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OpenXcom => Playthroughs => Topic started by: Fomka on May 30, 2022, 01:12:06 pm

Title: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on May 30, 2022, 01:12:06 pm
Hello! I was inspired by tarkalak (https://openxcom.org/forum/index.php?action=profile;u=5835)'s Ironmanish X-Com Files Mod playthrough (https://openxcom.org/forum/index.php/topic,8430.0.html) and decided to publish some notes and screenshots about my own play through that mod (https://openxcom.org/forum/index.php/board,21.0.html).

The main goal is to see how many years I will strand as the Commander of X-COM on the hardest setting. The nearest goal is to achieve Promotion III ingame as fast as I can. I want to see for myself how cults work after their boost in 2.3 version (2.3: Rise of The Cultists (https://openxcom.org/forum/index.php/topic,4595.msg144118.html#msg144118)).

The settings and handicaps
I'm playing on Superman difficulty, in Ironman mode (no manual saves), with some handicaps. The mod version is 2.4.

Firstly, I will apply neither for Machine Guns License (https://xcf.trigramreactor.net/master/article/STR_MACHINE_GUNS_LICENCE) nor for Explosives License (https://xcf.trigramreactor.net/master/article/STR_EXPLOSIVES_LICENCE). I imagine that X-Com enemies in the Council would use the possession of such licenses as a strong foundation to achieve a closure of the project: "Look, this task force should be clandestine, but with that licenses it can stash explosives and will surely make too much noise in every corner of the globe"
Any machineguns and explosives acquired without license will be OK to use. We will distract any checking committee visiting our bases' stores with something.

Secondly, I want to nerf down awards for injuries: nullify bonuses awarded for being Battle-scared or Patient from all agents. It can be surely done via save fiddling. I will give more disadvantages for higher level of that medals, starting from the 3rd bronze pin level. Explanation? I just don't like the approach when someone was heavily injured, spent 20 days in clinic and then is able to run and shoot as usual (with even increased Health). Real fatal wounds are more serious than that.

Thirdly, I will use only the following Transformations: Bio-Enhancement, Combat Pilot and Martial Arts Training, Gun Kata, Eat the Cake. Do not like the idea of transhumanization (Install TNI) or zombiefication (Protean Revival), even for just cause.

The start
It is the 22nd of May 1997. I have 2 bases with 3 hangars each. There are 20 agents and 4 dogs, 5 scientists and 1 engineer. Church of Dagon Network is being researched. I'm ready to research two of four recruitments needed for Promotion II. See the attached savefile. The play will start later.

What do you think about all that? Does anyone know how to nerf bonuses from Patient commendation automatically?
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Vakrug on May 30, 2022, 06:27:52 pm
Can you, please, tell us about your experience with this mod?
And what about Dagonization?
Nullifying bonuses from being injured by hand looks nightmarish.
Good luck.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 01, 2022, 02:02:38 am
Can you, please, tell us about your experience with this mod?
With pleasure. I never finished the mod, in spite of playing with it since version 1.2, started on March, 2020. The mod is just huge. The latest and the greatest attempt began on November 2020 on Veteran difficulty and is still fresh despite of mod upgrades from 1.6d to 2.4.

Its maximum progress is "all the globe is covered with Hyper-wave decoders at 8 bases, 10 Thunderstorms are nullifying all medium-sized UFOs, 160 agents clad in Assault suits and Cyber Armor can travel in 7 Skymarshalls and the first Firestorm has been constructed, the pinnacle of technology that would have been soon be obsolete through efforts of 100 scientists and 200 engineers". I have some alien commanders captured there and one Ethereal Leader too (this being just has reluctantly explained plasma micro-particle acceleration thingy).

I've also picked up a later game save published at the mod's forum and successfully completed Lunar colony main part, using a lot of Multi-Blaster Launchers (always wanted to obliterate something at a large scale since X-COM 1). So, in short, I'm experienced with X-Com Files, I presume.

Quote from: Vakrug
And what about Dagonization?
Will never utilize it, it is inhuman!

Quote from: Vakrug
Nullifying bonuses from being injured by hand looks nightmarish.
Good luck.
Thanks!


So, the playthrough begins
Good luck immediately shined upon my agents during the first and easy mission: X-COM van with top5 agents and two dogs against apprehension of four supporters of Dagon somewhere in Africa. I didn't cover one corner and a cultist on the 1st enemy's turn was able to step in and shoot Dylan Morris right into the back of his head with a shotgun from about 3-5 tiles. Luckily Dylan survived (thanks to kevlar vest on his chest and to the game mechanics that allows vests to protect heads) but was left with 14 hp and 7(!) fatal wounds.

"Evacuate!" was my first thought, but then some cultist-biting and agent-patching was done and small map size allowed to finish the mission positively.

This case turned out to be not so bad. The patcher Roman even got +10 Bravery (the headwound was a nightmare but he made it, he told us later). Dylan became a recognized Battle-scarred Patient for the first time (HP+1, Stun recovery+1 and 26 days in hospital) and he is very angry and personal against Dagonites now. Teammates call him BeanHead though, jokingly claiming that the cultist's shotgun was loaded with you know what.

Another one case of good luck happened immediately after that. The second mission has spawned right near another van that was send from China to patrol deserts of Australia. And it is what I'm attempting to resolve right now - a first Alien Party of this game.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Vakrug on June 02, 2022, 06:12:08 pm
"all the globe is covered with Hyper-wave decoders at 8 bases, 10 Thunderstorms are nullifying all medium-sized UFOs, 160 agents clad in Assault suits and Cyber Armor can travel in 7 Skymarshalls and the first Firestorm has been constructed, the pinnacle of technology that would have been soon be obsolete through efforts of 100 scientists and 200 engineers".
Yeah, this is when you declare yourself a winner and get slightly annoyed that game does not recognize that...

I forgot to ask, do you think that machine guns and explosives are overpowered and that is why you will not buy them? I heard earlier, that every problem in XCOM can be solved with sufficient amount of explosives, but I personally don't understand how. If you use C4 like a normal grenade often, then your agents will blow up also often, I think. Especially if you prime them in advance.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 03, 2022, 10:23:19 pm
I forgot to ask, do you think that machine guns and explosives are overpowered and that is why you will not buy them?

I feel that X-COM Files are balanced and have no ultimate weapons, taking into account game progress. I avoid the research of MGs and EXPs because of their high research cost. The wish is to finish the game sooner and therefore I forbid myself researches that can be omitted.

Aside from the research I use MGs and EXPs (taken from cultists) without hesitation. EXPs more than MGs, the latter are somewhat unconvincing (didn't try HMG, though).

C4 (High Explosive) friendly fire is somehow uncommon to me.

As for every problem in XCOM that can be solved with sufficient amount of explosives — it was the case for the original, but it doesn't work this way in X-COM Files. Even Blaster Launcher, the Thermo-Nuclear weapon of mass destruction on battlescape, can't take out some enemies out in one-two strikes. I talk about Sectopods and Ethereals.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 04, 2022, 06:14:55 am
The second mission has spawned right near another van that was send from China to patrol deserts of Australia. And it is what I'm attempting to resolve right now - a first Alien Party of this game.
The two bored agents and two dogs are happy to investigate that "small hunting party composed of aliens". Anything sounds better than "spend another tenday in a middle of some desert, camping in a van". The squad arrives at the destination during nighttime and waits till day – something tells the commander that it is better to approach anything alien with the Sun shining from above.

Three Aliens are in sight, one holds a grenade, another two hold some rifles. No negotiations! They look hostile and there are no witnesses in vicinity (aside from some invisible birds that are heard singing at this desert scene).

The distance is moderate (15-25 tiles), so the shotgun will be inefficient. All Aliens are from one side of the van. The tactics is chosen: shoot one of the riflealien with the rifle and the pistols and hide beside the van from the another, watch out for the grenadier (flashbang it if needed), use the dogs as a bait. Let's go!

Turn 1
Aimed shot from hunting rifle while standing with 82% - HIT! No reaction, the south RifleAlien bleeds.
Flashbang with 49% - The Grenadier is dazed!

The dazed Grenadier strikes back twice and kills both dogs with two indirect hits! :o
It seems that the creature is holding a multi-load grenade launcher, not a single grenade.

Turn 2
Tactics update: shoot the bleeder and hide, be ready to evacuate (if the van can move with its front right wheel torn out by one of the explosions).

Hunting rifle with 82% - HIT! The south Alien is down. :D
Flashbang with 49% from the maximum distance - The Grenadier is dazed again!
The north alien is not seen.

The dazed grenadier is not dazed enough and kills both agents with a well-placed grenade  :-[
Those grenades are so strong! Even another wheel was torn out.

Outcome
The case is not closed, the whole squad was eliminated, but the outcome of minus 80 points is better, than the penalty of minus 150 for that mission to be ignored.

Rest is peace, agent Miles Ortiz from USA, agent Annar Eyjolfsson from Iceland, London and Kesha. Scavengers will someday bring your bodies for honorary funeral (and maybe tow the rest of the van for recycling) out of that strange desert with singing birds and hunting Aliens (oh, maybe they hunt for the rare birds?).

Financial time
For the current time being the squad is replaced for $135000: two rookies, two dogs, weapons and equipment, but no van.

Greetings to another scandinavian – Yngvar Ingimarsson. And to presumably Spanish girl Carmen Suarez.

It is good that only nine days are left till the monthly income. The budget will barely allow only one such replacement – $145164 are left.

The game is going on
Another mission pops up on the 23rd of May...
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 07, 2022, 04:08:14 pm

Speaking of my wish
to nerf down awards for injuries

and unclever way to do it by hand

Nullifying bonuses from being injured by hand looks nightmarish.

I've developed a simple submodification for X-Com Files:

Battle Scars That Hurt (https://openxcom.org/forum/index.php/topic,10596.0.html).
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 08, 2022, 05:34:28 pm
Another mission pops up on the 23rd of May...
China base responds at that Strange Life Form.

Meanwhile at the midnight of 24th of May my team of 5 scientists have discovered the 1st cult network, the Church of Dagon Network, after some Disciple of Dagon's interrogation . Another three networks and I will be able to recruit the Military Envoy. With that Military Envoy Recruitment at hand I'll have only the Chief Researcher Recruitment locked. What will be the first to unlock for research: the recruitment of the Chief Researcher (need to research that Werecat shipped in with one of Land Surveys) or the Military Envoy's?

Hmm, but who is that 5 scientists? Ah, they are me plus that quartet of people that introduced themselves on my first day as the Commander: Quartermaster, Chief Accountant, Intelligence Officer, Chief Medical Officer.

Point all scientists to work on Chief Engineer Recruitment. This way I will have Workshop unlocked for research earlier which is useful - the facility takes long time to build, must start its construction early.

OK, the Strange Life Form begins. 4 agents (Inga Bang, Matias Heino, Jim Jun, Marie Mass) against some spikeboars at distance no less than 25 tiles. Two hunting rifles vs spikes. Humanity has an advantage!

Turn 1
Two attempts to hit the nearest spikeboar with aimed shots from the rifles: 92% = miss (damned vegetation), 91% = hit. The creature on its turn responds with an aimed shot, hit one of the agents but the latter's armor negates the spike.

Turns 2-6
Two riflemen vs three spikeboars; two more agents are scouting (maximum 15% to-hit with their Glocks, will not waste ammo). Keep the distance and go in pairs: in case of injury from spike uninjured agent will help.
Turn 2. Two hits from the rifles. No hits by the creatures.
Turn 3. One hit from the rifles. No hits by the creatures.
Turn 4. One hit from the rifles. No hits by the creatures.
Turn 5. One HIT from the rifles. No hits by the creatures.
Turn 6. One spikeboar dies of fatal wounds. Riflemen reloads. One spikeboar HITs Marie Maes twice, she now has only 8 hp out of 39 left and has 3 fatal torso wounds!

Turn 7
Tactics update: scouts to fall back and patch the injures. The two riflemen continue to perform aimed shots on a one spikeboar, the one near the fresh corpse amongst the creatures.
Riflemen: hit + HIT. The southern spikeboar bleeds.
Scouts: retreat to the van, 1 heal action with a first aid kit.
Spikeboars: the bleeder advances, another one goes back a little (flanking move?).

Turn 8
Riflemen: HIT to death, miss another target.
Scouts: 2 heals with a medipack, the wounded has 13 hp out of 39 now.
Spikeboar goes back and forth, slightly increasing the distance.

Turn 9
Riflemen see the target at the distance of ~30 tiles.
2 HITs from the rifles. The boar missed.

Turn 10
Let's hide and wait for the boar to bleed out! 2 HITs is a serious injury, it'll be quick.

Turn 30
Still hiding... Either it wasn't the last spikeboar and its death from bleed out doesn't mean end of this case or it was the last but regenerating creature. Either way the map must be explored.
The advancing team has found the third spikeboar's corpse. So there is another one live spikeboar somewhere!

Turn 34
Have found the last creature! Crawling near the corner which is opposite to the van's.
One Rifleman hits for 0 damage. The spikeboar misses and a another rifleman misses too with his reaction shot.

Turn 35
Two riflemen each spend their last bullet: HIT, hit!
The last standing boar bleeds but hits Jim Jun the Rifleman! He has 2 fatal wounds and 17 hp left (out of 40).
Retreat & heal, hide & wait!

Turn 40
Still hiding...

Turn 46
Bug hunt mode activates: the spikeboar is truly the last and is now visible on the minimap. No-no, the rifles are empty, so the team will not go searching. Waiting for bleedout.

Turn 51
The spikeboar collapses at last. The case is closed without losses and with the first living spikeboar to research!

Oops, there is no space for the creature inside the only animal cages facility that I have on another base. I can't order right away to free some space, have to sell the spikeboar for $36k and manage it all with manual save edit.

Financial Time
Sold one of two kept zombies for $18000 to free up space.
Have $198966. Must subtract $36000 (and end with for $162966) for miracleously adding spikeboar to Europe base's stores via save edit.

Must develop a habit to empty animal cages before going to resolve "strange creature" missions.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Vakrug on June 08, 2022, 06:19:06 pm
Turn 10
Let's hide and wait for the boar to bleed out! 2 HITs is a serious injury, it'll be quick.

Turn 30
I am sorry, but I am unsubscribing from this playthrough. This tactics is unacceptable. And if you are playing with handicaps, this waiting should be number one in the forbidden list.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 09, 2022, 06:56:07 am
I am sorry, but I am unsubscribing from this playthrough. This tactics is unacceptable. And if you are playing with handicaps, this waiting should be number one in the forbidden list.
As you wish. In my opinion the waiting is a valid option.

PS. In the first place it is not forbidden by three handicaps described in the first post. Secondly, the waiting is acceptable since I want to save agent lives and have no time restrictions (no aura, no civilians).

But can you please share your vision on tactics that are acceptable to you?
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Vakrug on June 09, 2022, 08:00:01 pm
But can you please share your vision on tactics that are acceptable to you?
My main point is: do not abuse poor AI. In X-COM like games that means do not wait (too long) until AI will do something suicidal and unrealistic.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: tarkalak on June 11, 2022, 10:53:17 am
Hello! I was inspired by tarkalak (https://openxcom.org/forum/index.php?action=profile;u=5835)'s Ironmanish X-Com Files Mod playthrough (https://openxcom.org/forum/index.php/topic,8430.0.html) and decided to publish some notes and screenshots about my own play through that mod (https://openxcom.org/forum/index.php/board,21.0.html).

Hey, I am inspiring people. :D

I will read this one with interest.

My main point is: do not abuse poor AI. In X-COM like games that means do not wait (too long) until AI will do something suicidal and unrealistic.

One thing that I miss from the original game AI is the aliens who are simply staying in ambush instead of rushing out.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Yankes on June 11, 2022, 12:18:37 pm
btw if bleeding out enemies is too easy there is way to prevent it, you could add script that will have 10% chance to heal one wound per turn.
This mean one wound on average will do 10 damage, 2 wound will do 30 damage, 3 will do 60 damage etc..

This could even have interesting game play consequences, medkits become less critical but you will pay for it by lot longer hospital time after battle.
Not mention that will be small chance that bleed do not stop and unit will die :)
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: tarkalak on June 12, 2022, 07:54:49 pm
btw if bleeding out enemies is too easy there is way to prevent it, you could add script that will have 10% chance to heal one wound per turn.
This mean one wound on average will do 10 damage, 2 wound will do 30 damage, 3 will do 60 damage etc..

This could even have interesting game play consequences, medkits become less critical but you will pay for it by lot longer hospital time after battle.
Not mention that will be small chance that bleed do not stop and unit will die :)

Couldn't you make it run only on enemies?

They are the ones who have no access to medkits.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Solarius Scorch on June 12, 2022, 08:20:19 pm
Better yet, can they get access to medkits? :D
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Yankes on June 12, 2022, 10:40:39 pm
Couldn't you make it run only on enemies?

They are the ones who have no access to medkits.
This is script, who will get "hit" by it depend solely on what script decide.

Better yet, can they get access to medkits? :D
Yes but this is complex problem to solve by AI, script on other hand are very dumb solution and easy to implement.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 14, 2022, 01:17:01 am
Meanwhile at the midnight of 24th of May...

New missions: Cult Apprehensions of Red Dawn and EXALT
Somehow Red Dawn activists wandered into Sana'a (Yemen) and were discovered by X-Com spies at 07:00 on 24th of May. A fully loaded van from Europe base (located in Czechia) starts its long travel to the place 10 minutes later.

Some other suspects were discovered elsewhere at 00:00 on 25th of May - EXALT in Porto Allegre at the south of Brazil. The van that patrols Venezuela's land near Caracas speeds to the place.

The first place, Sana'a, Yemen
After 34 hours of travelling via vans and public aerial transport four agents arrived in Sana'a, during night time, to apprehend some lower rank Red Dawn suspects. One of such gangers was already interrogated and I need them no more, so I expect no neutralizations, just kills.

Turn 1
Two gangers are visible, one with an AKM, another with a baseball bat. Three suspicious houses are around. Riflemen Aleida and Carlos to shoot the AKM guy, shotgunner Fehmi to check one suspicious house, Nakimera is to provide any help needed. The baseball-bat-boy is low priority now.

Aleida places an aimed shot with Hunting Rifle on the AKM ganger - he is HIT!
AKM ganger reacts with three shots from AKM, Aleida is HIT two times and dies!  >:(
Carlos also places an aimed shot with Hunting Rifle on the killer - he is HIT again but lives! What an overpumped person. :o
Nakimera runs a bit closer to the AKM guy, kneels and can fire four snap shot with her Glock.
HIT! The AKM guy is down.

Turn 2
Fehmi at the BBB, 1 shotgun snap with 73% from ~7 tiles: 0 hit 0.
Now the BBB is dangerous: he is close and the shotgun strikes only one "hit" out of him and his same-sized comrade has been downed with no less than three HITs.
Carlos at the BBB with Glock's snaps (6 max): miss, miss, hit, HIT... The BBB dies! How fortunate.
Nakimera still covers left area, Carlos covers the right.

Turn 3
Another baseball-bat-boy is spotted by Carlos and hides. Agents groups to react on him: Fehmi is kneeled with at shotgun ready, Carlos stands behind him with the Glock in right hand.

The BBB2 goes into the light and Carlos reacts: miss, miss, hit, miss, HIT, miss. Fehmi reacts too with two shotgun snaps but the fired shot doesn't damage the ganger.

Turn 4
It seems the BBB2 is doomed. Let's leave Nakimera on guard and scout the area in group of two after his inevitable death.

Turns 5-7
The BBB2 collapses due to blood loss. The pair of Fehmi (shotgun) and Carlos (rifle and Glock) slowly moves to the south. Nakimera is on guard with her Glock. A ganger with Skorpion steps out of a door about 5 tiles from Nakimera and receives two HITs from her. He turns around and opens burst fire, but Nakimera receives only one damaging hit, the other three placed hits bring zero damage, thanks to her vest. The agent puts an end to the ganger with another shot and hit. The case is closed!

Patients
Carlos and Nakimera receives Patient and Battle-scarred awards. Aleida, rest in peace, your name is placed on the memorial and your body will be transported from that Sana'a city of Yemen to relatives in your native Italy.

Work on errors
The ganger that killed Aleida with 2 reaction fire hits from AKM must had been attacked with a flashbang first, not with a Hunting rifle.

Recruitments
The ranks of agents are refilled with two rookies and two dogs arriving at the Asian base. Suprisingly, the agents are from the same countries that two last casualties were: Aleida from Italy passes the baton to Carmen and Annar from Iceland to Yngmar.


The second place, Port Allegre, Brazil
Ibrahim Lwanga from Uganda, Saba Rahimi from Iran, Mihai Ungureanu from Romania, and David Martin from Belgium arrives to apprehend EXALT in Porto Allegre at 11:52 on 26th of May, at a dawn, after 35 hours of van-travelling. The policy is to attack at night-time, so the squad will lay low for about 12 hours more. I hope that the suspects that were located at 00:00 on 25th of May will not leave the scene till then.

Time passes and the mission is started on 22:52 on 26th of May, almost 47 hours after its detection. The tools are: Glocks, Taser pistols, a Pump-action shotgun, a Hunting rifle and a Minebea.

That was an easy mission due to lucky placement: the agents stepped into a dark area and had a view on large portion of brightly lit map. EXALT Infiltrators managed to shoot only twice, for no damage. All was over on Turn 6.

New missions pop up
At the beginning of the 28th of May 1997 a Strange Life Form mission was located in Central America. Soon a Black Lotus apprehension mission was located on the Easter Island. Both were assinged to squads travelling via vans.
Cattle mutilation is reported to be near the base in Europe.

It seems my two bases with five-six vans are enough to handle all new missions. How long will this situation last? Will I be able to reach Osprey before the promised raise of the cultists?

To be continued...
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Solarius Scorch on June 15, 2022, 04:09:01 pm
I think I said it before, but I really dig the minimap format.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 16, 2022, 09:09:47 am
New missions pop up
Cattle Mutilation case opened at 00:00 on the 29th of May, resolved about 3 hours later with 168 score and no casualties. The three farmers were armed with a single hoe, that was a piece of cake.

Strange Life Form case opened at 00:00 on the 28th of May, agents arrived 49 hours later, at 01:28 on 30th of May, immediately after dusk. I decide to wait till dawn - this way the respond time will be also between 48 and 72 hours (2 and 3 days) as is the current time (49 hours). The mission starts at 12:31 on the 30th of May, it is 60,5 hours since its appearance.

Turn 1
There are Muckstars! I hate them, the creatures attack at distance with fast reaction and high accuracy. Several agents were injured during the last (unsuccessful) mission against them, the only one until now.

OK, there is one Muckstar near and no more are visible. Let's try flashbang, dog bite and shotgun shots on it. No way! The moment Roman the rifleman sidesteps out of the van's hood to throw his flashbang, he spots another Muckstar (at 19 tiles) also staring at him as the first one (at 9 tiles).

OK, let's try flashbanging the nearest from another side - around the van's backdoor. No way! That Muckstar spots the agent–Carlos Fraga, survivor of the last Red Dawn apprehension–first, in spite of him moving strictly forward to the creature (hoping for mutual suprise (https://www.ufopaedia.org/index.php/Reaction_fire_triggers#Mutual_Surprise)), and electrocutes him to the death with two HITs.

Carlos Fraga from Cuba is killed :(

OK, let's just take the revenge with our attack dog Boo Boo then! The dog misses two times. Time to try the shotgun. Fehmi can make three snapshots. Snap shot (6 tiles)! Damage: 0 0 HIT HIT. The creature falls down unconscious and bleeding (and dies on the next turn).

Turn 2
They are fragile - it gives hope. And since there are civilians nearby (one scream has been heard) it suggests responsibility. The impromptu plan for the nearest future is: retreat is no option, the pair of dog and shotgunner goes after any spotted Muckstar, the last rifleman covers their backs. If some of the remainging members of van company is killed then retreat.

The dog runs up to the second Muckstar (spotting the third on its way) and is ready to spoil its reaction fire in close quarters while Roman the rifleman makes an aimed shot (24 tiles, 96% with 77 accuracy points).
HIT! The creature dies.

Turn 3
What a good present at the start of turn! The third Muckstar moves in by itself. The dog can't get close enough because of some box on the ground. Eat it! No, it's too big. Bark at the creature then! The box is in the way. Bark from another place. OK, the sound freezes the third Muckstar. Fehmi the shotgunner kills the creature from 2 tiles with one shot: HIT 0 HIT HIT.

Having disposed of the immediate danger the squad looks around and the commander have managed to arrange a full map of discovered parts of the area. One conclusion arises from looking at that huge map: it's impossible to clear this area with just three units! The squad encountered three Muckstars gathered in just one 10x30 sized corner of that 60x60 area, one enemy for 10 square tiles. There can be about 36 enemies in total (fear has big eyes, yeah). It takes one agent to kill that three enemies, the two remaining agents and their dog won't be enough to kill the others.

The plan: pursue the only visible civilian, knock him out and drag to the van for evacuation!
Must pickup tasers from the van.

Turn 4
The sight of civilian was lost, that's bad. No screams during hidden movements, that's good.
The squad carefully advances, units wisely step out of corners. Two enemies spotted!

Roman attacks the nearest with an aimed shot (96%, 9 tiles) – and misses! Then hides around the corner.

Another civilian wanders to the south. No screams during hidden movements.

Turn 5
Roman spots an enemy again and kills it now. Fehmi runs with a taser picked up. Boo Boo runs too and spots that first civilian again.

No sounds during hidden movements except for some door sounds. It seems there are no 30+ Muckstars here.

Turn 6-7
The squad advances. The dog smells the air. Both earlier spotted civilians are located. Three enemies are wandering at a big distance, one hit the civilian man once. Fehmi runs closer to the woman... And is hit by a hidden Muckstar in the back! No damage, but the agent is in danger, he has no time to hide.

Turn 8
An electric discharge and a male scream are heard during hidden movement phase. The man is dead and the place is marked with cross on the map.

Strangely, the Fehmi's assaulter hasn't discharged its weapon but has only moved closer to the agent. Is it playing cat-mouse? Don't know, attack it!

Roman's Minebea SMG roars in full auto, filling up the creature with hot lead till its death.

The saved agent turns around for the woman, finds her inside a house with a help from the dog's smelling ability and tries to tase her without a greeting word. The woman stands after hit.

Turn 9-12
The non-taserable woman: - Excuse me?
(she is a well-mannered lady indeed!)
Fehmi the X-COM representative: - Stand still and say CHEESE!
(Taser discharge follows, the lady is down. How rude, man!)

The goal is almost achieved, just need to bring the civilian back to the van and evacuate. That is successfully done without any enemy spotting.

Roman: - Let's go!
Fehmi: - Wait a sec, I'm going to grab poor Carlos and stuff!

The grabbing ended on Turn 18 (first aid kits, hunting rifles and Muckstar corpses cost money, you know). The squad departures with the woman still unconscious.

The tased woman awakens and the agents sooth her. She thanks for the rescue from monsters and van driver drops her before crossing the Guatemala-Mexican border. Her name remains unknown to X-COM, since she evades meeting with Council Salvagers (either as a living person being questioned or a corpse being identified after a success or a failure of X-COM). The Council doesn't sum up the woman's salvation to the score :(

The agency remembers fallen Carlos and all that Muckstar case on Guatemala-Mexican border. The fight with the paranormalities and the Enemy Unknown continues...
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on June 16, 2022, 10:50:25 am
OK, let's try flashbanging the nearest from another side - around the van's backdoor.
Why not over the van? Grenades are indirect weapons, that seems like better way to use them.

Also, if a farmer is holding a hoe and it's not a weapon, well... ;)
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 16, 2022, 04:42:31 pm
Overvanning may work indeed, I'll test.

 Hoe is a tool.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on June 16, 2022, 05:00:09 pm
Hoe is a tool.
Not to the more bright (https://www.youtube.com/watch?v=EnG7zf9Uuk8) farmers. :D
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 16, 2022, 09:16:24 pm
Not to the more bright (https://www.youtube.com/watch?v=EnG7zf9Uuk8) farmers. :D
Oh, nice, I got that pun.

They say:
What do pimps and farmers have in common?
They both need a hoe to stay in business.

Always wonder, how do you distinct similar sounding words in English? I'm Russian and for example Skye and sky sounds exactly the same for me. Englishmen, can you recognize one and another by ear? I imagine that yes.

One time I heard a misuse of Russian simikar sounding words, but they sound very distinct for my ear. They were собор and забор.

Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 20, 2022, 02:56:31 pm
The fight with the paranormalities and the Enemy Unknown continues...
Overview of the X-Com project on 30th of May 1997
Bases
There are two underground bases now. In addition to the first one established in the eastern Czechia there is the second built in China halfway between Beijing and Xian. They are Europe and Asia, and I plan to (not soon) establish the third base in the USA in the middle of the Chicago-Minneapolis-Kansas City triangle. With three bases the majority of the Northern hemisphere landmass will be within radars range in the future.

Both functional bases have three hangars, living quarters for 50 people, a gym for ten agents and their dogs and general stores module. The European one also has a ten-seater prison, a ten-eater animal pen and the HQ with 5 people doing scientific work, sometimes on inhabitants of the two former modules.

Animal pens are almost full. The most precious specie there is that Werecat stunned down on the 23rd of April by our honored agent Aleida Esquivel (may she rest in peace). Based on its research we will start Mutant Physiology research and its results together with all we have at hand will surely allow us to recruit that mustached scientist on the position of the Chief Researcher needed for Promotion II.

Prison cells are half-full. I keep only one person of each kind. I also send away for money all the lowest level cultists (they were researched). Do not want to get dossiers or ordinary gun descriptions from interrogations.

Money and plans for hire and build (only Europe base)
Current income is $1721k, maintenance is $987,2k, net income is $733,8k. Current funds are at $154,7k. Net cash on the 1st of June will be at least at $888,5k.
Will spend the money on the Intelligence Center (https://xcf.trigramreactor.net/master/article/STR_INTEL_LABORATORY) - $750k. Will be built on the 20th of June 1997. Cost of additional 5 scientists recruitment is $450k. Must earn that sum in-between the 1st and the 17th of June (3 days for the recruited scientists to arrive) to have the newcomers working since their first day in that Intel Center.

I do not plan to hire new agents, since gyms are already full and no training is finished. In case a disastrous mission a full replacement of lost van with 2 agents and 2 dogs would cost around $130k - I have this sum in reserve.

The next facility to be built will be
Science Lab (https://xcf.trigramreactor.net/master/article/STR_LABORATORY) which costs $2000k, and whose build time is 26 days. Will be ready around the 20th of September 1997.

After that either Large Living Quarters or
Workshop (https://xcf.trigramreactor.net/master/article/STR_WORKSHOP) (costs $800k, build time is 32 days) will be built. Before the current day I planned to build that Workshop earlier than the Sci-lab but have changed my mind: it is better now, at the beginning, to have more scientists that engineers, because the latter have not much to do.
Researches and their time
Chief Engineer Recruitment is being researched and is at Average. Its cost is 50. Workforce is 5. Mean total time is 10 days, I presume it will be finished on the 5th of June.

Then the research will go this way, in 5 stages.
1st stage
Werecat → Mutant Physiology → Chief Researcher Recruitment
Mean difficulty equals to 50+100+50=200 days.
With 5 current scientists it will take 40 days. With additional 5 scientists at the Intelligence Center since its construction on 21st of June it will take 28 days.

2nd stage
Mutant Metabolism + Chief Xenologist Recruitment
The 1st will allow to extract energetic blood plasma from Werecats and some other creatures dead or alive that will be researched eventually. The 2nd is needed for Promotion II on the 4th stage and is here to have time for capturing cultists for interrogations about cults' networks on the 3rd stage. Total mean difficulty is 20+50=70 days, it is 7-day work for 10 researches.

3rd stage
Black Lotus Footman → Black Lotus Network +
EXALT Goon → EXALT Network +
Red Dawn Lad → Red Dawn Network

Total mean difficulty is 10*6=60 days.
It will be finished within 6 days having that Intelligence Center fully functional.

4th stage
Military Envoy Recruitment → All staff contacted (The Chief Researcher too) → X-Com Summary Report #2 (https://xcf.trigramreactor.net/master/article/STR_MILESTONE_2) → Promotion II
Total mean difficulty is 50+40+2=72 days. 8 days for 10 researches.

5th stage
Science Laboratory + Workshop
It is 30+10=40 days of work for 10 researchers.

All research stages are explained on my Gantt graph which is attached as the 2nd picture. Online version is available for two weeks on GanttPRO (https://app.ganttpro.com/shared/token/0e27df640d0e592250a4647e1611a9ac52b0f497199d15c02dfa58a3a93871c7/858153).
In short: I'm building a beeline to Promotion II, in the meanwhile main transportation means are vans and main agent tools are hunting rifles, shotguns, glocks, minebeas and flashbangs.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on June 20, 2022, 06:14:44 pm
...people doing scientific work, sometimes on inhabitants of the two former modules.
Are you one of those people who thinks rubberhose cryptography is science? :P

...that engineers, because the latter have not much to do.
That's a pretty fancy way of saying 'they can only open boxes for 833 dollars a day'. ??? 1997 dollars, so about $1500 today.

...main agent tools are hunting rifles, shotguns, glocks, minebeas and flashbangs.
What, no love for classics such as the M1911 and the hand cannon Magnum? :D

Then the research will go this way, in 5 stages.
Your workshop cost seems to be wrong, the average is 50, not 10 or 100 science-days.

Why no Bio-lab, though? I thought this was considered the ultimate research start?

And why are you limited to 10 scientists? Another Intelligence Center at the second lab base would speed things up quite a bit. Not enough money?

Also, the way you're hiring scientists so they'll only work for a bit over a week for an entire month's salary seems a bit... extravagant.

Finally, planning all this in such detail when actual research costs can vary a lot...

Gantt graph
:o   ...never mind. I'm friendly, really, I am! Very friendly!  *Backs away, slowwwly*
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: tarkalak on June 23, 2022, 04:33:01 pm
Oh, nice, I got that pun.

They say:
What do pimps and farmers have in common?
They both need a hoe to stay in business.

Always wonder, how do you distinct similar sounding words in English? I'm Russian and for example Skye and sky sounds exactly the same for me. Englishmen, can you recognize one and another by ear? I imagine that yes.

One time I heard a misuse of Russian simikar sounding words, but they sound very distinct for my ear. They were собор and забор.

Context usually.

Bulgarian мед [med] may mean honey or copper. They are different words, even have different genders (мед honey is male and мед copper is female). They also have different full grammatical articles, i.e. the honey is медът[medut], while the copper is медта [medta]. There are other examples of such words that have the same spelling and reading, or that differ only in where the stress is placed. You can usually catch it by the context.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 28, 2022, 01:05:36 am
Are you one of those people who thinks rubberhose cryptography is science? :P
No, my science about interrogations was a sarcasm. But they do even more awful things in X-Com labs against Aliens, you know. For the sake of humanity!

That's a pretty fancy way of saying 'they can only open boxes for 833 dollars a day'. ??? 1997 dollars, so about $1500 today.
Yeah, engineers would be High Price No-Doers if I ordered the Workshop for them (as I planned one time) with no decent topics researched beforehand. Now there is only one, the Chief Engineer Who Brought Us the Shotgun, a bottle-friend of the commander and overall useful fellow research wise.

What, no love for classics such as the M1911 and the hand cannon Magnum? :D
No love, no hate, just complete disregard. Not a dedicated gun lover too, my approach here is "Use default weapons and wait for Black Ops, don't be a victim of all that Files of gun porn". If a target doesn't fall down to the first hit, just use more hits.

Glocks overuse may be a tribute to the 1st Half Life game, where you follow some scientist with no shown proof of scientific advances through his lucky battles with unearthly creatures and soldiers. The Glock is the first handgun there, acquirable after the first overall weapon — the famous Crowbar (Fomka in Russian). :D
The sounds are funny there (https://youtu.be/XrfBejv0BSg).

Your workshop cost seems to be wrong, the average is 50, not 10 or 100 science-days.
Oh, thanks, my bad.

Why no Bio-lab, though? I thought this was considered the ultimate research start?
The Bio Lab doesn't stand on the fastest path to Promotion II and I somehow overlooked it. Thanks for the question.

Let's see, its research cost is 150 days (Medicine + Advanced Medicine + Bio Lab) which is half the cost of the Science Lab.
According to the plan under discussion the path PromII->SciLab->Workshop->BioLab via Medicine will yield research finish on the 15th of September (31st of August + 15 days for the addition).
Going path PromII->BioLab via Medicine->SciLab->Workshop will yield research finish on the 12th of September (Bio Lab with 5 scientists will be operational on the 31th of August).
The Bio Lab path is better!
Not only it brings the workshop closer to start, but it make expenses curve smoother. I mean, the costs of new facilities will increase in linear fashion, without the surge of $2000k+$2250k for the Sci Lab before the more modest $750k+$450k for the Bio Lab.

And why are you limited to 10 scientists? Another Intelligence Center at the second lab base would speed things up quite a bit. Not enough money?
It's more complex. The planned net income is only $750k per month. It's enough to build one Intel Center monthly, bringing in another task of gathering $450k more (for 5 researchers' hire) to solve. I can struggle out the 2nd Intel Center in Asia in July, in addition to the 1st in Europe in June. But the research then must be split between the two bases. It will give some gains if I'm up for interrogating every one of captures, but I'm not going this way (and I have no prison at the 2nd base).

Also, the way you're hiring scientists so they'll only work for a bit over a week for an entire month's salary seems a bit... extravagant.

Finally, planning all this in such detail when actual research costs can vary a lot...
:o   ...never mind. I'm friendly, really, I am! Very friendly!  *Backs away, slowwwly*
This is a plan, it will be corrected by actually playing the game. With this plan detailed with the precision of one day I have a nice baseline to compare plan vs actual status, it will be fun for me. And saving money hiring agents and other staff only at months' beginnings is a wise move, yes (I usually do so :P).

Ha, the first difference of actuality vs the Plan shows up with the first research: Chief Engineer Recruitment finishes 5 days ahead of schedule. Just at the start of June. Finances also make me happy: funding countries raise the income! After the order of Intelligence Center I need only $311k to earn within 17 days, not $450k.


Context usually.

Bulgarian мед [med] may mean honey or copper. They are different words, even have different genders (мед honey is male and мед copper is female).

Thanks for the input. No 100% distinction by ear then.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 28, 2022, 01:14:23 am
The fight with the paranormalities and the Enemy Unknown continues...

Three apprehensions of Black Lotus are on the schedule.
The lowest level cultists are awaited, so there is no goal to capture someone, agents are allowed to open fire right at the missions' starts, without shouts to freeze and drop weapons.

Australian Case
Some Black Lotus followers were discovered in Canberra, Australia, at 07:00 on the 30th of May. 27,5 hours later two agents and two dogs arrives there at night in a van (luckily it was heading in Australia from China already) and apprehend them at 10:33 on the 31st of May.
Outcome: the case is closed, no valuables captured, all sold for $11475 ($7200 captured cultist included), rookie Carmen Suarez was wounded (5 day recovery of 19hp into full 29hp).

Easter Island Case
The case on Easter Island was discovered at 23:00 on the 28th of May and was lost 93 later at 20:00 on the 1st of June. A van from China almost finished that long trip, there were only 16 hours of travelling left.

Xian Case
Black Lotus lowest level mission popped up at 03:00 on the 31st of May and is about to start at 15:47 on the 2nd of June, 60,5 hours later. There are three agents and a dog on it. The main force is Nakimera Umony, an asian-looking girl from Uganda (yeah!) who is fond of Skorpion SMG that was taken away from Red Dawn.
Outcome: the case is closed, no valuables captured, all sold for $11592 ($7200 captured cultist included), no one is fatal wounded. Only Bolt the dog was scratched by the last cultist with a throwing knife. In spite of he receives no fatal wound, he is considered Battle-scarred and suffers from -1 hp awarded by Battle Scars That Hurt (https://openxcom.org/forum/index.php/topic,10596.0.html) submod. OK, I'll live with that.


Strange Creatures On The Icy Plains of Northern Iceland
The mission pops up at 12:00 on the 1st of June, a van from Europe goes there and arrives 28 hours later at 16:01 on the 2nd of June.
The 4 men squad goes hunting armed with 4 Glocks (each having 3 spare magazines). Heavy weapons are three shotguns. Sniper weapon is a hunting rifle.
One Owlman and a woman far away from it are spotted. Just run towards the woman! David Martin managed to put a HIT on the creature with his hunting rifle. OK, flashbang it then! David can't help himself but fire at the running owlman again, placing it to rest. Erm, that's all? I hoped for a bunch of Mongorns to hunt for...

Red Dawn Safehouse on Kamchatka
It was detected at 23:00 on the 1st of June. Will be apprehended from China base.

EXALT in Fortaleza, Brazil
Cult activity was detected at 01:00 on the 2nd of June. A van returning to Europe base will be on the track in about 10 hours. The squad is not full: they are returning from unsuccessful Muckstar case, where agent Carlos Fraga was killed. No rest at base, they'll sleep on their way across the Atlantic and in airport queues.

OK, the worldwide trips of vans with armed agents of X-Com the Paranormal Activity Unit continue.
The hardest nut to crack of the near future will undoubtfully be that Kamchatka Safehouse of Red Dawn...
But Glocks and flashbangs in hand of skillful agents will bring victory!


Know Your Tools
You'll find some GIF videos of using inaccurate Skorpion, dog barks and teeth attacks, and a Hunting Rifle attached. It is not a solid statistical investigation, just for the mood.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: tarkalak on June 28, 2022, 04:47:33 pm
You can use Q for left weapon and E for right. It is easier than clicking, at least for me.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on June 28, 2022, 07:16:14 pm
You can also use number keys to select fire mode. I am now pretty well-trained on Q-4 for melee, Q-1, Q-2 for ranged and Q-5, E-5 for throwing lots of 'nades. :D

You can also use (or setup) a hotkey for crouching. I like 'C'.

There is also a whole list of 'secret' hotkeys here (https://openxcom.org/forum/index.php/topic,6424.0.html).
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on June 28, 2022, 08:19:03 pm
Thanks! The shortcuts will speed up the game.

Didn't use Q,E. I'll try.
CTRL+E is useful, got to know it from Tarkalak's playthrough.


Is it true?
If holding unconscious unit in one hand and knife weapon in other, Execute option is now available (on the knife I believe)
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on June 28, 2022, 08:34:23 pm
Is it true?
If holding unconscious unit in one hand and knife weapon in other, Execute option is now available (on the knife I believe)
Not any more. It got removed a while back, presumably because it was too easy to kill tough enemies that way. You've got to shoot the corpses now. IDK if melee works on corpses, but I can't even use machetes on shrubbery :'(, so doubt that.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: tarkalak on June 29, 2022, 09:57:42 am
Not any more. It got removed a while back, presumably because it was too easy to kill tough enemies that way. You've got to shoot the corpses now. IDK if melee works on corpses, but I can't even use machetes on shrubbery :'(, so doubt that.

Melee damage against scenery was added at some point, so they removed the "shooting" melee weapons. You should be able to melee shrubbery now.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on June 29, 2022, 01:48:28 pm
...they removed the "shooting" melee weapons.
Not quite. Pickaxes and chainsaws are still in.

You should be able to melee shrubbery now.
But I can't.  :(

Bigger stuff, yeah. But not these small bushes. Unless I pickaxe or chainsaw them.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 04, 2022, 05:52:34 pm
...that Kamchatka Safehouse of Red Dawn...
One agent plus two dogs vs Red Dawn gangers at their Safehouse
Only one agent, Yngvar, is ready for that mission, others are wounded. So he takes all the dogs he can with him and go off for the Kamchatka. There will be no less than 10 opponents. It will be a big luck to capture a 2nd level cultist and retreat without casualties.

So, dog master's van arrives at the sceen at 11:04 on the 4th of June 1997, 60 hours since the mission start at 23:00 on the 1st of June.

Turn 1
A ganger is looking straight at the van. Yngvar flashbangs him and Kabang (71 reactions) finishes him off from his back. Lookaround. One ganger is wandering near, not a problem. The Safehouse is near, it's good luck!
The Plan is: loot the Safehouse and retreat.  The problem is a spotted Pioneer inside the Safehouse. If there are more cultists inside the Plan must be revised.

Cultists shoot at Yngvar and his dog who became visible to the attackers until the next turn because X-Commers hit their teammate (with a flashbang and a dog bite). 12 bullets have been fired, only one of them hits Yngvar at the front of his vest but inflicts a fatal wound. The hit takes 13 health points out of 30. In addition a pair of gangers emerges from the fog of war near the Safehouse.

Turn 2
So, there are more cultists near the Safehouse and the only agent is bleeding. The plan has been revised and now sounds as RETREAT!

Outcome
No casualties, no loot, one person is going to a hospital for 17 days. Earned almost minus 100 points of score. It's better than minus 150 if I've ignored that mission. Sufficient performance.

It was the 2nd safehouse overall. The 1st was cleared by a squad of four agents. Need more agents!

PS. Added a gif showing how Red Dawn shoot at the agent that was exposed to them after hitting their teammate.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 04, 2022, 06:32:04 pm
EXALT in Fortaleza, Brazil
Cult activity was detected at 01:00 on the 2nd of June. A van returning to Europe base will be on the track in about 10 hours. The squad is not full: they are returning from unsuccessful Muckstar case, where agent Carlos Fraga was killed. No rest at base, they'll sleep on their way across the Atlantic and in airport queues.

Two agents and a dogs vs EXALT cultists in Fortaleza, Brazil
Agents returns at the Europe base from Mexico and almost immediately are sent to Brazil. They arrive at 21:03 on 4th of June (68 hours since mission detection at 01:00 on 2nd of June) and quickly close the case there: since the commander gave green light on shooting without warnings and pleas for freeze, cultists were attacked at a glance and their disposition allowed picking them off one by one.

A new tactical move was born
If you see only one enemy, flashbang him from dark and wait 1 turn while his teammates come closer to investigate. You know, any X-Com agent become visible to every enemy unit every time he/she hit one of them. Battle recordings do not show why, but I think that X-Commers have a bad habit of shouting something like "Come over, I'm right here!" on every hit. Maybe they even ignite small fireworks to celebrate.

Outcome
No casualties, loot worth $5k (including one Infiltrator), 22 score. The latter is the main profit. It's better that way than minus 200 in case I've ignored that mission.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on July 04, 2022, 07:01:09 pm
A new tactical move was born
If you see only one enemy, flashbang him from dark and wait 1 turn while his teammates come closer to investigate.
That's just begging to be sniped against anything but the weakest cultists. Except Red Dawn. Red Dawn are all sniper.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 06, 2022, 11:50:28 pm
That's just begging to be sniped against anything but the weakest cultists. Except Red Dawn. Red Dawn are all sniper.
You are right, the designated snipers will shoot. I hope to hide an exposed agent to survive the upcoming sniping. Or I'd rather say "sniping", because there was only 1 hit out of 12 attempts in the recent Safehouse mission, see a gif I've added there (https://openxcom.org/forum/index.php/topic,10581.msg147404.html#msg147404). Anyway, sniping or not sniping, attacking an enemy once and going somewhere after that is a way to lure enemies to that somewhere, which can be favorable to me.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 07, 2022, 12:56:55 am
The 4th of June, 1997: an ordinary Crop Circles mission in Madagascar turns out to be the first Men in Black encounter!
The mission pops up at 05:00 on the 4th of June, X-Com arrives at 15:07 on the 6th of June, 58 hours later.
Lucky placement (van in a corner, agents spread out of it and do not worry for their backs, the only civilian is near, no enemies are visible) and some tactical moves yields +100 score, no casualties and nice loot (2 BlackOps SMGs and a CAWS).
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 07, 2022, 01:29:02 am
From the 6th of June 1997 till the 11th:
1. Minus 150 score because of some Zombie reports from Port Said in Egypt.
2. Deep One corpse and spear acquired from some Sacrificial Ring.
3. Werecat research completed on the 11th of June, just as planned (so the 5 day advantage from early finish of previous topic is vanished). Mutant Physiology is the next topic.
4. Big sale of corpses and stuff occurred in the Europe base on the 11th of June. Freed 38,8 units of storage space (out of 150) and got $873k of cash. That was a half year crop of corpses.
5. The planned goal "Earn $450k to hire 5 scientists to fill the new Intelligence Center" is achieved on the 11th of June instead of the 18th of June.
6. Sent three vans to patrol distant areas: two vans from the Europe base are to patrol USA and Brazil and a van from the Asia base is patrolling Australia. Each of the bases has one van ready inside.

The plan I'm referring to was described here (https://openxcom.org/forum/index.php/topic,10581.msg147236.html#msg147236).
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 15, 2022, 01:08:55 am
Battlescape time!
A Red Dawn Apprehension mission pops up at 23:00 on the 12th of June 1997 in the Russian city of Saratov. Van from Chechia arrives at the place 21 hour later (very fast for the real life, by the way, with all that weapons).

See the story on the pictures, including moving GIFs. The most exciting moment is captured on the last GIF!

Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Juku121 on July 15, 2022, 07:51:08 am
very fast for the real life, by the way, with all that weapons
Speeding up the red tape is what your staff is being paid for! :)

Barrels are a bane. At least it was not one of Hobbes' super-piped-up maps.

I see that you're still not using the Q/E/numbers hotkeys. :(
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on July 16, 2022, 05:48:24 am
I see that you're still not using the Q/E/numbers hotkeys. :(
I tried the hotkeys but found it confusing to use right now, moreover in Ironman mode. Need more ingame time for adaptation and I lack that time. However, I will do some training via "New Battle".

The Bottleneck
I admit that the capture of 2nd level cultists will be the bottleneck in beeline for Promotion II. They reside in safehouses which are rare and hard to secure. According to the plan (https://openxcom.org/forum/index.php/topic,10581.msg147236.html#msg147236) I need the cultists by the middle of July. It is the middle of June outside, must hurry up.

The first Red Dawn safehouse attack in this playthrough was performed by only 1 agent (with 2 dogs), other operatives were in hospital.

It was the 2nd safehouse overall. The 1st was cleared by a squad of four agents. Need more agents!

Considering all that I'm investing $135k into three more agents (with kevlar vests) for Asia base. Asia is the main source of possibilities to capture Red Dawn lads and Black Lotus footmen.

Undercover operations are secondary sources of that cultists.

Playthrough continues
16th of June
Crop circles mission pops up in Pakistan and an Asian van is heading there.
Rookies arrive: one at Europe, three at Asia.
Crop circles mission is about to begin on the 17th of June...
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on August 12, 2022, 05:09:44 am
I'll continue the play through around the 15th of September 2022, if my plans go well.
Title: Re: X-Com Files Mod The Hardest by Fomka (Superman, Ironman, Handicaps)
Post by: Fomka on October 08, 2022, 12:26:40 pm
Plans didn't go well. It is very interesting time we live in. I'm placing my unfinished playthrough files here. Anyone can do anything with them.