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File: rail_hiArc_test.gif (2.33 MB, 1024x800)
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piecing edition
https://openxcom.org/forum/index.php?topic=12859.15
Also works on blaster bombs now (the horror)

>OXCE?
OpenXcom is a free open-source game engine for the original 1994 X-Com: UFO Defense (aka UFO: Enemy Unknown) and 1996 X-Com: Terror from the Deep games.
OXCE extends OXC modding capabilities and is home to megamods like X-Piratez, X-Com Files, 40k ROSIGMA and more.

>Game
https://www.gog.com/en/game/xcom_ufo_defense
https://openxcom.org/downloads-milestones/

>Mods
https://mod.io/g/openxcom
https://www.moddb.com/mods/x-piratez/downloads (XPZ)
https://mod.io/g/openxcom/m/the-x-com-files (XCF)

>Resources
https://openxcom.org/forum/
https://www.ufopaedia.org/
https://xpedia.netlify.app/ (XPZ)
https://xcf.trigramreactor.net/master (XCF)
https://www.ufopaedia.org/Hidden_Features_(OpenXcom)
https://www.ufopaedia.org/Ruleset_Reference_Nightly_(OpenXcom)

Previous thread
>>2395792
>>
>>2416996
>100% hit chance from that far away
This isn't XCOM
>>
>>2417071
its debug accuracy for testing obviously. He also made something like a functional air burst blaster bomb in the thread.
>>
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Hey guys, it's X-inc anon.
I updated my mod with English translation and upload it in OX forum. So you can check it out. feedback would be highly appreciated.

https://openxcom.org/forum/index.php?topic=13031.0
>>
>>2417141
does your mod have CQC scripting? I almost consider that standard now
>>
>>2417141
tell me about your mod
>>
>>2417243
Not him, but its something like mercenaries in 2300 doing odd jobs on earth post alien war

Looks good, if still in development
>>
>>2417141
Based
>>
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what did he mean by this?
>>
>>2417552
My guess is that beating enemies down always deals SOME hp damage. Its why cuffs are useful
>>
>>2417552
When you punch a cultist in the face, a sectoid tax collector appears and won't go away unless you give him tree fiddy.
>>
>>2417141
shill your mod?
>>
>>2418046
Why wouldn't he? Its an oxce thread
>>
>>2418047
anon i meant a literal shilling
tell me why i should be downloading this mod
i understand he already linked it
>>
>>2418061
Ahh, my bad. Its a sizable mod futuristic, post alien war with multiple sci fi elements including cyberpunk mods for troops.

I haven't played it too much, but seems decent
>>
If you were to rank all xpz soldiers, which are the best considering possible armors?

Is it gals followed by ogres?
>>
>>2418074
Gals are definitely high up since they are oldest. I'm still partial to SS though.
>>
>>2418074
For me it's:
Hero > Gal > Ogre > Lokknar > Peasant > Catgirl > SS > Gnome >>>> Bugeye
Mind you this is rating based off armors alone, not actual value of the units. I also didn't include syns or dolls since they don't really have armor per se and I haven't tried lamias yet
>>
>>2418153
>Hero
space hero catgirl? What good are those?
>>
>>2418153
Lokks are the absolute worst for me, basically a gnome that cant cast. Bugeyes make decent snipers and their flying armor is kinda nice.
Catgirls have nice melee with right weapons, they handle orbit missions better than humans. Humans are only viable in numbers.

For me its gals ~ ogres > neko > peasant > bugeye > gnome > lokk.
>>
>>2418201
Hero SS, not hero catgirl. Blood dragon is such an insane outfit and can be gotten fairly quickly if you beeline for demon god shrines
>>2418205
Lokknars are your expendable night mission/cave units, nightblade trivializes many infiltration missions because of the TU theft poison dagger and super sprint and is basically invisible at night and their massive reactions cap makes suppressed pistols able to kill cyberdiscs
>>
>>2418074
If it's just the armors you're talking about, it's only Gals that are really 'feature-complete' in that they have that little armor upgrade across every single stage of the game. Everyone else has that awkward period in your tech-up where they're still wearing last year's gear and you're eyeing up specific captures or tech gates to unlock the next tier up.
>>
Is there any possible reason why I might be able to research plastasteel in 2 of my hideouts but not my oldest hideout? It's frustrating, because I don't have any old earth labs yet besides the first, so if I cant find a way to let my main base research it, then I'll have to let one of my side bases spend a whole month or so researching it with their measly 2 brainers.
>>
Still patiently waiting for small hangars to be added to the main OXCE fork....
>>
>>2418775
Iirc they were, I've seen mods running them

I more want first person camera, colored lighting, and akimbo all rolled into 1 fork. There's epic shit being worked on, but its all in its infancy

>>2418712
Did you have plasteel at all bases?
>>
>>2418785
I did. I think the issue was that I missed making a workshop at base 1, but 2 and 3 had it. Regardless, I got lucky since then and got plasteel research from a gnome lol.
>>
>>2418785
>Iirc they were, I've seen mods running them
I though small hangars were an exclusive brutalOXCE (separate fork) thing.
>>
>>2418811
Small hangars are already possible within OXCE, the thing missing is that all ships take up the same 1 slot (i.e. conqueror will take the same space as battle cab). That might be what you mentioned BOXCE has.
>>
>>2418823
Yes, a "hull_size" variable should be implemented, to align combat craft with hangar sizes.
>>
>>2418069
If he cba to shill it then I cba to play it
His op is full of errors and eslisms too
>>
>>2418970
Ehh, i still welcome new blood, and plenty of effort was put in. New blood is how we get cool shit like the first person mode being worked on
>>
are any of these open xcom mods actually good or are all they all imbalanced crap like the original xcom that people are just playing for an extended nostalgia trip?
>>
>>2419138
I'm playing xpz for like 7 months straight, almost every day
>>
>>2419171
yeah but that might be simply because you have dogshit taste
is the game genuinely good, like at least battle-brothers tier, or does it just run on an old engine?
>>
>>2419177
only one way to find out, if you're that socially dense
>>
>>2419177
Battle brothers tier isn't very informative, tf are you actually looking for? You say you flat out didn't like vanilla so maybe you just don't like xcom? Also tf you mean imbalanced? Og xcom was pretty balanced, possibly even too easy..

Be more specific otherwise this sounds like a serious skill issue going on. You can't seriously call a game unbalanced because you fucking suck at it.
>>
>>2419138
What exactly do you consider imbalance?
>>
>>2419261
>>2419213
>Replying to low effort shitposts
Dude can't even be bothered to spend the effort to write properly, why not reciprocate with the effort it deserves?
>>
>>2419177
>battle-brothers tier
It's better, in my opinion.
>>
>>2419261
at the start of the game, you lose at least several dudes per mission because your gear is shit
but as soon as you get one (1), singular MC guy, the game is instantly over because you can just command all of the aliens to throw their shit on the floor, which only leaves a few terror units as the remaining threat.
Also, the blaster launcher is retarded and lets you blow up half the map right out of the dropship.
>>
>>2419295
The late game stuff is what it is. Some of the other mechanics are a little bit rocky on the highest settings.
>take one step, make a quarter turn, kneel, or shoot an enemy directly in the back with a plasma rifle
>enemy does a 180 and one shots character through power armor
>soldiers shoot with poor accuracy even with good chance to hit
but
>throw 1000 grenades with perfect accuracy
>no response from enemy
>>
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>>2419295
>the blaster launcher is retarded
>It's another the "mid-tier MIB ship is full of dudes with Blaster Launchers and Tritanium Shrapnel Rockets again" episode
>>
>>2419295
Ehh, the early game is literally what xcom fans live for so idk what to tell you, overcoming those odds IS the thrill, infact I almost enjoy early game better than late game

Psi is kinda true, but its setup as a reward you probably won't get til after a good amount of suffering. Mods also generally offset this, making psi more costly of whatever.

But the trauma of early game IS the appeal
>>
>>2419315
>throw 1000 grenades with perfect accuracy
>no response from enemy

try boxce
>>
>>2419562
Boxce is a good choice if you really, really need more difficulty, especially if its not just more idiots, but more nasty ai.

Honestly I can't wait for a few new things to be fully implemented, like the first person camera, oxce in general is developing a lot of cool shit.

https://youtu.be/dhbxsJmSAsw
>>
>>2419577
sadly no mod is balanced for it
a mod specifically designed around boxce would be pretty cool
>>
>>2419580
It would be great, but I'd almost say it'd need to be a ground up development. Can you imagine xcf of Piratez trying to patch stuff for boxce, akimbo, colored lighting, ect? Would probably take an entire patch cycle
>>
>>2419581
>Can you imagine xcf of Piratez trying to patch stuff for boxce
i am not sure it's even feasible
it would require a top to bottom balance reassement
making a brand new (mega)mod specifically designed around the gameplay and quirks of boxce would be the only way
>>
>>2419600
Ehh, I imagine its possible with some tweaks. Maybe increase intelligence here but lower spawns there, whatever.

It still would take like a 6 month dev cycle but its VERY doable. Big problem is this means a 6 month dev cycle of ONLY ai, and I bet some fans would fucking hate this, or run the risk of this if this wasn't appreciated
>>
>>2419581
It's doable for XCF at least, but definitely a massive time investment. That said, I wouldn't trust Solar with it either, this'd have to be some turboautist's sub-mod overhaul.
>>
>>2419057
where did i say i don't want new mods
i don't think it's a tall order to ask for a brief description of the mod considering it takes tens of hours to play these games
>>
>>2419716
Its directed at your stuff about esl and errors.

That kinda attitude isn't really congruent with wanting that, I want that, so I'm not going to be so harsh to new modders unless it's real criticism.

Besides the mod is already described in thread, in Link, and in the github. If you can't read, why play xcom?

>>2419711
True, Piratez is an IMMENSE undertaking unfortunately.
>>
>>2419757
i don't want to play a mod laden with eslisms and mistakes and i don't consider it illegitimate criticism
the mod is barely described: nobody has said shit beyond a vague premise and nobody has given meaningful comment
i like the premise
>>
Gonna drop a hot take.
I miss voice acting from modern xcom, I like my dudes feeling alive instead of the silence of the original.
>>
>>2419806
Play the 40k mod then. I don't, especially given how often there's little movements.

Plus i think depersonalizing helps more, you don't really view anyone as a person UNLESS they distinguish themselves somehow
>>
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>away from xcomfiles for awhile
>checking changelogs
>new buildable vehicle - AIRCAR
>oh sweet, an antigrav flying car I can use for stealth missions and undercover shit, right?
>wrong
>it's just a 4-person shitbox troop carrier with zero subterfuge functionality
For what conceivable fucking purpose would you ever use a 4-person vehicle this late in the game that doesn't even let you use it for undercover missions?
>>
>>2419980
My guess is its a piratez reference. Xcf has had a habit of including these

As for stealth, I don't imagine a flying car is stealthy because flying car in 2000s
>>
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>>2420528
>As for stealth, I don't imagine a flying car is stealthy because flying car in 2000s

I figured you could fly it most of the way to the destination then drive it normally on the road for the last stretch of the trip, a lot of the early vehicles use similar mixed mode of transportation abstractions in the lore (fly on public airline -> rent car near destination, etc) and as far as design goes, I'd say it could do a combination of using hybrid holoprojector tech and some light actual mechanical transforming to pass as a normal vehicle.

Might play around with actually making a submod out of this later, a stupidly elaborate, fast vanity project vehicle for mid-late game infiltration missions sounds fun.
>>
Anyone play using the mobile version? Does it feel comfortable at all?
>>
>>2420760
Mobile is usable, but mouse and keyboard as better. I think some of the most complicated stuff like hit log checks aren't usable, but like most other functions work just fine.

Ultimately pc is better, and I suppose if you connect a usb keyboard and mouse its onpar, but its certainly serviceable otherwise.



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