Live data from Hacker News

X-COM

filfre.net

181–190 of 238 posts

Re: X-COM

#181
post #16

Earlier quoted context omitted.

IIRC the game just wrote a plain data file onto disk and the next executable read it up with all the needed info.

Well sure, when you put it that way it sounds simple! I was 12 or so, and I spent a few nights trying to figure out the "plain data file" before shrugging and going back to playing X-Com.

Well, reverse engineering binary data is hard and laborious, and probably incomprehensible to almost any 12-year-old (and the majority of adults).

(I'm assuming they were binary. I really can't remember what they were.)

Re: X-COM

#184
post #168

Earlier quoted context omitted.

The sense of mystery and dread that you mentioned touches on the only part of the article I disagreed with - the critique of the "pointless" weapons, of the game giving you a sub-par base and sub-par craft to begin with, and basically no guidance is what made it such an adventure. X-Com (the organisation) truly feels like a hastily slapped together ragtag bunch in the beginning. Governments have thrown money at a pro…

Yes, this is it! The special sauce of the original is that there is so much mystery; "Enemy Unknown" is the whole idea. While I love the Firaxis reboot, and think it has better gameplay , I'm not sure it's strictly a better game. It all feels so clean and organized, and it's always clear what needs to be done. There's no sense of bureaucratic panic, wasted time on pointless tech-trees, or over-investment in a singula…

Hey, don't offend Laser Rifles! First, they are a valuable source of income (second only to Light Alloys + Personal Armors production, but that requires 2 components and is also messy), and do not require any ammunition, firing endlessly.

My every soldier carried an obligatory Laser Rifle in his backpack, taking it out and firing it every chance he had, achieving 3 objectives at once:

- the more stuff you carry, the faster strength and TUs of a soldier grow

- he always has a backup weapon with infinite ammo and decent damage

- everytime your other units are searching for that last alien, you must choose some barn or cabbage and SHOOT at it at full auto, RAPIDLY rising shooting accuracy.

In addition to laser rifles my commandoes always carry autocannons with HE or Incendiary ammo, creating havoc every time they can and scaring enemy to death. Later you can replace autocannons with Heavy Plasmas and those Blaster Launchers, but before that, it's the best way for heavy loading soldiers.

The only downside to this is somewhat reduced TU count in the beginning, and you also have to set up the gear for every mission, which is a drag. Unfortunately, original XCom doesn't have loadout templates.

Re: X-COM

#185
post #11

I don't know if the author reads HN comments, but the story I heard about "Terror from the Deep" being so hard was because people were complaining that X-Com was too easy, due to an unfixed bug: Any time you loaded a save, the game reset to the easiest difficulty level. Not only would people often not play in one sitting, but many strategy gamers aren't above save-scumming either. Result, a large fraction of game hou…

As far as I remember, the Amiga version did not have that bug. In fact some missions were quite hard at regular difficulty levels. That changed once you had access to psionics and the blaster as weapon. It became a large shoot 'em up afterwards (probably not at higher difficulties).

In the US, nobody owned an Amiga in the 90s :P

Re: X-COM

#186
post #172

I love the original X-com and take it for a spin every few years. By far the greatest thing original X-com had was the sense of mystery and dread of the unknown on your first playthrough. You didn't know what lies ahead, you didn't know what technologies to research, and how to do what. New aliens were catching you by surprise all the time, and Chrysalids, god, they were so so scary. When I got to flying armor my guy…

> Ironman adds a lot to the game, you can't savescum from a risky missed shot, and actually start to be really afraid for your guys. I don't savescum... but I've had a couple of bugs or glitches with the reboots that I'm afraid to start an ironman game and not be able to go back to a previous turn.

You can still backup save files in Ironman on Steam actually, it's just too messy to use all the time for a failed shot. But it is better to save once in a while than lose the entire game, like I had once in UE4, ruining a very promising world conquest.

Re: X-COM

#187
post #168

I love the original X-com and take it for a spin every few years. By far the greatest thing original X-com had was the sense of mystery and dread of the unknown on your first playthrough. You didn't know what lies ahead, you didn't know what technologies to research, and how to do what. New aliens were catching you by surprise all the time, and Chrysalids, god, they were so so scary. When I got to flying armor my guy…

The sense of mystery and dread that you mentioned touches on the only part of the article I disagreed with - the critique of the "pointless" weapons, of the game giving you a sub-par base and sub-par craft to begin with, and basically no guidance is what made it such an adventure. X-Com (the organisation) truly feels like a hastily slapped together ragtag bunch in the beginning. Governments have thrown money at a pro…

I wish this was empathised. The game could start with an optional conventional battle.

Re: X-COM

#188

My favorite game of all time is another one in the turn based tactical genre, Jagged Alliance 2. A game still under active fan development some 20+ years later with the excellent 1.13 mod.

Special shout-out to JA:DG's asymmetric multi-player missions. eg:

Team1 Goal: Take a picture of item on some desk (only one of your team has a camera), in a building guarded by NPC's.

Team2 Goal: Assassinate High Value Captive in that same building guarded by NPC's.

Neither team knew what the other's goal was, and a squad-wipe was basically a guaranteed win for your side.

It added a huge amount of uncertainty and variety to multiplayer games, as there was never an optimal strategy.

While squad-wipe was guaranteed to be a win, pursuing a squad-wipe was generally much more "expensive" of a victory than what your opponent might be shooting for (eg: eliminating or retrieving a single objective).

Other descriptions here, but I've surprisingly never found a comprehensive list of multiplayer objectives when I've gone looking for them. (I distinctly remember "eliminate merc, eliminate npc, explode item, picture item, rescue captive, rescue item, ...and much much more!")

https://steamcommunity.com/app/283270/discussions/0/55875425... https://steamcommunity.com/app/283270/discussions/0/55875425...

Re: X-COM

#189
post #161

Definitely one of my favourite games growing up (along with Colonization). I'm reminded of one of my best gaming facepalms which occurred playing X-COM. We'd been playing the game for ages and had found it very difficult to kill all the aliens during the ground missions. We'd go round the whole map attempting to find the last remaining aliens before having to give up. It was only when one of us accidentally clicked i…

Definitely agreed. Both XCOM and Colonization are some of my favorite games! I like Colonization so much I bought it from GOG recently, even though I'm under no illusion I'll have time to play it. In my games it was usually the Dutch that ended up forming the... uh, United States of the Netherlands? :P

I usually play French. Because I hate wiping the natives, and French co-exist with them rather easily. Occasional bands still attack your settlements, but are usually easily repelled. Just don't let natives get access to muskets or horses, and bring them a gift from time to time.

Re: X-COM

#190

Earlier quoted context omitted.

As a diehard fan of the series, I'm shocked! TFTD was such a major letdown to me after the predecessor, and I believe even Mr. Gollop doesn't have a high opinion of it. I'm also shocked to see the author of the linked article laud it as better than the original. I've honestly not heard that expressed by other XCOM fans. It, bizarrely, leans heavily into its predecessor's flaws instead of fixing them or at least steer…

I don't think Jimmy Maher, author of the linked article, said he preferred TFTD. "Unfortunately, Terror from the Deep does little to correct the original’s problems; if anything, it makes them worse. Most notably, it’s an even more difficult game than its predecessor, a decision that’s hard to understand on any level. Was anyone really complaining that X-COM was too easy? All in all, Terror from the Deep is exactly t…

Ah, thanks. Apparently I didn't have my coffee or something. ::sheepish grin::
Post reply on HN