📕 Description [en]: |
📕🐧"The 3rd part of the X-COM series and a compatible & improved engine"🐧📕.
Opensource rebuild of the XCOM Apocalypse Engine
OpenApoc is an open-source re-implementation of the original X-COM: Apocalypse, that requires the original files to run, licensed under the GPL3 and written in C++ / SDL2. It was originally founded by PmProg in July 2014, and has since grown in to community.
OpenApoc is under development, in Alpha state (this means playable but not all features implemented)
Copyright
All rights for the original game and its resources belong to their respective owners. We do not encourage and do not support any form of illegal usage of the original game. We strongly advise to purchase the original game on GOG or other platforms. Pirated ISOs are not supported and will cause issues such as crashes and map problems with OpenApoc.
Key Features
☑ Unlimited modding capabilities, which was not possible in the original ☑ Port the game to any platform you like (windows, linux, android etc) ☑ Support for modern screen resolutions ☑ Added a full debug system (hot keys, etc.) ☑ Added 'more options' menu (which many improvements) ☑ Added skirmish module (fast fight) ☑ The new engine have ample opportunities for expansion and changes • High FPS, smooth sound during the game without bugs from original • No limitations which were in vanilla • Modern formats ☑ After release, we can add Julian Gollop's cut ideas to the game through mods. Many have already been added but they need functionality and balance.
🌍️ Wikipedia:
X-COM: Apocalypse is the third game in the X-COM video game series. It was developed by Mythos Games (the creators of the original X-COM game), and published by MicroProse in 1997 for MS-DOS and Microsoft Windows.
Gameplay
Similar to the first two X-COM games, Apocalypse features a map-like management mode (the Cityscape) and an isometric combat mode (the Battlescape). The management mode takes place in a single city, called Mega Primus, rather than being spread out over the entire planet Earth as in the previous games. In addition, Apocalypse was the first game in the X-COM series to include a real-time combat option as well as the traditional turn-based mode.
Apocalypse features a re-done interface with new graphics. It is more complex, and the task of keeping and increasing the funding of the X-COM organization now extends to not only intercepting UFOs, but also to minimizing collateral damage, preventing alien hostile takeovers and even raiding the buildings of other organisations, of which there are several in Mega Primus.
X-COM: Apocalypse claims to have a self-learning AI-module. The game does feature self-adjusting difficulty, where player performances influences the Alien zeal to expand and infest. Sluggish X-COM responses, total failures, and a bad weekly rating slow the alien build-up of weapons and creatures (but not ships) on their homeworld. This gives the player the chance to amend their failures and rethink their strategy. For example, a high rating in first five days can make the Aliens attack the player's HQ head-on with a large heavily armed mob often. Conversely, a low rating in the first five days can make the aliens only incur twice a week, with a very small force. This also affects the equipment quality of the aliens, so if a very high score is acquired quickly (for example by using a bug that allows the player to raid allied organisations without hostile response), the very first batch of aliens might be found with personal shields and disruptor cannons (which normally would appear only much later in the game).
Mega-Primus
The city is run by 13 elected senators. Large corporations maintain the environmental, social and economic structure of the city, while the populace live in relative comfort. Mega-Primus has its own marginalized minorities, consisting of Sectoid-human hybrids and androids, both by-products of the previous wars. These minorities have set up their own political pressure groups. When the aliens invade, the city government reestablishes X-COM. This time there is no absolute support by world/city governments. Mega-Primus has its own governing body who supply nearly all of X-COM's income. X-COM would have to support its income through the sale of alien artifacts captured from missions, and items manufactured in their own workshops.
X-COM must maintain a good rapport with other organizations in the city. If X-COM angers any of them, or fails to contain the alien incursion, organizations will demand compensation or even actively attack X-COM forces. They will also withdraw their support (if any) for the X-COM project. For example, the Transtellar organization would prevent Agents and science personnel from travelling around the city. The corporations and political organizations will make profits, perform research, manufacture items, and even fight covert battles with one another independently of the player. For example, if Megapol, the city police, are making much money, they will be able to maintain a strong presence in the city, attacking alien ships and other hostile aircraft. The more damage to the city, and the greater Megapol's financial trouble, the less they will be able to respond to enemy attacks across the city. One of these organizations, the Cult of Sirius, is a group of religious fanatics who worship the aliens, and is inherently hostile to X-COM. The aliens, rather than simply signing non-aggression treaties with the various corporations, will attempt to infest their CEOs and take control of the organizations themselves.
If the Government becomes hostile towards X-COM for any reason, such as alien interference or excessive damage to Government property and personnel, then the X-COM project will receive no further funding. This is a potential disaster for the player, and can lead to X-COM scrounging out a miserable existence, stealing from other organisations in order to survive. However, with perfect management, X-COM can overpower the entire City's military, while being richer than even Food Monopoly Company Nutrivend, then destroy the whole city and get away with it. Having friendly relations with both minorities (the android organisation S.E.L.F and the hybrid Mutant Alliance) can result in talented recruits of these races becoming available in following weeks.
Plot
Half a century after the end of the second X-COM campaign, the last battle of T'leth has severely damaged Earth's biosphere. As a result, several self-contained Megalopolis-type cities were proposed to provide habitation for humanity. The game follows Mega-Primus, the first of these cities, built over the ruins of Toronto, Canada. Meanwhile, the off-world colony of Mars is exploited by the Elerium mining corporation, Solmine, and oppressed by MarSec (MARs SECurity).
The alien threat in the game is presented by a new race of organic, extradimensional aliens that initially seem to have no relation to the aliens of the previous two games, though later missions set in the aliens' home dimension reveal they have enslaved Sectoid survivors. These new aliens attack the city through tetrahedron-shaped teleport gates. The player must find out how to send their own aircraft, along with X-COM agents, through these gates without being destroyed and take the war to the aliens. Apocalypse has 14 races of alien beings including Anthropods, Brainsuckers, Hyperworms, Megaspawns, and Micronoids. Each race has various strengths and weaknesses, and some races are dependent on other races. The "alien life cycle" plays a crucial role in the game.
The player is exposed to this "alien life cycle" through research and more importantly the lower level alien attacks during specimen gathering combat. Primarily the attack of the weaponized alien the Brain-Sucker which attacks individuals after landing from a pod launcher utilized by alien foot soldiers. The Brain-Sucker hatches and attacks the nearest individual by jumping on their head and seemingly injecting something into them through the mouth and dying immediately after the attempt.
The life cycle later takes a mysterious turn as it shows no connection between the lower alien forms and higher alien forms. Eventually, however, it is found that the leaders of the invasion are the Micronoids, a race of sapient, single-celled organisms that live in the bloodstreams of the other aliens. The ultimate goal of the invasion is to inject Micronoids into the bloodstreams of important figures, allowing them to control Mega-Primus through psionic domination of their hosts. The player is eventually tasked with invading the aliens' homeworld and destroying their side of the gate to stop the Micronoid infestation.
Development
(...) |
📕 Description [fr]: |
Le 3ème volet de la série X-COM et un moteur compatible et amélioré, X-COM: Apocalypse par le studio Mythos Games, portage par l'OpenApoc Team (initié par PmProg). En C++ / SDL2.
X-COM: Apocalypse est un jeu de stratégie (3eme opus, sorti en 1997) au tour par tour avec option de combats temps réel, 3ème volet de la série X-COM. Il prend place en 2084, 40 ans après le 2nd, dans MegaPrimus, une mégalopole construite sur les ruines de Toronto. Des portails dimensionnels apparus au-dessus de MegaPrimus sont le point d'accès d'une nouvelle race alien... OpenApoc est un moteur libre et multi-plateforme compatible et amélioré (support du matériel moderne, modding, suppression de limitations, ...).
Reconstruction du moteur d'apocalypse XCOM
OpenApoc est une réimplémentation en code source libre du jeu original X-COM : Apocalypse, qui nécessite l'exécution des fichiers originaux, sous licence GPL3 et écrit en C++ / SDL2. Il a été fondé à l'origine par PmProg en juillet 2014, et s'est développé depuis pour devenir une communauté.
OpenApoc est en cours de développement, à l'état Alpha (c'est-à-dire jouable mais pas toutes les fonctionnalités mises en œuvre)
Droits d'auteur
Tous les droits du jeu original et de ses ressources appartiennent à leurs propriétaires respectifs. Nous n'encourageons ni ne soutenons aucune forme d'utilisation illégale du jeu original. Nous conseillons vivement d'acheter le jeu original sur GOG ou d'autres plateformes. Les ISO pirates ne sont pas supportés et causeront des problèmes tels que des crashs et des problèmes de cartes avec OpenApoc.
Caractéristiques principales
☑ Des possibilités de modding illimitées, ce qui n'était pas possible dans le jeu original ☑ Portage du jeu sur n'importe quelle plateforme (windows, linux, android, etc.) ☑ Prise en charge des résolutions d'écran modernes ☑ Ajout d'un système de débogage complet (touches de raccourcis, etc.) ☑ Ajout d'un menu 'plus d'options' (avec de nombreuses améliorations) ☑ Ajout d'un module d'escarmouche (combat rapide) ☑ Le nouveau moteur offre de nombreuses possibilités d'extension et de modification - FPS élevé, son fluide pendant le jeu sans les bugs de l'original - Pas de limitations qui étaient dans vanilla - Formats modernes ☑ Après la sortie du jeu, nous pourrons ajouter les idées de Julian Gollop au jeu par le biais de mods. Beaucoup ont déjà été ajoutés mais ils ont besoin de fonctionnalité et d'équilibre.
🌍️ Wikipedia:
X-COM: Apocalypse est un jeu vidéo de tactique au tour par tour. Développé par Mythos Games, le jeu est publié par Microprose le 30 juin 1997. Il est le troisième volet de la série des X-COM.
Trame
X-COM: Apocalypse se déroule un demi-siècle après le deuxième volet de la série, X-COM: Terror from the Deep, à la fin duquel un terrible cataclysme environnemental entraîne la destruction d'une grande partie de l'écosystème terrestre. L'action du jeu se déroule dans une mégalopole appelé MegaPrimus construite sur les ruines de Toronto. En mars 2084, d'étranges portails dimensionnels font leur apparition au-dessus de celle-ci. Des rapports de police font état de formes de vie inconnues logeant dans les recoins de la ville. La menace est inconnue mais il faut se préparer au pire. Le Sénat de MegaPrimus fait alors appel à l'organisation qui a maintes fois repoussé les invasions aliens au cours du siècle : X-Com.
Système de jeu
Le but du jeu est de défendre la cité MegaPrimus contre l'invasion alien, mener des recherches sur leurs technologie et leurs intentions puis de lancer l'assaut sur leur base mère pour neutraliser toute menace alien.
Tout comme les précédents opus, le jeu se divise en deux parties. La première concerne la gestion de l'organisation avec la "Cityscape" et une partie combat tactique.
CityScape
La CityScape remplace l'ancien planisphère de UFO: Enemy Unknown et X-COM: Terror from the Deep. L'aire de combat s'étend à l'échelle d'une ville. La vue isométrique rappelle les jeux de gestion et construction de l'époque. C'est dans cette vue que le joueur gère sa base, ses soldats, ses équipements, ses véhicules et surveille les activités de la ville.
La CityScape se déroule en temps réel, le joueur peut toutefois choisir la vitesse de lecture. Lorsqu'un évènement important se produit (apparition d'un OVNI, présence alien détectée dans un bâtiment, combat de véhicules ennemis...), le jeu se met en pause afin que le joueur puisse réagir à l'évènement.
Actions dans la CityScape
(...) |