one, very sanely laid out and most of all quick.

A regular battleship (which is so big you can land the sky-grasper on it mind you) is a horrible slog through corridor after corridor searching for the last few enemies, I once had a ship literally empty on the right side, meaning one 3 man team encountered nothing, and the other had to handle Chrysalids, Mutons, Sectopods and Sectoid Commanders all on their lonesome. Because both teams were so far away.

Blaster Launchers are seriously amazing though, and throw the Heavy back into the realms of gods.

Ravenfood
Nov 4, 2011

MadJackMcJack posted:

Infantry are the new Doom Gods in Long War. Bullet Swarm to let them fire twice or fire and then Overwatch, Close Combat Specialist to shoot anyone coming close, Aggression to increase their crit chance and 3 Overwatch-based skills that lets them shoot anyone taking a shot, have no penalty on Overwatch shots and have them crit, and can shoot twice. If they didn't have to reload they would be unstoppable. My top K has 70+ kills, either because she fires twice or guns enemies down when they move into her Overwatch.
What I need to know is: how does Bullet Storm interact with the Rapid Fire they can get at Colonel? Can you shoot and then rapid fire? Can you rapid fire twice?

MadJackMcJack
Jun 10, 2009

Ravenfood posted:

What I need to know is: how does Bullet Storm interact with the Rapid Fire they can get at Colonel? Can you shoot and then rapid fire? Can you rapid fire twice?

No idea. That 70+ kill infantry? She's only a Major. The XP curve gets very steep. I would imagine that they can shoot and then rapid fire, since unlike Double Tap which locks you into firing, Bullet Storm lets you do anything as a second command. But I would think that Rapid Fire's cooldown wouldn't allow it to be used twice in the same turn.

amanasleep
May 21, 2008

MadJackMcJack posted:

No idea. That 70+ kill infantry? She's only a Major. The XP curve gets very steep. I would imagine that they can shoot and then rapid fire, since unlike Double Tap which locks you into firing, Bullet Storm lets you do anything as a second command. But I would think that Rapid Fire's cooldown wouldn't allow it to be used twice in the same turn.

But Rapid Fire has no cool down. Haven't tested myself but I bet you get 2x Rapid Fire Shots. Better get Ammo Conservation.

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Tindahbawx
Oct 14, 2011

Hmm, my game keeps freezing on the "alien activity" phase of a particular mission, the animations keep playing but no-one is moving or shooting.

Is there a fix for this?

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