- Joined
- Sep 10, 2020
Add me to the meat shield list, I don't want to live forever.
Ave imperator
Ave imperator
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I'm no expert, but I'm fairly sure first aid kits existed in 1994.I have not researched Medikits yet so Gynn will have to tough it out until we clear the battlefield.
It's times like this you realise how silly internet screen names can be.Chaos Theorist, Friend Computer and Niggermancer storm the UFO. Niggermancer gets a kill.
What's that about?I’m an X-COM Files man myself.
I’ll only be playing on difficulty 2 however. I’m not actually that good at this game and it’s been awhile.
Well, sign me up for The Suicide Squad.Advance slow and hope for the best. Smoke grenades are for pussies.
If I've got my lore right, the XCOM Files is made by a famous (I suppose famous by XCOM community standards) modder named Solaris_Scorch who was around in the original XCOM modding scene back when they were still using tools like XCOMUtil and the original UFOExtender. The mod incorporates a lot of his improvements into the game from a design perspective.What's that about?
Someone on the OXCE forum could probably give you the exact numbers, but as far as I know XCOM tries to calculate stat increases based on soldier activity during battle. Things like moving them around or overburdening them will increase stats like stamina and strength, getting shot contributes to health increases, panicking or suffering morale failure will give a bravery buff, and shooting and scoring kills will increase accuracy.I only really know the reboot and the 3D open source remake. What contributes to those stat upgrades?
Don't forget the one time only THE THING mission with unique enemie(s) only seen in that mission.If I've got my lore right, the XCOM Files is made by a famous (I suppose famous by XCOM community standards) modder named Solaris_Scorch who was around in the original XCOM modding scene back when they were still using tools like XCOMUtil and the original UFOExtender. The mod incorporates a lot of his improvements into the game from a design perspective.
From a gameplay and story perspective, the game has XCOM start out as an offshoot of various secret service agencies. Instead of soldiers, you have agents. instead of big guns, you have standard issue current day government sidearms. And instead of a badass jet you have... a rental car. Yes, really. The game starts out with you only being able to send two agents to a site at a time, usually to apprehend a criminal involved in some kind of cult activity or a human being who has gone insane after contact with aliens. Just shooting the suspect gives you negative points, as you're expected to take them alive for later interrogation.
The plot thickens and unravels in much the same manner as classic TV shows like The X-Files (duh) and its side projects The Lone Gunmen and Millenium. There's also a little bit of Twin Peaks in there if you squint. Last I checked, The XCOM Files has seven major story arcs that are complete, two that are still in development and one labeled "top secret" that I presume concerns the main plot and engame. For comparison the original XCOM storyline has precisely one arc: stop the alien invasion. So that should give you an idea of how massive the scale of something like The XCOM FIles is.
Someone on the OXCE forum could probably give you the exact numbers, but as far as I know XCOM tries to calculate stat increases based on soldier activity during battle. Things like moving them around or overburdening them will increase stats like stamina and strength, getting shot contributes to health increases, panicking or suffering morale failure will give a bravery buff, and shooting and scoring kills will increase accuracy.
The catch is that certain character stats seem to have a cap to how much they increase. For instance, in my games its usually only a 50/50 chance as to whether or not a soldier with absurdly low bravery will ever grow out of it, or if they'll get capped at better but still sub-optimal bravery. Conversely, I've also had absurdly high stat increases before, including a soldier who miraculously gained 107 skill in shooting that technically gave them 100% base accuracy. Though that is of course quite rare.
How can the Aliens Terrorize Chicago, have you seem the crime stats for that place?
Worst case scenario of "Aliens start murdering people" isn't any different than most weekends except it is Greys with Lasers instead of Ganstas with Sidways Handguns, however it is more likely they land and get caught in a drivebye and all die.
If I've got my lore right, the XCOM Files is made by a famous (I suppose famous by XCOM community standards) modder named Solaris_Scorch who was around in the original XCOM modding scene back when they were still using tools like XCOMUtil and the original UFOExtender. The mod incorporates a lot of his improvements into the game from a design perspective.
From a gameplay and story perspective, the game has XCOM start out as an offshoot of various secret service agencies. Instead of soldiers, you have agents. instead of big guns, you have standard issue current day government sidearms. And instead of a badass jet you have... a rental car. Yes, really. The game starts out with you only being able to send two agents to a site at a time, usually to apprehend a criminal involved in some kind of cult activity or a human being who has gone insane after contact with aliens. Just shooting the suspect gives you negative points, as you're expected to take them alive for later interrogation.
The plot thickens and unravels in much the same manner as classic TV shows like The X-Files (duh) and its side projects The Lone Gunmen and Millenium. There's also a little bit of Twin Peaks in there if you squint. Last I checked, The XCOM Files has seven major story arcs that are complete, two that are still in development and one labeled "top secret" that I presume concerns the main plot and engame. For comparison the original XCOM storyline has precisely one arc: stop the alien invasion. So that should give you an idea of how massive the scale of something like The XCOM FIles is.
Someone on the OXCE forum could probably give you the exact numbers, but as far as I know XCOM tries to calculate stat increases based on soldier activity during battle. Things like moving them around or overburdening them will increase stats like stamina and strength, getting shot contributes to health increases, panicking or suffering morale failure will give a bravery buff, and shooting and scoring kills will increase accuracy.
The catch is that certain character stats seem to have a cap to how much they increase. For instance, in my games its usually only a 50/50 chance as to whether or not a soldier with absurdly low bravery will ever grow out of it, or if they'll get capped at better but still sub-optimal bravery. Conversely, I've also had absurdly high stat increases before, including a soldier who miraculously gained 107 skill in shooting that technically gave them 100% base accuracy. Though that is of course quite rare.
You can overwatch rockets in this game? Cool, but wouldn't that lead to collateral damage from dumb AI.Dear Leader reminds us why he’s in charge by getting reaction fire on the Reaper. It’s not even a direct hit, but the new large rockets he’s packing take it out in one blow.
Like that.Pinainas is caught in the blast though, and mortally wounded.
As if there's any other kind of wounded.It goes without saying that he is mortally wounded.
Since he has no spirit, does that mean he's technically a zombie?It’s hard to tell because I was slow on he draw but an alien from the north opens up on Ghost of Null and nails him. Ghost proves his name is misleading by dying before our Dear Leader.
Let's not be hasty here. He could have gone ginger.Since he has no spirit, does that mean he's technically a zombie?
It's fine, I lived long enough to have "killed by floater" on my tombstone, rather than friendly fire. Not like I could shoot straight even before I got the hole in my chest, anyway.