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Article #35333

Re: Radar Bug in XCOM

#35333
From: Bateau
Date: Tue, 23 Sep 2003 12:04
30 lines
2431 bytes
____     On 22 Sep 2003 15:43:15 GMT
\__/___  Scott T Jones ran through the
 LI-\o-' streets of alt.games.x-com
     |   waving an axe and screaming:
    / \
>Last night, I started a new game.  This time, to increase the difficulty, I
>planned to NEVER build any Radar.  This would require a lot of micromanagement
>to have Skyrangers constantly on patrol, but it sounded like a challenge.  So,
>I started the game at Superhuman level (is there any other level?) and
>immediately dismantled my Radar.  To my great surprise, my radar STILL WORKED! 
>I will have to modify the default base to contain no radar and see if that
>corrects the problem, since new bases always start without radar and THAT
>works.  I'll post again when I know the answer to this.
>
>I guess this is proof that I am more than a little crazy when I play this game.
> If you go to my web page, you will see some of the other hare brained
>scenarios I have tried.  This is really just a variation of my Single-Base
>Hawaiian scenario, but it sounded fun.

Know what I would like to see just as a bit of eye candy in an X-Com
game? A tactical level detector device for your squad that is in actual
3D. So on the screen you see this big spherical green radar line thing
going around and lighting up blips at their actual position. Pretty.
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|             -'=      .\    ~^~    ~^~~^~
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From: Bateau <Gamera@work.stomping.aza>
Newsgroups: alt.games.x-com
Subject: Re: Radar Bug in XCOM
Date: Tue, 23 Sep 2003 20:04:27 +0800
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