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Steamranger
Приєднався 8 вер 2014
A bit of an eclectic channel, I mainly focus on computing related topics.
Currently uploading weekly at 8AM Monday, ACST/ACDT.
Currently uploading weekly at 8AM Monday, ACST/ACDT.
X-COM: UFO Defense - Episode 11
After shooting down a few UFOs last epsiode, the squad now goes around and assualts them all, with the exception of a supply ship that despawned.
I messed up the audio, AGAIN! It's in a different way every time! Eventually I'll figure out a complete checklist to make sure that I do all my recording and editing correctly, but until then I'm sorry to say there'll be more mistakes.
Chapters:
0:00:00 Preface
0:00:36 Start
0:03:08 Assaulting landed supply ship
0:35:35 Rearming Skyranger
0:36:54 Intercepting Large Scout (Crashed)
0:38:56 Assaulting Large Scout (Not the one that just crashed)
0:51:17 Research
0:55:56 Assaulting Large Scout
1:13:11 End
I messed up the audio, AGAIN! It's in a different way every time! Eventually I'll figure out a complete checklist to make sure that I do all my recording and editing correctly, but until then I'm sorry to say there'll be more mistakes.
Chapters:
0:00:00 Preface
0:00:36 Start
0:03:08 Assaulting landed supply ship
0:35:35 Rearming Skyranger
0:36:54 Intercepting Large Scout (Crashed)
0:38:56 Assaulting Large Scout (Not the one that just crashed)
0:51:17 Research
0:55:56 Assaulting Large Scout
1:13:11 End
Переглядів: 25
Відео
X-COM: UFO Defense - Episode 10
Переглядів 115День тому
In this episode I intercept quite a few small UFOs, while also building more interceptors all around the globe in anticipation of future UFOs. Annoyingly, I abandon a mission against a supply ship, intending to come back... Not how it works... You may notice a slight drop in audio quality, that's because I forgot to do my usual recording method: I normally record microphone audio in OBS and Aud...
X-COM: UFO Defense - Episode 9
Переглядів 5814 днів тому
In this episode I expand my interception capabilities by building bases with hyperwave decoders and hangars all around the world. I manage to assault a Large Scout UFO, with TWO SOLDIERS AND A TANK! Still proud of that clutch. Later there's an easy assault against a Medium Scout, and then an assault against a crashed terror ship with Chryssalids! Luckily, they mostly spawned outside, so it was ...
X-COM: UFO Defense - Episode 8
Переглядів 7321 день тому
In this episode while assaulting a small UFO, my squad runs into snakemen! Luckily, not accompanied Chryssalids. Hyperwave decoders are unlocked, and will soon be online, letting me see what missions the aliens are running. Just after setting up a new base on Hawaii, North Africa is attacked! This was expected due to all of the scout UFOs flying around without landing. Many troops die during th...
X-COM: UFO Defense - Episode 7
Переглядів 88Місяць тому
Following the swarm of UFOs that appeared over North America in Episodes 5 and 6, I figured they'd done an infiltration or made a base, so I sent Skyranger over to scout and sure enough there was a base of Floaters in Florida; The assault against the base went pretty well, though near the end some alien soldiers cut down multiple soldiers, the mission was still a resounding success. Later, supp...
X-COM: UFO Defense - Episode 6
Переглядів 84Місяць тому
For once, there weren't any problems; An assault on a crashed large scout UFO goes quite well, although there weren't that many resources. The radar bases start to get more flushed-out with missile defences and hangars, so that in the future there'll be enough interceptors to attack multiple large UFOs simultaneously. A terror ship is intercepted without issue. This time, the ground team had a ...
X-COM: UFO Defense - Episode 5
Переглядів 116Місяць тому
After starting off by shooting down some smaller scout UFOs, an entire fleet of them appear over the USA, which can only mean a base is being built, or worse, a pact has been signed with the aliens. Watching over this in editing, I noticed I made some dumb mistakes. One in particular that was annoying was that I sent the damaged interceptor back to base, when it might have been able to shoot do...
X-COM: UFO Defense - Episode 4
Переглядів 114Місяць тому
Two missions against smaller scout UFOs go well, but my first mission intercepting a Terror Ship bears a lot of casualties, and by a very narrow margin, a win! I have fixed the audio problems in this one, though I think I did something wrong in my post-processing, as it sounds louder than it's meant to and there's more noise. Chapters: 0:00:00 Start 0:07:27 Intercepting First Scout 0:09:28 Firs...
X-COM: UFO Defense - Episode 3
Переглядів 782 місяці тому
In this episode laser weapons are unlocked, and I build enough so that my entire squad no longer needs ammo, excepting heavy weapons. A third base is built on the southern tip of Japan to monitor East Asia and the Pacific. Sorry about the worse audio quality on this one, I usually split my microphone recording out of the video profile during editing so that I can do post-proccessing on it to ma...
X-COM: UFO Defense - Episode 2
Переглядів 792 місяці тому
In this episode I set up a second base in North America, purely as a radar installation for now, battle a landed UFO in the desert, and also defend against the first terror mission, which didn't go so well... Chapters: 0:00:00 Start 0:08:16 Building a Radar Base 0:09:31 UFO Intercept 0:11:03 First Battle 0:33:33 Loadout and Terror Mission Intercept 0:36:53 Second Battle 1:09:59 End
X-COM: UFO Defense - Episode 1
Переглядів 2782 місяці тому
In this episode I set up my first base in North Africa, spend a very long time buying and selling items and equipping my soldiers, and went into two decently easy battles against landed UFOs. For any that are curious, the main reasons that I'm playing this game are that I enjoy it, duh, that I think there'll be a decent overlap of people who watch DCS and people who might be interested in X-COM...
Animation Compilation
Переглядів 782 місяці тому
These are some animations I made just as practice. Decided to stick them on UA-cam, incase anyone finds them interesting. Chapters: 0:00 Mirror Ball Detail Comparison 0:23 Mirror Balls 1:16 Ball Bounce Test 1:44 Canister 2:07 UFO Animation 2:28 End Music Credits: 1. "Spectre" by Alan Walker 2. "Sanctuary Guardians" from the EarthBound OST by Nintendo 3. "Signals and Scans" from The First Video ...
SU-25T, Unguided Bomb Practice
Переглядів 6913 місяці тому
Sorry if the video looks a bit choppy at times, my laptop is just a bit under the graphics requirements to run DCS at 30FPS. I'll be getting a PC this year, hopefully future videos will look better. Chapters: 0:00 Start 1:30 Dispenser Bombs 2:05 500kg Bombs 2:48 Cluster Bombs 4:00 100kg Bombs 4:20 Guns, ran out of bombs 5:20 Return to Base 5:30 Landing Here are the unedited track files, incase ...
SU-25T, Dogfight v A10x2
Переглядів 1,2 тис.4 місяці тому
I think I fixed the rendering artifacts. A recorded and edited track of a mission I flow in an Su-25T in DCS. The mission was as the title suggests. Hopefully this is a bit more interesting than the previous one, I tried to include more action and less navigation. Chapters: 0:00 Start 1:30 Trying to line up a gun shot 2:35 Switching to missiles 2:40 Missile away 2:43 Hit, trying to line up anot...
SU-25T, Guided Missile & Bomb Practice
Переглядів 3114 місяці тому
Sorry for the rendering artifacts! I think OBS doesn't like recording lossless video, every time I've tried now it has come up with weird artifacts in the video. I think in the future I should just record high quality H.264 videos. A recorded and edited track of a mission I flow in an Su-25T in DCS. The mission was as the title suggests. I plan on making more of these in the future, more short ...
IBM 1401 Virtual Data Centre - Episode 2 - Autocoder Demonstration
Переглядів 95Рік тому
IBM 1401 Virtual Data Centre - Episode 2 - Autocoder Demonstration
IBM 1401 Virtual Data Centre - Episode 1 - Virtual Data Centre Introduction
Переглядів 61Рік тому
IBM 1401 Virtual Data Centre - Episode 1 - Virtual Data Centre Introduction
I can see the algorithm's pushing this one, it's got more views and impressions in its first day than the video uploaded a week before.
A mechanical tip. Refueling happens every half hour. Rearming happens every whole hour. So it is enough to check their progress in those intervals. There is an advanced option to be able to send out crafts not fully refuelled. They wont fall down this way they will simply return to base when their fuel is low.
This was a really unlucky defense. From all the aliens you got the sectoids that can use psy.
@@neoteraflare Eh, it went well enough anyway. Lots of rookies died, and they're replaceable, but the people who were left got promotions.
@@steamrangercomputing Good to see you could stay calm and push through. When I played the game first time (25 years ago...), when cases like these happened I got tilted and quit the game or save scummed through it.
@@neoteraflare Well I think the right attitude is just remembering that everything's pretty easily replaceable, except the loot from the end of the mission. Attacking a UFO, all but your highest ranking guys can be replaced cheaply and decently quickly; The weapons they carry can easily be bought/manufactured/found (Except for the blaster launchers); What is more expensive and difficult to get is Elerium, Alloys, power sources/navigation, etc.
Wow that Supply ship was intense. A few QoL tips (I won't say how to play just what is what): For the manufacturing: Right click on the arrows always puts the maximum/minimum number possible. So you don't have to hold down the left button. (same for research and sell/buy too) if you right click on the Increase production amount arrow it will set it to infinite. It is good when you don't want to create anything just getting money from the manufactured and sold items. If you face a door and right click in that direction the soldier will open the door without entering (still costs a few TU but not triggers reaction fire). There is a walk confirmation thing in the Options menu. Under Battlesacpe button you can turn on the "path preview arrows". With this the first click only shows the path the soldiers take and only start walking when you click on the tile again. Also this shows how far you can go to still be able to shoot (green path). Reaction shots depend on 3 things: reaction attribute, remaining time unit and cost of shooting a snapshot with a weapon (reaction is only snapshot). The less TU you have the more chance the enemy will have to shoot you as a reaction. If they have a pistol (which needs less TU to shoot than a cannon or rifle) they have even more chance they will shoot you. This works for you too. If you want to do reaction shots use pistol and try to have as much TU left as much you can. Try to remember the place of the aliens on the supply ship. They will always be there on the same place when you do the missions again. Stunned units wake up after a time. At their red health bar you can see a white line growing if they have some stun (eg staning in smoke). If the white line reaches the current health they become unconscious. Stun rod and stun launchers just give a big white line so an enemy with lot of health may take more than one stun. Every turn this white line decreases. If it becomes less than the health, they wake up.
I like to set the manufacturing limit for sales to be around a month, as that way I get notified once it's done and check if I need to make anything else before starting another manufacturing job for money. I tried the path preview before I started this series and I found it to be a bit annoying. I think by the time I entered the supply ship at least a few of the aliens had moved around, for example the one that came into the elevator and shot two of my people. Do enemies wake up, or just my people?
@@steamrangercomputing Yeah, understandable your manufacture method too. There is 2 kind of alien in a ship mission: One is outside of the ship going randomly hunting xcom and the others inside the ship patrolling in circles. The patrol ones that are the ones inside the ship that stay the same. They can meet your soldiers this way. Also be careful, according to rumors (maybe it is really just a rumor) after turn 20 aliens will know your position and start hunting you. This could be the reason they went out of the ship hunting for the 2 people outside Everyone wakes up after a time. The same rules go for everybody in everything. Aliens or xcom. You can haste the waking up with the medikit's stimulant if you stand above the unconscious body
@@neoteraflare I find it odd that the aliens chose to go for my people outside the ship, rather than the ones inside. Perhaps they saw that the outside ones were lower health?
@@steamrangercomputing I don't really know how exactly the AI works. My guess would be they were the nearest according to pathfinding and not just distance. Maybe they spot him while he was collecting the stuff from the dead guys. Or it is just totally random
You have so much patience with the UI. 👏 Bravo for dealing with time units and reserved shots.
@@andrewriker2192 Yes, it can take quite a while to do things. I find it is nicer than some UIs of more modern games, particularly simulation or grand strategy. It would be nice if there was a reaction shot calculator, or something of that nature, where you could mouse over a tile and see the chance of reaction shooting an enemy there, but I guess that was beyond the limits of 90s UI design.
You don't have to go immediately to the downed ship. They will be there for days. You can wait until it is daytime. They are only temporary under the control. For 1 turn. Ofc the can retake them again in the next turn. This is why sectoid (and later some other enemy) battleships and terror missions are hard. You need strong psy people. (or a shitty decoy one without weapons)
Good to know about the time thing, I thought they only stayed there for a single day or so. So I don't have to shoot people under mind control? Will aliens always try to go for the weakest psy people, even if everyone else isn't particulaly strong? I'd assume this would mean to just keep people with weak psy using laser rifles, rather than heavy weapons.
@@steamrangercomputing You can stun mindcontrolled people or just drop the weapon at the end of the turn and pick up the next turn. This will remove overwatch and wastes time units (2 for drop and 8 for pickup), but mindcontrolling them will be worthless. They go for the easiest to mind control. Usually this means the weakest psy strenght. (people mark these people with a # in their name to remember) but psy has 2 factor for success: psy strenght/skill and the distance from the psy user. So a stronger one closer to the alien could be an easier target than a weaker one further away. Also unless you changed it in the options aliens cheat and as soon as they see only 1 of your unit they can try mind controlling anybody even people they can't see. You can give normal pistol to psy weak people. Since sectoids are weak anyway they can be killed with a pistol too and when you will have armor, pistol won't really hurt your own people.
Ah another lets play of the best game of all times! Go on! Intro is so awesome but so fake. Mutons eat those bullets for breakfeast.
just started playing like you =), absolutely recommend you playing with final mod modpack, maps are so much better and >SHOTGUNS< it only adds to the game
@@JuanCoso-o5v Perhaps I will later, I'm planning on doing at least another playthrough on difficulty 5, which will actually be harder as OpenXCom fixes the difficulty bug. I haven't just started playing, I've done like 5 hours of the quick battlescape missions without the geoscape, but I've never played a proper game like this before.
I always love to see ufo lets plays, that game has something special, i played it on the amiga for the first time and was addicted, even if i was terrible at it
@@hercufles Thanks for the comment. I do have an Amiga, though X-COM would look terrible on it because it doesn't have the AGA chipset, it's an Amiga 2000.
I'm still working on this demo for my library. I plan to upload another video of it once it's more complete (Both the library and the demo).
Further development has taken a lot longer than I expected, as I decided to do a rework of what I had and also develop the library according to feature documents that I write first.
How much caridges was on 621, it looked like a lot
7. Usually 5 are pulled.
Very Relaxing, noice!