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AlanatXcomHQ

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About AlanatXcomHQ

  • Birthday 05/20/1987

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  1. While X-com fans know of Fnotte for his remix of the classic X-Com 1 theme (Here:http://www.youtube.com/watch?v=ClChdixjwUs) Not many know of his recent remix (Here:http://www.youtube.com/watch?v=dtyvh-DeQYs&feature=channel&list=UL) And now an X-Com fan has mixed the latest XCOM: Enemy Unknown Trailer to the recent remix (Here:http://www.youtube.com/watch?v=nEGcHC3LueA&feature=channel&list=UL) Enjoy
  2. A solid tactic I have is to always bring 2 heavies, 2 medics and 2 snipers and then pair off into 2 groups of 3 (1 Heavy, 1 Medic and 1 Sniper). Assaults are practically useless and I don't usually see a point in using them to be honest.
  3. I've also had a few bugs that have mostly been around the saving mechanic on the PC version of the game. 1:) Autosaves appear to become disabled partway though the game. This has occurred roughly about 75% of the way into the game and it occurred on the Easy Difficulty as well. Whether or not it was caused by having so many autosaves and so many saves that the game "ran out" of space for more autosaves I'm not sure of. But it meant that the game would not save to a new file and I was forced to overwrite previously saved games in order to save my progression. Tried deleting some of the save games and it did help, a LITTLE bit, but the problem came back quickly. 2:) Sniper's Battle Scanner. All you have to do to reproduce this bug is to use the battle scanner, save the game and then reload the save, apparently it'll treat it as if the sniper has thrown the battle scanner directly at the Sniper's feet instead of where it had originally landed. 2b:) Never throw the Battle Scanner into the UFO, noticed it went through the UFO floor and the scanning graphic never appeared. 3:) Chance is NOT RANDOM I know this sounds really stupid, but there IS a way to ensure you ALWAYS hit an alien, despite the % you have to hit. I've noted while using the saves that certain moves will always ensure a solider will hit an alien or not. Not once have I come across a situation where on one save, the solider will hit on the first turn and then on the reload of that save, miss that alien on the first turn. Bare this in mind. This was done on Easy Difficulty, however, like any old school X-COM player. I do abuse the saves in this game. Here's an example of what I meant. Situation: Solider A, Solider B and Alien A Alien A appears and you SAVE THE GAME. Solider A uses both turns (Using Bullet Swarm to ensure that you can fire your weapon on both turns), misses the first and hits on the second. Solider B misses both turns (Again using Bullet Swarm). RELOAD the save. Solider B uses one turn and misses. Solider A uses one turn and HITS. The chance to hit an alien is not random. Also, having an alien at low health (3HP or lower) will pretty much always ensure that alien will die. Set up your snipers to have the skill "In the Zone" and thus be weaking the aliens down to 3 HP with your other soliders, your snipers can take them out, one kill shot after another. 3b:) Aliens don't randomly move Again, abusing save games here. I've noted several times where the aliens will perform the same movement patterns when they appear or move to during the alien phase. Meaning that you could potentially "ambush" aliens into a killzone of overwatch if your extremely lucky and use save games to "foresee" events. 4:) The Darkness can be your friend. Indeed it can. Sometimes finding an alien on the edge of the fog of war and then reloading the autosave or save before you discovered the alien means that sometimes the alien does not always move and thus follows a "trigger" pattern (eg. it won't move till discovered.) This can also work where on terror missions if you move a solider to a specific spot, certain civilians won't die during the Alien Activity phase. (I know its weird, but it HAS HAPPENED.) Also look at the Tactics section of this page and see that it mentions the alien squad script bugs I've noted. http://www.ufopaedia.org/index.php?title=Gameplay_Mechanics_(EU2012)
  4. From the looks of it all, the game is pretty much in its Alpha build stage (The initial build of the game that the devs work on.) As for Screenshot 3, the Battlescape shot, its more than likely they haven't made any enemy models or even properly rigged them yet, so its easy to expect placeholder models for the aliens until later. For Screenshot 1, it does remind me of UFO Aftershock though I would not be surprised if this screenshot was used as a loading screen for missions.
  5. What has been said in the interview is that its "An Origin story like Batman Begins" eg, their basically starting the story over again, starting from fresh from a previous point in the time line. As many of you know, in the original game. You start with X-COM literally STARTING OUT and having to PROVE to the countries that you can defend earth against the alien threat. Even in the X-COM 1 manual it states that UFO's have "RECENTLY" made an appearance (it is inferred from the manual to be at least within the previous 2 years) and that JAPAN made the start with a dedicated force in 1998, yet didn't find one UFO. Thus after 2 years they made it a global effort. Now they are SEVERELY ret-conning that entire premise with AMERICA making a start and first battling DIFFERENT aliens in the 1950's/1960's. Sorry, even I have to sometimes turn around and call BS.
  6. http://spoonyexperiment.com/2011/06/23/e3-...nterviews-xcom/ Another video concerning the new X-COM, this time Angry Joe interviews a member of the team. Here are a few bullet points from the interview questions: 1:) You have Power and Squad Management like in Mass Effect, however, one of your "team" may now have a steal tech ability 2:) Psi-control or MC. They haven't implemented such a mechanic yet, though apparently the team member said it will be under consideration. (My guess is No) 3:) No Interceptors. You no longer have any input as to when a UFO crashes, you have no interceptors to shoot them down, the crashes come up on the board every so often. 4:) Mission progression. It is now as I feared in a previous post. Main story missions are ALWAYS present on the board and you are "allowed" to do the exp/research missions as and when they are available. Basically a variation on the Mass Effect mission structure. 5:) Aliens. At the moment they are "considering" other alien types in their game for more variety, though they will be new alien types, though the team member, when asked about the old aliens, said that the old aliens weren't alien anymore, its an Origin story "PRE-DATING X-COM 1" and that its all new aliens and that no appearance has been planned for the old aliens to return. 6:) Alien containment units. It was stated that in an early build they had the aliens in containment units for you to look into at your base. Though now they are still deciding whether or not to put those in the final game.
  7. To be honest, I know I said alot and I know I quoted Spoony alot, but he and I have a very similar outlook on this game. Pretty much 90% of what he said is something I would have said as well. So I have alot of the same opinions as he does. But I will humor you on what I think if this game wasn't named X-COM. My honest opinion is that if they had made this a "Spiritual Successor" like Bioshock is to System Shock 2. Then yes, this game will gain a point in my favor. BUT... I would still have an issue with the setting of the game. This studio has only worked on that time period in their previous games. And it just doesn't show any variety at all. If in the years to come, they KEPT taking on projects and giving them this 1950's/1960's setting, I would be VERY concerned about any project title they are producing. It doesn't inspire confidence in me that they are trying something new. Overall however, this game doesn't feel like a full game as well. In fact it has a feeling of being a Mod of something, rather than a full game. Like a DLC for Fallout 3 (Fallout: New Vegas as an example) or Call of Duty: Black Ops. (The Zombie Mode) It just does not give the impression of a full title. If this game didn't carry the X-COM title, I would possibly decide to pick this game up in about 2-4 years time. When I can get it cheap. But unfortunately, I won't.
  8. Just putting in my own opinion out there about this game. First off, I do have to agree with Spoony (http://spoonyexperiment.com/2011/06/16/e3-2011-xcom/), his opinion on the game that he has seen so far is totally right. Now I've played my fair share of games, I have played Mass Effect as well as playing all of the X-COM games you can buy on Steam and I have a university degree on making games. My honest opinion on this game, based on the trailer and what has been described by Spoony himself? I am very disappointed and disinterested in this game. These are the reasons I'd like to add as to what I think about this game. Firstly, from a purely technical standpoint. My opinions on the animations and textures are that they are HORRIBLE. I mean, they are BAD. You look at the new trailer, and you can clearly see that there is stuttering and missed body movements in the animations, they don't flow smoothly at all, you can clearly see an effect on the performance of this game as well in the somewhat less then average FPS (Frames Per Second). And the textures look bad as well. I mean, they are BAD. This is pre-Fallout 3 kind of graphical quality and to be honest it doesn't look good at all, it looks outdated by about 3-4 years. Another thing that urks me, quite strongly in fact, is the setting and location of this game. They are putting across that this game is meant to be 1950's-1960's era of America, which means that is has some inspiration from the incident at Roswell, New Mexico. The problem comes from the fact that, X-COM, the unit you control in all of the previous games, usually is global organisation in those previous games and in this game, it seems to be strictly inside of America. Now I have nothing against America itself, but on the bigger picture, that is a bit of MAJOR step-down from global victory against an alien menace. Plus, when you look at the games that the studio creating this game has done, its comprised of nothing BUT Bioshock and Bioshock 2, both of which have a similar time setting. My point being that this studio hardly seems to be diversifying in its art style or location and setting within its games. Another thing that disinterests me is the fact that Spoony mentioned "tactical elements" which, in the most simplest of terms, means they are taking some HEAVY inspiration from Mass Effect, and not in a completely good way either. When you look at the trailer, you can see in the running animations of the enemies that the stance and run animations seem to be "copied" from enemy movements in the Mass Effect games. If you know of the creatures called "Husks" in Mass Effect and how they run in that game, you know what I'm talking about. Also, Spoony mentioned "Powers" that the team members can use at your command, essentially boiling the combat missions in this new game to be nothing more then a Mass Effect battle in the First Person perspective. Which I personally feel, does not work. Mostly because it doesn't offer something different that what I've already experienced in another game and doesn't offer anything new. One more thing I want to mention is the "rewards" given to you at the end of each mission you undertake. Spoony said that some would progress the story, others would give lots of XP and some would give you weapons or research. The main problem with this is that it feels like the mission structures are gonna be based mostly around either Mass Effect or Starcraft 2. To the point where "Mission progression" type of missions are the only ones that do not have a "time limit" whilst the other two types may have that time limit and thus are open to an issue where you could finish all of the XP / research missions and plow through the "storyline" missions with ease because of what you have earned in the other missions. This is not fact, this is what I personally think will happen within this game. Another issue with these "rewards" is that it is clearly defined what we earn, and all of the X-COM games previously have not had that. In the previous games, it was up to the player to decide what awards they got from a mission based on what weapons and items they bring to said mission. Weapons to stun aliens and psi-amps are brought to bring in important live aliens whilst lethal weapons are brought to kill aliens, it was that simple. In this game, it feels like you just shoot everything that moves and get a bunch of stuff regardless of any research paths you can take. Which certainly does not feel like you have as much of a contribution to the way you wish to take your research compared to the original games. Even Mass Effect 2 with its boring scanning and probing planets for resources give the player a much bigger contribution to what that player wants researched then what has so far been described about in this game. On one final, final note about this game, I know its still a year off from now, but I would have to agree with Spoony on the non-appearance of the old Alien favorites from the previous X-COM games, I do want to see Sectoids and Snakemen and Mutoids and Cyberdiscs and all the old favorites from the old games. I mean, even DUKE NUKEM FOREVER did just that. It remade nearly ALL of the aliens from Duke Nukem 3D. And that's saying something. My honest opinion. I myself will not buy this game. Unless they pull a miracle out of their rear within 10 months that will drastically turn things around. I'm not buying it. I'll buy something else. That's my final say.
  9. Well there is the http://www.projectcolonisation.co.uk/ URL you can look at, its not dead at all as its the most recent, but there isn't any page to contact team members on it. It used to have a page with the names of the most recent team members and such, but that was taken down in the newest version of the site. The best bet I can say is try to contact Tim ("The The Veteran" on these forums) and try and get contact details from him.
  10. Hey all, just thought to share the music track I made some time ago for this project, might get some interest in the project as a result
  11. Mind you, thinking outside of the box for perhaps a moment here and maybe taking too much inspiration from other sources. Perhaps we could think about expanding into Particular TYPES of SPV's. Perhaps one kind of SPV would be based on the design of the APC from the Aliens film, that is to be a personal troop carrier that is capable of fitting into the underside of a flying craft. Perhaps we could literally have it so that the APC has a HUGE amount of armor, like the tanks, so they can withstand a few hits, but with no weapons though, and perhaps have a feature of the flying craft hovering high above for missile strikes on specific targets Other kinds of SPV's would be things like Tanks, or converted Riot Vehicles, and perhaps have a feature, much like in Apocalypse, where we could modulate the weapons and armour systems on a vehicle.
  12. Found this on youtube a while back and thought to place this video in the forums for everyone to have a listen, pretty good remix if you ask me
  13. I'm interested in the concept that it holds. Essentially, what you are asking is for something of a hybrid that wasn't truly touched upon in X-com 1 and X-com 2. In both games, there are tank units that the player can put in the squad. They come in various types like Heavy Cannon, Rocket, Plasma types, Laser types, even tanks that fly later on in the game and so forth. What this concept you are asking is, is essentially a tank that does not have a lethal weapon, but rather a stun grenade, very much like the Stun Launcher weapon from X-com 1.
  14. Personally, I think this new game could very well be a Bioshock / Rainbox Six: Vegas 2 kind of hybrid, using ability / stat strategy of Bioshock's for potential stat increase like in X-com 1 and 2 and for FPS strategy gameplay like Vegas 2
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