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File: 683754b4dbb0a1b⋯.jpg (249.15 KB, 2500x1780, 125:89, u7CLcz2.jpg)

627d23  No.15457462

Are there enough mods available to turn XCOM or XCOM 2 into a 40k game? Some sort of Ordo Xenos inquisition mod would make perfect sense and allow for interesting power levels and classes.

Alternatively, how else have you modded XCOM?

efffa6  No.15457467

File: d0edce24708af37⋯.jpg (195.28 KB, 1280x720, 16:9, xcom.jpg)

>>15457462

Yes OP there is a mod for xcom to turn it into 40k.


f8881c  No.15457483

>>15457467

Open xcom is too hard i heard.


efffa6  No.15457505

>>15457483

In the original x-com there was a bug where if you chose a difficulty higher than beginner it would reset to the lowest after the first mission. Open x-com is no more difficult than the original.


4f9461  No.15457524

>>15457483

>>15457491

>you fags actually play nucom and never tried out the original

Wew. Guess you'll be missing out on the full-terrain destruction and projectile mechanics that are entirely omitted in the newer entries, because of shit programmers and casual audiences eating shit for a living. Nevermind the geoscape mechanics that actually give you a reason to check world Graphs on where to send out jets, to scout out for UFOs, that is entirely missing in exchange for randgen terror missions every 5 minutes.

>>15457505

That was actually patched out in OpenXcom and the difficulty selection actually works in there, Superhuman Ironman is probably one of the hardest things i've ever experienced in any sort of strategy game to this date, short of the original AoE2 Hardest AI which cheated the fuck out of its units and resources so it doesn't count. Kinda like in TftD, but there are Mutons and Cryssalids and they're nasty motherfuckers.


efffa6  No.15457533

>>15457524

>mutons

Real tough on higher settings until you get some psi soldiers

>cryssalids

Just go up a flight of stairs, and then destroy them. 100% full proof until a snakeman throughs a grenade.


4f9461  No.15457557

>>15457533

>Psi

I actually just made a squad of Hi-Ex grenadiers and did it the GDI way. Plenty of foward scouts die and some alien equipment is lost but at least they don't get to wipe out entire squads on their own.

>Stairs

I haven't thought of that. I think terrain blocking would be cheating but then again, they do have insane eyesight and vision compared to my troops, it only makes sense to abuse whatever is at our disposition when massive smoke screens doesn't stop them from walking through all of it and zombifying half of my troops into more of the things.


4a87a6  No.15457558

I've only used the quality of life features and mods for Open Xcom so far. Like, being able to send your craft out immediately from returning to base while having 80% fuel in your interceptors.


efffa6  No.15457580

File: 5478f04d1db486c⋯.jpg (117.02 KB, 1024x576, 16:9, anon_fights_his_first_chry….jpg)

>>15457557

>cheating

Nothing is cheating when chrysaalids are involved.


f8881c  No.15457619

>>15457524

>>15457505

>Open xcom requires you to buy xcom.

Meh looks like I cant play…. gimme a magnet link pls


221d39  No.15457626

>>15457533

>full proof

>throughs a grenade

Do you need some help?


efffa6  No.15457627

>>15457619

Uploaded the GoG version to the vola. When installing open xcom it should auto recognize what version you have.

https://volafile.org/r/f8vk0tec


6e2cce  No.15457642

>>15457580

I came into this thread expecting a different kind of cheating,damn it


a4aeae  No.15458374

>>15457483

OpenXcom / the original UFO Defense is not hard at all. If you're capable of basic strategy, it's easier than NuCom and NuCom 1.5. The real difference is that in NuCom, you can realistically be forced to hinge a unit's survival on a coin flip which can cause a wipe. The goal of that game is to put yourself in situations with favorable coin flips and to avoid making bad coin flips. In the original game, you can have 14 soldiers in your starting craft who can realistically fire 3-6 rounds at a target per turn. The goal in the original game is to allocate your soldiers to situations where you flip more coins and the aliens flip less coins. You play it more like a tabletop war game than a board game. That's the confusing point for people who go back and play it, because they just walk in a straight line at the aliens and throw bad shots in positions that kill more of their own men than the aliens.

All of the aliens in the original game also have tactics that can be applied to shift the situation more in your favor. For starters, all aliens are powerless to shoot you if you end your turn where they can't see you (or move close enough to see you and shoot you). If you're struggling with the game, develop weapon technology first and foremost. Rifles can one-shot a sectoid. Laser rifles can one-shot a sectoid more often. This is because weapon damage in the original X-Com is calculated as a random number between 0 and 2x the weapon's power. A weapon with 30 power can do anywhere from 0 to 60 damage, which is then flatly reduced by the armor value of the defending unit. Another mechanic that can give you a great advantage is knowing what mutual surprise is. If you spot an alien in the same movement step that the alien spots you, there is no reaction fire. Any movement afterwards can be reacted upon. If the alien spots you but you didn't spot it, or vice versa, reaction occurs normally. This means that you always want to be looking in the direction you expect to uncover an alien, and gives you an attackers advantage when breaching UFOs.

>>15457467

I wish this mod were better. Cool assets and cool concepts but it's not only incredibly unfinished, but they're more interested in stuffing it with their own concepts than actually making a good experience for either X-Com or 40k. It'd be so much better if it had a better long-term plan for connecting technologies and enemies, and if it used a homebrew chapter as opposed to this "What if the Ultramarines had women and used lasguns and cleared entire space hulks with 10 scouts?" shit they're doing. I haven't played the Imperial Guard themed variant, but I imagine it's structured much better.


b24c28  No.15458399

>>15457483

Too hard? You mean to code? Well I heard there was some autistic reason the battlescape hasn't been expanded and current Modders don't demand enough of a change for the battlescape to allow for unconventional non-battlescape application.


774e56  No.15458413

>>15457483

Open XCOM is the only actual XCOM/UFO game. Whatever Firaxis shat out is casual "lol so randumb xD" bullshit.


6e2265  No.15458485

File: 248c7a9a370bdf5⋯.jpg (62.5 KB, 574x599, 574:599, this_armor_feels_contempt.jpg)

>>15457483

You heard wrong. Where did you come from where anyone would say that? Consider going back.


83a96f  No.15459261

File: 4849b41b3d47a1a⋯.gif (119.48 KB, 480x390, 16:13, 4849b41b3d47a1ad51bf425334….gif)

>>15457483

you need to go back to cuckchan




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