To keep loading time on the pages from being too obnoxious, I'll spoiler tag the individual updates.
What's this then?
The spiritual successor to UFO: Enemy Unknown (X-COM: UFO Defense if you're a fag). It's currently in beta, but close to final. You can get it on steam.
Is it any good?
It's quite good. My main gripe is maps repeating. But the game comes with a map editor, and you can download custom maps to boost variety. I won't be doing that for this LP though.
What are you playing?
Veteran difficulty. Ironman. Codexian recruits. If I run out of volunteers, we'll clone the bodies of the deceased.
Will you show us everything?
Recruits, research, first encounter with new races and UFOs. generally interesting missions. I'll probably skip describing some of the ground missions if nothing exciting happens and just summarize.
Will you abandon this LP like you did with everything except wesnoth, blood bowl and that blobber thing?
Probably. There's a good chance the save will become corrupted when version 1.0 is released in May. If that's the case, or if the game becomes unwinnable due to cash starvation and total party kills, we'll declare the aliens win.
I can haz more?
I stream the game on http://twitch.tv/ulminati
I'll announce in the CDS steam chat when it goes live.
Honored dead
evdk, riflebro
Absalom, riflebro
Hoaxmetal, Shieldmaiden
LundB, the Shotgun Murderswede
Tindrli, Shieldmaiden
Angelo, Heavy Weapons Bro
Undead Phoenix, Shieldmaiden
Ashery, sniper
Mothermachinae, riflebro
Storyfag, Xtreme Firepower Bro
The Brazilian Slaughter, riflebro
DexterMorgan, riflebro
Stabby, riflebro
Azira, sniperfag
Eklektyk, shieldmaiden
ERYFKRAD, riflebro
Tzaero
Tytus
Commissar Draco, shieldmaiden
MicoSelva, riflebro
Aeschylus, riflebro
Imperator, Shieldmaiden
Comte, Riflebro
Roster of Bravery (sorted by chain of command)
Piloting the chapter's holy Dreadnought
Hoaxmetal
Reserves
Kashmir Slippers
Smashing Axe
jcd
lightbane
shittynipples
redscum
asfasdf
Pocketmine
Sunnmøring
Flying Spaghetti Monster
Regvard
evdk Mk II (Clone)
The Brazilian Slauther (clone)
Storyfag (clone)
Eklektyk (clone)
Azira (clone)
ERYFKRAD (clone)
Stabby (clone)
Undead Phoenix (Clone)
Imperator (clone)
Intro, courtesy of LundB
What's this then?
The spiritual successor to UFO: Enemy Unknown (X-COM: UFO Defense if you're a fag). It's currently in beta, but close to final. You can get it on steam.
Is it any good?
It's quite good. My main gripe is maps repeating. But the game comes with a map editor, and you can download custom maps to boost variety. I won't be doing that for this LP though.
What are you playing?
Veteran difficulty. Ironman. Codexian recruits. If I run out of volunteers, we'll clone the bodies of the deceased.
Will you show us everything?
Recruits, research, first encounter with new races and UFOs. generally interesting missions. I'll probably skip describing some of the ground missions if nothing exciting happens and just summarize.
Will you abandon this LP like you did with everything except wesnoth, blood bowl and that blobber thing?
Probably. There's a good chance the save will become corrupted when version 1.0 is released in May. If that's the case, or if the game becomes unwinnable due to cash starvation and total party kills, we'll declare the aliens win.
I can haz more?
I stream the game on http://twitch.tv/ulminati
I'll announce in the CDS steam chat when it goes live.
Honored dead
evdk, riflebro
Absalom, riflebro
Hoaxmetal, Shieldmaiden
LundB, the Shotgun Murderswede
Tindrli, Shieldmaiden
Angelo, Heavy Weapons Bro
Undead Phoenix, Shieldmaiden
Ashery, sniper
Mothermachinae, riflebro
Storyfag, Xtreme Firepower Bro
The Brazilian Slaughter, riflebro
DexterMorgan, riflebro
Stabby, riflebro
Azira, sniperfag
Eklektyk, shieldmaiden
ERYFKRAD, riflebro
Tzaero
Tytus
Commissar Draco, shieldmaiden
MicoSelva, riflebro
Aeschylus, riflebro
Imperator, Shieldmaiden
Comte, Riflebro
Roster of Bravery (sorted by chain of command)
Piloting the chapter's holy Dreadnought
Hoaxmetal
Reserves
Kashmir Slippers
Smashing Axe
jcd
lightbane
shittynipples
redscum
asfasdf
Pocketmine
Sunnmøring
Flying Spaghetti Monster
Regvard
evdk Mk II (Clone)
The Brazilian Slauther (clone)
Storyfag (clone)
Eklektyk (clone)
Azira (clone)
ERYFKRAD (clone)
Stabby (clone)
Undead Phoenix (Clone)
Imperator (clone)
Intro, courtesy of LundB
Awwww yissss... Motherfucking Xenonauts!
Not gonna roll insane just yet. The game is still a bit wobbly, and ironman is forced on during insane. SO veteran with ironman off (but not enforced) means I can reload if the game keels over and dies.
Game starts like anyone who's played UFO/TFTD expects, with you picking a base spot. Since this determines radar coverage and interceptor range, it pays to choose a spot where you cover your biggest funding contributors.
Sevastopol in gloriousUkraine Russia covers a chunk of USSR, most of Europe, Northern Africa and some of the middle east.
Starting base layout: 4 hangars (chinook, condor, condor, empty). Research lab. HQ (core structure on all bases). Workshop. Radar. Living Quarters. Storeage.
And just like regular Xcom, this isn't nearly enough. We build an extra lab, workshop and living quarters, so we can have more engineers and scientists active. We also add another radar (increases our signal range for detecting UFOs) and a hospital to speed the recovery of injured soldiers.
We also begin construction of a second base. This will eventually become a listening outpost.
There aren't many topics of research to choose from at the beginning, but research works like you'd expect.
Ditto for construction. MOst equipment we'll research requires Alenium or Alien Alloys. Unlike UFO, we can't fabricate Alloys ourselves. Those have to be retreived from crashed/landed UFOs.
Our starting roster of soldiers. Many brave CDS'ers volunteered for glory.
Unlike UFO/TFTD, you don't hire soldiers blind. You're shown a list of candidates as well as their stats. Need a heavy weapons dude? Sort by strength to find a good candidate. Need a scout? Sort by time units.
Lets meet the Kool Krew. It's worth noting 2 things on the following screens.
1: You can store predefined loadouts (Soldier roles) and autoassign them to your bros
2: You have infinite grenades, ammunition and basic (shit) ballistic weapons. It's assumed you have subordinates who buy 50 rifle clips, 20 flares and 3 flashbangs when you need them. Flares are also autoequipped on all soldiers for night missions. (You brobably have a box of them in the dropship). Better weapons and armor has to be manufactured for cash and alloys/alenium. But upgraded weapons also have infinite clips. the limiting factor in how much you bring along is in the carried weight allotment. Once you start giving people armor, you quickly hit the point where you lose TUs from encumberance.
Or current aircraft are Condors. They are, quite frankly, shit. We'll eventually replace them. But for now they are the only craft that has a cannon hardpoint.
One nice touch in Xenonauts. You can assign where your men start inside the dropship. No more having your rocket launcher dude stuck in front to soak all the reaction fire. Also, dropships have more than one exit. The chinook, which we'll be using for the foreseeable future comes with 2 exits in the sides as well as a rear loading ramp.
Starting tech
A bit of a UFOpedia dump, for those who are interested in [Lore] rolls.
Shortly after setting up our starting orders, the first ufo shows up. It's a small scout and easily killable.
I choose to send both condors after it. A squadron can have up to 3 airplanes attached, although the slowest airplane will determine the squadron speed. Only one squadron can engage a UFO group at a time.
Also, UFOs tend to appear in groups in Xenonauts. You'll eventually want to have 8-12 nterceptors to deal with them all.
The first UFO is engaged. Autoresolve is strongly recommended, since the function is ridiculously broken. It's way, way more fuel efficient than you could ever get. Same goes for ammunition usage and ability to avoid damage.
But I chose to fight manually. That presents you with a screen like this. You can set throttle, decide which weapons are free to fire, engage afterburners or tell the aircraft to run away on the panel to the right.
If you click on a plane on the map, you select it. Clicking again sets a waypoint for it to fly towards. Planes will automatically fire at enemies inside their firing arcs.
Of course, I was explaining all of this on steam and neglecting to pause...
With predictable results...
Aircraft can also run out of fuel during air combat. You can still force them to fight, but they won't be able to make it back to base before crashing.
Crashed airplanes are retreived over a number of days and slowly repaired up to full health. SO it's not as disastrous as in XCOM. OTOH, you're without interceptors for several days. So it's pretty dire still.
Some more research is done while we wait for our interceptors to become flightworthy.
The Foxtrot is way better than the condor. Its sole drawback is the lack of a cannon mount. they shine against unescorted mediums, or in the company of the next aircraft we'll eventually get.
Buuuut we're broke because we already built a bunch of shit.
Eventually the interceptors are fixed and sent ot chase another ufo. I really should've learnt my lesson and picked autoresolve when it's @ 100%.
combat went better this time. I got a decent pincer maneuver set up
Unfortunately, both planes went low on fuel and crashed on their way back. I'll autoresolve from now on.
But still. 19 days in we finally get out first crash site. You have the option of going to clear it out yourself, or you can call in the local government to handle cleanup. Airstrike cleanups give you cash (less than you'd likely get from successfully clearing it yourself), but no alenium, alloys or artefacts.
The Kool Krew is sent to sweep the area. Night missions are always a good way to start out! :D
...and we'll see how that goes in a short bit.
Not gonna roll insane just yet. The game is still a bit wobbly, and ironman is forced on during insane. SO veteran with ironman off (but not enforced) means I can reload if the game keels over and dies.
Game starts like anyone who's played UFO/TFTD expects, with you picking a base spot. Since this determines radar coverage and interceptor range, it pays to choose a spot where you cover your biggest funding contributors.
Sevastopol in glorious
Starting base layout: 4 hangars (chinook, condor, condor, empty). Research lab. HQ (core structure on all bases). Workshop. Radar. Living Quarters. Storeage.
And just like regular Xcom, this isn't nearly enough. We build an extra lab, workshop and living quarters, so we can have more engineers and scientists active. We also add another radar (increases our signal range for detecting UFOs) and a hospital to speed the recovery of injured soldiers.
We also begin construction of a second base. This will eventually become a listening outpost.
There aren't many topics of research to choose from at the beginning, but research works like you'd expect.
Ditto for construction. MOst equipment we'll research requires Alenium or Alien Alloys. Unlike UFO, we can't fabricate Alloys ourselves. Those have to be retreived from crashed/landed UFOs.
Our starting roster of soldiers. Many brave CDS'ers volunteered for glory.
Unlike UFO/TFTD, you don't hire soldiers blind. You're shown a list of candidates as well as their stats. Need a heavy weapons dude? Sort by strength to find a good candidate. Need a scout? Sort by time units.
Lets meet the Kool Krew. It's worth noting 2 things on the following screens.
1: You can store predefined loadouts (Soldier roles) and autoassign them to your bros
2: You have infinite grenades, ammunition and basic (shit) ballistic weapons. It's assumed you have subordinates who buy 50 rifle clips, 20 flares and 3 flashbangs when you need them. Flares are also autoequipped on all soldiers for night missions. (You brobably have a box of them in the dropship). Better weapons and armor has to be manufactured for cash and alloys/alenium. But upgraded weapons also have infinite clips. the limiting factor in how much you bring along is in the carried weight allotment. Once you start giving people armor, you quickly hit the point where you lose TUs from encumberance.
Ashery wanted sniper duty. His lowish strength won't be an issue, since he won't be equipped with heavy armour. 65 accuracy is quite good (40-70 is the normal range for recruits on most stats)
@Angelo is the heavy weapons bro. He's pretty good overall, although his time unit allotment leaves a lot to be desired. Fortunately, TUs are the easiest stat to raise.
LundB is our shotgun murderswede™. His is the glorious task to storm UFOs and execute foul xenos at point blank.
Undead Phoenix wanted to be a rocketeer. But since rockets are fairly useless until we get alenium and stun upgrades, she'll start out as a shieldmaiden. Her task will be to scout in front of everyone else with her portable chest high wall. She'll also be tossing flashbangs into UFOs to supress enemies prior to LunfB claiming all the glory. Finally, she's french. Because I know this will upset Phoenix.
CISrrhossis the Bear (Aka CIS Sis) is a riflebro(ette). Like in XCOM, rifles are good jack of all trades weapons. they're reasonably fast to fire, reasonably accurate and can fire in inaccurate bursts to suppress. I've also chosen to equip the riflebros with medikits, since they have the lightest overall gear.
evdk is also a riflebro. Our sole potato, having served in Afghanistan for the WOP Highland Brigade
The rifelbro crew is rounded out by fellow communist Absalom
And finally, Hoaxmetal joins the pretty shieldmaidens. He first saw action in Borneo for the SAS, bringing much glory to Oz.
@Angelo is the heavy weapons bro. He's pretty good overall, although his time unit allotment leaves a lot to be desired. Fortunately, TUs are the easiest stat to raise.
LundB is our shotgun murderswede™. His is the glorious task to storm UFOs and execute foul xenos at point blank.
Undead Phoenix wanted to be a rocketeer. But since rockets are fairly useless until we get alenium and stun upgrades, she'll start out as a shieldmaiden. Her task will be to scout in front of everyone else with her portable chest high wall. She'll also be tossing flashbangs into UFOs to supress enemies prior to LunfB claiming all the glory. Finally, she's french. Because I know this will upset Phoenix.
CISrrhossis the Bear (Aka CIS Sis) is a riflebro(ette). Like in XCOM, rifles are good jack of all trades weapons. they're reasonably fast to fire, reasonably accurate and can fire in inaccurate bursts to suppress. I've also chosen to equip the riflebros with medikits, since they have the lightest overall gear.
evdk is also a riflebro. Our sole potato, having served in Afghanistan for the WOP Highland Brigade
The rifelbro crew is rounded out by fellow communist Absalom
And finally, Hoaxmetal joins the pretty shieldmaidens. He first saw action in Borneo for the SAS, bringing much glory to Oz.
Or current aircraft are Condors. They are, quite frankly, shit. We'll eventually replace them. But for now they are the only craft that has a cannon hardpoint.
One nice touch in Xenonauts. You can assign where your men start inside the dropship. No more having your rocket launcher dude stuck in front to soak all the reaction fire. Also, dropships have more than one exit. The chinook, which we'll be using for the foreseeable future comes with 2 exits in the sides as well as a rear loading ramp.
Starting tech
A bit of a UFOpedia dump, for those who are interested in [Lore] rolls.
Shortly after setting up our starting orders, the first ufo shows up. It's a small scout and easily killable.
I choose to send both condors after it. A squadron can have up to 3 airplanes attached, although the slowest airplane will determine the squadron speed. Only one squadron can engage a UFO group at a time.
Also, UFOs tend to appear in groups in Xenonauts. You'll eventually want to have 8-12 nterceptors to deal with them all.
The first UFO is engaged. Autoresolve is strongly recommended, since the function is ridiculously broken. It's way, way more fuel efficient than you could ever get. Same goes for ammunition usage and ability to avoid damage.
But I chose to fight manually. That presents you with a screen like this. You can set throttle, decide which weapons are free to fire, engage afterburners or tell the aircraft to run away on the panel to the right.
If you click on a plane on the map, you select it. Clicking again sets a waypoint for it to fly towards. Planes will automatically fire at enemies inside their firing arcs.
Of course, I was explaining all of this on steam and neglecting to pause...
With predictable results...
Aircraft can also run out of fuel during air combat. You can still force them to fight, but they won't be able to make it back to base before crashing.
Crashed airplanes are retreived over a number of days and slowly repaired up to full health. SO it's not as disastrous as in XCOM. OTOH, you're without interceptors for several days. So it's pretty dire still.
Some more research is done while we wait for our interceptors to become flightworthy.
The Foxtrot is way better than the condor. Its sole drawback is the lack of a cannon mount. they shine against unescorted mediums, or in the company of the next aircraft we'll eventually get.
Buuuut we're broke because we already built a bunch of shit.
Eventually the interceptors are fixed and sent ot chase another ufo. I really should've learnt my lesson and picked autoresolve when it's @ 100%.
combat went better this time. I got a decent pincer maneuver set up
Unfortunately, both planes went low on fuel and crashed on their way back. I'll autoresolve from now on.
But still. 19 days in we finally get out first crash site. You have the option of going to clear it out yourself, or you can call in the local government to handle cleanup. Airstrike cleanups give you cash (less than you'd likely get from successfully clearing it yourself), but no alenium, alloys or artefacts.
The Kool Krew is sent to sweep the area. Night missions are always a good way to start out! :D
...and we'll see how that goes in a short bit.
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