[QUOTE=Viper123_SWE;47877104]These fucking aliens I swear...
I intercept a supply barge and bring it down over the Atlantic, then they somehow survive because they crashed in a forest. I don't know about you guys, but I'm pretty sure there's no such thing as a Atlantic sea forest.[/QUOTE]
something something terror from the deep
[QUOTE=Viper123_SWE;47877104]These fucking aliens I swear...
I intercept a supply barge and bring it down over the Atlantic, then they somehow survive because they crashed in a forest. I don't know about you guys, but I'm pretty sure there's no such thing as a Atlantic sea forest.[/QUOTE]
"We're heading into Japan for the next mission"
[I]Skyranger touches down somewhere in the Southern US outside a barn[/I]
"Nigerian interior" = NYC
[QUOTE=Taggart;47877299]"We're heading into Japan for the next mission"
[I]Skyranger touches down somewhere in the Southern US outside a barn[/I][/QUOTE]
"We're heading to South Africa for this mission. Aliens are terrorizing the population."
*lands on snowy harbor*
It seems that not even the aliens are immune to "THAT'S XCOM, BABY"
I order my Assault to fire on a muton.
He hits, and the muton intimidates him.
Assault panics.
Magdumps right into the muton and kills him
It is at this point I died laughing.
[QUOTE=joshuadim;47877317]"We're heading to South Africa for this mission. Aliens are terrorizing the population."
*lands on snowy harbor*[/QUOTE]
Goddamn aliens terrorizing the populace by controlling the weather.
[QUOTE=little.sparrow;47877325]It seems that not even the aliens are immune to "THAT'S XCOM, BABY"
I order my Assault to fire on a muton.
He hits, and the muton intimidates him.
Assault panics.
Magdumps right into the muton and kills him
It is at this point I died laughing.[/QUOTE]
I once had that happen with a sniper, who then crit killed a muton berserker (who was almost on full health)
[url]http://ca.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first[/url]
Data on maps.
Analysis:
-XCOM 2 uses a 'plot and parcel' system - maps are basically grids with holes (of varying sizes) where a preconstructed modular building will be inserted. Grids and buildings are hand-built, but the assembly isn't.
- In between the building slots, there are 'plots'. Plots are procedurally generated and are built from basic dioramas with random cover nodes propagated on top - cars, lights, scanners, checkpoints, etc. Each them of plot has at around 20 basic dioramas.
Screens:
[img]http://assets1.ignimgs.com/2015/06/03/xcom-2-city-center-rainjpg-64b429_1670w.jpg[/img]
[img]http://assets1.ignimgs.com/2015/06/03/xcom2wildernessplottypesjpg-505aba_1670w.jpg[/img]
[img]http://assets2.ignimgs.com/2015/06/03/xcom-2-city-center-duskjpg-505ab9_1670w.jpg[/img]
Sexy as fuck
[QUOTE=cyclocius;47876609]Had a daydream at work today. A Heist mod in Xcom 2, none of that Payday rubbish. You have a team of specialists and you use the as-of-yet uncovered Stealth mechanics to evade guard patrols while you try to break into a specific area. Using the upgraded destruction you can also go in through the floor and ceilings. Phwoar.[/QUOTE]
Apart from the destruction model, you just described Invisible Inc. Check it out you will love it.
[URL]http://facepunch.com/showthread.php?t=1466351&highlight=invisible[/URL]
[QUOTE=Jeep-Eep;47877507]Analysis:
-XCOM 2 uses a 'plot and parcel' system - maps are basically grids with holes (of varying sizes) where a preconstructed modular building will be inserted. Grids and buildings are hand-built, but the assembly isn't.
- In between the building slots, there are 'plots'. Plots are procedurally generated and are built from basic dioramas with random cover nodes propagated on top - card, lights, scanners, checkpoints, etc. Each them of plot has at around 20 basic dioramas.
[/QUOTE]
You missed something really interesting, it mentions secondary objectives that will depend on the procedural generation of the map!
[QUOTE=RAG Frag;47877640]You missed something really interesting, it mentions secondary objectives that will depend on the procedural generation of the map![/QUOTE]
That's been in the media since announcement. I was more concerned with the technical workings of the map system.
[QUOTE=Jeep-Eep;47877507][url]http://ca.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first[/url]
Data on maps.
Analysis:
-XCOM 2 uses a 'plot and parcel' system - maps are basically grids with holes (of varying sizes) where a preconstructed modular building will be inserted. Grids and buildings are hand-built, but the assembly isn't.
- In between the building slots, there are 'plots'. Plots are procedurally generated and are built from basic dioramas with random cover nodes propagated on top - card, lights, scanners, checkpoints, etc. Each them of plot has at around 20 basic dioramas.
[/QUOTE]
That's a really cool system, man I can't wait
In my current (and unfinished run, I need to go back) I had the tendency of never having heavies. I would get them very rarely and when I did get them they on their first-third mission would always die to something dumb.
One time I had a heavy (after not having one for a few missions) and he died to a literally random car explosion. He was against a wall and all the sudden the goddamn wall explodes and he dies cause a car was apparently about to explode on the other side. I've managed to now get 2 not dieing heavies though so thats good.
[QUOTE=Jeep-Eep;47877507][url]http://ca.ign.com/articles/2015/06/04/xcom-2s-procedurally-generated-maps-ign-first[/url]
Data on maps.
Analysis:
-XCOM 2 uses a 'plot and parcel' system - maps are basically grids with holes (of varying sizes) where a preconstructed modular building will be inserted. Grids and buildings are hand-built, but the assembly isn't.
- In between the building slots, there are 'plots'. Plots are procedurally generated and are built from basic dioramas with random cover nodes propagated on top - cars, lights, scanners, checkpoints, etc. Each them of plot has at around 20 basic dioramas.
Screens:
[img]http://assets1.ignimgs.com/2015/06/03/xcom2wildernessplottypesjpg-505aba_1670w.jpg[/img]
[/QUOTE]
Is that a normal, unevolved sectoid on the upper-left?
It's concept art, probably there for scale and reference.
It's really painful to see one of my snipers miss a 99% shot. There should be a feature if you miss a shot with at least 95% of hit a sound should play saying "THAT'S XCOM, BABY!"
Hells yes! Jungle, arctic and deserts are [b]back![/b]
[QUOTE=Mort Stroodle;47877862]Is that a normal, unevolved sectoid on the upper-left?[/QUOTE]
Honestly, I hope there are still some normal sectoids arond. It would make the appearance of the evolved sectoid more intimidating. Like sectoid to mechtoid. Same for most other aliens, I wouldn't mind seeing Mutons also returning.
So random Firaxis X-COM:UFO Defense stream outta nowhere
[url]http://www.twitch.tv/firaxisgames/[/url]
So I finally got Lasers in my Long War playthrough... but I have negative money because I skipped a terror mission. Wooo.
Forgot that Mutons had Grenades, RIP Corporal Chun Hwa 'Glyph' Pai.
With the greater focus on Stealth in curious to see if they'll expand upon the Covert Operation and we'll see more missions involving plainclothes Xcom agents. Makes sense in the setting.
So apparently there's a bug in EU/EW/LW where if you have multiple audio devices enabled and a laser hits the skybox (ie suppression or otherwise missing), the game will crash.
Don't know about sound devices but I've crashed once when I tossed a mine into a Small Scout-class UFO and triggered all of the three pods simultaneously. :v:
(The mine blew them all up at the same time I think.)
[QUOTE=Viper123_SWE;47879103]Don't know about sound devices but I've crashed once when I tossed a mine into a Small Scout-class UFO and triggered all of the three pods simultaneously. :v:
(The mine blew them all up at the same time I think.)[/QUOTE]
I dunno, I seem to crash when using laser weapons too often, it seems mostly when using the autolaser and suppressing especially. I have two headsets plugged in, one for the mic and the other for the headphones, I've disabled everything but them and disabled each of them where they're not default, didn't seem to make a difference.
My game stopped responding when I ressurrected a soldier while another was under supression fire.
The game didn't let me choose any other soldier but the ressurrected one, who couldn't do anything, and I couldn't move the map, just change the angle, and it didn't let me press Esc or pass turn.
Then on the first mission with the four armed thing I lost my two snipers to bullshit Heavy Floater fire, accidentally made the healing guy run right into the enemy after activating another soldier's run and gun, and the mind controlled shotgunner killed the other guy who happened to be my only Psi.
Still I kept going on because at least I finished the mission. All the new recruits are becoming support for no reason,when I need Snipers.
[QUOTE=EpicRandomnes;47876745]Been playing on Ironman Classic. First time I've done very well in Classic mode, but then Newfoundland reared its ugly head. Blasted through the entire mission, until the end when Zhang the MEC jumped off of a platform onto a stairway and dropped through the floor into an unreachable position. I quickly alt+tabbed out of the game over that in hopes that the last time the game autosaved was before it glitched.
Now not only is Zhang indefinitely trapped underneath a floor board with an imminent airstrike, but the game immediately crashes now whenever I load that save. :suicide:[/QUOTE]
If I can get the save to load, I'm going to use console commands to get Zhang out of the floor. Anything potentially awful that can happen to me if I do this? (eg, achievements disabled?)
so I decided to redownload Enemy Unknown, and I'm greeted with the fact that I can't change my soldiers' armour and dye colour because I don't own a £3,69 DLC? Fucking awesome.
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