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Modding => Released Mods => The X-Com Files => Topic started by: Irismono on June 22, 2024, 12:07:13 pm

Title: Campaign Report
Post by: Irismono on June 22, 2024, 12:07:13 pm
Hey all!

Started a new campaign the other day. Things are going decently but I've hit about the limit of what I know for progression and could use some advice on where to proceed.

Here's my current Geoscape, mid-March '98
(https://imgur.com/zMgArKl)

We've got 2 manors known, Red Dawn and EXALT. Wouldn't be surprised if there are more lurking. I've avoided taking them on thusfar due to bad memories from campaigns I played sometime last year.

I've got two bases, NA and Japan
(https://imgur.com/WDTbDpr)
(https://imgur.com/qY3ZE5h)

I've got both an Osprey and a Dragonfly at HQ, but can't crew both. I need the Dragonfly for the extended range. I still have a private car but plan to phase it out at some point. Right now it's useful for scouting and tagging small mission I don't want to bother with. I need to figure out what to put in Hanger 2 at Kiryu base. Right now it's there to house my Osprey for when I take on Black Lotus. Plan is to transfer it, crew, guns, and all to Kiryu, then transfer back once the operation is done.

Progression-wise, I've finished promo II, have black ops gear on all units, using armored vests on most everybody except the private car guys - they get Anzugs. I beat Durathread factory, have gotten spawn prompts for Root of All Evil but haven't been in a position to take it on, have completed all the Cult Operations research projects, have captured an EXALT Master and a Red Dawn Coordinator, so those HQs are within reach. I've also started doing some Cyberweb stuff, and have dealt with a few Cult of Apoc events. In January I got my first military UFO mission and successfully took it down. I have access to bio-enhancement but haven't used it much.

What I'm trying to figure out:
- Out of EXALT and Red Dawn, which is the better cult to take down first? In previous playthroughs the only cult HQ I took down was Dagon, who are proving decently elusive this run. I'd ideally like to take on the easier mission first.
- Do I need another base, if so, where and for what purposes? Storage space is limited at HQ, so a storage base sounds like the most logical plan, but I don't know what else is good to have.
- Research-wise: What do I need to beeline? What's the next major step weapons and armor wise? What things do I need before the aliens show up?
- How much should I bother with Cyberweb and Osiron respectively. I've skipped out on Osiron missions entirely so far (only had one spawn), and only done a couple Cyberweb missions, albeit with a large quantity of Technomad captures.
- For the into the dark Promo III requirement, is there anything I can do on my end to speed things up? Right now it seems like I'm just waiting for missions where I might be able to capture a Shambler and/or a Spider.
- How important is it to bio-enhance my units at the current stage?

Any and all advice is welcome. If you have questions about the campaign or things that need to be filled in, let me know and I'll do my best to respond.

Cheers,

Iris
Title: Re: Campaign Report
Post by: Stone Lake on June 22, 2024, 01:03:30 pm
Quote
Out of EXALT and Red Dawn, which is the better cult to take down first?
The easiest overall, imo, lotus - fragile units. But both of these are beatable in your position. Red dawn HQ is hard to fully clear, there's APCs (use gas if you have it, mines or prox grenades/blops snipers otherwise) and a lot of grunts. It's better to find any coordinator, take a red card off his corpse and skedaddle - this is enough to destroy RD.
Exalt probably needs mastery of dogs/rats for comfortable clear. That is, spotting units with their motion scanner (hold ALT after to reveal enemies on map) is very handy for multi-level layouts. Very useful for other HQs too, especially RD and Lotus HQ's.
Quote
Do I need another base, if so, where and for what purposes?
You need at least single workshop base, and research/prison/radar bases. Good radar coverage is needed to spot UFOs in time. Main base is better built with a lot of stores. Don't workshop stuff there, it gets crowded with psi- labs, adv- labs and whatever labs and a lot of incoming loot and prisoners.
Quote
Research-wise: What do I need to beeline? What's the next major step weapons and armor wise? What things do I need before the aliens show up?
Hard to say. Aliens can be smashed in promo 2 gear just fine, but most comfortable way is probably tanks. You need to get some cyberweb to research them, and some alien alloys to build them. Some can be get through gertrude mission dossier -> mission/abductor ship.
It's important to aim for promo 3 prereq, easiest is probably through deep one communities (if RNG blesses you with one, perhaps through abyssal urn delivery. get alien containment!), or alternatively into the dark. There's no weapon tiers per se, but smart weapons are an upgrade over blops, if you get them in time through surfers -> osiron -> syndicate. Lasers need alien engineer interrogated. Sonic weapons pack a punch, and are quite useful underwater - get those via deep ones IIRC.
Quote
How important is it to bio-enhance my units at the current stage?
No idea why you ask, I just bio-ex everybody, no major downsides. It's you mean other transformation, you usually get piloting + bioex + martial arts + tactical implants (right, magma mission line is important too, and opens new armor) on everybody, then helix knight, then some advanced transformations.
Title: Re: Campaign Report
Post by: varajo411 on June 22, 2024, 01:10:48 pm
it would be easier if you uploaded your save so that the community can take a look at what you have in more detail, are you on a pure xcom files run or with submods? my advice is use shields, they are good to increase surrivival of your soldiers. explosives like grenade launchers and rockets are good and reliable, they can solve many problems and take down several foes in one hit. make use of the black ops auto sniper rifle, use gas grenades when you get the opportunity. dogs are nice to have even in my case I rarely use them but they are supposedly very good when deployed in missions appropriely.
Title: Re: Campaign Report
Post by: Chuckebaby on June 22, 2024, 09:20:45 pm
The easiest overall, imo, lotus - fragile units.

While I do agree, Black lotus Assassins make up for any weaknesses.
Title: Re: Campaign Report
Post by: Irismono on June 22, 2024, 09:43:39 pm
it would be easier if you uploaded your save so that the community can take a look at what you have in more detail, are you on a pure xcom files run or with submods?
Save is attached. Pure X-COM FIles with no Submods.

 I've played up through May with some major developments. I met and beat up some Wizkids, getting enough captures to get their Cult of Apoc prereq. Likewise got an Osiron Warehouse mission that went very well, scored a boss who spilled the beans on the syndicate and some crates that contained (among other loot) an Alenium Shard and a Zrbite container. I haven't researched either of those paths just yet.

Got another Lotus Shrine spawn and dropped a cool 3k in transport fees to move my Osprey over. Mission went incredibly well, only one loss and we captured the Avatar (took like 5 or 6 tasers, but very worth). Grenade launcher made the footmen snipers laughably easy. Lotus HQ is now well within reach, and I moved a few Vets to reinforce the Japan Base. A Dagon Manor popped up in Europe. That's three now that are visible.

I founded a third base to cover Europe. Northern Hemisphere is now looking very nice, southern is suffering. This base will be manufacturing and I plan to transfer all but one of my Engineers from HQ once the workshop at the new base is complete, alongside all my materials that don't need to be researched. With my next free 2 Mil I plan to build a large radar and a big warehouse. Will build a Hanger once I've got access to something to house in it. MiGs most likely.

Lastly, I cracked the military computers I had, and have the Sonic Weapons research option. I'm thinking I want to not return the research and see about getting my own Sonic guns. Would appreciate advice on this front.

Couple notes on my strategies so far:
1. US Base has been my important research base up to this point, will probably continue in that role for the foreseeable future. Japan base has labs and cells to handle interrogations and mostly deals with all the little files and acquisitions projects (largely a waste of time I know, but I hate how they clutter up the list.)
2. I have made absolutely no use of dogs. Wanted to try bats but ever since I interrogated my first bat they've been in hiding so I haven't been able to get any. I have access to motion scanners and have built one. Haven't needed to use it because I've been on (mostly) open maps.

Currently trying to figure out my next steps before Lotus HQ. I've started Bio-Enhancing, did most of the US base in one batch in early April. I'm happy with my weaponry for the moment, blops and my usual grenade shenanigans should handle everything they can throw at me. Money is a little bit of a concern right now. I'm flip-flopping between taking on one of the manors (would probably be Dagon for the Sorcerer) and just dealing with Lotus ASAP. Again, advice is welcome.
Title: Re: Campaign Report
Post by: Juku121 on June 22, 2024, 10:45:35 pm
What caught my eye is lack of ranking agents (manual promotions?) and generally an overflow of rookies. This is perhaps the biggest thing that can bite you in the rear. Veterans with lots of commendations and transformations are what enable your tactical ability in tougher missions. You're a year and a half in, and the vast majority of your agents are still pushing iron in the gym. There are maybe five people total who could be trusted with a sniper rifle. :o

Ironman might explain some of it.

Base building is somewhat anemic, but that might just be me. I'd have like 4 at least half-full bases by now.

Common use of BO Pistols but not shields, and a lot of just plain rifles instead of snipers, MGs, launchers and other specialist weapons.

You have Dart guns researched and electric darts available to research, these work reasonably well when you don't want to pop your HVT with blunt grenades.

Also, lack of dogs and other critters, but this was already explained. You're pretty close to having some AI scouts to liven things up.

Moreover, what do you have against the G11 and the OICW? Most people do have kinda low Bravery for the G11, though. No Milkors, either.

Only one transformation unlocked, too. Not sure how that came to be. Enhance the hell out of your agents, this is one way to make semi-rookies into proper soldiers.


Not saying any of this is necessary, but these are the things I usually do differently.


Promotion III should be the priority now. Nabbing a Deep One from a bigger Dagon compound is probably the easiest path, along with killing off either Dagon or Black Lotus. Dagon has some annoying indirect firepower in their grand pyramid temple, Lotus HQ is lots of CQB, which incidentally makes Assassins a little easier to handle. Dogs or Motion Scanners are recommended in any case.

If you want to go the Into the Dark route, getting Dr. Alpha's mission is a way to get guaranteed cryptids for capture. But for that, you need captives to spill the beans on him: high-ranking Osiron or Syndicate. Syndicate can unlock smartguns and other goodies, too.

Most of the better weapons and armour are gated behind Promo III.


As to human sonics, these are cool and kinda unique, but you won't be using them anytime soon. The cash you get from returning the data is not inconsiderable at this point of the game.


Do remember that manors grow. Two of them are still small, the sooner you kill them off the less pain they are.

Osiron is worth taking on, because they have those OP lootboxes that can allow you to skip to some pretty sweet stuff. Cyberweb also has lootbox equivalents, but not as good.


If I were you, with your ~40% casualty rate and Ironman, I'd hire a shitton of rookies and put them into many more gyms to train replacements. And be very conservative with my veterans. Armour them up more against cultists, you've got lots of agents in Kevlar vests.
Title: Re: Campaign Report
Post by: Irismono on June 23, 2024, 01:13:00 am
What caught my eye is lack of ranking agents (manual promotions?) and generally an overflow of rookies.
Manual promotions are on yes. I didn't realize that when I started the campaign. Explains why nobody's gone above Agent. Ironman really does bite and I've lost a good few vets. Also skipped a lot of missions that should probably have been training runs for rookies due to IRL fatigue - need to manage my time better.

You have Dart guns researched and electric darts available to research, these work reasonably well when you don't want to pop your HVT with blunt grenades.
I've been relying on Tasers so far. Hadn't really considered darts as I never used them in previous runs. May give them a shot.

Moreover, what do you have against the G11 and the OICW? Most people do have kinda low Bravery for the G11, though. No Milkors, either.
Admittedly I assumed they would be inferior to the blops stuff, and neglected to check their stats. Will put them under consideration.

Common use of BO Pistols but not shields, and a lot of just plain rifles instead of snipers, MGs, launchers and other specialist weapons.
I've not used too many pistols with shields. Mostly as sidearms on my grenade launcher people. Rifle usage is a problem I need to fix though.

Only one transformation unlocked, too. Not sure how that came to be. Enhance the hell out of your agents, this is one way to make semi-rookies into proper soldiers.
Severely underestimated their importance tbh, so haven't focused on them. Having seen the effect of Bio-Enhancement, I'll definitely be getting it earlier on future runs. What other early transforms are recommended?

RNG has so far screwed me over on the Dossier missions and Dagon temple. Dagon has been very quiet in general this run, with the exception of building their mansion. Only had one Osiron mission within my capabilities pop up (other one was a cruise ship out of my transport ranges), but I'll definitely pursue them in the future.

Given my current situation, with the invasion close, bases unprepared, and force underpowered, I'm thinking I'm going to reset and go with an altered strategy. Still going to go fairly minimal on animals, but might bring in a few dogs this time. Definitely going to build more bases early, especially for manufacturing. Going to be much more aggressive with my agent rotation and training as well. Will continue to report in this thread. This run has given me a much better sense of how to proceed.
Title: Re: Campaign Report
Post by: Stone Lake on June 23, 2024, 05:57:07 am
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What other early transforms are recommended?
I've listed the classics.

Quote
Given my current situation, with the invasion close, bases unprepared, and force underpowered
Your "situation" is fine. There's still a lot of time before the invasion, and it's not as scary as you picture it out to be - you commonly may not see any UFOs until well into the middle of 99. You are NOT intended to go into it guns blazing with every piece of tech at your disposal. Looting aliens is one of the best ways to get money / advance techs / snowball in general. Rushing them with rookies works fine - you don't want your vets on frontlines getting one shot by plasma anyway. That's rookies job.

Then there's better ways to train experienced soldiers farther into the game - e.g. transformations. They're unlocked by defeating advanced cults - syndicate/cyberweb/apocalypse. They can be obtained fairly early into invasion, until things take a turn for the worse.

I do not recommend a reset, at least until you've tasted alien combat well enough and know how to deal with it. It does not require advanced techs or a lot of experienced soldiers. E. g. you can just rush aliens with dogs covered by smoke.
If you do, the optimal way to early game is steamrolling through every mission with _minimal equipment_ while progressing cults ASAP, it's not very comfortable anyway. And if you don't, you'll get things delayed and get into about same "situation" you're in. Which is still fine.

As for manors. If you're able to start wiping cults by mid-late 97-ish, you can prevent them. Otherwise I recommend just ignoring them, except those that spawn close to your bases or using them as a score boost. They are a nuisance and clearing them is a waste of time - you'll be getting similair hybrid bases until the end of the game. Probably single aspect I don't like about the mod.

Quote from: Chuckebaby
While I do agree, Black lotus Assassins make up for any weaknesses.
As long as you master animal use as I've outlined, they do not present any real harm. To reiterate - dogs/rats/drones have motion scan (first two) and can see assassins from further away (7/9/9 tiles instead of regular 4) due to anticamo.
Title: Re: Campaign Report
Post by: Juku121 on June 23, 2024, 07:37:05 am
I concur that your situation isn't unsalvageable. I do think your high agent turnover and generally slow rate of getting replacements might make things challenging. I also understand the desire to restart and 'do better'. I start every sentence with "I...". :(

The 'Invasion' is much more hype than most players realise. The aliens aren't that scary, compared to all the rest, and don't even 'invade' much, given the slowed-down nature of XCF compared to the original where weeks could pass by without much happening.

Darts have range that Tasers lack, including both a sidearm and a primary version. You generally don't want to run up to your future captives all the time. The early darts are a trap, but chem and especially electric darts are kinda workable. One really good feature is that they also function underwater, where solid ranged weapons are hard to come by. Otherwise, Knockout grenades are the goto early-mid-game stun weapon.

My comment on shields was because a) shields are a good way to get some actual tankiness at the stage you're at and b) you seemed to have quite a few dual-wielding pistol/taser agents, who could dedinitely get good use out of a shield. Milkors, P-90s and maybe BO SMGs are also nice with a shield, since most big guns either don't work or take heavy penalties for one-handed use. Maybe you could even have a shield-wielding grenadier? Never tried it, since I hate the hand grenade meta and consequently nerf them myself so you can't use them as a primary weapon.

I've also never seen anyone use the BO pistols so extensively. DEagles, Magnum revovers of various kinds, light SMGs, yes. Not that I think they're bad, though.


Stone Lake was spot on with his transformation recommendations. My (somewhat dated) thoughts on transformations can be found here (https://openxcom.org/forum/index.php?topic=8199.msg155033#msg155033). Note that the new Spartan and Infernal transformations aren't covered. Spartans in particular seem to have taken Kyberos' spot as the go-to transformation.

Dogs are OP as hell. 'Nuff said.


I disagree with SL about the manors. If you let them snowball, your score takes a significant hit. And if you cannot make up for it, and don't get your airforce up in time to prevent the 20 manors on the globe from messing with your transports flying to other targets, you can be fairly boned. Killing a 'baby' manor is far easier than killing the full-grown manor and the other manor it spawned while you were idling.
Title: Re: Campaign Report
Post by: Stone Lake on June 23, 2024, 08:06:12 am
Afaik, manors don't spawn other manors. The only way to stop them is to terminate the corresponding cult early
(while at that topic, raiding tier 2 dagon manor for jarhead corpse-> emp is fairly important). I did two campaigns clearing out every manor from the globe, it's not a good play. You have to spent half to whole hour per manor, for up to 10-20 hours total. Check out my  veteran playlist (https://www.youtube.com/watch?v=wBC2kJGRnpg&list=PLE9um8-d4SFK0E1qzEpMhu2GwfAucJGKP) and see for yourself how many of these videos are manor issues. Early manors, at that. Since manors don't produce good loot or money, that's A LOT of work for nothing.

And after you clear the manors, you're being swamped with hybrid dwellings anyway. It never stops. I would see modding that annoyance out as perfectly justified.

Ignoring them is fine if you can tank the score hit. You usually can, apart from the months where isn't anything major happening - you do aforementioned manor-score-boosting at these times. The current score can be viewed from the graphs buttons, to have understanding of when you need to.
Title: Re: Campaign Report
Post by: psavola on June 23, 2024, 08:08:43 am
I'd probably suggest going forward at least a little bit more and/or (preferably) watching a couple of Stone Lake's SH/IM streams. That way you will learn much more, and if you eventually want to restart (not that you necessarily need to, but if you want to play the game better), you can do significantly better. Now you would just do a little bit better, but still not very good. At the minimum, you should read through the "how is superhuman to be played?" thread and really digest it (https://openxcom.org/forum/index.php?topic=11579.0). It is a gold mine of information.

It is very easy to deal with manors once you get Promo III. I usually delay dealing with them until then. You arrive at night and also deploy a dozen+ smoke grenades. You typically stay in the deployment area. You restart the mission for safety if an enemy unit gets visibility on you at the start of the mission or there are too dangerous buildings close to you (that you don't want to blow up with hi-ex or use as cover yourself, that is). You use dogs or preferably rats (or a bat if you're gotten lucky and feeling luxurious) to watch out for enemy units. And then you spam TAC grenade launcher gas grenades elsewhere, and blow up a few holes in the main building with hi-ex to let the enemies out faster.  This way you end up killing 10+ enemies per turn without them spotting you at all, and the mission is usually over by around turn 10 or 15. Sometimes you'll have to get a few guys to search for the stragglers in the buildings. Dealing with manors at tier 1 phase is preferable, as there won't be reinforcements which are a bit time consuming and sometimes tricky to deal with.
Title: Re: Campaign Report
Post by: Juku121 on June 23, 2024, 08:40:14 am
I could have sworn I had seen manors with manor-generating missions, but apparently not. Only alien bases, and very rarely at that. Oh, well. :-[


While manors are annoying to destroy until you get large enough craft and the tech to drown them in Mortar fire (or other explosives as psavola outlined, but I like Mortars for the impact), not doing them is also a PITA and can end your game if you're not a veteran player like Stone Lake. Sure, there are ways around them, and the rewards are generally meagre, but they don't go away on their own even if the parent cult is killed, generate extra missions while both are alive (and more for bigger manors), and always eat your score. 90-150 per month seems small, but multiply that by 20, add a new player who isn't yet on top of all the mission bullshit, and we've seen several people come here and basically say that the manorpocalypse killed their game.

Also, if they aren't yet up to speed with the air game and play ironman - as irismono does - then even one Osprey lost to cultist MiGs dotting the skies can spell essentially game over.

Finally, larger manors are significantly more annoying on the tactical map, with reinforcements, rarer cultist types, armored cars and all.



Otherwise, psavola had some good suggestions on how to improve your game.
Title: Re: Campaign Report
Post by: Irismono on June 23, 2024, 03:23:21 pm
Lot of stuff to think on in this thread, thanks to all for the advice and the thoughts on position and manors. I'll admit I assumed the invasion would be a flood of UFOs, especially since I have memories of some of my OG X-COM runs starting with a base defense.

I don't mind having a few tedious manor missions later on, so I think I'm going to focus Black Lotus followed by Promo III. I think I'll play this campaign at least up until the invasion. If it gets unbearable then I'll reset and do a non-Ironman run, but for now I'll persevere.

Will read up on the threads and streams when I have some spare time. I'm going to start doing monthly reports with developments, posting them in this thread. I find doing one month or one major op (whichever comes first) to be a good play session fatigue-wise.

I'm going to err on the side of keeping the human sonics I think. Yes they're a way's away, but I checked on the wiki and they look pretty nice, plus I have a fondness for sonic weapons in general. Dart guns are now a priority, and I'm going to reexamine my current arsenal and see about making some additions. I've realized that I've been loading up almost all my units with tasers up until this point, which are becoming less and less important, and take up slots that could be used on actually useful weapons like grenades, bullets, or Hi-Ex. I'm still in an early game mindset equipment wise and I suspect that's the root of many of my problems.

I started a quick campaign yesterday just to play the first month for fun. I really like XCF's early game. Might keep it around as a "testing ground" save as it's not on Ironman. Got David Vincent as my first dossier, which was very amusing.
Title: Re: Campaign Report
Post by: Juku121 on June 23, 2024, 03:32:48 pm
Do note that Dart weapons are not the best stun weapon there is, even for your time frame. If you don't mind killing some of your targets, various launcher blunts are better. KO grenades are generally at least as good and easier to deploy.

There was a discussion of darts as 'best' stun weapons roughly here (https://openxcom.org/forum/index.php?topic=5047.msg161755#msg161755), with some interesting info.
Title: Re: Campaign Report
Post by: Irismono on June 24, 2024, 05:11:48 pm
Do note that Dart weapons are not the best stun weapon there is, even for your time frame. If you don't mind killing some of your targets, various launcher blunts are better. KO grenades are generally at least as good and easier to deploy.

There was a discussion of darts as 'best' stun weapons roughly here (https://openxcom.org/forum/index.php?topic=5047.msg161755#msg161755), with some interesting info.

Fascinating read, and very useful. I've been ignoring Milkors completely up to this point, and mostly ignoring KO grenades. Will see about fixing that. Comparative stun weapons actually have some relevance to today's report.

May '98:
(https://imgur.com/Ob7NZiC)

I'm going to start by mentioning a few research and production things that happened this month, along with a notable random event. I finally got Parapsychology, got Electric Darts, got Avatar but not BL HQ (due to some important distractions you'll read about momentarily), and received 2 Alenium Shards from a random excavation at Kiryu-Kai. This brings my total up to 4, and while I've been dilly-dallying on Awakening, the project is underway so AI bros are right around the corner. Base-wise, I got my Manufacturing base up, got rid of the workshop at my main base, and started moving all my miscellaneous materials over. I set a Large Radar and a Large storage to be built there as well. I also got my Alien Containment finished. This is a very good thing.

Now onto the missions. Month was decently quiet. A few SLFs, a few Cult missions, a Lunatic, several encounters with MiB... and a UFO that went incredibly well.

First SLF of the month turned out to be a landed MiB craft. Managed to take it with a grand total of zero death, albeit with a few nasty wounds. Shields and smoke really do save lives. We scored a grand total of five captures. Inside the craft I found running directly up to the sniper-wielding Enforcers more or less neutralized any counter-attack, and from there I used a mix of tasers and CAWS to bring them down. Ended up with 3 enforcers, a Pilot, and and Executor. These guys took a large portion of my Month's research and I'm honestly okay with that. Got a few new weapons off them (Smart Pistol, Multi-Launcher) that I'll need to assess, plus a UFO Power Source.

The second major mission was that UFO, which showed up right at the end of the month, about a week and a half after Alien Containment finished building. The first UFO I got was right when I first got Blops weapons, and the only craft able to reach it had been my 2-man car. I managed to complete that one, losing a guy in the process. This was was different. It spawned somewhere in Ohio, in morning US time, well in range of my Osprey. I loaded up a crack squad, got four shield guys up front with SMGs (A strat which I'm really liking. Shields really are amazing, can't believe I didn't try them before now) and decided, for once, to bring the taser cannon I built months before. With 16 guys I knew I would outnumber the enemy at least 2-1, so sacrificing all of one guy's combat potential for a big stun gun seemed worth it. Long story short, it 100% was.

We started aligned with the side of the UFO, door behind us, with a nice short run to the craft. Small scout, single room vessel. Total of 6 or so Sectoids on board. Wish I had thought to get screenshots but c'est la vie. First turn we said the chump's prayer, tossing a smoke grenade out the Osprey but staying inside. The aliens started shooting at the military boys. Next turn I started running boys out, keeping a line formation with my shields and my shotgun boys. Over the next couple turns we approached the craft, keeping TUs up for reaction shots. On turn 4, we had an alien outside the door, so I ran a shield up to eat his reactions (he had used all his TUs shooting but wanted to be safe), then moved the canon into range and scored my first capture. After that the aliens stayed inside as we ran up. Motion scan revealed a total of 3 toids inside the craft, one outside. Outside one was wreaking havoc with... I think a canister gun? I had a couple rookies sneak up behind him and give him the CAWS.

Breaching the UFO itself was probably the least fun part of the mission. I moved the taser into position one tile off the door with TUs to shoot, then moved a shield to do the actual breach. The door opened to reveal, as expected, 3 Sectoids. Only one was facing the door, so I shot at him first. Shield guy took plasma in the chest, took it like a man, and dropped with 5 fatal wounds, somehow still alive. Praise be to Bio-Ex, high armor values, and RNG. After taser-cannoning the foul alien I dashed in medical and between 3 people had enough TUs and Healing Gel to stabilize my wounded hero. Another shield guy stepped forward to hold the breach, killing an ayy but dying to reaction fire from the other one. We finished the mission the next turn, with only one actual loss and two captures -  a Soldier and a Navigator. The Navigator is getting interrogated now.

All in all a very productive month. Money is still kind of tight but I'm happier with my position overall. Still haven't acted on the sonic weapons. I figure they can wait. If I really need a cash infusion the 5 mil is still waiting, and if I don't, then human sonics are available once I start calibrating alien ones. AI is my big priority before Cult Bases, that and (ideally) Tritanium armor. I'm on the lookout for Dagon missions to snag a Sorcerer and hopefully a Gillman. I've got Large Radar up or building at 2/3 bases, Kiryu-Two being the main exception. I'm honestly considering taking on EXALT before Lotus simply because my CQC teams are in a pretty good state and it means I won't have to move the Osprey.

Unit cycling and weapons testing is going well. G11 is God-Tier on my Anzug Lady with total 100 Bravery, unimpressive on everyone else. Blops SMG is very solid. KS-23M is unimpressive thusfar, maybe I'm missing something. I got some Blops assault rifles from a Westman (I think? Might have just been loot) and testing them out I found them wholly superior to regular rifles, so I'm phasing those in and phasing regular blops rifles out. USAS-12 is heavy, but killy. Not fully sure if I love it yet, but early results are promising. Don't think it beats the CAWS, which is still my favorite. Auto-Snipers are very high quality weapons. I bought a minigun but am yet to test it, since the guy I bought it for cycled off.
Title: Re: Campaign Report
Post by: Juku121 on June 24, 2024, 06:09:09 pm
Cool read!


On the topic of shields, I looked and discovered that for some reason they're front-armour only. Not sure why. But they add to melee dodge to even it out. Personally, I tend to also add (left) side armour, and even had a Xenonauts-style script I proposed to Solarius at one time. For regular armoured vests, the frontal increase is significant, but it's the same value (+10) for Tritanium vests, and that's condsiderably weaker in comparison.

If you're still using BO Pistols, Smartpistols will be something of an upgrade.

I wish I could share your excitement about BO Assault Rifles, I always found them lacking. They don't have the same universality as genuine assault rifles, with their nerfed aimed accuracy, poorer snap shots than the BO Rifle and only one extra shot in aimed mode. The G11 eats their lunch when it comes to autofire, and there are plenty of other mid-range automatic weapons around. The only thing they have is two (crappy) aimed shots per turn, and if you need those, a dedicated snap sniper like the SVD is leagues better.

Once Smartrifles come into play, they outclass pretty much any other conventional rifle that doesn't have a special gimmick (G11's super-fast auto shot, Pulse Rifle's chem rounds, etc).

KS-23M is supposed to fire a heavier, more lethal stun round. But 22 stun damage with +50% to health once it penetrates armour (which it does worse than regular, 25-damage beanbags) is not particularly better than 25 damage with +35% health. It does have slightly more damaging buckshot, but that's also pretty minor in comparison. Perhaps if you don't yet have BO Shotguns or CAWS, it might be an upgrade.

Miniguns have a very special property: they strip armour even without doing damage. Fire a couple of bursts at an otherwise invulnerable Sectopod, and it'll start feeling the pain.
Title: Re: Campaign Report
Post by: Irismono on June 24, 2024, 07:49:39 pm
Miniguns have a very special property: they strip armour even without doing damage. Fire a couple of bursts at an otherwise invulnerable Sectopod, and it'll start feeling the pain.

That is fascinating!

Almost done with June, but something popped up that I definitely need some guidance on. In the meantime, it's been a rather eventful month.

First off, got my AIs woken up. Somehow I have a flying drone chassis, don't know how that happened but I'm not complaining. Little scouts are already pulling weight as spotters. No real CQC this month though I think that's about to change.

Started the month with a live shambler capture, which was immediately followed by Spiders. I ended up with a regular spider, a stealth spider, and a death spider. Into the Dark appears like a possible route now.

Big mission of the month was a landed UFO without military support. Radar detected a flying object with high speed and I tracked it until it set down in Colombia. Osprey was deployed. Mission was at night due to necessity. 6 kills, 1 loss (rookie), no captures despite trying for them. Alloys were sent to Hell's Kitchen for production into Tritanium Vests.

Had an EXALT outpost raid as a rookie training mission. Brought the Minigun along on a vet. I love it just for the sheer number of bullets it produces, though map positioning made it difficult to use.

On the 25th, Lo Wo was found. The fool walked out with his katana and got hit with 3 tasers practically from the ramp. His assassin bodyguards got one of the squad, but overall the cost was minimal. Whole thing was over in 4 turns.

Now, for what made me pause:
(https://imgur.com/QAYJ8uT)

I don't recognize this mission type and it worries me. It's out of range of my Osprey unless I transfer, so I'd have to use the same team that just nabbed Lo Wo, and they're flying back. My only other option would be my 2-man team.

Edit: Image link doesn't seem to be working, image is attached.
Title: Re: Campaign Report
Post by: Juku121 on June 24, 2024, 08:10:06 pm
Looks like you're on track for Promotion III now!



The flying drone likely came from the Osiron Warehouse. IDK why they have yet undeveloped X-Com tech lying around... ???



The Reptoids are the real rulers of Earth, come to end your campaign. :P

Nah, it's probably a couple of lizard boys in a kitchen, room-to-room combat with somewhat dangerous weapons, but not anything special if you've killed Sectoids before. Take dogs/rats/motion scanners, finding them in the labyrinthine mini-mansion is the most annoying part, especially with all the civilians around.

Two agents sounds a little risky, but that goes for almost any mission. 6-8 should handle it okay. There are only a couple lizards around, and they are eminently killable.
Title: Re: Campaign Report
Post by: Irismono on June 24, 2024, 09:07:57 pm
The flying drone likely came from the Osiron Warehouse. IDK why they have yet undeveloped X-Com tech lying around... ???
That sounds likely. Little odd but a flying unit is a flying unit, regardless of its... dubious origin.

The Reptoids are the real rulers of Earth, come to end your campaign. :P

Nah, it's probably a couple of lizard boys in a kitchen, room-to-room combat with somewhat dangerous weapons, but not anything special if you've killed Sectoids before. Take dogs/rats/motion scanners, finding them in the labyrinthine mini-mansion is the most annoying part, especially with all the civilians around.
Sounds good. The 2-Agent team are easily my best. They should handle it no problem.
Title: Re: Campaign Report
Post by: Solarius Scorch on June 24, 2024, 09:19:15 pm
The flying drone likely came from the Osiron Warehouse. IDK why they have yet undeveloped X-Com tech lying around... ???

It's basically Hybrid tech... :)
Title: Re: Campaign Report
Post by: Irismono on June 24, 2024, 10:41:07 pm
Just finished with Reptoids... that was exhausting.

Realized my car was too far away so went in with the Dragonfly at Japan Base, same Squad that beat up Lo Wo.

Mission took like 40 turns, lost a dude to each of the Reptoids, even after Bug Hunt came into effect it was a slog. Score ended positive because of how many civilians never even encountered the Reptoids.

Btw is this the EXALT Base Map? It looks like it.

In the end managed to live capture both of them and sent them to the Alien Containment at Mission Control.
Title: Re: Campaign Report
Post by: Irismono on June 25, 2024, 02:39:50 am
See attachments for June Score and the best ammo crate opening to date.

Nothing much to report in June after the Reptoids, except that an understanding of Metapsychology has been achieved. Psi Strength is now visible on all units and there are a few standouts, for good or bad:

And all that's just at Mission Control. The highest overall is Kopp, no real surprise there. The lowest is Agent Lebna at Kiryu-Two, with a mere 2 Psi Strength.

I am now prepping for EXALT HQ. As expected, it spawned in as the month rolled, and I started prepping the Osprey. The manufacturing base has been hard at work and has produced, with current alloy supplies, half a dozen Tritanium vests, as well as some knockout grenades. We'll be bringing those along with most of our gas grenade supply. I'm bringing 14 Agents, a Dog, and Vortex the flying Drone. Arguably a scout would be better given the architecture of the base, but I like how the flying drone looks.

The Tritanium suits are going on our four shield guys, our minigun, and Ayala, who is arguably the most veteran unit on the mission. I've got two grenade launchers on board, and almost everyone has an explosive of some sort on their person. We have a motion tracker in addition to the dog.

I've double checked equipment. I think it's time to launch.
Title: Re: Campaign Report
Post by: Irismono on June 25, 2024, 04:02:40 am
I'm not entirely sure how it happened, but this is about as flawless an HQ Attack as I could have dreamed for.

Few bad wounds. Jankowski got 6 fatals total while mowing down the enemy. Fortunately we had healing gel available. First few turns were spent forming into 6-ish man teams (plus the wildcard squad of Shield, Dog, and Drone, then I systematically blasted my way through the mansion. Very early on I taser-rushed the brainer, taking wounds but successfully downing it. Also managed to take out several Enforcers and a Master within the first 10 turns. I suspect this good luck is what lead to the eventual surrender of the entire base. Once all the Enforcers had been neutralized I was left with very little to clean up.

Didn't time it, but it went pretty fast as well, even with a break for dinner about 2/3 of the way through. Managed to not use any gas grenades - the only time I had enemies grouped up were the ballrooms that span two levels, and I had grenade launchers and a minigun to take care of those.

Now feeling much more optimistic about Lotus etc. Red Dawn now sounds toughest just due to the APCs. On the bright side, I'm now a step closer to promo III, and I looted a couple unspent RPGs, which may come in handy.

Now to play July proper. I don't think I need to worry about Score this month.
Title: Re: Campaign Report
Post by: Juku121 on June 25, 2024, 08:27:57 am
It's basically Hybrid tech...
Wouldn't it be more immersive to replace the loot with actual Hybrid tech, STR_ALIEN_DRONE_TERRORIST? The X-Com drone is a repurposed, X-Com specific version. It even has X-Com in the name!

Ahem. It seems you have things well in hand. I guess you had practice beforehand with the Reptoid mini-mansion, managed to take out enemy leadership early on, and indoors usually disables the most dangerous part of EXALT weaponry, the grenade launchers.


This mini-EXALT HQ the Reptoids were in gets used for a another somewhat annoying mission, too.
Title: Re: Campaign Report
Post by: Irismono on June 25, 2024, 09:40:24 am
July is done!

I ended my last post saying that score would not be an issue this month. I was oh-so-wrong. See attached images for the first mission after the EXALT HQ.

Cops vs Zombies that went really smoothly until it didn't. -723 score with one man escaping. Saw my first Zombie boomers, they were easy enough. Cops got their butts kicked but I was expecting that. What killed 7/8ths of the (mostly rookie) squad were the sword zombies, which I assume were Vampire Knights. They spawned far away on the map edge, and only really approached once everything else was dealt with. When they did approach however, I found that none of the guns I had worked. This craft didn't have a minigun, and even if it did, nobody on board had the combination of strength and aim to effectively wield it. The zombie took several SPAS-12 rounds to the face and didn't even stagger. Thinking that a dog, a minigun, or both would have saved those guys.

Somewhat fortunately, no vets were on board. I had just finished the Sick Bay for Base 2, so anyone who was anyone was getting their Bio-ex done. Still a big loss with a large cost, but we'll recover.

Shortly after I completed the Brainer interrogation (got it alive), which lead to the Terminate EXALT project, which was quickly completed. I have a few Psiclones in storage which I may keep around. Haven't researched gun kata just yet and it's on the back burner.

After the hellish zombie mission I got an easy zombie mission. No civilians, nothing worse than a fat zombie, just a comfortable and modestly profitable shooting trip with the Mission Control Rookies and a few choice vets as chaperones. That was a nice little score boost and cash infusion, soon to be eclipsed by the month's later missions.

Had a monster city attack event that I ended up evacing from turn 1 due to night conditions and insufficient weaponry. Not happy about it since it was another -400 points almost. Had that and the Zombie disaster not happened there's a good chance this would have been a 2000 point month.

After this however I realized that Alien Origin is an option for Promotion 3, and Alien Origin is exactly what Kiryu-Two had been working on when it wasn't preoccupied with Lo Wo or a random gun I found. Also at the start of the month I started building a standard lab in Kiryu-two to continue building it into a full second base. I can't make use of the full 25 lab space yet, need more living space, but it would be critical to the events of the last week of July.

Dagon is in sights finally. Got a Forward base, stormed it, lost a shieldman but scored a Sorcerer. Shortly after finished the Skyraider research and began building a hanger in my manufacturing base. Given how close Promotion III is I suspect I'll be skipping from Skyraider straight to Skyranger, unless there's a good reason not to. Also discovered on the way to the Forward base that Dagon set up another Manor (Manor-6) in a very inconvenient location. It's still level 1 and it's on a flight path, so it's very much a priority target. It is within easy range of the Osprey, I just need to draw away fighters long enough to land and kill.

Towards the end of month I noticed that the local EXALT manor (which is now level 2 by the way, what a pain) had deployed a car to infiltrate somewhere. Now I've seen these before but never had the chance to intercept them. This time I did, thinking that at minimum I could interrupt the mission. I sent the private car with now-Captain Richter (promotions seem broken so I've swapped them back to manual, Richter has been on over 70 missions so the rank seemed fitting). Richter stepped out into a Brazilian suburb, and proceeded to Auto-Sniper down the entire complement of EXALT goons by himself, while taking no injuries. He scored a couple psiclones and a very modest score. This mission was inconsequential in the grand scheme of things, but it was very cathartic.

While Richter was on his South American vacation, the Galapagos got attacked by... more Reptoids. Fully expecting the worst I crewed up the Osprey at Mission control and sent in a crack team, mostly Senior Agents. This mission went way faster, and I managed to find both the Reptoids in the same room. I unfortunately lost both Senior Agent Plamenova and a dog named Rico. Rough loss but we got some cash for the corpses and weapons and managed to avoid civilian casualties, resulting in a score that put us further into the green.

Incidentally, I've noticed something about Reptoids that may or may not be a bug. They do not seem to use doors. Never in either mission can I recall hearing door sounds on the alien turn, only on the civilian. From what I can tell, part of why the first mission went so poorly was that a civilian wandered into the kitchen and let the Reptoids out, at which point they started wrecking havoc. If this is intentional that's fine, but it definitely feels a little weird. Also I'm painfully familiar with the tiles of this mansion now. It is not a map I enjoy at all. If it was maybe 1/2 to 1/4 of the size it would be a lot more bearable. I also don't wholly like the spawning locations, since even with the relatively small squad size of 8 your squad ends up spread over multiple levels, and thus more difficult to coordinate effectively.

Wrapping up, Kiryu-Two finished its science lab and large radar, and welcomed 20 new scientists, tripling its research rate. Alien Origins was completed a couple days later. Then came Summary Report #3, and finally Promotion III, triggering, with impeccable timing, on Midnight July 1st.

Overall a good month, but a painful one with some tough losses. Next month is going to be a lot of research and a lot of gearing up. Ideally I want to take down a second cult before the year's out, if not all four. New craft, especially fighters, are going to be a priority.

Now that I have Promo III, are there any absolutely critical projects or standout pieces of kit I should focus on? Besides being able to purchase all the cool explosives of course.
Title: Re: Campaign Report
Post by: Solarius Scorch on June 25, 2024, 10:04:40 am
Cool read!

Wouldn't it be more immersive to replace the loot with actual Hybrid tech, STR_ALIEN_DRONE_TERRORIST? The X-Com drone is a repurposed, X-Com specific version. It even has X-Com in the name!

I assumed Osiron had repurposed them already; they couldn't easily sell them otherwise.
The real reason is to reward the player for this mission, without unnecessary acrobatics.

Incidentally, I've noticed something about Reptoids that may or may not be a bug. They do not seem to use doors. Never in either mission can I recall hearing door sounds on the alien turn, only on the civilian. From what I can tell, part of why the first mission went so poorly was that a civilian wandered into the kitchen and let the Reptoids out, at which point they started wrecking havoc. If this is intentional that's fine, but it definitely feels a little weird. Also I'm painfully familiar with the tiles of this mansion now. It is not a map I enjoy at all. If it was maybe 1/2 to 1/4 of the size it would be a lot more bearable. I also don't wholly like the spawning locations, since even with the relatively small squad size of 8 your squad ends up spread over multiple levels, and thus more difficult to coordinate effectively.

Must be random chance, Reptoids are not special in any way.
Title: Re: Campaign Report
Post by: Juku121 on June 25, 2024, 10:28:25 am
Ouch! I suppose your good luck had to run out eventually.


A dog wouldn't have scratched the Vampire Knight. They can do ~3 damage at most to it, under ideal circumstances. You might have managed to Stun Rod it if you dogpiled the thing, or maybe some high-melee skill agent with a big can-opener weapon. Fire is a common weakness of those vampires, especially as it can make them panic and not come after your agents, since it's a melee unit.


Gun Kata is only really valuable if you do it early, before maxing firing accuracy, and in general the tradeoff is not really worth the bonuses you get from it.


Skyraiders are considerably faster than Skyrangers, which might be handy in some circumstances. But its main draw is that you can get it without Promotion III, although the other requirement is equally difficult.


You are not alone in hating the mansion map. Piratez players can tell you all about it. :(


Promo III gives you heavy football gear tac armour, gas grenades, mortars, tactical grenade launchers and smartweapons (if you've found them before). Tanks, better undercover cars/armour, napalm and underwater weapons might also be worth a look.

It also unlocks another of the four classical transformations, Combat Pilot Training.

HLA and Advance Intel Labs give you a chance at acquiring a mid-game super transport craft, the Kitsune. The other nice craft is the better Skyranger, which is one of the best crafts for immediate cover on the tactical map. Osprey-sized, too. You might still want the Kitsune first.



@Solarius: It's still weird that these are called X-Com drones, but I suppose I see your point.

Reptoids and doors could be a patrol route issue (or lack thereof), Solarius might want to take a look.
Title: Re: Campaign Report
Post by: Solarius Scorch on June 25, 2024, 10:41:25 am
@Solarius: It's still weird that these are called X-Com drones, but I suppose I see your point.

Well, they are now... ;D

Reptoids and doors could be a patrol route issue (or lack thereof), Solarius might want to take a look.

It's the standard Endless Mansion terrain, it's like a decade old; I don't think it has any relevant problems that haven't been found yet. But of course, I am open to reports.
Title: Re: Campaign Report
Post by: Irismono on June 26, 2024, 08:07:27 am
August, what a month!

This month was a little rough score-wise. Had a few missions with high point penalties that I had no way of getting to in time, and so lost out on. Did a manor to make up for it, but I'm pretty sure this is my lowest scoring month to date (December '96 excluded)

Month started with a zombie mission in New Zealand. Nothing too difficult or special there. Second mission of the month was a cave exploration, which got me a Broken Shogg Lantern and a small pile of Shambler corpses. Not difficult, just a slog. Is there any good loot to be gotten from those? Because if there isn't I don't see much reason to do more now that I got my Into the Dark prerequisite.

Had another Civilians vs Monsters, this time it was spiders and it went decently well. Netted around 100 points after all was said an done, and a pile of spider corpses.

After that we got an environmental alert, the enemy was spitters, which look like uglier Snakemen. Lost a guy to their acid but took them down. Felt a little bit like a waste of time to be honest.

After that the explosives I had ordered came in so I went and attacked Manor-6, the Dagon one in the inconvenient location. After the first couple turns of scuttling, throwing smoke, and breaching the fence the mortar rain started and it was glorious. Mortar and especially TGL are amazing weapons. See screenshot for first use of Mortar, I was very impressed. Ended up losing two units to Gillman artillery before I located and obliterated them. Flying Drone proved useful clearing the top level of the manor safely. Ultimately got around 200k in cash and 600 points

Next major event was a Cyberweb manufacturing, a mission type I'd seen pop up a few times but never pursued. I've got to say that I like the map. It's interesting, very vertical, but manageable in size. Many robots were destroyed, some loot was taken, and I only lost one agent to robot lasers, albeit a Senior.

Had an Osiron stakeout. Sent the 2-man, failed to capture anyone but secured a crate. Took some nasty wounds, but Anzugs and healing gel kept them alive.

Towards the end of the month I tracked down Manor-5. It's a level 1 Red Dawn manor in Siberia, within Radar of Kiryu-Two. I intend to take it out next month, after assaulting Black Lotus HQ. For those purposes I moved the Osprey to Kiryu-Two at the end of the month. I'm bringing gas grenades, and intend to camp in the elevators for as long as necessary. The squad has two dogs and the drone, which I'm switching to Scout mode, mostly to preserve the flying drone in case something bad happens to it. BL doesn't have a lot of open space anyway.

I don't fully understand how the Black Lotus deployment zones work. Ideally I want to have a dog in each room. Is there a way I can set up my craft to ensure that happens?

In other news, Hell's Kitchen is cooking up a Skyraider. I've decided to skip Ranger for my eventual Marshal, since its only big upside over the Osprey appears to be Range. The Raider will replace the Dragonfly as my general strike craft. I think I would be comfortable taking on manors with 10 guys rather than 16.

I researched High level access and the advanced intel lab. I haven't been able to build any yet due to a money shortage. I'm really hurting for an Africa base right about now, same issue.

I'm feeling significantly better about the invasion. Advanced Flight is well underway, and once I find some Aqua Plastics I'll have a ton more research available to me. I'm actually considering building a bio lab at my manufacturing base so that it can do bio-extractions, but I'm unsure how much of a distraction that would be.
Title: Re: Campaign Report
Post by: Juku121 on June 26, 2024, 09:28:13 am
That's why you want global base coverage - for detection and transport-hopping, if not actual strike bases. Or you would, if Kitsune wasn't so good.

Hidden Caves mainly give you certain beasties if you want them. No good loot to be had.

You might want to take spiders alive, spidersilk vests are pretty nice.

Deep Ones Gillmen are one of the more dangerous Dagon/underwater enemies, with a strong arcing attack.

Start site spawning is random, I don't think you can 100% make a unit start somewhere specific. If you had more dogs, maybe you could try playing the odds by studying Quick Battle patterns. Not sure it'd help, really.

Skyrange ;D is a pretty big advantage, exemplified by your inability to reach missions at the start of this report. 14 vs 10 agents is also not insignificant for tougher missions. Skymarshalls require research and alloys, which are kinda hard to come by earlier on, so you might be waiting for a while. But really, getting the Kitsune will give you the best of both worlds.

Bio-extractions in quantity can take quite a few days. Depends on how many 'extractrables' you're coming home with. I remember taking a week or two after sweeping full complements of Zombies and Spiders from two missions.
Title: Re: Campaign Report
Post by: Solarius Scorch on June 26, 2024, 12:43:46 pm
A useful trick I sometimes employ when I don't have good global coverage is sending crewed cars/vans to remote areas and just parking them there in case something happens nearby. Very slow vehicles like cars do not consume any fuel when stationary, so they can stay in place for as long as you want. Agents en route still benefit from training.
Title: Re: Campaign Report
Post by: Irismono on June 26, 2024, 06:45:31 pm
Lotus HQ is down!

Start site spawning is random, I don't think you can 100% make a unit start somewhere specific. If you had more dogs, maybe you could try playing the odds by studying Quick Battle patterns. Not sure it'd help, really.

Yeah... dice screwed me on this one unfortunately, but it worked out in the end. Got both dogs and the motion scanner mook in the same room, while the other room had all my good guns. The room with the gun people got way more heat, so ultimately I'm okay with it, but it was touch and go for a bit.

I spent the first 8 or 10 turns hiding in the elevators and shooting potshots/tossing gas nades. Minigun was amazing. During this I took down the base Avatar, and spotted a couple hosts.

Lost a dog to an assassin, lost the drone (which I foolishly forgot to change out of its flying chassis) to another assassin on turn 20. General progression was slow, panics started on turn 18. After I secured my captures and started seeing panics I split the teams into pairs and began bughunting. There were a couple close calls, including a time where the second dog ended up with 2 fatal wounds and 3 hp. He got over to the medic in time, but he's in the sick bay for a while. Durathread vest is the only reason he got that far I think.

I captured a couple hosts and 3 mandarins, plus some lower level mooks. I definitely won't need all of them, which means my actual earning from this mission are almost a million dollars once I account for those.

Base map wasn't too bad. Assassins were indeed a bit of a pain, but I handled them. Gas and Knockout nades were used liberally. AAR gave out a total of 4 Keystone commendations, including one for the AI. Jankowski also earned "Master of the Black Ops Minigun", well deserved.

700 points has me in good standing for this month, but I'm planning to jump into a manor right away with my unwounded troops, which is most of them. I'm taking the better units from Kiryu as reinforcements. I've marked all the wounded units from the base assault for return to Mission Control upon recovery.
Title: Re: Campaign Report
Post by: Juku121 on June 26, 2024, 07:07:28 pm
You should be able to resurrect your downed drone with a transformation. You'll lose your flying casing, though.

Are you doing the tier 2 manor now?
Title: Re: Campaign Report
Post by: Irismono on June 27, 2024, 01:43:43 am
You should be able to resurrect your downed drone with a transformation. You'll lose your flying casing, though.

Are you doing the tier 2 manor now?
Drone resuscitation ordered. Casing is lost but available for research, so not all bad.

This manor is another tier 1 in an annoying spot. There are now 2 tier 2 manors, which will probably become three if I don't kill the Euro-Dagon one soon.
Title: Re: Campaign Report
Post by: Irismono on June 27, 2024, 08:15:15 am
September was the best month yet!

Numerous breakthroughs and developments, important pieces of kit either acquired or just around the corner, missions with a minimum of casualties! A grand total of 3k points for the month is absolutely amazing, and it only tells half the story.

After the Black Lotus HQ assault I recrewed and rearmed my Osprey, then went straight for Manor-5, which was a level 1 Red Dawn manor. Fairly smooth mission all in all. Lost a dog and a non-critical agent. Got out with some money and a few live captures to help grab some missing dossiers.

Random Osiron Trade Bust gave me three free crates, one of which contained a heavy canon. Not bad. No clue how good HC is in XCF, but it's certainly a classic for the files.

On September 6th (all this in under a week!) I got the Kitsune event. I haven't researched it yet due to more pressing items (eg. Advanced Flight Training finished right after this, and I started on Fighter Plane Procurement), but it's on the list.

Still dealing with wounds from previous missions, an Osiron warehouse spawned and I couldn't ignore that. Ended up taking two dogs and an AI. Lost a decent agent for 15 crates. Not a real veteran by any means, but someone who was shaping up to be one.

Shortly after (we're at maybe the 14th now) I said goodbye to Mission Control's Dragonfly "Victory in Smoke" to welcome our first Skyraider, "Power Nine", named as an MTG reference since its first mission was a Black Lotus Forward Base that spawned just as I started their termination orders. Around the same time i sold off around $1.2 million in surplus gear and unneeded tech, and ordered the construction of yet more general stores.

The Forward Base went pretty well. The side doors on the Skyraider are very fun to shoot out of. We sustained some nasty wounds (mostly from the Avatar) but got out without any deaths. Scored a lot of money.

On the 18th we got our first Syndicate mission, a lab. I was slightly worried given the shady descriptions my reports had given me about the Syndicate, but it turned out my worrying was for nothing. Kevlar and Black Ops is beaten pretty soundly by Armored Vests and Black Ops. Took a few wounds due to a poor spawn location, but scored four captures, including both Scientists.

Black Lotus was officially terminated on September the 19th, 1998. We don't need to worry about Ninjas for a while. Simultanously, in a lonely part of central Africa, a new base, "Deep Simba", was established. This base is currently just a radar station, but I'm considering making it either a training base with multiple gyms, or a research base to increase our global scientist count. Advice on this front would be welcome.

Speaking of, Ninja Arts finished researching about the same time as MiGs. None of my troops are eligable to get Martial Arts training at the moment, the main limiter being Melee Accuracy. I haven't used a ton of melee this campaign, so most of my units are hovering around their base accuracy. Throwing accuracy is also on the low end for many units. Knowing this, I can train both of these more consciously.

My long running Private Car, "Hospitality" has been retired for an as-yet-unchristened Land Rover. A set of Bulletproof vests has been comissioned to replace the Anzugs we've been wearing up to this point. Captain Richter and Sr. Agent Missoui will be leading the Undercover Dept. as they have in the past, joined by new junior agents. Name suggestions for the Rover are welcome.

Syndicate Warehouse dropped and I sent in the Skyraider. It was a cakewalk. Four syndicate security were no match for a dog and a couple guys with CAWS. Dog got half the kills. Scored 10 crates, one of which contained a Smart Rifle. Things are looking very up.

Lastly, just before the month turned, we scored a Live Reaper from a SLF. I wasn't particularly trying to take it alive, it just worked out that way. I'm not complaining though.

I feel like I'm in a relatively good position now, but I need some advice, especially for Airgame.
1. Is it worth getting MiGs? If so, how many, and what should they be used for?
2. Are Interceptors worth getting, and again, number and purpose?
3. Would a research base or a training base be a more optimal use of resources? I feel pretty good about research but there's definitely a lot of it to work on.
4. Now that I have two cults down, is it worth trying to get a third before '99?
5. I've just figured out that the reason I haven't seen any Ghosts is because I never researched Cover: Surfers (of all the routes to miss), which is needed for Scientists. Is it worth picking that up now?
Title: Re: Campaign Report
Post by: Stone Lake on June 27, 2024, 09:24:06 am
MiGs/Interceptors are waste of money. You may get one to try them out, but you may as well just pursue landeds or use your Lost Alien Ship (tm) to crash small fries.
Be careful if you see alien UFOs with circles/large radar range, they'll wreck your transports. Still, that doesn't mean that you lose the entire crew - most usually survive. But losing Lost Alien Ship (tm) and going back to skyranger/osprey can be really inconvenient. After you get interceptors that are not entirely toys - ravens or thunders, use them to escort your transports.
Down all cults ASAP - they are usually pathways to advanced cults, and they spawn manors, remember? Albeit the peak of manor spawning comes to early '98, and drops off then.
Ghost arc is fairly controversial - the ghosts are annoying to deal with, but I happen to love it. That's rare place where you can get some weapons that will ignore enemy armor. Your choice. Also, surfers are must-have usually, they are early pathway to osiron -> syndicate, and abyssal -> deep one. You're lucky to get syndicate without 'em.


Title: Re: Campaign Report
Post by: Juku121 on June 27, 2024, 03:02:53 pm
Heavy Cannons are kinda bad. In fact, most 'heavy' weapons suffer from sniper rifles occupying their niche in addition to sniping. The Auto-Cannon might be somewhat useful as a HE/Incendiary dispenser, kind of like a direct-fire grenade launcher.

Kitsune should be your top priority. Abandon everything else and put all eggheads on that, pronto! :)

15 Osiron crates might be a passable trade for a semi-vet, depending on what you get from them.

If you like the Skyraider's side doors, you'll love the Skymarshall. And perhaps also the new Lightning, that thing is like a giant turret in ship form.

Some of the Syndicate guys should have been in their variant of the Armoured Vest, too, no?

About the African base, depends on how much science infrastructure you already have. But since you're regularly losing people, I'd make a training base somewhere anyway, so why not there. Research takes a while to set up, though, so if you want both, start with that.

Teaching your agents Ninjutsu is perhaps the least accessible of the main four transformations. You need 'gym max' in several stats, some natural psi ability, and a bit of actual melee experience on top of that. I think commendations can help with stat requirements, but earning those commendations will usually yield the necessary skill increases by itself.

Did you mean Bulletproof Coats? Bulletproof vests are Kevlar. :D

Name suggestions for the Rover are welcome.
Landranger?

I advise upgrading to Smart Rifles ASAP if you're still using ballistic rifles. These are the best general-purpose kinetic rifles in the game.



I concur that MiGs are pretty useless once you get the Kitsune. They might be of some use against cultist MiGs, Hybrid aircars and similar, but the Kitsune largely obsoletes them even in that role.

The Interceptor is something you may actually want, since the next crafts require alloys which might be in short supply. And not all UFOs land. But whether those are worth pursuing is a different question. I'd get one or two of one interceptor type, MiG or Interceptor, build spare hangars to move them around, and try them out. And then upgrade.

Once you feel the need to have something worthwhile in the air, beeline for Thunderstorms, those are IMO the best early-midgame fighter crafts.

Personally, I like to have a fighter craft in each base, but I admit this is not due to anyt efficiency concerns. I just like to play as 'proper' X-Com. :D



Taking down another cult depends on whether you care about stopping the manors and other minor bullshit from spawning or not. Since Hybrids will continue that anyway, and are somewhat tougher, perhaps not.

You'll also get those annyoing score-lowering Slander missions if you delay destroying the respective cults, so that's something to watch out for. Contrary to what Stone Lake is saying, destroying the cults isn't itself a pathway to new factions - usually, it's something you take from the cult's higher ranks or their HQ.

The exceptions are: Black Lotus (which is already down) - two mission arcs, EXALT (also down) -manufacturing certain somewhat useful items, Red Dawn  - not really a new arc, but closure for an old one, Dagon - alternate access to the underwater arc if you miss your Deep One capture.

There are also some extra Geoscape events that give you minor penalties if you take too long.

All in all, I like farming the cults for longer, but if you're not into it and think you can handle Red Dawn snipers, armoured cars and Deep Ones Gillmen/Dagon priests raining lightning, TNT and grenades on you, go for it.


Personally, I dislike the Ghost arc for not fitting well into the 'X-Files' environment, but that's just IMO. So I can't tell you much about it. It does have a bunch of pretty useful equipment for you to turn against both the Ghosts themselves and other factions.
Title: Re: Campaign Report
Post by: Irismono on June 27, 2024, 04:00:25 pm
Kitsune should be your top priority. Abandon everything else and put all eggheads on that, pronto! :)
Getting Smart Rifles online first but Kitsune is next!

Some of the Syndicate guys should have been in their variant of the Armoured Vest, too, no?
Assuming you mean Syndicate Security, there were a few of them. Still no match for overwhelming firepower.

About the African base, depends on how much science infrastructure you already have. But since you're regularly losing people, I'd make a training base somewhere anyway, so why not there. Research takes a while to set up, though, so if you want both, start with that.
Good reasoning. Gyms are getting set up pronto. I worry somewhat about falling behind on research, but realistically I'm not in any real danger of that.

Did you mean Bulletproof Coats? Bulletproof vests are Kevlar. :D
Ah, yep. Admittedly they do serve the same purpose. Coats are significantly more stylish however.

I concur that MiGs are pretty useless once you get the Kitsune. They might be of some use against cultist MiGs, Hybrid aircars and similar, but the Kitsune largely obsoletes them even in that role.

The Interceptor is something you may actually want, since the next crafts require alloys which might be in short supply. And not all UFOs land. But whether those are worth pursuing is a different question. I'd get one or two of one interceptor type, MiG or Interceptor, build spare hangars to move them around, and try them out. And then upgrade.

Once you feel the need to have something worthwhile in the air, beeline for Thunderstorms, those are IMO the best early-midgame fighter crafts.
Makes sense. Will probably get at least one Interceptor, but I might as well skip MiGs. I've already figured out how to draw fighters with one craft and slip in with another. It's not too difficult, especially with how amateurish Cult fighters seem to be.

Taking down another cult depends on whether you care about stopping the manors and other minor bullshit from spawning or not. Since Hybrids will continue that anyway, and are somewhat tougher, perhaps not.

You'll also get those annyoing score-lowering Slander missions if you delay destroying the respective cults, so that's something to watch out for. Contrary to what Stone Lake is saying, destroying the cults isn't itself a pathway to new factions - usually, it's something you take from the cult's higher ranks or their HQ.

The exceptions are: Black Lotus (which is already down) - two mission arcs, EXALT (also down) -manufacturing certain somewhat useful items, Red Dawn  - not really a new arc, but closure for an old one, Dagon - alternate access to the underwater arc if you miss your Deep One capture.

There are also some extra Geoscape events that give you minor penalties if you take too long.

All in all, I like farming the cults for longer, but if you're not into it and think you can handle Red Dawn snipers, armoured cars and Deep Ones Gillmen/Dagon priests raining lightning, TNT and grenades on you, go for it.
I'm thinking I'll try and get Dagon down by New Years at the very least. Red Dawn can wait a little. Haven't seen a Deep One yet, and undersea missions sound like fun. Love my TFTD.

If I do Ghosts it'll be for completion. I've got enough on my plate at the moment that it's not a priority.
Title: Re: Campaign Report
Post by: Juku121 on June 27, 2024, 04:41:23 pm
Weren't you using CAWS buckshot against Syndicate Security? Even light armour really messes with buckshot. Or was it slugs now?

Good work on figuring out manor air defence patterns. This will help you against a couple non-manor non-alien-bases, too. At least proper alien bases don't have interceptor UFOs.

Cult fighters will get a big boost with tier 3 manors. One of the reasons to finish them off.


Underwater combat is quite like TFTD in that it very much sabotages all your current advantages: limited equipment, enemies who are much more at home in the environment, including worse vision and worse movement plus other stats. It's a bit like starting all over again, although not quite.
Title: Re: Campaign Report
Post by: Irismono on June 27, 2024, 05:53:10 pm
Weren't you using CAWS buckshot against Syndicate Security? Even light armour really messes with buckshot. Or was it slugs now?
Slugs - I find that while Buckshot is good, most enemies will die to a slug just as easily and slugs have better range. Also had SMGs, which while not great at armor pen do shoot a lot of bullets with decent accuracy. Frankly if it weren't for the imminent arrival of Smart Rifles I might have swapped all my rifles out for SMGs.

Cult fighters will get a big boost with tier 3 manors. One of the reasons to finish them off.

Underwater combat is quite like TFTD in that it very much sabotages all your current advantages: limited equipment, enemies who are much more at home in the environment, including worse vision and worse movement plus other stats. It's a bit like starting all over again, although not quite.
Good to know on both counts, especially since in all likelihood I'm going to have to deal with at least one Tier 3 Mansion.
Title: Re: Campaign Report
Post by: Irismono on June 27, 2024, 08:35:51 pm
October is in the bag.

If last month was a month of anticipation, this was a month of preparation. Thus, November will be a month of action. No real plans for December just yet.

Month started with buying my newly available Smart Rifles. They are very pricey, but as I would soon learn, they're very much worth the cost. Initial outfitting was a few hundred grand for my ~3 strike craft across the globe (closer to 3.25 with the landrover). In fact I'm pretty sure the guns actually cost more that the three Gyms I ordered for Deep Simba. Said Gyms will take the whole month to build, so I'm not even worrying about ordering up fresh agents or equipment just yet.

Eldritch language popped at mission control, and shortly after the wreck of the Kitsune was recovered by the science team at Kiryu-Two. Said wreck was immediately sent to Hell's Kitchen, where the boys got to cooking.

The month's first actual mission was a Zombie Outbreak in Oz. Alpha Preview (K-2's Dragonfly) was deployed to the site, and the Smart Rifles made their debut. Needless to say, they're excellent. They turn decent units into snipers, and rookies into decent shots. The mission went very well, only losing one civilian, and an infector was captured and sent to MC. Said infector was not researched despite my being far behind in the zombie plot, because MC was very busy this month with Aerospace Tech and Advanced Robotics.

The next mission of note was an MiB landing site. The fight was brutal, but we got out with no X-COM deaths and a live MiB Pilot. I wish I could nab a scientist, they're proving themselves to be really good at dying. Also took to the opportunity once in the UFO to surround the crew with knifes and slash at them in the hopes of raising melee xp. It had... middling effect as most attacks missed.

The Kitsune finished construction and was sent to HQ, replacing the now-venerable Osprey, "Snake-Eyes". A few days later, with Deep Simba's radar array online, we confirmed the location of the Church of Dagon's HQ, and made plans to raid it. There were a few more minor missions. I sent the Kitsune out to shoot down a small alien ball which it did easily, splashing it over the Atlantic (would have been UK but the thing decided it wanted to go out over the water.) Tritanium ammo and blades are both researched at this point, though I lack the alloys to make anything - armor would be my priority in any case.

On the 31st of October, Halloween Night, Mission Control enjoyed its annual halloween party. In the midst of the festivities, 15 souls, including a dog and an AI, were summoned (still in costume) to a briefing. The Kitsune's Ground Combat maiden voyage will be the Church of Dagon's African HQ.

I am torn between keeping the Kitsune named as it is, and renaming it to something along the lines of "Fish Fear Me". Mostly because the latter would be very funny.
Title: Re: Campaign Report
Post by: Irismono on June 28, 2024, 07:51:11 am
It is with great pleasure I announce the death of Dagon, or at least of his Earthly Church. Our eyes now turn to Red Dawn, and further to the Invasion and our final preparations for it.

November was, as I predicted, an action-packed month. We gained access to several new techs, but aside from the universal adoption of Kukris (see screenshots 1 & 2, context to follow) and the moving of a vehicle or two, our equipment didn't change too much.

I'll begin with the Dagon HQ Assault, since that's what the month opened on. The Kitsune rolled up with a crack team - the best of the best. Jungle is, as usual, an LOS nightmare. Artillery, in the form of two TGLs and a Mortar, ensures pleasant dreams. I suppose the Minigun also counts as Artillery for this purpose.

I somehow managed to forget the scout drone's ammo. This will become a disturbingly common theme this month, albeit to minimal effect.

The assault went incredibly well. A slow approach, careful target selection, and raining hellfire on the slightest hint of a Gillman caused the enemy to go into mass panic and hysteria by turn 5. After that it was clean up, tracking down the few Gilldogs and Gillmen who hadn't surrendered. Miraculously, we escaped this mission entirely unscathed. No wounds, no deaths, just pure cult and fish-monster killing action. It helped I think that one of the Sorcerers stepped practically up onto the ramp turn one. We ended up with a few prisoners, including one very dazed Deep One (I remembered that Shields have a stun function).

When the battle was over we were left with 600k cash, 600 or so points, and a sonic pistol, the vast majority of other loot having been sold, because how many deep one spears do you really need?

After returning to HQ I patiently span the globe until I could research the Dagon statue. This was a very short wait, a day or two tops. The X-COM Virtualized HQ project finished, and I will admited i balked at the 4 million dollar price tag. I already know that XCOM HQs are kind of a trap for bases beyond the first, so I'm a little unsure if I'll build one of these at all. Maybe at Mission Control to upgrade my singular existing one? In any case, the Dagon statue went under examination.

On the same day, Deep Simba finished its Gyms and began the training of its raw recruits. From now on, my intention is to filter as many rookies as possible through DS first, before sending them to Mission Control or Kiryu. I'll also swap out DS trained units for the kids currently living at Hell's Kitchen as a "security team". I need to buy some equipment for DS sooner rather than later, but money was much tighter when I set it up than it now. Priorities beyond weaponry are a 4th gym, potentially a 5th, and a sick bay to enable Bio-Ex, though it may be better just to use the facilities at my established strike bases.

Now to explain the Kukris.

The local EXALT manor (good ol Manor-1, still kicking around) spawns infiltration convoys fairly frequently, and one happened to spawn in just a day or two after the Dagon Assault. Having taken on Convoys before I decided this was a golden opportunity for some melee training, and send in the Kitsune to shoot it down. All units then equipped their Kukris and rushed down into EXALT's unsuspecting arms. Thus was born the Knights of the Kukri. I did this three times throughout the month, sustaining, at most, minor injuries and gaining lots of melee XP collectively. This is what allowed Sr. Agent Jankowski to be the first ever candidate for X-COM's Ninja School. He's my minigunner at the moment, so he's mostly benefitting from the reactions, TUs, and stamina bumps, though the melee skills certainly won't hurt. The reactions will push him over the edge on reactions and allow him to get combat pilot training as well. His initial roll was absolutely atrocious.

I got my first assassin clans mission (feels very fast, but whatever). Cyborg ninjas robbing a bank. Ended up with a -10 score because we started really far away from the bank entrance, but scored a captive Mashinobi or two and got a clean million from the bank as a thank you.

I got Tritanium ammo tech, unsure whether to sell it to M.A.G.M.A. or not. Is there any good equipment or weapons from that route? I haven't done much with M.A.G.M.A. at all to be honest.

On the 6th, Radar got me eyes on at least 3 ufos over Europe-North Africa. I don't know what they were doing, but they were fast enough that I felt sending the Kitsune was not likely to be fruitful.

On the 9th,The Church of Dagon was officially neutralized. The next night, Lobsters attacked. I was mildly worried about this due to my memories of TFTD, but these worries were for nothing. There were three lobsters, without guns or drills, and they went down to the tradition gas and knockout techniques. One civilian was killed by the lobsters due to it being a night mission.

Deep One interrogation finished. Deep One communities is on the docket but I really wanted to get tanks first. HWPs have been researched and I could use a little guidance. Right now I'm leaning towards Minigun weaponry wise. Are the other options any good? How's the range on the flamethrower in particular?

I got the "The Thing" mission in the Arctic. I'm saving the metamorphs research for a rainy day since that's a 2k point boost according to the wiki. December may in fact be a good month for it since I won't be hitting Red Dawn. Mission itself was mildly terrifying. I didn't lose any of my guys but I'm very glad Metamorphs are limited to one mission.

After the arctic I assessed my funds and found that I had a full 5 million. This is a level of financial security I haven't had very often, so I decided to drop a new base in Oz, call it "Coast Wizards" due to its location and intended purpose, and start building a lab base. Went from 5 million down to 700k and didn't even order a bio lab. Building queue means it'll be a while before I can put one in anyway.

Immediately after establishing Coast Wizards, some kind soul at the council dropped a million bucks in my lap. I find this turn of events very funny, but I'm not sure what to do with all this cash. Interceptor comes to mind as a worthwhile purchase.

I researched surfers towards the start of the month and got my first surfing mission towards the end. The Undercover crew got their bathing suits on and pulled out the tasers. I was particularly struck by Agent Badaoui - I didn't realize he had tattoos. The mission was decently terrifying, but once Richter tased a guy with an actual gun, then shot a guy with a better gun, it went very smoothly. Badaoui got hit, but Bio-Ex and poor aim on the Osiron goons' side let him live and run for the trauma pack. Scored 3 crates for my trouble, which is a good deal in my book.

Deep Ones attacked and took hostages, intending to sacrifice them. The Kitsune responded. See screenshot for turn 1 aftermath. Most of them were dead in seconds. Of the ones immediately around the alter, one had a sonic pistol and one was a Gillman. The others had their usual barbaric weapons. Had to deal with a couple Deep Ones not around the alter, including one that shot Captain Ayala for pretty solid damage. Managed to win with that wound and zero civilian casualties. A cool 400 points and $400k, bringing up back over 2 million.

In the last few days, a whole bunch of strange life forms popped up, mostly in Africa. This falls mainly to Matrix Zero to investigate, and I had time to check one out before the month rolled. Chupacabras (at least half a dozen, which mean way more hiding). In a jungle. In a vehicle that didn't even have a ramp. I hit the evac button with no shame on that one.

Month rolled, another soldier got sent to Ninja School (an honorable Kukri Knight he is) and I'm finding myself with 5.5 million in the bank. This is more money than I've yet had and I'm honestly unsure what to do with it.

Current thoughts:
- Establish another new base, probably on the South Pole, though maybe in South America, for radar coverage. What else this base would do, I have no clue.
- Expand operations at Hell's Kitchen with a second workshop and more staff in order to do more big projects at once.
- Buy a Virtualized HQ somewhere.
- Spend some of it on an Interceptor and a few HWPs.
- Alien Containment at Kiryu-Two
- Save it for a big purchase somewhere else. (what this would be I have no clue, I don't think I'm all that close to Psi Labs).

Once again, advice is welcomed. I'm at a point in the game where I don't know very much. I know I'm working towards undersea operations, with Aqua Plastics being the only missing piece for sonic weapons. I know that once the invasion hits I'll have more access to alien captures and especially to alien alloys. Beyond that I don't know much. December is a month I'm not sure what to do with. I'll probably go after a manor or two since Red Dawn isn't an option yet (just forgot to research the project).
Title: Re: Campaign Report
Post by: Juku121 on June 28, 2024, 08:42:37 am
You got an Infector, good. These can sometimes be hard to catch. A Deep One, too.


(Combat?) knives are not accurate in the hands of agents who still have middling melee skill. Try some more beginner-friendly weapons, like machetes or billhooks. Look for "Accuracy modifier: [flat number] + [skill]" in the Pedia.

Actually, going the police brutality route and poking them with the small stun sticks raises both melee and reactions, and doesn't risk anyone dying (other than the people doing the poking :D). You can also train Bravery by using pepper spray on helpless enemies. Works even when they're knocked out, since it's an area weapon.


The upgraded HQ provides some gimmick functionality, like allowing you to build EXTRA LARGE stores and some tactical base defence facilities. More of a luxury item, though.


Sharing alloy ammo tech is probably a good idea, buying those bullets (sadly, only for a limited weapon set) is much more convenient than manufacturing them, not to mention it doesn't cost alloys. You'll get a few extra Slander missions, though. And an alloy-sharing-specific mission type. Not sharing has no real upsides.

M.A.G.M.A. gives some nice bits of equipment if you do their missions and share various pieces of tech, alloy ammo itself leads to a gun that may or may not be worth it, and of course the buyable alloy ammo.


Lobsters are really weak to gas (and being strangled :D), yes.


Minigun tanks are fine, I think. Not particularly long-range, but they destroy light terrain and enemy armour. Tritanium rockets are hilariously OP, like their handheld counterparts. The flamethrower tank is suprisingly long-ranged and tends to cover the Battlescape in fire. Accuracy sucks, though.


You can use your money surplus to get some Smartrifles for base guards, I guess? You've killed EXALT, so I guess you could splurge on some Gun Kata for garrisons, too.

What I'd do is build more hangars and radars for global detection and craft-hopping. Maybe a new base, if your current ones are covered.

How's your store situation? Dropping another big store or even a big living quarters somewhere might be useful.

Workshops are something that I've seen to be fairly underused, since everyone else but me plays with minimal amounts of equipment, not 8 mortars and 80+40 mortar rounds (and same for anything else in the current arsenal) for ~6 transports all over the world. :-[



A significant source of alloys is actually MiB craft. While UFOs are still generally more plentiful, there can be a surprising amount of these flying around.
Title: Re: Campaign Report
Post by: Irismono on June 28, 2024, 09:52:00 am
(Combat?) knives are not accurate in the hands of agents who still have middling melee skill. Try some more beginner-friendly weapons, like machetes or billhooks. Look for "Accuracy modifier: [flat number] + [skill]" in the Pedia.

Actually, going the police brutality route and poking them with the small stun sticks raises both melee and reactions, and doesn't risk anyone dying (other than the people doing the poking :D). You can also train Bravery by using pepper spray on helpless enemies. Works even when they're knocked out, since it's an area weapon.
Good to know, I thought that was the case given the number of misses I was getting. I'll look through my options. In future runs I'm definitely going to focus melee more. I've been training bravery up to this point by making people medics and it's been pretty effective. I don't remember his initial stats, but Jankowski was a medic pretty much up until he got his minigun, and I used medipacks and trauma packs over sprays.

Minigun tanks are fine, I think. Not particularly long-range, but they destroy light terrain and enemy armour. Tritanium rockets are hilariously OP, like their handheld counterparts. The flamethrower tank is suprisingly long-ranged and tends to cover the Battlescape in fire. Accuracy sucks, though.
Accuracy doesn't matter too much if the goal is area denial and inflicting panic. Will probably do minigun first once I have the alloys. Right now I'm sitting at maybe a dozen alloys total across all my bases. MiB have been sparse.

You can use your money surplus to get some Smartrifles for base guards, I guess? You've killed EXALT, so I guess you could splurge on some Gun Kata for garrisons, too.

What I'd do is build more hangars and radars for global detection and craft-hopping. Maybe a new base, if your current ones are covered.

How's your store situation? Dropping another big store or even a big living quarters somewhere might be useful.
Smartrifles are going to be step 1. Gun Kata isn't a bad idea. Hangers are definitely an option... but stores actually sound like the way to go. I've got a corner of Mission Control that is 3 storerooms and an empty space. I can toss in some storerooms temporarily, then demolish the current trio and put in a large. Whole project comes in at $1.45mil. Also going to add an extra hanger and an advanced intel to Kiryu-Two
Title: Re: Campaign Report
Post by: Irismono on June 28, 2024, 05:29:47 pm
Well a lot of money was spent, a lot of research was done, a few soldiers got pilot training and... very few missions were actually completed.

December was an intensely quiet month that managed to be my highest scoring yet, mostly due to Metamorphs. 2k in one drop is a lot and I'm thinking maybe I should have saved it for later. Still have the mansions of course. The rest of the points came from a few missions with civilians (Lunatic, SLFs, things like that), several of which I managed Cavalier on. The month featured only one loss, an AI unit... more on that momentarily.

I'm doing some rearrangement at HQ. I've invested roughly 1.5 million in rebuilding the small warehouses into a big one, the extra investment being in temporary warehouses in the space I usually leave to form the security gap. Another half million was spent on an Interceptor. A full million was dropped outfitting Deep Simba with an arsenal to defend itself with. There were some other auxiliary expenses. A new hanger here, a storeroom there, ultimately was left with around a half million in the bank - enough to cover day to day operations. Sold off some elerium and ufo power sources to afford a batch of scientists for Coast Wizards, which is now partially operational.

A lot of little projects got done this month, as well as Hybrid Network and Deep One Communities.

Only one mission this month was really notable. The military shot down another bloody UFO. We stormed it, took 3 captives, Kopp (Ninja School graduate) got a kill turn one with his Kukri. Still no Engineers unfortunately - not sure if they just don't spawn on these scouts or if I've been unlucky with my caps. Big win is the alloys, which were sent to the Kitchen to be turned into shiny shirts.

On the mission, Vortex the Scout-bot got shot running an overwatch and immediately crumpled. This was expected, that's what he's there for. What wasn't expected was when I got back and found that the AI resurrection project wasn't available. It still isn't. I'm not fully sure what happened. Vortex was sort of the star bot for a while, having been the drone that appeared on all three Cult HQ Assaults to date. Is there a limit on resurrects? Or was the alien plasma gun to blame?
Title: Re: Campaign Report
Post by: Juku121 on June 28, 2024, 06:01:18 pm
Medium Scouts have never had Engineers, even in vanilla.


Your bot likely got vaporised - there's a threshold where overkill crumps the target so hard there won't be even a corpse left. Since that's what gets resurrected, your little brave AI is no more.

Most units need to get hit with 150%+ total health (max, not current) in a single shot to be vaporised. That's one reason not to send AIs without heavy armour out against enemies who have very killy guns.

This applies to all units, including your other agents and various enemies. Not all weapons can overkill, bullets are usually safe while lasers, plasma and explosives are not.


AI crystals are kind of a pain to get hold of, so this stings. :(



In the future, there's an agent type that has a similar resurrection mechanic and a similar vulnerability. You also want to recover your dead agent's armour if it's an advanced type, so getting shot with plasma is more dangerous than it used to be. Plasma also eats armour more than other weapons, so that's one more reason.
Title: Re: Campaign Report
Post by: Irismono on June 29, 2024, 12:18:42 pm
Your bot likely got vaporised - there's a threshold where overkill crumps the target so hard there won't be even a corpse left. Since that's what gets resurrected, your little brave AI is no more.
That's what I feared. Looks like Vortex is one for this history books, up there with Agent Martinez - Commissar Richter's first partner in the Covert Ops division and the first X-COM agent lost to plasma fire.

AI crystals are kind of a pain to get hold of, so this stings. :(
Fortunately I have more than just the initial one. Got some from Osiron crates a while back meaning I have a total of 3 AIs left standing. Hopefully I'll be able to find more. Just took down a Hacienda to kick off the new year (full report will be in next post) Didn't get any shards but did get some other cool stuff.
Title: Re: Campaign Report
Post by: Juku121 on June 29, 2024, 01:09:03 pm
I suppose you got the Kiryu-Kai shards, too? Osiron crates and Hybrid Embassies are probably the most accessible sources of new shards. But nothing is guaranteed, as always.
Title: Re: Campaign Report
Post by: Irismono on June 29, 2024, 01:12:24 pm
I suppose you got the Kiryu-Kai shards, too? Osiron crates and Hybrid Embassies are probably the most accessible sources of new shards. But nothing is guaranteed, as always.
Pretty sure I did yes.

Also, just got a Monster attack that I somehow managed to save all Civilians on. Muckstars are surprisingly easy to take down when they hide in TGL-vulnerable houses. 700 point boost is very welcome.
Title: Re: Campaign Report
Post by: Irismono on June 29, 2024, 05:46:44 pm
January has past.

The invasion has begun.

This month's theme is... monsters!

First off, this is the most screenshots I've shared with any post thusfar. I really think I should learn how to embed properly. Will look into that before I play February.

There have been several dossiers I've been waiting on for a while now. Natasha Morozova, David Vincent, and Dr. Alpha being foremost. I am still waiting on all of these. Hopefully they'll show up soon.

In the meantime, January was a very busy month.

The very first event to pop, minutes after midnight in fact, was a Reptoid Assassination attempt. My car was too slow and I missed it, leading to a really rough score hit to open the month.

Second to pop was an Osiron Hacienda, a mission type I haven't played before. A mansion sounded ripe for bombardment. I sent the Kitsune, and packed the mortar. The mission went very well, and had a surprising amount of opportunities for melee xp faming. We started by taking out the wall guards with snipers and TGLs while the motar set up and the shields and smartrifle team moved in under smoke, minigun following slightly behind (Jankowski is a captain now, and has a stupid amount of TUs, so I kept him back a turn in case of explosives). We crashed the gates with a Hi-Ex and started taking heads. By turn 7 there was mass panic among both goons and capos. I swapped a sizable chunk of the assault team over to stun sticks at that point. Eventually we reached the upper floors and the boss came out to meet us with a machine gun that did nothing against Tritanium shields. Stun sticks brought him to his knees and he was brought back home for interrogation.

During the mission, an errant napalm grenade splashed Lava, the dog. Fortunately the mortar man had just run out of ammo and was going back to the Kitsune anyway, so Lava's life was saved. I found the incident more amusing than anything else.

Score for the mission was ~480. In treasure alone we got just under 3 mil. 15 Osiron crates were secured, as were several black ops weapons (sold some that I don't use), a couple rocket launchers, and a "Photonic Spear", which sounds very fancy, and is worth over a full million by itself. I haven't sold it, it's hanging in my office until the eggheads know what to do with it. We took a few wounds that mission (Lava being the most grave), but had no KIAs.

The Osiron Fixer turned out to be absolutely useless. He gave us a cool dossier, but al his supposed knowledge was stuff we already knew. Disappointing. I wish he produced a Tritanium vest upon processing, especially since it's mentioned in his UFOPedia article.

I ended up skipping Red Dawn HQ this month. The Hacienda left a few particularly important people wounded and I didn't feel like dealing with it. It's on the agenda for February however.

I started doing a lot of the mission-unlocking researches this month. Cyberweb Plans, some Syndicate projects, the M.A.G.M.A. Factory prompt (which feels... particularly inorganic compared to several other progression quests). None of these actually popped this month unfortunately.

The Osiron crates had some nice stuff. A Mind Probe, some more Zrbite, and an MiB Crate being the most notable, at least by my assessment. The MP won't be researchable for a while, and I was extremely disappointed to learn they aren't worth 300k anymore. Worst deviation from vanilla by far (I jest, but I loved that random aspect of Mind Probes). The MiB crate was interesting to research, but had a fairly boring Black Ops gun inside.

The next major op was Manor-3, a level 2 Dagon manor. It was very much like other manors I had been to, with two exceptions. One, the "Jarheads", regular looking chicks with Milkors and rifles, until you shoot them. When you shoot them they become literal brain-in-jar robots with psychic energy hand attacks. I managed to capture one, and took another couple as corpses. Beyond that the only highlights were the reinforcements, who weren't too difficult to deal with, and that time when Jankowski got jumped by a Gilldog, then killed it with a Kukri. Probably the most fun I've had at a mansion yet. As it was Ayala's 75th mission, he got his promotion to Comissar afterwards as well (that's where I've decided the limit is. Chief Agent will probably be whoever out of Ayala and Richter hits 100 missions first)

Another mysterious donation netted 2.5 million this time. I was tempted to build more bases but satisfied myself with an Interceptor for Kiryu-Two and upgrading the Intel Center at Coast Wizards. Money is really not an issue these days. I even commissioned additional motion scanners for all bases.

St. John's, Canada got really hammered this month. I have a certain dread of St. John's as a mission location from playing XCOM 2012. There's a mission in that game where you investigate disappearances at St. John's and it turns out to be a whale full of Chryssalids. Amazing mission, one of the few places where you feel as scared of NewCom lids as you do of oldschool lids. Digression aside, two monster attacks in the same town in one month? This is getting out of hand!

The first attack was Spiders, with a lair underneath. Mission went alright, one major injury (Agent Jones the Mortar Man got bitten underground), but we cleared out the spiders and had minimal civilian casualties. Failed to capture the queen unfortunately. Got Spelunker commendations all around.

The second monster attack was Muckstars. This mission went very well, so well in fact that no civilians died. After clearing the landing zone we tracked the last couple Muckstars to a small house, where they stayed while we slammed it with TGLs. Very clean.

The crew at Kiryu-Two did a storm bust. It went pretty well up until the top floor. The dog got shot point blank by a Stormy. Otherwise it was perfectly fine.

West Men ambushed the stealth vehicle. Overwatch was extremely overpowered. Despite outnumbering us 2-1, the Westmen got soundly beaten. The last remaining one surrendered and finished off the Westmen interrogation list. Future Westmen will be sold in all likelihood.

Back at Mission control I noticed two things: 1. Despite meeting all other requirements, Commissar Ayala's PST is too low for him to go to Ninja school. Is there any surefire way to raise his PST by around... 20 points? How is PST raised in general? 2. I now know all classic weapons. Does this do anything for me?

Third major monster attack of the month was... Chupa-[expletive]-cabras at night. I'll keep the story short. We won, but lost a dog. Also lost an agent to friendly grenade launcher reaction fire. I forgot to drain his TUs. Ended up with a mild negative score due to the amount of dead civilians.

In happier news, Council salvage teams presented us with some free land surveys, one of which contained a live Shadow Bat. On the 25th, we welcomed our first ever X-Bat, Andariel. At the same time we detected our first alien craft of the month, a very small signature over the Atlantic. The craft was tracked as it journeyed into Canada and was eventually splashed by Interceptor Martinez' Dream, piloted by Agent Illes, who can now be credited with the first Alien Craft kill by X-COM personnel. The craft survived the impact and Kiryu-Two was permitted the privilege of clearing the site. One sectoid scout with a plasma rifle, easily eliminated. Scored one alloy and a mind probe.

That was the last major mission of the month as it turned out. I sent the Kitsune out for a melee training run on some EXALT goons, which was profitable. Using EXALT as my training bait means I'm getting 1-2 Psiclones per mission, which is either 22k per unit, or a Gun Kata. I am yet to have anyone train Gun Kata admittedly, but I might send them over to Deep Simba or something.

Speaking of Deep Simba, on the 28th, the last two gyms were completed for a total of 5. The base now has a full 50 rookies in training and is already posting good results. Two rookies were identified as Pilot school candidates. The base also has a medbay and will thus be able to execute Bio-Enhancement on any rookies who meet the stat requirements. I did a brief survey of Psi Strength at DS and discovered several 90+ and one 100. I'm very pleased by that.

The month turned with a very nice 3500 points. Cult Manor-4, the only one I didn't know the location of, was revealed to be in Argentina. It's another EXALT Manor. I will probably eliminate it next month but keep Manor-1 around for training missions. Red Dawn is my big priority next month, as well as making sure I'm geared up for Undersea ops.
Title: Re: Campaign Report
Post by: Juku121 on June 29, 2024, 10:31:49 pm
You can make attached images show up in the body of the post like this:
(https://openxcom.org/forum/index.php?action=dlattach;topic=12070.0;attach=63962;image)
Or host your pics elsewhere and link them as above.



Maybe Fixer vests are too big to fit your agents, so they got sold off to the police? :P


What's your issue with the M.A.G.M.A. Factory?


Alien loot has been toned down, yes. Personally, I tend to restore the prices again, but I also spend a lot of cash on vanity stuff.


Jarheads are good to get (as corpses), because they lead to a useful piece of kit.


Your X-Com OF seems to be paying off. ;D


Psi Strength isn't easy to raise, especially by that amount. The main sources of extra PSTR are commendations and eating cake. Literally. :D

'Bane of X' might be the most accessible of the lot, and can be repeated for different factions. Note that the same level of 'Bane of X' doesn't stack, so you'd need 'Bane of X' at level 3, 'Bane of Y' at level 4, etc.

Dagonization is usually looked down upon, but can give you +5.

In general, PSTR is the hardest stat to grow, almost as it was in the original.


Knowing all classic weapons just disables the freebie event where you're given knowledge of one of them.


Chupacabras are a pain. :(


Now that you've got a flying rat for a friend, are you also lookig to recruit the non-flying ones?


I thought you'd killed EXALT? How are you still getting their missions?
Title: Re: Campaign Report
Post by: Irismono on June 30, 2024, 09:20:18 am
What's your issue with the M.A.G.M.A. Factory?
Meant M.A.G.M.A. Lab. Took until now to research an infector so I haven't had access to it. I wouldn't say I have a problem with it per se, but the way its introduced feels... I guess a little dissonant compared with the way missions are usually introduced. If it came in the form of a "Provide Security Services to M.A.G.M.A. Corporation" topic or something similar I think it would feel more... I hate to say 'immersive' but that's the best I've got. Very minor thing really.

Jarheads are good to get (as corpses), because they lead to a useful piece of kit.
Figured as much, saw that the tech tree lead to another X-COM History topic and those usually lead to something useful.

Psi Strength isn't easy to raise, especially by that amount. The main sources of extra PSTR are commendations and eating cake. Literally. :D

'Bane of X' might be the most accessible of the lot, and can be repeated for different factions. Note that the same level of 'Bane of X' doesn't stack, so you'd need 'Bane of X' at level 3, 'Bane of Y' at level 4, etc.

Dagonization is usually looked down upon, but can give you +5.
Ayala has a few Bane-Of's already, all at Level 1 I think. I'll check but I might be able to increase some of them. Cake is something I hadn't heard of, but might be an option once I get psi labs, it looks to be related to dreaming which I already got the prerequisite for thanks to Lo Wo. Dagonization is definitely looking like an option as Ayala is plenty brave enough and his sanity is very high. It's going to take a while no matter what however and he's never going to be a psychic giant.

Knowing all classic weapons just disables the freebie event where you're given knowledge of one of them.
Makes sense. Would be cool if it gave you a bonus - maybe a pop up from the chief engineer or the quartermaster complimenting you on your thoroughness.

Now that you've got a flying rat for a friend, are you also lookig to recruit the non-flying ones?
It's been an option for a while but I don't have too much interest in pursuing them to be honest. I just don't particularly like the rat sprites. Maybe if I could give them hats or vests. I also think dogs should have more color options for their durathread vest - a blue would look nice alongside the tritanium vests of the regular agents.

I thought you'd killed EXALT? How are you still getting their missions?
Two lingering manors which were both set up before I took them down. I've left one up intentionally for those melee training missions and free Psiclones. I'll probably take down the other one.
Title: Re: Campaign Report
Post by: Juku121 on June 30, 2024, 10:32:56 am
Well, M.A.G.M.A. does essentially say 'provide security'. They're just very coy about it. :)

As to rats with vests, perhaps peruse this (https://openxcom.org/forum/index.php?topic=10331.msg143391#msg143391)? ;D

Ah, the lingering infiltrations/retaliations from the manors. It'd be kinda interesting if they could make a comeback that way, but I guess this won't fit the lore.

You could also just manufacture Psiclones. X-Com is already in the Psiclone drug trade business.
Title: Re: Campaign Report
Post by: Solarius Scorch on June 30, 2024, 01:43:49 pm
Very well; I added a Tritanium Vest on Fixer's interrogation.

Feel free to add one STR_ALLOY_VEST item to your save if you like, it won't be cheating. :)
Title: Re: Campaign Report
Post by: Irismono on June 30, 2024, 03:03:43 pm
Very well; I added a Tritanium Vest on Fixer's interrogation.

Feel free to add one STR_ALLOY_VEST item to your save if you like, it won't be cheating. :)
Excellent, feels like a solid reward for the Hacienda & Cruise ship. Will add the vest once my squad gets back from Ghostbusting.
Title: Re: Campaign Report
Post by: Irismono on June 30, 2024, 04:54:16 pm
Mission Report: Red Dawn HQ

---
The sun was setting.

Council Salvage had showed up, the Kitsune had taken the first batch of prisoners back to HQ under guard, and X-COM's presence on site was limited to a few agents and an AI Drone's black box. The half dozen squad members were gathered in the top floor of one of the bunker towers. Their charges, the two captive hybrid envoys, were kept in one corner. One was still dazed from the taser Dae had pulled on him in the underground. The other, who had ordered the surrender after he found himself the only remaining executive, sat picking at the lapels of his suit, glancing up occasionally at Senior Agent Kopp.

Kopp had set his shield down in the opposite corner, alongside the better portion of his grenades, but he was still the most well armed man in the room. Even Sousa's shotgun, while dangerous, was nothing compared to the cluster of crystalline petals that Kopp was absentmindedly turning in his hand. Energy crackled between those petals, less than it had a few hours ago, but enough that the Hybrid knew not to make any threatening moves.

X-COM's growth had been meteoric. In a few short years they had dismantled an organization that had been nurtured for almost a decade, counting the time before the Soviets fell apart when many of the cult's enforcers had initially been contacted. And now it was clear that they were still nascent. They had only the faintest beginnings of understanding the powers they so clearly possessed. To do so much with so little however... it was terrifying. Not that he would have to deal with it for much longer of course. Secret organizations always had the most pleasant interrogation techniques. He was sure this one would be no different.

The storm rose crackled. Outside, the roar of an engine signaled the arrival of their craft. Kopp looked up from his meditation of the Storm Rose and nodded to another agent - or perhaps the better term was soldier - and went to retrieve his shield. The hybrid rose. There hadn't been a chance of escape before, and there wouldn't be a point in trying now. He had called the defeat - now he got to face the consequences.
---

Tried my hand at a bit of creative writing. Not my best, but it felt fitting. This is the end of a major act of the campaign. All four cults are effectively dealt with now, and as soon as researchers are free it will be made official.

Red Dawn HQ was a very successful mission.

First turn was standard. Toss smoke and wait. An armored car rolled up to the ramp, so turn two started with me attempting to figure out grenade logistics, before realizing this was a golden opportunity to try out my secret weapon. I am very pleased I did.
(https://i.imgur.com/NUzPMp8.png)

I researched the storm rose after the Black Lotus raid, then recently transferred it to mission control. This is the fist time I've used a psi weapon this campaign, and I am satisfied with the decision. Flame glove always felt a little risky due to middling throwing accuracy in my barracks. Storm Rose uses firing accuracy plus psi strength. Agent Kopp is far and away the best candidate for this weapon, given his 90-something aim and 101 Psi (100 natural plus original member if I'm not mistaken). One burst from the rose killed the tank, and he got several other 1-2 shot kills throughout the mission, ultimately gaining the "Sorcerer" commendation.

The surface fight went decently. Taking the first armored car out right away helped immensely, the other two required a combination of grenade launchers, gad grenades, and a few sniper shots to deal with, but they went down. Had a few pioneers and lads from the towers, and one of the executives showed his face and got flower-powered:
(https://i.imgur.com/4YmHtGK.png)

At this point i could have snatched the data and run away, but I decided to keep going. The squad had taken a smattering of wounds from the cars, but medibot Typhon and healing gel both made that a relative non-issue, at least for the duration of the mission. Once the cars were down I moved the squad into the underground, a process which went faster than expected. Squad in transit can be seen here:
(https://i.imgur.com/VqvmKXB.png)

Once underground there were a few rough turns. A Pioneer with an SVD took out the medibot, and Lava the Dog took a few shots that could have hit someone else. Fortunately the dog survived, and the bot's wreck was recovered. Another enforcer was taken down, numerous lads and pioneers dropped to our steady advance, and the panics started on 11 into 12. On turn 10 I got my first view of the Hybrid envoy, who slowly advanced up the hallway over the next few turns before being one-tapped with a taser and stuffed into a backpack.
(https://i.imgur.com/UMrEnby.png)

By turn 20 the whole base was in panic, and last envoy apparently lost enough morale to surrender as well. Since I had already taken out all the enforcers, the mission ended with a total of 13 surrenders in addition to my singular capture. 632 points, 2 memory cards, one of which was sold, two envoys, some miscellaneous Red Dawn, and a pile of durathread. Research will commence shortly, I'm probably sending some of the captives to Kiryu-Two to split the load. Given how many Pioneers and Red Ops I nabbed, I'm pretty much guaranteed to exhaust the remaining research topics from those units, meaning I'll be free to get rid of their manor whenever I please.

Overall this was a great mission to open the month with. Right before the HQ spawned I got the notification for Asylum Apparitions. I've sent Richter to lead the ghostbusters on this one, they're much better equipped than the first time I ran the mission. I'm mostly looking forward to the music.
Title: Re: Campaign Report
Post by: Irismono on July 02, 2024, 09:43:21 am
After the success of the Base Assault, I was ready to take February relatively easy. A few missions, lots of research, aim to clean up a manor. The game had other plans.

To open: Hell's Kitchen now has 140+ alloys in its storehouse, and two workshops. It's a little short on Engineers for those workshops, but that's only because when I built the second workshop I didn't have enough living space. Another quarters is under construction. I need advice on what to do with all these alloys. A few more vests for HQ is likely in order, but I've got other options as well, including the Raven, the Skymarshall, various HWPs, and (right around the corner) Personal Armor.

Asylum Apparitions went about as smoothly as it could have. The last ghost took some time to track down, but it's not a particularly dangerous mission if you're well equipped, which I was. Missaoui brought a flame glove which proved very powerful. I've kept one in the back of the land rover for further use.

Following that I got my first hybrid purge, the mission description of which made me question whether or not we were the baddies. The hybrids were not too difficult to deal with. Star Trek uniforms, alien drones (I've now got Flying Drones again, yay!), I managed a couple captures, both a worker and supervisor. Had some rough wounds from a gas grenade that one was carrying, but no KIAs.

Strange Life Forms were mostly run-of-the-mill this month, but I did finally get a Bullfrog. I like the way bullfrogs move, it's a fun little animation. Also had a couple standard Zombie Shoots.

Red Dawn was terminated February 8th, and Natasha Morozova's dossier was extracted at the same time. Now to wait for the mission to pop. I got a T'Leth Embassy the same day, a mission I was hesitant to approach due to the prospect of Aquatoids vs barely armed agents. Somehow I managed it though. The Aquatoid showed its face early, missed its first attack, and then we killed it with bullets. Ideally would have captured but that didn't happen this time around. Took out the Deep Ones and managed to capture the Sorcerer. Overall a clean first mission underwater. I really love the artstyle of TFTD and felt right and home in the environment, though also pretty terrified. This mission netted our first batch of Aqua Plastics, a major development!
(https://i.imgur.com/hlsHhtU.png)

On the 10th I had a UFO land in Canada after I had sent my Jet out to take a look at (wasn't likely to shoot it down given the size, just wanted a peek at what the Ayys were up to). Seeing the landing I scraped together a squad (wounds from the Hybrids and Red Dawn were still lingering), and went out to investigate. My jet got there first and I discovered that you can in fact land jets now. That's pretty cool, but I wasn't prepared for it so the mission got lost and the UFO flew away. Likely for the best.

Sea Monster hunt spawned. It ended up being a Hallucinoid. Again scary but managed the kill.

A little later I got a Syndicate Monster Lab. The bat turned out to be invaluable. Syndicate Security wasn't too bad to deal with, but narrow halls and limited visibility were a pain at times. Fought hard, cleared the upper halls, then was mildly surprised when most of the base just surrendered. Got a couple more scientists, a Security chief, and some Monsters inc. files.

Had a break for a few days during which Elerium got researched. One of the Syndicate goons also told us about Dr. Alpha. I got the "Hybrid Infiltrator" event on the 17th, then Aqua Plastics shortly thereafter. Sonic Weapons are now within reach.
(https://i.imgur.com/MLmi3ds.png)

There's a Hybrid Embassy in Australia. I'm not sure how early I need to take it down, but I know I can't leave it for too long. The remaining Cult Manors aren't too big of a deal at the moment, but I should probably put them on the to-do list as well.

20th of Feb I got the Cyberweb Portal. Fun mission, scored a couple Mysteks. Had a few close calls but Tritanium protects. Got 900k in salvage after deciding to sell off the Cyberweb weapons. I don't think I'm going to use any of them.

Hot off the heels of the Portal mission, the 21st was a busy day. The M.A.G.M.A. Lab, a Deep One Attack, and an SLF all spawned more or less simultaneously. I dealt with the deep ones first. Nothing too complicated, right around 400 points. The SLF ended up being Zombies, well within the Landrover crew's capabilities.

M.A.G.M.A. Lab was fun, and very explosive. Saw a couple zombie variants I hadn't met before, had the bat fly recon to spot everything, lost a soldier to an infector that dropped in from nowhere, and blew up basically every explosion-prone object on the map.
(https://i.imgur.com/as5MAPq.png)

Just as one soldier leaves us, another joins. Welcome Raddus, the Hybrid Oddball! Raddus was the very first Hybrid Worker we interrogated, and he's now joined the Kitsune's regular crew as its newest Junior Member. During the month of February he displayed the usual rookie traits of being very slow and a bad shot, but I have faith that he'll improve.
(https://i.imgur.com/wcgXdU0.png)

His Bravery is admittedly a little low. I plan to make him a medic once he has the STR to support that role.

The rest of the month was UFO Hell. First a night landing by a small craft. We went it, cleaned house, lost a senior agent (Mortar-man Jones) and killed all the aliens. No Captures, which was sad due to its slightly larger size, but we did secure 37 alloys.

Had a brief Cattle mutilation, then more UFO activity. This time a medium landing in Greenland. I sent the Kitsune, took one look at the three level craft, and left. The UFO took off, flew around for an hour or two then landed again. This time I actually went for it. Best decision so far this run I suspect. Håland got two kills as she stepped off the ramp and we only accelerated from there. Cleared the outside, then moved in under smoke to prep for breach.
(https://i.imgur.com/pXO5fRX.png)

The sectoids had a welcoming party. A cannister gun soldier with incendiary ammo. It burned a couple people, who ran off to the Kitune for the fire extinguisher while everyone else went inside. Entering the engine room, the dog, Boo-Boo, bit plasma and died, but was quickly avenged by Agent Habibi and his SMG. The other alien in the room was clobbered with a stun rod, and upon examination turned out to be an engineer. That alone would have made the mission a success in my eyes, but things got better. Using the motion tracker I detected the presence of an alien on the elevator outside. Senior Agent Atanasov made a daring Kukri Raid and was successful despite getting shot. Here he is getting patched up by Håland:
(https://i.imgur.com/i9gzSep.png)

With the bat leading, the squad equipped stun rods and went up the elevators. The middle level was clear, and the top layer was a breeze. All three sectoids, including two leaders, were stunned, leading to a total of 5 live alien captures. In addition to this we scored over a hundred alloys and several weapons for research.

This mission happened on the 26th. Over the next 48 hours an additional 3 or 4 UFOs went into Greenland, including a large. Given the wounds on the medium I decided not to pursue these, but the amount of focus there is causing me some worry. What sorts of missions could they be performing? I assume research, but I can't be certain. Do alien bases have ship landings preceding their establishment? If so, what kinds? And is it even early enough for Alien Bases to generate?

I had planned to take out a manor this month, but it never happened. Finances are amazing right now, and I'm flush with alloys, though I'm sure that won't last long. I need guidance on what to spend alloys on (and what to save them up for.). I think another base would be a reasonable investment, though admittedly Psionics, and thus Psi Labs, are around the corner, and I should probably save up for those. My current weapons are having no trouble with Sectoid flesh, and even armored enemies are going down pretty quick.

Now to end things off, here's the score:
(https://i.imgur.com/HiU3VDj.png)
Title: Re: Campaign Report
Post by: Juku121 on July 02, 2024, 11:16:45 am
As to the extra alloys, I'd try out a Skymarshall as an alternative. It's got a better Battlescape shape, IMO, even if it isn't as fast or otherwise as useful as the Kitsune. Also, do Heavy Tritanium Suits, these are much better against non-plasma/electric weapons than Personal Armour. Kinda cumbersome, so perhaps not for all agents. There are other alloy armours not too far off, too.

You can also invest in alloy munitions. Now that takes a lot of alloys. Not sure which weapons you're using that can take alloy rounds. Tritanium shrapnel in both rocket and grenade/explosive form is basically a cheat.


...which made me question whether or not we were the baddies.
Psst (https://openxcom.org/forum/index.php?topic=11286.0). :D


Hybrid Embassies are kinda like BL HQ, except with somewhat more dangerous weapons. Not a walk in the park, but not as bad as it seems, either.


...blew up basically every explosion-prone object on the map.
I see you're getting into the X-Com spirit. ;D


Hybrids are indeed slightly more frail, but develop psi skill a little better and have a much bigger initial boost from the psi lab. They also come with a tiny bit of psi-vision (rats are better) and considerably better night vision.


Alien base missions can start straight from Jan '99, although that's not very likely (small consolation if you got one, of course). While some UFOs participating in base construction have been changed from vanilla, it's still some scouts first, then a flurry of smalls, a Supply Ship and a Battleship. They indeed land, but it's not exactly tied to base generation. A base gets built once the Battleship appears, the landing after that is not really relevant any more, short of arresting the crew for squatting on Earth. :)

If these were indeed all performing the same mission, then it's either a base or worse, an infiltration. At least infiltration ends with only one country per mission now.
Title: Re: Campaign Report
Post by: Irismono on July 05, 2024, 04:56:02 pm
Decided to go after the hybrid base.

Went disastrously.

Mission was fun initially but enemy gas grenades and some poor layout meant my squad got shredded with no real chance of escape. Partially RNG, partially tactical misjudgements on my part. That's X-COM I suppose.

Ended up turning on debug mode towards the end just to have a look at the base. It's a really cool design, reminds me of Cydonia with the funky auditorium.

With that I think I'm going to put this particular campaign to rest - the situation is far from salvageable, but irl I need a break and I think I'd rather return with a fresh start.

Also, while mucking about in the settings I finally figured out why promotions weren't working. It was "automatic promotions" in OXCE being turned off. I think this happened when I played 40k a few months back. Once I switched that over and debug-ended the mission I ended up with every single remaining squad member leveling up.

All in all I enjoyed this campaign, but like I wrote earlier I need a break, from X-COM in general, not just X-COM Files.
Title: Re: Campaign Report
Post by: Juku121 on July 05, 2024, 05:26:39 pm
Ah, a pity. It was a cool AAR.


I hope you return to XCF in the future, and tell us about your v2.0 campaign then.
Title: Re: Campaign Report
Post by: Irismono on July 05, 2024, 06:45:29 pm
Ah, a pity. It was a cool AAR.


I hope you return to XCF in the future, and tell us about your v2.0 campaign then.

I certainly plan to, XCF is probably my favorite OG X-COM Mod at the moment and I very much enjoyed writing AARs. I just need to take some time off to play something a little less intense. Maybe Elden Ring :P
Title: Re: Campaign Report
Post by: Solarius Scorch on July 06, 2024, 06:40:32 pm
Thank you for the detailed reports up to this point. Reading was fun and informative, and I think it was not just me.