Azira
Arcane
Alright you apes. Time for another update. This one might be a bit messy. Played it while being interrupted on and off by wife and kids.
Guess that sucks, but such is life. Off we go.
First off, a slew of base buildings finish construction. With three radar arrays, we've got maximum coverage in our primary base. And two labs and two workshops also seem to be optimal.
The medical center is to help get our soldiers back into action sooner.
Our research is still in its infancy, but we'll soon be able to mug more aliens into submission.
On the global scale, shit's happening outside our coverage. I need to remedy that soon. Or our funding will plummet.
The Jackal armour is an important improvement. Raising our 0 armour values to 22, excepting against chemical.
This armour isn't exactly flattering, and it's a stop-gap measure until we get something better. It will however increase survivability for now.
I also built extra hangars, so I decide to order a third interceptor.
The different biomes have different possible maps. The desert biome allows for this market so you can LARP you're a Tusken Raider or something.
Nagy here shows us that yes, it is possible to face-tank a shot from the early aliens and survive with just 1 hp left.
Close call here on your "dibbed" soldier, Andnjord..
She did survive though. And got a medal for it. Private Paul Allen was not as lucky.
Back home again, we manage to further our research. Alien Biology is another step towards stun weapons. I'm not using the tech tree chart that I've seen in the Steam guides. Instead I'm going by what I seem to recall from when I last played the game a decade ago.
This isn't the Piratez! mod, so I'll not hinder myself noticeably by going blind.
We pay our respects for the fallen soldier, by hiring a replacement as quickly as possible. I'm going for high bravery for our new recruits now, as I seem to recall that stat being important and sorta difficult to raise.
Here we can see what the purple heart medal actually does. And other medals, once we earn them. Purple heart boosts the bravery stat slightly.
And this is an overview of our troop carrier. Here we drag and drop our soldiers until we're happy with the setup prior to missions. I like being able to step my snipers just outside the craft to plink at the enemy.
Speaking of soldier roles, I'm thinking of changing our riflemen into other roles. Once I get shields, our assault troops will get shields and pistols, with stun batons for capture. I might want a third of those. And maybe more than one heavy. One with a machine gun, one with a rocket launcher. Often terrain is to your advantage, but other times you just want a hole in a wall, and you want that hole now. Rockets can help in that regard.
With the new lab up and running, we better fill it with scientists. Hiring them is cheap. But their upkeep can cripple your game if you're not careful.
More small UFOs pop, and I shoot them down.
Milk run. The stat improvements is a really good argument for doing these missions as often as possible, and trying hard to keep your best troops alive.
Yeah. My interceptors have limited range, and even more limited speed. That's not good. Fortunately, it can be remedied.
Here we get another mission type. Night missions. They're not that more difficult, you just play them slower, as you'll want to toss flares all over the place. Remember, you get unlimited flares..
Some of these maps sport armed civilians. This cop totally reamed a Sebillian. I had, by chance, thrown a flare right at the Sebillian feet (didn't know it was there before I threw). I had resigned myself to losing a soldier during the alien turn. Instead, the Sebillian missed his shots, then this cop blew it to bits. I'm not mad. I'm wondering if I should try to hire him..
That's how it looks when you're aiming and throwing a flare, if the flare gets caught under/inside terrain. There's a max distance you can toss flares and grenades, and that distance is ruled by your strength stat.
Which means heavies, that train strength by virtue of hauling heavy stuff into combat, will eventually be able to chuck these babies more or less all the way to the end of the map.
We managed to finish the night mission without losses.
And by this time I had checked back into the thread and noticed that Nagy wanted to be called Andnjord. Welcome aboard sailor!
More UFOs to shoot at.
I really need to also research that high-speed interceptor. But all of the research avenues are useful, so I try to spread my scientists around, to finish more projects at the same time.
Another mission, another medal. I don't remember, maybe all the medals simply boost bravery?
Anyhow, this is our first tank. It has loads more armour than our troops, but it'll take the spot of two of them. And it cannot earn xp.
I'll build one of these, but I don't know when, or even if, I'll use it. More powerful vehicles/tanks will eventually become available.
It does come with the option of 8 missiles, which I kinda like though.
Takes a long time to build. Not a fan of that.
In research matters, I decide to go for the Caesan analysis, as that will afford me a damage boost against them. That's always nice.
Research options almost exhausted. This surprises me. Seems the research tree is not that large.
Now we got 8 suits of armour. I can still very likely lose troops, but that will mostly be due to my carelessness and near-idiocy in some instances.
Alien alloy research doesn't immediately unlock new avenues. I need other leads before that.
Uh-oh. The US and the Australians aren't happy with all the UFOs flying uncontested in their airspace..
A new month meant more cash, so I immediately plop down two new bases. I thought about maybe adding a third over russia or south america, but then reconsidered. That's for next month.
Hey, what do you know? Even with armour, I'll still fumble badly enough that another soldier lands at 1 hp. This one even with bleeding wounds. So I whipped out his medikit and had him patch himself up.
We'd just hired him too. A job with the Xenonauts is dangerous.
Or maybe I just did it for the medal. Who can tell?
Anyways, now we got an actual tank. Or rather, scout car, that we can bring on missions. But what's even better is the next research project that we finished.
Yep, our first advanced interceptor. This one is much faster and has better range. What it does not have though, is a cannon. So once it has fired its two missiles, this one is just bait.
And it's just in time for a new type of UFO!
Maybe this UFO will carry new troop types. I need to capture a leader to advance the plot and our research options.
Guess that sucks, but such is life. Off we go.
First off, a slew of base buildings finish construction. With three radar arrays, we've got maximum coverage in our primary base. And two labs and two workshops also seem to be optimal.
The medical center is to help get our soldiers back into action sooner.
Our research is still in its infancy, but we'll soon be able to mug more aliens into submission.
On the global scale, shit's happening outside our coverage. I need to remedy that soon. Or our funding will plummet.
The Jackal armour is an important improvement. Raising our 0 armour values to 22, excepting against chemical.
This armour isn't exactly flattering, and it's a stop-gap measure until we get something better. It will however increase survivability for now.
I also built extra hangars, so I decide to order a third interceptor.
The different biomes have different possible maps. The desert biome allows for this market so you can LARP you're a Tusken Raider or something.
Nagy here shows us that yes, it is possible to face-tank a shot from the early aliens and survive with just 1 hp left.
Close call here on your "dibbed" soldier, Andnjord..
She did survive though. And got a medal for it. Private Paul Allen was not as lucky.
Back home again, we manage to further our research. Alien Biology is another step towards stun weapons. I'm not using the tech tree chart that I've seen in the Steam guides. Instead I'm going by what I seem to recall from when I last played the game a decade ago.
This isn't the Piratez! mod, so I'll not hinder myself noticeably by going blind.
We pay our respects for the fallen soldier, by hiring a replacement as quickly as possible. I'm going for high bravery for our new recruits now, as I seem to recall that stat being important and sorta difficult to raise.
Here we can see what the purple heart medal actually does. And other medals, once we earn them. Purple heart boosts the bravery stat slightly.
And this is an overview of our troop carrier. Here we drag and drop our soldiers until we're happy with the setup prior to missions. I like being able to step my snipers just outside the craft to plink at the enemy.
Speaking of soldier roles, I'm thinking of changing our riflemen into other roles. Once I get shields, our assault troops will get shields and pistols, with stun batons for capture. I might want a third of those. And maybe more than one heavy. One with a machine gun, one with a rocket launcher. Often terrain is to your advantage, but other times you just want a hole in a wall, and you want that hole now. Rockets can help in that regard.
With the new lab up and running, we better fill it with scientists. Hiring them is cheap. But their upkeep can cripple your game if you're not careful.
More small UFOs pop, and I shoot them down.
Milk run. The stat improvements is a really good argument for doing these missions as often as possible, and trying hard to keep your best troops alive.
Yeah. My interceptors have limited range, and even more limited speed. That's not good. Fortunately, it can be remedied.
Here we get another mission type. Night missions. They're not that more difficult, you just play them slower, as you'll want to toss flares all over the place. Remember, you get unlimited flares..
Some of these maps sport armed civilians. This cop totally reamed a Sebillian. I had, by chance, thrown a flare right at the Sebillian feet (didn't know it was there before I threw). I had resigned myself to losing a soldier during the alien turn. Instead, the Sebillian missed his shots, then this cop blew it to bits. I'm not mad. I'm wondering if I should try to hire him..
That's how it looks when you're aiming and throwing a flare, if the flare gets caught under/inside terrain. There's a max distance you can toss flares and grenades, and that distance is ruled by your strength stat.
Which means heavies, that train strength by virtue of hauling heavy stuff into combat, will eventually be able to chuck these babies more or less all the way to the end of the map.
We managed to finish the night mission without losses.
And by this time I had checked back into the thread and noticed that Nagy wanted to be called Andnjord. Welcome aboard sailor!
More UFOs to shoot at.
I really need to also research that high-speed interceptor. But all of the research avenues are useful, so I try to spread my scientists around, to finish more projects at the same time.
Another mission, another medal. I don't remember, maybe all the medals simply boost bravery?
Anyhow, this is our first tank. It has loads more armour than our troops, but it'll take the spot of two of them. And it cannot earn xp.
I'll build one of these, but I don't know when, or even if, I'll use it. More powerful vehicles/tanks will eventually become available.
It does come with the option of 8 missiles, which I kinda like though.
Takes a long time to build. Not a fan of that.
In research matters, I decide to go for the Caesan analysis, as that will afford me a damage boost against them. That's always nice.
Research options almost exhausted. This surprises me. Seems the research tree is not that large.
Now we got 8 suits of armour. I can still very likely lose troops, but that will mostly be due to my carelessness and near-idiocy in some instances.
Alien alloy research doesn't immediately unlock new avenues. I need other leads before that.
Uh-oh. The US and the Australians aren't happy with all the UFOs flying uncontested in their airspace..
A new month meant more cash, so I immediately plop down two new bases. I thought about maybe adding a third over russia or south america, but then reconsidered. That's for next month.
Hey, what do you know? Even with armour, I'll still fumble badly enough that another soldier lands at 1 hp. This one even with bleeding wounds. So I whipped out his medikit and had him patch himself up.
We'd just hired him too. A job with the Xenonauts is dangerous.
Or maybe I just did it for the medal. Who can tell?
Anyways, now we got an actual tank. Or rather, scout car, that we can bring on missions. But what's even better is the next research project that we finished.
Yep, our first advanced interceptor. This one is much faster and has better range. What it does not have though, is a cannon. So once it has fired its two missiles, this one is just bait.
And it's just in time for a new type of UFO!
Maybe this UFO will carry new troop types. I need to capture a leader to advance the plot and our research options.