
Anyway, has anyone gotten a Blaster Bomb? Or did we all just skip the battleship?

Moderator: Thanas
The head writer from the first game was transferred to Bioware Austin work on The Old Republic. His replacement was rather hit-and-miss.gigabytelord wrote:Jesus, how did they manage to fuck up the last 20 god damned minutes? the first 20 hours where fine, great even, but that last 20 minutes was just... inexcusable...
I'm not sure I share that optimism. I mean, if you're making a game called XCOM: Enemy Unknown then you're basically trying to copy(ish) a game that was made like 18 years ago, right? If you can't look at a game which was made almost two decades ago, improve on it a little, and market it to the people who wanted that... then what are you doing?Stark wrote:The optimistic hope is probably that having built their nerd effigy, they can go their own way and make an actually good game next time. Either that, or the same game another dozen times like Sid meier's other games. :v
Skipped my first battleship, then took the next one after finding out about the blaster launcher... then got lost for a while, which was the most frustrating part about the battleship compared to smaller UFOs, though this admittedly means that I had been hoping for a more "obviously" linear map.Zinegata wrote:Yeah, time to get back to X-com. Me saying "Bioware" was meant to be a joke you know.
Anyway, has anyone gotten a Blaster Bomb? Or did we all just skip the battleship?
Well, the definitive version of Civ 4 was essentially designed by a modder.... :pweemadando wrote:I have to wonder if they'll even try to patch some of this stuff officially, or if they just accepted it because otherwise their game wouldn't work.
Some of it they wussed out on, since they've already patched it in a recent patch of the retail version. But not all of it, and as far as I know not the wall shooting LOS nonsense. This doesn't happen often in the PC version, I think it is the result of bad LOS mechanics on some maps. There's a bunch of that, some maps have problems with enemy spawning on top of you, some have terrible LOS problems, some have cover that make it impossible to flank guys (or so it seems) and general glitchiness.weemadando wrote:I have to wonder if they'll even try to patch some of this stuff officially, or if they just accepted it because otherwise their game wouldn't work.
The thing is the glitchy UFO ceilings could easily be fixed by simply adding a transparancey on/off button option (which I hope someone is smart enough to add in either as a mod or as a game patch at some point).Covenant wrote:Some of it they wussed out on, since they've already patched it in a recent patch of the retail version. But not all of it, and as far as I know not the wall shooting LOS nonsense. This doesn't happen often in the PC version, I think it is the result of bad LOS mechanics on some maps. There's a bunch of that, some maps have problems with enemy spawning on top of you, some have terrible LOS problems, some have cover that make it impossible to flank guys (or so it seems) and general glitchiness.weemadando wrote:I have to wonder if they'll even try to patch some of this stuff officially, or if they just accepted it because otherwise their game wouldn't work.
They probably didn't "rush it out the door" but they clearly set some "realistic design goals" before shipping it out to us. Some of these bugs are clearly bugs and would clearly have been everywhere in a playthrough, like the glitchy ceilings in UFOs, which are really super terrible. Their "high vs low" height stuff is godawful bad in general.
Also, the game doesn't run on windows XP unless you tweak a file. I have XP, so I downloaded a modified file, hex edited the .exe to accept it, and bam, it runs. They could have fixed that before launch with a secondary install but nope. Why? I dunno. Gotta be laziness.
Even if the shitty ending was a 'creative' choice all these code problems weren't, so they were probably them just deciding to suck up the "broken on release" press from people and make their boatloads of money anyway.
You'll need to play in offline mode. Yesterday they invalidated all the mods by asking the game to call back to home for the ini rather than letting people use the local one for singleplayer. Herp a derp I guess.Nephtys wrote:So, I'm going to try and install these second wave mods. I haven't had time to finish the damn game yet, but the mere act of restoring the abduction and terror ships is going to change the entire thing dramatically. A lot of mods probably could fix stupid shit too, like making the labs double research speed or something, while making the projects take tons of time longer.
I've been playing on the PC and had the enemies spawn on top of me thing happen quite a lot so it's not a purely console problem. It's a real pain in the ass when a group of mutons suddenly appear inside the ring formed by your squad since everyone is then instantly flanked, bonus to irritation if the group includes a berserker.Nephtys wrote:I've never seen an alien group spawn on top of me in the PC Version. Sounds seriously like there's a difference in builds, and they haven't patched the consoles yet.
I would tend to agree that it seems we're not all experiencing the same game. I haven't seen any of this "spawns on top of you" issue either, but maybe I've been lucky. The second wave stuff intrigues me as well, and on my future agenda.Nephtys wrote:I've never seen an alien group spawn on top of me in the PC Version. Sounds seriously like there's a difference in builds, and they haven't patched the consoles yet.
Also, going prone kinda is what 'hunker down' is for. It greatly enhances your chances of avoiding being hit.
So, I'm going to try and install these second wave mods. I haven't had time to finish the damn game yet, but the mere act of restoring the abduction and terror ships is going to change the entire thing dramatically. A lot of mods probably could fix stupid shit too, like making the labs double research speed or something, while making the projects take tons of time longer.
Speaking of Monster closets, I don't know if its coincidence or if they stealth patched the game, but it seems to me that in my recently started ironman mode game they are actually in many cases taking pre-emptive action prior to my stumbling upon them. That is in addition to the scripted "X-rays advancing on your position" stuff from some of the missions.Stark wrote:Wow, nobody has mentioned shooting through buildings before! The consensus is that it is a per-bullet trajectory simulator with very few abstractions.
And man while laughing at XCOM for missing decade-old genre mechanics, can you imagine the hilarity of realtime? You'd be walking along, triggering monster closets and enemy spawns left and right. Given the AI has a dubious pathing logic anyway, having them attempt to move to engage before you see them would be priceless.
I'm guessing coincidence. If they had done this on purpose it'd have been greeted warmly and would have been a big patch note.TheHammer wrote:Speaking of Monster closets, I don't know if its coincidence or if they stealth patched the game, but it seems to me that in my recently started ironman mode game they are actually in many cases taking pre-emptive action prior to my stumbling upon them. That is in addition to the scripted "X-rays advancing on your position" stuff from some of the missions.