Looks like the name at least befits the game, as it has succeeded in enraging its players.
In a way, welcome to the future, NoX - one where developers can either shoot for the moon throwing in just about every popular feature under the sun or find themselves having to settle for whatever they can get out the door when deadlines are hit.
It's unfortunate how things seem to have devolved into a dead end for Jagged Alliance.
Still, there are, as ever, diehard fans that make great efforts modding JA2 back to a semblance of modernity. I've come across an article about this just a few days ago over at RPS, actually.
So, SV has it's own Elite: Dangerous thing, so I've decided to do something different. Although probably this will be one time thing, but hey.
Subnautica is one of those survival exploration games. Lately we had few such games and I believe last one highly praised was amazing looking game called: The Forest.
This year we've got still in development another game of this kind but instead of building our shelter on an big island inhabited by cannibals, we are now stranded on an unknown planet that is one big Ocean. Since this is all about survival and exploration this means there will be base building of some sorts. And also as we know from our world, waters can hold many beautiful sights. Schools of fish, kelps etc. But as we also know the deeper we go the nastier it gets.
As you've probably imagined I've played a little of this game. Though it's still in development, this game has separate creative mode, just like in Minecraft, we have all the tools and minerals and all the survival needs are removed. So after playing a little I've decided to spend not too much time and try to create something from one of the games we love (and hate by it's brutality). Base building + underwater environment + horrors from the deep = Can I create X-COM base and how accurate can it be? I'm not a very creative person, and probably this work will be looking average in comparison to what others could achieve. Even given the limited tools there are. I've only spent few hours on this little project, but let's see what could was done. I've also made a short tour of the base and it's surroundings. So let's have a look.
So let's start it easy. It's a new sunny day on the planet, but where we are going sun will not accompany us.
Giving a DEEP dive (300 meters deep) suddenly a structure appears and a big sub "guarding" it. It's the default X-COM Experimental base.
Unfortunately due to some restrictions in the building process I could not exactly create the connections but I did try to put it exactly how the default layout of base looks like. Starting from the top we have a sub pen that connects to living quarters and airlock. Airlock is connected to general stores and living quarters to the lab, those branch to workshop and standard sonar. Unfortunately the sonar (scanner) special room does not allow multiple entrances I had to move it more slightly to the left and add T shape connection for the sub pen. Oh well. Now let's check the insides. First of course is the airlock.
Nothing big, it's definitely not the size of what we encounter in the X-COM itself but you know limitations are limitations, can only have this big tubes. Passing bulkheads we enter the living quarters.
Unfortunately there are no bunk beds and this is the best what this games offers when it comes to bed for two people. And of course the room is not big enough to hold as much beds as there would be in X-COM tactical view. But let's look around.
It looks a little comfy room where the aquanauts can chill, play some cards, rest, boast what they did in the missions, and it can double as an infirmary for those in need (sorry SV no nurses for you). As you can see everyone has it's own cabinet for gear.
Ok so now let's move to the next room. The laboratory. Small and simple, few desks and lab counters for the eggheads to work and some local fauna for the research.
Next is a workshop for our engineering needs and a reactor for the base.
Moving along we end up in the sub pen when our faithful Triton-1 awaits (unfortunately 1 man only)
Let's move back and head to the general stores. Few lockers for minerals, water dispenser and aquarium with some local fish.
Moving along we are now visiting our sonar (scanner) room, where we could make a drone tour of our base and have a scan of nearby resources.
Our second sub pen is empty, but maybe there will be other submersible vehicles.
And last but not least, third sub pen with a walker suit, used for mining and possible combat.
Ok so that's about it for the base tour. Let's hop in to our Triton and we maybe find T'Leth and probably die out of scare of what we might find. Upon entering the sub we are greeted by a friendly voice. "Welcome aboard captain".
So let's explore. Our sub is equipped with a sonar for deep sea exploration. Don't go exploring without it otherwise you might get lost. Fortunately we are in creative mode, so there is no way of us dying or being stranded out of energy. That would be bad.
Not far from our base is a deep cavern. As you can see it's very dark there. Are you already getting the chills?
Exploring the deep forest of glowing sea trees we find a first potential monster that would be the death of us.
We could role-play and fire some torpedoes at it, although there are no lethal weapons (unless you count a knife, but who would want to go with knife against this electric monstrosity (NoX probably))
Or we could exit the sub and play with our gun (it's only stasis rifle but for now we can imagine it's Blasta Rifle)
Ok let's head back to our sub and explore more. And if you are wondering, yes there are Tentaculat like creatures...
Fortunately they do not zombify. Unfortunately they have EMP kind of attack that disables the sub. Not sure if it drains whole battery. Being in creative mode I've got energy restored after few seconds.
What's more in the depths. How about them big bones?
Or this big alien structure?
And I'm beginning to get lost in the underground. This also looks fascinating and scary
Time to get home, but where is the exit?
Oh, I think I've made it.
Now let's take a trip on the bigger sub.
Well damn, do you see anything? Imagine going even deeper with this thing. Fortunately it has a slot for 1 vehicle, but it is so big and clunky. Fortunately there are 3 cameras to help.
We could also drop in our power suit. Though it is still beta and the suit doesn't like to auto stabilize.
Hope they will fix it as it looked and felt very strange to walk tilted that way.
Anyway that's about it for this small presentation. I'm pretty sure if Firaxis will make TFTD version of XCOM it will not be that dark and scary which is a shame. I liked TFTD and would like to experience it in far more scary way.
Xcomutil doesn't generate them naturally, but you can get it to generate other such gems as underwater port or island resort maps, or even play a normal alien sub recovery mission in part of a ship mission that has been submerged. Conversely, underwater maps at ground elevation and their eerie monochromatic sand.
The underwater land maps are quite nice actually, and suggest ports or island resorts that have sunken under the sea. However, you do have to excuse the edges of the maps and the underwater 'waves'. Pretend they are oil waves, like those glass rectangles curios that are filled with dyed water and oil to emulate a wave motion effect when shaken.
8-Bit Hordes is the follow-up title to the Real-Time Arcade/Strategy game 8-Bit Armies. With a colorful, blocky voxel art style, 8-Bit Hordes is a fun take on the fantasy RTS genre which is easy to learn and play yet fun for players of all skill levels.
Collect resources, build up and defend your base, amass your army of orcs or humans and ultimately crush your opponents! 8-Bit Hordes features offline single-player missions, two-player cooperative missions, AI skirmish mode, and Player-vs-Player Multiplayer modes running on dedicated game servers.
To be released and become available on Steam in August.
How much memory on each disk as well. Of course I mean the Original I did post in the right forum section...right? (Looks around) Yup i'm in the right place.
Ah, but you can never be too careful these days thanks to the 2012 Firaxis reboot. I've already seen a conversation (elsewhere) about Psionics where both parties only realise they're talking about different games part way through the conversation.
Depends on what version you are looking at. Amiga 500 was 5 floppies, Amiga 1200 was 4 floppies and Dos was 3 floppies. I'll have to get back to you on the space used though, too busy at work to pull out the reference floppy drive and check.
I'm resigning my position as administrator for the UFOPaedia - whomever is responsible for the wiki please remove my administrator status.
6 months ago I wanted to prepare the UFOPaedia for the upcoming XCOM 2 release, by getting its section up and ready with proper templates/categories/pages/etc, so that it would become a resource for players upon the game's release. Now, 1 month after XCOM 2 was released almost nothing has been done and the wiki has become nearly useless due to the continuous outages due to the increased traffic generated by the release of the new game. So instead of X-COM 2 becoming an asset to get new editors, etc. and keeping the wiki relevant and a reference for the different XCom communities (original series, OpenXCom, Long War, Enemy Unknown/XCOM2) the UFOPaedia has just turned into a half-dead zombie.
Since my motivation has gone to zero with all this, I just decided I got other things I want to spend my time and effort, good luck to this project and see ya all later.
silencer_pl, on 22 February 2016 - 12:04 AM, said:
This is tragic, and many people play like this and then complain how hard this game is. Sigh.
Oh c'mon they're just making a fun of it and actually it's really funny (for me at least).
As for people who are playing like that because they're dumb - who cares?!
But this video made me realize what's wrong IMHO with X-Com 2. It's to freakin' eye candish.
All this action movie parkour style running, occasionally with 200 pound body, all those shooting animations when You can't hit a guy who's like 15 meters away,
No this isn't some new expansion pack or DLC, it's my reaction to the game last night. Let me set it up for you. I was kinda curious to see how the game handles multiple romantic relationships, so I created a "man-whore" or more specifically, a "player". A "player" is typically a guy who goes after women (many, many women) just to have sex, nothing more. (I'm not like this in RL BTW, just wanted to see how far it goes in the Sims).
Initially I was more after the relationships - I wanted to see how many girlfriends I could have at once. Well, the game allows that with no issues, but your Sim has to be ultra-careful while wooing potential love interests in public. Other sims may notice and one of your girlfriends could decide to confront you about it. Then you have to woo all over again, though this time around it may take a lot more work. Some good traits you'll want is Charismatic and Good Kisser as they "unlock" other interactions which help in creating a relationship. Schmoozer is another good one.
This soon evolved into how many women (married, single, in a relationship, old, whatever) my Sim could bed. This was working quite good for a while. All you need to do is make an introduction to a prospective subject, then invite them over to your place (at your own convenience) and get to work wooing them. With a receptive subject you may be able to sleep with them that same day, while others may take quite a bit of work - especially those which are married or in a relationship. I never used the "propose going steady" interaction, I wasn't interested in keeping someone long term, ahem.
Anyhow, I was bedding a lot of women (think at least 10) so it was hard to keep track of all of them. But what got me guilty was after sleeping with a gorgeous girl, my sim got up to grab a bite to eat, so I didn't see what she was up to. After I asked her to leave, my sim decided to get some shut-eye, and lo and behold my bed was made (I never make it myself). So this girl was sweet enough to make my bed for me even though I planned to never see her again. I think she even put some books away into the bookcase without being asked. Talk about a guilt-trip. I was both sad and floored at the same time. Needless to say, my wild days may be numbered: I found a keeper! Now if only I could remember who it was...
You know what makes me sad? This stupid money grab. Right now I would like to send an angry NoX mob to Take Two HQ and release it's ever accumulated anger about everything bad related to gaming. Specially EA hatred.
It’s an exciting day for XCOM fans, Commander. We’ve revealed the XCOM 2 Digital Deluxe Edition, available for pre-purchase now at $74.99, which includes the full XCOM 2 base game, digital soundtrack and the Reinforcement Pack. But what’s in the Reinforcement Pack? Let’s break it down.
And what does this bloody pack contains. 3 things:
Anarchy’s Children: Rebellion-themed content with more dramatic soldier customizations. Available Spring 2016.
Alien Hunters: New gameplay highlighting an elite alien hunting unit of XCOM as it tracks down “Ruler” aliens, plus a new mission, additional soldier customization options and more powerful weapons and armor. Available Summer 2016.
Shen’s Last Gift: Introduces a brand-new soldier class with unique upgradeable weapons, armor and customization features, as well as an additional narrative-driven mission and map. Available Summer 2016.