Difference between revisions of "Differences to X-COM (OpenXcom)"
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* Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult. |
* Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult. |
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* AI of aliens is different (in progress). - Impossible to 100% exactly mimic original AI. |
* AI of aliens is different (in progress). - Impossible to 100% exactly mimic original AI. |
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+ | == Optional features == |
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+ | See [[Customizing (OpenXcom)]] |
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+ | |||
[[Category:OpenXcom]] |
[[Category:OpenXcom]] |
Revision as of 16:27, 15 December 2011
General
- None of these bugs.
- Mouse wheel support.
- Caret on text editing.
- No CPU-based speed.
- Mouse input works like modern systems.
- Different savegame format.
- Unicode support.
Geoscape
- Since there's no 80 item limit, items in crafts count towards your Base Stores to prevent exploiting infinite storage. This also lets you freely move items between bases and crafts without storage issues.
- Each radar facility performs its own detection check, so having multiple Small Radar Systems and/or Large Radar Systems does improve your chances. The Hyperwave Decoder still makes all other facilities obsolete though since it has a 100% detection chance.
- The craft phase order when returning to base is: Repairing, Rearming, Refueling.
- Stores column in Purchase/Recruit screen.
- Can disarm weapons from crafts.
- Can cancel out of selecting armor for soldiers.
- Selling crafts automatically unequips all their contents.
- No gap in Australasia zone.
Battlescape
- Right-click opens doors.
- Right-click to cancel a unit walking.
- Objects, fire and smoke keeps animating while walking or scrolling the screen.
- Pathfinding is a different algorithm: it will always find a solution, if there is one, no matter how difficult.
- AI of aliens is different (in progress). - Impossible to 100% exactly mimic original AI.