X-COM: UFO Defense - Episode 14
1:14:46
16 сағат бұрын
X-COM: UFO Defense - Episode 13
1:16:19
14 күн бұрын
X-COM: UFO Defense - Episode 12
51:28
14 күн бұрын
X-COM: UFO Defense - Episode 11
1:13:31
28 күн бұрын
X-COM: UFO Defense - Episode 10
56:25
X-COM: UFO Defense - Episode 9
1:06:13
X-COM: UFO Defense - Episode 8
55:19
X-COM: UFO Defense - Episode 7
1:45:10
X-COM: UFO Defense - Episode 6
1:07:43
X-COM: UFO Defense - Episode 5
1:09:45
X-COM: UFO Defense - Episode 4
1:41:44
X-COM: UFO Defense - Episode 3
1:06:35
X-COM: UFO Defense - Episode 2
1:10:09
X-COM: UFO Defense - Episode 1
57:58
Animation Compilation
2:38
3 ай бұрын
SU-25T, Unguided Bomb Practice
6:52
SU-25T, Dogfight v A10x2
6:54
4 ай бұрын
Amiga Trace Art Video
0:30
5 ай бұрын
My Amiga Program (WIP)
1:01
Жыл бұрын
Steamranger at Middleton
3:42
2 жыл бұрын
Carrier Command
4:36
2 жыл бұрын
Just Another Missile
4:58
2 жыл бұрын
List
6:08
2 жыл бұрын
Night Maneuvers
5:36
2 жыл бұрын
Planetary Defence
4:15
2 жыл бұрын
Hungarian Dance
2:14
2 жыл бұрын
Пікірлер
@EvilSantaTheTrue
@EvilSantaTheTrue 5 күн бұрын
It was so sad when Dariusz got killed.. he kicked so much ass and almost cleared the supply ship
@steamrangercomputing
@steamrangercomputing 5 күн бұрын
Yeah... To be honest though I was more so annoyed. In the most recent episode (14) I was a lot more sad when Milena died, as they were stupidly good compared to everyone else and had been on a lot of missions.
@neoteraflare
@neoteraflare 7 күн бұрын
Training soldiers is not possible is vanialla game (the mods have training facilites where people can be put in train like the MI training but physical). People get better in accuracy by hitting targets (still not a guaranteed grow just better chance to get +1/2/3). So what you can do is you mind control aliens to drop their weapons and in the next turn (while they are controlled by you they don't count for accuracy) you shoot them with basic pistols (so they won't die from 1 hit) while they wander around harmlessly (these targets are good for reaction training too). Chryssalids can melee so you have to kill them. TUs are added for units that did things in action (except throwing) so bring a laser pistol and start shooting randomly with people who won't move that turn.
@steamrangercomputing
@steamrangercomputing 7 күн бұрын
I know about accuracy training and the like, the problem is that there really aren't that many oppurtunities for training compared to how quickly I need soldiers - there are two bases and constant terror ships and battleships flying around, while I'm stuck with a squad of rookies. Once I get a psi-lab built, and someone who can mind control, and a few more easier UFOs like the medium/large scouts, I think it'll be fine, but so far it's just been a bit of an unlucky roll.
@neoteraflare
@neoteraflare 7 күн бұрын
@@steamrangercomputing Yeah, having a sectoid base to attack is one of the hardest. Having sectoids attacking your base is also a bad luck. But slowly you are gaining your edge over them.
@steamrangercomputing
@steamrangercomputing 7 күн бұрын
Yeah. The main problem is the mind control, because even with a squad of rookies, I have enough tech now that a tank, some people with rocket launcher, and everyone else with laser rifles are incredibly effective in direct combat, unless I run into Mutons; The problem is all the rookies getting panicked/mind controlled and then running into enemy fire.
@MunkiZee
@MunkiZee 7 күн бұрын
Sectoid bases are probably the hardest base type at this point in the game, because of the psi attacks. A sectoid base will have at least one psi capable alien, perhaps more. And yes, that was a blaster bomb, you can tell from the large and highly destructive blast radius, and the distinctive pssssh sound their propulsion system makes every time it turns a corner. You had a bit of a setback this episode but at least your stores are full of goodies and there's still plenty of time to train up soldiers for the final push
@steamrangercomputing
@steamrangercomputing 7 күн бұрын
@@MunkiZee The problem is training up soldiers. All of my experienced people keep dying, mostly due to bad reactions and my not being able to build armour quick enough to kit everyone out. I'm having little opportunity to train rookies, as the UFOs are mostly either small scouts which get obliterated, or supply ships and terror ships where most of the rookies die during the mission. I just hope there are more medium/large scouts soon, as they're good for training.
@steamrangercomputing
@steamrangercomputing Ай бұрын
I can see the algorithm's pushing this one, it's got more views and impressions in its first day than the video uploaded a week before.
@neoteraflare
@neoteraflare Ай бұрын
A mechanical tip. Refueling happens every half hour. Rearming happens every whole hour. So it is enough to check their progress in those intervals. There is an advanced option to be able to send out crafts not fully refuelled. They wont fall down this way they will simply return to base when their fuel is low.
@neoteraflare
@neoteraflare Ай бұрын
This was a really unlucky defense. From all the aliens you got the sectoids that can use psy.
@steamrangercomputing
@steamrangercomputing Ай бұрын
@@neoteraflare Eh, it went well enough anyway. Lots of rookies died, and they're replaceable, but the people who were left got promotions.
@neoteraflare
@neoteraflare Ай бұрын
@@steamrangercomputing Good to see you could stay calm and push through. When I played the game first time (25 years ago...), when cases like these happened I got tilted and quit the game or save scummed through it.
@steamrangercomputing
@steamrangercomputing Ай бұрын
@@neoteraflare Well I think the right attitude is just remembering that everything's pretty easily replaceable, except the loot from the end of the mission. Attacking a UFO, all but your highest ranking guys can be replaced cheaply and decently quickly; The weapons they carry can easily be bought/manufactured/found (Except for the blaster launchers); What is more expensive and difficult to get is Elerium, Alloys, power sources/navigation, etc.
@neoteraflare
@neoteraflare Ай бұрын
Wow that Supply ship was intense. A few QoL tips (I won't say how to play just what is what): For the manufacturing: Right click on the arrows always puts the maximum/minimum number possible. So you don't have to hold down the left button. (same for research and sell/buy too) if you right click on the Increase production amount arrow it will set it to infinite. It is good when you don't want to create anything just getting money from the manufactured and sold items. If you face a door and right click in that direction the soldier will open the door without entering (still costs a few TU but not triggers reaction fire). There is a walk confirmation thing in the Options menu. Under Battlesacpe button you can turn on the "path preview arrows". With this the first click only shows the path the soldiers take and only start walking when you click on the tile again. Also this shows how far you can go to still be able to shoot (green path). Reaction shots depend on 3 things: reaction attribute, remaining time unit and cost of shooting a snapshot with a weapon (reaction is only snapshot). The less TU you have the more chance the enemy will have to shoot you as a reaction. If they have a pistol (which needs less TU to shoot than a cannon or rifle) they have even more chance they will shoot you. This works for you too. If you want to do reaction shots use pistol and try to have as much TU left as much you can. Try to remember the place of the aliens on the supply ship. They will always be there on the same place when you do the missions again. Stunned units wake up after a time. At their red health bar you can see a white line growing if they have some stun (eg staning in smoke). If the white line reaches the current health they become unconscious. Stun rod and stun launchers just give a big white line so an enemy with lot of health may take more than one stun. Every turn this white line decreases. If it becomes less than the health, they wake up.
@steamrangercomputing
@steamrangercomputing Ай бұрын
I like to set the manufacturing limit for sales to be around a month, as that way I get notified once it's done and check if I need to make anything else before starting another manufacturing job for money. I tried the path preview before I started this series and I found it to be a bit annoying. I think by the time I entered the supply ship at least a few of the aliens had moved around, for example the one that came into the elevator and shot two of my people. Do enemies wake up, or just my people?
@neoteraflare
@neoteraflare Ай бұрын
@@steamrangercomputing Yeah, understandable your manufacture method too. There is 2 kind of alien in a ship mission: One is outside of the ship going randomly hunting xcom and the others inside the ship patrolling in circles. The patrol ones that are the ones inside the ship that stay the same. They can meet your soldiers this way. Also be careful, according to rumors (maybe it is really just a rumor) after turn 20 aliens will know your position and start hunting you. This could be the reason they went out of the ship hunting for the 2 people outside Everyone wakes up after a time. The same rules go for everybody in everything. Aliens or xcom. You can haste the waking up with the medikit's stimulant if you stand above the unconscious body
@steamrangercomputing
@steamrangercomputing Ай бұрын
@@neoteraflare I find it odd that the aliens chose to go for my people outside the ship, rather than the ones inside. Perhaps they saw that the outside ones were lower health?
@neoteraflare
@neoteraflare Ай бұрын
@@steamrangercomputing I don't really know how exactly the AI works. My guess would be they were the nearest according to pathfinding and not just distance. Maybe they spot him while he was collecting the stuff from the dead guys. Or it is just totally random
@andrewriker2192
@andrewriker2192 Ай бұрын
You have so much patience with the UI. 👏 Bravo for dealing with time units and reserved shots.
@steamrangercomputing
@steamrangercomputing Ай бұрын
@@andrewriker2192 Yes, it can take quite a while to do things. I find it is nicer than some UIs of more modern games, particularly simulation or grand strategy. It would be nice if there was a reaction shot calculator, or something of that nature, where you could mouse over a tile and see the chance of reaction shooting an enemy there, but I guess that was beyond the limits of 90s UI design.
@neoteraflare
@neoteraflare 2 ай бұрын
You don't have to go immediately to the downed ship. They will be there for days. You can wait until it is daytime. They are only temporary under the control. For 1 turn. Ofc the can retake them again in the next turn. This is why sectoid (and later some other enemy) battleships and terror missions are hard. You need strong psy people. (or a shitty decoy one without weapons)
@steamrangercomputing
@steamrangercomputing 2 ай бұрын
Good to know about the time thing, I thought they only stayed there for a single day or so. So I don't have to shoot people under mind control? Will aliens always try to go for the weakest psy people, even if everyone else isn't particulaly strong? I'd assume this would mean to just keep people with weak psy using laser rifles, rather than heavy weapons.
@neoteraflare
@neoteraflare 2 ай бұрын
@@steamrangercomputing You can stun mindcontrolled people or just drop the weapon at the end of the turn and pick up the next turn. This will remove overwatch and wastes time units (2 for drop and 8 for pickup), but mindcontrolling them will be worthless. They go for the easiest to mind control. Usually this means the weakest psy strenght. (people mark these people with a # in their name to remember) but psy has 2 factor for success: psy strenght/skill and the distance from the psy user. So a stronger one closer to the alien could be an easier target than a weaker one further away. Also unless you changed it in the options aliens cheat and as soon as they see only 1 of your unit they can try mind controlling anybody even people they can't see. You can give normal pistol to psy weak people. Since sectoids are weak anyway they can be killed with a pistol too and when you will have armor, pistol won't really hurt your own people.
@neoteraflare
@neoteraflare 2 ай бұрын
Ah another lets play of the best game of all times! Go on! Intro is so awesome but so fake. Mutons eat those bullets for breakfeast.
@JuanCoso-o5v
@JuanCoso-o5v 2 ай бұрын
just started playing like you =), absolutely recommend you playing with final mod modpack, maps are so much better and >SHOTGUNS< it only adds to the game
@steamrangercomputing
@steamrangercomputing 2 ай бұрын
@@JuanCoso-o5v Perhaps I will later, I'm planning on doing at least another playthrough on difficulty 5, which will actually be harder as OpenXCom fixes the difficulty bug. I haven't just started playing, I've done like 5 hours of the quick battlescape missions without the geoscape, but I've never played a proper game like this before.
@hercufles
@hercufles 3 ай бұрын
I always love to see ufo lets plays, that game has something special, i played it on the amiga for the first time and was addicted, even if i was terrible at it
@steamrangercomputing
@steamrangercomputing 3 ай бұрын
@@hercufles Thanks for the comment. I do have an Amiga, though X-COM would look terrible on it because it doesn't have the AGA chipset, it's an Amiga 2000.
@steamrangercomputing
@steamrangercomputing Жыл бұрын
I'm still working on this demo for my library. I plan to upload another video of it once it's more complete (Both the library and the demo).
@steamrangercomputing
@steamrangercomputing 3 ай бұрын
Further development has taken a lot longer than I expected, as I decided to do a rework of what I had and also develop the library according to feature documents that I write first.
@SouthAussieTrainSpotter2024
@SouthAussieTrainSpotter2024 Жыл бұрын
How much caridges was on 621, it looked like a lot
@steamrangercomputing
@steamrangercomputing Жыл бұрын
7. Usually 5 are pulled.
@celloHRU2day
@celloHRU2day 2 жыл бұрын
Very Relaxing, noice!