Let's Sperg Let's Play XCOM UFO Defense (Completed) - Heavy casualties expected.

Holy shit, I was literally just thinking about reinstalling this.

Last year was a head-first dive into Endless Space 2 and it got me away from FPSs again.
 
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Isn't it possible to have somebody fumble a grenade throw and have it land in the middle of your squad and kill everybody?
Hypothetically, but you really shouldn’t experience it unless you’re retarded and ignore obstacles (like say a lamppost in the way of the throw) and crowd your soldiers (which you should never do for reasons other than grenades).
 
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Update 2: First Blood

Our first UFO is detected flying around northeastern Europe.

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I decide to intercept with the Skyranger, and simply follow the UFO to its landing site rather than shoot it down. This ensures that we will acquire an intact UFO with no damaged parts. The UFO outruns the Amberlynn Reid for the entire chase, the Skyranger only catches up when it lands, so I don't have the opportunity to show off the Interception screens yet.

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The mission begins. I clear Dear Leader and Ghost out of the way because I don’t want their heavy weapons dealing any collateral right now. Pictured is the enhanced UI Open XCOM EX displays to track your movement. The UFO is a Scout, the middle-sized of that class of craft. Crew averages between 2-6.

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Our first alien! I’m out of the Skyranger first with Gynn and Agarathium flanking me. I open up first…

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And draw first blood! It’s a surprise to me that any of my troops actually hit something on the first shot of the game, let alone score a kill. Agarathium1066 opens up next on the second alien.

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Unfortunately, @Agarathium1066 triggers reaction fire from the alien. If a unit has unused time units left over when it ends its turn, it can open fire during the enemy's turn depending on its reactions rating. He's killed when the alien returns fire. Our first blood is marked with the aliens' as well.

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The situation rapidly deteriorates into a firefight. Gynn dumps a mag and gets them both.

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The squad starts taking fire from a nearby rooftop. Gynn takes a few hits but stays on his (her?) feet. Chuckles moves up to replace his fallen comrade but only gives the enemy something else to shoot at.

Forgetful Gynn is now mortally wounded. This means the soldier will die in a set amount of turns if they receive no medical treatment. I have not researched Medikits yet so Gynn will have to tough it out until we clear the battlefield.

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Our soldiers demonstrate the infamous accuracy that new XCOM recruits are known for. The rooftop alien ignores three different characters shooting at him. I’m too slow to catch it but Chuckles taking a shot at the alien draws reaction fire. Chuckles is now mortally wounded as well.

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Fuck this, time to put the grenades to some use.

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My time spent playing XPiratez has made me careless. Troops start with much higher strength in that game, so I’d gotten used to being able to throw grenades wherever I wanted. Unfortunately my character throws like a girl.

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Eventually Pinainas manages to kill the troublesome alien with his Autocannon. The explosive ammo I loaded him up with is overkill, but whatever. OpenXCOM has this warning message if you have fatally wounded soldiers that might die when you end you turn if their wounds aren't treated (uncommon, but possible). Nobody has passed out yet so I feel safe enough ending it here, its not like we have anything to treat them with anyway.

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Here’s our Rating, which determines how our funding nations will see our effectiveness. With it is the stat gains made by the troops, the loot we recovered, the promotions (quite a few!) and the surprisingly small list of casualties.

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First order of business is rearranging our science corps a little to begin studying the alien technology we recovered. Here’s a shot of the soldier menu to show our wounded. The number next to their status is how many days they will need to spend in recovery. I also get work started on an Alien Containment.

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Another UFO already.

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This mission is taking place at night. You can clearly see just how fast the visibility drops off. Our enemies at this stage in the game, Sectoids, have superior night vision to human soldiers, some of the best in the game. Our soldiers are virtually blind. In the regular games, you’re reduced to throwing around electro-flares to light up the battle area. With the benefit of modern technology though…

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Much better. You can set the night vision to be whatever you want within a spectrum of 15 colors. The game has it preset on the stereotypical Hollywood lime green, and you can also set it to a sepia-like color that mimmicks real world NVG equipment. I prefer this lovely blue color though, as its easy on the eyes and it reminds me of the future war scenes in The Terminator.

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This UFO is larger than the first one we found but still a scout. Scouts average about 4-6 crew. I split the team up into four squads of two each. Two squads go around either side of the UFO, while the other two head off into the gloom to look for aliens hiding out.

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They rapidly come to us.

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A noteworthy detail is that those little windows on the sides of buildings aren’t just for show; your troops can both look and shoot through them.

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Multiple aliens are hiding in the barns. While me and Chaos Theorist are engaged in a firefight with the aliens coming out of the craft, one of them opens up on us. An alien walks straight out into a showdown with Chaos Theorist, who missed his first few shots. Fortunately for him, the alien marches right past him inexplicably. He turns and waxes it.

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The alien I was trying to flush out of the barn nails me with a good hit and now I’m the one bleeding out. I get him back even though I didn’t screenshot it.

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Chaos Theorist, Friend Computer and Niggermancer storm the UFO. Niggermancer gets a kill.

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@Chaos Theorist bites it when he breaches a door and triggers reaction fire. Niggermancer avenges his fallen comrade.

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That was apparently the last alien inside the ship. Here’s a shot of the intact engine array, which contains the precious Elerium 115 fuel that is the key to all of the alien technology. Elerium cannot be mined or synthesized, so we have to preserve any of it that we recover.

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I stupidly send my wounded avatar looking for more aliens in the barn. I suppose I get what I deserved. @Honka Honka Burning Love also gets killed when an alien shoots him through a window he was walking past.

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I take out my frustration on the barn with a few rockets. In between turns spent reloading, Lemmingwise avenges my death. Dear Leader takes down an alien. It’s stunned rather than killed. This would be a fortunate outcome if we had an Alien Containment facility at the ready.

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Four soldiers are dead, and two are wounded. Gynn has made the rank of Captain but that morale bonus will be of no use to us until he’s healed and back on the battlefield in a month. Pinainas is our current highest ranking field officer, though only because I’ve been holding Dear Leader’s fire since rockets are expensive.

Might get some more soldiers named and ready, but otherwise think I'm done for tonight.
 

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Intermission

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Meanwhile in Serbia...

@FAT_KHAZAR_MILKERS, @HumanHive, @Randall Fragg, @Affluent Reptilian, @NerdShamer, @world of shit, @Kane Lives, @Polyboros2, @Burning Bridge, @Llama king

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A few amenities are updated. Not pictured: I ordered Large Rockets to replace the small ones Dear Leader was packing, ordered enough Stun Rods to equip an entire squad, filled up on grenades and recruited 11 more scientists to get our research in order. I also equip the spare Avalanche Missile launcher to the Jace interceptor, as the nuclear tipped Avalanche is a far superior weapon to the puny Stingray missiles.

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If I can help it this UFO won't be making a landing.

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This is the interception screen. You have the option between a regular attack, defensive, aggressive, and simply retreating outright.

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The little icon showing a UFO allows allows you to get a visual on what you're fighting. In this case its a Large Scout.

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The first encounter ends with the UFO running away, showing the necessity of being aggressive. The UFO is shot down over the Mediterranean. UFOs that make a water landing are not recoverable. However, you still recieve funding points for shooting down enemy UFOs.

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Excellent. The Laser Pistol finishes research just as the latest batch of scientists arrives. We now have 25 scientists spread evenly between our research endeavors. At this rate, we might actually have functional laser rifles before-

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Fuck.
 

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Also, OP, what other mods do you play? I’m an X-COM Files man myself.
XPiratez appeals to the post apocalyptic autist in me. I actually had an idea for a pen and paper RPG setting remarkably similar to XPiratez before OpenXCOM was even a thing. It had the same basic outline of starting with less than modern technology juxtaposed with supertech and followed the same sort of development.

Showing up in full powered armor with heavy lasers to fight a group bandits still armed with conventional weaponry never gets old. Getting to play around with tactical nukes is also tons of fun, provided you get the hang of it and don't wipe out your own soldiers.

That Terminator mod looked really good before it got destroyed by a copyright strike. Apparently a bunch of the unique mechanics like the Hunter Killer AI and the Nuclear Missile Strike retaliation are getting ported into XPiratez since both of those mods share assets so I guess I'll kind of sort of get to experience it. The Great War of the Worlds also looks good and I'm a big Jeff Wayne fan, but its still a bit too early in development for me to get on the bandwagon.

The XCOM Files I've played around with a little but once I realized the sheer size of it I elected to wait until I finish my XPiratez game before I get into it in full.
 
XPiratez appeals to the post apocalyptic autist in me. I actually had an idea for a pen and paper RPG setting remarkably similar to XPiratez before OpenXCOM was even a thing. It had the same basic outline of starting with less than modern technology juxtaposed with supertech and followed the same sort of development.

Showing up in full powered armor with heavy lasers to fight a group bandits still armed with conventional weaponry never gets old. Getting to play around with tactical nukes is also tons of fun, provided you get the hang of it and don't wipe out your own soldiers.

That Terminator mod looked really good before it got destroyed by a copyright strike. Apparently a bunch of the unique mechanics like the Hunter Killer AI and the Nuclear Missile Strike retaliation are getting ported into XPiratez since both of those mods share assets so I guess I'll kind of sort of get to experience it. The Great War of the Worlds also looks good and I'm a big Jeff Wayne fan, but its still a bit too early in development for me to get on the bandwagon.

The XCOM Files I've played around with a little but once I realized the sheer size of it I elected to wait until I finish my XPiratez game before I get into it in full.
I hadn’t heard of the War of the Worlds one. Better check that out.
 
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I hadn’t heard of the War of the Worlds one. Better check that out.
It started out remarkably rough and terrible but its gotten a lot prettier and more fleshed out since its been in development.
 
I’ll be walking everyone through this update rather slowly to introduce everything. Expect later updates not to be so dense.

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Earth, 1999. The game starts here even though it came out in 1994 for some reason. I forget what happened this year.

But nevermind that bullshit, aliens are invading.

This shot depicts the Geoscape, essentially a 3D globe of the Earth. Bears an uncanny resemblance to Google Earth if you squint. Someone playing this game will see this screen constantly, but I doubt I’ll be taking many screenshots of it in the thread. Time to pick our first base.

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Is Null still living in Serbia? I don’t remember. Anyway, our headquarters is established. That circle around it is our radar detection range. In the original game, you didn’t get to choose the layout of your starting base, which could lead to some nasty preset options. The only real importance to your base’s layout is where you put the Access Lift, that building with the red square in it. If you get raided by aliens they’re going to come in that way, so it’s a good idea to choke it off as best you can.

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This is my standard set up that I learned from watching irrelevant Youtube LPs of this game.

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This is the purchasing screen. Nearly all of these items are worthless the moment you begin researching advanced technology, which only your own workers can manufacture. For now though, we need four things: Guns, Ammo, Grenades, and bodies. We burn though almost a million dollars in purchases.

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These are our aircraft. The Skyranger is our transportation dropship, while the Interceptor is a high speed jet fighter. The Skyranger can be equipped with weapons to shoot down UFOs, but it’s really not a smart move. Against the advice of the XCOM community at large I tend to rely on Interceptors late into the game because I’m a cheap bastard.
By the way,

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I picked these names mostly out of the hat so expect them to only be mildly appropriate.

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Time to put our scientists to work. We’ll need more of them eventually but right now they’re expensive. Lasers are essential to our survival right now as the starting technology is worthless.

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Time to name the troops.

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This is what the stats look like. I’ll post stats for all named soldiers, but not the filler names if I use any. First soldier is named Dear Leader, as no collection of Kiwis is fit to go into battle without him. I’ll also be pasting in soldier portraits to go with the stats, but you need a mod to display both at the same time. Troops with filler names (If I need them) will be indicated with an asterisk, with the exception of Dear Leader and Ghost of Null.

Troops are as follows: Dear Leader, Ghost of Null, @L50LasPak, @Forgetful Gynn, @Agarathium1066, @ChucklesTheJester, @Chaos Theorist, @Pinainas, @Honka Honka Burning Love, @Friend computer, @Niggermancer, @Future Physical Violence, @Judge Dredd, @Duncan Hills Coffee, @Lemmingwise, @Overcast, @Radical Cadre, @wtfNeedSignUp, @Super Sad Smile, @Ponchik


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This is the equipment menu. Its fairly self explanatory; stuff stored in the harness and holster slots takes less time to grab than stuff stored in the belt, and stuff in the belt takes less time to grab than stuff in the backpack. Everyone gets a rifle, 2 extra magazines and as many grenades as I can pack them with.

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Dear Leader and Ghost of Null have the strongest carrying capacity, so they naturally get the biggest weapons. Pinainas also gets his requested Autocannon even though I don’t like this weapon very much. I was going to give it to him even if it overburdened his character, but fortunately he has the strength to handle it.

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I left the game open while I put this post together. The slowest speed the game can run at is 5 Sec/sec, which is 5 seconds in-game time per 1 second real time. Our Researchers wasted no time opening up Laser Weapons for us.

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Unfortunately, you need to research pistols before you can get rifles, so that’s the next order of business. Pistols in this game are virtually worthless so they just serve as a stepping stone research mostly. Laser weapons do not use ammunition, but for every weapon that does you also need to research the separate magazine/charge that is associated with it.

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I burn some more cash expanding the base. I've already maxed out storage so that's the first order of business, along with an expensive Large Radar array to increase our detection range. Living Quarters are next.

No UFOs detected yet. Will update on the first one.
I think I know which LP person you're talking about; in which case, very nice. Also sign me up captain; my head will serve as an excellent distraction from the rest of the squad.
 
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