Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,845
I'm absolutely in love with this mod. If you're familiar with it, skip this spoilered bit, it's going to cover some basics. If you've never heard of it before and are too lazy to read about it elsewhere, well heres the rundown:
So, despite the title, I'm not totally blind to the game. I've done a few runs already, all spectactular failures. This next bit is going to be an overview of what I've done so far. So if you're new and don't want spoilers, skip this part. If you've played before, it'll give you an idea of my experience level and what you can remind me of that won't be a spoiler.
If you want your name immortalized as cannon fodder, go ahead and ask. I'll even try to accomadate particular unit types if you want to be a sniper, ninja, catgirl, ogre, dude, dog, attack helicopter (not just a joke!) or whatever. But be warned that not all races are equal, and the ubergals are by far the best units early on. The others tend to require some tech to even the playing field, and even then probably won't be a match for our veteran amazon babes. Good chance anything smaller than an ubergal will get unceremoniously knocked off but something I've never seen before within a dozen missions. I'll post the statblocks for the races as I unlock them in case that's helpful.
Alright, now onto the setup. Before I really get this rolling, we need to make a few choices. The first is where our first base is going to be:
I'm not going to show the entire globe, but all the nations are listed between those two screenshots. Starting location matters a lot but for different reasons than vanilla x-com. Many, many missions take place in cities. So being near those will give us more access to city missions early on than being out in the desert somewhere. OTOH, fighting enemy crews landed in a jungle or forest is a bitch compared to when they land in a nice open wasteland. Being near cities also influences the air traffic near us; there'll be a ton more and of higher quality than out in the boonies. We won't be able to shoot down most of it for a long time, only the really crap stuff like bandit zeppelins. Lastly, the starting nation tends to give some sort of boon to us when we start. Might be a squad of kickass slave soldiers, a steady supply of mininukes (that we have to pay for) a pile of slaves, access to ninja gear, etc. I've honestly got no idea what is optimal (though the one that gives nukes seemed especially hard) so vote for wherever the hell you want. You can also just pick a real world location, and a bunch of area isn't within the borders of a nation so we'll just get some free tech.
Choice two: We start with a derelict hull of alien origin. We can choose to try salvage it or just sell it off. If we salvage is there will be a further branching option later, and they are pretty cool. Selling it would give us a huge nest egg to start with and a head start on some tech that can be hard to get.
Choice three: We have to pick which faction we'll be recruiting from primarily. If we pick ubergals, we'll be able to recruit more at the black market. They're pricey early on, but also very, very strong compared to mere mortals. If we pick peasants, we'll get access to better human female milita and some sort of political rebellion arc. Never really took this option very far, so I'm not sure what benefits it offers in the long run, but they do get used for some stealth missions and the like. Lastly, we can pick access to male soldiers. Again, these are just normal humans, but they're better fighters than the women and give us access to an armored truck transport early on, which is slow but carries more than our starter craft and has a turret. Regardless of these choices, we can recruit any of them anyways from random encounters and converted prisoners and such. But that's a very limited supply depending on our luck. Peasant women are also always availible, as well as the goblin people, gnomes, and catgirls and ogres eventually. And probably more. Sectoid hybrids were in one of my runs, making good snipers.
Pseudo choice four: What kind of weaponry should we lean into? I'm partial to snipers and melee myself, but pistols, bows, thrown weapons, smgs, grenades, artillery, machine guns and such are all options as well. If there's a consensus I should go for mass machine gunners or something I'll give it a shot.
Edit: Can't believe I forgot to mention these, but I'm going to be playing on the 3rd difficulty setting, with ironman saves.
So what is this: A total conversion of the 1994 X-Com that completely changes the game. Earth was conquered 400 years ago and we are a group of escaped uber mutant women fighting THE MAN. We start with a civillian craft, a raygun, a derelict ship, an ancient lab we don't know how to use properly, and some antique weaponry. We'll need to bootstrap outselves out of the stoneage through a combination of looting, interrogations, research and making allies.
What is the game mechanically:
It's based on open X-Com Extended, and is basically that same old X-Com engine, with some QoL features. So we've got all the good stuff like the geoscape, aircraft interceptions, mission scores that influence our income, ballistic modeled accuracy, and some cool extra stuff. Some of it might be from the later 90's entries, I never did try Terror in the Deep and such.
Content wise, we're looking at a truly staggering amount. Weapons range from thrown coconuts and pointy sticks to nuclear powered flamethrowers, stasis grenades that heal while stunning, rocket launcher sized chain-shotguns, and plenty of alien tech and some magic gear too. There are over a dozen FACTIONS of enemies, each with multiple units within. Rat men, government officials, human and uber pirates, rival pirates, zombies, chemical warfare organ harvesters, trader guilds, researchers, alien worshippers, aliens themselves, hybrids... and more. Like at least twice what I listed and I've barely scratched the game.
New mechanics include some melee deflection stuff (you can walk up and shotgun a tank at point blank, but not a knife fighter) freshness (a strong incentive to finish battles quickly and not just bring everyone to every mission) mutually exclusive tech options that can influence what we can recruit and what missions we can do, a merit award system that can make our veterans into ridiculous supersoldiers with ungodly stat totals leaning towards the role they've fulfilled, multiple recruitable races with different stats, armour options, and mission elegibility. Many vehicles function as armour and therefore piggyback character stats. We can ride giant hyenas into battle. The traditional vehicle system is used for things like expendible animal minions. Which is not all the animal minions, because we can name dogs and have them gain stats and armour! And more stuff I either forgot or don't know about.
If you've got a good question throw it at me and I'll put the answer in here.
What is the game mechanically:
It's based on open X-Com Extended, and is basically that same old X-Com engine, with some QoL features. So we've got all the good stuff like the geoscape, aircraft interceptions, mission scores that influence our income, ballistic modeled accuracy, and some cool extra stuff. Some of it might be from the later 90's entries, I never did try Terror in the Deep and such.
Content wise, we're looking at a truly staggering amount. Weapons range from thrown coconuts and pointy sticks to nuclear powered flamethrowers, stasis grenades that heal while stunning, rocket launcher sized chain-shotguns, and plenty of alien tech and some magic gear too. There are over a dozen FACTIONS of enemies, each with multiple units within. Rat men, government officials, human and uber pirates, rival pirates, zombies, chemical warfare organ harvesters, trader guilds, researchers, alien worshippers, aliens themselves, hybrids... and more. Like at least twice what I listed and I've barely scratched the game.
New mechanics include some melee deflection stuff (you can walk up and shotgun a tank at point blank, but not a knife fighter) freshness (a strong incentive to finish battles quickly and not just bring everyone to every mission) mutually exclusive tech options that can influence what we can recruit and what missions we can do, a merit award system that can make our veterans into ridiculous supersoldiers with ungodly stat totals leaning towards the role they've fulfilled, multiple recruitable races with different stats, armour options, and mission elegibility. Many vehicles function as armour and therefore piggyback character stats. We can ride giant hyenas into battle. The traditional vehicle system is used for things like expendible animal minions. Which is not all the animal minions, because we can name dogs and have them gain stats and armour! And more stuff I either forgot or don't know about.
If you've got a good question throw it at me and I'll put the answer in here.
So, despite the title, I'm not totally blind to the game. I've done a few runs already, all spectactular failures. This next bit is going to be an overview of what I've done so far. So if you're new and don't want spoilers, skip this part. If you've played before, it'll give you an idea of my experience level and what you can remind me of that won't be a spoiler.
So I've done probably a dozen runs that failed in the first 2 months, and 2 that have lasted about 2-3 years. One was with the grey codex, though I never really got voodoo up and running before dying (just a lame wand of fire and a mind probe) I did get some cool gnome ships, and repaired the sparkling hull into a war machine. Got to see a space station, had a ton of tech that hadn't led anywhere yet relating to zombies and voodoo and other stuff, but had somehow never gotten the library unlocked. Got stomped by sectopods and rocket wielding t-rexes. Took Gal superiority and had an army of stealthy snipers and a couple ogres in masterblaster armour.
Second decent run I tried without hull/drill. Confirmed to myself that this option gives you the dutchman hull and a pile of gnomes. Not sure what other benefits it might have, but my takeaway was that if I did that again I'd sell off all but 1 gnome and try get a monstrous early tech/resources lead. I instead recruited all the gnomes, which never really helped me out because they seem to be kind of shit at combat and I didn't field them for fear of getting them killed. But I didn't get to the missions they'd be good for either, like the underground caverns or stealth missions. Meh. This run just kind of fizzled out because I kept losing people and couldn't unlocked chainmail for some reason (no don't tell me why.) Also I had taken the 'male touch' tech path, which seems pretty lame since slave soldiers are basically just peasants with better morale. Never got hunting dogs as the tech implied and while the trucks might have been nice, I never really used them due to slow speed. Also, Jack and his slot machines screwed me! Barely got any of his tokens and got no decent rewards from the ones I spent. Urgh.
Second decent run I tried without hull/drill. Confirmed to myself that this option gives you the dutchman hull and a pile of gnomes. Not sure what other benefits it might have, but my takeaway was that if I did that again I'd sell off all but 1 gnome and try get a monstrous early tech/resources lead. I instead recruited all the gnomes, which never really helped me out because they seem to be kind of shit at combat and I didn't field them for fear of getting them killed. But I didn't get to the missions they'd be good for either, like the underground caverns or stealth missions. Meh. This run just kind of fizzled out because I kept losing people and couldn't unlocked chainmail for some reason (no don't tell me why.) Also I had taken the 'male touch' tech path, which seems pretty lame since slave soldiers are basically just peasants with better morale. Never got hunting dogs as the tech implied and while the trucks might have been nice, I never really used them due to slow speed. Also, Jack and his slot machines screwed me! Barely got any of his tokens and got no decent rewards from the ones I spent. Urgh.
If you want your name immortalized as cannon fodder, go ahead and ask. I'll even try to accomadate particular unit types if you want to be a sniper, ninja, catgirl, ogre, dude, dog, attack helicopter (not just a joke!) or whatever. But be warned that not all races are equal, and the ubergals are by far the best units early on. The others tend to require some tech to even the playing field, and even then probably won't be a match for our veteran amazon babes. Good chance anything smaller than an ubergal will get unceremoniously knocked off but something I've never seen before within a dozen missions. I'll post the statblocks for the races as I unlock them in case that's helpful.
Alright, now onto the setup. Before I really get this rolling, we need to make a few choices. The first is where our first base is going to be:
I'm not going to show the entire globe, but all the nations are listed between those two screenshots. Starting location matters a lot but for different reasons than vanilla x-com. Many, many missions take place in cities. So being near those will give us more access to city missions early on than being out in the desert somewhere. OTOH, fighting enemy crews landed in a jungle or forest is a bitch compared to when they land in a nice open wasteland. Being near cities also influences the air traffic near us; there'll be a ton more and of higher quality than out in the boonies. We won't be able to shoot down most of it for a long time, only the really crap stuff like bandit zeppelins. Lastly, the starting nation tends to give some sort of boon to us when we start. Might be a squad of kickass slave soldiers, a steady supply of mininukes (that we have to pay for) a pile of slaves, access to ninja gear, etc. I've honestly got no idea what is optimal (though the one that gives nukes seemed especially hard) so vote for wherever the hell you want. You can also just pick a real world location, and a bunch of area isn't within the borders of a nation so we'll just get some free tech.
Choice two: We start with a derelict hull of alien origin. We can choose to try salvage it or just sell it off. If we salvage is there will be a further branching option later, and they are pretty cool. Selling it would give us a huge nest egg to start with and a head start on some tech that can be hard to get.
Choice three: We have to pick which faction we'll be recruiting from primarily. If we pick ubergals, we'll be able to recruit more at the black market. They're pricey early on, but also very, very strong compared to mere mortals. If we pick peasants, we'll get access to better human female milita and some sort of political rebellion arc. Never really took this option very far, so I'm not sure what benefits it offers in the long run, but they do get used for some stealth missions and the like. Lastly, we can pick access to male soldiers. Again, these are just normal humans, but they're better fighters than the women and give us access to an armored truck transport early on, which is slow but carries more than our starter craft and has a turret. Regardless of these choices, we can recruit any of them anyways from random encounters and converted prisoners and such. But that's a very limited supply depending on our luck. Peasant women are also always availible, as well as the goblin people, gnomes, and catgirls and ogres eventually. And probably more. Sectoid hybrids were in one of my runs, making good snipers.
Pseudo choice four: What kind of weaponry should we lean into? I'm partial to snipers and melee myself, but pistols, bows, thrown weapons, smgs, grenades, artillery, machine guns and such are all options as well. If there's a consensus I should go for mass machine gunners or something I'll give it a shot.
Edit: Can't believe I forgot to mention these, but I'm going to be playing on the 3rd difficulty setting, with ironman saves.
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