Are you playing… Xenonauts? I dunno, man.

http://cache.g4tv.com/images/ImageDb3/313/244/image313244/313244_S.jpg

It looks like this. Blue, yellow, orange, red. 5 pips.

Hm… red/green colorblind?

Yes, I am. LOL. Which I should probably have realized impacted this…

I see Egypt 2 White(I could also go with Light Blue); China Nigeria 3 Yellow; Argentina Brazil 4 Green; Everyone else 5 Green, except the red Xs.

Are you saying the pips total up to 5 before going red X??

Because I swear I’ve seen 1-3 Yellow or White, and figured each color had 5 Pips…

Colorblindness strikes again!

If a country has five pips at the end of the month they will withdraw from XCOM.

What Giaddon said–there are five and only five pips. In your case I’d recommend ignoring the color and just counting the pips. ;-)

I actually had a coworker who discovered he was colorblind while we were dicking around in the office. We immediately made him suffer through numerous online “find the number” images.

Explains why countries were leaving and I could not understand why. Thanks.

I think XCom has a gene mod for this.

Man, this Long War mod is awesome. And looooong.

Seems that going for lasers early plus keeping a weather eye on your air defence is pretty much optimum for this game (lasers needed early not just for ground stuff, but laser cannon for interceptors seems to be very important to get as soon as possible). Satellite rush is no longer quite so crucial, but satellites are still fairly important and will have to be constantly built because in the early game you’ll get a fair few shot down because your interceptors won’t be able to cope, or will be being repaired just at that moment.

I really like the new class mix. The Scout (signature Lightning Reflexes) and Assault (signature Run and Gun) roles have been split, and the Scout is very useful for “breaking” the enemy’s overwatch, luring them into Overwatch traps, etc. Assault is still my favourite class, though, there’s no better risk/reward in the game than your Assault getting in something’s face, blasting it, and your hero saying his little phrase and doing that “kachink” reload animation :)

Engineers are great - Sappers are quite mighty, being able to wield 6 grenades, and perks to match (longer throwing range/more damage), but there’s also an option for an uber smoke-weilding Engineer. The Infantry is a big surprise - solid dps class, as they have 2 shots by default, and many more possible with things like Opportunist perk and others, and also able to do extra Suppression if needed (I find an Infantry with Suppression gives room to bring rookies on easier abduction missions). The Gunner class is the expert Suppressionist though, and as a lover of Suppression from my previous playthroughs, the LMG, having some element of Squadsight and long range, is a great weapon for them to carry.

The only disappointment is the Rocketeer. He seems really, really shit at first because he misses a lot - until you get the hang of playing him properly (need to pump accuracy, need to constantly steady weapon, not fire after a move unless perked, etc.)

A thing I particularly like is having the somewhat randomized stats (they’re randomized within limits) and the tradeoffs between armor, run distance and dps, they make setting up your squad a more thoughtful experience (i.e. you have to carefully min-max, sometimes pumping what’s best, sometimes compensating for weaknesses). It also gives your little guys more individual flavour (e.g. you might have a Gunner who has quite a long run distance, or a particularly weedy Rocketeer who you have to nurse).

Generally, the mod has embettered the game in many areas and moves the game somewhat more towards sim and somewhat away from board game, which I do like, although I can see some people preferring the tight simplicity of the vanilla abstraction.

But mainly, the extra difficulty and sheer number of bread-and-butter abduction missions is just what the doctor ordered. Endless games of chess with aliens ftw.

Wait, wait, wait. you get penalized for shooting after moving? Is that true in the base game? I never knew that.

Not true in the base game (except for snipers with snap shot).

Is the new patch out yet? I enjoyed it as well, but the last update had a LOT of bugs

Playing v 3.0 beta 13, we’re still waiting for v 3.0 beta 14 AFAIK.

Word is that games from 13 will be compatible, as 14 is just bugfixes.

Long War Beta 14c(2) is now out, after a few false starts over the past week or so with 14a, 14b, and 14c. This looks like the one to go with now.

The most notable and brilliant major change of 14 over 13 is variable spawn points for the Skyranger in missions - it’s like having a whole new bunch of maps!

Otherwise, many, many fixes and adjustments.

Just as an aside, I know this is old (and you guys may have seen it already) but I just came across this rather sweet interview with both Jake Solomon and Julian Gollop. Turns out Julian loves XCOM too :)

Also, while trawling around XCOM related stuff, I came across this vid of an early X-COM-like prototype. While I love XCOM to bits, I sure would like to have seen a game like this, but I guess it just wouldn’t have flown so well (as Julian said, the world is less forgiving of games it takes a while to get a handle on these days).

This one is great too.

Hehe, that’s crazy cool. I love that things aren’t all at right angles.

Hmm, two changes to LW I’m a bit worried about. Sectoids are now little different from Thin Men in dangerousness, and Seekers are actually more dangerous than Heavy Floaters now, even though they appear earlier.

I feel there’s a danger of the mod turning XCOM into a sort of “uber alien soup” due to demands from people to make the game harder. If there’s no contrast, no rhythm to the game, no ups and downs, and if it’s just relentlessly at Eleven all the time, then that’s another kind of boring from it being too easy and the player being godlike all the time (which was the problem with the boring endgame that LW partly set out to address). You need moments when you feel you’re more powerful than some of the aliens to lull you into a false sense of security :) IOW, there have to be both weaker aliens and stronger aliens, if all the aliens are strong, contrast and rhythm are lost, and therefore drama and immersion are lost.

In fact, even having the killing of a mind-melding Sectoid only damaging the mind-melded Sectoid instead of killing them outright was probably a mis-step in this direction. In vanilla, the choice of whether to concentrate on the buffed Sectoid or try to flank the buffer was meaningful, and the sense of victory and “getting one over on the aliens” in that moment was strong, now it’s less so.

In the end, all that blanket relentless difficulty does is encourage ultra-cautious gameplay.

I haven’t found the Seekers to be that bad. They still tend to uncloak in small groups, I haven’t once been hit by all 4 or 5 at once, so you still get a ton of value from the overwatch. Before the change they were pretty much a non factor and not very interesting – I would just stop moving and wait for them to try and strangle.

Sectoids are okay too because they have such low health, but I suppose it will depend on how they scale. If when I get plasma I’m still terrified of the occasional sectoids that would be a little annoying.

Overall I’m finding beta 14 AI changes amazing. I used to have a few patterns to cheese the AI into inaction and I couldn’t resist doing them because they were so effective. Now? It’s a whole new game.

What difficulty is everyone playing on? I’m doing straight up normal, the lowest of the 4, and it feels like a notch harder than vanilla ironman classic, but not as hard as vanilla ironman impossible, which is pretty much what I was looking for. It’s really hard to get used to skipping missions but it’s a fun concept once you do. I just got a hard terror mission and had only one non-rookie ready so I had to completely skip it. I’m currently looking at the mission screen for the Newfoundland mission and I know even in vanilla it’s a huge spike in difficulty. I think I might skip it even though I do have a squad ready! I think I need more shivs I can be reckelss with.

It’s not so much the difficulty I’m worried about, it’s the slide into homogeneity and a worry about a lack of necessary contrast between easy mobs and difficult mobs leading to no ups and downs, no surprises and therefore loss of the drama that comes from having a false sense of security smashed.

Don’t get me wrong, I couldn’t play XCOM without LW now, it’s just a niggling worry that the devs may be being misled (as game designers) into overshooting the mark by the “harder please” crowd and the adulation they get from them.

I’ve had a half-run on Normal to get a feel for it, and I have an I/I run on the go just to check it out; I’m starting a “serious” Classic run with Red Fog (with the Gaussian curve mod) and Commander’s Choice (marvellous mod for immersion, makes you feel more like a Commander when you can assign rookies their classes based on their observed performance :) ). I think the tactical game is actually not that hard once you’ve played through the game a few times and know the rules, you just have to discipline yourself to be patient; it seems to be the strategic game that’s really hard in LW and very much subject to the whims of RNGesus.

Essentially, with the XCOM tactical game, you’ve “beaten” it on any difficulty once you’ve ingrained the basic rules of:-

  1. not uncovering fog of war with any soldier after your first (or at the very most second, but even second is a risk),

  2. not uncovering fog of war while already engaged with a pod,

  3. weighting full cover out of LOS over full cover, and full cover over half cover, even when moving around (what Beagle calls “stealthing”), and

  4. learning the ebb and flow of baiting, pulling back into full cover and out of LOS, overwatching, rinsing and repeating; and

  5. always positioning to prepare for flanks,

then basically, RNG is contained, the game is fairly predictable and the only thing that will kill you on the higher difficulties is impatience and doing anything on a whim.

But the Strategic game in LW is damn dicey all the way through (whereas before it was only dicey in the first few months).

BTW, if you’re worried about Newfoundland, there’s a way of “gaming” it - just hug the right side of the map all the way up to the ship ramp. Some Lids will inevitably find you but with Flashbangs you should have enough room to deal with them (also you need Assaults with CQ of course, and scout and another troop should have shotty too, a Rocketeer with Shredder and an Engineer (Sapper) loaded with AP grenades are also favourite). Then just send your Scout up the middle of the ship (i.e. without awakening LOS down to the whale at all - there’s 3 tiles width up the middle of the ship, take the middle tile row), do the trigger and run the hell back all yellow moves back along the same route. The thing to remember about Newfoundland is that cover doesn’t matter, what matters is positioning so your distance from Lids is always good.

Newfoundland is an interesting change of pace once because, as you say, you don’t care about cover. Dealing with a swarm of melee-only enemies changes the game dramatically. But there’s no upside strategically to playing the scenario, so once I’d beaten it a couple of times I stopped taking the mission when it showed up.

FYI, the designers of Long War said that every time any single person beats the game on I/I, they make Impossible a little harder. So it’s currently not even known if I/I Long War Beta 14 is possible to beat. Their goal is to have Impossible be basically at the extreme edge of even hypothetically possible. They expect most people to play on normal.