So, any x-com util mirrors? Site still down.
Playing through the game again, I can see why Firaxis is gonna limit psi-usage on the Xcom side.
It seems like it's just so unbalanced. When I don't have psi, the aliens are overpowered, and when I do have psi, I am overpowered. Once I get psi capability, all the old tactics just go out the window and the game just becomes me mind controlling one unit, then using him to scout another enemy, mind controlling that one, then on and on in a daisy chain until every single alien on the map is under my control and drops all their weapons. At which point I march them all in a line in front of my troops for the newbies to execute.
Blaster bombs, too. Accuracy stat is irrelevant, proper scouting/spotting is irrelevant, just blow everything up. Much too overpowered and unbalanced.
Possible fixes:
Limit the amount of psi amps or psi-capable soldiers on a mission
Increase the influence that distance has on psi-success probability
Only allow mind control via line-of sight
Limit the amount of mind controlled aliens you can have at one time
Increase the rarity of blaster bombs
Remove the waypoint function and have it fire just like a normal rocket launcher. Or, reduce it to only one waypoint
I think at the very least I want to mod the PSX soundtrack and the custom base layout for the very beginning of the game. Time to grab the util program.
Anyhow I made a few avatars from screencapping the intro but I'm not sure I want to switch away from mine just yet, even for screamy guy. Grab one if you want one.
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From this fan art.![]()
You just have to create multiple labs immediately after the research is done. You also have to focus on unit preservation before even knowing a recruit's potential. It really changes how the late game plays.IIRC, the Xenonauts solution to Psi was to have humans unable to use it at all, but capable of researching Psi-defenses to protect yourself against it.
Thanks, I was trying to go to the website (so up to the .com part) instead of find a direct file link from the same server, silly me.
Ah, yes, those are good ideas too!If I was going to tweak Psi...
Psi strength is discovered in 2 weeks, but takes more lab space.
Psi attacks would drain more energy.
TUs spent by a mind controlled enemy costs energy.
A single unit is further drained when controlling multiple units.
The amount of energy drain would be calculated with a formula weighted on the Psi Strength differential using Psi Skill as an energy saving modifier.
I never spent much time playing around with Psi, the training always took too long and I was impatient + my soldiers after training still seemed to be so psi-weak that MC never worked. Is there a trick to it I missed?
Ah, yes, those are good ideas too!
Well, just build like 3 psi labs and an extra living quarters when you can, then 2 days before the labs are done hire enough soldiers to bring your total to 30. Then, when the labs are done, send all 30 to training.
Once training is over, you'll see the psi strength and psi skill stats. The important one is psi-strength. This one is innate and can never be improved. Take all your soldiers with psi strength of 90+ and designate them to be your psi-troopers.
When on missions, at first just have them panic attack everything. Even failed psi attempts will build psi-skill. After a while, when the panic attacks start to succeed you can try your hand at mind control.
Gutsy choice of avatar for someone who has a character in my late March game. I should remember to bring him on the first Snakeman Terror Mission, if only just for an avatar quote. X-Com hates aliens, but loves irony.Gonna have to try the UFO extender etc after I lose this game. Wanted to play at least one game with vanilla Xcom.
dibs-![]()
Gutsy choice of avatar for someone who has a character in my late March game. I should remember to bring him on the first Snakeman Terror Mission, if only just for an avatar quote. X-Com hates aliens, but loves irony.
My PSP screen is borkedYou could use a PSP with custom firmware to play the Playstation version.
I didn't wanna ruin my video, as it's a surprise, but umm...
January 15th...
On Veteran...
...YEAH.
In my 17 years of playing this game. I've NEVER seen that happen.
I'm out. :c
I didn't wanna ruin my video, as it's a surprise, but umm...
January 15th...
On Veteran...
...YEAH.
In my 17 years of playing this game. I've NEVER seen that happen.
I'm out. :c
I watched it this morning. Part 2 is absolutely hilarious! Looking forward to more.
Love your reaction to the base attack.![]()
I didn't wanna ruin my video, as it's a surprise, but umm...
January 15th...
On Veteran...
...YEAH.
In my 17 years of playing this game. I've NEVER seen that happen.
I'm out. :c
Sectoid Commanders are psi-capable and can be encountered early if you're lucky (or unlucky).
Thanks guys.
I'm looking forward to making more. ^_^ I'm really enjoying 'doing it live too'.
What's the mod you're playing again? And is it compatible with the Steam version?
UFO Extender
Check here (and the other threads about it) :
http://forums.steampowered.com/forums/showthread.php?t=1358365
Just watched it. Sorry pal. BTW, why didn't the tank shot at all?I didn't wanna ruin my video, as it's a surprise, but umm...
January 15th...
On Veteran...
...YEAH.
In my 17 years of playing this game. I've NEVER seen that happen.
I'm out. :c
Chapter 7: "Yar-har, fiddle-de-dee!"
I usually put the psi labs in my main combat base since that's where all my soldiers are anyway.Also, Vanguard is going to be Science, Forge will be Manufacturing. What should Twilight be? Just a listening post with a strike team? Would it make sense to save it for the Psi-Labs?
Storage. You'll need some place to stash all that sweet loot. After a few playthroughs with Elerium shortages I now always stash enormous amounts of Elerium & UFO component tech.Also, Vanguard is going to be Science, Forge will be Manufacturing. What should Twilight be? Just a listening post with a strike team? Would it make sense to save it for the Psi-Labs?[/i]
Yeah, I was wondering what I should call the chapter where I decide that X-Com should become pirates. But you can't go wrong with Lazytown's "You are a Pirate!" song. Besides, apart from Guybrush Threepwood, it was the first association I had with the word "pirate".
Yeah, but I'm going to need living space at Vanguard for another 50-ish scientists, so it's getting cramped.I usually put the psi labs in my main combat base since that's where all my soldiers are anyway.
Or the storage idea sounds nice, too. Yeah, I'm at 500-ish Elerium and I haven't even researched the stuff. Seriously, Supply Ship raids. 150 Elerium. Nice.Storage. You'll need some place to stash all that sweet loot. After a few playthroughs with Elerium shortages I now always stash enormous amounts of Elerium & UFO component tech.
lol that was awesome. Reminds me of:
I think you should have bought more troops in the beginning. They're relatively cheap so why not.
You could have used the long hallways a little bit more. You were camped out a little too close to the corner, so when the aliens spot you on their turn, they have more time units to spend shooting at you.
Try not to shoot an alien with the guy that spots them. If you shoot at an alien from beyond the alien attack range, he can't reaction shoot you in counter attack.
Once you see guys getting hit with psi attacks, just have them drop all their stuff and march them far away. Aliens always attack the weakest psi person, so use them as harmless decoys when you have the chance.
What's the mod you're playing again? And is it compatible with the Steam version?
Just watched it. Sorry pal. BTW, why didn't the tank shot at all?
I'm thinking that the wounded people would make an excellent command crew for Skyranger-2 (or Lightning-1 if I get one of those first), actually. They're mostly officers, and I would think I'd have my second team up and running in a couple of months.Well, on the plus side, if I make it through the campaign alive I'm gonna have some badass scars. (Or disfigurement. Hopefully scars, though.)
I'm thinking that the wounded people would make an excellent command crew for Skyranger-2 (or Lightning-1 if I get one of those first), actually. They're mostly officers, and I would think I'd have my second team up and running in a couple of months.
But on the bright side, someone had to test out the armor. I'm getting a World War 1 scenario out of this. When helmets were introduced, the amount of reported head injuries skyrocketed. Why? Because people were surviving head trauma now! So there were fewer fatalities, but more head injuries. Same deal here, less people dying, more people getting hurt.
I think I need more scientists.
I've completed my first large UFo. The bad news is DennisK4 is dead now.
Anyway, can anybody tell me how do I use my med-kits? One of my mates died on me and I thought I was healing him!
Are plasmas better than lasers?
http://www.youtube.com/watch?v=a_kEZ24BkH8&feature=youtu.be
Episode 2 of my Let's Play!
Still looking for feedback (new mic! Fixed the static!).
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Dibs, btw. Thanks for doing that Thnikkaman.![]()
Hahahaha oh man. That was funny. Good luck on the new gameI havent experienced a base invasion and im up to August 1999!
Btw is there a way to configure dosbox to minimise instances of bad performance? The cursor is always smooth but there's lag to the functions I click on or to other icons that are meant to follow the cursor or to scrolling if the area is busy etc. The new loader used with UFO Extender I think fixed that but it had other issues for me so I'm not using it, just Util. I've been googling and most of the DOSBOX settings pimped as solutions just speed the game up without correcting it, just making it less obvious due to the speed it runs at, while introducing other issues (such as super fast scrolling in battle).
I never quite understood why the turtles are in the intro.