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

I don't mind if this is a faster than usual playthrough.

Are the explosions supposed to look like skulls, or is that because of the version you're using as well?
 
I don't mind if this is a faster than usual playthrough.

Are the explosions supposed to look like skulls, or is that because of the version you're using as well?
No, that's a thing in the base game, too. Back in the day young Corn Flakes thought it was, and I quote, "wicked cool".

Current Year Corn Flakes concurs with that assessment.
 
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I felt like firing up openxcom because of this thread and uh.. did they make the boobs of the female soldier smaller in the inventory screen compared to the original game? If so, lol.
 
This calls for a side by side comparison.
After not being able to find a screenshot and this for some very odd reason really bothering me I fired the original up in dosbox. Apparently not. The resolution and with that the aspect ratio I set for openxcom made everything look slightly squished and less "shapely". Maybe a 90s version of me also spent a lot of time thinking about big boobs. Who knows. Well, these days you can never be sure. Nevermind.
 
I did see in the after action report he died with a kill. Did he fry a Sectoid bastard on his way out?
You were one of the soldiers who got a kill in my little montage of cleaning up that ambush. I'm pretty sure you either shot the one that got Affluent Reptilian or the one with the stun launcher.

>tfw a bout of tard rage saves the day.
If your psionic resistance turns out to be horrendously low I have something special in mind for you.

I felt like firing up openxcom because of this thread and uh.. did they make the boobs of the female soldier smaller in the inventory screen compared to the original game? If so, lol.
After not being able to find a screenshot and this for some very odd reason really bothering me I fired the original up in dosbox. Apparently not. The resolution and with that the aspect ratio I set for openxcom made everything look slightly squished and less "shapely". Maybe a 90s version of me also spent a lot of time thinking about big boobs. Who knows. Well, these days you can never be sure. Nevermind.
Back when the first mod portal was still open there was at least one mod pack designed to make the female XCOM recruits more "feminine" which translated to rather awkwardly narrowing their waists, redrawing the chest and adding bigger lips. I get what they were going for, but they lacked the skill to do it properly. I wish that site hadnt gotten shut down because the effect was actually pretty comical.

If you want big titties on your troops XPiratez has you covered. Though the graphical limitations of spirte work rather leave something to be desired. Another reason among many that I just send my troops into battle sensibly dressed.

I should probably consider and XPiratez LP after this one as that game certainly has the requisite amount of madness to make an entertaining LP thread, but I've never actually finished it on account of being a slow as fuck defensive player. Plus they redesigned the tech tree like twice since I've started playing so I'd probably be just as lost as everyone else is starting out.
 
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So basically like most Mega mods for Classic X-Com then.
Its probably the definitive megamod for XCOM at the moment. Its premise of starting out in a post-apocalyptic world partially controlled by the aliens means they can fit pretty much any kind of faction or mission type they want to in there. Generally speaking, if a gun or melee weapon is available in another mod and the mod's creator Dioxine gets permission to use it, it will go into XPiratez in some form. My level of complacency meant I skipped over most of the available weapons as I unlocked them, but there's something like 100+ conventional firearms in the mod. That's before getting into anything high tech.

Same applies to enemies from the other mods. There seems to be a particularly strong bond with The XCOM Files since nearly everything that shows up in there shows up in XPiratez as well. There's also the aforementioned cannibalizing of the defunct Terminator mod.

The flipside is that the mod has some absolutely punishing missions that are long and incredibly miserable even for a fully equipped squad. A lot of the early missions such as the dreaded Organ Grinder and even the regular Mutant Pogrom missions can easily result in full party wipes depending on whether or not you have basic equipment available. Stuff like gas masks and power jewelry used to be a giant bitch to use before they added special inventory slots for it too.
 
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Its probably the definitive megamod for XCOM at the moment. Its premise of starting out in a post-apocalyptic world partially controlled by the aliens means they can fit pretty much any kind of faction or mission type they want to in there. Generally speaking, if a gun or melee weapon is available in another mod and the mod's creator Dioxine gets permission to use it, it will go into XPiratez in some form. My level of complacency meant I skipped over most of the available weapons as I unlocked them, but there's something like 100+ conventional firearms in the mod. That's before getting into anything high tech.

Same applies to enemies from the other mods. There seems to be a particularly strong bond with The XCOM Files since nearly everything that shows up in there shows up in XPiratez as well. There's also the aforementioned cannibalizing of the defunct Terminator mod.

The flipside is that the mod has some absolutely punishing missions that are long and incredibly miserable even for a fully equipped squad. A lot of the early missions such as the dreaded Organ Grinder and even the regular Mutant Pogrom missions can easily result in full party wipes depending on whether or not you have basic equipment available. Stuff like gas masks and power jewelry used to be a giant bitch to use before they added special inventory slots for it too.
Reminds me of Endless War megamod I tried to LP.

Expect sounds far more balanced and enjoyable where endless just Said " That cool, it's in the mod" Even for stuff that clearly stolen from other games.
 
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Three deaths on a mission against only 8 aliens is somewhat costly, but I don't care. The Sectoid Leader is a precious find this early in the game. Later on when we encounter them, they will almost certainly be accompanied by Cyberdisks. Promotions go around. Though Gynn was the one who captured the alien, @Friend computer is recognized for his leadership and ability to keep soldiers clam under pressure. He makes the coveted rank of Commander, XCOM's highest possible rank. There can only be a single Commander in each base, and only if there are at least 30 or more soldiers in the roster.
Can't wait until I die and cause some chaos.
 
Just letting everyone know that I gave the OP a makeover to include the intro video, some adjustments to the images and added a ton of current day and classic XCOM resources.
I quoted the new resources section in the OP for the general X-COM thread. Those are some very good links there.
 
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7. Power Crystals

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We have several of the basics and one not-so-basic thing taken off my personal checklist. However, we still need a live alien to begin researching the tech tree that leads to the end game content. Preferably one that qualifies as a Navigator as well, as that rank leads to another important piece of technology.


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We finish our analysis of the mysterious alien power source. We still have little understanding of precisely how this substance is used to generate power, but the substance itself is required research for construction of a large number of alien devices.

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Shortly thereafter we complete research on the Heavy Laser. Though weaker than the superior Heavy Plasma weapon, the Heavy Laser is sworn by as an endgame weapon by many XCOM veterans. Its a formidable weapon, ideal for sniping, and we immediately order 10 of them constructed. Once our arsenal is prepared, the heavy laser will replace the Rocket Launcher and Autocannon as well as going into the hands of any soldier with the carry capacity to handle it.

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As the Plasma Pistol completes its research I begin to realize I may very well become one of those XCOM veterans who swears by the Heavy Laser given my affinity for laser weapons. I'm still resolved to continue my self-imposed research handicap on plasma weaponry for the time being. Research commences on the Laser Cannon, the Stun Launcher, and Plasma Pistol magazine.

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I was hoping I would get to show everyone this type of UFO. Ranking on the same cursed tier of "Why even bother putting this into the game?" that is also occupied by the 50mm Cannon, Heavy Cannon, Pistol, Proximity Grenade, etc, is the Small Scout. This is a one man craft that doesn't even have a proper interior programmed into it. If you lose a soldier capturing this thing, you're more than likely going to get a negative score for the mission. On top of that your interceptors will almost always destroy these ships completely when taking them on.

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The fact that this very early game craft has appeared once again heralds the arrival of the third alien race to planet Earth, the Snakeman. XCOM Veterans already know what this means, but for now the Snakeman is merely a much tougher alien than the fragile Sectoids or Floaters are.

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I push my luck getting HumanHive and RandallFragg into melee range. I want that Navigator.

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As they crowd the alien I find out to my displeasure that the Snakeman isn't affected at all by OXCE's melee system. The soldier aliens must be too physically strong for our troops to tangle with. Randall Fragg lucks out of getting boiled out of his armor and manages to knock the snakeman out.

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All that and the pilot is the lowest rank possible, a Snakeman Soldier. At least we have a live alien to trigger the intial research flags before I touch the Leader or the Navigator I still want to bring in.

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The Amberlynn Ried is dispatched after the latest UFO we detect. No doubt it will be more Snakemen. The craft is en route when something else pops up on our radar.

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Sweet Jesus. Only one type of alien spacecraft fits that description, and we do not have anywhere near the firepower required to deal with it right now. The Amberlynn Ried is ordered to continue its pursuit until the alien craft touches down while our technicians nervously watch the scopes. Another small UFO appears. This one we can do something about though.

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The Jace Interceptor lands the third kill of its career, sending the alien craft tumbling into the Saharan Desert.

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Make no mistake, this is a general invasion of Africa. The Snakemen, no doubt prefering the warmer climate, have apparently decided to claim the continent for themselves. On screen currently are no less than four UFOs: the Large one in the western Sahara, the small one that the Jace Interceptor just shot down, the landed Very Large one deep in the desert and the first Small one than the Amberlynn Ried is still pursuing. All of this alien activity in one general area can only mean one thing to me.

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I send our neglected Chrischan Interceptor to patrol the Khartoum wastelands just outside of Egypt. The pilot and his spotter aren't quite sure what they're looking for, but I am.

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I had to get a screenshot from later since I neglected to capture it at the moment, but the Chrischan spotter detects strange electromagnetic readings in the deserts not far from the Luxor region. The science team identifies it immediately as Elerium energy output, enough to fuel an entire facility. Command is informed that confidence is high that aliens have established a foothold on Earth.

There is no way to know if this is the first alien base established on the planet, but it is the first that we have detected. Alien bases will affect the loyalty of any country they are placed in, making them significantly more vulnerable to alien infiltration and eventual withdrawal from XCOM's council of funding nations. Africa in particular is very susceptible to alien infiltration because it only has three naitons in the Council: Nigeria, Egypt and South Africa. Players that start in America and sometimes even northern Europe are likely to lose Africa before they are able to set up their second base in time.

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For now there's nothing that can be done. At least not right away. Bases are protected by large amounts of alien units and their Terror Units. Until the squad is equipped with heavy lasers and perhaps a larger preponderance of grenades its unlikely we'll be able to clear out an entire alien base. Besides, Command has something else in mind. They order Friend Computer and Dear Leader to stay their wrath for now and await the finished research on the alien stun wepaons.

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Snakemen again. XCOM storms out of the Skyranger. The team is undoubtedly frustrated to learn about the alien activity in the Sahara and their lack of an ability to do anything about it. For now they must focus on capturing an alien Navigator at the research team's behest.

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Benefitting from the confidence their new armor provides, the team advances quickly. One Snakeman is gunned down. Randall Fragg charges another and successfully subdues it. Unlike the Sectoids though, this one pops right back up and Fragg has to put it down again.

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The next alien is not so dimwitted. @Randall Fragg is shot and killed.

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HumanHive performs some aggressive laser surgery in retaliation.

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Fragg's death was in vain. The Snakeman was another soldier. I start to wonder if the Snakemen even have a Navigator rank. Either way, I decide to make a resolution with myself that I won't risk any more stupidity with the stun rods and I'll wait until the alien stun research is complete. There's not neccesarily any rush.

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The heavy lasers complete production. The fate of our most recent UFO captures is most likely the scrap heap as another round of Personal Armor is ordered.

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The UFO crash site in the Sahara is departed for almost immediately without giving the troops a chance to equip the new heavy laser weapons. Its presumed they won't need them for a routine craft recovery mission. We see another new type of terrain: desert. Keen botanists amongst you may note than even though there are over 1750 distinct species of cacti, none of them grow in the Saharan desert as all but one are exclusive to America. (Yeah there's one that grows in Africa, mistletoe cactus, but only in the Subsaharan regions, and it doesn't look anything like the doodads on the map.)

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Taking two nuclear missiles on the chin is nothing to be shaken off evidently, there is no alien presence on the map at all. The UFO breach goes swimmingly with HumanHive blasting the first Snakeman the team encounters.

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Even though Command has abandoned their rabid attempt at capturing live aliens, @HumanHive is still unprepared when an alien steps out of one of the last intact sections of the ship and lands a fatal blow. Super Sad Smile shows that rank isn't just for show by responding in kind.

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I move NerdShamer up to fill in for HumanHive's corpse-shaped hole in the squad now. Against my better judgment I equip NerdShamer's stunrod as I inch him closer to the corridor the alien came out of. There's still one alien left on the map with three possible directions it could come from. On the alien's turn it just wanders out and right up to NerdShamer. On my turn I stun it with no reaction fire being set off.

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My last minute decision to equip NerdShamer's stun rod proves to be fortuitous. I now have one of every live alien I need except one, and that one is surely endgame content.

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The team has little time to mourn their dead before the next Terror Mission arrives. We're now short several suits of armor, but we do have heavy lasers and a few extra grenades. The squad feels they are ready to finally face the dreaded Cyberdisks on mostly equal footing.

Command has a bad feeling about this one though. Something only hinted at in the early, pre-XCOM reports of alien activity.
 

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