Jesus, can this just come out already!?
Jesus, can this just come out already!?
hey people not sure if this has been said already but on the offchance its not, spotted a "modding the demo" post in 2k forums yesterday & was able to squeeze some more fun from the demo.
to increase difficulty you need to edit Basegame file found in
C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown-Demo\Engine\Config
its the sixth line down,
default is 0
0 - easy
1 - normal
2 - classic
3 - impossible
impossible seems a bit masochistic
classic seems the way to go.
Again the old "the original had it therefore this one must too!" misses the point that the original was a 2D isometric top-down grid, where it's a lot easier to do things like random maps and line of sight and so on.
Even then it's a relatively small loss when you consider what XCOM is all about. If anything it encourages even more careful play.
No, Time units make it less tactical, and more random. See earlier posts.
And apparently, you havent even played the demo, so I will ignore any comments about your problem with half cover. (ever play shooters? you can still shoot at people through objects, or you can just see their nose behind it, works the same. now please shut up about it, it is the least important aspect of this game.)
Last edited by QuantaCat; 28-09-2012 at 06:49 AM.
Yes, because not having a way to pay on places wich sell it cheaper is totally a bad excuse.
It's not really all that surprising, I'm a student, and the place were I study is 10 minutes away from my family's home, so I'm still living with my family, wich means I don't need a bank account for anything, since I don't have a job.
I really can't wait for the memorial bar with the plaques and shot glasses.
Student fees: I don't have, since my mother is a teacher I get free studies, and even if I had, she'd use her account.
Expensive books, or any kind of matherial I need, really: Mother, I'm out of paper, ink and need a new book for classes, hand me some cash.
The third one: My mother is my cash machine, all of my money would come out of her anyway.
Last edited by kingmob; 28-09-2012 at 01:54 PM. Reason: forgot to quote... again
But I've never mapped in UnrealEd or really had much to do with the Unreal engines, so I'm not certain how difficult something like that would really be nor the performance concerns. But it's not really a trivial issue, and the fact that it was easily done on a 2D isometric tile engine doesn't mean much.
Subtract a big-ass room the size of the entire map + the size of every required tile
Build each tile so that it fits in that room.
Use movers to move the tiles into place while the map is "loading"
Insert player into starting point in lego'd map
Rely on dynamic lighting to a large degree.
If memory serves, there were a few proof-of-concept maps for UT (the original) that did that.
AI gets harder, but there are still ways around it:
The way path-finding worked in UE1 (if memory serves) was that you had the various paths made based upon item placement and pathnodes (the pink apples!). So if you restrict yourself to having largely the same layout (just cosmetic differences), you just make sure to not rebuild paths when you save the map. NPCs (monster or otherwise) spawn in the buildings and they navigate to the nearest path.
With a few tweaks to the engine/pathnode class, you make it regenerate the path "on load". Which still shouldn't be TOO expensive.
But if you want to get super pretty, you are boned. Since a lot of that relies on pre-rendered lighting and what not, so perf would die.
If you want me on either service, I suggest PMing me here first to let me know who you are.
Saw this one floating around.
Im a little bit put off when the animation didnt even try while shooting in cover. Still, Oct 11 cant come soon enough.
Add me: Steam, Raptr: mnem
The temptation is so strong... I must fight it... I should start by not watching any more videos...