Author Topic: Let's Play OpenXcom: UFO Redux  (Read 92138 times)

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #45 on: April 10, 2015, 03:40:41 pm »
Saving the Casablanca farmland... with rockets!!


Episode #6 "Destroying Casablanca"

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #46 on: April 10, 2015, 10:04:18 pm »
Saving the Casablanca farmland... with rockets!!


Episode #6 "Destroying Casablanca"

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...

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #47 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.

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #48 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?"

Offline DoxaLogos (JG)

  • Colonel
  • ****
  • Posts: 358
  • Squaddie cautiously peering through the breach
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #49 on: April 11, 2015, 04:38:02 am »
Yes, JG with the final stun!

Good mission!

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #50 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.

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #51 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...



Episode 7 "Stun Rod Specialist"

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #52 on: April 14, 2015, 11:18:25 pm »
Time to save Japan from the swarms of small UFOs



Episode 8 "Japanese Activity"

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #53 on: April 17, 2015, 07:02:51 am »
Tip #48  - Never leave rocketeers with full TU's...


https://www.youtube.com/watch?v=l0T1mgkKfQI


Offline DoxaLogos (JG)

  • Colonel
  • ****
  • Posts: 358
  • Squaddie cautiously peering through the breach
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #54 on: April 17, 2015, 08:51:01 am »
Sorry, commander.  Hair trigger on the rocket launcher and the floater spooked me bad :( :-[

Offline SIMON BAILIE

  • Commander
  • *****
  • Posts: 676
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #55 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.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #56 on: April 17, 2015, 10:05:35 pm »
I'm very very curious about the next episode... ;)

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #57 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

Offline DoxaLogos (JG)

  • Colonel
  • ****
  • Posts: 358
  • Squaddie cautiously peering through the breach
    • View Profile
Re: Let's Play OpenXcom: UFO Redux
« Reply #58 on: April 18, 2015, 03:17:01 am »
That's X-com for  ya ;)

Offline NeptunesNookGames

  • Colonel
  • ****
  • Posts: 116
    • View Profile
    • YouTube Channel
Re: Let's Play OpenXcom: UFO Redux
« Reply #59 on: April 20, 2015, 12:34:56 am »
Things just got interesting...


Episode 10 "Cultist??"