Bay 12 Games Forum

Other Projects => Other Games => Play With Your Buddies => Topic started by: Fikes on October 07, 2011, 05:23:40 pm

Title: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 07, 2011, 05:23:40 pm
Welcome to MegaPrimus!
(http://img571.imageshack.us/img571/4613/ch11overview.png)
(Sorry about the boxes and cursors on the map)

First thing is first. I love X-Com. X-Com Apocalypse is the third out of 5 (soon to be 6) in the X-Com series. It is the last X-Com tactical strategy game.

This Let’s Play will be on the highest difficulty setting of Superhuman and will be played under “ironman” rules, meaning I will not save scum. What happens happens, with two exceptions. First, I won’t accept the loss of my Valkyie Interceptor. These bastards cost 75% of your starting budget to replace and as we will see, money is extremely tight. Instead, if my interceptor is shot down in UFO combat, I will load and leave it in the hanger.

Secondly, I will not accept the cheap ass move of a UFO blowing up my base and killing everyone inside. For reasons you’ll see in the first update, the base we have is extremely weak and prone to collapsing in devastating fashion. It is a cheap way to lose the game.

That being said, I do not expect to win. Money problems and the air superiority race will likely lead to our downfall.

But those problems are for later! Let’s get started!

Spoiler: Table of contents (click to show/hide)

These numbers are updated once a week. Any trooper killed in action will be marked as KIA with his or her numbers from the previous Sunday saved. Troopers that last less than a week will be marked only as KIA.

All units on "Eternal Patrol" didn't make it back from the Alien dimension.

Code: [Select]
B12 Kill Board:
Name missions kills Improvement%/Status
Cpt. Timferius: 61 84 53% 4 medals - Eternal Patrol
S.L. Bulldogger: 20 25 29%   - Eternal Patrol
Sgt. Geener: 21 35 37%  - Eternal Patrol
Col. Nirur Torir: 70 182 69% Full Decorations
Cpt. GlyphGlyph: 63 148 70% Full Decorations
Sgt. Maxclone2: 60 96 37% Full Decorations
Sgt.Shadowgander: 36 63 59% 4 medals – Eternal Patrol
Sgt. IT-NET: 24 50 Robot 4 medals
S.L. 612-DWARF: 43 39 Robot 4 medals - Eternal Patrol
S.L. Sniper Joe: 36 32 Robot - Eternal Patrol
Sgt. DDR-RAM: 28 49 Robot – Eternal Patrol
Sgt. Kicior: 19 31 69% - Eternal Patrol
S.L. Jay Cin: 35 46 48% - Eternal Patrol
Sgt. Haspen: 22 40 42% - Eternal Patrol
Sgt. Miranda: 16 15 30%
Sgt. Jacen-BOT: 35 33 Robot - Eternal Patrol
Cpt. Aqizzar: 36 45 Robot
S.L. Sean Mirrsen: 50 29 26% - Eternal patrol
R. Eu-K-RJK-4: 2 4(honorary) 6% - Eternal patrol

S.L. ZombieBob: 19 27 38% - Eternal Patrol
S. Jacob/Lee: 2 3 7%
S. Cuckoo: 18 15 32%
Sgt. RAM: 8 23 KIA Week 3
Sgt. Maximumzero: 5 26 KIA Week 3
S.L. EuchreJack: 7 26 KIA Week 3
S.L. Biag: 5 14 KIA Week 3
S.L Rabbit Joe: 9 11 KIA Week 4
S.L. Bulldog: 3 7 KIA Week 6
S. Sheb: 3 14 KIA Week 7
Sgt. Geen: 26 52 KIA Week 7
S.L Jerick: 29 56 KIA Week 7
Sgt. Anja Gelena: 25 58 KIA Week 8
S. Sean Mirrsen: 4 5 KIA Week 8
Sgt. Eucherer: 13 13 KIA Week 14
BunnyBeth: KIA
Euch-R-Jane KIA
BunnyBob: KIA
Jacen: KIA

Bay12 bikersDisbanded:
Sean Mirrsen (KIA - Week 4)
Sheb (KIA - Week 3)

Edit: Last side note. I have the save game from the very begining, where all I have done is sold the cars. If anyone wants it, feel free to PM me. It is 1.8MB
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: BunnyBob77 on October 07, 2011, 05:45:35 pm
Sound interesting.  I'll be following this.  Name a soldier after me!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Nirur Torir on October 07, 2011, 05:53:37 pm
This should be interesting, redshirt Nirur Torir reporting for bullet-absorption (and cultist-hating) duty.

I vote swarm craft. The bigger stuff's just too painful when lost.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Biag on October 07, 2011, 06:07:12 pm
Biag enlists!

I vote swarm craft, too. Hoverbike cloud!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 07, 2011, 06:46:07 pm
I vote for hoverbikes for the first week, I recall losing entire swarms in a matter of moments against actual military craft, and unless we buy different weapons for them, they are likely to exhaust the know universes' supply of autocannon ammunition in the space of a few days... Having said that, I wouldn't touch hovercars with a pole of theoretically limitless length. They combine the wonderful features of exploding when merely glanced at by enemy craft, being incapable of avoiding anything unpleasant, and mounting a similar armament to the hoverbike. I suppose that you could try to design them as some sort of long-range bombardment vehicle, but even then they will drop like flies...

Sign up my first clone for duty! And collapse a building for me. I really do suspect that this game is the single greatest example of destructible environments that computer gaming has yet produced...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 07, 2011, 06:52:17 pm
Chapter 1: Prequel


Next time on Iron Man Apoc: Battle!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 07, 2011, 07:52:26 pm
While I wait for names and junk to roll in, there are a few things I wanted to explain.
Spoiler: Apoc Political System (click to show/hide)
Spoiler: Meet our neighbors (click to show/hide)
Spoiler: Meet our friends (click to show/hide)

I’ll be introducing each faction as they come up, to protect against wall-o-text sickness.

Back to the game at hand, names have been added. I tried to match everyone to their gender. Biag didn’t have one listed and we are short of females so Biag is a woman warrior. Since RAM didn’t suggest a name, I used the name RAM. Since RAM is a computer do-jobber he is our Cyborg. RAM missed out on the first mission.

I won’t be posting any pictures of your guys directly, unless they live long enough to earn a place in my heart or we have a slow news day.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 07, 2011, 09:39:18 pm
I did not mean to tripple post, the battle got in the way. Future updates will be longer.

Chapter 2: First battle and final setup.

Spoiler: First battle! (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Thexor on October 07, 2011, 09:57:42 pm
Sounds like fun! I recently remembered I got Apoc from a Steam sale and started a game, but I'm a pathetic coward and picked "Easy". Let's see what Superhuman is like!

Incidentally, one thing I did read was the details of the political system. The basic idea is simple: You attack/damage somebody, they dislike you. All of their friends also dislike you. And all of their enemies like you.

So, if you want to make someone happy (and don't want to bribe them), you have to attack one of their enemies. Of course, figuring out who likes who is not exactly easy, outside the obvious ones of "Cops dislike gangs" and "gangs dislike each other".

Protip: the infamous Transtellar starts out liking the aliens, which is why they quickly start getting grumpy with you - every time you handle an alert, that counts as 'attacking an ally' of theirs.  ::)


(Also, the wiki suggests that the Grav Ball League, not the gangs, add additional human recruits when they like you. So don't blow up sports stadiums!)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Itnetlolor on October 07, 2011, 10:16:44 pm
Why not?

/me enlists

Guess what I want to enlist as?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Nirur Torir on October 07, 2011, 10:24:50 pm
I consider any outcome involving myself unconscious rather then brainsucked and shot to be a good one. I use stun grenades similarly, but it amuses me to have brainsucker targets drop their own stun grenades just before the alien lands. Perhaps not tactically sound as a first resort, but amusing.

I should play this again, and see if I can convince the aliens to shoot buildings to get X-Com lots of allies.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 08, 2011, 12:42:05 am
I consider any outcome involving myself unconscious rather then brainsucked and shot to be a good one. I use stun grenades similarly, but it amuses me to have brainsucker targets drop their own stun grenades just before the alien lands. Perhaps not tactically sound as a first resort, but amusing.

I should play this again, and see if I can convince the aliens to shoot buildings to get X-Com lots of allies.

Badbunny was the only ont having a brain sucker jumping at him and he dropped the nade. It is never a first resort but I was convinced we were going to have 2 out of 3 unable to shoot. That would have been a death for sure. It is such dangerous timing. Some times even when you are on top of things the sucker wins the race.

Sounds like fun! I recently remembered I got Apoc from a Steam sale and started a game, but I'm a pathetic coward and picked "Easy". Let's see what Superhuman is like!

Incidentally, one thing I did read was the details of the political system. The basic idea is simple: You attack/damage somebody, they dislike you. All of their friends also dislike you. And all of their enemies like you.

So, if you want to make someone happy (and don't want to bribe them), you have to attack one of their enemies. Of course, figuring out who likes who is not exactly easy, outside the obvious ones of "Cops dislike gangs" and "gangs dislike each other".

Protip: the infamous Transtellar starts out liking the aliens, which is why they quickly start getting grumpy with you - every time you handle an alert, that counts as 'attacking an ally' of theirs.  ::)


(Also, the wiki suggests that the Grav Ball League, not the gangs, add additional human recruits when they like you. So don't blow up sports stadiums!)

The basics of the system are simple, but it is hard to track down particulars. For example, if UFO's blow up the sports stadium, does that increase my relations, because now Grav Ball League hates them, or decrease them, because I didn't protect the building? On the tactical side, is it my score that determines if I get a relations bump or some formula for how much damage was caused to the building? Who knows?

I am not going to look very deep into it, simply because I know these things have a pretty minor impact on the game. I can make nice with a group and then accidently destory their building, now they are PISSSST! Even if I do manage to get all chummy with someone, the slight bonuses it gives me have never been noticeable.

I have a feeling the "Meet Transteller" introduction is coming very soon, but I don't want to ruin it. If you look at the first post and know about the game, you get a hint.

Finally, this is my first LP. If you have suggestions, let me know.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Julius Clonkus on October 08, 2011, 03:49:20 am
The political system is really screwed up in this game. I recall reading about a playthrough where alien-inflicted collaterral damage managed to bring the Cult of Sirius to friendly terms with X-COM.

So, you might want to keep a few craft parked in Transtellar buildings (especially that huge piece of target practice that is their Space Port) and have them set to fly at low altitude. If you're lucky, the xeno scum will do things that fix Transtellar's opinion of them.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 08, 2011, 03:54:20 am
I believe that a hoverbike can mount a lineage plasma cannon, but the autocannon looks to have very impressive damage in its own right and is cheaper...

I am enjoying the L.P. so far, the biggest fun-killer of all is the author getting burned-out, so try to minimise things that feel like chores and don't be afraid to throw up your arms and say "These spectators are boring, I am going to do this the fun way!". On the critical front, some of those pictures may be quite resource intensive, I don't know what modern internet forum picture etiquette is, but keeping the file sizes below a megabyte may be a good guide-line. On the other hand, I really wouldn't know...
On the topic of pictures though, I do like their current size...

Also, double-posting in your own L.P. is very forgivable.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: BunnyBob77 on October 08, 2011, 08:24:51 am
I'm really liking the LP.  You're doing a good job of explaining game mechanics, and I liked how you're showing a lot of different things.  Keep up the good work!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: EuchreJack on October 08, 2011, 03:51:26 pm
Recruit EuchreJack reporting for service!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 08, 2011, 05:11:56 pm
On the critical front, some of those pictures may be quite resource intensive, I don't know what modern internet forum picture etiquette is, but keeping the file sizes below a megabyte may be a good guide-line. On the other hand, I really wouldn't know...
On the topic of pictures though, I do like their current size...


I have no idea why they are getting so bloated. They are all around 200kb on my computer... I'll look into that.

I found the problem and I am fixing it, standby.

Should be all better. I had no idea those images were getting so crazy. I think it had to do with ImageShack's resizing feature. If it doesn't load faster let me know and I'll look into it.  Thanks for the heads up!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 09, 2011, 04:55:58 am
Spoiler: The rest of the week (click to show/hide)
Spoiler: Week 1 in review (click to show/hide)

Next week is one of the most important in the game. We have to shoot down a purple UFO. I am honestly not sure how we are going to pull this off. We are going to need tons of firepower all focused on that one goal. Do we stick with Hover bikes? Do we get more? Do we put long range missiles on them?

Anyone else ready to join the fray?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Shadowgandor on October 09, 2011, 05:27:50 am
Oh oh pick me! Awesome LP btw :)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: EuchreJack on October 09, 2011, 09:47:05 am
I'd suggest buying any piece of aerial hardware you can find, and swarm the Purple UFO.  Buy hoverbikes first, then hovercars if you can't buy 6 or more hoverbikes.  One hovercar for each two missing hoverbikes.

You could try funding this via raiding the Cult of Sirius with rookie recruits (so you don't risk losing anyone important).

The limited recruits is always a bottleneck in X-Com: Apoc.  For that reason, I generally just recruit all the soldiers, no matter how bad they are, provided I can find space to house them.

You're doing quite well!  And so am I, apparently.  :D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Jerick on October 09, 2011, 11:02:38 am
Pvt. Jerick reporting for duty against the alien scum!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Geen on October 09, 2011, 03:05:52 pm
Pvt. Geen reporting for duty, gimme something explosive or extremely shooty. Both preferably.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 09, 2011, 07:01:17 pm
So we have 5000 moneys, 2 hoverbikes, no ammunition reserves for anything but the sniper rifle, which is only really useful for training accuracy, and we are about to face the first of their actual combat forces, rather than scouts...

I suggest that we need to sell something, stun grapples do not require ammunition, nor do swords, but wielding either will get you killed. Hoverarmour torso piece plus sword plus grenades can make an interesting combination, but cutting through walls is annoying in real-time mode... I find missiles annoying, especially once electronic countermeasures come into play, but a flight of hoverbikes with them should be a pretty effective way to down a single enemy.

If ever RAM is in command of a mission, they will try to redesignate the valkyrie to "Mother" so as to squick-out the organics...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: MaximumZero on October 09, 2011, 07:06:36 pm
I'm in!

Soon, you will receive a delivery truck that will drop off 6 liquid filled tanks. These tanks contain troopers marked "Max-Clone", and are numbered one through six. Please only activate them one at a time. They prefer high explosives and heavy weapons.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 09, 2011, 07:33:23 pm
Lets sell sell our equipment and spend all our money on ground vehicles!!!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: GlyphGryph on October 09, 2011, 07:42:58 pm
GlyphGryph reporting for Duty!

Man, I still totally need to play this game instead of just playing UFO Defense/Terror from the Deep over and over again...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Burnt Pies on October 09, 2011, 08:12:31 pm
Trooper Anja Galena, Human Female reporting in! I'll take two Pistols/Plasma Guns to start, moving up to the bigger captured alien guns when they're available, the small ones are too inaccurate.

Man, I remember playing this. Having my robots sit on aliens so they couldn't wake up after being stunned, going through 2-3 robots a mission... It was brilliant.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 09, 2011, 08:21:35 pm
I am looking over the numbers more and more. I think we have to accept the fact that the Advanced Quantum Physics lab is on hold, that would free up all $25k of our funds.

We will be able to loosen the belt on our arsenal as soon as we can equip a whole squad with the disruptor gun, but so far we have only seen a single unit. We would have to build at least another 5 (assuming we don't capture any more) and it is only 25% researched. That could be days away.

Literally our only ground combat options right now are the Lawpistol (pretty weak), the machine gun (no ammo), the autocannon (only explosive ammo), or the sniper rifle. Everyone carries a backup stun grapple, but the range on it is too limited for primary use.

I am tempted to go with the autocannon explosive ammo. This is a good short term solution, but a bad long term one. Explosions destroy gear and piss people off. Every piece of equipment we capture today is money tomorrow.

The bigger problem, however, is that all of that is less important than the air side. Failing to shoot down the purple people eater this week would put us back months. I'd much rather lose the ground war for a week than miss this opportunity.

There is no doubt we need to increase our air power. At least here our options there are broader.

Looking at the numbers, currently our Interceptor brings 57.6 damage per second to the party.

Option A) We can pull in another 5 hover bikes, stock off the shelf. Basic equipment with them give us 42 damage per second. 7 stock bikes and the Interceptor gives us 351.6 DPS. Cash on hand: $645.

Option B) Pull in 3 more hover bikes and give them Rendor Plasma guns at 57.6 DPS each. Add in our 2 stock bikes and the Interceptor, that gives us 314.4 DPS, but hurts more if one of the bikes goes down. Cash on hand: $3145

Option C) Strip the Interceptor and give it two Rendor Plasmas for 115.2 DPS. Bring in 2 stock Hoverbikes for a total of 4, giving us an additional 168 DPS and purchase the last rendor and a hoverbike to give us an additional 57.6 DPS for a total of 340.8. This is the most risky as so much of our DPS will be on a single ship. Cash on hand is the same as above: $3145.

One final note is that I keep a stock of junk lying around from the beginning of the game as a sort of “strategic reserve”. It is our one time emergency influx of cash. We can use it now and put the rendor plasmas on the Interceptor, giving us a further DPS boost but putting us further in the hole.

As important as it is to win week two, we can’t forget that we still have a long struggle ahead of us. Spending everything we have on winning this very important air race means we can’t do some important things later in the week. We are already giving up our advanced lab. The earliest it will be operational is week 6. If we spend everything, we are also giving up our ability to build disruptor guns and hire more troops.

Lastly, week 4 could be an equally important air race. We can only expect to have this same equipment then.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: MaximumZero on October 09, 2011, 08:23:54 pm
All the MaxClones vote for Option A. Does that count as six votes?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 09, 2011, 11:10:10 pm
I will try and flesh out main characters with brief interludes. Here is the first one.

Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 10, 2011, 06:48:00 am
What happens if we sell everything and buy a hawk?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Julius Clonkus on October 10, 2011, 09:47:12 am
What happens if we sell everything and buy a hawk?

The Hawk Air Warrior is a wonderful thing to deal massive damage with, but judging from my playthroughs, it's usually a better idea to have some other craft in the air as well to draw attention because losing your new and ludicrously expensive Hawk can and will ruin your day.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: JacenHanLovesLegos on October 10, 2011, 10:25:39 am
Name a recruit as Jacen if you will.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Biag on October 10, 2011, 12:56:20 pm
Damn, I'm getting a lot of close calls. :o

I vote for option C. Option A is safer and offers more DPS, but at about $250 per damage point. Also, risks are fun.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Sean Mirrsen on October 10, 2011, 01:05:00 pm
I vote C as well. Higher DPS concentrated on several ships means we're more likely to score a kill before losing much ourselves. The Valkyrie isn't unkillable of course, but as long as hoverbikes draw away fire, it should be okay.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Sheb on October 10, 2011, 01:35:44 pm
I vote A. Seriously, I trust Nathan, gives him the tool, he'll fuck shit up.

Can you name pilot? I'd like one to be called Sheb.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Shadowgandor on October 10, 2011, 02:57:05 pm
I vote A. :)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: BunnyBob77 on October 10, 2011, 05:33:49 pm
I vote C, and would like to request BunnyBob's vengeful brother, RabbitJoe, as a trooper.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 10, 2011, 07:09:03 pm
Wow, tie votes. Interesting.

I am going to break the tie and start week two, but you'll have to keep tuning in to know which direction we chose. Suspense!

As I started the process of outfitting the ships, I realized that the 200 Janitor missiles (that suck) sell for a healthy chunk of change. Bankruptcy avoided.

I am going to try to do an entire week in one update, but if it gets too bloated I'll break it up.


Can you name pilot? I'd like one to be called Sheb.

Turns out you can. You are flying a Hoverbike. There are no stats kept on pilots but I'll tell you when
 if you die.

What happens if we sell everything and buy a hawk?

Hawk Air Warriors aren't on the market yet and won't be for another 3 weeks and I don't want to only have one craft.

Everyone who asked for a name should see themselves in the list of the first post. I am sorry if I missed you, remind me and I'll try to get you in for week three.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 10, 2011, 07:49:18 pm
Ranks would also be nice, so we know who we are the boss of, but as I said earlier, making it too fiddly will make the LP less fun and more likely to fail, so you should avoid hassles such as listening to whiny spectators...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Thexor on October 10, 2011, 07:58:22 pm
What happens if we sell everything and buy a hawk?

Hawk Air Warriors aren't on the market yet and won't be for another 3 weeks and I don't want to only have one craft.

Hold the phone, what? We're playing the same game, right? If you haven't installed any mods (are there even mods for Apoc?), Hawks enter the market at the start of week 2. Now, only having one craft is a perfectly reasonable rationale for not wanting to trade everything for a Hawk... but what's up with the 3 weeks part?

... either there's something strange going on here, or I'm very confused.  ???
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: 612DwarfAvenue on October 10, 2011, 08:14:50 pm
If you happen to come across a Cyborg named 612-DWARF-AVENUE, be a dear and give him a sniper rifle and some aliens to use it on. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 10, 2011, 08:33:59 pm
What happens if we sell everything and buy a hawk?

Hawk Air Warriors aren't on the market yet and won't be for another 3 weeks and I don't want to only have one craft.

Hold the phone, what? We're playing the same game, right? If you haven't installed any mods (are there even mods for Apoc?), Hawks enter the market at the start of week 2. Now, only having one craft is a perfectly reasonable rationale for not wanting to trade everything for a Hawk... but what's up with the 3 weeks part?

... either there's something strange going on here, or I'm very confused.  ???

Neither. I was very confused.

I thought at first that the game went by weeks instead of months but when the last day of "week one" ended I did not get the budget screen, so I assumed I remembered wrong.

My mistake!

The week actually just flipped, but for purposes of the LP we are going to ignore my mistake and continue as if nothing happened.

Anyway, this doesn't change as much as you would think. There are some new items on the market and we do now have $69k, but our plan will move forward as before.

Ranks would also be nice, so we know who we are the boss of, but as I said earlier, making it too fiddly will make the LP less fun and more likely to fail, so you should avoid hassles such as listening to whiny spectators...

If you look at the week in review, you can kind of see what rank everyone is. The ranks are explained here: http://www.ufopaedia.org/index.php?title=Agents_(Apocalypse)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: BunnyBob77 on October 10, 2011, 08:55:08 pm
I think you missed me for names.  Great LP so far, still loving it.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Thexor on October 11, 2011, 12:51:23 am
Hah, and here I'd forgotten about the end-of-week money. That'll make life a little easier!  :D

...actually, have you raided the CoS yet? A few Psiclones would make life a lot easier. And, last I checked, your guys were all at full health - that, to me, says you aren't putting them in harms way enough.  ;)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on October 11, 2011, 01:22:11 am
So, in short, I am the boss of everyone. Seems like a good time to go on an ego-induced rampage and be promptly put in my place by a sudden and ignominious demise...

But yes, buy up lots of hoverbikes, we can sell them once we have the salvage that we need. I would recommend getting into some explosive autocannon on flying torso armour action. It may blow up gear, but it should be quite nice against suckers and hyperworms, and the steep angle from flying means that the target is almost always in the explosion radius. Of course, stun gas is generally better while it lasts...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on October 11, 2011, 02:27:06 am
Spoiler: Week 2 in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: RAM on October 11, 2011, 04:25:22 am
Puny organics lack the complex processing algorithms required for leadership and the structural integrity required to derive sustenance from high-energy life forms...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Burnt Pies on October 11, 2011, 06:57:02 am
This blasted Disruptor Gun doesn't shoot straight! Damnit, this is why I requested Plasma Guns!


Seriously, Accuracy on the Disruptor Gun is terrible, and power's roughly the same as the Plasma Gun. If you pick up a few from a raid on Sirius or one of the Criminal Corps, they're well worth the Ammunition.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Shadowgandor on October 11, 2011, 07:46:17 am
You forgot to add me :( Can I be a soldier as well?:P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: JacenHanLovesLegos on October 11, 2011, 09:19:17 am
Jacen reporting for duty. Again.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Neonivek on October 11, 2011, 11:54:50 am
I love Apocolypse. It is just too bad some of the best things that can happen in the game are things you will likely see before losing.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Fikes on October 11, 2011, 12:56:10 pm
I love Apocolypse. It is just too bad some of the best things that can happen in the game are things you will likely see before losing.

I don't know. I am feeling better about our chances. Early next week we jump way ahead of the Aliens on the ground war side.

On the air side there are two more UFOs we have to shoot down before we more or less win air combat.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Sheb on October 11, 2011, 01:44:15 pm
I love my bike. Can I request that whenever a new, bigger gun is available, you add it to my bike?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Fikes on October 11, 2011, 06:04:20 pm
This blasted Disruptor Gun doesn't shoot straight! Damnit, this is why I requested Plasma Guns!


Seriously, Accuracy on the Disruptor Gun is terrible, and power's roughly the same as the Plasma Gun. If you pick up a few from a raid on Sirius or one of the Criminal Corps, they're well worth the Ammunition.

You are correct. We have a few left over... I'll default to using them as long as we have ammo.

You forgot to add me :( Can I be a soldier as well?:P

Sorry, corrected now!

I love my bike. Can I request that whenever a new, bigger gun is available, you add it to my bike?

Hmmm. This playthrough is a bit of a new experience for me, I've never dug so far into the numbers.

Turns out the the larger plasma cannon offers a minimal increase in DPS for twice the cost. Definitly not worth it. We are going to take air combat slow this week. If we don't have the fire power we need early, we will add it later.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: MaximumZero on October 12, 2011, 10:06:43 am
I seem to enjoy spilling the blood. All of it. I hope that this trend continues.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: BullDog on October 12, 2011, 12:05:50 pm
BullDog reporting for duty!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Sheb on October 12, 2011, 12:59:46 pm
Oh, no problems, but if you update the Interceptor's weapons, just make sure my bike get the best weapons before the others do.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Burnt Pies on October 12, 2011, 03:29:49 pm
I recall reading somewhere that the larger and more advanced UFOs have enough armour to stop most of the normal weaponry without taking damage. You may find that you'll need Lineage Cannons, Prophet Launchers or Medium Disruptors to take down the bigger ones.

Also, Hooray! Plasma Guns!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Sean Mirrsen on October 12, 2011, 03:38:42 pm
Prophet launchers. I don't remember the weapon from the game, but whatever it is, it sure as hell isn't what I just pictured.

Also, put my name down as one of the hoverbike pilots. To glory and/or fiery death!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Burnt Pies on October 12, 2011, 03:46:39 pm
The prophet's the better small missile launcher. 8 shots, decent tracking, slightly more powerful than the Plasma Cannon.

The 8 shots and the price of the missiles are the main problems.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: BullDog on October 12, 2011, 06:12:50 pm
To be more specific I'll like to be a ground trooper, if you don't mind.

I'm loving this LP so far, great job! :D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: MaximumZero on October 12, 2011, 06:21:44 pm
The prophet's the better small missile launcher. 8 shots, decent tracking, slightly more powerful than the Plasma Cannon.

The 8 shots and the price of the missiles are the main problems.

Hmm...I wonder if I can get a shoulder mounted version? :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: 612DwarfAvenue on October 12, 2011, 07:43:34 pm
Prophet launchers. I don't remember the weapon from the game, but whatever it is, it sure as hell isn't what I just pictured.

If you're thinking of a cannon that fires out Prophet from Crysis 2, then we're thinking alike :P.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Burnt Pies on October 12, 2011, 08:40:35 pm
There are missile launchers in the game, but the ammo's bulky, expensive and will eventually be almost obsolete. We may find some if we raid Sirius, but we'll likely lose some people to them before we capture them.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Sheb on October 13, 2011, 08:07:56 am
Sheb was crouching beneath his bike, finishing to fix his brand new plasma gun. His bike wasn't the standard, cheap Marsec one, but a vintage Harley-Davidson, modified to allow an antigrav engine. Back in the slums, such modified oldies were called "Z-Machine" or "Z-Bike" (From "Zombi Machine", raised from the death) and were among the most expensive bike a gang leader could get.

For Sheb wasn't your standard X-COM recruits, fresh from Boot Camp with ideals about saving the human race from aliens. Until a month ago, he had been a rising star in Diablo, one of their best drivers, tasked with delivering risked package across the city, using his driving skill and Z-Machine to escape Megapol's Hovercar. More often than not, that package was a bullet to be delivered in the recipient's head.

All was well until around two weeks ago, when he was tasked with delivering a crate of Psyclones to the other side of the city. The delivery was a trap, engineered by jealous Diablo members, and instead of a drug dealer, several Police Hovercar where waiting for him. Alone on his unarmed Z-Bike, he choose to flee. Driving between the People Tube's pillar and under the roads, he almost manage to escape Megapol's car (two of them had crashed into a bridge, bringing them down), when a glancing shot sent him flying right into the hospital's garden.

When Nathan learned about that pilot, he immediately decided that he needed him. Using his new powers (Montgomery had given him the full use of X-COM's budget after all, and in Mega-Primus greasing the right hands would give you all the power you need.) he convinced Megapol's Chief Commissioneer to offer Sheb a deal: A lifetime in a penal colony on Mars, or a lifetime fighting Aliens on his bike. The choice wasn't hard: Sheb loved his bike.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: timferius on October 13, 2011, 04:16:28 pm
Ooo, Ooo, Are there any spots left?! If so, I'd take a meat sheild recruit! Timferius, same as forum name
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 4)
Post by: Fikes on October 13, 2011, 09:19:18 pm
Spoiler: Week 3 in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Thexor on October 13, 2011, 10:28:14 pm
Nicely done! I don't think I've ever managed to throw back an explosive, let alone two in a row.

I've never seen the price of Psiclones drop- at the moment, I've dumped almost 15 of the things onto the market, and 3 weeks later the price hasn't moved by even $1. It's probably safe to toss them, and I might even recommend it, because... Psiclones are bought by Psyke. Who you just raided. And if they go hostile (as a result of you murdering and robbing them, ya know), I don't think you can sell Psiclones to them any more. At which point you're left with some (very) expensive paperweights.  :o
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: MaximumZero on October 14, 2011, 03:43:36 am
MaxClone2 calls dibs on the Disruptor! (There's a reason I always show up with a six-pack of clones to these...) Time for some disproportionate retribution.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Sheb on October 14, 2011, 04:02:02 am
Damn, I wasn't expecting it so soon. And I didn't even died to aliens...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Kicior on October 14, 2011, 04:27:56 am
Could I take a (preferably human) recruit?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: RAM on October 14, 2011, 05:52:10 am
You don't have enough RAM...

Marsec torso armour does make you somewhat of a target, but it has certain advantages against poppers...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Aqizzar on October 14, 2011, 06:16:23 am
I can't believe you're actually playing Real-Time.  Right?  God, that's insane, I've never tried that for more than one mission.  Then again, there's a lot about this game I don't know.

Put me in coach, I'm ready to take one for the team.  And fuck psionics, they're useless here except against other humans (hint hint).
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Burnt Pies on October 14, 2011, 10:38:28 am
You could go 'borrow' some stuff from Marsec. It's quite possible to go into other people's buildings, pick up their stuff and disappear without shooting a thing. And Marsec leave one of the biggest mistakes in the game lying around.

Flush out smoke with stun gas. It evaporates much faster. And can stun anyone sneaking up on you in said smoke.

And you big wuss. All aliens are stunnable, you just need some disciplined Toxigun fire to lower their health slightly.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Haspen on October 14, 2011, 11:34:56 am
Recruit Haspen signing in! :D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Itnetlolor on October 14, 2011, 04:48:27 pm
Nice to know my android is still alive, and top of it's class, and a sergeant while at it.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Fikes on October 14, 2011, 06:12:22 pm
Nicely done! I don't think I've ever managed to throw back an explosive, let alone two in a row.

I've never seen the price of Psiclones drop- at the moment, I've dumped almost 15 of the things onto the market, and 3 weeks later the price hasn't moved by even $1. It's probably safe to toss them, and I might even recommend it, because... Psiclones are bought by Psyke. Who you just raided. And if they go hostile (as a result of you murdering and robbing them, ya know), I don't think you can sell Psiclones to them any more. At which point you're left with some (very) expensive paperweights.  :o

I love throwing grenades back. I always watch it in slow motion. Pro tip: if you pick up brain sucker pods and put them in your inventory once they land, brain suckers won't pop out.

You don't really sell to anyone directly, you sell to the market. Apparently if there are more than 20 psiclones on the market at once the price will fall 3 to 5%. It might be worth trying, we'll see how money looks.

Ooo, Ooo, Are there any spots left?! If so, I'd take a meat sheild recruit! Timferius, same as forum name

Welcome to the team!
MaxClone2 calls dibs on the Disruptor! (There's a reason I always show up with a six-pack of clones to these...) Time for some disproportionate retribution.

Funny story about you and RAM. I played the game and RAM died before we went after the UFO, then you died at the UFO. Then I got this crazy bug where my own HQ spotted an alien. We went to investage and the game crashed. So I loaded. Same exact thing happened, RAM at a terror mission and you at the UFO. Infact, that screen shot was from the first time you died. Second time you died to spitters. I felt bad and kept the better first story.

Damn, I wasn't expecting it so soon. And I didn't even died to aliens...

That sucked. I feel dumb about that one. You even had the fastest engine on your bike but you somehow managed to get stuck outside. I thought it was kind of funny to have named hover bikes, since they were always one shot away from death.


Could I take a (preferably human) recruit?

I'll add you to the list.

I can't believe you're actually playing Real-Time.  Right?  God, that's insane, I've never tried that for more than one mission.  Then again, there's a lot about this game I don't know.

Put me in coach, I'm ready to take one for the team.  And fuck psionics, they're useless here except against other humans (hint hint).

Real-Time isn't so bad. When I first started playing the game I was largely a TB purist, but that ended pretty quick. TB in Apoc takes forever and it always seemed to play wierd. Real-time also opens the door to interesting strats like throwing grenades back and the like.

We are actually putting a Psi-Gym in Armaments. That way we can get some hybrids trained up real high before we ever send them on a mision. There are some hilarious things you can do with Psi's that I am looking forward to.

I'll add you to the list too.

You could go 'borrow' some stuff from Marsec. It's quite possible to go into other people's buildings, pick up their stuff and disappear without shooting a thing. And Marsec leave one of the biggest mistakes in the game lying around.

Superhuman iron men don't abuse odd gameplay mechanics. We are going to win this trough grit and luck alone!

Flush out smoke with stun gas. It evaporates much faster. And can stun anyone sneaking up on you in said smoke.

I do try to do that. Actually, I use stun grenades for tons of things (like brainsuckers!). The two situations where they are not great are things like the assualt ship where the aliens are already out front and in position by the time you get there, it is just a hard place to fight.

The other situation is long range combat against devastors. Our toxi guns, even while using aimed shots, just don't have the accurace to be the devastors at long ranges. If the aliens pop smoke and open fire, the best thing you can do is run off around a corner.

And you big wuss. All aliens are stunnable, you just need some disciplined Toxigun fire to lower their health slightly.

Pah! I have lost so many men over so many play thoughs trying to stun that one alien I didn't have yet. First, there is the knocking them out. Very high hit point enemies have to be pretty well brutialized before they doze off. Then there is the "keeping them asleep" part that sucks just as much. And the game doesn't warn you when the alien wakes up so out of your where the alien has awoken and open fire on your guys.

Anyways, you and I both know what alien types are on the horizon. We'll talk about it more when we run into them... don't want to give it all away!

Recruit Haspen signing in! :D

Added!

I am going to try and do a better job of getting all B12s out on missions. I just never scroll down in the units window if I don't have to. /lazy

Thanks everyone for reading!

Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Burnt Pies on October 14, 2011, 06:40:43 pm
They can't wake up if you're stood on them...

That said, I did lose both of my robots when I managed to capture my Megaspawn, so it's not the easiest thing to do.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: GlyphGryph on October 14, 2011, 07:11:35 pm
Can't you just disarm the stunned aliens like in the earlier xcom games?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Burnt Pies on October 14, 2011, 07:24:11 pm
Not the most difficult to capture ones. Their weapons are built in.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: andrea on October 14, 2011, 07:33:38 pm
only 2 aliens use weapons I think. Everyone else IS a weapon.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Fikes on October 14, 2011, 08:07:00 pm
Shhhhh, you're giving away the surprises!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: GlyphGryph on October 14, 2011, 09:31:05 pm
I don't see why the weapon being built in should in any way stop your clever agents from removing it. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: MaximumZero on October 14, 2011, 09:36:03 pm
MaxClones will use the PsiLab if possible. They'll take any boost they can get.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Fikes on October 14, 2011, 10:28:33 pm
Spoiler: Week 4 in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: GlyphGryph on October 14, 2011, 11:02:08 pm
Wooh, I'm still tied with Anja for most kills, it looks like. Here's hoping I pull ahead and don't die!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: 612DwarfAvenue on October 14, 2011, 11:47:54 pm
Only 4 missions and 3 kills for me? Train me up and send me out there, damnit :P.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: RAM on October 14, 2011, 11:48:13 pm
The panel at the back of my locker is false. Behind it there is a backup of my consciousness made upon reaching sergeant rank. Obviously, with no new sentient engines being constructed, replacement bodies are difficult to acquire. My dying wish was to be installed into a suit of marsec torso armour and fitted to a heavy-weapons operative.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Aqizzar on October 15, 2011, 01:57:10 am
Holy crap, I'm a robot, and one of the better looking models.  I am now guaranteed to survive the war.  Woo.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Jerick on October 15, 2011, 04:42:37 am
Woot! I'm still alive and with 25 kills as well
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Sheb on October 15, 2011, 05:04:24 am
Can I ask for an Android? Call him Shed.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: BunnyBob77 on October 15, 2011, 09:25:16 am
I guess I'll request yet another agent.  If you start using psychic warfare, I'd like him to do that.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Mr.Person on October 15, 2011, 10:35:56 am
If there's yet another cyborg lying around, name it after me please.

This is fun to watch.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Itnetlolor on October 15, 2011, 11:24:18 am
Holy crap, I'm a robot, and one of the better looking models.  I am now guaranteed to survive the war.  Woo.
I don't look half bad either. I think my dude resembles Xan from the Unreal Tournament series. Rather fitting, I usually play as him.

Spoiler: Xan (click to show/hide)
Although I prefer the red skin on him as color of choice.

I'm catching up in kills with you 1st wave hunams.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: BullDog on October 15, 2011, 01:28:29 pm
7 kills so far!

I didn't think I would be alive for 3 missions. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: EuchreJack on October 15, 2011, 01:57:09 pm
Euch-R-JAK-2 reporting for duty, freshly cloned from EuchreJack!

Rumor has it, the traumatic experience of dying has given this clone extreme mutant powers!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Fikes on October 15, 2011, 04:09:55 pm
Week 4 turned out to be kind of lame so I'll be combining week 4 and week 5 into a single update probably later today.

Keep in mind that if you request a Psi unit they'll be training back at Armaments for a week or so before they see any action.
Holy crap, I'm a robot, and one of the better looking models.  I am now guaranteed to survive the war.  Woo.

Not to give away any update details, but you are a massive rising star.

Only 4 missions and 3 kills for me? Train me up and send me out there, damnit :P.

I am really trying to get everyone involved more. At last count we had 16 squad leaders and only 3 sarges. We need to get some S.L.s moved up.

Edit: I just noticed my only two Hybrids are both female... Welcome to the team BunnyBeth and Euch-R-Jane
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: EuchreJack on October 15, 2011, 09:50:55 pm
Euch-R-Jane is both confused and intrigued by the differences between the prior life and the current one.

But one thing is certain, the aliens must die!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 5)
Post by: Fikes on October 16, 2011, 01:22:09 am
Spoiler: Week 5 and 6 in Review (click to show/hide)

Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: BullDog on October 16, 2011, 10:58:26 am
Can I have another agent?

Maybe I'll live to the end. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Burnt Pies on October 16, 2011, 11:28:18 am
Micronoids only show up in the Bomber and a few Alien Buildings.

Also, Retaliators! Whee!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Itnetlolor on October 16, 2011, 12:59:27 pm
Good work so far. Now I wanna play these games again.

Oh yeah, and Sheb and I look alike. ;D

Not surprisingly, it seems my serial number is: 2716057, and Sheb's: 3370318. Only difference between us is that he features an evil-looking beard (or a goatee) on his model.

During my down-time, I hope nobody minds all the empty beer bottles and cigar butts lying all around the dented couch in the mess hall.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Haspen on October 16, 2011, 01:00:12 pm
Was I one of those rookies who got deadeded on Psyke assault? D:
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: EuchreJack on October 16, 2011, 01:15:29 pm
Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Itnetlolor on October 16, 2011, 01:18:08 pm
Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!
I smuggled a sample of psyclone. I don't need it, but I might as well make a profit. You buying?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: timferius on October 16, 2011, 01:43:31 pm
Woo, more kills than missions! Not bad for a realativley new addition to the force!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Aqizzar on October 16, 2011, 02:17:19 pm
Did I seriously rocket from Rookie to Captain in one week?  Holy crap I'm good.  What am I armed with anyway, a rocket launcher or something?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Myroc on October 16, 2011, 02:26:19 pm
This intrigues me. Add me to the long line of awaiting cyborg recruits. Call mine Sniper Joe.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Shadowgandor on October 16, 2011, 02:29:00 pm
This is honestly the best X-COM LP I've ever read :D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Fikes on October 16, 2011, 04:15:26 pm
Can I have another agent?

Maybe I'll live to the end. :P

BullDogger will be in the next update.

Micronoids only show up in the Bomber and a few Alien Buildings.

Also, Retaliators! Whee!

I thought it was Battleship and Mothership, but that must be the marshmellow man...

Retaliators are awesome. Next update (currenlty on Wednesday) will be exciting.

Was I one of those rookies who got deadeded on Psyke assault? D:

I may have missed you, I'll add you in this week.

Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!

Welcome back to borg life. Hybrids have been impossible to come by (yes I am friendly with Mutant Alliance).

Did I seriously rocket from Rookie to Captain in one week?  Holy crap I'm good.  What am I armed with anyway, a rocket launcher or something?

It was two weeks, but yes. I have no idea how it happened. You have the same standard equipment as everyone...

This intrigues me. Add me to the long line of awaiting cyborg recruits. Call mine Sniper Joe.

Welcome to the team!

This is honestly the best X-COM LP I've ever read :D

Thanks man!

If you want to request a unit, feel free to request the sex, race (human, cyborg, hybrid (psi)), and mission. There is currently an anti alien force and raiding force. The more you narrow down sex and race, however, the longer it can take to get you in.

Raiding force in general gets more missions but die more often.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Nirur Torir on October 16, 2011, 04:25:33 pm
Quote from: Week 4
S.L Nirur Torir: 7 missions, 13 kills, 15% improvement
Quote from: Weeks 5 and 6
S.L Nirur Torir: 24 missions, 56(!!) kills, 34% improvement, 3 medals

Hurray, I'm no longer a pacifistic coward. Now who do I talk to about my promotion and pay increase?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Biag on October 16, 2011, 04:38:24 pm
I'd like to request a raider cyborg named B2AG, if you please.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Geen on October 16, 2011, 05:44:49 pm
WOOT! 3 Medals!
We should probably stock up on armor, because it's gonna be a pain in the ass to replace destroyed stuff.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: RAM on October 16, 2011, 05:52:12 pm
Have you considered using multiple personal shields?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Sean Mirrsen on October 16, 2011, 06:20:45 pm
After miraculously surviving the destruction of his hoverbike, pilot Sean Mirrsen decides to try his luck in the field.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: EuchreJack on October 16, 2011, 06:23:23 pm
Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!

Welcome back to borg life. Hybrids have been impossible to come by (yes I am friendly with Mutant Alliance).

That would explain the headache and confusion.  Applying ressonance dampeners... Ah, much better!  I am now free from any outside psionic influence.  Yay!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: JacenHanLovesLegos on October 16, 2011, 06:25:10 pm
Could I have a recruit named Jay Cin?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: BunnyBob77 on October 16, 2011, 08:29:42 pm
I request BunnyBorg the Cyborg as the 4th soldier requested by me.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: GlyphGryph on October 16, 2011, 09:09:42 pm
Man, this thread keeps making me try to play this game, and I just can't do it. Eh, it's fun to read about, but I just can't get into it.

I think part of it is because of how incredibly ugly it is.

 And the battles just feel so much less.. fun. Mind you, I've only been in three, but eh. I think that might be the most I can stomache.

So back to cheering on my dude! Send me on more missions, it's the only reason I'm not in the lead any more!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: 612DwarfAvenue on October 16, 2011, 11:29:30 pm
A, ignore the graphics :P. And B, play in realtime, turn-based is hella slow.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Fikes on October 16, 2011, 11:49:32 pm
Spoiler: Chapter 8:Club X-Com (click to show/hide)
Spoiler: Week 7 in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: BullDog on October 17, 2011, 12:21:40 am
Removed, I was sleepy. :-\   
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: EuchreJack on October 17, 2011, 01:14:57 am
Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!

Welcome back to borg life. Hybrids have been impossible to come by (yes I am friendly with Mutant Alliance).

That would explain the headache and confusion.  Applying ressonance dampeners... Ah, much better!  I am now free from any outside psionic influence.  Yay!

I don't see my character in the current list.  Was my recruitment after the playthrough?  If you don't have enough borgs, I'd be willing to take a hum.

Amazing LP by the way.  I'm glad to have my characters die and die again for this awesome playthrough.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: GlyphGryph on October 17, 2011, 07:05:41 am
Damn you Nirur, I'll catch you yet!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Fikes on October 17, 2011, 10:45:47 am
Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!

Welcome back to borg life. Hybrids have been impossible to come by (yes I am friendly with Mutant Alliance).

That would explain the headache and confusion.  Applying ressonance dampeners... Ah, much better!  I am now free from any outside psionic influence.  Yay!

I don't see my character in the current list.  Was my recruitment after the playthrough?  If you don't have enough borgs, I'd be willing to take a hum.

Amazing LP by the way.  I'm glad to have my characters die and die again for this awesome playthrough.

Yeah, I haven't seen any Borgs or Hybrids for a while. I was even neutral to both groups. I added you back in as a human.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: EuchreJack on October 17, 2011, 05:29:50 pm
Euch-R-JAK-3 reporting for duty!  For Megaprimus!

I have such a headache, perhaps I retained some psionic ressonance from my previous lives.  Oh, it's so confusing!

Welcome back to borg life. Hybrids have been impossible to come by (yes I am friendly with Mutant Alliance).

That would explain the headache and confusion.  Applying ressonance dampeners... Ah, much better!  I am now free from any outside psionic influence.  Yay!

I don't see my character in the current list.  Was my recruitment after the playthrough?  If you don't have enough borgs, I'd be willing to take a hum.

Amazing LP by the way.  I'm glad to have my characters die and die again for this awesome playthrough.

Yeah, I haven't seen any Borgs or Hybrids for a while. I was even neutral to both groups. I added you back in as a human.

Now that is a real identity crisis!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Fikes on October 18, 2011, 10:05:11 pm
Spoiler: Week in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: GlyphGryph on October 18, 2011, 11:23:32 pm
Noooo! Nirur is getting further and further ahead!

I've still got a higher kills/mission than him, though, at least. Bastard.

I also don't understand xcom promotion at all. We should be in charge, damn it! Look at those body counts!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Fikes on October 19, 2011, 12:36:20 am
Man, this thread keeps making me try to play this game, and I just can't do it. Eh, it's fun to read about, but I just can't get into it.

I think part of it is because of how incredibly ugly it is.

 And the battles just feel so much less.. fun. Mind you, I've only been in three, but eh. I think that might be the most I can stomache.

So back to cheering on my dude! Send me on more missions, it's the only reason I'm not in the lead any more!

Hmm. My advice if you wanted to try to play this game is to get 6 armored troopers and load them with autocannons and just try to flank the enemy. If that doesn't work, it probably is just too old.

The artwork in the game is really odd...

Noooo! Nirur is getting further and further ahead!

I've still got a higher kills/mission than him, though, at least. Bastard.

I also don't understand xcom promotion at all. We should be in charge, damn it! Look at those body counts!

I was thinking the same thing. We have Squad leaders with 5 medals. WTF?

I think the boat has sailed on Borgs... SELF just attacked me. Not sure what I did to piss them off.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: RAM on October 19, 2011, 04:57:33 am
Puny organics. Shed your puny organic tears at my kills per mission ratio.

P.S.
 I believe that you can jump by holding the jump button('j' if I recall correctly) and clicking on an adjacent space. You may take falling damage but it is a way down(but not back up again) a cliff.

P.P.S.
 I request two additional shields and am willing to forgo my compliment of armour.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: 612DwarfAvenue on October 19, 2011, 05:47:10 am
Wait, you can make them jump? I MUST TEST THIS, FOR ‼SCIENCE‼. At least it would even the odds slightly against those aliens that tend to jump up to higher ground... can't remember which ones they were, or if i'm even thinking of the same game xD.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: timferius on October 19, 2011, 06:15:40 am
Well, I'm not sure how I got promoted into this position over some, but I'll try to do my best to do the memory of Anja proud, and not run us into the ground! My best guess is I'm less of a killer, and more of a tactician, leading my men to victory! Or something. I mean, it's not the best fighters who get promoted in real life military right? It's the ones who have the best mind for tactics and strategy. And political pull I guess...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Nirur Torir on October 19, 2011, 07:40:25 am
Why must you hate me so, GlyphGryph? We should be working together against the cruel system that denies us our pay increases, not wasting our time fighting with each other.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 7)
Post by: Itnetlolor on October 19, 2011, 09:14:41 am
Man, this thread keeps making me try to play this game, and I just can't do it. Eh, it's fun to read about, but I just can't get into it.

I think part of it is because of how incredibly ugly it is.

 And the battles just feel so much less.. fun. Mind you, I've only been in three, but eh. I think that might be the most I can stomache.

So back to cheering on my dude! Send me on more missions, it's the only reason I'm not in the lead any more!
Hmm. My advice if you wanted to try to play this game is to get 6 armored troopers and load them with autocannons and just try to flank the enemy. If that doesn't work, it probably is just too old.

The artwork in the game is really odd...
I think they were going for a more Zeerust style to this game. I don't know why, but it looks like what pre-war Earth in Fallout would've looked like. With the Mothership Zeta addon for FO3, it's not a long shot.

I'm also liking my 2:1 kill ratio (K:M) so far.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: MaximumZero on October 19, 2011, 10:09:59 am
I'm thinking MaxClone2 should probably get onboard with the whole "kill more than 1 enemy per mission" thing. Grenades + Rokkits?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Kicior on October 19, 2011, 01:34:37 pm
I am still alive :D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: BunnyBob77 on October 19, 2011, 04:46:02 pm
I suppose you can just give me ZombieBob the human, as it seems we won't be getting any cyborgs.  I'm determined to set the record for most dead agents.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: MaximumZero on October 19, 2011, 09:10:38 pm
Apparently you've never watched me play. It always ends in disaster and swearing.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Geen on October 19, 2011, 09:38:24 pm
DAMMIT! Oh well, Sgt. Geen is to be reincarnated immediately. No crappy stealth tactics this time, thank you.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Burnt Pies on October 19, 2011, 10:04:27 pm
Aww. Anja's dead? Damn.

Her sister, Miranda, will sign up to fight in her memory!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: 612DwarfAvenue on October 19, 2011, 11:09:12 pm
Wait, you can make them jump? I MUST TEST THIS, FOR ‼SCIENCE‼. At least it would even the odds slightly against those aliens that tend to jump up to higher ground... can't remember which ones they were, or if i'm even thinking of the same game xD.

Just played through, couldn't find a way to jump. D:
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: RAM on October 19, 2011, 11:42:50 pm
I recall, in turn-based, holding the 'j' button, clicking on an open space adjacent to an agent with no obstructions between them, and watching the agent bounce into the yawning abyss...

I could very well be wrong about which button it was though...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: 612DwarfAvenue on October 20, 2011, 05:20:53 am
Well, i play in Realtime :P.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: RAM on October 20, 2011, 07:31:16 am
Yes, well, I mentioned turn-based for verification purposes, it turns out that it does work in real-time. It doesn't work with flying agents. It doesn't work while paused. It doesn't work if you try to jump somewhere with a floor. I suggest that you save the game, make a frivolous raid with flying agents. Take an agent up to an inaccessible ledge, take off their flying suit. Hit the play button, hold down 'j', left-click on the empty space next to the ledge, then load the game. Jumping requires quite specific circumstances, but it is definitely possible for an agent to jump off a building in x-com apocalypse and fall to their death...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: 612DwarfAvenue on October 20, 2011, 06:23:09 pm
Hm. I know they'll jump down 1 tile of their own accord if that tile used to be a stair and they need to go that way...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: RAM on October 20, 2011, 07:04:47 pm
I do not believe that they will jump up, possible, in some rare circumstances, perhaps... But it is easy to test jumping down, just fly them up to the top of a roof, take off their armour, hold down 'j', and walk off of the building one tile at a time.

If you don't know about jumping then you may not know about direct firing either, by holding down control and left-clicking on something. It can be a little tricky to get working at close ranges, which is unfortunate because the sword is ideal for the task of making small, civilised passages through barriers. It also only seems to work while actions are happening, such as when you still have time units in turn-based mode or when real-time mode is not paused.

I checked UFOpaedia and found a link to a list of commands (http://www.strategycore.co.uk/databank/games/x-com-apocalypse/controls/).
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: GlyphGryph on October 20, 2011, 08:01:59 pm
Quote
Hmm. My advice if you wanted to try to play this game is to get 6 armored troopers and load them with autocannons and just try to flank the enemy. If that doesn't work, it probably is just too old.

It's not just "too old". I still play and enjoy the previous 2 X-com games. I don't know, it's just something about ... everything, I dunno. And the combat, turn based or real time, neither seems... fun to me, I guess.

But watching is fun!

And Nirur, you are absolutely correct. But without any chance of a pay raise, our competition is clearly all I have left. :(
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Fikes on October 22, 2011, 01:14:11 pm
Hey guys, I am going out of town this weekend so I tried to finish the week last night but ran out of time. Expect an update Sunday or Monday.

Aww. Anja's dead? Damn.

Her sister, Miranda, will sign up to fight in her memory!

Honestly, had you survived that you would have probably survived to the end. We get a huge boost this week. We are going to have to start a poll to see if we should nerf the "Alien Mystery Device".
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 8)
Post by: Fikes on October 24, 2011, 04:43:49 pm
Spoiler: Week in review (click to show/hide)

Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on October 24, 2011, 04:58:13 pm
I'd be all about teleporters. I'll take 4, if someone else doesn't want theirs. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Nirur Torir on October 24, 2011, 05:33:03 pm
I win.

I'm requisitioning/commandeering an annihilator now.

Spoiler (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Shadowgandor on October 24, 2011, 05:43:35 pm
I say lets finish this! Perhaps you could fool around with sending solo soldiers on raids and stuff with teleporters but I'd love to see the ending of this game :) Having superhuman soldiers is a part of that in my opinion ^^
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on October 24, 2011, 06:51:48 pm
You can maybe use them to rabbit away from conflicts if things get too heated, but they, to give the aliens one final ..|.., don't use them on the final.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: EuchreJack on October 25, 2011, 03:58:05 am
Thanks for including me.  Especially since this is my third incarnation.

Yeah, I'm all for fully exploiting the teleporters.  Especially as I have more experience dying than other players, lol.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Myroc on October 25, 2011, 04:24:39 am
Feh. We're having it easy enough as it is, why make it even easier? I say we forbid the use of teleporters completely, so we can have at least remotely real challenge during the Alien Dimension missions.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: 612DwarfAvenue on October 25, 2011, 06:19:50 am
Don't use them in the final mission. The other missions will be easy enough anyway that you might as well just blow through them using the teleporters so we can get to the end, but don't use the teleporters in the end there. Make that last fight the final ..|.. to the Aliens as Itnetlolor said.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on October 25, 2011, 12:05:33 pm
Don't use them in the final mission. The other missions will be easy enough anyway that you might as well just blow through them using the teleporters so we can get to the end, but don't use the teleporters in the end there. Make that last fight the final ..|.. to the Aliens as Itnetlolor said.

This pretty much sums it up. The only thing teleporters will really make much easier is capturing live aliens. If we get two Motherships we MAY be able to get the final BioToxin, but it is really doubtful.

Other than that it just means taking missions more slowly, like in that first example of the teleporter against grouped enemies. I could have surrounded and surpressed and probably not lost any shields, but it would have taken a while. Also when there is a pile of grenades I'd spend two minutes throwing them away from the choke point to avoid the chain reaction.

Now I don't always do a perfect job of taking my time and clearing things, hence the stupid deaths from previous weeks, but it really does come down primarily to how much time each mission takes.

I will be adding up all the no votes and yes votes. If the no votes win I'll go with the most popular "no" option. Same for yes.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: GlyphGryph on October 25, 2011, 10:52:02 pm
Colonol Nirur, you're a good man. You're the one who pressed me to agitate with you for these promotions, and look where it's gotten us. I'm proud to serve under you.

I find it amusing just HOW far ahead of everyone else we are, heheh.

Fikes, can we have the stats for Nirur and Glyph?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on October 27, 2011, 05:30:50 pm
No vote wins by 3 votes but Teleporters are out for the last mission.

Week 10 here we come!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on October 27, 2011, 07:13:36 pm
In that case, can I have all 5 remaining MaxClones readied for the final mission, please? :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on October 30, 2011, 05:08:22 am
Spoiler: Weeks in Review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: andrea on October 30, 2011, 05:19:39 am
by the way, with alien grenades you can destroy the alien spawn points, and that stops them from spawning. I found this very useful during the alien queen mission, since it allowed me to take all the time I needed.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on October 30, 2011, 10:22:17 am
4 Medals? MaxClone2 is the man!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on October 30, 2011, 12:53:29 pm
I seem to recall alive aliens turning into dead aliens when you study them, so you should only need the alive 'morph...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: timferius on October 30, 2011, 01:38:27 pm
Ah, finally, my stats seem to be more reflecting of my standing. I could go for a promotion now thanks!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on October 30, 2011, 04:01:42 pm
Alien air tech level: 0 (Shot down all their UFOs!)
X-Com air tech: 8
This cracked me up. You'd think they'd wave the white flag after that.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on October 30, 2011, 05:53:14 pm
Alien air tech level: 0 (Shot down all their UFOs!)
X-Com air tech: 8
This cracked me up. You'd think they'd wave the white flag after that.
Indeedy.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on October 30, 2011, 07:32:41 pm
They pretty much do. Once you destroy their air-force it is just a matter of going from house to house killing the women and children...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on October 30, 2011, 07:58:39 pm
Alien air tech level: 0 (Shot down all their UFOs!)
X-Com air tech: 8
This cracked me up. You'd think they'd wave the white flag after that.
Indeedy.
You know, for a more intelligent species/race (as in Sectiods and so on from the last 2 games, and these cellular ones), they'd know there's a losing battle when they see one and at least assimilate to survive.

This is what happens when you try to commit genocide and fail. You, and all of your kind are eradicated entirely (ironically) instead. Whatever happened to diplomacy? Why do you aliens always have to be such dicks?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: JacenHanLovesLegos on October 31, 2011, 12:50:47 pm
I just can't play Apocalypse. Played UFO Defense, but I don't like the graphic style and overall complicatedness. (Stun grapples, mind benders, machine guns, sniper rifles, what? In UFO Defense I only had 2 starting weapons!) Speaking of which, do we have an X-Com main thread?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: andrea on October 31, 2011, 01:37:15 pm
in X-com, you had 2 guns which you used. But remember that you had the auto cannon, the heavy cannon, the rifle, the pistol the rocket launcher, the stun rod... apocalypse has more, sure, but UFO defense had more than just 2.

(although for me, there was just one starting weapon, and that was the laser rifle)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: JacenHanLovesLegos on October 31, 2011, 02:30:34 pm
I forgot about the heavy cannon/autocannon/rocket launcher because I lost them in my current game. Even so, it's easier to figure out what a rocket launcher is than a mind bender and such.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on October 31, 2011, 02:44:38 pm
I forgot about the heavy cannon/autocannon/rocket launcher because I lost them in my current game. Even so, it's easier to figure out what a rocket launcher is than a mind bender and such.

You eventually get "mind benders" in X-Com 1, they are just called psi-amps.

The nice thing about Apoc is that you can right click on almost anything and go straight to the UFOpedia. There are very few mysterys other than things like "Anything other than lasers make Poppers go boom".
I seem to recall alive aliens turning into dead aliens when you study them, so you should only need the alive 'morph...

I will have to check this... I can research the live one first and see if I get a second dead one.

by the way, with alien grenades you can destroy the alien spawn points, and that stops them from spawning. I found this very useful during the alien queen mission, since it allowed me to take all the time I needed.

I thought that was the case, but we bring so many units into the alien deminsion that it is more fun to just post a squad there and let them get a couple of kills.

They pretty much do. Once you destroy their air-force it is just a matter of going from house to house killing the women and children...

This is probably the biggest threat to X-Com. We have 9 more alien buildings to take out. That is a lot of boring fastforwarding/base raids to sit through.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Cuckoo on November 04, 2011, 05:43:02 pm
I found this topic when I googled raiding warehouses vs factories to find where I could get better loot because I got on bad terms with a couple organizations. This topic made me register on the forum just so that I could ask for a char in this LP.
When you need a sniper (would be slam to shoot long range from devastator cannon, but really any accuracy-related work is great), feel free to name them Cuckoo. =)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 04, 2011, 06:49:35 pm
I found this topic when I googled raiding warehouses vs factories to find where I could get better loot because I got on bad terms with a couple organizations. This topic made me register on the forum just so that I could ask for a char in this LP.
When you need a sniper (would be slam to shoot long range from devastator cannon, but really any accuracy-related work is great), feel free to name them Cuckoo. =)

Haha, cool. You should really stick around and get to know the community. It is a great place for obscure games and laughs.

I really think that Psiclones are the best loot. So long as you don't let 20 go up on the market at a time the price won't drop. Plus, if you raid one of the gangs the other two gangs will start to like you.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: 612DwarfAvenue on November 04, 2011, 07:19:28 pm
I found this topic when I googled raiding warehouses vs factories to find where I could get better loot because I got on bad terms with a couple organizations. This topic made me register on the forum just so that I could ask for a char in this LP.
When you need a sniper (would be slam to shoot long range from devastator cannon, but really any accuracy-related work is great), feel free to name them Cuckoo. =)

Haha, cool. You should really stick around and get to know the community. It is a great place for obscure games and laughs.

I really think that Psiclones are the best loot. So long as you don't let 20 go up on the market at a time the price won't drop. Plus, if you raid one of the gangs the other two gangs will start to like you.

Just curious, what do Psyclones actually do ingame?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Shadowgandor on November 04, 2011, 07:21:46 pm
Absolutely nothing ^^ And welcome Cuckoo!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 04, 2011, 07:51:10 pm
I found this topic when I googled raiding warehouses vs factories to find where I could get better loot because I got on bad terms with a couple organizations. This topic made me register on the forum just so that I could ask for a char in this LP.
When you need a sniper (would be slam to shoot long range from devastator cannon, but really any accuracy-related work is great), feel free to name them Cuckoo. =)

Haha, cool. You should really stick around and get to know the community. It is a great place for obscure games and laughs.

I really think that Psiclones are the best loot. So long as you don't let 20 go up on the market at a time the price won't drop. Plus, if you raid one of the gangs the other two gangs will start to like you.

Just curious, what do Psyclones actually do ingame?

They are a drug that helps you through tough times.

They don't do anything, but sell excellently... Although I guess I haven't ever tried to equip one...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on November 04, 2011, 08:09:37 pm
They sound more like a computer chip you have implanted in your brain stick up your nose pierce your eye with stick into the back of your neck than a drug. But the effect is similar, it is a device that turns imagination into hallucination. Probably similar to a lucid dream...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 06, 2011, 05:08:44 am
Spoiler: Week in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Mr.Person on November 06, 2011, 05:43:50 am
Perhaps it's time to start raiding the government for the money you rightfully deserve?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on November 06, 2011, 05:44:39 am
It looks like the medical bay is bugged, maybe it is something to do with an occupant, you could try transferring everyone out of the base...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 06, 2011, 06:06:14 am
It looks like the medical bay is bugged, maybe it is something to do with an occupant, you could try transferring everyone out of the base...

First off I knew I wasn't the only person up at 2:30 AM.

About the bugged base.... When I looked at the recycled images I realized the same thing. I figure what probably happened was someone got injured and moved to another base, then when they got back the medical bay freaked. I did a little searching to try and find a save editor but figured it was probably best to ignore it since I didn't trust any of the sites that had one and I didn't want to mess of the game.

It really isn't a huge issue, unless the game starts acting even stranger. I have run into a few bugs and many many crashes. I realized today that Sean is reported to have died but still has a character. How the junk did that happen!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Sean Mirrsen on November 06, 2011, 06:10:21 am
O hey, my avatar's reality-bending skills are showing! ;D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: BunnyBob77 on November 06, 2011, 09:45:59 am
Wow, my agent STILL hasn't died!  This is a first.  Usually they die quite quickly.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on November 06, 2011, 12:46:35 pm
Still alive as well, and with a roughly 1:2 mission/kill raito.

Might as well make a spreadsheet for the end game to see who the better killer was in this manner.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on November 06, 2011, 12:54:31 pm
Looks like Glyph is probably in the lead at this point for Kills/Mission.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on November 06, 2011, 02:34:24 pm
Here's the data I got:



Excel's sorting is odd there. Ignore it.

Best killer is according to Kill Ratio (Kills/Missions, or 1/DEC AKA- 1/(Missions/Kills) for accruacy)




According to my data, Nirur Torir is the one who leads as the best (still living) killer.

WOO! 4th place! ^_^
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: EuchreJack on November 06, 2011, 05:28:04 pm
Looks like my prime character hold the bronze!  Too bad he died, or he'd be running the place!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on November 06, 2011, 06:53:04 pm
I am the deadliest dead guy! Woo! My current clone needs to pick up the pace, though.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Nirur Torir on November 06, 2011, 07:44:54 pm
I am both happy and mildly concerned about being the most deadly person on the planet. (Anyone not in X-Com armor I could kill with relative ease. Nathan doesn't count, as teleporters allow a fascinating mix of anti-aircraft ability and piracy.)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: GlyphGryph on November 06, 2011, 07:49:11 pm
Now, now, you've simply gotten more opportunities to be deadly than me, Nirur. ;)

Unbelievably, I think I may be catching up - looks like I'm only 21 kills behind you now! It was 22 last time, and 25 before that. ^_^

At this rate I'll catch up to you... several months after the game ends. Damn.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on November 06, 2011, 08:10:13 pm
All this talk of stats makes me miss my six kills to one mission ration...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Cuckoo on November 06, 2011, 09:24:04 pm
... I don’t even know why they made aliens carry teleporters. They don’t even use them. Or do they just fail to live long enough to punch the coordinates in?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 06, 2011, 09:36:06 pm
... I don’t even know why they made aliens carry teleporters. They don’t even use them. Or do they just fail to live long enough to punch the coordinates in?

They use them, but it seems to be mostly random. When they had them before I did and I didn't want to spoil the surprise, they used them mostly to teleport between the four corners of a tactical map. It was really annoying. Just when we'd catch sight of them they would blink off.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 06, 2011, 11:29:21 pm
Spoiler: Week in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on November 07, 2011, 01:02:23 am
I think it's possible to use DOSBox's CPU cycles (adding more CTRL+F11, I think) to improve speed/quality of play (better machine and all, that should help the 3rd floor problem). That should improve the stream quality. And speaking of which, I think it would be best to nerf the quality of the recording. Not much to glance at on a smaller resolution anyway. As long as we can catch the action.

It also appears that those last missions are starting to deplete my ratio.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on November 07, 2011, 02:57:01 am
Let's try to pressure Fikes into playing through a mission on turn-based!

I am probably more interested in Jagged alliance, but Civilisation would also be a hoot...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: MaximumZero on November 07, 2011, 10:48:43 am
I vote JA. I would like 6 clones there, too, if possible. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Cuckoo on November 07, 2011, 12:13:06 pm
Concerning promotions, I noticed something weird my last time around MegaPrimus — I had just the right amount of personnel and agents specifically for a new sergeant and a captain to pop. But no matter how many raids these guys did, they just did not promote. As soon as I hired some units — bam! a handful of promotions the very next mission, including a sergeant and a captain. So yeah, try hiring a handful of agents and sending them on a few raids together with your high rankers. I think you need a few more than the actual mathematical logic stipulates for a given rank.

Update. I just thought of a slick trick: when someone throws a vortex mine at you, you pick it up before it explodes, teleport to that person, drop it on the floor, and teleport away. xD And maybe something similar with rockets: when one flies after you, you teleport to such place, that when it curves to your new location, it would hit the guy who shot it.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: EuchreJack on November 07, 2011, 07:34:07 pm
Jagged Alliance 2 would probably require some of us to "adopt" official JA2 mercenaries, as there are obviously more than six of us interested in "tagging along".
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Burnt Pies on November 07, 2011, 08:05:50 pm
Ooh, I'll take Steroid!

Seriously, that guy is ridiculously awesome.


Definitely JA2. JA2 is cool.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: RAM on November 07, 2011, 08:36:11 pm
I am only familiar with Jagged Alliance by way of rumour and legend... So just assign me a one that fits, or an obvious dead-meat...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Burnt Pies on November 07, 2011, 08:37:41 pm
hmmm... Obvious dead-meat... Sounds like Ira to me.

I know I usually got her killed because she had terrible voice acting.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: GlyphGryph on November 07, 2011, 09:40:41 pm
Oh, I forgot to add last time:

The Mutant Alliance probably new about the Sectoids because, you know, Psychics. Doing their psychic thing. They were probably chatting them up for weeks, and could really have given you a couple pointers if they didn't see you as such dicks. ;)

Also, I'm up for JA. Heard good things about it but I've never played. Fun times! And this time I WILL be the best! (and totally won't die either!)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: 612DwarfAvenue on November 08, 2011, 12:46:24 am
I vote Trancendence (http://neurohack.com/transcendence/) :P.

Failing that, JA 2.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Itnetlolor on November 08, 2011, 01:28:57 am
Just came across some literature (http://www.tthfanfic.org/Series-1694) that might interest everyone in this LP.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 10)
Post by: Fikes on November 10, 2011, 06:35:55 pm
Spoiler: Week in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: MaximumZero on November 10, 2011, 08:30:05 pm
Maxclone2 thanks the overmind for the honors of blowing stuff up. That's the best kind of honors!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Haspen on November 11, 2011, 05:40:15 am
Awww, dyamn, first loss since week 8 :C

Oh well, I'm still alive :D
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: 612DwarfAvenue on November 11, 2011, 06:47:58 am
Yeah, do a livestream of the final mission. I wanna see these mofos go down in realtime, not just pictures :P.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Silent_Thunder on November 14, 2011, 01:02:46 am
If we do JA2, I call Gumpy. Gumpy's a champ!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Fikes on November 14, 2011, 04:57:50 pm
It turns out that if we do JA2 1.13 we can modify even the standard mercs to give them different names and stats.

Likely I will be going with a night-ops squad, since that will give us a good chance to flee when fire gets too heavy.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: MaximumZero on November 15, 2011, 01:12:44 am
The Maxclones desire MOAR SPLODEY!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Burnt Pies on November 16, 2011, 04:03:46 pm
I'm quite happy with vanilla Steroid.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: EuchreJack on November 17, 2011, 03:36:31 pm
Wow, my third clone died.  Good thing I've got a six-pack!

Honestly, I'm not too surprised to see myself die yet again.  If anyone was going to die this week, it would obviously be me.

Eu-K-RJK-4 reporting for duty!  For Mega Primus!

Oh, and I note that I died on mission 13 with 13 kills to my count.  Coincidence?

Edit: New themesong (http://www.youtube.com/watch?v=rY0WxgSXdEE&ob=av3e)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: MaximumZero on November 17, 2011, 04:54:04 pm
Edit: New themesong (http://www.youtube.com/watch?v=rY0WxgSXdEE&ob=av3e)

Lawl. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Fikes on November 17, 2011, 08:42:36 pm
Just a quick up date for everyone...

I finally upgraded my computer after 5 years. The only problem was that my new video card came in DOA so I had to take one from my old system (the one with the LP on it) so I can play games at ultra speed (minus the video card) while I wait for the RMA.

The LP is on hold for a couple more days.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Cuckoo on November 18, 2011, 05:33:25 am
Edit: New themesong (http://www.youtube.com/watch?v=rY0WxgSXdEE&ob=av3e)

<3
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: 612DwarfAvenue on November 25, 2011, 05:56:19 am
How's it coming?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: jetex1911 on November 25, 2011, 12:02:25 pm
Hey, Could you do a Morrowind playthrough?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: RAM on November 25, 2011, 06:10:35 pm
I suppose that we could take the roles of enchanted items...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Haspen on November 25, 2011, 06:26:57 pm
Hey, Could you do a Morrowind playthrough?

Oh how nice, I'm playing it nowadays :P Not a Let's play, though...

Talky-talky Hlaalu-Cyrodiil Lady with Enchanted Wakizashi of DOOOOOM*!

Much better than my heavy-armored Redgard with an AXE and alteration spells.

*Absorb health + paralysis + damage fatigue. Awwww yeeeeah!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Cuckoo on November 25, 2011, 08:55:23 pm
I suppose that we could take the roles of enchanted items...

Long-stride boots of RAM?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Haspen on November 25, 2011, 08:57:42 pm
I suppose that we could take the roles of enchanted items...

Long-stride boots of RAM?

I'm totally OK with being an enchanted shirt that permamently restores 4 Fatigue points.

That's always the first item I always make. The second is belt of permament water breathing :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Jacob/Lee on November 25, 2011, 09:00:14 pm
Can I get a soldier named after me? :)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: 612DwarfAvenue on November 25, 2011, 11:40:11 pm
I'd be 612 Dwemer Avenue, though it's up to you whatever the hell you give that name to :P.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Jacob/Lee on November 26, 2011, 02:23:00 am
Silly question, but how do I change the resolution for the game and make it stop fucking up my colors? I play it through Steam and it isn't the right resolution, I close it and it does this to me:
Spoiler (click to show/hide)
It also has the wrong colors all over when I'm playing it. This sucks.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Itnetlolor on November 26, 2011, 12:21:11 pm
I would suggest getting a frontend like D-Fend reloaded, and setup the game in there. You can really easily adjust the rest of the settings (windowed or not, resolution, aspect ratio, sound settings, etc.. Really flexible program.) within it. It's what I use for my DOS game needs. Works like a charm, and is still an active program (updates still come in once in awhile).
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Cuckoo on November 26, 2011, 01:25:25 pm
I'm totally OK with being an enchanted shirt that permamently restores 4 Fatigue points.

That's always the first item I always make. The second is belt of permament water breathing :P

Kinky. Pity there’s no magicka restore effect, otherwise Atronach and a ring of permanent magicka restore would be the killer.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: 612DwarfAvenue on November 27, 2011, 11:08:49 pm
I'm totally OK with being an enchanted shirt that permamently restores 4 Fatigue points.

That's always the first item I always make. The second is belt of permament water breathing :P

Kinky. Pity there’s no magicka restore effect, otherwise Atronach and a ring of permanent magicka restore would be the killer.

I thought there was?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Mr.Person on November 27, 2011, 11:27:16 pm
There is but you can't get any spells that restore magicka. It'd be kinda silly if there were.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: RAM on November 28, 2011, 04:04:32 am
I thought that there may have been one an expansion or hack or something... I just wanted it for a spell, either something really slow that would require a big initial investment but result in a profit over the long-term or a short-term one that would let you burn your restore potions at the start and have a constant replenishment over time... But meh, no magicka restore is its own thing I suppose...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Cuckoo on November 28, 2011, 12:05:08 pm
There’s an exploit. You can use various effects to decrease intelligence below zero. Once your intelligence is back up, your magicka is full.
But it’s just like sleeping with corprus for a year (+1 to strength and to endurance every day), healing it, and then praying at a shrine to restore the strength and endurance boost back. Just exploit. Although, jumping above the red mountain is kinda fun.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Fikes on November 28, 2011, 05:00:00 pm
The video card is coming, I haven't forgotten I promise.

I'll try to post my Dosbox config file also. It took some jerking around to get the game to work and remember, mine plays like garbage.

As for Morrowind... That would be... interesting. I actually really disliked the game because of the leveling system. It made no sense to me so I couldn't figure out how to min max it. I ended up with a magic user with over 9000 agility because I jumped off a cliff over and over again when I realized it leveled me.

That isn't to say I wouldn't try it. It would be a fairly blind play through which could be fun...
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: GlyphGryph on November 28, 2011, 05:31:14 pm
Morrowind is supposed to be played where you DON'T try to break the system. It's pretty easy to break, but it rewards you ignoring it by increasing the skills you use the most and shaping your skills to fit your playstyle. Minmaxing in morrowind is sort of against the point, though if you want to know how I can give you a pretty simple walkthrough of THE PATH TO ULTIMATE POWER IN ALL THINGS.

1. Make intelligence potions
2. Now that you are smarter, make better intelligence potions.
3. Repeat 2 a few dozen times, selling the extra to fuel your alchemy.
4. Now you can do whatever you want! You win!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 14)
Post by: Fikes on December 27, 2011, 08:37:00 pm
It’s been a long time…. How have you been?

First thing is first, I promised to do this a long time ago. Here is my dosbox config.

Now onto the fun stuff!
Spoiler: Week in review (click to show/hide)
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: MaximumZero on December 27, 2011, 08:58:44 pm
Yay, update!

Maxclone2 is without sin...

Also, knowing me, I sincerely doubt that. :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Itnetlolor on December 27, 2011, 11:04:01 pm
Finale is coming soon. When's the stream going to take place?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: timferius on December 27, 2011, 11:13:19 pm
Hey, look, this! Also, yay, medals!!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: EuchreJack on December 28, 2011, 12:45:44 am
Hey, you brought be back again!  Yay!

What are honorary kills?

I'd suggest that I should lead the charge into the last alien building.  It wouldn't feel right if I survived...  :P
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Fikes on December 28, 2011, 01:14:09 am
Hey, you brought be back again!  Yay!

What are honorary kills?

I'd suggest that I should lead the charge into the last alien building.  It wouldn't feel right if I survived...  :P

Honorary kills means you clearly killed them but didn't get credit. Alien gas doesn't give you credit for the kills.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: EuchreJack on December 28, 2011, 01:16:17 am
Thanks for explaining that.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: ChairmanPoo on January 08, 2012, 03:44:51 pm
I've started an X-Com apoc game, and it's more annoying than I recall, maybe it's due to having to run it in dosbox :/. Kind of sluggish.

I'm playing it turn based because, whereas it was the first x-com game I played, and I did it in real time back then, I've gotten used to the TBS of the other two x-coms in the meanwhile (and RT is too arcadeish). I'm not sure that I like it better than them, TBH.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Fikes on January 10, 2012, 01:01:47 pm
Turn based takes forever in Apocalypse. I think if you get past the first week, things smooth out and the game is enjoyable until the end when you have all the techs and no challenges.

An update on the LP:

It turns out that I will be gone on business for two months, starting Sunday, so the LP has to finish by then. I am going to try a test run live stream tonight (I will probably get home around 5 Pacific), if it works well enough, I will plan for the final mission on Thursday. Remember, the live stream Thursday will be me playing and writing the LP live so it isn't going to be super exciting. That being said, if it all works out, watchers should get a chance to vote on a couple of important story points to close out the LP.

If someone has experience with live streams and wants to help me get it all set up, please PM me.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Fikes on January 14, 2012, 12:12:51 am
The live stream idea is dead. I am coming up quickly on my trip and it is time to close out, but there are a few important decisions to make. To prep them, here is another interlude.

Spoiler: Interlude 2: Dominance (click to show/hide)

So there you have it. There is a good chance many agents will die in the final mission. If you want your agent to stay safe and sound in MegaPrimus, just say "I'm out". Anyone who isn't out is assumed to be in, but you can say "I'm in" just to show you still care.

Before you agree to fight know that even if we win and your agent survives the combat, he or she can still die.

Nirur, Glyph, Tim, and Aqizzar are the highest ranking agents. They get to vote if Nathan will get to be an agent for the mission. If they vote no, Nathan will be their pilot and they will have the best chance to make it out alive. If they vote yes and Nathan is killed, their chance of escape is very low.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: BullDog on January 14, 2012, 12:27:55 am
I'm in!
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: GlyphGryph on January 14, 2012, 12:39:50 am
In, obviously. Wouldn't miss it for the world.

I'll have to think about the Nathan bit, but as of now I'm leaning towards no. What does it entail, exactly, mechanically?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: MaximumZero on January 14, 2012, 01:11:10 am
I am emphatically IN. Hell yes. If I die, I still have a couple of clones, yeah?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Fikes on January 14, 2012, 01:16:24 am
I didn't do a great job of explaining it, but the last mission is to destroy the buildings that make the dimension gates possible. It is more or less a mission to blow up the bridge you came in on.

The way we are playing it here, the gates can only last a minute after they are destroyed. If the gates can only last a minute, everyone will need to GTFO as soon as the building is disabled. Once they are out, they will need a crack pilot to get them through the gate before it collapses.

There is a chance some of the crafts won't make it through. Anyone on those crafts won't survive the LP.

Nathan, if he is to stay pilot, will fly the highest ranking people in. That craft will have the best chance to make it out. If you 4, the highest ranking, decide to let him fight on the ground and he dies, your craft will have the lowest chance to make it out.

In the end (tomorrow) I'll right the update as normal, up until the point the building is destroyed. Then, instead of a final "week in review" I right the final "interlude", all though that is completely the wrong word... I guess it will have to be an epilogue. In that epilogue everyone gets to find out what happens in the seconds after victory.

All of this will be more-or-less for RP purposes. Lots of people are better at humor in LPs than I am, I don't mind my LPs being a little dark.

In the game, if I remember correctly, as soon as you win the last mission  you get a great little cutscene of an aircraft exiting the gate at the last second. If only it were that easy. Also, again I haven't won in a long time, I believe you are kicked right out to the title screen. You can't continue even if you want to. The LP is over at that point, with a few RP/story bits to make us all sleep soundly at night. As a side note, I will have to pause the mission just before victory to get the final stats.

On the subject of Nathan:
A few updates ago, I named a random rookie "Nathan Davis" and set him to train. Storyline wise I like to pretend Anja trained him up and helped him practice up until the point she died. Not long after her death the air war was won and Nathan felt like dead weight. When Eucherer died unexpectedly it furthered his resolve. The war doesn't need pilots any more, it needs soldiers.

But lets face it, this is naive. Pilots are exactly what we need. We have tons of bad ass agents, we have very few great pilots. On the other hand, can you tell someone who was so instrumental to our victory that their only job is to help us retreat?

I don't know. You tell me.

Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Shadowgandor on January 14, 2012, 03:25:03 am
If he wants to fight, he can fight in my squad. I'm definitely up for this mission.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Jacob/Lee on January 14, 2012, 03:36:01 am
We're picking agents for the final battle in the alien dimension? I'm in.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: BullDog on January 14, 2012, 03:02:08 pm
May I see Bulldogger's stats?
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Sheb on January 14, 2012, 04:38:46 pm
I'm kinda no voting, since I died I while ago, but my undead vote goes for Nathan to fight.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: EuchreJack on January 14, 2012, 05:00:51 pm
I'm all for letting Nathan fight, especially since he was inspired by my predecessor's death.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: BunnyBob77 on January 14, 2012, 08:13:11 pm
I'm in.  All my other characters died pretty quickly, and it would be honorable for ZombieBob to follow in their footsteps.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Shadowgandor on January 14, 2012, 08:54:10 pm
Why's everyone talking about dying? We're all coming back safe and sound and stuff.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: MaximumZero on January 14, 2012, 10:12:27 pm
Why's everyone talking about dying? We're all coming back safe and sound and stuff.
Honestly, I don't plan to. I plan on staying until the whole damn place burns down.
Title: Re: Let’s Play Ironman/Superhuman X-Com Apocalypse! (Chapter 15)
Post by: Fikes on January 15, 2012, 06:03:47 am
Spoiler: Chapter 16:Sacrifice (click to show/hide)
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on January 15, 2012, 08:38:05 am
Spoiler (click to show/hide)
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on January 15, 2012, 07:18:42 pm
We should be able to fashion a generator from the remains of the damaged bio-transport. If we can seal the other and maintain its atmosphere, we may be able to perpetuate the organics. I will seek out potential organic sustenance. Let us hope that the dimensional technology can be replicated and a rescue can be mounted without compromising the home-dimension's integrity...
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Shadowgandor on January 15, 2012, 07:32:04 pm
Why's everyone talking about dying? We're all coming back safe and sound and stuff.
My famous last words.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: MaximumZero on January 15, 2012, 11:09:38 pm
Am I...
Quote
Sgt. Maxclone2:    60      96      37% Full Decorations

Did I not stay there?  ???
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: EuchreJack on January 15, 2012, 11:13:35 pm
I died first!  Yay!   :P
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: GlyphGryph on January 16, 2012, 12:32:12 am
Woooh! A round on me for the survivors, and a glass raised to those left behind!

And, of course, a glass raised to Fikes!

Great game, sir. I was glad to be a part of it!

From the beginning, to the end.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: timferius on January 17, 2012, 08:42:27 am
Ah! I go to get married this weekend, and come back deaded. Anyways, well done!
Also, ouch.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Haspen on January 17, 2012, 09:33:22 am
Yaaay, I remained behind to kill baddies indefinitely whilst you are going to get bored until old age :D :P
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: 612DwarfAvenue on January 17, 2012, 11:11:21 pm
Unit 612-DWARF-AVENUE initiating >Sentry< protocols...

Modifying chassis to configuration >Turret_09<...

...

...

Calibrating targeting software, cancelling power flow to lower chassis...

>ERROR<, POWER FAILURE IN LOWER CHASSIS Dismiss, lower chassis modified and clamped to the ground for stability, power to lower section is not needed...

Disabling non-critical sub-routines...

Scanning for X-COM units...

...

...

...

No X-COM units within sensor range...

Activating distress beacon... ping...

...

... No response...

Ping...

...

... No response...

Ping...

...

... No response...

Ping...
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on February 15, 2012, 11:47:31 pm
Well hello again!

Just today I reviewed my final post. The background is that about 6 hours after finishing the LP I was on a plane to the opposite side of the country for a week then out out the Atlantic Ocean for 3 weeks (back on dry land today). Also, when I had written that I was celebrating my last day at home with more than a couple of beers. I am shocked it turned out as well as it did. There are parts I don't remember writing and my math sucked. These things do happen.

Anyways, thank you all for reading, it was fun. I had planned on doing a statics section that included how  many megabytes worth of screen shots I took, how many hours Steam claims I have in Apoc, and how many days the LP took, but as I am still on travel I lack everything but a basic internet connection. Alas. I can give you this:

Hours according to steam is something like 150, no joke. X-Com Apoc is my second most played Steam game after Civ 5.
the LP took 101 days.
With 5816 views, it is currently the 45th most viewed thread on the "Play with your buddies" sub board (Most viewed X-Com LP is Anya's UFO Defense with 15028)
With 269 replies, it is currently the 44th most replied to thread on the "Play with your buddies" sub board (Most replied to X-Com LP is Anya's UFO Defense with 995)

I do still plan to do the JA 1.13 playthrough, but I will be on travel for another month. I would like to pick up a nice Gaming Laptop. If I do, I will install 1.13.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: CandyGale on March 14, 2013, 04:53:35 pm
Thank you for this; it was an interesting read! Initially I thought this was a video series (I somehow ended up here via Google), but this format actually works better in many ways, mainly because it allows for much more brevity.

I actually feel like replaying the game with similar restrictions as used in this playthrough, but that assumes I can get the game running, complete with music and everything - the right atmosphere is very important. I have managed to set it up earlier, but it's rather difficult.

Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on March 14, 2013, 07:02:58 pm
[/sarcasm]Welcome aboard and thank-you for the necro! There are precious few lets plays of this that reach any sort of conclusion...[sarcasm]
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Mephansteras on March 14, 2013, 07:17:49 pm
Now, now, no need to be rude. I don't know about Fikes, but if someone necro'd an LP of mine to complement me on it I'd be quite happy to see the post, even after a few years!

It's an LP, not a discussion thread. Necroing is problem when people rehash old topics that could just as well get new threads. An LP doesn't exactly work that way, since it's kind of self contained.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on March 14, 2013, 10:57:04 pm
Apologies, I probably should have made it clearer that the tags indicated the absence of sarcasm rather than the presence of it. The / before the tag-name indicates that you are revoking that tag.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Mephansteras on March 14, 2013, 10:58:25 pm
Apologies, I probably should have made it clearer that the tags indicated the absence of sarcasm rather than the presence of it. The / before the tag-name indicates that you are revoking that tag.

Oh! Didn't even notice the /. I haven't seen anyone do that before, but it makes sense.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: EuchreJack on March 15, 2013, 10:37:15 am
Yeah, it is sort of confusing.

Fikes is to be commended for actually finishing a game in a LP, a feat that I've only seen one or two other times.

EDIT: Which is not to say that I haven't enjoyed the unfinished LPs, just that completing one is quite the awesome feat.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: CandyGale on March 15, 2013, 01:56:45 pm
I realized this was an old thread, but as you said it's rather self-contained and starting a new thread wouldn't make sense.

Completing X-COM Apocalypse on superhuman + ironman is an impressive feat by itself; I myself expect to suffer quite a few defeats. Being able to involve a community into the game like this makes it more enjoyable, but you also need a good amount of dedication.

On a side note, it was easier than I expected to get the game running on XP. I can imagine Windows 7 making it a lot more difficult. I also had a CD image of the original disc, which might have helped.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: EuchreJack on March 15, 2013, 02:04:15 pm
I've got it running on Windows 7.

If you like challenges, try this mod (http://www.strategycore.co.uk/files/megapol-mod/).

I'd suggest also using this utility to fix road vehicles (http://www.strategycore.co.uk/files/roadwar-utility-1.12/) so they're actually usable.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: RAM on March 16, 2013, 04:48:19 am
Ahhhhh, the simple joys of coming back to your tank three weeks later and finding that the road underneath it is, in all likelihood, never going to be fixed...
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: EuchreJack on March 17, 2013, 05:41:39 pm
Ahhhhh, the simple joys of coming back to your tank three weeks later and finding that the road underneath it is, in all likelihood, never going to be fixed...

Hence why I suggest using the above utility to make roads indestructible.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: CandyGale on March 20, 2013, 09:26:13 am
If you like challenges, try this mod (http://www.strategycore.co.uk/files/megapol-mod/).

I'd suggest also using this utility to fix road vehicles (http://www.strategycore.co.uk/files/roadwar-utility-1.12/) so they're actually usable.
I have certain doubts about my ability to clear this anytime soon, but challenges are always good and it looks to be a quite an interesting mod.

The road fix utility also seems like a very welcome addition. I have never actually used ground vehicles because of how useless they are.
Title: Re: Complete: Let’s Play Ironman/Superhuman X-Com Apocalypse!
Post by: Fikes on March 25, 2013, 02:20:18 pm
Ha, thanks for the compliments.

Sadly the JA 2 LP died when I formatted my computer, so I too have fallen into the "incomplete LP" crowd.