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quote:We’ve noticed a lot more strange enemy spawning/teleporting behaviour, which can catch you out sometimes... Just saw this in the Strategy Informer review. They'll never really get this fixed, will they?
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# ? Nov 11, 2013 15:50 |
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# ? Jun 2, 2024 18:18 |
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Weird question: I cannot seem to assign a hotkey for hunkering down. (Or rather, I can assign it but it won't work in game.) Is anyone else having that problem? The overwatch hotkey works just fine.
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# ? Nov 11, 2013 15:59 |
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Target had Enemy Within out for sale yesterday. I got super excited and was about to buy it when I realized that I'd still have to wait till Tuesday to play it anyways. STEAM!!!
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# ? Nov 11, 2013 16:06 |
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^^^ Hunker down key has always been buggy.meatsaw posted:Just saw this in the Strategy Informer review. They'll never really get this fixed, will they? That's weird, most of the reviews/previews I've seen commented that they had no teleporting issues and were pleased about it. Hopefully if not fixed it's at least much rarer now.
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# ? Nov 11, 2013 16:06 |
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meatsaw posted:Just saw this in the Strategy Informer review. They'll never really get this fixed, will they? They should really give you an option to turn this off for the pc version atleast.
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# ? Nov 11, 2013 16:09 |
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Darkrenown posted:That's weird, most of the reviews/previews I've seen commented that they had no teleporting issues and were pleased about it. Hopefully if not fixed it's at least much rarer now. I guess, but how would reviewers not in the "know" even realize it was a glitch anyway? They probably think it's a feature of the game. Or at the very least intentional.
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# ? Nov 11, 2013 16:09 |
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Zasze posted:They should really give you an option to turn this off for the pc version atleast. It's a bug, not intentional. Kind of hard to make a toggle for a bug.
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# ? Nov 11, 2013 16:09 |
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Mokinokaro posted:It's a bug, not intentional. Kind of hard to make a toggle for a bug. Well, I don't know about yours, but my pc has an off switch.
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# ? Nov 11, 2013 16:14 |
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Mokinokaro posted:It's a bug, not intentional. Kind of hard to make a toggle for a bug. They could turn off the teleporting aliens entirely and make it so all are enabled and move around in the fog from turn 1. It's definitely not a perfect solution and might be worse than just having teleporting aliens but this would remove the bug.
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# ? Nov 11, 2013 16:15 |
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quiggy stardust posted:They could turn off the teleporting aliens entirely and make it so all are enabled and move around in the fog from turn 1. It's definitely not a perfect solution and might be worse than just having teleporting aliens but this would remove the bug. Given how the "patrol" routes seem to function, I think this would be equally disastrous. The aliens sometimes get "revealed" but not activate, you can see their health bars move about the fog. They jump wildly around the map, sometimes crisscrossing more than once on the same turn. I think it's just a fundamentally terrible movement pattern that we were never supposed to be able to observe. They'd have to restructure the patrol routes to be realistic for every map. And this might make enemy turns take 5 minutes.
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# ? Nov 11, 2013 16:31 |
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FauxGateau posted:I guess, but how would reviewers not in the "know" even realize it was a glitch anyway? They probably think it's a feature of the game. Or at the very least intentional. No, I meant they were writing that they knew of the EU teleporting issues and were glad that it wasn't happening in EW.
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# ? Nov 11, 2013 16:36 |
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Deuce posted:Given how the "patrol" routes seem to function, I think this would be equally disastrous. The aliens sometimes get "revealed" but not activate, you can see their health bars move about the fog. They jump wildly around the map, sometimes crisscrossing more than once on the same turn. I think it's just a fundamentally terrible movement pattern that we were never supposed to be able to observe. They'd have to restructure the patrol routes to be realistic for every map. Long War mod had this behavior fixed pretty nicely in EU, so IMO there's very little excuse for it still being present in EW. Basically the teleport is due to a fail state in the AI pathing, and longer patrol distances exacerbate this, along with overuse of a particular patrol AI state. Reducing patrol distances dramatically reduces teleporting behavior, and changing the AI patrolling state results in aliens moving/breaking windows/opening doors while patrolling which is very cool (in vanilla you rarely can actually hear the enemies moving around even though you get the sound wave animation). Edit: Just to be clear, this does increase the time taken for enemy turns, but the increase is like from 15 second to 25 seconds on average. Even with the increased number of enemies that LW can throw at you I have never seen an enemy turn last more than a minute or so. Well worth it IMO especially since I play MP all the time which has a 90 second turn timer in ranked. I think that if Firaxis believes that turn lengths using "normal" pathing is too long for general release (I'm sure that "ENEMY TURNS TOO LONG!!!!" was a note from playtesting) then they could easily handle this with a 2nd Wave option (XCOM Academy 4: Aliens On Patrol) which set pathing to minimize teleport fail states at the expense of longer turns. amanasleep fucked around with this message at 16:44 on Nov 11, 2013 |
# ? Nov 11, 2013 16:38 |
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I think I'm gonna do it. Actually manage it and beat Classic. Whatevs, most of you have already, but I am not a natural strategy gamer and tend to quit in frustration if my favourite mans die or enough countries look like leaving. But this time I've stuck with it and beaten the alien base only losing Canada and Mexico, got lazers and carapace ready for the Mutons to start showing up, survived the first terror mission, am building the psi-labs, have a pretty decent satellite rush on the go and my A-Team are just a crew of rock-solid bastards. Of course watch them get wiped next mission now, leaving me with literally 2 other Squaddies, but unless that happens I'm feeling pretty good about this.
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# ? Nov 11, 2013 16:46 |
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amanasleep posted:Long War mod had this behavior fixed pretty nicely in EU, so IMO there's very little excuse for it still being present in EW. Basically the teleport is due to a fail state in the AI pathing, and longer patrol distances exacerbate this, along with overuse of a particular patrol AI state. Reducing patrol distances dramatically reduces teleporting behavior, and changing the AI patrolling state results in aliens moving/breaking windows/opening doors while patrolling which is very cool (in vanilla you rarely can actually hear the enemies moving around even though you get the sound wave animation). Hopefully this fixes the incredibly annoying teleporting behavior that always ruins my breaches. I make sure everyone's reloaded, lined up by a door, and prepare to attack a group of aliens I can hear but haven't seen. Then on the turn I'm about to ambush the aliens, they've teleported across the map to the opposite side of me, undoing a few turns of preparation.
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# ? Nov 11, 2013 16:49 |
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Does anyone know which lines from which ini file you're supposed to delete to make loading times get quicker? I remember there being a bug where if you have the DLC the game will attempt to load certain things multiple times, making things take longer and longer because the number of times goes up by 1 every time you launch the game...
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# ? Nov 11, 2013 16:49 |
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Darkrenown posted:That's weird, most of the reviews/previews I've seen commented that they had no teleporting issues and were pleased about it. Hopefully if not fixed it's at least much rarer now. TJO posted:I think I'm gonna do it. Actually manage it and beat Classic. amanasleep posted:I think that if Firaxis believes that turn lengths using "normal" pathing is too long for general release (I'm sure that "ENEMY TURNS TOO LONG!!!!" was a note from playtesting) then they could easily handle this with a 2nd Wave option (XCOM Academy 4: Aliens On Patrol) which set pathing to minimize teleport fail states at the expense of longer turns.
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# ? Nov 11, 2013 16:52 |
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Re-read Guava's X-Com LP in preparation for Enemy Within…man, that thing cracks me up every time. Especially SynthOrange's entry about being trapped alive inside a Reaper's stomach.
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# ? Nov 11, 2013 16:53 |
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I wish Beaglerush still made XCOM videos.
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# ? Nov 11, 2013 16:59 |
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Speedball posted:Re-read Guava's X-Com LP in preparation for Enemy Within…man, that thing cracks me up every time. Especially SynthOrange's entry about being trapped alive inside a Reaper's stomach. I'm still hoping reapers come back as a surprise. I think they could actually be terrifying in XCOM instead of doofy-looking joke enemies like they were in X-Com.
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# ? Nov 11, 2013 17:02 |
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After playing long war for a while I would rather have a middle ground. A) aliens not in your sight move at 16x speed. B) unactivated patrol aliens close alien ship doors after they go through. C) stop having patrolling aliens go further than 8 spaces in one turn.
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# ? Nov 11, 2013 17:06 |
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Darkhold posted:SMAC is such a weird oversight. I'm sure it doesn't do Civilization numbers but it seemed to at least be a cult hit. There's so much more interesting things to do with terraforming and colonizing new planets and new interesting tech. This comes up frequently in the Civ 5 thread. SMAC is apparently stuck in patent limbo, which is why it probably isn't getting a reboot any time soon. Speedball posted:Re-read Guava's X-Com LP in preparation for Enemy Within man, that thing cracks me up every time. Especially SynthOrange's entry about being trapped alive inside a Reaper's stomach. I did this too. I'm extremely partial to SLO-MO BULLSHIT CAM and Ivy Takakumi's movie hour, myself.
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# ? Nov 11, 2013 17:07 |
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Some reviews! http://www.polygon.com/2013/11/11/5088078/xcom-enemy-within-review Nothing too interesting here, but screenshots show the Exalt base. Looks fancy! 9/10 http://au.ign.com/articles/2013/11/11/xcom-enemy-within-review IGN thinks the game is easier now and that Exalt are a joke, sadly. They like the new maps though, and make a point of saying they encountered no teleporting. 9/10 http://www.escapistmagazine.com/articles/view/editorials/reviews/10729-XCOM-Enemy-Within-Review Likes it, endgame still easy and easy point may occur earlier. Also says Exalt is no threat. Video has a lot of shooting! http://www.rockpapershotgun.com/2013/11/11/xcom-enemy-within-review/ More of the same. Writer doesn't seem to know Terror missions from Abductions though, the "MUJ" both wore thin quickly plus initially made me think he was talking about muslims for some reason. https://www.youtube.com/watch?v=JoTCUkTlKLo Classic Ironman LP but the guy that did the OXM squad videos for EU. First mission is murder street and they haven't fixed the pre-activated pod. Goddamnit! All in all, still pretty hyped, but I do wish they had added some harder aliens for the lategame.
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# ? Nov 11, 2013 17:09 |
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Darkrenown posted:Some reviews! http://cdn1.sbnation.com/assets/3546747/XCOM_EW-1280.jpg I thought the review edition was limited for the alien base? Avoiding more potential enemy spoilers
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# ? Nov 11, 2013 17:16 |
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Vengarr posted:I did this too. I'm extremely partial to SLO-MO BULLSHIT CAM and Ivy Takakumi's movie hour, myself. I'm positive SLO-MO BULLSHIT CAM exists in current XCOM too….
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# ? Nov 11, 2013 17:26 |
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Kanos posted:I'm still hoping reapers come back as a surprise. I think they could actually be terrifying in XCOM instead of doofy-looking joke enemies like they were in X-Com. I was thinking about this the other day--I'd like to see them as mid/late-game replacements for Chryssalids. In my dreams they'd be redesigned as shark/velociraptor things, and to make up for the lack of self-replication I'd give them buffs every time they make a kill, civilians included. First would be to movement speed
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# ? Nov 11, 2013 17:42 |
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HaitianDivorce posted:I was thinking about this the other day--I'd like to see them as mid/late-game replacements for Chryssalids. In my dreams they'd be redesigned as shark/velociraptor things, and to make up for the lack of self-replication I'd give them buffs every time they make a kill, civilians included. First would be to movement speed Huh, enemies that level up every time they kill? That's actually an interesting idea for a strategy game.
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# ? Nov 11, 2013 17:47 |
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HaitianDivorce posted:I was thinking about this the other day--I'd like to see them as mid/late-game replacements for Chryssalids. In my dreams they'd be redesigned as shark/velociraptor things, and to make up for the lack of self-replication I'd give them buffs every time they make a kill, civilians included. First would be to movement speed That would be an interesting way to drive attempts at saving more than just one civilian on terror missions
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# ? Nov 11, 2013 17:54 |
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Speedball posted:Huh, enemies that level up every time they kill? That's actually an interesting idea for a strategy game. Yeah, just dress it up as an endorphin rush perfected by millennia of alien genetic engineering or something, give them visual cues so you know which ones to prioritize (bioluminescence, frills, tons of drool, whatever) and give 'em nasty AI that has them doing poo poo like hiding on rooftops just out of sight and we might have something as terrifying as the original Chryssalid. It would give you a nasty dilemma between fanning out as fast as possible to stop them or saving one civilian and then hunkering down and would generate tons of hilarious/horrifying stories, which is basically what XCOM's all about, right? Speaking of which, how would you fix Chryssalids? Probably more health and instant zombification?
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# ? Nov 11, 2013 17:55 |
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zylche posted:Wait. That's a Seeker dude. Seeker, Mechtoid, EXALT { Heavy, Medic, Sniper, Rifle Assault } and Elite versions thereof. Those are all the new enemies that are getting added to the game. I am very sad that VPN hijinks won't enable me to unlock EW early, since apparently the EU version is a totally different SKU
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# ? Nov 11, 2013 18:00 |
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Darkrenown posted:https://www.youtube.com/watch?v=JoTCUkTlKLo Well if you can get away with playing like a complete moron on classic and still get away twice in a row with zero casualties AND get the meld, I can see why people think it's too easy now.
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# ? Nov 11, 2013 18:09 |
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HaitianDivorce posted:Speaking of which, how would you fix Chryssalids? Probably more health and instant zombification? In what world do they need buffing?!
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# ? Nov 11, 2013 18:11 |
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Doctor Reynolds posted:In what world do they need buffing?! This one. They're only scary the first 2-3 times you see them, after that they're just cannon fodder.
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# ? Nov 11, 2013 18:12 |
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Just had them have a turn every time you take an individual action
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# ? Nov 11, 2013 18:14 |
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Mr Dog posted:That's a Seeker dude.
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# ? Nov 11, 2013 18:19 |
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Demiurge4 posted:Well if you can get away with playing like a complete moron on classic and still get away twice in a row with zero casualties AND get the meld, I can see why people think it's too easy now. The ill-timed mind-meld really helped him out there. Poor Sectoid, melded by a retard
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# ? Nov 11, 2013 18:31 |
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WarpedNaba posted:Hey, I liked the Pirates! Reboot. Also, yeah, SMAC is stuck in legal limbo because of a foul-up on Firaxis's end about who owns the IP. Which is still a lovely reason to not reboot it, just throw new names on it and call it a day. Sure, we liked Col. Santiago and Chairman Yang, but nobody's going to have a conniption if Santiago becomes Sandiego and Yang becomes Zhang. You can get around IP considerations, and the prepackaged community for an SMAC game with a good PitBoss-like add-on has been there for a decade. At this point I think it's something else that we're not really being told.
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# ? Nov 11, 2013 18:41 |
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Mr Dog posted:There's implassic, but what I'd really like to see is a mod that reins in Classic's galloping panic just a little bit. Just so you get a little time to breathe and try more than one possible Geoscape approach.
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# ? Nov 11, 2013 18:46 |
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nnnotime posted:There will be such a mod. In the next Implassic release (later this week) I'm going to add two variations that give one the Normal Geoscape for both Implassic and regular Classic difficulties. If that is not sufficient you can tweak the mod files yourself. Normal Geoscape + Classic Battlescape sounds like pretty much the best thing ever, thanks.
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# ? Nov 11, 2013 18:50 |
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quiggy stardust posted:Normal Geoscape + Classic Battlescape sounds like pretty much the best thing ever, thanks.
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# ? Nov 11, 2013 18:53 |
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# ? Jun 2, 2024 18:18 |
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Darkrenown posted:
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# ? Nov 11, 2013 19:04 |