OpenXcom Forum

Modding => Released Mods => Area 51 => Topic started by: Meridian on February 14, 2018, 06:25:36 pm

Title: Area 51 LP
Post by: Meridian on February 14, 2018, 06:25:36 pm
Hello everyone,

my XCOM Long War LP is slowly finishing (in 2-4 weeks), and I will finally be able to get back to OpenXcom after more than a year.

If anyone would be interested in having a character in this campaign, let me know.
You have the possibility to enlist early and shine in episode #1 already.

PLEASE don't ask for a character if you don't plan on watching the series... there will (most probably) be more people asking for a character than I will be recruiting.

Cheers,
Meridian

EDIT: We're live... good luck :) https://www.youtube.com/watch?v=U7YIQCsRiiA
Title: Re: Area 51 LP
Post by: SIMON on February 14, 2018, 06:40:19 pm
Count me in as a rocketeer called "Master Blaster"
Title: Re: Area 51 LP
Post by: ohartenstein23 on February 14, 2018, 06:55:31 pm
Otto Hartenstein, reporting for duty, sir!

I'll go down the ramp first with Pvt. Dogovich or Pvt. Poet!
Title: Re: Area 51 LP
Post by: Hobbes on February 14, 2018, 07:04:49 pm
Count me in
Title: Re: Area 51 LP
Post by: R1dO on February 14, 2018, 10:33:25 pm
Ah cool, a new campaign worth watching.
I would like to volunteer for rookie duty. If my forum name is not suitable i would opt for "Kally Merow"

Let's see if this series will  teach me more worthy tactical insights (judging from your previous LP's I have high hopes).
Title: Re: Area 51 LP
Post by: Meridian on February 15, 2018, 01:20:24 am
Let's see if this series will  teach me more worthy tactical insights (judging from your previous LP's I have high hopes).

It will probably take me about 20 episodes to "unlearn" all the bad stuff I picked up while playing xcom2012/lw... but after that I hope to kick some alien butt; and not lose less than 1 rookie per mission doing it.
Title: Re: Area 51 LP
Post by: ivandogovich on February 15, 2018, 02:51:09 am
Count me in Sir!
Title: Re: Area 51 LP
Post by: Yataka Shimaoka on February 15, 2018, 01:57:58 pm
Hey, you can't go on your missions if I the pilot is missing! Count me in!
Title: Re: Area 51 LP
Post by: Mr. Quiet on February 17, 2018, 03:06:18 pm
Your grenadier, Mr. Quiet please.
Title: Re: Area 51 LP
Post by: The_Janitor on February 19, 2018, 07:05:14 pm
Yeah, sure.
Title: Re: Area 51 LP
Post by: ajnunezr on February 21, 2018, 11:00:08 pm
Oh this is going to be really cool!. And this is a really good mod. Medic nunez enlisted to service.
Title: Re: Area 51 LP
Post by: The Think Tank on February 23, 2018, 08:17:22 pm
This ought to be exciting!

If you have the opportunity for more meat shields, Sneaky Thinky would love to enlist.
Title: Re: Area 51 LP
Post by: jgatkinsn on March 03, 2018, 05:15:20 am
Oh sweet! Sign em up! JG reporting for duty!

I'll be watching.  I'm 3 episodes behind on the XCOM2012 series, but I'll catch up.  Right now, Poet's XCOM files has been sucking me in of late.
Title: Re: Area 51 LP
Post by: anonynamja on March 09, 2018, 07:51:53 am
Looking forward to the LP, please count me in
Title: Re: Area 51 LP
Post by: Meridian on March 18, 2018, 10:46:52 am
We're live... good luck :)

Title: Re: Area 51 LP
Post by: ajnunezr on March 19, 2018, 12:02:53 am
Great start for me, killing an alien and all!.

EDIT.

BTW, are your add-on mods available? I talk about the visual improvements mainly. But the build with nerd stats is something I'm expecting a lot too.
Title: Re: Area 51 LP
Post by: anonynamja on March 19, 2018, 01:06:02 am
^IIRC stats for nerds is in oxce+ 3.5 proto branch?

Great first episode! I kinda like the idea of hiding alien ranks, so the player has to guess based on the observed equipment instead of knowing exactly who to capture, at least from a immersion perspective. It's not like they are wearing uniforms with rank insignia. In practice it's probably trivial for anyone familiar with the game to know what is heavy plasma, what is stun launcher etc and who is likely to be carrying those.
Title: Re: Area 51 LP
Post by: Meridian on March 19, 2018, 01:07:44 am
Visual improvements minimod in attachment.
(credits: robin, hellrazor, solarius, dioxine and myself)

The build with stats for nerds is here: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-97df39e-2018-03-16-win32.7z
(but it's not really needed for Area 51, all info should be available in standard pedia pages too)
Title: Re: Area 51 LP
Post by: Hobbes on March 19, 2018, 02:38:55 am
Great start for me, killing an alien and all!.

Even better start for me: the mod designer being the sole KIA on the first mission :D

Try to beat that! ;)
Title: Re: Area 51 LP
Post by: ajnunezr on March 19, 2018, 05:11:26 am
Even better start for me: the mod designer being the sole KIA on the first mission :D

Try to beat that! ;)

Definitely I canĀ“t  ;D
Title: Re: Area 51 LP
Post by: SIMON on March 20, 2018, 01:37:38 am
Enjoyed the first episode, managed to kill 2 aliens with a poor firing accuracy, looking forward to episode 2.
Title: Re: Area 51 LP
Post by: jgatkinsn on March 20, 2018, 02:05:15 am
Good start for me.  JG lived, that's all I can say which is ahead of Hobbes :)
Title: Re: Area 51 LP
Post by: R1dO on March 20, 2018, 06:47:15 pm
For somebody that claims to fear the bad habits picked up during the LP's of 2012 Xcom (and long war) i must say you are picking up the vanilla xcom style pretty fast.

Only 1 casualty (fittingly the one that brought down this alien onslaught upon all of us rookies :P) on the first mission even without "questionable" tactics (skip first turn). That is something which can only occur in the wildest dreams of my soldiers.
Kinda curious now if my character will develop her grenade throwing abilities to become a master of explosives ... or if she already died in the (currently) private videos.


p.s. i just noticed 02 is up .. haven't had a chance to see it yet, hence the last part of the previous sentence might be obsoleted  ;)
Title: Re: Area 51 LP
Post by: SIMON on March 20, 2018, 10:11:07 pm
If you could for as long as master blaster lives change my flag to the UK.
Title: Re: Area 51 LP
Post by: anonynamja on March 20, 2018, 11:21:36 pm
kind of odd that a landed large scout has no power source?

then again maybe thats why it landed. "dammit, sectoid engineers, you forgot to install our power generator! we are running out of battery and have to land!"
Title: Re: Area 51 LP
Post by: Meridian on March 20, 2018, 11:26:08 pm
kind of odd that a landed large scout has no power source?

actually yeah, that's quite strange... I didn't even notice
Title: Re: Area 51 LP
Post by: ajnunezr on March 21, 2018, 03:25:56 am
Xcom recruitment office:

- toc toc
- Who is here?
- I want to avenge my brother...
- But who are you? We are closing at this ...
- My brother last name is Nunez, he was a medic at...
- Oh... how do you... Sorry for your...
- No condolences! I want to know the true and avenge his death.
- Ok ok,  Last name, and skills in this sheet.

Nunez II, field medic. Likes shotguns.

Title: Re: Area 51 LP
Post by: jgatkinsn on March 21, 2018, 03:43:46 am
I'm truly amazed at how ineffective my soldiers turns out to be in your LP's.

BTW: JG, male, USA
Title: Re: Area 51 LP
Post by: anonynamja on March 22, 2018, 10:35:00 pm
rip me o7

there were at least 14 enemies on that mission, and they all had body armor and plasma weapons wtf. it was a death trap!
Title: Re: Area 51 LP
Post by: SIMON on March 22, 2018, 11:21:34 pm
Yep, a very tough mission but master blaster II ready for duty.
Title: Re: Area 51 LP
Post by: jgatkinsn on March 22, 2018, 11:32:21 pm
Episode 3:  The BUM episode - Butt Ugly Map!


That was brutal.  I feel evil glee emanating from Hobbes for incorporating that into his mod :)   Poor JG was getting some experience finally and being a contributing member of the team before his career ended shortly :) May his clone be better than the previous.
Title: Re: Area 51 LP
Post by: ajnunezr on March 23, 2018, 04:16:05 pm
Wow, that mission is hard!. Maybe bring a lot more explosives the next time? to make open spaces?
Title: Re: Area 51 LP
Post by: Meridian on March 24, 2018, 01:46:50 pm
Hobbes, the aliens keep shooting me through walls... can you check if it's the map (or I need to look for something in OXCE+?)?

I don't feel safe anywhere anymore :(

EDIT: I have reconstructed the situation in debug mode, save attached
Title: Re: Area 51 LP
Post by: Hobbes on March 24, 2018, 03:24:19 pm
Hobbes, the aliens keep shooting me through walls... can you check if it's the map (or I need to look for something in OXCE+?)?

I don't feel safe anywhere anymore :(

EDIT: I have reconstructed the situation in debug mode, save attached

That's actually a window but the shelf with the blue gives it the wrong appearance. I'll remove the shelf, thanks!
Title: Re: Area 51 LP
Post by: Meridian on March 24, 2018, 03:38:13 pm
Yeah, looks like it is a 2 pixel window  :o
Title: Re: Area 51 LP
Post by: Hobbes on March 24, 2018, 09:22:34 pm
Yeah, looks like it is a 2 pixel window  :o

This is how it looks without the shelf
Title: Re: Area 51 LP
Post by: Meridian on March 24, 2018, 11:28:16 pm
Much better.
So, I finished recording episodes 4-10... scheduled for next two weeks while I'm on Easter break.
Enjoy... or, at least survive :)
Title: Re: Area 51 LP
Post by: anonynamja on March 25, 2018, 07:29:56 am
Good mission, pity about blowing up your sole survivor from the last mission.

The sectoids were doing *something* on that plane fuselage... Maybe recovering their technology from a plane crash?
Title: Re: Area 51 LP
Post by: jgatkinsn on March 25, 2018, 08:39:56 am
Good mission.  Hopefully JG will be back in action soon ;)  Thanks for showing off the new screen :)

Have a great Easter holiday!
Title: Re: Area 51 LP
Post by: R1dO on March 25, 2018, 03:41:37 pm
6 more epsiodes to look forward too .. thank goodness you do not release them in one go (not good for my time management ;))
Enjoy your easter break.

P.s. Once everybody has had a chance for a glorious KIA in the LP my character is willing to enlist for another tour (assuming you haven't include her/him already).
        This time i promise to instruct the rookie not to be distracted by the marvelous industrial design during a tight spaced mission with plasma bolds flying around everywhere ;-)

Title: Re: Area 51 LP
Post by: ajnunezr on March 26, 2018, 04:20:19 am
6 more epsiodes to look forward too .. thank goodness you do not release them in one go (not good for my time management ;))
Enjoy your easter break.

P.s. Once everybody has had a chance for a glorious KIA in the LP my character is willing to enlist for another tour (assuming you haven't include her/him already).
        This time i promise to instruct the rookie not to be distracted by the marvelous industrial design during a tight spaced mission with plasma bolds flying around everywhere ;-)

Yeah, I feel your pain XD.

And me too, Medic Nunez III wants to avenge their brothers dead.... and stich some wounds. XD
Title: Re: Area 51 LP
Post by: anonynamja on March 27, 2018, 02:26:57 am
Same, anonynamja's brother requested a transfer to the x-com project. When that factory black op went south and everything about the circumstances of his death got redacted, he just had to know the truth. 
Title: Re: Area 51 LP
Post by: anonynamja on March 27, 2018, 07:28:35 am
Re 05: In general, you usually cannot target the rear sections of 4x4 units relative to your position, since its front tiles are solid and thus usually block LOS to its rear tiles. So don't bother clicking on the aft tiles, just the one that is nearest to you.
Title: Re: Area 51 LP
Post by: CampDragon on March 28, 2018, 08:56:34 pm
I know I'm a little late to the show, but sign me up!
Title: Re: Area 51 LP
Post by: anonynamja on March 30, 2018, 05:16:02 am
what was going on with that stunned soldier that wouldn't wake up?
Title: Re: Area 51 LP
Post by: R1dO on March 30, 2018, 03:38:55 pm
Haven't (fully) seen that episode yet but my best guess would be:

Got attacked by a spacefarer ... those do an insanely amount of stun damage with their "oh my god .. do floaters have psi already" kind of attack.
Title: Re: Area 51 LP
Post by: Hobbes on March 30, 2018, 09:54:21 pm
Got attacked by a spacefarer ... those do an insanely amount of stun damage with their "oh my god .. do floaters have psi already" kind of attack.

Yup, the ranged 'psi' attack of the Spacefarer deals 75 stun damage
Title: Re: Area 51 LP
Post by: R1dO on March 30, 2018, 10:49:17 pm
Ah that explains why i could empty a complete medikit on those soldiers only to discover they rather like to lay down on their bed of roses.
Title: Re: Area 51 LP
Post by: anonynamja on April 01, 2018, 10:24:44 am
I'm quite impressed that Batman went to the terror site to save civilians, but maybe he could have equipped his bat arsenal instead of going unarmed.
Title: Re: Area 51 LP
Post by: ajnunezr on April 01, 2018, 11:16:53 pm
Ending seeing 05.... wow, that was a tense mission. Bad luck :(
Title: Re: Area 51 LP
Post by: Hobbes on April 02, 2018, 01:36:50 am
I'm quite impressed that Batman went to the terror site to save civilians, but maybe he could have equipped his bat arsenal instead of going unarmed.

He panicked the first time he saw the aliens and dropped all the bat arsenal on the floor ;)
Title: Re: Area 51 LP
Post by: jgatkinsn on April 02, 2018, 04:52:49 am
He panicked the first time he saw the aliens and dropped all the bat arsenal on the floor ;)

I'm glad I'm not Alfred cleaning out the batsuit ;)
Title: Re: Area 51 LP
Post by: Cristao on April 03, 2018, 07:52:16 pm
Paralysis went quickly... Damn...
Title: Re: Area 51 LP
Post by: anonynamja on April 03, 2018, 11:54:44 pm
Silly collaborators, you shouldn't be shooting the civs, let your chryssalid buddy infect them and make more friends for xcom to play with.
Title: Re: Area 51 LP
Post by: Hobbes on April 05, 2018, 08:06:50 am
I've just got the Chryssalid Liner Ship on a February mission during my current campaign, just like Meridian had.

(https://i.imgur.com/d8ZM3v7.png)

I didn't move from the starting LZ and used an HWP to block the door, while I managed to kill a lot of aliens through reaction fire and liberal use of rockets and high explosives. Then a Thin Man showed up and blew up 7 of my soldiers with an Elerium bomb. That was when I quit the mission.
Title: Re: Area 51 LP
Post by: anonynamja on April 07, 2018, 09:34:21 am
jeez, 23 enemies on that council mission. you're outgunned and outnumbered!
Title: Re: Area 51 LP
Post by: R1dO on April 07, 2018, 03:44:40 pm
Not sure if the game treats zombies as aliens for this screen. But in that case it could easily be
Code: [Select]
21-(7+9) = 5
In that case ... how did you manage to allow this infestation get out of hand Hobbes .. shame on you :p

Off course this is disregarding the falsified memories of you soldiers below the image which only serves to mask their failure  :P

P.s. I aborted that one as well ... using rookies as Hot-potato Chryssalid bate to mask the retreat
Title: Re: Area 51 LP
Post by: Meridian on April 08, 2018, 04:44:39 pm
wrong item size

btw. is there no bug report thread for area 51 or am I blind?
Title: Re: Area 51 LP
Post by: Meridian on April 08, 2018, 05:00:44 pm
1/ the mission didn't terminate after I got a message that radars were destroyed.... not sure if that's just wrong description or game issue

2/ looks like I got the message before I destroyed all radars... at least I think so... no idea what counts as radar and what not

save attached... just after I got the message... there are some radars still in the top-right corner...
Title: Re: Area 51 LP
Post by: Hobbes on April 08, 2018, 08:17:23 pm
wrong item size

btw. is there no bug report thread for area 51 or am I blind?

Thanks. People usually report bugs on the General Feedback thread, should I make a separate thread?

1/ the mission didn't terminate after I got a message that radars were destroyed.... not sure if that's just wrong description or game issue

2/ looks like I got the message before I destroyed all radars... at least I think so... no idea what counts as radar and what not

save attached... just after I got the message... there are some radars still in the top-right corner...

Might be the description, I'll check the save thanks!
Title: Re: Area 51 LP
Post by: SIMON on April 10, 2018, 12:07:50 am
From watching the videos I've noticed in the battlescape you getting a function to appear showing what way everyone is looking, how?

PS Hopefully not too long until master blaster III rises from the ashes for revenge.
Title: Re: Area 51 LP
Post by: Meridian on April 10, 2018, 12:25:04 am
From watching the videos I've noticed in the battlescape you getting a function to appear showing what way everyone is looking, how?

Press Alt.
Title: Re: Area 51 LP
Post by: SIMON on April 10, 2018, 01:40:39 am
Thanks

--- Posts merged. Please don't do that, merging posts using a phone is BLOODY HARD ---

Just wondering, are you going to update area 51 to latest version (0.959) or is this a bad idea in the middle of a campaign?
Title: Re: Area 51 LP
Post by: Hobbes on April 10, 2018, 03:06:10 am
Just wondering, are you going to update area 51 to latest version (0.959) or is this a bad idea in the middle of a campaign?

Up until 0.959 there shouldn't be any issues updating while during a campaign - I'm currently running a campaign myself for playtesting
Title: Re: Area 51 LP
Post by: anonynamja on April 12, 2018, 09:55:34 am
What is up with the antarctic mission switching from day to night? Some kind of polar winter thing?
Title: Re: Area 51 LP
Post by: Hobbes on May 01, 2018, 01:18:21 am
What is up with the antarctic mission switching from day to night? Some kind of polar winter thing?

Polar winters/summers don't happen on the Geoscape because it doesn't take into account Earth's axial tilt. The reason for it happening was that those missions had a predefined light setting of 10 (15 is full darkness) but that has been removed to the latest versions of Area 51
Title: Re: Area 51 LP
Post by: jgatkinsn on May 02, 2018, 04:52:34 am
On the last episode (22), the alien containment showed space available as -3 and space used as 13 (time 1:01:55-58).   Is this a bug?
Title: Re: Area 51 LP
Post by: Hobbes on May 02, 2018, 05:52:01 pm
On the last episode (22), the alien containment showed space available as -3 and space used as 13 (time 1:01:55-58).   Is this a bug?

This is the vanilla code for Alien Containment (I haven't changed anything about it on Area 51)

Code: [Select]
  - type: STR_ALIEN_CONTAINMENT
    spriteShape: 1
    spriteFacility: 25
    buildCost: 400000
    buildTime: 18
    monthlyCost: 15000
    aliens: 10
    mapName: XBASE_08
Title: Re: Area 51 LP
Post by: Meridian on May 02, 2018, 06:18:04 pm
It's not a bug, it worked the same in OG.

The enforcing of the storage limits can be enabled by the corresponding Advanced Setting (same setting for stores and alien containment)... but I have this setting turned off in this LP.
Title: Re: Area 51 LP
Post by: Hobbes on May 02, 2018, 07:35:11 pm
It's not a bug, it worked the same in OG.

The enforcing of the storage limits can be enabled by the corresponding Advanced Setting (same setting for stores and alien containment)... but I have this setting turned off in this LP.

UFOPaedia.org has this on Alien Containment (https://www.ufopaedia.org/index.php/Alien_Containment)

Quote
Contrary to the in-game UFOpaedia and popular opinion, the Alien Containment module does not have a limit of 10 total aliens or 10 aliens of each race or rank. That is a complete fallacy. Live aliens successfully recovered from a mission are placed into a file named ASTORE.DAT which has capped size of 50 records. Adding more AC modules to a base does not increase this cap, nor does a new AC module at another base.
Title: Re: Area 51 LP
Post by: jgatkinsn on May 02, 2018, 11:00:01 pm
The more you know ;)