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Fenn Vs X-COM

One thing to add to that: reaction fire is actually deterministic, it's based off of a unit's Reaction stat multiplied the proportion of TUs left over from their turn. I couldn't know for certain that the Floaters wouldn't reaction fire, but in general if an alien had to have moved a long distance to get to where you see it, it's probably safe to take a shot.

(December 11th, 2016, 13:54)novice Wrote: Maybe fill the access lift with proximity grenades and wait for turn 20?

That's a possibility, and against a Floater ship it'd likely work well since they have so little armor, but it would have foreclosed the possibility of capturing a Leader and Commander. That, and I don't want to use a boring strategy if I can help it. You've got to have some bloodletting after all hammer

(December 11th, 2016, 17:47)Dp101 Wrote: That is the best mission of all. I propose that every agent who kills a teammate gets put through a similar ordeal.

That's the idea! Quagma Blast is lucky he died before he could be 'prosecuted'.
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Pardon the hiatus folks, but real life got in the way of me devoting much time to this. Should be able to restart daily updates going forward. For now, a brief update:

Part 19.1 - State of Affairs
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There have been quite a few losses lately; accordingly X-COM hires a new group of clueless recruits.

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At the same time, all of the laboratories in Antarctica have been finished, so we can begin transferring the Scientists population over. More Living Quarters are needed to house the guards, but those are quick to build.

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After a long interval, researchers complete one of the last topics in the Crete base: Plasma Beams! These are the ultimate in craft weaponry, outranging every UFO except the Battleship and dealing great damage. They don't even need Elerium to rearm for some reason.

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Needless to say, the Interceptor fleet will be refitted with these babies as fast as the Engineers can turn them out.

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The other remaining project also completes a few days later. UFO Power Sources lead to more advanced aircraft, and more immediately allow for a new kind of armor.

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With all of their leftovers taken care of, the hundred scientists are bundled off to Antarctica to begin their new careers.

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Along with a shipment of weapons for the guards. This time I'll remember to send some tanks and laser weapons along; we've seen how ineffective conventional weapons are against some aliens.

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Back to business. First a Sectoid UFO appears scouting out a city for a terror attack.

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Then another Floater scout comes in on an infiltration mission, and easily outmaneuvers the Interceptor sent after it. I'll be glad to replace these Laser Cannons.

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Antarctica's first research project is finished! This gives us no immediately useful information, but it will allow X-COM to ask the right questions of the Floater Leader we have in captivity.

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Examination of a Chryssalid corpse finishes. Frightening! In an effort to understand more about the alien invaders, the scientists are going to go through all extant autopsies before continuing with other research.

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In response to yet another UFO destined for Europe, I belatedly remember to actually equip the Plasma Cannons.

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When the alien ship approaches, The Interceptor closes in...

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...And totals the vessel in but one volley.

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No time to marvel over it though, here comes a Sectoid Terror Ship at maximum speed! Is it going for a city or just a scout?

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The UFO flies over the American Midwest, easily outpacing the Interceptor.

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It passes by Vancouver (hey, why's it so far from the coast?) and slows down over Alaska. Looks like it was just a scout after all.

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Plasma Beams shoot it down quickly when that happens. Later, a second terror ship arrives and is similarly downed. All this activity might attract retaliation, but Canada base is well-equipped to fight off any unwelcome guests.

Meanwhile about four Floater UFOs arrive in Europe, scouting for X-COM HQ. Those that make it near the base are shot down, but otherwise they're left alone; shooting down too many could invite another retaliation on top of the one already in progress.

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A very pertinent research, this: right about now China is being swarmed with Sectoid Abductors, and I don't want to shoot any of them down and get the fledgling base attacked. They'll just have to grin and bear it.

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Shortly afterwards, the first Power Suit rolls off the production line. While it doesn't actually improve strength or speed, it's the ultimate in protection for X-COM agents, and can actually protect them from alien plasma! Crazy, I know.

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The normal Personal Armor, for comparison. Agents with Power Suits can expect to survive quite a lot longer than they might have before.

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Here's how the new base is looking. Still don't have even a Living Quarters, but soon it'll be able to fend for itself somewhat.

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The monthly report is a mixed bag. Overall the council is pleased, but China doesn't care for local X-COM policy of "do nothing", and a second European nation has turned their collective coat.

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Frexit leads to another Floater base being established in Eastern Europe somehow. We've already seen a Floater base, so a crew of unnnamed soldiers clears it out offstage. The last Floater alive killed three agents, but other than that it was by the books.

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This screen gives me a scare - have they found HQ?

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Fortunately, they're just here to search, and spend their time fooling around in the North Sea. Good thing too, our Interceptors are no match for alien Battleships.

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A few days later, X-COM technicians report a new kind of alien - an Ethereal. I'd like to shoot it down and check it out, but now that every Interceptor has Plasma Beams there's no way to do that: Small Scouts are almost guaranteed to be destroyed outright rather than damaged by such powerful weapons. This new alien will have to wait.

Also note the mission type. Alien Infiltrations on Superhuman difficulty are unstoppable once begun, so each one represents another funding nation lost. If you wait long enough the aliens could well subvert the entire council of funding nations, though you'd really have to be dragging your feet for that to happen.
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It is good to see an update to this game. Thanks for the status and overview. thumbsup

More infiltration, and another nation lost. frown Still, not nearly as bad as losing nations in the modern XCOM, which can cost you the game. Here it means lost funds, but by this point in the game your manufacturing operations and loot sales can sustain the project even if multiple nations are lost. Still a negative, especially since each nation lost also means an alien base established and that heavily impacts your score each month until they are destroyed. But that can be done, as you indicated. The alien invaders will not stop X-COM! Ethereals showing up will be interesting, they can make for very tough missions.

Power armor, very nice. smile A huge upgrade in survivability for X-COM agents. Maybe more clones will bet a chance to live for a while? And plasma beams for air combat, also a big boost. You are rolling right along on the tech. smile
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I had no idea that refraining from shooting down UFOs could be a legitimate component of XCom strategy! Pretty sure my clone approves, since that means fewer missions on which to get killed.

Is it possible to zoom in closer on Vancouver? In real life, Vancouver Island is quite large, and it's separated from the mainland by comparatively narrow straits. (The city of Vancouver itself is on the mainland, with the bulk of the island between it and the Pacific) So if the straits show up when you zoom in closer, the game's globe could be more accurate than you think!
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I accidentally deleted the picture, but Vancouver is well off the coast, and Vancouver Island is absent entirely. Not that that's the biggest example of geographic oddities.

Part 19.2 - Rematch
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Three more Abductors on the prowl. I shoot down one to keep the Chinese happy, but again I don't want to risk getting another base invasion here just yet.

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In between interrogating some low-ranking aliens, scientists get around to researching the grenades they're always using. These Alien Grenades are a little weaker than High Explosive packs (90 vs 110 power) but are only half as heavy, so they can be thrown twice as far. Quite handy, and deadly too.

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Working over the Floater Leader opens up the next step to unlocking the final mission. We'll leave The Martian Solution alone until X-COM is prepared to set sail - undoubtedly the alien base is somewhere out in space.

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The new base continues to expand. Now that General Stores are in place it can be staffed by soldiers and Interceptors, making it at least theoretically defensible. The Missile Defences in the bottom-left corner have a very particular purpose - unlike every other facility, it has internal walls that force somebody going from east to north to walk all the way around. Later I'll build a few facilities behind it to serve as a panic room.

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Current research topics; of particular interest is UFO Navigation, which leads into:

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These fine topics. Flying Suits are a bit too advanced for us seeing as I haven't built a single Power Suit yet, but UFO Construction will lead into new crafts and a new type of tank.

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Been a while since a proper mission, hasn't it? That's about to change. This UFO itself doesn't land, but if the aliens are sending a Terror Ship to scout the real attack musn't be far behind.

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That's looking better than before. Still losing money technically, but there are other ways to remain profitable.

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No time to dwell on that - here's the long-anticipated terror mission.

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The Skyranger heads out as soon as it can, but it's clear that this battle will be fought in the dark of night.

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I'm sure that will pose no problems whatsoever. Hopefully this Laser Tank will work better than rockets have.

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The first shot is a hit...

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And the Chryssalid goes down in one! Not bad. What's less good is the beating the tank took from a Snakeman off to the northeast.

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Trying to exit the ramp, the tank takes three more shots from the northwest, these ones wrecking it.

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No reason to back down now though. Old Harry throws a flare and pre-primed smoke grenade in case we can't kill these Snakemen this turn. We've landed near the northeast corner of the map, so must be careful about Chryssalids creeping in from the south.

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El Grillo steps off and flattens the first alien with an auto shot...and a nearby civilian too. Oh well, at least he can't be infested by a Chryssalid this way shhh

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Dreylin peeks south just in case. Which turns out to be very wise, because there's another Chryssalid hanging out just nearby. If it's not killed quickly it could slay several agents by itself.

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Quagma Blast lets loose a rocket, destroying the nearby wall but not the Chryssalid.

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David Corperial readies his shiny new plasma pistol and fires. Despite hitting twice, the plasma has no apparent effect. That's a problem.

What follows is everybody else running out of the Skyranger, failing to shoot the Chryssalid, and stepping aside.

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Finally, Lewwyn's Laser Rifle brings it down at literally the last chance. Phew! The northeast Snakeman is still at large (AdrienIer tried to shoot him but missed), so Dreylin drops down a smoke grenade for extra cover.

The alien turn passes without incident (except for a few civilians getting shot), and it's back to X-COM:
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Whosit dispatches this Snakeman easily. Not too clever of him, coming closer like that.

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rho turns south and finds a Snakeman inside and another Chryssalid next to the warehouse. Looks like a nice target to light up.

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His incendiary rounds don't kill the Chryssalid, but they do reveal a second nearby. Mardoc blasts the first with his Plasma Rifle.

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David Corperial wounds the second, and Old Harry shoots it along with the Snakeman now visible.

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Another is seen to the southwest; Lewwyn and El Grillo burn a few holes in this one. Now rho tries to move out of sight of the Snakeman who was in the warehouse...

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...But doesn't make it. Farewell rho25.

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Turn 3 finds another Chryssalid approaching. First the customary rocket from Quagma...

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Followed by a volley of pistol fire gives David Corperial his first kill of the mission.

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Whosit takes a step too far while scouting north, and a plasma bolt flash-cooks him inside his helmet. Now for the alien turn.

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Another Chryssalid is closing in...

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...But stops short of the squad, or this lucky civilian.

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El Grillo racks up another kill at close range, but there's still a Snakeman in the building to the south.

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David Corperial tries a couple of auto shots but can't connect.

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AdrienIer thinks to throw a grenade, but it turns out between the Skyranger and the warehouse he has no angle for a shot.

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A few others try, but can't land any direct hits. Now this Snakeman has his pick of the crowd. Who will he shoot?
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Part 19.3 - Bug Hunt
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Apparently, a civilian who was on this roof. Your sacrifice will be remembered. Dreylin's up here to look for the alien who cut Whosit's life short.

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Here's the Snakeman from last turn, with a buddy. Quagma Blast has an angle with his rocket launcher here.

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The rocket is off course and only catches the nearest snake, but between Lewwyn and El Grillo the farther one is taken care of too. That's the end of Turn 5.

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The alien turn passes quietly, but there's a Snakeman in sight from the start. Corperial send in a plasma grenade. The team shuffles around but can't find anything.

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Then, Quagma Blast catches a handful of plasma from the west!

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David Corperial turns around and finds the shooter, but runs out of plasma ammo before the Snakeman runs out of life.

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AdrienIer finishes the job.

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El Grillo runs up to heal Quagma and finds another snakeman instead. Fortunately one auto shot is enough to slay it, and El Grillo maanges to reach and stabilize his patient.

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Meanwhile, Old Harry comes face to face with a Snakeman. He backs off to the northeast to wait for reinforcements.

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But on the alien turn, he's ambushed from behind by a Chryssalid and zombified. And here I was thinking this mission was going well.

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Motion Scanners pick up no movement nearby, but Chryssalids can cover a lot of ground in a turn so that's no reassurance.

On the next alien turn, a civilian gets infested in the same area. That's two zombies running around now. Quagma Blast gets an early wakeup from El Grillo - the reduced squad may need every bit of firepower it can get.

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David picks up two targets after that. Which one is the Chryssalid, nobody knows.

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Everyone starts heading northwest to put some space between them and the aliens.

See that civilian in the lower left? On the aliens' turn, the Chryssalid bites into him then continues west. Lewwyn panics and tries to shoot it as it heads past...

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...But hits AdrienIer in the back of the head, instead. Looks like our next trial will be starting soon.

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That's a concern for another time. For now, Quagma starts us off with a rocket.

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David Corperial takes us home with a low-odds laser shot. The zombie can be left alone until we're ready for him.

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The zombies stumble around aimlessly, but more concerning is this Snakeman still aorund. El Grillo hits him a crouched aimed shot but doesn't kill, so Quagma Blast picks up a spare Laser Pistol and has a go at him too.

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Unfortunately, the Snakeman is on point with his reaction fire, and Quagma Blast collapses for good.

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Hard to get an angle against this guy without coming dangerously close to the zombies, but El Grillo's life is in danger here.

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After Lewwyn misses a couple times, Mardoc's Plasma Rifle hits home. We're running dangerously low on ammo here, hopefully the undead over there are the last of 'em.

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Next turn, and the zombies are still in range. Lewwyn starts us off.

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Two bursts later, and the newborn Chryssalid emerges.

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Lewwyn steps aside, allowing Mardoc to kill the Chryssalid with the last of his plasma shots.

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From his rooftop perch, Dreylin sheds the other zombie in one shot.

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El Grillo puts an end to it, draining his rifle as well.

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That's not the last of them, though.

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Mardoc peers out over the scorched and blasted streets. Where could the last aliens be?

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David Corperial has the answer: Old Harry's zombified self, still roaming the warehouse. He backs off as much as he can and waits for the next turn.

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He steps forward again, and sees not OH, but the Snakeman he had encountered before dying. Dreylin's Heavy Laser does for him.

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A few more steps, another Snakeman.

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Mardoc manages a long-distance grenade throw just shy of the alien. He obligingly blows up next turn.

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A couple turns of positioning later, and the impromptu firing squad (with extra grenades) is ready to say farewell to Old Harry. David exposes the Chryssalid within...

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Lewwyn disposes of the product.

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That is, surprisingly, not the end. Where have these other aliens been all this time?

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Apparently, in this empty lot.

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El Grillo lobs a High Explosive their way, landing it on top of a dead civvie. I guess he'll be having a closed-casket funeral.

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Mission complete! That could have gone a lot worse if the Chryssalids had been more nasty or numerous. We even saved a token civilian this time!

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All the survivors receive well-deserved promotions. Lewwyn's still going to face the trial by combat.

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Another original bites the dust. Old Harry was on several missions without great distinguishment. Perhaps he'll have more success in his next life.
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Whew, glad you managed to stabilize and finish without any further casualties. Just make sure they don't court-martial me for all the collateral damage :3
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Rough mission. cry But snakemen terror fights are always nasty, with their evil chryssalid friends. The ammo issue with plasma weapons is the one factor that makes me like laser weapons more for some situations. Really long missions can result in frantically scavenging ammo from fallen aliens and comrades, which if it happens at the wrong time can be exxtremely inconvenient...and lethal.

Research continues moving right along. Improved aircraft and tanks will be a big help once they can be finished and built. And the new base in China looks good. I have never tried using a defense module like that -- I will have to remember that one. smile

Thanks for continuing the highly extertaining reports! thumbsup
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Dear Lewwyn III,

Just sending some words of encouragement for your upcoming trial: I'm sure you didn't really mean to shoot AdrienIer IV in the back of the head! I know the prospect of trial by combat seems intimidating at first, and I have to admit that my life flashed before my eyes three or four times - if my innocence didn't save me, I'm not sure what did - but look at it this way: Can it honestly be any worse than a terror mission with Chrysallids?

Respectfully yours,
Colonel RefSteel (clone #3)
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Interlude 2
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Soon after the RB-team returns from Bangkok, another new type of alien is detected, and this one scouting for a new alien base. We'll let this one go, and wait for a larger UFO to shoot down before tangoing with Mutons.

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More research. Alien Food is disconcerting but not especially useful.

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UFO Construction however is. It doesn't open up anything by itself, but one more tech and X-COM will have some new toys at their disposal.

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First things first - Lewwyn's trial data approaches. This Floater Medium Scout is the perfect candidate.

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Like RefSteel before him, Lewwyn will be going it alone.

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I'd say he's loaded for bear, but he's too feeble to carry very much.

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-THE TRIAL OF LEWWYN-

The Skyranger touches down in the early morning, and already there's a Floater visible. Lewwyn moves back a step and waits out the first turn.

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During the alien turn, Lewwyn manages to reaction fire the Floater, but a second one's appeared already. He drops his smoke grenade to his leg (which was a mistake...should have just put it on the ground so it could go off) and fires two burst. Unfortunately, all six shots miss, leaving Lewwyn quite exposed.

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Will he be able to dodge the incoming shots?

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Nope.

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Justice has been served this day.

.
.
.

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But never mind that, here's some research we can use!

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The Firestorm is the first Elerium-powered craft in the game; it's much faster and more resilient than an Interceptor, but it can't stay in the air for nearly as long. It's more suitable for responding quickly to incoming UFOs than chasing them around the globe.

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Researching that allows for another type of craft, which we begin immediately.

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Along with the Firestorm, production of Hovertanks is now possible. The Plasma Hovertank is pretty much a straight upgrade over the Laser Tank, possessing greater armor on all sides, a more powerful weapon, and the ability to fly like a Cyberdisc. We'll churn out a few once there's some spare time.

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At the same time, a Large Scout manned by Ethereals shows up. This one is worth boarding.

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The first Large Scout is joined by another, as well as a Terror Ship. For the moment, X-COM will investigate the Large Scout - no need to mess with the Ethereals' terror units if we don't have to.

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I wonder what Ethereals are like? Surely they're totally harmless.
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