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X-COM OpenXcom Thread

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,867
I really lost control over my xpiratez campaign. As soon as I got the rank from visiting pogrom (2 months after first pogrom for some reason), I've been ranking up once per month without even intending to. Currently Big Boss.

I fear I'm about to get wiped by some super mega base attack.
That's how I lost my best attempt so far. Not the mega base attack, but enemy bases started cropping up and stealing nations from me. What I thought was a really lucky encounter with a goldship where I captured some high ranking units ended up meeting requirements for a rank I wasn't ready for months later.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I really lost control over my xpiratez campaign. As soon as I got the rank from visiting pogrom (2 months after first pogrom for some reason), I've been ranking up once per month without even intending to. Currently Big Boss.

I fear I'm about to get wiped by some super mega base attack.
That's how I lost my best attempt so far. Not the mega base attack, but enemy bases started cropping up and stealing nations from me. What I thought was a really lucky encounter with a goldship where I captured some high ranking units ended up meeting requirements for a rank I wasn't ready for months later.
So far I haven't noticed any real negative repercussions from ranking up.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,867
I really lost control over my xpiratez campaign. As soon as I got the rank from visiting pogrom (2 months after first pogrom for some reason), I've been ranking up once per month without even intending to. Currently Big Boss.

I fear I'm about to get wiped by some super mega base attack.
That's how I lost my best attempt so far. Not the mega base attack, but enemy bases started cropping up and stealing nations from me. What I thought was a really lucky encounter with a goldship where I captured some high ranking units ended up meeting requirements for a rank I wasn't ready for months later.
So far I haven't noticed any real negative repercussions from ranking up.
Interesting. Maybe the RNG gods just cursed me in that game- I had 3 enemy bases pop up in the span of about 3 months. 2 in a single country near my base, and they started shitting out powerful gunships so I couldn't even run missions nearby. Another was in the same country as a secondary base, and it took the country over, deleting the base without a fight.
 
Joined
Jan 7, 2012
Messages
15,269
lmao jesus christ. 88 enemies.

n7sAs3T.png


What's funny is literally about 2/3rds of the kills were concentrated in about a 10x10 radius that I kept spamming dynamite in (I blew a corner of the building and enemies just kept running out). Surrendered on turn 5.

EDIT: My new loadout whenever I go into xcomfiles bases:
7PT5RhN.png
 
Last edited:

VonMiskov

Educated
Joined
Feb 20, 2021
Messages
262
That's my problem with XcomFiles - the tediousness of missions. There is apparently a mission with Cult of Apocalypse where you have 200 enemies. And predominant strategy in XCF becomes spamming explosives.
I also struggle with the spotter - sniper mechanics and how smoke grenades are implemented. I mean there is a realistic part for it that both I and enemy have reduced aim but the fact explosions lack verticality like in XPiratez mean that for a fact anyone that is above the unit in cloud of smoke clearly sees them. So snipers on roofs snipe my units.
 
Last edited:

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,562
That's my problem with XcomFiles - the tediousness of missions. There is apparently a mission with Cult of Apocalypse where you have 200 enemies. And predominant strategy in XCF becomes spamming explosives.
I also struggle with the spotter - sniper mechanics and how smoke grenades are implemented. I mean there is a realistic part for it that both I and enemy have reduced aim but the fact explosions lack verticality like in XPiratez mean that for a fact anyone that is above the unit in cloud of smoke clearly sees them. So snipers on roofs snipe my units.
Explosives are a necessity yes, when the enemy outnumbers you 20 to 1. It would make things a cakewalk, but it's a necessity with the CoA as they always outnumber you by design. They have shit weapons (except for the odd guy that has a rocket launcher and such), but the real issue is the guys with priestly robes. These are considered monsters like the 4-tiles units and thus have infinite morale, so it pays to kill them off so that the surviving guys finally surrender. That should speed it up and make it less tedious.
IMO, zombie missions are either tedious or deadly, no point in between.

besides Xcomfiles or Xpiratez do we have notable custom campaign for openxcom?
There's World of Terrifying Silence for TFTD, one mod whose name escapes me now that makes the world into a fantasy one of sorts (not sure if it's finished though), that Halo mod, the WH40k mod (it has a submod called Rosigma, but I think it's unreliable), the Bureau 11 minimod, the UNATCOM mod (not sure if it's finished once again), one mod that is postapocalyptic that is sadly unfinished for now (although from what I remember it's quite fun), and that's it.
 

oasis789

Arcane
Joined
Oct 9, 2012
Messages
405
there was also the terminator one Tech-comm but it looks like the modder is no longer active
 

VonMiskov

Educated
Joined
Feb 20, 2021
Messages
262
Warhammer 40K (40K) v.036
Reach: The Fall, a Halo Mod v.0.3
X-Chronicles (the sci-fantasy mentioned above) v.0.99.16
NuclearWorld: A Post Nuclear Strategy Game v.0.3
The Great War of the Worlds v.0.9
[I.D.T.] Terminator: Tech-Comm v.0.5.5a (abandoned as per OXC forum)
UNEXCOM various variants and settings
X-Com: From the Ashes v.0.1.0.3
XENO OPERATIONS LEGACY v.0.97.03 LE
The World of (Terrifying) Silence v 2.58
Plus a lot of mods that expand original UFO/XCOM like Reaver's or Brutal OXCE.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Is there any easy way to transfer a specific amount of items between bases?
I need to move 7776 red credit chips to build a casino. I know you can right click to move all, but I want to move 7k, not 20k.
 
Joined
Jan 7, 2012
Messages
15,269
Is there any easy way to transfer a specific amount of items between bases?
I need to move 7776 red credit chips to build a casino. I know you can right click to move all, but I want to move 7k, not 20k.
"change values with mouse wheel" under the general section in advanced settings can help.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Is there any easy way to transfer a specific amount of items between bases?
I need to move 7776 red credit chips to build a casino. I know you can right click to move all, but I want to move 7k, not 20k.
"change values with mouse wheel" under the general section in advanced settings can help.
Thanks. I wish it required a button hold because otherwise I'm accidentally going to transfer stuff while scrolling, but I can enable this onetime for the transfer (It's still going to be a lot of scrolling, since it maxes out at 100).
 
Joined
Jan 7, 2012
Messages
15,269
How to play Xcomfiles:

Step 1. Realize that shooting anything in serious missions is stupid since everything in cults past the basic level has sniper/spotter. Everything. If you are seen in a mission you can expect at least 10 enemies autofiring at you and 2-3 grenades being thrown at you per turn. Thankfully your shield has about a 50/50 shot of shrugging off small arms fire but grenades will fuck your day up really quick.
Step 2. Capture a bat and train it. If you can't get a bat then get a rat. They have 100%/70% sight vision through smoke respectively along with bonus sight range, anti-camo for enemies like ninjas, and camo of their own.
Step 3. Every soldier gets a shield, a magnum (only used if you need to find the one asshole on the map who refuses to panic), rest dynamite/incendiary/grenades.
Step 4. Start mission. If something can see you, abort immediately. It's not worth it, just take the -100 score hit and try again.
Step 5. If you're not spotted, drop smoke and spam dynamite with every character every turn. Your bat/rat can see well enough to spot most enemies well before they can get to you.

Hopefully you can kill everything before any enemy unit sees any of your units. There's still a 50/50 chance that some asshole will spend all of his TUs randomly running straight at your group of troops in which case god help you I hope it doesn't happen on turn 2/3 or you're gonna get smited off the face of the earth by grenades.

Ideally your soldiers are all bio-enhanced and all that shit with 65+ strength who can throw dynamite pretty far, but sometimes you need grenades to really get range. Another trick is (because for some reason the mod forced explosive height to 2) to stack 4+ dynamite ontop of a structure and have it literally blow through multiple levels in a single turn.

Average fight:

cF4jF7i.png


You can see how even making the place look like its been carpet bombed doesn't stop them continually threatening to get close enough to see you:

euLUGjv.png


Red dawn seem to be the worst when it comes to lobbing grenades across the map at you as soon as a single character is spotted. I guess its supposed to be some Russian artillery meme? Black Lotus by far the easiest, they seem to have the worst/least snipers and no grenades (they have stealth ninjas but your bats can see or echolocate them fairly well). Exalt being the 2nd worst to fight and Church of Dagon being only slightly harder than Black Lotus. When it comes to the final assaults you either play like this for the outdoors bases (Red Dawn/Dagon, although Red Dawn has a massive underground base but I just waited them out) or just spam proximity grenades if its an indoors one (Black Lotus/Exalt).

I barely got the research to unlock promotion 3 before 1999, which is when I'm "supposed" to get it to match the original timeline. Still behind on research when you count that I haven't unlocked things like Skyranger or better labs or large radar. But on the other hand I have a full 8 bases set up with a minimum of 20 defenders in each base all being trained up to excellent stat levels by gyms and pre-screened for over 50 psi strength, on top of 22M in the bank. I also have like 250 elerium and lots of alloys and plasma weapons in storage along with a floater navigator. My main 2 bases combined are full of over 70 roided up genemodded bioenhanced supersoldiers (only thing they don't all have is ninja training because it requires 65 melee accuracy while you can only gym up to 60, which means manual training which I've not really done much of). What's hilarious is that I did get a base assault by like 10 floaters in December 1998 (apparently "the invasion begins 1999" is a lie), but my literal scrub base tore them apart with their magnums. Welcome to earth motherfuckers, you're like the 10th most dangerous thing we're fighting right behind giant scorpion terror missions so please take a seat and wait your turn.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Realize that shooting anything in serious missions is stupid since everything in cults past the basic level has sniper/spotter. Everything.
The more I play xpiratez, the more I feel sniper/spotter was a mistake. using darkness for camo? only helps the enemy lul. Invisibility? Forget about it, if you shoot an enemy it stops working. The counterplay is to just sit in a corner somewhere where you they don't have los, and which prohibits being grenaded due to distance/arc obstruction. And this is not very fun counterplay. As long as there aren't a lot of them it's fine, arguably even adds to the game since it means you need to prioritize targets, but as soon as every enemy gets spotter and/or sniper it becomes kinda bad.

(Just did x-mansion approach in xpiratez for context. Everyone but 3 guys sat in a corner sucking their thumbs while the 3 dudes with flying solod entire map. And still it was the people sucking their thumbs who all got injured because they had to survive being sniped at until the enemy sight timed out)
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,562
Step 1. Realize that shooting anything in serious missions is stupid since everything in cults past the basic level has sniper/spotter. Everything. If you are seen in a mission you can expect at least 10 enemies autofiring at you and 2-3 grenades being thrown at you per turn. Thankfully your shield has about a 50/50 shot of shrugging off small arms fire but grenades will fuck your day up really quick.
Things have gotten worse since I played that mod, it seems. Good thing you can disable that stuff by editing the options file or something, can't recall how it was done exactly.

ou're like the 10th most dangerous thing we're fighting right behind giant scorpion terror missions so please take a seat and wait your turn.
Chupacabras and these damned frogs say hi.
 
Joined
Jan 7, 2012
Messages
15,269
Realize that shooting anything in serious missions is stupid since everything in cults past the basic level has sniper/spotter. Everything.
The more I play xpiratez, the more I feel sniper/spotter was a mistake. using darkness for camo? only helps the enemy lul. Invisibility? Forget about it, if you shoot an enemy it stops working. The counterplay is to just sit in a corner somewhere where you they don't have los, and which prohibits being grenaded due to distance/arc obstruction. And this is not very fun counterplay. As long as there aren't a lot of them it's fine, arguably even adds to the game since it means you need to prioritize targets, but as soon as every enemy gets spotter and/or sniper it becomes kinda bad.

(Just did x-mansion approach in xpiratez for context. Everyone but 3 guys sat in a corner sucking their thumbs while the 3 dudes with flying solod entire map. And still it was the people sucking their thumbs who all got injured because they had to survive being sniped at until the enemy sight timed out)

Xpiratez is nowhere near as bad as Xcomfiles. But yeah, it's still lame. I feel like sniper should be limited, like enemies only get up to doubled sight range from it (which would make smoke useful to spam).
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,153
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Realize that shooting anything in serious missions is stupid since everything in cults past the basic level has sniper/spotter. Everything.
The more I play xpiratez, the more I feel sniper/spotter was a mistake. using darkness for camo? only helps the enemy lul. Invisibility? Forget about it, if you shoot an enemy it stops working. The counterplay is to just sit in a corner somewhere where you they don't have los, and which prohibits being grenaded due to distance/arc obstruction. And this is not very fun counterplay. As long as there aren't a lot of them it's fine, arguably even adds to the game since it means you need to prioritize targets, but as soon as every enemy gets spotter and/or sniper it becomes kinda bad.

(Just did x-mansion approach in xpiratez for context. Everyone but 3 guys sat in a corner sucking their thumbs while the 3 dudes with flying solod entire map. And still it was the people sucking their thumbs who all got injured because they had to survive being sniped at until the enemy sight timed out)

Xpiratez is nowhere near as bad as Xcomfiles. But yeah, it's still lame. I feel like sniper should be limited, like enemies only get up to doubled sight range from it (which would make smoke useful to spam).
I believe you. Most factions don't get sniper/spotter on everything. But some do. Sniper not being able to shoot across entire map would be good. Spotter not revealing who shot them and instead only who they can see, and only while they're alive would also be a nice change imo.
 
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Not revealing who shot them I'm iffy on. I think its fine in Xpiratez but stupid in Xcomfiles, and it comes down to how Xcomfiles has missions with 100 enemies with it while xpiratez limits it to, like, 10-20 tops. In general Xpiratez feels vastly more balanced and cohesive than Xcomfiles (which is saying something considering Xpiratez at first glance feels completely random and batshit insane). But in any case just making sufficiently dense smoke able to hide your troops would make it a lot weaker.

Also, spotter should not apply when you are reaction firing during your turn. That's literally just punishing the player for playing well, reaction fire is hard to do safely normally and you should be rewarded for it. Right now in Xcomfiles if you have TUs and a weapon in your hand you're often better off wasting them so that you don't accidentally reveal yourself during the enemy turn.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
xpiratez limits it to, like, 10-20 tops.
I'm not sure I've seen a mission with triple digits in xpiratez, but for sure I've cleared missions with 80+ enemies on them. You rarely have to kill all of them though, the last 10-20% tend to break from low morale.
 
Joined
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xpiratez limits it to, like, 10-20 tops.
I'm not sure I've seen a mission with triple digits in xpiratez, but for sure I've cleared missions with 80+ enemies on them. You rarely have to kill all of them though, the last 10-20% tend to break from low morale.

Ohh, there's certainly missions with lots of enemies. But I haven't seen missions with tons of enemies, all of them sniper, and maps that funnel them to mass up on your ass like Xcomfiles does.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,562
IMO things got out of hand when your bases could be bombed randomly. The sniper-spotter mechanic is annoying though, as you're already penalized with the "No LoS = 50% accuracy penalty", while the bad guys have numbers and guns on their side.
 

InD_ImaginE

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Joined
Aug 23, 2015
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Pathfinder: Wrath
Can you download older version before the sniper spotter thing is a thing? What's best version before that? Seems like a "modders gonna mod" feature taht I don't really want
 

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