It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
JuanEIsa: I have played many times the original X-Com Terror from the deep and this time i tried with OpenXcom and it is not the same, in regular maps like ships assaults maybe it is the same at the beginning but not in mid or last game

In the original when you play a ship bigger than a cruiser the high ranking aliens always stayed on the deck, never moves no matter how many turns pass, with OpenXcom the commander alien can be found on the ground fllor and maybe out the ship

Colonys have the same issue, the commander left the room even at close at turn 3 which it shouldnt, easier to capture but no, it should stay on the room with the other 2 lobsterman

And the final mission dont feel the same, alien distribution and movements (this also on colonys) are not equal, it is not what you expect

Not to mention that for example waking up after being stunned or fired it is much more common on OpenXcom that on the original and it is bad since you cant change it at all, but it is not the same value, on a full campaign you could expect this to happen 10 times at most, on OpenXcom on every mission if it takes long enough and not all of them are dead will happen, which it is bad since it forces to destroy the body and lot with an explosion or to leave some behind just to wait for it and put it down for sure

Plus some default choices on OpenXcom are not the ones it should, you can change but you need to know what to change, for example alien deads because of fatal wounds, in the original is on, on the OpenXcom it is off

So play the original if you want the same feeling you are used to since OpenXcom it is not just fixes and updated graphics, they changed many things that alter the feel of the game
https://openxcom.org/forum/index.php/board,4.0.html
avatar
JuanEIsa: In the original when you play a ship bigger than a cruiser the high ranking aliens always stayed on the deck, never moves no matter how many turns pass, with OpenXcom the commander alien can be found on the ground fllor and maybe out the ship
Hmm, yes, this is worrisome. I stopped playing OpenXCom last year after my first encounter with Ethereals, I sent my team right to the landed very large alien ship full of aliens. That mission was almost impossible due to constant psionic attacks and 3 of my men were killed with (un)friendly fire. But the worst part was to find Ethereal Leader (I scanned him) standing right outside of my ship very far away from the alien ship, there was absolutely nothing for him to do at that spot. I thought that maybe their Leader felt it's safe to have a long walk in solitude but this must be fixed, it breaks all the immersion. It seems that OpenXCom randomizes aliens around the map.
Hi there! thanks for the feedback!

First off - thanks for giving OpenXcom a try, tonnes of work went into the remake, and even though it may not be for you, it's incredibly satisfying to see how far the project has spread and how well accepted it has been by the community.

I'm one of the devs on the project, I'll try to address the issues you're having here, apologies if the post becomes a bit of a mess with the replies.

avatar
JuanEIsa: In the original when you play a ship bigger than a cruiser the high ranking aliens always stayed on the deck, never moves no matter how many turns pass, with OpenXcom the commander alien can be found on the ground fllor and maybe out the ship

Colonys have the same issue, the commander left the room even at close at turn 3 which it shouldnt, easier to capture but no, it should stay on the room with the other 2 lobsterman

And the final mission dont feel the same, alien distribution and movements (this also on colonys) are not equal, it is not what you expect
With these cases i'd be inclined to suspect that was a result of a pathfinding error in the original. Aliens will try to move between connected "nodes" baked into the maps. The original game used pure bresenham stroke, and could only pathfind around one corner at most. This was most noticeable on cruise ship missions, where aliens would get stuck in the closets they spawned in, unable to find a path out to the hall outside the cabin, because it would require 3 angle changes to get there. OpenXcom uses a mix of Bresenham, Dijkstra and A* methods, and can pathfind through complex mazes (like T'Leth) with relative ease. As a result, aliens don't get stuck like they used to.

avatar
JuanEIsa: Not to mention that for example waking up after being stunned or fired it is much more common on OpenXcom that on the original and it is bad since you cant change it at all, but it is not the same value, on a full campaign you could expect this to happen 10 times at most, on OpenXcom on every mission if it takes long enough and not all of them are dead will happen, which it is bad since it forces to destroy the body and lot with an explosion or to leave some behind just to wait for it and put it down for sure
I can assure you, the algorithms here are identical to the original. Personally speaking, I had a aliens go down and wake up way later on almost every mission I played back in 1995 and it was as frustrating to me back then as it is to you now.

avatar
JuanEIsa: Plus some default choices on OpenXcom are not the ones it should, you can change but you need to know what to change, for example alien deads because of fatal wounds, in the original is on, on the OpenXcom it is off
The setting in question defaults to off because simply put - aliens did not take fatal wounds in the original under normal circumstances As detailed here.

avatar
Cadaver747: But the worst part was to find Ethereal Leader (I scanned him) standing right outside of my ship very far away from the alien ship, there was absolutely nothing for him to do at that spot. I thought that maybe their Leader felt it's safe to have a long walk in solitude but this must be fixed, it breaks all the immersion.
More than likely, you're right about the long walk. It's well known that the aliens "cheat" with regards to knowledge of your soldiers' positions, even when they're completely out of sight. It's entirely likely that the alien in question was trying to set up an ambush for your men, and was quite happy to mind control them instead of getting his own hands dirty and risking return fire.

avatar
Cadaver747: It seems that OpenXCom randomizes aliens around the map.
The nodes i mentioned earlier used for pathfinding are also used for spawning aliens, each node has a corresponding alien rank to determine who spawns where. We don't ignore these.

avatar
Cologno: You're better off taking these observations to the official OpenXCOM forums. They'd be pretty receptive to legit claims OpenXcom changes the vanilla game outside of bug fixes.
Absolutely, or better yet, on the discord channel so we can respond and have a conversation in real-time.
Post edited February 16, 2022 by Warboy1982