Let's Play OpenXcom: UFO Redux


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#41 Hobbes

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Posted 07 April 2015 - 04:39 PM

Aw, I died by friendly fire... (just checked the last video)... better than being zombified I guess :P
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#42 Nookrium

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Posted 07 April 2015 - 09:59 PM

View PostHobbes, on 07 April 2015 - 04:39 PM, said:

better than being zombified I guess Posted Image

There's plenty of time for that ;)

#43 Nookrium

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Posted 08 April 2015 - 10:37 PM

It's about time to start capturing some live ones, hopefully I won't squander too many more lives in the process...



#44 NKF

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Posted 09 April 2015 - 07:08 AM

You already mentioned it in the video, but it can't hurt to reiterate: cut back a bit on the heavy weapons. You've already got plenty of rockets, so it may be a good idea to drop a few heavy cannons for lighter firearms.

The addition of the Darkstar has really used up a bit of space in your primary base. It may be a good idea to send it over to the new base so you can reclaim the space and use it for your later expansions. I'm guessing you will be to be wanting to make more lab or workshop space as new projects come through.

I'm liking the look of the new terrains. I can't but help feel though that they appear to be a meld of mountain terrain (the rocky outcrops and that hill with the cave) mixed up with other natural terrains, and a bit of dressing up. Not a bad thing, considering how rare it was in the original.

- NKF
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.

#45 silencer_pl

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Posted 09 April 2015 - 07:14 AM

Yes Hobbes did a pretty excellent job in the map department. I might try this mod later. I have other thing in mind after TFTD.
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#46 Zombie

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Posted 09 April 2015 - 02:02 PM

I agree with NKF, drop some of those Heavy Cannons and Rocket Launchers off at base and reequip with a sniper rifle or two, a rifle and maybe another shotgun (depends on your soldier situation at the moment). The only reason why you have the cannons and rocket launchers is for the Terror Site (which didn't happen yet). There's no reason to use them if all you are going to do is blow your own men up! :P

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JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#47 Hobbes

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Posted 09 April 2015 - 02:20 PM

View PostNKF, on 09 April 2015 - 07:08 AM, said:

I'm liking the look of the new terrains. I can't but help feel though that they appear to be a meld of mountain terrain (the rocky outcrops and that hill with the cave) mixed up with other natural terrains, and a bit of dressing up. Not a bad thing, considering how rare it was in the original.

- NKF

Here's a list of all terrains in the Terrain Pack (which UFO Redux uses)

UFO SITES
- CULTA (Original)
- CULTAFARMA (Original Farm + Expanded Farm)
- CULTAFARMB (Expanded Farm, UFO2000 terrain)
- DESERT (Original)
- DESERTMOUNT (Desert Mountain)
- DESERTTEMPLE (Original Desert + Atlantis terrain from TFTD)
- FOREST (Original)
- FORESTMOUNT (Forest Mountain)
- FORESPOLAR (Forest Swamp)
- GRASSLANDDESERT (Northern hemisphere only)
- GRASSLANDDESERTMOUNT (Northern hemisphere only)
- GRASSLANDFOREST (Northern hemisphere only)
- GRASSLANDFORESTMOUNT (Northern hemisphere only)
- INDUSTRIALUFO (Industrial, UFO2000 terrain) CURRENTLY UNUSED
- JUNGLE (Original)
- JUNGLEMOUNT (Jungle Mountain)
- JUNGLEPOLAR (Jungle Swamp)
- JUNGLETEMPLE (Original Jungle + Mu terrain fron TFTD)
- MADURBANUFO (Modified City, UFO2000 terrain) CURRENTLY UNUSED
- NATIVEUFO (Native (Farm + Jungle), UFO2000 terrain)
- POLAR (Original)
- POLARDESERT (Polar Desert)
- POLARDESERTMOUNT (Polar Desert Mountain)
- POLARMOUNT (Polar Mountain)
- SAVANNADESERT (Southern hemisphere only)
- SAVANNADESERTMOUNT (Southern hemisphere only)
- SAVANNAFOREST (Southern hemisphere only)
- SAVANNAFORESTMOUNT (Southern hemisphere only)
- STEPPEDESERT (Northern hemisphere only)
- STEPPEDESERTMOUNT (Northern hemisphere only)
- STEPPEFOREST (Northern hemisphere only)
- STEPPEFORESTMOUNT (Northern hemisphere only)
- TAIGADESERT
- TAIGADESERTMOUNT
- TAIGAFOREST
- TAIGAFORESTMOUNT
- TUNDRADESERT
- TUNDRADESERTMOUNT
- TUNDRAMOUNT

The Taiga, Tundra, Steppe, Taiga, Grassland and Savanna terrains are basically a recoloring of the old Desert/Forest/Mountain PCKs, plus some TFTD sprites. Each terrain (including the originals) has 3-6 different subterrains (Desert, Temple, Polar, Forest, Forest Mountain or Desert Mountain) which feature the vanilla and/or new maps.

Each Geoscape texture has several subterrains assigned, so each mission can be fought in plains, hills, swamps, etc., chosen randomly. The result is that the texture now will only give you an indication of the graphical look of the terrain, since you can have all kinds of different maps present when the terrain is generated.

TERROR SITE/PORT ATTACK
- AREA51URBAN (Military Base)
- COMRCURBAN (Commercial, based on Apartment terrain for UFO2000) TEMPORARILY DEACTIVATED
- DAWNURBANA (Dawn City A, based on Dawn City terrain for UFO2000)
- DAWNURBANB (Dawn City B, based on Dawn City terrain for UFO2000)
- INDUSTRIALURBAN (Industrial, UFO2000 terrain)
- MADURBAN (Expanded Urban, UFO2000 terrain)
- NATIVEURBAN (Native (Farm + Jungle), UFO2000 terrain)
- PORTTFTD (vanilla TFTD Port terrain)
- PORTURBAN (Modified Port terrain)
- RAILYARDURBAN (Railyard, UFO2000 terrain) TEMPORARILY DEACTIVATED
- URBAN (Original)
Terrain Pack - 44 new terrains for the original game, using OpenXcom

My X-COM Fan Fictions: The Unknown Menace, Abyssal, Eulogy

#48 Nookrium

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Posted 09 April 2015 - 08:26 PM

View PostNKF, on 09 April 2015 - 07:08 AM, said:

You already mentioned it in the video, but it can't hurt to reiterate: cut back a bit on the heavy weapons. You've already got plenty of rockets, so it may be a good idea to drop a few heavy cannons for lighter firearms.

View PostZombie, on 09 April 2015 - 02:02 PM, said:

I agree with NKF, drop some of those Heavy Cannons and Rocket Launchers off at base and reequip with a sniper rifle or two, a rifle and maybe another shotgun (depends on your soldier situation at the moment). The only reason why you have the cannons and rocket launchers is for the Terror Site (which didn't happen yet). There's no reason to use them if all you are going to do is blow your own men up! Posted Image

Yeah, I think I went a bit overboard with the heavy weapons.  I keep telling myself when I'm equipping for the crash sites to remember to load up the AP ammo on the Skyranger but I keep forgetting.  The way the floaters were grouped up on that second mission though it was perfect for a missile, but I'm pretty sure live aliens should be a priority.
It's time I learn to properly use some stun rods I think...

View Postsilencer_pl, on 09 April 2015 - 07:14 AM, said:

Yes Hobbes did a pretty excellent job in the map department.

The maps are fantastic, it's what initially attracted me to the mod, that and the mercenary missions that have yet to really show themselves.

#49 Zombie

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Posted 10 April 2015 - 04:11 AM

View PostNeptunesNookGames, on 09 April 2015 - 08:26 PM, said:

The way the floaters were grouped up on that second mission though it was perfect for a missile, but I'm pretty sure live aliens should be a priority.

You could have just as easily tossed grenades on those floaters if you held off and moved some of your troops closer. Although, you don't have alien grenades yet so it wouldn't be an instakill. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#50 Nookrium

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Posted 10 April 2015 - 06:34 AM

View PostZombie, on 10 April 2015 - 04:11 AM, said:

You could have just as easily tossed grenades on those floaters if you held off and moved some of your troops closer. Although, you don't have alien grenades yet so it wouldn't be an instakill. Posted Image

- Zombie

Oh Alien Grenades... how I miss them so :(

#51 Nookrium

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Posted 10 April 2015 - 12:39 PM

Saving the Casablanca farmland... with rockets!



#52 Nookrium

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Posted 12 April 2015 - 08:05 PM

Putting the stun rods to use...



#53 NKF

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Posted 13 April 2015 - 06:56 AM

Great work on the captures. Having a decent number of the floaters in the UFO really helped put your soldiers in a more favourable melee situation. Now that your containment's near capacity you could start trying going Rambo on the aliens with that combat knife.

Yes, you really need to handle that rocket launcher with more care.  ;) Or employ some good old fashioned grenades. Though they'll more than likely soften up rather than kill Superhuman floaters.

- NKF
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.

#54 silencer_pl

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Posted 13 April 2015 - 09:45 AM

View PostNeptunesNookGames, on 10 April 2015 - 12:39 PM, said:

Saving the Casablanca farmland... with rockets!

You are doing it wrong with smoke grenades. You throw one in front of the skyranger and the second one inside it. That way aliens won't see you when you exit and won't see your troops inside. Also I've mentioned reaction bite in other topic - be careful with Chrysalids.
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#55 Nookrium

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Posted 13 April 2015 - 08:57 PM

View Postsilencer_pl, on 13 April 2015 - 09:45 AM, said:

You are doing it wrong with smoke grenades. You throw one in front of the skyranger and the second one inside it. That way aliens won't see you when you exit and won't see your troops inside. Also I've mentioned reaction bite in other topic - be careful with Chrysalids.
Even with the explosion height turned on?  I know it's wise to have one inside the craft to cover the second level on the old xcom but I assumed with the added height the ones outside would cover that too.

I was not expecting that reaper to chomp on me, can they turn and bite as a reaction or just whatever's in front of them?

#56 silencer_pl

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Posted 13 April 2015 - 09:30 PM

I don't think that density for higher ground would be as strong as on the main level. Not to mention that the smoke was barely touching the interior of skyranger and the alien was just few steps near to the ramp.
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#57 Nookrium

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Posted 14 April 2015 - 08:16 PM

Japan is apparently the hot spot for small UFOs



#58 silencer_pl

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Posted 15 April 2015 - 09:20 AM

I've got the feeling that you kill those men on purpose.
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#59 Nookrium

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Posted 15 April 2015 - 09:50 PM

View Postsilencer_pl, on 15 April 2015 - 09:20 AM, said:

I've got the feeling that you kill those men on purpose.
I got a little to greedy with all the live ones...

#60 Nookrium

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Posted 17 April 2015 - 04:08 AM

I took your advice Silencer, then this happened...
Posted Image





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