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Article #476Re: XCOM- UFO & TFTD : Moral dilemma...
From: Shaun Green Greenish9
Date: Wed, 30 Sep 1998 00:00
Date: Wed, 30 Sep 1998 00:00
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Wonderful! Another Cyberstorm fan! Greenish_9 Morgane wrote: > > Detonate <deto...@detonate.demon.co.uk> wrote in article > <906508638.7569.0...@news.demon.co.uk>... > > Basically, when you start a game, you get to buy additional operatives for > > XCOM. However, these grunts have random and limited stats, which to be > > honest, does not reflect the quality of the sources they have come from. > > This assumption is based on the fact that personnel are 'supplied' by > > military or intelligence sources, or equivalent. What I would prefer to do > > is to have someway of adjusting the stats slightly to reflect the > > requirements of XCOM. Something as simple as having all nauts with a base > > 30 stat in Bravery, for example. It's not that significant, but does > > represent a dilemma, so I would welcome further debate on the subject. > > I used an editor to turn TFTD Aquanauts into something along the lines of > Bioderms from Mission Force: Cyberstorm. The biggest poblem I had was finding > an editor that wasn't just a soldier-stat-pumper that turns every stat to 255. > I ended up using something called X-Com Cheat, which was rather unreliable. I > couldn't use a soldier-pumper because I actually had to *lower* the Aquanauts > stats to get the results I was after. What I was doing was making specialist > task-tailored Aquanauts for the positions I wanted them to occupy in a squad. > For example, a grunt Aquanaut would have excellent accuracy and bravery, and > fair health and action points, but he would have dismal reaction time, throwing > skills, etc. Whereas a sniper would have excellent reaction time and accuracy, > but be dismal in everything else. On the everything else side, a fighter would > have excellent health and action points, good bravery, and no real ability to > shoot or throw grenades. You get the idea. > > I found all of this turned TFTD into a war of position: getting the right > people in the right places at the right time to do the right job. It had the > side effect of enforcing a loss limit also - for example, if I lost all of my > fighters before entering the alien sub, I would have basically no choice but to > go back into the Hammerhead and leave. Sure, I made the game harder, but it > really gave me a lot of replay ability. One of the nice things I noticed, was > that even though I manufactured my soldiers, I didn't lose that feeling you get > from developing them as individual soldiers and as a squad. "Real combat" > experiences tended to take off the manufactured edges and make them unique > again. > > You, or some other kind technically-inclined person, might want to scan the > executable and find and raise the minimums for soldier creation. In the > meantime, if you or anyone else wants X-Com Cheat or my soldier formulas, just > let me know. > > Morgane
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From: "Shaun Green (Greenish9)" <gree...@greenshb.globalnet.co.uk> Subject: Re: XCOM- UFO & TFTD : Moral dilemma... Date: 1998/09/30 Message-ID: <36129C7A.42B6EE17@greenshb.globalnet.co.uk> X-Deja-AN: 396464819 References: <906508638.7569.0.nnrp-02.c2deb095@news.demon.co.uk> <510C70782E04D459.CBF316629B4AD175.D71C82AC1D4ABD50@library-proxy.airnews.net> Mime-Version: 1.0 Newsgroups: alt.games.x-com,comp.sys.ibm.pc.games.strategic Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit