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Posts posted by ungoliant
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Whoa. Hi there, SH.
Yes, this game would kick ass without any prior xcom knowledge. If you've ever played and enjoyed Final Fantasy Tactics, or any sort of turn-based tactical game, this one is a show-stopper.
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I'm surprised nobody has brought up this game yet. I was a pretty big fan of the original, back in the day, and with all the good gaming IP's being totally destroyed by profiteering douchefags in the past couple years, I had a pretty sour feeling about what Firaxis was going to do to this game. But... it turned out to be freakin' awesome. There's some issues with cutscene shenanigans with groups of aliens literally announcing their presence with a short cutscene, artificial difficulty enhancers, and the god-awful panic mechanic, but almost everything else about this game is phenomenal.
If you've been on the fence about this game, or even if you've played and enjoyed it, I highly recommend this very well-edited, informative, and hilarious Xcom Ironman Impossible difficulty LP series:
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I don't understand some of the viewpoints in this thread at all. It's like saying "I should be able to navigate through this solid rock wall, but I understand if you don't have the time to implement a shovel and the mechanics to dig through it". We take almost every other barrier for granted as boundaries that cannot be crossed, without hesitation or second thought. If a mapper makes it clear that a similar boundary is imposed by gravity, why not just leave it at that? Would you prefer to climb into and explore the buildings that make up the skybox as well? I dunno, my personal 2 cents i guess.
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If you don't want players on the street, fog the street level out to barely visible. Otherwise, do it up proper. LotP never intended street-level play, I didn't even know you could get there.
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- Linux 64bit (both Ubunu and Debian)
- 3rd Generation Intel Core i7-3630QM Processor
- 8GB DDR3 SDRAM at 1600MHz
- Intel HD Graphics 4000
cryin shame theres no discreet gpu in that laptop, it would wreck some shit. The RAM is left to attempt to bridge the gap, and is found wanting.
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@tels - one thing: are you sure this also plays during the opening? that could be... problematic. I assumed snd_open had the whole thing covered, since it can play from the time the door starts opening until it finishes opening. Is it possible that snd_move can be used only during the close process??
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well if you can't disable "would you like to" from UAC or anywhere else, i'm not touching win8 with a 10 foot pole, lol
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Was messing around with in the north in DR, and noticed the use of "snd_move" spawnarg on doors. This spawnarg is not listed on the default spawnarg list for adding properties, and the bloodgate documentation states its use for moving elevators. 1-2 years ago i spent about 6 hours of my life writing a custom script to accomplish what this spawnarg does by itself, because I didn't know it could be used for doors, or in what context. The only documentation i was able to find afterwards (when i knew what to look for), was here: http://wiki.thedarkmod.com/index.php?title=Doors. Just this one place.
This is such a useful tool, I really think that mover_doors, and sliding doors, should inherit this spawnarg by default, (with a proper description, not: for use with elevators), to save people like me that don't know any better a lot of trouble.
Oh right, before i forget to metion, the actual function of this spawnarg with doors is to play a sound when a door *starts* closing, and can still be augmented with a sound *on* close when it snaps shut, snd_close
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am guessing they no longer do the bit where they invite their ancestors into their house and talk to them, this would include getting their ancestors bones and giving them food and drink.
That sounds more like a Dunmer ritual than Halloween, lol
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I think this is def the time to possibly kick creative out the door once and for all..
Glad someone is finally drawing the same conclusion I did.
- [...] insane amount of prompts, for example just moving a shortcut on your start menu involves being asked 3-4 times if you want to f****** move said shortcut. And deleting or renaming some shortcuts needed the windows file and security to set...<sigh>
Fixing that has been SOP since at least Windows 7. (i skipped over vista, so dunno). If it's anything like previous versions, a quick trip to "change UAC settings", ratcheting down that slider, and then Folder Options solves both those issues. I suspect the true issue here was that M$ got sick of providing tech support to people who had no business running an Administrator acct, so they started putting up prompts to protect people from themselves.
- [...] insane amount of prompts, for example just moving a shortcut on your start menu involves being asked 3-4 times if you want to f****** move said shortcut. And deleting or renaming some shortcuts needed the windows file and security to set...<sigh>
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just started playing this today. playing around with the interface options makes me happy. lots of minimalist options. i'm kind of torn between allowing the game to 'guide' me for the first level or 2 just to get the hang of things, and be directed towards the things that can/cannot be picked up or stolen, things that can/cannot be used, doors, ladders, trapdoors, anything of that nature, or just go straight hardcore, disable all overlays and highlights and GUI, and find my own way. Might even be good for a laugh if I did an LP of groping in the dark without any help.
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New video! Closemouthed Shadows. This is a shorty.
Brightness should be better in this video, but I'm having some terrible issues with WMM putting garbage artifacts in certain parts of the video, and it doesn't seem to matter if i switch the encode settings around at all. Maybe time to invest in some new software.
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...if you'd had your other flashbomb ready.
Yea I replayed it in my head, and that would of worked. Also from replaying scene, I think that a wall-bound lamp was preventing my escape, and possibly could of got away if i crouched. My MO in the reality-version was to cycle to gas arrows, and take them both out. Didn't work out so good, lol.
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Abraham Lincoln pretty much sums up my thoughts in the latest 'presidential debate'
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Thanks, SH!
Ungoliant, you might want to increase your voice volume, as I find it a might hard too quiet compared to the game's sounds.
Edit: Also, increasing gamma might be a great help for some viewers. See Professor Paul's Let's Play thread.
If you mean microphone volume, thats not the issue. It seems I like to mutter to myself unintelligibly sometimes.
With regards to gamma, I'll have to work something out, because TDM's brightness/contrast settings don't seem to have any influence on the captured video.
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lol, well you made it about 10 minutes further than I did before getting busted the first time. I had a very near encounter in that area as well. I'm starting to think that the best idea you can have in this FM is to:
eliminate Lt. Trumble with a gas arrow. He seems to just patrol all over the map, and hes fully armored.
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Ladro, that's pretty much my exact list, with the numbers re-arranged a little bit. I'd love to put AStS and StAC in mine, but I really can't substitute anything for them based on <3 level (except possibly st lucia). top 10..?
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Glad you liked it. I'm giving serious consideration to not adding any narrative to subsequent videos, more to showcase the FM/mod, and less to provide novelty entertainment.
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I'm going to paraphrase something, tell me if I'm far off the mark here:
I want to make some money, so here's how I want to do it.
Take Dark Mod code, use it for personal gain, because the license says I can do it.
Find some of the individual artists of TDM assets willing to give or sell them cheaply.
I don't think there's anything to stop me from just taking the code, making some new assets, and selling the whole thing off eventually.
The Dark Mod would stay as it is, but with a lot more exposure and support from a "higher quality" commercial game, built running on open source code that you wrote yourselves. If you get as good as my dev team at your job while working for free on the cheapo original version, the new "Dark Game" could find it's talent pool of the people who actually want to do this as a full time job. For everyone else, nothing would change except for the knowledge that there's a game out there seems to update and improve faster than your free version, and generates money.
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yep that's the quote i remember. maybe i just misread it
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Its a legit question though, I could swear someone (springheel?) made a comment at some point before release that client restarts were removed when installing missions. I was puzzled about this as well when i first booted up 1.08
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I'm loving the rustling and rattling that accompanies the AI as they walk.
And as they fall down. Knocking out / Killing AI is much more satisfactory when accompanied by a loud clattering thunk.
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Too bad the product branding has sunk in pretty deep. If you changed the name of the mod tomorrow, I'll still end up calling it "The Dark Mod" for the rest of my life.
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holy crap. This is great! Hopefully when TDM goes full-on standalone, this kind of buzz can be generated again, and then the floodgates will really open up!
XCom: Enemy Unknown
in Off-Topic
Posted
For whatever reason, i've decided to put together an LP of ironman impossible, and started recording. I'm 2 missions in, lost a rookie in mission 1, and my assault squaddie in mission 2. It's been 8 days game-time after the last mission, and africa + south america are already well and truly fucked, and i haven't even lost a mission.