OpenXcom Forum

OpenXcom => Playthroughs => Topic started by: NeptunesNookGames on March 26, 2015, 10:28:13 am

Title: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 26, 2015, 10:28:13 am
Episode 1 is here!
 Let's Play OpenXcom: UFO Redux - Episode 1  (https://www.youtube.com/watch?v=WMtMqwalF-c&index=1&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
(https://i.ytimg.com/vi/WMtMqwalF-c/default.jpg?v=551af012)

 Full Playlist  (https://www.youtube.com/playlist?list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)




---------------------------------------------------------------------------------------


It's time for some more Xcom on my YouTube channel, and this time it's with OpenXcom amd the UFO Redux mod.  I'm doing my best to avoid any spoilers so I'm pretty much going in blind, so I have a feeling lots of blood will be spilled.

I've made an intro video for the series here, just covering the basic setup and inviting recruits.  I should have the first episode up in a few days or so.
If you'd like to sign up and give your life to the cause just toss your name in the comments and I'll do my best to make sure your death is a painless one ;)

(https://i.ytimg.com/vi/eKOm0M5pWkc/default.jpg?v=55139b57)
https://www.youtube.com/watch?v=eKOm0M5pWkc
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Jstank on March 26, 2015, 12:33:34 pm
Welcome to the community Neptune. Ill take a soldier. Good luck!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: ivandogovich on March 26, 2015, 01:13:51 pm
Looks awesome, Neptune!  Congrats!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on March 26, 2015, 01:38:14 pm
Sounds cool as my current game is almost finished and I was considering "Ufo Redux" as part of my next game. So throw my name into the hat just so long as he's not the red uniform security officer from the original Star Trek series that was the 1st to bite it against some alien.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 26, 2015, 02:43:03 pm
Welcome aboard guys, sorry Simon but the red shirt is already in the mail  ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on March 26, 2015, 05:38:00 pm
Hokey doke but not the 1st mission please, @ least let him suicide run a cyberdisc with a primed high explosive for his moment of glory, LOL.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on March 27, 2015, 12:55:04 am
Sign me up, if you still have room:-)  Callsign: JG
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 27, 2015, 04:03:24 am
Plenty of room JG, I think you might be overestimating my abilities... there will be plenty of room   :o
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Solarius Scorch on March 27, 2015, 11:45:15 am
[tsunderemode]I wouldn't hate being in the game.[/tsunderemode]
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: hellrazor on March 27, 2015, 08:10:49 pm
Reporting for duty! SIR!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 27, 2015, 10:52:40 pm
[tsunderemode]I wouldn't hate being in the game.[/tsunderemode]

It's hard to argue with that kind of enthusiasm! ;)
Welcome aboard Solarius & Hellrazor
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on March 28, 2015, 02:52:36 am
Thumbs up! :D

Reporting for duty, sir!

You'll also need openxcom_git_master_2015_03_26_1845 for everything to be working properly with the mod.

And let me know of any problems you encounter.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 29, 2015, 04:07:13 am
Thumbs up! :D

Reporting for duty, sir!

You'll also need openxcom_git_master_2015_03_26_1845 for everything to be working properly with the mod.

And let me know of any problems you encounter.

I've tested through the first month and everything seems to be running pretty smoothly, I'll let you know if anything comes up.

And welcome aboard :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 31, 2015, 10:16:25 pm
Episode 1 is up!  Just like old times we slaughter a few sectoids  ;D

(https://i.ytimg.com/vi/WMtMqwalF-c/default.jpg?v=551af012)
https://www.youtube.com/watch?v=WMtMqwalF-c&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven (https://www.youtube.com/watch?v=WMtMqwalF-c&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Jstank on March 31, 2015, 10:58:06 pm
Ehhh good luck with the ironman. Don't let the bugs get ya. :-\

Also for the purpose of Youtube play with the resolution settings until you get base screen to stretch across the whole screen. It will be easier for your viewers to see it.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 31, 2015, 11:40:55 pm
Ehhh good luck with the ironman. Don't let the bugs get ya. :-\

Also for the purpose of Youtube play with the resolution settings until you get base screen to stretch across the whole screen. It will be easier for your viewers to see it.

It's Ironman as in no save-scumming, I didn't check the box for that exact "bug" reason.

When I setup everything for recording I set it up for the battlescape screen and completely forgot about the tiny base screen.  You'll just have to squint for the first episode :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on March 31, 2015, 11:43:08 pm
Nice episode, and I specially like that you have a fast play style. :)

Going Ironman is quite a chance since the mod is currently with some unsolved crashes, so good luck with that too!

I see that the sounds, specially the Sectoid death ones, are from the Windows CE version. Have you ever heard the death sounds in the DOS version? They're a lot better, IMHO.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on March 31, 2015, 11:48:15 pm
I like the DOS sounds better too, is there a mod to add them back in?
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on March 31, 2015, 11:53:11 pm
I like the DOS sounds better too, is there a mod to add them back in?

Try this: =https://www.openxcom.com/mod/ufo-v1-2-sound-effects-for-ufo-v1-4 (https://=https://www.openxcom.com/mod/ufo-v1-2-sound-effects-for-ufo-v1-4)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 01, 2015, 12:54:52 am
Awesome, thanks!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Jstank on April 01, 2015, 01:53:27 am
When I said 'bug' I didn't mean alien bugs, I meant real actual game disrupting bugs.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 01, 2015, 01:58:59 am
Lol, I know.  I'm playing as "ironman" meaning I won't be reloading saves because things don't go the way I want.  I didn't actually check the Ironman box because of a chance of bugs/crashes, so I can still save quite a bit along the way.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Jstank on April 01, 2015, 02:01:35 am
And silly me just figured that out  ::)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 02, 2015, 08:39:52 pm
Episode 2!  For some reason I decided to be brave and take on cyberdiscs with rifles...

(https://i.ytimg.com/vi/4_03aW5dsUY/default.jpg?v=551ce0f5)
https://www.youtube.com/watch?v=4_03aW5dsUY (https://www.youtube.com/watch?v=4_03aW5dsUY)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 02, 2015, 09:20:54 pm
Ouch, near squad wipe is always brutal, at least you managed not to lose the Skyranger.

A couple of tips regarding the grenade launcher: when firing the projectile goes in an arc like a grenade and can fly over fences, other soldiers, etc (and firing indoors can make the grenade hit the ceiling and blow in your face). And I think it has unlimited range, as long as the arc to the hit area is clear. It works better in UFO maps to hit aliens behind hills almost anywhere on the map than in a city setting though.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: ivandogovich on April 02, 2015, 10:05:50 pm
Fun episode and a great start to the series!!  ;D

Cheers , Ivan :D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Jstank on April 03, 2015, 12:30:59 am
Rocket launchers V Cyberdiscs for sure. Man that was a great terror mission.
Especially how Tengu risked his life to pull meridian off the battlefield and meridian died in his arms. That is going to be one great commander some day.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 03, 2015, 06:00:24 am
A couple of tips regarding the grenade launcher: when firing the projectile goes in an arc like a grenade and can fly over fences, other soldiers, etc (and firing indoors can make the grenade hit the ceiling and blow in your face). And I think it has unlimited range, as long as the arc to the hit area is clear. It works better in UFO maps to hit aliens behind hills almost anywhere on the map than in a city setting though.

Ah, that's nice to know... I'll have to get some good use out of them (after I buy a new one that is)

Especially how Tengu risked his life to pull meridian off the battlefield and meridian died in his arms. That is going to be one great commander some day.

And I could have saved him too, if I had just clicked right.   I need to remember to watch my pathing lines before I double click.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Jstank on April 03, 2015, 07:02:44 am
go into your options menu and make sure advanced movement is turned on. Then hold control while you click. you will run, expending more energy but less time units. If you would have ran you would have been successful.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 03, 2015, 07:22:03 am
Oh man... what a bloody bloody mission.  Friendly fire wasn't much help on top of it  :o

Fun watch, even though painful!  Look forward to the next one.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 03, 2015, 07:31:39 am
go into your options menu and make sure advanced movement is turned on. Then hold control while you click. you will run, expending more energy but less time units. If you would have ran you would have been successful.
Oh man, I completely forgot about running!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 03, 2015, 07:42:05 am
You can also "strafe" with control key.  Sometimes comes in handy peeking around corners already in firing position without stepping out and then turning to fire.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 04, 2015, 09:43:44 pm
Episode 3!  Attempting to scrounge up some replacement weapons after that last "event"

(https://i.ytimg.com/vi/ar7nwaPDe0g/mqdefault.jpg)
 Episode 3 "Sectoid Strike"  (https://www.youtube.com/watch?v=ar7nwaPDe0g)



You can also "strafe" with control key.  Sometimes comes in handy peeking around corners already in firing position without stepping out and then turning to fire.
I'm going to have to get into the hang of using these, the strafe could end up saving a few reaction fire lives
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 05, 2015, 06:10:02 am
A little rough finishing out that last UFO there :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 05, 2015, 09:24:39 am
Yeah, it got a bit hairy in there.  Those Sectoids weren't going down without a fight!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 06, 2015, 09:33:54 pm
Lesson learned... don't give rocket launchers to rookies  :-\

(https://i.ytimg.com/vi_webp/m_XgChO0muM/mqdefault.webp)

 Episode 4 "Friendly Fire"  (https://www.youtube.com/watch?v=m_XgChO0muM&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven&index=4)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 07, 2015, 06:22:07 am
Lesson learned... don't give rocket launchers to rookies  :-\


Yep, but you handled it well by putting him on "breach" duty.  Good call, commander!  I do question the promotion though from high command, but that was out of your control.  Some days, I don't know what the brass is thinking these days when they hand out some of these promotions!  I guess they've been watching Meridian's LPs and have high hopes for him ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 07, 2015, 07:37:25 am
He walked away with 2 kills that mission, that's all that matters   ;D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 09, 2015, 01:35:53 am
It's time to attempt some live alien captures, lives may be spent in the name of science!


(https://i.ytimg.com/vi/uaKCZ2UjvCA/mqdefault.jpg)
https://www.youtube.com/watch?v=uaKCZ2UjvCA&index=5&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven (https://www.youtube.com/watch?v=uaKCZ2UjvCA&index=5&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 09, 2015, 06:38:23 am
Do you normally use HWPs?
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 09, 2015, 07:15:50 am
Not usually at first, but once I can get the plasma tank I usually grab one.  When I grab them early I just seem to get them killed, and $450k a pop is a lot more costly than a couple $40k soldiers, especially early on in the game.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 09, 2015, 03:07:23 pm
Not usually at first, but once I can get the plasma tank I usually grab one.  When I grab them early I just seem to get them killed, and $450k a pop is a lot more costly than a couple $40k soldiers, especially early on in the game.

True about the cost. I'm just so used to using a HWP from the start to draw the aliens fire that it looks strange to me at the moment.

I must say that this is an interesting game to watch. Definitely not how I play it but I know a lot about the game (and the mod) when compared to most players, so it's refreshing to see different choices.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 09, 2015, 10:53:59 pm
Very good series so far tho I've only watched the 1st 3 episodes, glad to c the 2nd incarnation of my namesake, I think he got shot in the back on the infamous terror site by friendly fire. Personally my gameplay always has pre primed smoke grenades that go off as soon as u throw them or @ the end of the turn if u just drop them. But as u say that does take the grenade relay out of the loop. I would start to use proxy grenades for storming the ufo as the aliens shud eventually come out (by turn 20) especially for sectoids and even floaters.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 09, 2015, 11:31:18 pm
Proxys might be a good idea, I've never really used them, but they could definitely make the engine room encounters easier on me.  I'm thinking it's probably a good time to start focusing on live captures too... time to dust off the stun rods!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 09, 2015, 11:41:35 pm
Proxys might be a good idea, I've never really used them, but they could definitely make the engine room encounters easier on me.  I'm thinking it's probably a good time to start focusing on live captures too... time to dust off the stun rods!

The research tree does have a few more requisites here :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 10, 2015, 03:40:41 pm
Saving the Casablanca farmland... with rockets!!

(https://i.ytimg.com/vi/ZfGh1wIKm5A/mqdefault.jpg)
 Episode #6 "Destroying Casablanca" (https://www.youtube.com/watch?v=ZfGh1wIKm5A)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 10, 2015, 10:04:18 pm
Saving the Casablanca farmland... with rockets!!

(https://i.ytimg.com/vi/ZfGh1wIKm5A/mqdefault.jpg)
 Episode #6 "Destroying Casablanca" (https://www.youtube.com/watch?v=ZfGh1wIKm5A)

I just realized that Native (the terrain of this episode) only appeared on the southern hemisphere until the next texture system was implemented... I'll need to assign it directly to cities otherwise you might get that terrain on a Washington DC mission.

Other than that, well done with the captures, although you'll still need some more specific ranks...
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 10, 2015, 11:38:34 pm
I can see that getting captures early on is very hard, nobody wants to run up to an alien and poke him with a stun rod. Here's a mod I use on all my games which is a big help tho it could be considered op. Great series, up to episode 5 atm, hopefully Simon III will last a bit longer than his predecessors. Don't use the batarangs as they cause the game to crash as soon as they hit anything, don't know why.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 11, 2015, 12:05:15 am
I appreciate the suggestion, but I want to stick with the stun rods for now.  I think adding something like a ranged stun this early in the game could end up being really op.

 The stun rods are pretty difficult to manage, but that difficulty and strategy is what I love about Xcom... "I know we need some live ones, but do I want to risk Frank's life for a capture?"
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 11, 2015, 04:38:02 am
Yes, JG with the final stun!

Good mission!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 11, 2015, 06:05:17 am
Was laughing my head off at u doing episode 6, u're almost as hard on the civvies as I am. It's always a good job u can't get done for property damage as Xcom wud go broke very quickly. Roll on episode 7.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 12, 2015, 11:08:20 pm
Now that Casablanca is "saved" I am now feared by both aliens and civilians, just the way it should be ;)

Now we're going to try our hand at the stun rods...

(https://i.ytimg.com/vi/mH1FCh9fado/default.jpg?v=552acfb2)

Episode 7 "Stun Rod Specialist" (https://www.youtube.com/watch?v=mH1FCh9fado&index=7&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 14, 2015, 11:18:25 pm
Time to save Japan from the swarms of small UFOs

(https://i.ytimg.com/vi/W3xgmvGuJPI/mqdefault.jpg)

Episode 8 "Japanese Activity" (https://www.youtube.com/watch?v=W3xgmvGuJPI)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 17, 2015, 07:02:51 am
Tip #48  - Never leave rocketeers with full TU's...

(https://i.ytimg.com/vi/l0T1mgkKfQI/mqdefault.jpg)
https://www.youtube.com/watch?v=l0T1mgkKfQI (https://www.youtube.com/watch?v=l0T1mgkKfQI)

Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 17, 2015, 08:51:01 am
Sorry, commander.  Hair trigger on the rocket launcher and the floater spooked me bad :( :-[
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 17, 2015, 04:00:42 pm
Not a good mission but funny in a warped way, it's most annoying when one of your troops do reaction fire a rocket like that. Ah well better luck in the future and for Simon IV as well.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 17, 2015, 10:05:35 pm
I'm very very curious about the next episode... ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 18, 2015, 02:58:47 am
Sorry, commander.  Hair trigger on the rocket launcher and the floater spooked me bad :( :-[
Not only did you murder half your crew, but you came home with a promotion ;)

I'm very very curious about the next episode... ;)
Me too, I've been waiting for these guys
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 18, 2015, 03:17:01 am
That's X-com for  ya ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 20, 2015, 12:34:56 am
Things just got interesting...

(https://i.ytimg.com/vi_webp/m7hhyqpJsU8/mqdefault.webp)
Episode 10 "Cultist??" (https://www.youtube.com/watch?v=m7hhyqpJsU8&feature=gp-n-y&google_comment_id=z13vfnxiszfwhhxhp04cfl2wyoioslpxsbw)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 20, 2015, 03:00:21 am
"If things go down bad, Hobbes goes down too" :D

Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 20, 2015, 10:47:56 am
"If things go down bad, Hobbes goes down too" :D

 ;D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 22, 2015, 04:50:53 am
Man, Hobbes is SUPERMAN! 

This is when I wish you had Shoe's Soldier Diaries mod with you setup.   All those awesome kills on the last mission would have racked up some cool medals.  Zombie's rocket 3 kill would have got him something as well.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 22, 2015, 04:51:41 am
Man, Hobbes is SUPERMAN! 
He eats grenades for breakfast  :P



Part 2 of the Cultist Site, maybe we can save a civilian?

(https://i.ytimg.com/vi/EyNBaTigivY/mqdefault.jpg)
Episode 11 (https://www.youtube.com/watch?v=EyNBaTigivY)

Hmm, the medals would be a pretty cool addition... does it work fine with the mod, Hobbes?
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 22, 2015, 04:55:38 am
Hmm, the medals would be a pretty cool addition... does it work fine with the mod, Hobbes?

Haven't used that mod in a while but I don't think there should be any problems.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on April 22, 2015, 05:05:35 am
I think there may be problems with the latest version.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: ivandogovich on April 22, 2015, 06:36:37 am
Soldier Diaries is not working well at the moment.  I hasn't been updated to nightlies in months.  I doubt that Redux would be compatible with it at this point.

I love the commendations aspect of that mod, but until it gets pulled into the main branch it will always struggle with relying on the efforts and time of one programmer (Shoes).  And that can get hard to come by at times.

Cheers, Ivan :D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 22, 2015, 06:59:22 am
Bummer, that would have made a nice addition to the LP.  I always liked seeing it with Ivan's last series
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 22, 2015, 02:42:58 pm
Very good episode (11), I know how u feel about the number of enemies as I'm in the middle of doing the merc base atm and have taken out nearly 30 enemies so far. It's the best way to do a mission, eliminate anything that moves.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 22, 2015, 04:19:22 pm
Very good episode (11), I know how u feel about the number of enemies as I'm in the middle of doing the merc base atm and have taken out nearly 30 enemies so far. It's the best way to do a mission, eliminate anything that moves.

On the Merc Base you've got the option of bailing out once you recover data disks or capture the scientist, if you don't want to have to clear the entire base. It will appear as a loss but getting laser weapons is surely a win.

I'm thinking of reducing a bit the panicking by the cultists and I might reduce their numbers.

I really enjoyed the confusion and chaos felt by NeptunesNookGames during the initial turns with all the firing and killing that was happening, since that was my intention when I designed this mission.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Dioxine on April 22, 2015, 04:25:42 pm
When I was playing it, by the time I got the scientist I could've as well clear the rest of the base - there were maybe 15% mercs left alive and the rest was starting to panic :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 22, 2015, 04:52:09 pm
Managed to wipe out the base eventually but must have killed the scientist, the 6 live captures I got r coming up as 2 mercenary soldiers of three different rows in the alien containment, recovered an HWP data disk, I assume there will be further opportunities to get to laser weapons as I've just started my 1st terror site vs Sectoids/Cyberdiscs.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 22, 2015, 06:08:41 pm
Managed to wipe out the base eventually but must have killed the scientist, the 6 live captures I got r coming up as 2 mercenary soldiers of three different rows in the alien containment, recovered an HWP data disk, I assume there will be further opportunities to get to laser weapons as I've just started my 1st terror site vs Sectoids/Cyberdiscs.

Did you get the Armory building (the one with all the Omega weapons laying around)? If you have recovered all the types of weapons present on that building and research them (you need only to assign 1 scientist) you can unlock the Omega Weapons topic, which allows you to manufacture Omega weapons & clips.
The Improved HWPs should also be a great help: they have the armor and TU/Stamina of Hovertanks, plus the Tank Cannon gets upgraded to an autocannon.

There is another opportunity to develop Laser Weapons:
After the initial month, the Omega Corporation will still conduct missions and their agents might be carrying laser weapons. You just need to recover one of those weapons and research it to unlock the Laser Weapons topic. However, detecting the Omega missions might be harder than regular UFOs.

But yeah, until you get another opportunity, you're stuck to conventional weapons until you get the chance to research plasma weapons. However, you can get Power Suits easy if you capture and interrogate a specific alien rank, which can be a great help to survive.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 22, 2015, 08:48:47 pm
I think I'm getting creamed in this mission, Ethereals, Muton Elite and prob Sectopods in the middle of March, WTF!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 22, 2015, 09:15:19 pm
I think I'm getting creamed in this mission, Ethereals, Muton Elite and prob Sectopods in the middle of March, WTF!

I think there's an OXC bug involved because this is not supposed to be happening and it's the 2nd report I've got of races with are disabled for retaliation but nevertheless they appear in such mission.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 22, 2015, 10:46:24 pm
Well I gave it a heck of a go and I think I had managed to defeat about half the aliens but I was almost out of explosives that wud even damage them so I reloaded from the start of the mission and aborted.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 22, 2015, 11:10:10 pm
Well I gave it a heck of a go and I think I had managed to defeat about half the aliens but I was almost out of explosives that wud even damage them so I reloaded from the start of the mission and aborted.

If you send me the game saved before the mission (on Geoscape) I may be able to substitute the race with a proper one.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 22, 2015, 11:16:25 pm
I already have went into the save file and deleted the "commander guard" missions, nxt crash sites have been a small scout-floater and large scout-floater which I just started so I'll see how it goes and let u know if there r any more probs. Like I haven't even got laser weapons yet so it was a case of I might have well been using a pea shooter rather than rifles vs the aliens in that screwed up mission.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 23, 2015, 11:37:50 pm
More Miniguns, RPGs, and Cowards!

(https://i.ytimg.com/vi/AzizejK77X4/mqdefault.jpg)

UFO Redux: Episode 12 (https://www.youtube.com/watch?v=AzizejK77X4)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 23, 2015, 11:45:00 pm
I already have went into the save file and deleted the "commander guard" missions, nxt crash sites have been a small scout-floater and large scout-floater which I just started so I'll see how it goes and let u know if there r any more probs. Like I haven't even got laser weapons yet so it was a case of I might have well been using a pea shooter rather than rifles vs the aliens in that screwed up mission.

Actually I just checked with Warboy and this is working as it should, since the alienRetaliation flag only applies to the monthly retaliation missions and not the ones generated when you shoot down UFOs. So you must have shot down one UFO carrying the Commander Guard crew and the alien Commander got mad enough and ordered a retaliation mission using its elite guard. This is as intended actually: mess with the bull, get the horn.

This can lead to situations where Cultists/Mercenaries can appear on retaliation missions, although with the current version it is more likely that you won't have time to intercept them before they land, plus a single missile shot can completely destroy their transports. These retaliation missions are not intended but at the moment there isn't a way to prevent them.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on April 24, 2015, 01:46:56 am
Into early May atm, haven't got laser/plasma weapons yet or been able to manufacture Omega weapons but really like the alloy weapons like the AAC and AMC (from the alloy weapons mod) so I'm holding my own atm. From looking @ xcom intelligence Snakemen & Chrysallids are entering the fight this month. I must say this mod is quite awesome as my second terror site there was Sectoids, Floaters and both their associated TU'S. It's very refreshing to have these mixed races missions. So thanks again to both urself and the author of the fore mentioned mod. I also do have gauss weapons and in my current Sectoid terror ship crash site I downed a cyberdisc in 2 shots with a gauss sniper rifle.
 A couple of final points, firstly does research take longer to get access to the better weaponry etc and is the secret based on the more live captures the better. Secondly and this may not be the right place to ask this but what the heck. I'm using openxcom extended and my own minor mod acid bomb works a treat so I'm thinking of improving it by creating an improved acid bomb in the same mod involving Celatids as part of the research/manufacture but something occurred to me today when I looked up the xcom .rul file. If Celatids spit acid/venom why do they take 160% damage from such weapons ie damage type 8 as surely they shud be resilent or else immune to such substances?
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on April 24, 2015, 02:35:37 am
Into early May atm, haven't got laser/plasma weapons yet or been able to manufacture Omega weapons but really like the alloy weapons like the AAC and AMC (from the alloy weapons mod) so I'm holding my own atm.


I considered adding Alloy clips at certain stage but they're too close to lasers regarding power and there's already the Omega Weapons for improved conventional. I'm not a fan of adding several extra weapons tiers since to me that has the side effect of confusing the player, and the additional options usually don't add any real variety other than differences in weapon power.

A couple of final points, firstly does research take longer to get access to the better weaponry etc and is the secret based on the more live captures the better.


I better put this into spoiler tags:
Research time for all topics has been increased by a factor of 1.5 (originally it was twice but I decided to ease off a bit due to how hard it can be to get advanced weapons).

My original intention was to use XComUtil's Research Help from Captured Aliens setting, where each rank will reduce the number of hours need for specific projects by a percentage, which is close to what you describe (the more captures the better). Unfortunately this is impossible to achieve with the vanilla OXC, so I simply added a new alien rank (Scientist) and made certain key topics dependent on interrogating specific ailen ranks:
* Alien Scientist unlocks Plasma Pistol, Hyperwave Decoder, Psi Lab, Blaster Bomb and UFO Construction
* Alien Engineer unlocks UFO Power Source
* Alien Navigator unlocks UFO Navigation
* Alien Medic unlocks Small Launcher and Mind Probe
* Laser Weapons can be unlocked either by the Omega Scientist or by recovering one of the Omega laser weapons
* Plasma Pistol can also be unlocked by the MJ12 Scientist
* Omega Weapons require either recover a copy of all weapons (around 13 different ones, which can only be found on the specific Armory building) or the specific data disk (on another specific building).
* Omega Weapons, Thunderstorm, Improved HWPs and Combat Armor data disks can only be recovered from the 1st month, but you can't get all of them since only 2 or 3 of those disks appear on the Merc Base mission. I might add more data disks in the future like improved craft weapons or even alloy ammo to this mission, since I like how that you don't know what you'll can get from that mission and it limits to amount of extra stuff.

But the real reason why it's harder to develop advanced weapons is because of the limited opportunities for captures:
* Alien Scientists only appear on Harvesters, Abductors and Battleships on Infiltration, Harvest and Abductions missions.
* Omega Scientist only appears on the 1st month, and it is quite possible to miss that mission, unless you're using the starting Darkstar to complement your radar (since that mission always appears near your starting base.
* MJ12 Scientist (and the Omega lasers) missions are only generated on the Pacific/North Atlantic areas, so you'll need to cover those areas otherwise you'll miss them.

Quote
Secondly and this may not be the right place to ask this but what the heck. I'm using openxcom extended and my own minor mod acid bomb works a treat so I'm thinking of improving it by creating an improved acid bomb in the same mod involving Celatids as part of the research/manufacture but something occurred to me today when I looked up the xcom .rul file. If Celatids spit acid/venom why do they take 160% damage from such weapons ie damage type 8 as surely they shud be resilent or else immune to such substances?

You need to ask the developers of the original game for that :) For some reason they decided to group the Celatids with the unarmored humans, Sectoids and Floaters in the same damage modifiers.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 27, 2015, 12:43:48 am
Up Next, We visit the Desert Southwest and find some snake folks!


(https://i.ytimg.com/vi/45LP6C-IDpQ/mqdefault.jpg)
Episode 13 (https://www.youtube.com/watch?v=45LP6C-IDpQ)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on April 28, 2015, 11:13:02 pm
Time for a new News Briefing...

(https://i.ytimg.com/vi/uOS3ZZawsgw/mqdefault.jpg)

Episode 14 (https://www.youtube.com/watch?v=uOS3ZZawsgw)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 01, 2015, 03:16:34 am
More Snakemen causing trouble in the Americas, as long as they keep their terror friends away we'll be fine...


(https://i.ytimg.com/vi/uK-8moCB_FE/mqdefault.jpg)

Episode 15 (https://www.youtube.com/watch?v=uK-8moCB_FE)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on May 03, 2015, 06:36:48 pm
Good job on the minigun kill for you latest Episode (16). That was sweet!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Bloax on May 03, 2015, 09:23:59 pm
I'm not sure if you've gotten the problem under control already, but just to remind you one more time;

Don't forget that your soldiers can run/sprint!

Because I've seen you mess up multiple times due to a lack of time units already.  :P
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 04, 2015, 01:30:49 am
Good job on the minigun kill for you latest Episode (16). That was sweet!
lol, ever since I first saw the minigun I've been wanting to get a kill like that in :)


I'm not sure if you've gotten the problem under control already, but just to remind you one more time;

Don't forget that your soldiers can run/sprint!

Because I've seen you mess up multiple times due to a lack of time units already.  :P

It took me a bit to get used to it, but I think I've finally gotten the hang of it these last few episodes.


Here's Episode 16...

(https://i.ytimg.com/vi/F9w7CxHEX5U/mqdefault.jpg)
Episode 16 "Execution by Minigun" (https://www.youtube.com/watch?v=F9w7CxHEX5U)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 05, 2015, 03:29:56 pm
Snakeman / Floater combos,  plus some very cool new terrains this time.

(https://i.ytimg.com/vi/MNwnQlneb4k/mqdefault.jpg)
Episode 17 (https://www.youtube.com/watch?v=MNwnQlneb4k)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on May 06, 2015, 11:28:00 am
Just a minor point I noticed in my current game regarding the research & manufacture of clipped laser weapons. For the pistol, rifle and heavy I noticed that u can manufacture them as soon as u research the weapon even tho u still have the research topic(s) for their respective clips available. Shud u not need to have the respective clip researched as well b4 u can manufacture them. Am I right on this point or am I seeing probs where none exist? Using redux v0.52 atm. Attached is my latest geoscape save.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on May 06, 2015, 02:44:44 pm
Just a minor point I noticed in my current game regarding the research & manufacture of clipped laser weapons. For the pistol, rifle and heavy I noticed that u can manufacture them as soon as u research the weapon even tho u still have the research topic(s) for their respective clips available. Shud u not need to have the respective clip researched as well b4 u can manufacture them. Am I right on this point or am I seeing probs where none exist? Using redux v0.52 atm. Attached is my latest geoscape save.

Yup, the laser clips manufacture is incorrect. Thanks.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 07, 2015, 02:13:44 pm
Things just turned ugly real quick...

(https://i.ytimg.com/vi/wNT6sXIdrVM/mqdefault.jpg)
Episode 18 (https://www.youtube.com/watch?v=wNT6sXIdrVM)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 11, 2015, 06:20:27 am
Time for something nice and easy after that last episode

(https://i.ytimg.com/vi/Hey-Tj0J6is/mqdefault.jpg)
Episode 19 (https://www.youtube.com/watch?v=Hey-Tj0J6is)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on May 11, 2015, 07:53:05 pm
Things just turned ugly real quick...

(https://i.ytimg.com/vi/wNT6sXIdrVM/mqdefault.jpg)
Episode 18 (https://www.youtube.com/watch?v=wNT6sXIdrVM)

I just quoted this video as a demonstration of "why Chryssalids on the original game are more terrifying than in EU2012... ;D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: hellrazor on May 12, 2015, 01:47:47 am
Thats why i always have a tank up front on chryssalid terrormissions.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on May 12, 2015, 03:59:13 am
Thats why i always have a tank up front on chryssalid terrormissions.

For the Chryssies to have more snacks to chew?  ;D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 12, 2015, 02:40:55 pm
Cleaning up the mexican UFO, plus research!

(https://i.ytimg.com/vi/_LW_LeUZAZE/mqdefault.jpg)
Episode 20 (https://www.youtube.com/watch?v=_LW_LeUZAZE)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: hellrazor on May 12, 2015, 03:25:19 pm
For the Chryssies to have more snacks to chew?  ;D

Well if they are nearby the can chew on the tank first, it will be repaired at the base anyway ;)
Next turn is get out and shot everything outside priority Chryssalids ;)

And btw Hobbes i have question about the port attack terrains later, because i bumped up the Mapsize to 60x60,
somehow the unit destribution is just better (noclusterspawns) and you do not get slaughtered immediatly.
But the Waterparts are spawning very strange...
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on May 12, 2015, 03:48:30 pm
And btw Hobbes i have question about the port attack terrains later, because i bumped up the Mapsize to 60x60,
somehow the unit destribution is just better (noclusterspawns) and you do not get slaughtered immediatly.
But the Waterparts are spawning very strange...

The mapScript for Port is defined for 50x50, if you increase the size to 60x60 you'll need to adjust the script too.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: hellrazor on May 12, 2015, 06:18:46 pm
The mapScript for Port is defined for 50x50, if you increase the size to 60x60 you'll need to adjust the script too.

Thanks for the advice, i modified it accordingly, works like a charm ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 15, 2015, 07:56:46 am
Time for another small UFO, it does wonders for the bank account


(https://i.ytimg.com/vi/giEQhusYCU8/mqdefault.jpg)
Episode 21 (https://www.youtube.com/watch?v=giEQhusYCU8)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 18, 2015, 01:06:07 am
The last time I decided to be brave and go after a terror site I probably shouldn't have was on TftD...and it didn't end well (https://www.youtube.com/watch?v=fPeCIupsKeo&list=PL3Hfqo2_KOlfab7oDz4abWcCLAgMAA8Y0&index=21)


So let's do it again!!

(https://i.ytimg.com/vi/ochzudgDK-M/mqdefault.jpg)
Episode 22 (https://www.youtube.com/watch?v=ochzudgDK-M)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on May 18, 2015, 01:15:56 am
Looks like u're having "fun" with this terror site atm, just wait til u get Ethereals, Armored Sectopods and Muton Elites in 1 mission. Bring loads of high explosives and pray a lot!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 18, 2015, 01:21:04 am
I've seen a few of the things that have been mentioned in the other "Redux" forum... I'm a bit frightened of what's to come  :-\
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on May 18, 2015, 01:42:30 am
Be afraid, be very afraid......., sorry cudn't resist that one! Atm in my current game I'm in mid September and having loads of fun but I'm not brave enough yet to take on battleships or terror sites involving Ethereals as that'll mean Muton Elites, I just keep crashing terror ships with my Firestorms. The muton commandos r bad enough but the muton guards r a knightmare. Don't even bother with anything less than heavy plasmas. Here's a spoiler for u if u want it as I see u're still using convential weaponry as u'll need it very soon.
To get plasma weapons u need to capture an alien scientist either Snakeman, Floater, Sectoid or Ethereal from harvesters, abductors or battleships. Interrogate them which opens Advanced alien tech which leads to plasma pistol etc
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on May 18, 2015, 06:35:58 am
Nice redemption on my reaction shot out of the skyranger! No one killed except cyberdiscs, this time!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 19, 2015, 11:48:07 pm
Nice redemption on my reaction shot out of the skyranger! No one killed except cyberdiscs, this time!
Lol, nicely done.  I keep forgetting to spend the rocketteers TU's and it will probably bite me again like it did in Moscow, luckily it hasn't happened yet.

Here's a spoiler for u if u want it as I see u're still using convential weaponry as u'll need it very soon.
I appreciate it but I'm going to avoid checking out the spoiler for now, if I start coming across Mutons and still haven't figured it out though I will be back  ;)



Continuing the hairy situation we found ourselves in...

(https://i.ytimg.com/vi/ZB71gCDUheE/mqdefault.jpg)
Episode 23 (https://www.youtube.com/watch?v=ZB71gCDUheE)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 22, 2015, 06:35:51 am
 We'll get to that base soon enough, but first!  Snakes...


(https://i.ytimg.com/vi/Rks3j1GqSv4/default.jpg?v=555db3a8)
Episode 24 (https://www.youtube.com/watch?v=Rks3j1GqSv4)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 25, 2015, 12:28:40 am
More snakes anyone?

(https://i.ytimg.com/vi/K5pXlxLf1RU/default.jpg?v=5561cb5b)
Episode 25 (https://www.youtube.com/watch?v=K5pXlxLf1RU)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 27, 2015, 03:50:30 am
Back to some familiar sites, and Dark Angel needs a medal!

(https://i.ytimg.com/vi/hpSJNtmGU1A/default.jpg?v=55645005)
Episode 26 (https://www.youtube.com/watch?v=hpSJNtmGU1A)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on May 27, 2015, 05:14:03 am
Might want to try the latest Soldier Diaries mod now:-)  Supposed to be fixed with the latest mod structure.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 27, 2015, 11:16:14 pm
Ooh, I'll have to check it out.  If anyone deserves a medal it's Dark Angel, lol
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 28, 2015, 12:33:21 pm
The Mutons have arrived...

(https://i.ytimg.com/vi/20Pv1afO0pI/default.jpg?v=5566e019)

Episode 27 (https://www.youtube.com/watch?v=20Pv1afO0pI)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on May 28, 2015, 08:37:21 pm
The Mutons have arrived...

(https://i.ytimg.com/vi/20Pv1afO0pI/default.jpg?v=5566e019)

Episode 27 (https://www.youtube.com/watch?v=20Pv1afO0pI)

He he he he... more medals on the way ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 29, 2015, 11:45:56 am
lol, Everyone gets the Muton award :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on May 31, 2015, 11:00:10 pm
We've been preparing for this moment for quite some time... Let's go get that base!

 (https://i.ytimg.com/vi/pWSoDUZwKRc/default.jpg?v=556b13e6)
Episode 28 (https://www.youtube.com/watch?v=pWSoDUZwKRc)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on June 01, 2015, 05:17:31 am
Awesome job!  I'm not used to see a base taken on without electro flares to light the way.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 01, 2015, 09:00:44 am
Flares can help a little bit, but everything is so enclosed I never really saw that much use for them.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Solarius Scorch on June 01, 2015, 03:00:49 pm
Flares in a base? It's never occurred to me. :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 03, 2015, 03:59:43 am
How many floaters can 1 rocket kill?   And can Meridian survive 1 mission?

(https://i.ytimg.com/vi/ShVFxdTY-es/default.jpg?v=556da1cc)
Episode 29 (https://www.youtube.com/watch?v=ShVFxdTY-es)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 04, 2015, 09:42:04 pm
Mutons versus rockets, part deux



(https://i.ytimg.com/vi/knblOeX1ZzM/default.jpg?v=55703dc8)
Episode 30 (https://www.youtube.com/watch?v=knblOeX1ZzM)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on June 04, 2015, 10:47:07 pm
Mutons versus rockets, part deux



(https://i.ytimg.com/vi/knblOeX1ZzM/default.jpg?v=55703dc8)
Episode 30 (https://www.youtube.com/watch?v=knblOeX1ZzM)

XCOM 9 - Mutons 0 only with conventional weapons? Impressive :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 07, 2015, 11:00:57 pm
XCOM 9 - Mutons 0 only with conventional weapons? Impressive :)

Remember that... in fact, just don't watch this part   :'(


(https://i.ytimg.com/vi/zCZHlRzVogw/default.jpg?v=55743949)
Episode 31 (https://www.youtube.com/watch?v=zCZHlRzVogw)

Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on June 09, 2015, 06:09:07 am
Wow.  My guy went from taking out his own guys in Skyranger with rocket reaction fire to Commander!  Crazy!

That was a brutal mission indeed!  I agree when you made that comment that you should have aborted when you realized your equipment was gone.  I think that would have helped tremendously had you still had your equipment.  I can't believe how many chryssalids there were on that mission given it being a crashed UFO.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 09, 2015, 09:55:22 am
Lol, stick around long enough and anyone can be commander  ;)

I have a bad habit of getting my commanders killed, hopefully I can do a better job about keeping you alive...
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 10, 2015, 12:29:54 am
Time to overreact and buy MORE ROCKETS!!

(https://www.youtube.com/watch?v=Yl4vewBFPzE)
Episode 32 (https://www.youtube.com/watch?v=Yl4vewBFPzE&lc=z13si3u4wkq4cn3nd23ttj2rzt2mtzqrl04)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: ivandogovich on June 10, 2015, 12:48:53 am
As if there is anything such as "too many rockets."  Its an obvious non-sequitor.

Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on June 10, 2015, 03:09:02 am
As if there is anything such as "too many rockets."  Its an obvious non-sequitor.

"Every problem on earth can be solved with the careful application of high explosives"
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 12, 2015, 05:05:40 am
We blow a few more things up, and welcome the Medium UFO's

(https://i.ytimg.com/vi/AgtUFbmhymI/default.jpg?v=55797f4b)
episode 33 (https://www.youtube.com/watch?v=AgtUFbmhymI)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on June 12, 2015, 06:24:24 pm
Another commander bites the dust!  Of the 4 people there, the floater would pick me of course!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 13, 2015, 06:16:15 am
Another commander bites the dust!  Of the 4 people there, the floater would pick me of course!

As part of the promotion you get a giant bulls-eye painted on your powered armor, not sure if that was mentioned in the job description  ;)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 14, 2015, 09:22:42 pm
What is wrong with Japan?

(https://i.ytimg.com/vi/G68zyFly5j8/default.jpg?v=557d73ca)
episode 34 (https://www.youtube.com/watch?v=G68zyFly5j8)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 17, 2015, 01:16:48 am
Finally, we have what we've been looking for...

(https://i.ytimg.com/vi/qxr774d_3QY/default.jpg?v=558017aa)
Episode 35 (https://www.youtube.com/watch?v=qxr774d_3QY)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 19, 2015, 07:31:13 am
Sorry, I'm a little late posting this... We visit the jungle again and say hello to some snakes

(https://i.ytimg.com/vi/-kWgV9KBHic/default.jpg?v=55839c75)
Episode 36 (https://www.youtube.com/watch?v=-kWgV9KBHic&feature=gp-n-y&google_comment_id=z13ggbqb5urugpyzn04cjb5wezz4efbyuy40k)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 21, 2015, 11:39:49 pm
Welcome to August, we have Ethereals...

(https://i.ytimg.com/vi/nalUJj3E8VE/default.jpg?v=5586ae4c)

Episode 37 (https://www.youtube.com/watch?v=nalUJj3E8VE)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 24, 2015, 12:13:10 am
Back to the Jungle, we add trees to the list of casualties...

(https://i.ytimg.com/vi/_Hma_kiW29c/default.jpg?v=5589514a)

Episode 38 (https://www.youtube.com/watch?v=_Hma_kiW29c)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 25, 2015, 06:40:38 pm
I've never really experienced the horrors of a superhuman Ethereal, now I have...

(https://i.ytimg.com/vi/W3yA1YzoYOQ/default.jpg?v=558bf44b)

 Episode 39 (https://www.youtube.com/watch?v=W3yA1YzoYOQ&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven&index=39)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on June 25, 2015, 07:44:59 pm
I've never really experienced the horrors of a superhuman Ethereal, now I have...

(https://i.ytimg.com/vi/W3yA1YzoYOQ/default.jpg?v=558bf44b)

 Episode 39 (https://www.youtube.com/watch?v=W3yA1YzoYOQ&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven&index=39)

Man... don't give up! Only 144 soldiers killed yet ;)

Although I would advise to try to get to Cydonia... things might be messier later on...
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 28, 2015, 08:45:09 pm
Things have been plenty messy already  :o    I can't pass up seeing what's to come!


Let's try taking on a terror ship again, this time without Chryssalids...

(https://i.ytimg.com/vi/s-7sScrcfA8/default.jpg?v=558fe8c9)

 Episode 40!  (https://www.youtube.com/watch?v=s-7sScrcfA8)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on June 30, 2015, 09:00:56 pm
I think I need to apologize to a couple folks...


(https://i.ytimg.com/vi/owm6pwph02M/default.jpg?v=55928bcb)

 Episode 41  (https://www.youtube.com/watch?v=owm6pwph02M)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 02, 2015, 08:15:05 pm
Africa appears to a hot spot, and we miss out on a very cool mission :(

(https://i.ytimg.com/vi/mfOhqbrps6k/default.jpg?v=55952ecb)

 Epside 42  (https://www.youtube.com/watch?v=mfOhqbrps6k)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 06, 2015, 05:26:09 am
Still cleaning up those mediums in Africa.


(https://i.ytimg.com/vi/wmDYSaW6eN0/default.jpg?v=55992349)
 Episode 43  (https://www.youtube.com/watch?v=wmDYSaW6eN0)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 09, 2015, 09:10:57 pm
I just realized I forgot to post last time, so here's the next 2

This first one is finishing up the 3rd medium in Africa, we're very bad at throwing grenades
(https://i.ytimg.com/vi/2EGUh9UjQTw/default.jpg?v=559bc64a)
Episode 44 (https://www.youtube.com/watch?v=2EGUh9UjQTw)





Today's part I failed to grab another Mercenary mission, and grab a small Muton instead.
(https://i.ytimg.com/vi/RrKXLP7jFwo/default.jpg?v=559e6949)
Episode 45 (https://www.youtube.com/watch?v=RrKXLP7jFwo)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 12, 2015, 09:11:21 pm
#46 - The heavy plasmas are so close I can almost smell 'em!

(https://i.ytimg.com/vi/J8IJrWr_DK0/default.jpg?v=55a264d9)

Episode 46 (https://www.youtube.com/watch?v=J8IJrWr_DK0)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 15, 2015, 03:04:49 am
Time for a Muton cleanup...

(https://i.ytimg.com/vi/xTnDaglpcOM/default.jpg?v=55a500ca)
Episode 47 (https://www.youtube.com/watch?v=xTnDaglpcOM)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 17, 2015, 08:34:01 am
We meet a new enemy, the "Commanders"?

(https://i.ytimg.com/vi/BmMXbYmpjww/default.jpg?v=55a7a3ca)
 Episode 48 (https://www.youtube.com/watch?v=BmMXbYmpjww)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 19, 2015, 11:00:34 pm
Mutons with body armor, sounds reasonable...


(https://i.ytimg.com/vi/Wk82C0ddpy8/default.jpg?v=55ab9849)
Episode 49 (https://www.youtube.com/watch?v=Wk82C0ddpy8)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 23, 2015, 11:13:49 pm
I forgot to post #50, so here's that and 51

(https://i.ytimg.com/vi/1IcwSaVxmH0/default.jpg?v=55ae3b49)
episode 50! (https://www.youtube.com/watch?v=1IcwSaVxmH0)


(https://i.ytimg.com/vi/TDsC__KSXm8/default.jpg?v=55b0de49)
 episode 51 (https://www.youtube.com/watch?v=TDsC__KSXm8)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 26, 2015, 11:44:49 pm
We now have heavy plasmas, time to eradicate some floaters.

(https://i.ytimg.com/vi/xMWeEi8EIP4/default.jpg?v=55b4d2cf)
Episode 52 (https://www.youtube.com/watch?v=xMWeEi8EIP4)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 28, 2015, 10:21:22 pm
Time to take on the first Battleship

(https://i.ytimg.com/vi/Fc_EUTfFF-o/default.jpg?v=55b775c9)
Episode 53 (https://www.youtube.com/watch?v=Fc_EUTfFF-o)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on July 30, 2015, 11:03:15 pm
Mutons vs Rifles... Base defense!

(https://i.ytimg.com/vi/Z9heZXF9b5c/default.jpg?v=55ba18cd)
 Episode 54  (https://www.youtube.com/watch?v=Z9heZXF9b5c&index=54&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 02, 2015, 11:46:00 pm
How about another base defense?

(https://i.ytimg.com/vi/n_mtJrcD0Qo/mqdefault.jpg)
Episode 55 (https://www.youtube.com/watch?v=n_mtJrcD0Qo&index=55&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 05, 2015, 12:12:03 am
We get a visit from some old friends...

(https://i.ytimg.com/vi_webp/ozJ34ZPnrGI/mqdefault.webp)
Episode 56 (https://www.youtube.com/watch?v=ozJ34ZPnrGI&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven&index=56)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on August 06, 2015, 09:04:05 pm
Just a heads-up: there should be a new version of Redux coming up in the next days but I would not advise you to use it on this Let's Play because it should break compatibility with the older saves (there's a ton of new features coming up).
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 07, 2015, 01:45:05 am
Just a heads-up: there should be a new version of Redux coming up in the next days but I would not advise you to use it on this Let's Play because it should break compatibility with the older saves (there's a ton of new features coming up).
Bummer, I was looking forward to seeing the new stuff  :'(


Here's episode 57:  Blaster Launcher, Hyperwave Decoder, Red Mutons!

(https://i.ytimg.com/vi/Ag4bjVBytr8/default.jpg?v=55c35348)
episode 57 (https://www.youtube.com/watch?v=Ag4bjVBytr8&index=57&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on August 07, 2015, 03:53:28 am
Bummer, I was looking forward to seeing the new stuff  :'(

Well, you've progressed a lot in the campaign so you'd only see the new Island and Ship terror sites, and possibly some of the new aliens. It might be possible to tweak a save game but it might also cause bugs if I mess up anything.

In any case, this update is going to take a while to finish because of the 'special' missions, like the previous merc missions, since those are being completely redesigned.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 10, 2015, 10:45:55 am
I may have to try a few of the new missions out using the quick battle

Anyways, here's the next part

(https://i.ytimg.com/vi/tuXGAdsc-lY/default.jpg?v=55c747c9)
Episode 58 (https://www.youtube.com/watch?v=tuXGAdsc-lY)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 11, 2015, 09:26:07 pm
This is why Jimmy is typically limited to frags only...

(https://i.ytimg.com/vi/AF3HGaAO1Cc/default.jpg?v=55c9eac9)
Episode 59 (https://www.youtube.com/watch?v=AF3HGaAO1Cc)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 14, 2015, 01:18:24 am
Next time we're packing the lawnmower on the skyranger....

(https://i.ytimg.com/vi/iEkvEG7XxTI/default.jpg?v=55cc8dc8)
Episode 60 (https://www.youtube.com/watch?v=iEkvEG7XxTI)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 16, 2015, 10:53:55 pm
Finance Management, trying to fix the $6mil deficit

(https://i.ytimg.com/vi/rHFv8gxomgE/default.jpg?v=55d0824e)
episode 61 (https://www.youtube.com/watch?v=rHFv8gxomgE&index=61&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 21, 2015, 12:01:15 am
#s 62 & 63 are both up.  Flying suits have arrived, along with plasma tanks and the Lightning.

62 - https://www.youtube.com/watch?v=RM-eK13feAw (https://www.youtube.com/watch?v=RM-eK13feAw)
63 - https://www.youtube.com/watch?v=P3urvLeTtA0 (https://www.youtube.com/watch?v=P3urvLeTtA0)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on August 23, 2015, 11:57:30 pm
Base Attack, invincible enemy, and poor intercepting...

(https://i.ytimg.com/vi/Gh9vgXFO1qM/default.jpg?v=55d9bcc9)
Episode 64 (https://www.youtube.com/watch?v=Gh9vgXFO1qM&index=64&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: niculinux on September 05, 2015, 05:58:20 pm
I'd like to see a let's play for the 0.6 version, would you like to start a new serie? If so, please mind to add in the video title the version, the current being played is 0.3.8, quite old i'm afraid :(
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on September 06, 2015, 10:50:40 pm
The new version isn't quite out yet and my save won't be compatible anyway.  I'm almost to the end of the game so I wouldn't see much of an effect either way. 
As far as starting a new one, I haven't decided what I'm going to do next.  I might move into a different mod, there's a few well done ones out there that interest me.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on September 07, 2015, 02:05:08 am
A suggestion would be hellrazor's hardmode especially when v0.94 comes out or possibly a TFTD LP though there isn't full support yet! However ther are a good few seperate mods that could be added onto any vanilla TFTD game. See attached picture for the mods for TFTD that I've downloaded and have waiting for when I play through TFTD.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on September 07, 2015, 05:49:05 am
I just finished a TFTD LP before this Redux one (old school Dosbox) so I'll probably wait a bit before going back to it.  I'm debating on whether to do Apocalypse (although I might wait for OpenApoc), Xenonauts, or another Openxcom one like hardmode or Piratez.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: niculinux on September 07, 2015, 11:12:43 am
A suggestion would be hellrazor's hardmode especially when v0.94 comes out [...]

Agree :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on September 25, 2015, 07:10:26 pm
Was just watching episodes 77-79 there the other day and after checking the .rul file I can see why those pink dudes (called hybrid terrorists) are doing so much successful mind control.
On superhuman level they have a 100% chance to successfully mc your best troop at 28 squares distance, way beyond visual range. So I wish you luck in any future dealings with them. Apart from blindly firing half a dozen or more blaster bombs in all directions on turn 1 I'm at a loss as to what tactic to use against them.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: DoxaLogos (JG) on September 26, 2015, 03:51:37 pm
Agree :)

I second that motion!
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on September 27, 2015, 05:58:24 pm
Was just watching episodes 77-79 there the other day and after checking the .rul file I can see why those pink dudes (called hybrid terrorists) are doing so much successful mind control.
On superhuman level they have a 100% chance to successfully mc your best troop at 28 squares distance, way beyond visual range. So I wish you luck in any future dealings with them. Apart from blindly firing half a dozen or more blaster bombs in all directions on turn 1 I'm at a loss as to what tactic to use against them.

Oh my!  If there was only 1 or 2 it might be doable, but with so many of them I don't have a clue how your supposed to deal with that.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: SIMON BAILIE on September 27, 2015, 06:35:33 pm
If you were to a get a standard terror/battle ship you might only have 2 or 3 of them to deal with but the facility type mission you tried there recently I suspect there was around half a dozen of them. Admittedly I'm looking at superhuman level on version 0.72 so I'm not sure what way they work out on your LP as I'm not sure what version you're using. If I mind right the last version of redux I tried was 0.54 and those dudes were the main reason why I gave up. I suppose as you tried you could drop your weapons each go til the hybrids are wiped out or possibly put your weapon in your backpack at the end of each turn so you don't have to hunt around for a gun but surely the AI would equip that weapon when it has your troop(s) mind controlled. Finally though this would be cheating edit their stats down a bit from base 110/62 psiStrength/psiSkill. I'm about to attempt a playthrough of FMP v1.71 and the Ethereal Commanders are very strong on superhuman 87/92 but that's challenging not next to impossible as they have to close to 8 squares to mc your best troop 100% of the time. You could also try either of these mods as they give armors that boost psi stats somewhat.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on September 27, 2015, 09:46:17 pm
I don't have a clue how your supposed to deal with that.

Retreat is always an option. At least until you're better equipped to deal with the hybrids.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on September 28, 2015, 12:58:48 am
Retreat is always an option. At least until you're better equipped to deal with the hybrids.
Is it possible to be better equipped against them?  I realized my crew at the time wasn't really suited for it, but if they have a 100% chance of grabbing anyone and there's around 6 of them at a site, what can you possibly do to combat that?  I'm not criticizing, I really like having challenging aliens to deal with, I just don't see how that kind of site could be taken without a few VERY lucky blaster bombs at turn 1.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on October 08, 2015, 04:40:31 pm
Big day in Reduxland... Happy Cinco de Mayo  ;D

(https://i.ytimg.com/vi/eKyMNp6QW6o/default.jpg?v=561661ca)
Episode 91 (https://www.youtube.com/watch?v=eKyMNp6QW6o)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on October 08, 2015, 05:24:48 pm
Is it possible to be better equipped against them?  I realized my crew at the time wasn't really suited for it, but if they have a 100% chance of grabbing anyone and there's around 6 of them at a site, what can you possibly do to combat that?  I'm not criticizing, I really like having challenging aliens to deal with, I just don't see how that kind of site could be taken without a few VERY lucky blaster bombs at turn 1.

To me the best way to counter Psi is to screen your troops, develop Psi-Amps and go on the offensive from turn 1, which means disembarking the HWP to spot aliens to mind control them, before the aliens get the chance to do it to you.

In any case, the other day I was rechecking the Psionic equations used and discovered that Psi Strength is also used when calculating the odds for psi attacks (and Psi Skill is also used for defense), which explains why the aliens have been so effective on psi (they have a +50% boost on Redux to help prevent players abusing Psi tactics), and why aliens so many times have 100% chance of control. The boost from Psi Strength is something like 2% increased for each 10 points of Psi Strength, so a Hybrid would have almost 10% additional chance due to the boost (the math might not be totally correct).

I've already revised this for 0.7 by removing the Psi Strength bonus from the psionic aliens, and reducing the Hybrids' Psi Skill. I can modify the 0.5.4 ruleset that you're using if you're finding them too hard. Otherwise, start building Psi Labs everywhere, because you'll really need to boost your soldiers psi stats.

Big day in Reduxland... Happy Cinco de Mayo  ;D

Congratulations on your first commander! :D
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: XOps on October 09, 2015, 11:13:40 pm
I've already revised this for 0.7 by removing the Psi Strength bonus from the psionic aliens, and reducing the Hybrids' Psi Skill.

Did you alter any of the Hybrid's stats for Redux or did you copy paste? I never remember them being all that psi heavy in my mod. I gave them a high psi stat, but they never used it. Probably because they were always shooting at me instead :P

Edit: Sorry for the brief topic derail.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on October 09, 2015, 11:34:07 pm
I've already revised this for 0.7 by removing the Psi Strength bonus from the psionic aliens, and reducing the Hybrids' Psi Skill. I can modify the 0.5.4 ruleset that you're using if you're finding them too hard.
Congratulations on your first commander! :D
"First"???  Does there need to be a second?  :-\

No need to modify, this part of the game is usually the least interesting part (at least in vanilla once most of the tech is done), but thanks to these crazy psi attacks it is far from uninteresting.   
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Solarius Scorch on October 10, 2015, 01:34:19 am
I gave them a high psi stat, but they never used it. Probably because they were always shooting at me instead :P

I had the same problem with another custom race. But after several dozen battles, I've concluded that they do use psi attacks, just very rarely... So don't lose hope! :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on October 10, 2015, 03:02:49 pm
Did you alter any of the Hybrid's stats for Redux or did you copy paste? I never remember them being all that psi heavy in my mod. I gave them a high psi stat, but they never used it. Probably because they were always shooting at me instead :P

Edit: Sorry for the brief topic derail.

I gave it the 50% boost on Psi Strength to all the aliens that was mentioned before.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: hellrazor on October 16, 2015, 10:14:35 am
I gave it the 50% boost on Psi Strength to all the aliens that was mentioned before.

Did you adjust the Psi Skill on psionic aliens, so they have the same Psi AS as in vanilla, or are they just MCing the shit out of the player?
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on October 16, 2015, 08:50:35 pm
Did you adjust the Psi Skill on psionic aliens, so they have the same Psi AS as in vanilla, or are they just MCing the shit out of the player?

Psi aliens have the same Psi Skill and Strength as vanilla. Non-psi aliens get a +50% boost on their Psi Strength.
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on October 30, 2015, 07:10:20 pm
Thanks everyone for putting up with me the last few months,  We've finally reached the end!

Episode 107 "The End" (https://www.youtube.com/watch?v=hrgi-Y2_DEQ&index=107&list=PL3Hfqo2_KOldNlmDcdrqznXjYQrd_Yven)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on October 30, 2015, 07:25:02 pm
Congratulations again :)

Nook, when you have time I'd like to ask you a few questions about the expansion so that I can get some feedback. Basically they are:
1) The nicest thing about Redux
2) Anything that stood out
3) The worst thing about Redux
4) What feature did you feel more connected to
5) Any detail not included in the above
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Meridian on October 30, 2015, 07:50:01 pm
Congratulations again :)

Nook, when you have time I'd like to ask you a few questions about the expansion so that I can get some feedback. Basically they are:
1) The nicest thing about Redux
2) Anything that stood out
3) The worst thing about Redux
4) What feature did you feel more connected to
5) Any detail not included in the above

I was just watching, not playing yet, but from what I've seen:
1/ Nicest thing for me were mixed crews (for example sectoids + floaters), that's really a great idea
2/ The firepower of the Overseer UFO really stood out (unless it was a bug)... and the "invulnerability" of the energy aliens
3/ Shrubs blocking craft exit in jungle
4/ I loved the concept of News Briefing... Nook didnt pay too much attention to it, but if you could somehow bring more story into the game, it would be so awesome... binding to research is probably the only way at the moment, but if it was possible to generate briefings also on a monthly basis (e.g. a briefing at the beginning of each month) and maybe also create a few one-time missions with unique briefings... that would just rock. I know it will be hard if not impossible to make them both interesting and relevant, because everyone's playstyle and game length is different, but I think it's worth a try.
5/ At some point I'll play Redux myself and give much more feedback
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: Hobbes on October 30, 2015, 09:00:06 pm
I was just watching, not playing yet, but from what I've seen:
2/ The firepower of the Overseer UFO really stood out (unless it was a bug)... and the "invulnerability" of the energy aliens

The bug with the Overseer was when it stopping shooting, I hope I fixed it. The 'invulnerability' is just a matter of learning their weak spots :)

Quote
3/ Shrubs blocking craft exit in jungle

Fixed for 0.8.

Quote
4/ I loved the concept of News Briefing... Nook didnt pay too much attention to it, but if you could somehow bring more story into the game, it would be so awesome... binding to research is probably the only way at the moment, but if it was possible to generate briefings also on a monthly basis (e.g. a briefing at the beginning of each month) and maybe also create a few one-time missions with unique briefings... that would just rock. I know it will be hard if not impossible to make them both interesting and relevant, because everyone's playstyle and game length is different, but I think it's worth a try.

Yeah, right now News Briefs are basically fluff text with no consequence in the game.
I've discussed with the devs to see if it was possible to script 'events', which would allow what you are describing and add a proper news ticker, but understandably this is not a priority. But the one-time missions with unique briefings are already implemented, although you haven't really seen them in Nook's Let's Play.

Quote
5/ At some point I'll play Redux myself and give much more feedback

Wait for 0.8 (should be released in the next days) - in several things (new missions & aliens) there's a quantum leap over this version. :)
Title: Re: Let's Play OpenXcom: UFO Redux
Post by: NeptunesNookGames on November 01, 2015, 04:26:21 am
Nook, when you have time I'd like to ask you a few questions about the expansion so that I can get some feedback. Basically they are:
1) The nicest thing about Redux
2) Anything that stood out
3) The worst thing about Redux
4) What feature did you feel more connected to
5) Any detail not included in the above

1- The mixed crews are great, and it's nice having a race like the Overlords in there to add a little variety to the later part of the game, it gets us away from Heavy Plasma/Blaster Launchering everything.
The other is the variety of maps... I used to get so tired of seeing another farm towards the end of the game, some of the newer ones you've made for the 0.7 special missions look fantastic.

2- The mission with the cultist map I had early on was great, I wish I had gotten more of those "special missions".  I think those are what makes the mod unique.

3- It's a long game, by the time I got to the end (1.5years) I was ready to move on to something else.  Once I hit 2000 all I was getting were retaliation missions, nothing new until that Overseer finally showed up.

4- I'm with Meridian on the New Reports, I think it's a great idea and could be a really great addition, but as it was/is now it's basically just a wall of stories that don't really add much.  Is it possible to add one of two into the monthly report? 

5- I know the Psi was a bit out of whack for this version, but I kinda liked it.  Something that always bugged me about the original game is how easy it gets towards the end.  As soon as things started getting easier for me (once I FINALLY got plasma tech) that's when the psi came out and started hitting hard.  It forced me to play the game and not just walk through the crash sites (as it would normally have been). 

Of all the times I've played through UFO it was one of the most enjoyable playthroughs I've had, and some of the stuff you've got in there for 0.7 (oo0h 0.8!?) looks fantastic.  I'll be eagerly awaiting Meridians LP ;)