I am going to play X-Com Files on superhuman and somewhat ironmanish. I will have backups and revert if I manage to missclick or do something very stupid.
Starting off: I have built my first base in Svalbard, but I will pretend they are on Franz Josef Land. According to our good soldier Ċ vejk Austro-Hungary wanted to have some colonies too, but somebody had already taken all the good spots, so they started a colony there that freezes next winter. In reality the archipelago was found by an Austrian polar expedition.
Anyway, it should give me good range to most of the North Hemisphere and (hopefully) Osprey range to the Church of Dagon HQ, and all others. Second base will probably be in South Africa, or South America, or some Antarctica spot. Third will be somewhere in the Far East.
EDIT: Lets add some house rules. Number 1 is from the beginning, next ones will be noted from when they take effect. Number 2 and 3 are introduced in
https://openxcom.org/forum/index.php/topic,8430.msg146973.html#msg146973, but also are in effect since the beginning.
House Rules:
1. No armed grenades in inventory, except in hand. Does not apply to flares, flashlights and similar stuff that doesn't go boom. (EDIT: I know that there is an options to make grenades still go boom in inventory, but I prefer to have a little room for mistakes.)
2. Also all "Fuck it" last minute before leaving shots are mandatory. Unless the ammo is extremely expensive or other lame reason.
3. All missions that can be attempted must be attempted unless there are serious reasons not to. Like lack of agents or no egress available on a tough mission. Being horribly outnumbered and having no chance of success are not serious reasons. At least most of the time. Doesn't apply to suicide interceptions of course.
EDIT: Let's add some trivia too.
1. The superman in the title IS a typo, I wanted to write superhuman, but oh well, I will not change it.
EDIT: Let's add some description of the starting weapons. And lets do it just as they get thrown out.
https://openxcom.org/forum/index.php/topic,8430.msg130961.html#msg130961EDIT: Notes:
1. The X-COM turn number
x will usually be mixed with the Enemy turn
x-1. I.e. the first half of the picture is enemy turn then
x-1 we start X-COM turn
x. That will not be the case all the time, but I made a habit of doing it that way.
EDIT: I will divide the story in BOOKS and Chapters. These will be determined by some huge upgrade to our equipment or stage of the game. My perspective, not just the promotions.
BOOK I : Newborn-COM
Chapter 1: The Age of the Pump-action Shotgun and some pistols.
Chapter 2. The Epoch of the Kevlar Vest.
BOOK II: Toddler-COM
Chapter 3: The age of the Shotgun shotgun, Magnum and Desert Eagle
Chapter 4: The Age of the Double Barreled Shotgun
Chapter 5: The age of HUMVEES and Beaches!
Chapter 6: The age of DA HELIKOPTA!
Chapter 7: The age of the DOG!
Chapter 8: The age of the Smoke Grenade, PSG snipers and M-14.
BOOK III: Childhood
Chapter 9: The epoch of the Armored Vest.
Chapter 10. Terminator 1. The rise of the Scout Drones.
Chapter 11. Terminator 1. The rise of the Scout Drones. Cancelled.
Chapter 12. The age of the Knockout Grenade, Dart rifles and pistols, THE HEAVY TASER and Dog Durathread vests.
Chapter 13. The age of the BlackOps stuff. Well some of it. BlackOps Sniper Rifle and maybe pistol too.
Chapter 14: Terminator 1. The terror of the Scout Drones. Relaunched!
Chapter 15: The Long Silence when nothing happened.
Chapter 16: The Return of the Playthrough.
Chapter 17: The age of the Dragonfly.
First UFO Catch of the day, uhm, year or two
Chapter 18: The Age of the UAC Pistol and UAC Rocket Launcher. Some UAC Rifles too.
Chapter 19: The Age of the 007. Spypistols and CAWS too.
BOOK IV: Adolescence
Chapter 20: The Epoch of the Osprey.
EDIT: The list of Ironmanish moments. (I.e. cases where I did reload for some reason.) TBD
The list of outright outrageous cheatings.
1. Giving Survivor Commendation for a failed mission. I felt that it was in the spirit of the commendation.
link. Aaand, she died on the next missions. Survivors do not survive for long here.
EDIT:
This playthrough isn't intended to be a full blown tutorial, but here are some tips and tricks:
1. Running and Strafing. Pressing Ctrl while moving will move the Agent faster at the expense of more Energy. If you move just one tile, though it will be treated as strafing, i.e. the agent will move without changing direction, but it will take more TUs.
You may need to enable the option Alternative Move methods in the settings.
2. Pressing Alt will show the direction in which all known units are facing. Any unit detected by Mottion Scanner only will be shown with a smaller arrow pointing down.
This is useful in night combat as well or if a unit is vissible, but his tile is not explored.
3. The game has Night vision for the night missions. Press and hold Space to show it or press Scroll Lock to toggle it. It is purely cosmetic and allows you to see better what is going on in night missions.
I have found that the default key bindings are not good and have changed it such that Spacebar toggles between normal and night vission. You can also change the color of night vision.