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  1. - Top - End - #241
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Jade Dragon View Post
    - Maybe
    Least programmer effort for another five dollah... sounds about right.
    - No idea how that would work
    UFO:AI Linux Port had SAM batteries which had a chance of shooting down a UFO in that location. Specifically, they helped to defend any satellites in that region against UFO attack.
    - Thin men are snake men that the Ethereals messed with until they looked like whatever race they wanted to experiment on this time. See: reptilian eyes
    True, but re-skins are, again, least programmer effort for another five dollah, so we'll probably see it
    - That would be a sequel, not an expansion
    Yea, too much effort on their part
    - Would wreak havoc with how the game works.
    Perhaps, but it would also require you fielding multiple teams, requiring a deeper roster. The upside is more people getting promotions quicker, but you'd also have to outfit multiple teams, which would be a resource drain. I like the idea, but doubt it will happen.
    Last edited by ShneekeyTheLost; 2012-11-17 at 10:05 PM.
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  2. - Top - End - #242
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by The Bushranger View Post
    The last at least would close a bit of a plot hole though. You can build your own UFOs, for Pete's sake, but not more Skyrangers?
    You can build more Skyrangers when I see SCOPEs, armor items, and miscellaneous handheld belt-carried items as three separate slots. And Heavies that actually use the bipods attached to their guns when, say, there's a car hood right there that they could place it on. And wire tasers and stun batons. And riot shields. And flamethrowers.

    XCOM is a good game. But not because everything makes sense.

    Luckily, Xenonauts has all those things (except wire tasers, which I don't think were around back then). And good ship-to-ship combat. Probably will have multiple dropships too.
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  3. - Top - End - #243
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Jade Dragon View Post
    You can build more Skyrangers when I see SCOPEs, armor items, and miscellaneous handheld belt-carried items as three separate slots. And Heavies that actually use the bipods attached to their guns when, say, there's a car hood right there that they could place it on. And wire tasers and stun batons. And riot shields. And flamethrowers.

    XCOM is a good game. But not because everything makes sense.

    Luckily, Xenonauts has all those things (except wire tasers, which I don't think were around back then). And good ship-to-ship combat. Probably will have multiple dropships too.
    Yeah, if Xenonauts ever gets finished. Beta was supposed to be out at the same time as X-Com. Now, they are supposedly several releases short of that. I'm patient, but just a tad concerned. I had hoped to be able to do a
    "Iskandar's Wanders" (unlike my Travels series, more of a brief overlook, not a full LP) in Xenonauts by now, but it isn't ready for even that, quite yet.
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  4. - Top - End - #244
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    So I tried running the old X-com... Pretty sure I have no idea what any of the buttons do. I may have even thrown my rifle instead of shooting it.
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  5. - Top - End - #245
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Zain View Post
    So I tried running the old X-com... Pretty sure I have no idea what any of the buttons do. I may have even thrown my rifle instead of shooting it.
    Yeah, the old UI is a bit impenetrable. Check the UFOPedia (http://www.ufopaedia.org) for some decent information and general strategies.
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  6. - Top - End - #246
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Moving at the speed of death.

  7. - Top - End - #247
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Iskandar View Post
    Yeah, the old UI is a bit impenetrable. Check the UFOPedia (http://www.ufopaedia.org) for some decent information and general strategies.
    Here's the relevant part.

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    The main features of the Battlescape Screen are labeled. Refer to below for an explanation.

    1. Item carried by the piece's left hand. Left click on that area to use.
    2. Move up or down. Only usable if the piece is equipped with a flying suit, or if located on an elevator tile.
    3. View different floors.
    4. View the map screen.
    5. Switch between kneeling and standing stance. Kneeling costs 4 TUs, standing costs 8 TUs. Will affect the piece's height, the firing accuracy, and the required TUs to move in the next player phase. Unit will stand automatically upon being given a move command in exchange for 8 TUs
    6. Switch to the inventory screen.
    7. Centre the Battlescape Screen onto the currently selected piece.
    8. Select the next piece.
    9. Select the next piece, and forget the current one. (Meaning: repeated use of 8. or 9. will no longer select it. You can still select it manually, though.) Use when you won't be moving the current soldier any more in this turn.
    10. Hide or reveal the roof or ceiling. Useful for viewing inside enclosed areas.
    11. Open the Battlescreen Options menu. Use this to modify the firing, scrolling, and movement speed. Note that it is only possible to save, not to load, the battlescape scenario. However, the option to load will be available within the Geoscape screen, and the title menu of the game.
    12. End player turn button. The alien phase will then commence.
    13. Dust off button. For UFO Crash Recovery, UFO Assault and Terror missions transport ship will then take off, leaving all the pieces not within it's initial deployment area behind. For Alien Base Assault, the pieces in the deployment area will retreat, leaving those elsewhere within the board behind. For Base Defence mission, it will concede the battle and the base to the alien without further loses to the player. Most of the units left behind will be listed as MIA and will be unavailable for the rest of the game.
    14. Item carried by the piece's right hand. Left click on that area to use.
    15. Reserve TU buttons. Will stop the piece from taking any action once a certain amount of TUs has been used. Those TUs may be used for reaction shots in the Alien's phase. Top left is to reserve none, Top right is to reserve enough TUs for a snap shot. Bottom left is to reserve for an aimed shot, with the bottom right similarly for auto-shot.
    16. Indicates the rank of the selected piece. Click to view detailed statistics, including current armour values.
    17. Information panel detailing the name, and the current status of the piece. The green bar, and the number corresponds to the current TUs available, with the yellow bar and number for the current energy. Likewise with the red bar and number for the current health with the purple bar and number representing the morale level.
    18. Currently selected piece.
    19. Mouse cursor and selection box. Left click on the board to move the piece to a specific location, consuming TUs in the process. Move to the edge of the screen to scroll along the board. Right click on the board to have the currently selected piece face that direction. Also used to target areas and pieces for the item to be used on.
    20. Aliens sighted buttons. Left-click to center the screen on the indexed alien. These buttons are assigned in "increasing order" in terms of the appropriate file. In particular, the numerically highest alien sighted will also be the maximal rank sighted.
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  8. - Top - End - #248
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Argh! The flash backs! To shooting people in the back!

    At least I never did that in this one. I spent too much time dying. Looking back, I didn't get a single bloody kill.

  9. - Top - End - #249
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    So now that this LP is safely over; I was talking to my best friend about his experience and he says how Psychic potential is determined is random upon when the soldiers enter the chamber. Therefore, what he said he did was save game, put 3 soldiers in, wait the days and then if no one of 3 came out positive, he'd restart at the save and put the same 3 soldiers in and the results would be different (technically, since results are random).

  10. - Top - End - #250
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Crossblade View Post
    So now that this LP is safely over; I was talking to my best friend about his experience and he says how Psychic potential is determined is random upon when the soldiers enter the chamber. Therefore, what he said he did was save game, put 3 soldiers in, wait the days and then if no one of 3 came out positive, he'd restart at the save and put the same 3 soldiers in and the results would be different (technically, since results are random).
    Yeah, the chance was divined to be Will/4 (or at least, that's what makes the most sense, given that it has to do with your will and the coding has the number 4 in the psionic potential/chance thingy). Will/8 if you choose something in the options.

    So I figure that once someone gets a Will of 80+, you should just stick 'em in the Psi-lab before they get hit too hard.
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  11. - Top - End - #251
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Isn't it also so that the first soldier in is a sure thing, too? (Which, in this case, was Crossblade.)

    The game's way of ensuring that you get at least one psi soldier.
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  12. - Top - End - #252
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Domochevsky View Post
    Isn't it also so that the first soldier in is a sure thing, too? (Which, in this case, was Crossblade.)

    The game's way of ensuring that you get at least one psi soldier.
    I'm pretty sure that's not the case, or at least it lolno's the first soldier if they're wildly out of the Will range for a psyker. I'm pretty sure in Northernlion's LP the first solider he tested for psi wound up not having 'the Gift'.

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  13. - Top - End - #253
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    I wonder how the surviving squad will look like in Space Hulk or typical WH40k Terminator Squad
    Iskandar- Terminator Company Captain with Thunder Hammer and Shield
    Crossblade- Librarian Terminator, or Terminator with Stormbolter and Powerfist
    t209- Terminator with Assault Cannon
    Crayons- Terminator with Stormbolter
    Samantha Hayes- Terminator with Heavy Flamer
    Miklus- Terminator with Stormbolter
    P.S- I also need a fan art.
    Last edited by t209; 2012-11-26 at 12:19 PM.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Just finished it, and once again, defeated just before the finish.

    Anyway, on that psi question. At least in normal (will may be different for classic), one of your first 4 troops will have 46-47 will at squaddie rank. Across all my playtrhoughs, I have come to the conclusion that (s)he will be psi.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Slingshot DLC:
    Do you plan to buy it? If you are, I hope you can ask the former members to ask whether they wanted a face or not? I just wanted to see myself in a cap.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Did buy it. Kinda wish I didn't. Had to completely uninstall XCom and reinstall it, I was getting ridiculous loading times and game freezes. Reinstall fixed it. There are a few other new bugs, too. Firaxis (lack of) post game support is starting to tick me off. So many glitches and badly executed game mechanics.
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  17. - Top - End - #257
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Those are features, not bugs. After all, they wanted it as close to the experience of "classic" X-Com as they could get it, right? Which was chock full of bugs...

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  18. - Top - End - #258
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Dang, I was hoping to see my character with my blaster launcher again.
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  19. - Top - End - #259
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    I was so happy when I found out that blaster launchers are actually in this game.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    True facts, I am now trying, and failing, to get through a Classic Ironman run. How badly failing? Well, XCom numbers your games. This LP was my 27th game. Before I reinstalled and reset the counter, I was up to game 121. Yeah.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Can anybody drawn fan art of our squad, in GI Joe fashion?
    Note: It would be better without helmets.
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  22. - Top - End - #262
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    I'd love to see a try. Iskandar fails miserably at X-Com. :D But I think the profanity surely inherent might get you.

    Try again, and name one of your characters Crossblade.

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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    So, not to hijack Iskandar's thread or anything, but I'm also doing a LP of XCOM. This seemed like a good place to see if anybody was interested in watching. I can throw up a link if anyone wants to see how things are going.

    And for what it's worth, I'd be interested to see Iskandar Fails at XCOM as well.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Destro_Yersul View Post
    So, not to hijack Iskandar's thread or anything, but I'm also doing a LP of XCOM. This seemed like a good place to see if anybody was interested in watching. I can throw up a link if anyone wants to see how things are going.

    And for what it's worth, I'd be interested to see Iskandar Fails at XCOM as well.
    Sure, I'm interested.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Alright, cool. Here's the playlist. I've only got five videos up right now, but more are coming. Feedback is always welcome.

    http://www.youtube.com/watch?v=-3yXh...A9zvjl&index=1
    Last edited by Destro_Yersul; 2012-12-10 at 11:38 AM.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    When you brought up the "Did they have this all sitting away?" question, it reminded me of what I don't like about the tutorial, other than everyone dies. I like to think that the XCOM project was put together over the course of a few monts in a slapdash manner, al la the original game. The tutorial, on the other hand, makes it painfully clear that it was a preplanned contingency, to which I say, "No! I play this with the backstory I want!"
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    The "pre-planned" thing actually points, possibly, to one of the major fanon theories.

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    Specifically, that the X-Com Project itself is one of the Etherials' projects to help uplift humanity - they're playing both sides of the game, as it were.

    After all, you never see who the "we" who are "watching" is, do you...

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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Was it on this forum? I dunno, anyway I once heard someone theorising that the council is mind-controlled from the beginning. After all, that purple glow is always there.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Destro_Yersul View Post
    Alright, cool. Here's the playlist. I've only got five videos up right now, but more are coming. Feedback is always welcome.

    http://www.youtube.com/watch?v=-3yXh...A9zvjl&index=1
    Um, those black bands on the side of the screen? If that isn't an artifact of your recording software, you might want to check what resolution XCom has decided to arbitrarily set itself. For me, at least, XCom not only did not set itself to my desktop resolution, it also did not set itself to a widescreen format at all. Which wasn't apparent in game, but when I began to record I ended up with the same neato black bands around my video as you seem to have from recording software/in game resolution mismatch.
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    Default Re: Iskandar's Travels in X-Com: Enemy Unknown

    Quote Originally Posted by Iskandar View Post
    Um, those black bands on the side of the screen? If that isn't an artifact of your recording software, you might want to check what resolution XCom has decided to arbitrarily set itself. For me, at least, XCom not only did not set itself to my desktop resolution, it also did not set itself to a widescreen format at all. Which wasn't apparent in game, but when I began to record I ended up with the same neato black bands around my video as you seem to have from recording software/in game resolution mismatch.
    That's an artifact of the 'derp de doo' setting on my brain. My monitor is not a widescreen monitor, therefore, I do not use widescreen resolutions. XCOM is set to 1280 x 1024, which is what I use. However! The default setting on the newest version of Windows Movie Maker is to export in widescreen. Having not used the newest version of movie maker before, I didn't realise this. That will be fixed starting with episode 9.
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