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Messages - Inmemorium

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Personally, I'm sorry for the saltiness of that last discussion Inmemorium.  Instant grenades is definitely an OXC thing that makes a pretty fundamental difference in the tactical game and as you have seen, some folks get some fairly strong opinions about it.

I personally thing OXC Speedruns are kinda cool.  I tried a few myself as an idea for YT vids a few years ago but the 1st month Base Defense bug cured me of that pretty quick.  That 6 min speed run on classic with save scumming still seems pretty amazing, but I wouldn't have the patience for it with OpenXcom.  Anyway, thanks for posting these. :)  Cheers!

All good ,man.  It goes both ways.  I took it too personally.  Slept on it overnight and realized that life is too short to get mad because people didn't "approve" of something I did.  Besides, I still have Superhuman TFTD to set a time for. ;)

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https://www.twitch.tv/inmemorium/v/110555474

Youtube forthcoming.

"No Cheats" - what is this?

People claimed I was "cheating" because 0 turn explosives aren't fair to the aliens.  So, I decided to show that the game is equally as if not easier with original rules.  What I mean by that is the aliens now hide much more often since they no longer have the ability to instantly explode nades.  Even my chat noticed it.  The enemy AI pathing was different - much more passive.

3
Aliens can't spam smoke with instant grenades, and being able to control line of sight so easily is a substantial buff to XCOM over the aliens.  That and it makes high explosive packs way too good (rocket launcher that doesn't need a launcher, yes please!).

I don't use high explosives in any veteran run.  You just get mind controlled and your gentlemen become walking apocolypses.

Am I missing something?  Aren't speedrunners allowed to set their own rules - more so since X-Com doesn't even have categories yet except TASBot?  If you do not like my custom rules then don't watch.  Don't know what else to tell you.  :)

4
Quite poor, if lucky, attempt, wasted much time on pointless missions and relied on instant smoke grenade cheat.

Thank you for the constructive criticism! 

I'm sorry I wasted too much time in a sub 2 hour run.
I am sorry I use smoke grenades.(Aliens get 0 turn grenades as well which they use quite often in most of my run attempts, so are the aliens cheating as well?)
So, using your logic - is it cheating to fire a Blaster at ground level to explode through the ground(no, volume explosions are not on) to destroy the Brain?  Because I could save even more time by cheesing the final mission that way.

I hope you understand that aliens actually get buffed in smoke.  They see 3 tiles deeper into smoke than any human controlled unit.  The only thing 0 turn smokes prevent are reaction shots, and not many at that as any one of my viewers on stream will tell you I have lose 10+ tanks a day just trying to leave the craft WHILE IN THE COVER OF SMOKE.  Sure, I got lucky at the end but it was also good tactics.  I know how to bait aliens in X-Com quite well.  Just give them vision of other units on the otherside of the map without revealing your flankers.

If you have a better run, I am always down to watch faster runs to learn!  Honestly, still new to the forums but you come off as a "hater" with a one sentence critique.  Sure, I was lucky as hell - that is the point of speedrunning X-Com/TFTD:  get good RNG and take advantage of it.  That was literally 1 run of 100.  Trust me, the runs don't go at all that well 99% of the time.

Most runs in X-Com can now reach Final Mission.  TFTD, I am lucky to see the final mission in 3 hours(those darn Lobstermen Commanders).  If you didn't actually like my custom rules, then why watch the run?  That is why I have the rules listed before you even watch.

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Playthroughs / 2:41:57 Ironman Superhuman X-Com Ufo Defense Any% Speedrun
« on: December 23, 2016, 11:07:03 pm »

Same rules as before:
-control force fire
-custom initial base
-psi ops anytime
-0 turn explosives explode on impact for either side

Was my last run for the night, turned out in my favor!

twitch.tv/inmemorium every night 8PM EST as always for X-COM and TFTD runs!

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Came close a few times to calling it a dead run, but I didn't give up!
Some rules as UFO Defense runs:
-psi ops anytime
-custom initial base
-control force fire
-0 turn grenades explode on impact

Hope you guys enjoy!
twitch.tv/inmemorium to see it live every night!

7
OpenXCOM - OBS Studio.

-desktop audio captured
-window capture on OpenXCOM

That's it.  Worked "out of the box" for me on every pc:
-Phenom II x965 with HD 6770, HD 6850, and GTX 960 for different GPUs Windows 7 Home Premium
-same as above but with an FX 6120
-Intel Atom z37xx series tablet with 1 GB RAM and built-in Intel graphics tablet Windows 10 Home 32bit
-core 2 quad q9550 with HD 4850 Windows Vista Home Premium
-Intel i7 6700hq with GTX 1060 Windows 10 Home 64
-Amd Turion x2 with x1250 on-board Windows 7 Ultimate 32bit

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Very nice man!  I love watching these - For video quality purposes, might I recommend Cooper's Smoke?https://openxcom.org/forum/index.php/topic,4603.msg65381.html#msg65381 which is a less-dense vanilla smoke.  It'll help with the artifacting when the screen is full of it.

Thanks for the suggestion, however, I intentionally play vanilla sprites except the OpenXCOM built-in enhanced soldier sprites.  I get asked every few days if I play any mods as well - I do not.  Not my thing.

The encoding takes a hit because I can only upload at a 1500 bitrate.  So, I downscale my 720p by half to keep everything "readable" or else it would be even worse.  New internet should be forthcoming in the next few weeks which will allow higher bitrates.

9
Playthroughs / InMemorium's Tips for UFO Defense and TFTD
« on: December 17, 2016, 10:38:36 pm »
These are just the things I learned through speedrunning both original X-Com titles.

Important for both titles:

SMOKES
-As much as smokes are a love hate relationship for me, smokes are necessary(at least for speed runs).  The reason why smokes are actually very good is that they prevent reaction fire on your squad.  The way to smoke out is to preemptively throw smoke where you want to walk with the mindset that you will stop your squaddie in the middle the the smoke you walk through.

The other method is to push a squaddie or two forward, then smoke them out after they run out of TUs.  Yes, the aliens get maybe 2 or 3 more tiles of vision in smoke than you will, however - SMOKES AFFECT ENEMY AI PATHING/DECISIONS.  I have proven it on stream after turn 20 and with the still prevalent TFTD alien turn glitch near turn 50+ in OpenXCom.  Smokes cause the aliens to change their tactics regardless of where you throw them as long as they are near your own troops.

GRENADE EXPLOSIVES
-Unless you are a legend with keeping your troops spread out and alive, don't use explosives.  You don't need them.  If anything, starter tank with rockets is fine in Ufo Defense.  Other than that, I never really use them.  Your squaddies(before researching Psi/M.C.) are going to be mentally unstable.  By carrying grenade type explosives(and rockets/HE rounds), you are just asking for a Beserk or alien control teamkill.

If you really want to use explosives and guided rocket systems, wait until you get troops with 70+ psi/m.c. strength.  At that point, you no longer have to worry about committing mass suicide.

ALIENS HAVE PATTERNS - SPAWN AND CAMPING
-UFO Defense, most of your missions you undertake will be farmland and terror missions(unless you do all missions of course).  In farmland missions, aliens will almost always spawn in 1 house at a minimum(the only time they do not is it if is a 1 seater or if you damaged the ship).  They will always be at the windows in the 2 story no-roof access house; they will usually be on the roof or in the middle of the second story for the house that has roof access.

In terror missions, aliens will camp various windows for the buildings.  Before you go stomping through the map, try blind firing at some of the windows ON THE OUTSIDE of the building.  Floaters and Sectoids in particular enjoy camping outside the buildings at the windows.

TFTD, aliens enjoy camping in reef biomes and around the corners in the big-small sub.  In very large ships, the majority will camp in the top level.  In terror missions, assume that there is always a Deep One at the top of the towers and buildings until turn 21.  Even after 21, many aliens will take a few turns to climb a tower then come back down.

EARLY GAME FACILITIES/EXTRA BASES
-My layouts are identical to both games.  Regardless if you play custom initial base or standard layout, you will ALWAYS want to build Alien Containment starting as soon as the game starts.  Roughly 85% of the time, it will be completed before the first terror mission, which ,in TFTD, is a huge advantage for you.

After the AC, build essentials - Living Quarters 2, General Stores 2, Lab, Workshop, Large Radar/Sonar.  Any order is fine.  Any other buildings are extra without only a M.C. Lab being necessary for TFTD(unless you enjoy being Jedi-Mind-Tricked all game long).

Your extra bases only need: 1 Hangar, 1 Large Radar/Sonar, General Store, and a Living Quarters.  The LQ mostly there to stock some troops for base defense missions. 

You can build 1 semi complete base extra starting base in North Africa(Red Sea) in either game - you'll only be mission a LQ.  Build it right away.


MISSIONS TO ACTUALLY UNDERTAKE
-Take this tip as is: I do not undertake any missions I do not have to.  You still get points for the month for just shooting down ANY alien ship/sub.  There are only truly a few missions that must be done in order to complete either UFO Defense or TFTD.

Both:  Attempt the first terror mission.  It is a great weapon stockpile mission early-game(assuming you don't blow everything up).  In TFTD, it is virtually 100% necessary if you want super fast ION ARMOR.  That is assuming you built Alien Containment right away.  Stun rods are actually quite useful.  After first terror mission, if you have captured a Deep One, you can skip every terror mission thereafter. NOTE: You really need to still land at every terror mission the abort.  You lose fewer points!

Early Game:  attempt the first two or three small ships/subs.  If they were not damaged, you will have plenty of Zrbite/Elerium for item building.  You never need to attempt any other missions for early game unless you are low on funds and need fast cash.

Mid Game: attempt ANY Very Large ship/sub.  At a minimum, you need to see the aliens on those crafts.  For UFO Defense, avoid Snakemen.  Any thing else is "doable" with Floaters being the easiest.  The faster you capture a Commander, the faster you get end game research finished.  Also, completing a Very Large craft mission will give you some great bootie - many power sources, alloys, elerium, weapons, etc.  Most you can sell for a huge income boost.

Late Game:  in UFO Defense, you only need to attempt a base attack if you could not capture a commander from a Very Large Ship.  The VL Ships are better missions because you can control the entire map much easier.  In TFTD - nothing.  If you really want to prevent Artifact sites, sure - attempt those.  Unless you are feeling overpowered OR if you need a Lobsterman Commander - avoid base attacks.  You'll do nothing but watch guided torpedos hit you in the face for a few turns at some point during the mission.

GEAR
-my soldiers' loadouts are surprisingly simple for speedrunning.
Both games:

Early game - rifle/jet harpoon, clip, 2 smokes/dye minimum, taser, and a night light if you can afford the weight.
Mid/End game - same as early but replace your primary weapon with Plasma/Heavy Plasma/Blasta Rifle/Sonic Cannon.  If you have any PSI/M.C. troops, carry the control device in your off-hand.  If you have commanders already, no more tasers required.  If you still need to capture anything, drop most tasers and take stun launcher/shok launchers instead.

For very large ships/bases in UFO Defense, you can take proxy mines to contol alien movement as aliens will avoid walking over mines except for terror units.  Place them in the middle of 3 tile choke points.

RESEARCH
- again, only follow this tip if you want optimal research trees. I'll let you look into research trees so I don't spoil it for you.

First goal in both games(assuming 100% of research into 1 topic at a time), Plasma Cannon/Sonic Oscillator.  The faster you can shoot down everything except Very Large craft, the better.  You increase your score dramatically for each month and you will no longer need to waste money on unreliable missile based weapons and buying more crafts.  These long range weapons keep everything away from your Interceptors/Barracudas except Very Large alien crafts.

Power Suit/ION Armor should be your next goal.  Even taking an extra hit or two can change the outcome of a battle.

First alien craft gives you your first REAL tank to build.  Your own Hovertank with Plasma or Displacer with Sonics should be the only tanks you need as they carry alot of ammo and take as beating.

Last, clean up any alien research if necessary to get the end-game goals of final mission and ultimate crafts.

BASE PLACEMENT
- There are more optimal base placement guides, however, I felt I should include this anyway.  My base placements are mostly the same for both titles.

First base - North America in the Florida Region
Second Base - North Africa/Red Sea
Third base - UFO Defense Taiwan area/TFTD South Sea just north west of Australia
No other full bases needed for Ufo Defense after this however, you should build radar only bases in South Africa, South America, Antarctica, and the North Pole.  You can put Interceptors in them if you feel they are needed but 3 are plenty.
Fourth Base - North Pacific either in the Bering or closer to Siberia
No other full bases needed for TFTD after this point, but you should build sonar only bases in the Arctic, South Atlantic, South Pacific.  Fill with Barracudas as needed.


CLOSING WORDS
Thank for taking the time to read my guide.  Hope you gained a little insight from it.  This guide is based from the perspective of speed running each title as that is how I play them now.  You can still play the games 100% with the given tips.  I have taken TFTD almost in year 2 on a run before with only 1 nation backed out of the project.

I also only play Ironman with Veteran or Superhuman difficulties.

If you want to see the stuff in action:
twitch.tv/inmemorium

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Playthroughs / New Record - 1:41:08 X-Com Ufo Defense Ironman Veteran
« on: December 17, 2016, 09:40:07 pm »

Twitch link for better quality(watch on SOURCE)
https://www.twitch.tv/inmemorium/v/107993420

So many clench moments, but I don't want to spoil the run for you guys. 

Same rules as before:
-custom initial base
-force craft launch
-control to force fire
-0 turn grenades
-technically, psi ops at any time was on, but never used much less a psi ops facility built

Time for more TFTD speedruns!  twitch.tv/inmemorium.  Currently hold a 5:40 speedrun time in TFTD with the same rules and difficulty.

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Playthroughs / Current Known Ironman Veteran Speedrun WR - 3:18:57
« on: November 18, 2016, 01:44:06 am »
No idea if there is another video out there.  I cannot find anything at all.


Options set:
Using OpenXcom
-Ironman
-Veteran
-custom starting base(it takes time to setup so I think it should be allowed)
-grenades can be primed before mission
-grenades go off if 0 and thrown(works for both sides)
-psi ops at anytime(never get that far anyway)
-max speed settings in global and battlescape
-1.5xview battlescape

If anyone wants to contest that there is another WR that isn't ran by a TAS, I am more than willing to check it out.  Otherwise for now, I will consider it "WR".

Sorry for meh video quality.  I can only stream at about 1200bitrate and put this at 720x480.

If you want to check out more: https://www.twitch.tv/inmemorium .  Been also attempting Ironman Superhuman and TFTD Ironman Veteran speedruns as well.  The end goal for all of this effort is to get in at AGDQ or SGDQ within the next year!  Would be awesome to see X-Com (DOS) featured there.

Thanks for checking it out.  Route can definitely be better.  I use 1 hour instead of 1day which would save time.  Some battles needed to go better.  I also think it may be better to NOT defend a base anymore.  Just let it fall for time.

12
Offtopic / Re: Decided to pop my face in here.
« on: March 07, 2016, 01:31:30 am »
Tonight is Superhuman Sunday!

TFTD Ironman on Superhuman difficulty.  Hope to see you guys sometime.

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Offtopic / Re: Decided to pop my face in here.
« on: March 06, 2016, 01:18:48 am »
Just bumping to say Apoc stream tonight.

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Offtopic / Decided to pop my face in here.
« on: March 03, 2016, 06:20:09 pm »
Been streaming X-Com UD and TFTD nightly (except for 2 chill stream days a week) since Feb.  06(I believe). 

SupSuper has been popping into my channel for the last week and a half or so.  Real chill guy.  Appreciate the work you have done with openXcom.  I figured I would register and show up here on the forums.

I been playing X-Com since I got it on a disc from a PCGM or similar magazine back in the late 90s.  I had the hard copy collection of UD TFTD and 2 Disc Apoc set at one point, MIA in the basement somewhere.  Had Steam version for many years which was usually played on DosBOX.

Stumbled upon openXcom roughly a year or so ago.  Never thought about streaming it back then, but was good stuff compared to DosBox.  Very impressed with openXcom thus far.  A few bugs still exist in stable that I discussed on stream with SupSuper, but I am sure it will be sorted out in due time.

If any of you are interested in checking the stream(language/rage warning when the typical TFTD bs kicks in on 2 prong missions):
https://www.twitch.tv/inmemorium

I stream every night at a minimum of 4 hours long upto 14hours depending on my job work schedule.  We have consistent viewer counts with spikes upto 20 on the weekends.  We just chill and discuss games and music as I get my butt handed to me in TFTD.

I already completed Veteran Ironman run of Ufo Defense.
About to finish Veteran Ironman run of TFTD.
Every Sunday is Superhuman Sunday.  I am currently 5.5hours into a Superhuman Ironman run of Ufo Defense that has nothing left to accomplish except psi training some soldiers to prevent mind control and going to Cydonia, so that will probably be wrapped up on 3/6/2016.  Should I finished Superhuman on Ufo Defense, TFTD will be next for Superhuman Sunday.

After TFTD Veteran Ironman is finished, Apoc or Warhammer 40k Chaos Gate will be our next ironman run.  Got some Baldurs Gate, Icewind Dale, Final Fantasy, and such coming up as well.  Every Friday is Final Fantasy Friday chill stream.  Every Tuesday is a playthrough of whatever(currently doing a playthrough of Dragon Ball Xenoverse).

24 hour marathon March 13 and 14 as a reward for 100 follower milestone.  Probably going to be Zelda, Megaman, and other such retro games.

Anyway, what's up?

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