JOIN THE DISCORD TO ADD A SOLDIER TO OUR RANKS! discord.gg/Y4Qu5EjbB2 I've gotten over 100 names on the old name list, and could not manage this myself gracefully. Thank you to all the early joiners featured below, the rest of you can join the discord to add your name. See the recruitment instructions channel for details about the discord bot I setup. Old comment: I'm going to pull a few names from the comments (on Jan 16), but from here on out leave a simple reply on this comment if you want your name on a soldier. Don't want to pull random people's names who may or may not be interested if it's not required. edit: this will be pinned once youtube lets me (fixed it)
I’ve always wondered why I’ve never found anyone who had made this type of video before, and after finally finishing this off, I now understand. There is just too much information to try and gracefully organize, and to say that I was unprepared would be a massive understatement. On an unrelated note, I will be posting a number of random videos over the course of the next month for the fun of it. For the 3 people who subscribed to see my edit of the funny lethal company video, it’ll be out sometime this week. To everyone reading, happy new year! I’m hoping to do more with UA-cam over this year, and any support is appreciated. See you next time for whatever I end up uploading.
Well, it depends on what audience you have in mind, complete strangers who dont know a sectoid from a heavy plasma, or people who are like OH COME ON WHO BUILDS FIRESTORMS ARE YOU FOR REAL?? (also, had to cry a bit about you _not_ instantly shooting the pyramid, entering with tanks, finding the maze, and shooting through the ceiling into the brain, _as one does_ , but whatever...) Seeing that this game is 30 years old, my guess is you can skip most details on tech and mechanics; But listening to your thinking process, in all its .. originality lets say (plasma canons needing ammo??) - that was fun!
@@peka2478 Thanks for watching! I'm just hoping for an audience that likes thinking about their games. I'm expecting to branch out post TFTD. We'll see what happens there. Also wasn't super familiar with optimal play and even some mechanics when recording. I'm glad that was entertaining. That's some of the joy with these style videos I find. And I had the same thought with skipping over tech and mechanics after editing this video. I've cut out a lot of that with TFTD thus far outside of major changes I had to relearn. Thanks again!
@@PotatoCaravan dont cut out what changed from original tftd to whatever the kids are playing these days though, please.. (I'm not familiar with open x-com tbh)
You made three rookie mistakes that cost you a lot of soldiers: 1: Letting the one who spotted the alien shoot it when they're not a tank or nobody else can hit it. This is crucial to avoiding reaction fire. 2: Not using prox mines on ship entrances (and alien base corridors). This stops aliens just being able to rush out and ambush you, as even if the mine doesn't actually kill them, you can camp from well outside where the mine is, so you know they ran out and can ambush them on your turn. 3: Not annihilating structures with explosives the moment you know there are unsighted aliens inside. Rockets are your friend, and alien-containing houses, your enemy.
The first mistake is something I've fixed in the recent videos. In recording this, I was coming off the of the X-COM files where accuracy is cut in half outside line of sight. Had to relearn this, especially for TFTD. Prox mines on the other hand are only so useful, as if the alien never comes, then you've just prevented yourself from accessing that part of the map. As for structures, I prefer using motion scanners. If I can be the one in the house, I'd like to leave it standing.
@@PotatoCaravan Ahhh, yeah that would do it. After a point, you forget the original game didnt have distance based accuracy penalties. There's a reason you'll hear players say to just use autoshot and nothing else. Since the accuracy doesnt decay with distance, once you hit a breakpoint of about ~40-50% chance to hit on auto, aimed shots and snapshots are basically obsolete. EDIT: MAN i fuckin brainfarted hard, i misread what this convo was talking about pretty bad. TLDR Smokes in og xcom were so busted for what strategies they enabled, and XCOM FILES adding LOS based penalties basically nuked them into the dirt (and for good reason)
@@PotatoCaravan Ah, even in that, I think it's still usually worth it with explosives, which are a generally good idea. As for prox mines, they can always be detonated with a grenade if the alien refuses to come out and you want to rush in, and the cost of a few grenades on your whole squad is minimal. Also, the aliens DO eventually come, because on turn 20 (IIRC), your positions are revealed to them, and then every 5 turns after that. This will absolutely destroy you in alien base missions, but it's to your benefit on craft missions, because you can just mine the ship entrance, reup the smoke, and wait until the aliens try to come kill someone and trip the mines. As for structures, generally there will be some cover anyways even after multiple rockets, as they won't take down the whole thing, and you'll have removed the walls facing your established area, not the ones facing the enemy's. At a minimum, a rocket is a good way to remove a wall between you and a motion scan detection without triggering reaction fire.
@@Nebulon-B_Frigate_FTW I actually was not aware that you could force detonate a prox mine, but they are still not my favorite. To be clear, I don't doubt the efficacy of your strategies here, I'm just don't think it's optimal play. After a certain point, your strategy is mostly dependent on taste. I've received a number of similar comments with differing recommendations, and have made similar replies to explain my rationale. In this case, I'd guess I like to play the game at a faster pace than you. Thus, prox mines are more of a hazard to me, and my tendency to cling to walls makes it hard to destroy buildings unless I level everything long before arriving. While that could work, it's still fairly likely that something would survive inside to take advantage of the new line of sight they'd been given.
Third choice... I cannot forget one mission at a farm map where I had no flares and so I set every building ablaze and let it all burn in the night, and after some random rocket I won all of the sudden, barely losing any soldier. Good times. No loot, no problems.
Thanks! And likewise thank you for contributing to OpenXcom! I've had a ton of fun with playing and most of it's replayability is due to sheer number of mods available. I'll be getting to those soon! Thanks again!
@@PotatoCaravan one mod I've particularly enjoyed is the Final Mod Pack. Tons of content to explore, and I like how it extends the game enough that you can really get into each technology level
@@MykTaylor Final Mod Pack is on my list to play, looks like fun. It didn't win the poll that I posted a little over a week ago however (though I may have influenced peoples votes), so it'll be in future video. Reaver's Harmony Megamod is what I'm playing currently, and it's been great. Also made some pretty extreme changes to the game on superhuman.
Very nice! Is there a way to insert the sound effects and music from the PlayStation 1 version of Xcom into the OpenXCom project so I can play with the PC QoL features, but have the nostalgia of sound and music from PSX? That is literally the only reason I don't use OpenXCom since I can't figure it out (though someone has told me it is possible, when I've tried it doesn't work).
Imagine if you had had such a video back then, it would have been so wird to suddenly know all the mechanics and learn to play strategy as a kid. Instead we learned hex editors 😂
When I was a kid in the 1990s I would play X-Com while listening to the Art Bell show. Art Bell had guests on who would talk about getting abducted by aliens and such. X-Com and that show went very well together.
pretty cool video! i love the structure and story-style way of explaining xcom, surely deserves more views, only recomendation would be better edditing graphics and maybe a better mic, otherwise nice job!^^
tyty. I can't promise any meaningful improvements with the mic any time soon, but hopefully I'll be able to put together something more visually interesting. I've always wondered why no one has made content like this (or maybe I've just not found it) for x-com, and thought I'd try and do it myself. I'm glad you enjoyed the video, thanks again!
Good watch! I love X-com but can't play it while I work. So the second-hand joy I got from hearing the narration was fun and entertaining while I worked. THANK U.
I believe that opening doors without going through them is always enabled, even in vanilla OpenXcom. It was a feature in Terror of the Deep that was backported to UFO Defence in the PS1 version, so it's considered vanilla.
I'd somehow never tried opening doors without alternate movement methods. You're correct, it is always enabled. Also interesting to know that it was in base tftd. The original games were before my time, so I'm not super knowledgeable about bits of history like this. Thanks for commenting!
For the sectoid terror mission on superhuman -- the community consensus is you land the skyranger, note that it's not floaters, then just leave. The score from ignoring a terror mission entirely is IIRC -1000. The score from bailing is -400, and the potential for a complete squad wipe if you have a low-psi strength squad is rather high. Of course, you are using a tank, which helps. A lot of players choose to go extra dudes and skip the tank, since dudes are cheaper. But dudes can't scout without risking being mind controlled so... edit: lol! you need a soldier with near perfect aim to use the blaster launcher like that. But knowing that, it's the easiest way to clear the final mission. You have your best aim soldier take the shot as a final flex.
You're right about the score, though the negative for landing varies based on the number of civilians spawned. As for the mission, if I can get off the ramp, then I like to try it out. It never went sideways enough for me to back out, so I ended up doing the while mission.
I'm an expert at newer x-coms but never played through the original myself. The commentary on your playthrough makes me feel like I could play this game first time as an expert. Its really detailed and easy to understand!
Thanks! There are always details left out with videos like this, but nothing someone who is interested in this game can't figure out. I'm glad the explanations turned out.
I wasn't born during the originals heyday, but after seeing a video about it in 2010, it got me interested in the series so I bought it. The newer ones are great in that they were streamlined to bring more players into the series, and have modern graphics, but they lack the mechanical complexity that makes the original so great, I'd highly recommend playing it, especially since you like the new ones.
An obvious and interesting note about the patrol behavior is that OpenXCom Extended (I wanna say it's just an extended option but I could be wrong) specifically has a solution in the form of Hunter Mode. After a predefined amount of turns (20 is the norm iirc), the aliens will cease all forms of this passive patrol system and will instead go straight to the aggressive hunter system, even if they haven't detected you. This is kinda twofold fixes in a way: First, it means the camper style of play can be actually somewhat viable, as after a while the aliens will decide it's time to rush the player units. The second is to help solve issues with more complicated maps, making it so if the AI is stuck in a small room or area they'll eventually flush out and try to take you on proper. No matter which way, this also helps with making missions not just devolve into 'find the last alien' hunts that take forever as well. Similar to if all an enemy force is panicking, the mission ends as well.
I have seen this recently, I just wasn't playing on extended for this run. It's a mixed bag as the aliens also know where you are after the aggressive mode is triggered, but you won't be searching for long.
@@PotatoCaravan Oh for sure, it can come back to bite you as well, especially for high-population maps with high morale. Not culled enough aliens and you may get swarmed after the trigger hits. I wanna say the Piratez pack in particular is sadistic with expecting the player to do a bunch of stuff, grab good loot and scarper before the Hunt Mode hits.
I had no idea the original X-COM I played throughout the 1990s had a bug that set the game difficulty to Beginner difficulty no matter which difficulty you selected. In my ignorance, I played the game a lot on what I thought was the Superhuman difficulty, and therefore thought I was pretty darn good at the game. Years later, along comes OpenXcom with all its patched goodness and I intentionally played it on Superhuman knowing that I had never actually played at that level before. I figured it would be harder, but I had played a lot, like, I mean, A LOT. Years of playing X-COM in DOS and then DOSBox. That first terror mission told me I had no idea what I was doing. I couldn't even get my soldiers out of the Skyranger without dying. I had to develop new strategies from scratch. Smoke Grenades to cover soldiers exiting the Skyranger. Exiting the Skyranger in small groups so a single Alien Grenade can't take out the whole squad. Two-person teams of crappy-accuracy-scout and high-accuracy-sharpshooter. Motion Detectors so I don't waste time clearing empty houses. NEVER GO ON A NIGHT MISSION, EVER. I don't even go on missions until I research and build Laser Rifles because the starting firearms are GARBAGE (this takes about a month). By the time I have the Avenger, I run a team of four Plasma Hovertanks and ten soldiers in Power Armor or Flying Armor with Heavy Plasmas. The Hovertanks provide all the scouting/overwatch flying high around the map at Ludicrous Speed while the soldiers take Aimed Shots at anything the Hovertanks see. If I'm breaching a UFO, the Hovertanks literally block the doors so no aliens can suddenly pop out and take shots at my soldiers while they're setting up to breach. Base defense means building the base so there's a choke point and a long hallway where soldiers can hide in little rooms (to avoid being nuked by Blaster Bombs) and pop out to shoot at aliens coming down the hall. Crysalids, Ethereals, and Sectopods are still terrifying.
Damage during interception doesn't affect UFO Power Source explosions, it's a flat 75%. But hey, if that's the only complaint... Great writing and editing here. Massively mpressive for a first video!
There are a number of little things like that I learned after finishing the video. Still have to sort though some of the incorrect conclusions I came to when I was younger and playing this game. Glad you still enjoyed the video! I'm hoping to get around to TFTD eventually.
Just came from your TFTD summary and had to check this one out while I'm working. It's really making me crave to try the game after failing to understand it when i was like 4 in the late 90s and kinda forgetting about it
It's a lot of fun, and the OpenXcom recreation of the game has made massive quality of life improvements. If you already own the game on a platform like steam, then there is no harm in checking it out. Regardless, thanks for watching!
I remember this game so well, I bought it from the bargain bin, at a Staples of all places and it didn't disappoint. The game was amazing at building a genuinely creepy horror atmosphere in the most simplest ways. It really was ahead of its time.
I quite enjoyed the video. For games like these watching the entire campaign is something I never manage to do. So a shorted rundown with the important points outlined was very fun. Glad you didn't make it too short, 50-60 minutes was just right.
Tyty! This is how I feel about a lot of games, so I thought I'd try making videos about some I have beaten. Funny enough, it's also a lot easier to finish something when you know other people are watching and waiting. Glad you enjoyed and though the pacing was right!
This game is the number 1 in my all time list of games. Well done video walkthrough. Thinking of compiling openxcom for my Linux system instead of heading back to dosbox to play the original versions.
Thanks for watching! Looks like there is some amount of Linux support over on the Openxcom GitHub, so it shouldn't be too bad to get running. Best of luck with whatever you choose.
One of the best Xcom videos I have ever seen. Ive always wanted to make a well editied rendition of one of my xcom games like this and this has honestky inspired me to actually work towards that goal again. Great work! Death to the Alien invaders!
I would love to see that! I'm glad you enjoyed, and super happy to to have inspired you to try for yourself! The one thing I'll say, my biggest pain point when making this was that I didn't take good enough notes. I had to spend way too much time digging through footage to find events I was looking for. Thanks for watching, and good luck!
I have have these same issues when editing longer games. Keeping notes and footage organized for what you want to talk about in your script is a tough job when juggling your recording process. Great video man@@PotatoCaravan
@@PotatoCaravan I am truly looking forward to it. One game completed per video is very difficult. But it is a trophy that stands out on UA-cam and on that can be rewatched much easier than a series. Thank you again for meeting these. I am going to do my own run of XCOM using this format. When I release it, I would love for you to critique it.
@@Malkasphia Thanks again! I can take a look when your video comes out, but I am still figuring this out for myself. Not sure there is a perfect formula, you just need to know what you want the end product to look like. I'm trying something a bit different for TFTD, and have no idea if people will like it more, less or even notice a difference.
Holy crap, there are other people who still play this game?! I loved this game as a kid! I even replayed it a couple years ago for nostalgia's sake! I didn't know Open X-com was a thing, I think I'll check it out and do a playthrough of it of my own, probably doing the same ironman challenge that you did, as I've never actually beaten this game without saving/reloading before. Anyways, thanks for the video, learned a few strats that I never even considered that I'll try to employ in my upcoming playthrough!
Tyty! There are still a fair few people playing the game, it's just been mostly confined to lets play style video series. And good luck on your run! X-COM is not easy.
I love UFO Defense. One thing I do to farm resources is placing a base near an alien base that isn't sectoids. The landed larges will match the base inhabitants and they show up every(ish) month. I just send rookies with laser rifles and personal armor. Laser rifles so you don't need extra storage for clips, and personal armor because you can create alien alloys to make them anyways. So you're trading money for elerium. And it pumps your score. Camping UFO doors for the streams of aliens coming out and murdering your guys, kneel and have them look at an angle in the room (or ufo) to both sides of the door, otherwise you'll just kill your own guy with reaction shots. This also protects them from immediate vision, forcing the alien to walk out, and then turn before being able to shoot giving you lots of chances at reaction fire. Also with laser/plasma can you shoot your own door into a UFO wall, but it might take a while to destroy. With hoversuits you can assault any UFO by shooting holes in the walls/roof for vision at different tile heights.
So much nostalgia here - I have been playing since the mid-90s too. One of my all-time favourite games, and a very entertaining video with great narration!
tyty. It wasn't too bad, but I definitely could have taken better notes while I was still in the recording phase. Made finding what I was looking for in the vods a headache.
A really awsome video, got a soft spot for old x-com games, especially terror from the deep. Remember playing it on my dads 486 dx when I was 7. Obviously there was no way for me to beat that game, but defeating a single Homaroid with a squad of vanila rookis was surely an achivement.
I never had the chance to play TFTD when I was younger, and its been a joy to learn recently. I'm hoping to get a bit further than you did back in the day. Thanks for watching!
Great video. I've seen a video some years ago about someone beating UFO 1 on superhuman, but they checked soldier stats and hidden psi stat in some config file, and restarted until they rolled soldiers with high reaction and high psi. My comments are (from the perspective of someone who never played superhuman, I may have tried it can't remember): 1. Not caring about the soldiers is missing out on some great connections, celebrations and heartbreak. 2. Always using autofire misses out on some legendary feats of marksmanship to celebrate and have the bards sing about. 3. No mind control training? Perhaps that's for the best because: I remember to this day my legendary soldier/commander/leader by the name of Marcel Marcel. He ended up with completely broken stats (may have been a bug), with a huge amount of action points coupled with eventually unstoppable psi which completely trivialized the end game missions where Marcel Marcel would just mind control everyone from the comfort of the ship. Good times. Currently I'm attempting to relieve those times by trying really hard to love the second generation/modern XCOM 2. I'm not there yet.
This was the first video I posted, so it was a bit experimental. I agree with you on all these things, and (aside from autofire lol) did them in the TFTD run. I just didn't have a namelist here to play with, and couldn't be bothered to interact with PSI.
This game and its sequel Terror From the Deep were a huge part of my childhood/teenage years and so it's awesome to see someone who wasn't even born when they came out playing them with such passion today.
I actually only beat TFTD in open XCom last year ha ha. Those two stage terror missions (oh God save me from cruise ships...) were so brutal when your only 12.
Nailing all that research in the first month! I first completed this on my Amiga 1200 but I used a program to edit the starting base and probably some other stuff. I bought a printed guide off a dude that I clipped into a folder. I'd always disregarded the traditional tanks but you've convinced me to give them a go.
Thanks for watching! I always thought tanks were a lot less fun than soldiers myself, but I gave them a try here. It's nice to have a unit that isn't made of paper in the early game.
@@PotatoCaravan I need to step my game up. And definitely explode more stuff. I'm enjoying the CRT style screen filters built into OpenXcom these days. Great vid.
Xcom (og launch) was the 1st game that kicked my ass. I did eventually beat it. Xcom was the birth of my tried and true method: "when in doubt blow it up"
I'm surprised no one mentioned this, but one way to get easy money is have idle workshops manufacture laser cannons. It has the highest net profit in the game.
this was an incredible game, with good depth and several game aspects, research, base building, ufo interception and tactical missions. very polished for the time.
Very nice and high quality video, keep up the good work! Next time you could try the sequel, Terror form the deep. I'd like to be a soldier in your next playthrough as well!
Thanks for commenting, your name is on the list! TFTD isn't the next video (I've already finished recording), however is will be video 3. As an unmotivated college student, I can't promise when that will be, but I am still here. Edit: so much for not the next video
This was one of my favourite games as a kid when it released. Played all the Xcom games that released after and return to Open Xcom from time to time. Funny thing, in my first playthrough ever, I managed to blow up the brain control room with the blaster launcher through the hole base at the first try XD
@@PotatoCaravan I'm downloading it to watch another day, 58 minutes is too much to binge, and I don't want to skim as xcom content is rare, might as well enjoy when im in an xcom mood :D
It's vastly different to the originals,but it still has that charm to it like the origina still have today. I'd definitely like to see you give it a play through. It's a bit awkward at first but pays off n grows on you the more you play it.
I only ever played this game on easy. But I would have enough money to recruit harvest accurate marksmen. So my guys would all have accuracy of 70 or over. Once I got to the mind control stage and realised that most of my snipers would panic very easily I started looking at other stats as well. I don't know if it's a bug, but elerium was never a problem as the alien attacks on my base gave something like 2000 elerium. I had to sell it just to have enough storage space. I love this game and this playthrough is very interesting.
You probably already know this, as well as anyone watching this video, but some advice in regards to the points mentioned here, just in case: By memory, the go to anti chryssalid solution with the tier 1 tech is incendiary ammunition, with the rotary cannon in particular. OpenXcom probably fixed the bug with all characters standing in a smoke cloud taking damage when the cloud got hit by incendiary attacks, but it is still the most accessible resistance counter you have in the beginning of the game. Other than that, taking advice from the old gamefaqs guide, arming a grenade with detonation delay set to 0 on every trooper. Technically, less than immideately lethal injuries can make them drop it and thus kill themselves prematurely, but in case with chryssalid attacks that doesn't happen because they bypass the damage calculation entirely and the trooper is already dead by the time their inventory hits the ground. Proximity grenades can help with piling up some damage before they close in, if timely placed. But really, clearing out line of sight in all directions is the only real answer. You can load up the away party with enough explosives to blast any and all structures on most maps, and there is no reason not to do that when chryssalid get involved. Losses of material and points are insignificant. The reason grenade damage is so high is that all damage instances in this game roll a 50-150 percentage modifer on all attacks that do damage and only then apply it against resistances. (The sequel changed it to 0-200, which is one of the reasons it is so unpleasant to play.)
Thankfully I've never needed a tier 1 tech solution to chryssalids, but that is good to know. As for primed grenades on everybody, I would consider a solution like that, but it also destroys all the equipment the soldier is carrying. Additionally, I've never actually used proximity grenades, though I can see their use. Finally, blasting through structures is a great strategy that I've been employing for a while. While I did know about the grenade multiplier for the first game, I learned of it after recording. I was not aware that it got reversed for TFTD though. That really does make the grenades in that game terrifying. Thanks for commenting!
@@elchotocorazon Thank you for the clarification, I'll look it up. There was no real feedback, unlike with explosions, so the claim of it being unintended wasn't really challenged.
One of the options for OXCom (and in turn OTftD) is to select whether you want the 0-200 or 50-150 percentile, so if you wanna play TftD and ensure you always do a little bit of damage, there ya go.
I always bring 2 blaster launchers and a ton of bombs to the final mission, you can leisurely sit in spawn and blaster launcher a hole in the wall into the brain room after you've scouted it's location. The best is when you MC an alien with a blaster launcher and have him do it himself.
I’m loving that I’ve been playing this game and have been discounting tools like the motion scanner for not being straight up damage and durability upgrades and it’s made me completely inflexible which is why I keep losing runs
Heh. This game seems wild. I came to the series with Enemy Unknown and didn't look at the older games so this is just absolutely wild to see. Especially the depth!
Thanks! I'd love to play through to bigger mods, but I'll need something I can post in the middle of those runs. Going to see how videos on other games do soon.
Great video , used to love this game on the amiga, even if it did take an hour or more sometimes for the enemies movements [atleast seemed like that in my memory]
It's a game from a different age, where people were more willing to take risks, and try out complex ideas. You don't really see this type of game anymore because making it is both a risk, and appeals to a smaller audience.
I really enjoy the mods allowed by OpenXcom. I've not played the final modpack personally, but I will be playing Reaver's Harmony Megamod for the next video!
The best thing of this game is the ability to manufacture armour and laser weapons, then sell them on the black market. This way you can finance your operation without having to worry about the funding countries.
Impressive! Such a great game, IMO the best one of all the xcom games (including the recent ones). I found TFTD a bit too hard but this one was in the sweetspot. I was surprised you didn't mention manufacturing as realising you could make profit manufacturing things was one of the things I remember making a huge difference between losing momentum and funds on losing and just being able to keep going - I normally ended up building a lot of workshops to get monthly income high and did some calculations to work out what the most profitable bit of gear to produce was per engineer hour! Basically just had sweatshops working flat out presumably arming other resistance/army factions!
This is like the 5th comment about this. I probably need an FAQ or something in the pinned comment, but I just didn't need the money this run. I used the trick in TFTD with gauss cannons, though I'm not sure if I mention it in the video.
@@PotatoCaravanJust finished watching it, you made it look so easy really, impressive! Do you think it would have been possible without all the smoke?! I'm not sure how much harder the higher difficulties are but it seemed like there were high alien counts even quite near the start
@@jonnyramsden1161 Tyty! While I'm sure you could have done with less smoke, it allowed me to play much faster and was generally easier to manage. I do use less smoke in mods, however that is normally because your range of sight is equalized with the aliens.
@PotatoCaravan oh boy, your in for a treat. Half the weapons don't work on land, "flying" doesn't save you from "flying" Cryssalids. Lobstermen. Huge two stage terror missions and the icing on the cake; not knowing the tech tree and bricking your run by not capturing the right alien really early and because it's an "early" alien, you might seen them again for months!
Very lucky. Its likely that my base was in a location that the aliens preset patrol paths missed, as I should have been invaded at some point in this run.
That's for sure. I will say that OpenXcom has made the game significantly easier to manage once you know what you're doing. There are lots of little QOL features that've been added.
I played this a lot in 90s. My tactics were to use as many tanks as possible die the fact skills of team go up regardless of their participation in combat. So after some fights i had a team of terminators with tons of experience and health, immune to psy attacks (resistance is heavily affected by dying teammates) and so. And once you get plasma hovertanks, it gets supereasy.
6:13 You've spread your troops too much and aren't using overwatch (reserving time units) enough. At minimum, soldiers should be moving in pairs , alternating their movement - one on overwatch, one moving forward into cover - and use kneeling position to increase accuracy and reduce the chance of getting hit by enemy fire. Personally I used to split my entire team into fireteams of 2-3 soldiers (2 with rifles, 1 with a heavier weapon) and then alternate on a fireteam basis. This allowed each group to absolutely murder any alien that came into line of fire, and since the aliens usually moved one at a time, losses were extremely rare. I generally avoid smoke grenade use because the LOS affects my troops just as it does aliens. 9:47 You're not using flares. They're a godsend in night missions like this. 28:33 TBH I don't bother with the intermediate craft at all. Interceptors are good enough if equipped with Avalanche missiles, so I just progress straight to Avengers once I have that tech unlocked. 35:54 Just as you dedicated a base to engineering, dedicating another to research might be a good idea. That way you have a lot more space for storage at your primary base
One of my favorite games as a kid. I vaguely remember something about a bug that either made the easiest difficulty the hardest to impossible or it was the opposite with it making the hardest easy. Never managed to beat the game as a kid, but as an adult I found out that building laser cannons and selling them of was the easiest way to beat the game. Still haven't beaten it. Gonna watch the video now and see if you use laser cannon production to beat the game.
I don't believe I use the laser cannon trick in this video, however I to use it in TFTD with the gauss cannon. Additionally, there is difficulty bug in the original, however since I'm playing on OpenXcom, that is not an issue here. Thanks for watching! Hope you enjoy!
JOIN THE DISCORD TO ADD A SOLDIER TO OUR RANKS!
discord.gg/Y4Qu5EjbB2
I've gotten over 100 names on the old name list, and could not manage this myself gracefully. Thank you to all the early joiners featured below, the rest of you can join the discord to add your name. See the recruitment instructions channel for details about the discord bot I setup.
Old comment:
I'm going to pull a few names from the comments (on Jan 16), but from here on out leave a simple reply on this comment if you want your name on a soldier. Don't want to pull random people's names who may or may not be interested if it's not required.
edit: this will be pinned once youtube lets me (fixed it)
call me Potato
P00bN00b!!!!!!
Mom said it's my turn on the name list
Regulus Starseed
Waiting for tftd and/or some mods like xcom files!
I’ve always wondered why I’ve never found anyone who had made this type of video before, and after finally finishing this off, I now understand. There is just too much information to try and gracefully organize, and to say that I was unprepared would be a massive understatement.
On an unrelated note, I will be posting a number of random videos over the course of the next month for the fun of it. For the 3 people who subscribed to see my edit of the funny lethal company video, it’ll be out sometime this week.
To everyone reading, happy new year! I’m hoping to do more with UA-cam over this year, and any support is appreciated. See you next time for whatever I end up uploading.
Nice to see this is actually possible. I tried a run last year got about half way but then gave up
On 65 subscriber now 🤓 keep it up!
Well, it depends on what audience you have in mind,
complete strangers who dont know a sectoid from a heavy plasma,
or people who are like OH COME ON WHO BUILDS FIRESTORMS ARE YOU FOR REAL??
(also, had to cry a bit about you _not_ instantly shooting the pyramid, entering with tanks, finding the maze, and shooting through the ceiling into the brain, _as one does_ , but whatever...)
Seeing that this game is 30 years old, my guess is you can skip most details on tech and mechanics;
But listening to your thinking process, in all its .. originality lets say (plasma canons needing ammo??) - that was fun!
@@peka2478 Thanks for watching!
I'm just hoping for an audience that likes thinking about their games. I'm expecting to branch out post TFTD. We'll see what happens there.
Also wasn't super familiar with optimal play and even some mechanics when recording. I'm glad that was entertaining. That's some of the joy with these style videos I find.
And I had the same thought with skipping over tech and mechanics after editing this video. I've cut out a lot of that with TFTD thus far outside of major changes I had to relearn.
Thanks again!
@@PotatoCaravan dont cut out what changed from original tftd to whatever the kids are playing these days though, please.. (I'm not familiar with open x-com tbh)
You made three rookie mistakes that cost you a lot of soldiers:
1: Letting the one who spotted the alien shoot it when they're not a tank or nobody else can hit it. This is crucial to avoiding reaction fire.
2: Not using prox mines on ship entrances (and alien base corridors). This stops aliens just being able to rush out and ambush you, as even if the mine doesn't actually kill them, you can camp from well outside where the mine is, so you know they ran out and can ambush them on your turn.
3: Not annihilating structures with explosives the moment you know there are unsighted aliens inside. Rockets are your friend, and alien-containing houses, your enemy.
The first mistake is something I've fixed in the recent videos. In recording this, I was coming off the of the X-COM files where accuracy is cut in half outside line of sight. Had to relearn this, especially for TFTD.
Prox mines on the other hand are only so useful, as if the alien never comes, then you've just prevented yourself from accessing that part of the map.
As for structures, I prefer using motion scanners. If I can be the one in the house, I'd like to leave it standing.
@@PotatoCaravan Ahhh, yeah that would do it. After a point, you forget the original game didnt have distance based accuracy penalties.
There's a reason you'll hear players say to just use autoshot and nothing else. Since the accuracy doesnt decay with distance, once you hit a breakpoint of about ~40-50% chance to hit on auto, aimed shots and snapshots are basically obsolete.
EDIT: MAN i fuckin brainfarted hard, i misread what this convo was talking about pretty bad. TLDR Smokes in og xcom were so busted for what strategies they enabled, and XCOM FILES adding LOS based penalties basically nuked them into the dirt (and for good reason)
@@PotatoCaravan Ah, even in that, I think it's still usually worth it with explosives, which are a generally good idea.
As for prox mines, they can always be detonated with a grenade if the alien refuses to come out and you want to rush in, and the cost of a few grenades on your whole squad is minimal. Also, the aliens DO eventually come, because on turn 20 (IIRC), your positions are revealed to them, and then every 5 turns after that. This will absolutely destroy you in alien base missions, but it's to your benefit on craft missions, because you can just mine the ship entrance, reup the smoke, and wait until the aliens try to come kill someone and trip the mines.
As for structures, generally there will be some cover anyways even after multiple rockets, as they won't take down the whole thing, and you'll have removed the walls facing your established area, not the ones facing the enemy's. At a minimum, a rocket is a good way to remove a wall between you and a motion scan detection without triggering reaction fire.
@@Nebulon-B_Frigate_FTW I actually was not aware that you could force detonate a prox mine, but they are still not my favorite. To be clear, I don't doubt the efficacy of your strategies here, I'm just don't think it's optimal play. After a certain point, your strategy is mostly dependent on taste. I've received a number of similar comments with differing recommendations, and have made similar replies to explain my rationale. In this case, I'd guess I like to play the game at a faster pace than you. Thus, prox mines are more of a hazard to me, and my tendency to cling to walls makes it hard to destroy buildings unless I level everything long before arriving. While that could work, it's still fairly likely that something would survive inside to take advantage of the new line of sight they'd been given.
Third choice... I cannot forget one mission at a farm map where I had no flares and so I set every building ablaze and let it all burn in the night, and after some random rocket I won all of the sudden, barely losing any soldier. Good times. No loot, no problems.
Great video! I contributed to the OpenXcom project (I wrote the mod system) and it's always special to me to see it getting air time!
Thanks! And likewise thank you for contributing to OpenXcom! I've had a ton of fun with playing and most of it's replayability is due to sheer number of mods available. I'll be getting to those soon! Thanks again!
@@PotatoCaravan one mod I've particularly enjoyed is the Final Mod Pack. Tons of content to explore, and I like how it extends the game enough that you can really get into each technology level
@@MykTaylor Final Mod Pack is on my list to play, looks like fun. It didn't win the poll that I posted a little over a week ago however (though I may have influenced peoples votes), so it'll be in future video. Reaver's Harmony Megamod is what I'm playing currently, and it's been great. Also made some pretty extreme changes to the game on superhuman.
Very nice! Is there a way to insert the sound effects and music from the PlayStation 1 version of Xcom into the OpenXCom project so I can play with the PC QoL features, but have the nostalgia of sound and music from PSX? That is literally the only reason I don't use OpenXCom since I can't figure it out (though someone has told me it is possible, when I've tried it doesn't work).
Thank you for your contributions to the project, OpenXcom was my first exposure to the original Xcom series!
22:00 Imagine the relief of hearing X-Com come to save you only to hear them immediately turn back around and fly away. Total 0 to 100 to 0 moment.
i've owned and played this game since 1996 - i only finished it without cheats in 2021. maybe in another 25 years i'll finish it on superhuman :D
All you need is a good strategy and a little bit of luck!
@PotatoCaravan And time! Don’t forget to have time to sacrifice!
@@chrlpolk Very true!
Imagine if you had had such a video back then, it would have been so wird to suddenly know all the mechanics and learn to play strategy as a kid.
Instead we learned hex editors 😂
@@udirt I still have no excuse, I had the official strategy guides back then!! haha
Aliens wait around until turn 20, when the entire map gets revealed to them and they aggressively hunt you down.
Yep, I like to finish most missions before this point.
I didnt knew that, where you got that info?
@teseutressoldi3972 the wiki. They don't actually know where your soldiers are, though? It's weird.
When I was a kid in the 1990s I would play X-Com while listening to the Art Bell show. Art Bell had guests on who would talk about getting abducted by aliens and such. X-Com and that show went very well together.
I believe it!
Midnight in the desert.
@@MAXIMILLIONtheGREAT it was Coast to Coast AM actually. Or Dreamland
@@nothingelse1520 oh right, Midnight in the Desert was the newer one right? Man time is whack.
That whole era was wild. I miss it even though I wasn't around for it.
pretty cool video! i love the structure and story-style way of explaining xcom, surely deserves more views, only recomendation would be better edditing graphics and maybe a better mic, otherwise nice job!^^
tyty. I can't promise any meaningful improvements with the mic any time soon, but hopefully I'll be able to put together something more visually interesting. I've always wondered why no one has made content like this (or maybe I've just not found it) for x-com, and thought I'd try and do it myself. I'm glad you enjoyed the video, thanks again!
Good watch! I love X-com but can't play it while I work. So the second-hand joy I got from hearing the narration was fun and entertaining while I worked. THANK U.
Thanks for watching and commenting! I'm glad to hear you enjoyed the video.
I believe that opening doors without going through them is always enabled, even in vanilla OpenXcom. It was a feature in Terror of the Deep that was backported to UFO Defence in the PS1 version, so it's considered vanilla.
I'd somehow never tried opening doors without alternate movement methods. You're correct, it is always enabled.
Also interesting to know that it was in base tftd. The original games were before my time, so I'm not super knowledgeable about bits of history like this. Thanks for commenting!
For the sectoid terror mission on superhuman -- the community consensus is you land the skyranger, note that it's not floaters, then just leave. The score from ignoring a terror mission entirely is IIRC -1000. The score from bailing is -400, and the potential for a complete squad wipe if you have a low-psi strength squad is rather high. Of course, you are using a tank, which helps. A lot of players choose to go extra dudes and skip the tank, since dudes are cheaper. But dudes can't scout without risking being mind controlled so...
edit: lol! you need a soldier with near perfect aim to use the blaster launcher like that. But knowing that, it's the easiest way to clear the final mission. You have your best aim soldier take the shot as a final flex.
You're right about the score, though the negative for landing varies based on the number of civilians spawned. As for the mission, if I can get off the ramp, then I like to try it out. It never went sideways enough for me to back out, so I ended up doing the while mission.
This is one if my favorite videos on all of UA-cam. The music, game, and your presentation were all exactly what I wanted. Keep up the great work!
Tyty! Glad you enjoyed! More content sooner or later.
I appreciate the old skool intro music for the outro. That music slaps something fierce.
I believe that's either the games final victory music or the dogfight music lol. Glad you enjoyed, thanks for watching!
I'm an expert at newer x-coms but never played through the original myself. The commentary on your playthrough makes me feel like I could play this game first time as an expert. Its really detailed and easy to understand!
Thanks! There are always details left out with videos like this, but nothing someone who is interested in this game can't figure out. I'm glad the explanations turned out.
I wasn't born during the originals heyday, but after seeing a video about it in 2010, it got me interested in the series so I bought it. The newer ones are great in that they were streamlined to bring more players into the series, and have modern graphics, but they lack the mechanical complexity that makes the original so great, I'd highly recommend playing it, especially since you like the new ones.
The memories… Strongest of them is when an alien shot a rocket into my craft before I got the team out: 12 KIA in one blast😂
An obvious and interesting note about the patrol behavior is that OpenXCom Extended (I wanna say it's just an extended option but I could be wrong) specifically has a solution in the form of Hunter Mode. After a predefined amount of turns (20 is the norm iirc), the aliens will cease all forms of this passive patrol system and will instead go straight to the aggressive hunter system, even if they haven't detected you. This is kinda twofold fixes in a way: First, it means the camper style of play can be actually somewhat viable, as after a while the aliens will decide it's time to rush the player units. The second is to help solve issues with more complicated maps, making it so if the AI is stuck in a small room or area they'll eventually flush out and try to take you on proper. No matter which way, this also helps with making missions not just devolve into 'find the last alien' hunts that take forever as well. Similar to if all an enemy force is panicking, the mission ends as well.
I have seen this recently, I just wasn't playing on extended for this run. It's a mixed bag as the aliens also know where you are after the aggressive mode is triggered, but you won't be searching for long.
@@PotatoCaravan Oh for sure, it can come back to bite you as well, especially for high-population maps with high morale. Not culled enough aliens and you may get swarmed after the trigger hits. I wanna say the Piratez pack in particular is sadistic with expecting the player to do a bunch of stuff, grab good loot and scarper before the Hunt Mode hits.
Hey, I quite enjoyed that. Still one of the best game in the 90’s. Thanks for the long form edit.
Thanks for watching! I enjoy this type of content and thought I'd try my hand at it. I'm glad you enjoyed.
I had no idea the original X-COM I played throughout the 1990s had a bug that set the game difficulty to Beginner difficulty no matter which difficulty you selected. In my ignorance, I played the game a lot on what I thought was the Superhuman difficulty, and therefore thought I was pretty darn good at the game. Years later, along comes OpenXcom with all its patched goodness and I intentionally played it on Superhuman knowing that I had never actually played at that level before. I figured it would be harder, but I had played a lot, like, I mean, A LOT. Years of playing X-COM in DOS and then DOSBox. That first terror mission told me I had no idea what I was doing. I couldn't even get my soldiers out of the Skyranger without dying.
I had to develop new strategies from scratch. Smoke Grenades to cover soldiers exiting the Skyranger. Exiting the Skyranger in small groups so a single Alien Grenade can't take out the whole squad. Two-person teams of crappy-accuracy-scout and high-accuracy-sharpshooter. Motion Detectors so I don't waste time clearing empty houses. NEVER GO ON A NIGHT MISSION, EVER. I don't even go on missions until I research and build Laser Rifles because the starting firearms are GARBAGE (this takes about a month).
By the time I have the Avenger, I run a team of four Plasma Hovertanks and ten soldiers in Power Armor or Flying Armor with Heavy Plasmas. The Hovertanks provide all the scouting/overwatch flying high around the map at Ludicrous Speed while the soldiers take Aimed Shots at anything the Hovertanks see. If I'm breaching a UFO, the Hovertanks literally block the doors so no aliens can suddenly pop out and take shots at my soldiers while they're setting up to breach.
Base defense means building the base so there's a choke point and a long hallway where soldiers can hide in little rooms (to avoid being nuked by Blaster Bombs) and pop out to shoot at aliens coming down the hall.
Crysalids, Ethereals, and Sectopods are still terrifying.
Damage during interception doesn't affect UFO Power Source explosions, it's a flat 75%. But hey, if that's the only complaint...
Great writing and editing here. Massively mpressive for a first video!
There are a number of little things like that I learned after finishing the video. Still have to sort though some of the incorrect conclusions I came to when I was younger and playing this game.
Glad you still enjoyed the video! I'm hoping to get around to TFTD eventually.
The coolest part is I just watched a man beat the game in 12 minutes :D Great job on the video! Love Xcom and Xcom TFTD! :)
Glad you enjoyed! I can only imagine people have some super impressive records by now.
@@PotatoCaravan
There's like 3 people running this category. I believe willbobsled got somewhere under 6 minutes with insane strats and luck.
@@SGresponse That is insane. Can't even imagine what it would take to beat the game in 6 minutes.
Just came from your TFTD summary and had to check this one out while I'm working. It's really making me crave to try the game after failing to understand it when i was like 4 in the late 90s and kinda forgetting about it
It's a lot of fun, and the OpenXcom recreation of the game has made massive quality of life improvements. If you already own the game on a platform like steam, then there is no harm in checking it out. Regardless, thanks for watching!
I remember this game so well, I bought it from the bargain bin, at a Staples of all places and it didn't disappoint. The game was amazing at building a genuinely creepy horror atmosphere in the most simplest ways. It really was ahead of its time.
It really was both ahead of its time, and something we aren't going to see again for a good while.
That was exciting. Good to see OpenXcom getting some love.
I quite enjoyed the video. For games like these watching the entire campaign is something I never manage to do. So a shorted rundown with the important points outlined was very fun. Glad you didn't make it too short, 50-60 minutes was just right.
Tyty! This is how I feel about a lot of games, so I thought I'd try making videos about some I have beaten. Funny enough, it's also a lot easier to finish something when you know other people are watching and waiting. Glad you enjoyed and though the pacing was right!
This game is the number 1 in my all time list of games.
Well done video walkthrough.
Thinking of compiling openxcom for my Linux system instead of heading back to dosbox to play the original versions.
Thanks for watching!
Looks like there is some amount of Linux support over on the Openxcom GitHub, so it shouldn't be too bad to get running. Best of luck with whatever you choose.
Going for OpenXcom Extended is a better idea, even if you don't want to play total conversions. It just has more features to play with.
Watched your terror of the deep a few days ago.
This video also did not disappoint. Excellent work.
Thanks! Glad you've enjoyed!
This was great. Lucky me for finding your video.
Thanks for watching, glad you enjoyed!
One of the best Xcom videos I have ever seen. Ive always wanted to make a well editied rendition of one of my xcom games like this and this has honestky inspired me to actually work towards that goal again. Great work! Death to the Alien invaders!
I would love to see that! I'm glad you enjoyed, and super happy to to have inspired you to try for yourself!
The one thing I'll say, my biggest pain point when making this was that I didn't take good enough notes. I had to spend way too much time digging through footage to find events I was looking for. Thanks for watching, and good luck!
I have have these same issues when editing longer games. Keeping notes and footage organized for what you want to talk about in your script is a tough job when juggling your recording process. Great video man@@PotatoCaravan
@@Malkasphia Tyty. I started editing every session or two down right after playing, and its been a much better experience. TFTD eventually lol!
@@PotatoCaravan I am truly looking forward to it. One game completed per video is very difficult. But it is a trophy that stands out on UA-cam and on that can be rewatched much easier than a series. Thank you again for meeting these.
I am going to do my own run of XCOM using this format. When I release it, I would love for you to critique it.
@@Malkasphia Thanks again! I can take a look when your video comes out, but I am still figuring this out for myself. Not sure there is a perfect formula, you just need to know what you want the end product to look like. I'm trying something a bit different for TFTD, and have no idea if people will like it more, less or even notice a difference.
"this is almost a decade older than me" that hurt me in the knees. I was playing the Demo of this when I was 14...
Yes, give me a hour of 90s XCOM! I just played both for the first time earlier this year. Time for another run I guess.
Enjoy!
Holy crap, there are other people who still play this game?! I loved this game as a kid! I even replayed it a couple years ago for nostalgia's sake! I didn't know Open X-com was a thing, I think I'll check it out and do a playthrough of it of my own, probably doing the same ironman challenge that you did, as I've never actually beaten this game without saving/reloading before. Anyways, thanks for the video, learned a few strats that I never even considered that I'll try to employ in my upcoming playthrough!
Tyty! There are still a fair few people playing the game, it's just been mostly confined to lets play style video series. And good luck on your run! X-COM is not easy.
I love UFO Defense. One thing I do to farm resources is placing a base near an alien base that isn't sectoids. The landed larges will match the base inhabitants and they show up every(ish) month. I just send rookies with laser rifles and personal armor. Laser rifles so you don't need extra storage for clips, and personal armor because you can create alien alloys to make them anyways. So you're trading money for elerium. And it pumps your score.
Camping UFO doors for the streams of aliens coming out and murdering your guys, kneel and have them look at an angle in the room (or ufo) to both sides of the door, otherwise you'll just kill your own guy with reaction shots. This also protects them from immediate vision, forcing the alien to walk out, and then turn before being able to shoot giving you lots of chances at reaction fire.
Also with laser/plasma can you shoot your own door into a UFO wall, but it might take a while to destroy. With hoversuits you can assault any UFO by shooting holes in the walls/roof for vision at different tile heights.
Great job on this. One of my favorite games that I have played on and off for 20+ years.
Thanks! It's a classic!
The music and pixel art in classic xcom is gorgeous.
So much nostalgia here - I have been playing since the mid-90s too. One of my all-time favourite games, and a very entertaining video with great narration!
I fully agree. Nothing has ever really come close to replicating what this game does. Thanks for watching! Glad you enjoyed.
Excellent job, can't imagine the effort it took to edit together.
tyty. It wasn't too bad, but I definitely could have taken better notes while I was still in the recording phase. Made finding what I was looking for in the vods a headache.
A really awsome video, got a soft spot for old x-com games, especially terror from the deep. Remember playing it on my dads 486 dx when I was 7. Obviously there was no way for me to beat that game, but defeating a single Homaroid with a squad of vanila rookis was surely an achivement.
I never had the chance to play TFTD when I was younger, and its been a joy to learn recently. I'm hoping to get a bit further than you did back in the day. Thanks for watching!
Great video.
I've seen a video some years ago about someone beating UFO 1 on superhuman, but they checked soldier stats and hidden psi stat in some config file, and restarted until they rolled soldiers with high reaction and high psi.
My comments are (from the perspective of someone who never played superhuman, I may have tried it can't remember):
1. Not caring about the soldiers is missing out on some great connections, celebrations and heartbreak.
2. Always using autofire misses out on some legendary feats of marksmanship to celebrate and have the bards sing about.
3. No mind control training? Perhaps that's for the best because:
I remember to this day my legendary soldier/commander/leader by the name of Marcel Marcel. He ended up with completely broken stats (may have been a bug), with a huge amount of action points coupled with eventually unstoppable psi which completely trivialized the end game missions where Marcel Marcel would just mind control everyone from the comfort of the ship. Good times.
Currently I'm attempting to relieve those times by trying really hard to love the second generation/modern XCOM 2. I'm not there yet.
This was the first video I posted, so it was a bit experimental. I agree with you on all these things, and (aside from autofire lol) did them in the TFTD run. I just didn't have a namelist here to play with, and couldn't be bothered to interact with PSI.
@@PotatoCaravan I'll watch that one too for sure :). Also, excellent video for a first try, really.
@@ingerasulffs Tyty!
this deserves more views and you deserve more subs, this was a fun af ride
Tyty! Hopefully some more uploads will help me get there. This much attention from one video has been great. Thanks for watching!
This is a great way to get a good look at a game I can't bring myself to play 😅 excellent commentary!
I love these types of videos for that very reason. Thanks for watching!
This game and its sequel Terror From the Deep were a huge part of my childhood/teenage years and so it's awesome to see someone who wasn't even born when they came out playing them with such passion today.
These games are just something special. Nothing has every really matched the difficulty, complexity, and mystery in quite the same way.
I actually only beat TFTD in open XCom last year ha ha. Those two stage terror missions (oh God save me from cruise ships...) were so brutal when your only 12.
Very exciting video, watched it from beginning to end
Ty! Thanks for watching!
Great Video!! Thanks for making a cool start to finish UFO playthrough into a vid that I can watch during a lunch break :)
No problem, thanks for watching!
Just to add to the algorythm! This is a good video, you deserve more supporters!
Tyty! Thanks for watching!
Great video! I really enjoyed it and can't wait to watch your Terror of the Deep video
Thanks!
Nailing all that research in the first month!
I first completed this on my Amiga 1200 but I used a program to edit the starting base and probably some other stuff.
I bought a printed guide off a dude that I clipped into a folder.
I'd always disregarded the traditional tanks but you've convinced me to give them a go.
Thanks for watching! I always thought tanks were a lot less fun than soldiers myself, but I gave them a try here. It's nice to have a unit that isn't made of paper in the early game.
@@PotatoCaravan I need to step my game up. And definitely explode more stuff. I'm enjoying the CRT style screen filters built into OpenXcom these days. Great vid.
@@redStiv Thanks!
Great video, appreciated hearing your thoughts during the gameplay and condensed information about the game, it's very rare to see
Thanks! I thought it was odd that I couldn't find something like this on youtube. Glad you enjoyed my attempt!
The amount of X-COM PTST I have is impressive. Hearing the Chryssalid sound make me want to nope out of there. (:
wtf brother, that was good, and only ~90k views?
godspeed, commander
o7
Thanks! Was a lot lower before TFTD, but I've caught some attention since then. Glad you enjoyed!
Great video. Love these kind of challenge videos. Hope you keep em up
Thanks! More are planned.
Xcom (og launch) was the 1st game that kicked my ass. I did eventually beat it. Xcom was the birth of my tried and true method: "when in doubt blow it up"
I'm surprised no one mentioned this, but one way to get easy money is have idle workshops manufacture laser cannons. It has the highest net profit in the game.
I didn't need this trick during the run, so I never mentioned it. I used it in TFTD, though I don't remember if I mentioned it in that video either.
@@PotatoCaravan Ok. I was wondering why you didn't use it.
this was an incredible game, with good depth and several game aspects, research, base building, ufo interception and tactical missions. very polished for the time.
It even holds up today with a bit of QOL.
This summary was awesome to listen to, thanks Commander!
Tyty!
I really enjoyed your X-Com videos but I am partial to TFtD, thank you for making them!
No problem, thanks for watching!
Very nice and high quality video, keep up the good work! Next time you could try the sequel, Terror form the deep. I'd like to be a soldier in your next playthrough as well!
Thanks for commenting, your name is on the list! TFTD isn't the next video (I've already finished recording), however is will be video 3. As an unmotivated college student, I can't promise when that will be, but I am still here.
Edit: so much for not the next video
This was a great watch, thanks for the upload :)
No problem, thanks for watching!
This was one of my favourite games as a kid when it released. Played all the Xcom games that released after and return to Open Xcom from time to time.
Funny thing, in my first playthrough ever, I managed to blow up the brain control room with the blaster launcher through the hole base at the first try XD
you've got better luck than me, thanks for watching!
Downloading this video, pretty cool to see OG xcom content in 2024
Glad you enjoyed enough to download!
@@PotatoCaravan I'm downloading it to watch another day, 58 minutes is too much to binge, and I don't want to skim as xcom content is rare, might as well enjoy when im in an xcom mood :D
@@theyellowarchitect4504 Fair enough, I've also got a TFTD video if you're interested. Happy watching!
Great video. I'm currently playing Xcom apocalypse from Gog. Those head suckers are a nightmare lol.
Tyty! Never played apocalypses myself, but I'm sure I'll get to experience that eventually.
It's vastly different to the originals,but it still has that charm to it like the origina still have today. I'd definitely like to see you give it a play through. It's a bit awkward at first but pays off n grows on you the more you play it.
I only ever played this game on easy.
But I would have enough money to recruit harvest accurate marksmen. So my guys would all have accuracy of 70 or over.
Once I got to the mind control stage and realised that most of my snipers would panic very easily I started looking at other stats as well.
I don't know if it's a bug, but elerium was never a problem as the alien attacks on my base gave something like 2000 elerium. I had to sell it just to have enough storage space.
I love this game and this playthrough is very interesting.
You’ve earned a subscriber mate, cheers from Aus.
Tyty! Thanks for watching!
Great video! This game always stomped me as kid!
Tyty!
You probably already know this, as well as anyone watching this video, but some advice in regards to the points mentioned here, just in case:
By memory, the go to anti chryssalid solution with the tier 1 tech is incendiary ammunition, with the rotary cannon in particular. OpenXcom probably fixed the bug with all characters standing in a smoke cloud taking damage when the cloud got hit by incendiary attacks, but it is still the most accessible resistance counter you have in the beginning of the game.
Other than that, taking advice from the old gamefaqs guide, arming a grenade with detonation delay set to 0 on every trooper. Technically, less than immideately lethal injuries can make them drop it and thus kill themselves prematurely, but in case with chryssalid attacks that doesn't happen because they bypass the damage calculation entirely and the trooper is already dead by the time their inventory hits the ground. Proximity grenades can help with piling up some damage before they close in, if timely placed.
But really, clearing out line of sight in all directions is the only real answer. You can load up the away party with enough explosives to blast any and all structures on most maps, and there is no reason not to do that when chryssalid get involved. Losses of material and points are insignificant.
The reason grenade damage is so high is that all damage instances in this game roll a 50-150 percentage modifer on all attacks that do damage and only then apply it against resistances. (The sequel changed it to 0-200, which is one of the reasons it is so unpleasant to play.)
Thankfully I've never needed a tier 1 tech solution to chryssalids, but that is good to know. As for primed grenades on everybody, I would consider a solution like that, but it also destroys all the equipment the soldier is carrying. Additionally, I've never actually used proximity grenades, though I can see their use. Finally, blasting through structures is a great strategy that I've been employing for a while.
While I did know about the grenade multiplier for the first game, I learned of it after recording. I was not aware that it got reversed for TFTD though. That really does make the grenades in that game terrifying.
Thanks for commenting!
in GDT one developer explained the smoke igniting on incendiary rounds was intentional, not a bug if I remember correctly
@@elchotocorazon Thank you for the clarification, I'll look it up. There was no real feedback, unlike with explosions, so the claim of it being unintended wasn't really challenged.
One of the options for OXCom (and in turn OTftD) is to select whether you want the 0-200 or 50-150 percentile, so if you wanna play TftD and ensure you always do a little bit of damage, there ya go.
@@elchotocorazon It really doesn't seem intentional. Just retriggering fire damage whenever smoke is popped? If it was intentional... eesh.
Really enjoy your content
Thanks!
I always bring 2 blaster launchers and a ton of bombs to the final mission, you can leisurely sit in spawn and blaster launcher a hole in the wall into the brain room after you've scouted it's location. The best is when you MC an alien with a blaster launcher and have him do it himself.
I used a similar strategy on a more recent playthrough. Works well indeed.
I’m loving that I’ve been playing this game and have been discounting tools like the motion scanner for not being straight up damage and durability upgrades and it’s made me completely inflexible which is why I keep losing runs
It does pain me to know that the game is almost a decade older than you thanks. Great video!
Tyty, thanks for watching!
Epic story. Thanks for sharing. New subscriber here.
Glad you enjoyed, thanks for the sub!
Heh. This game seems wild. I came to the series with Enemy Unknown and didn't look at the older games so this is just absolutely wild to see. Especially the depth!
Yep, love this game for the complexity. Thanks for watching!
great video, got my xcom itch scratched by watching it.
Thanks, glad you enjoyed!
honestly, one of the best videos i've seen of classic xcom. I'd love to see you play through some of the great mods for openxcomex.
Thanks! I'd love to play through to bigger mods, but I'll need something I can post in the middle of those runs. Going to see how videos on other games do soon.
Great video , used to love this game on the amiga, even if it did take an hour or more sometimes for the enemies movements [atleast seemed like that in my memory]
Thanks! It's crazy that it only takes seconds to process enemy movement now, even if it wasn't a full hour back in the day.
I'm always baffled a game with this many mechanics, both simple and complex, was made in 1989. It's really mind boggling.
It's a game from a different age, where people were more willing to take risks, and try out complex ideas. You don't really see this type of game anymore because making it is both a risk, and appeals to a smaller audience.
I recently completed this game. Although this time, running The Final Mod Pack. Suffice to say, it was... interesting.
I really enjoy the mods allowed by OpenXcom. I've not played the final modpack personally, but I will be playing Reaver's Harmony Megamod for the next video!
I played this game religiously on a 386/20mhz when it came out. Good times. :)
Still holds up too!
The best thing of this game is the ability to manufacture armour and laser weapons, then sell them on the black market.
This way you can finance your operation without having to worry about the funding countries.
The financial game gets a let easier once you learn that trick.
That finish date makes it look like we invaded Mars instead of the Middle East lmao
Dame. Now we just gon find these little marks and smoke em!
Impressive! Such a great game, IMO the best one of all the xcom games (including the recent ones). I found TFTD a bit too hard but this one was in the sweetspot. I was surprised you didn't mention manufacturing as realising you could make profit manufacturing things was one of the things I remember making a huge difference between losing momentum and funds on losing and just being able to keep going - I normally ended up building a lot of workshops to get monthly income high and did some calculations to work out what the most profitable bit of gear to produce was per engineer hour! Basically just had sweatshops working flat out presumably arming other resistance/army factions!
This is like the 5th comment about this. I probably need an FAQ or something in the pinned comment, but I just didn't need the money this run. I used the trick in TFTD with gauss cannons, though I'm not sure if I mention it in the video.
@@PotatoCaravanJust finished watching it, you made it look so easy really, impressive! Do you think it would have been possible without all the smoke?! I'm not sure how much harder the higher difficulties are but it seemed like there were high alien counts even quite near the start
@@jonnyramsden1161 Tyty! While I'm sure you could have done with less smoke, it allowed me to play much faster and was generally easier to manage. I do use less smoke in mods, however that is normally because your range of sight is equalized with the aliens.
Excellent, that was nice watching the game that stomped me as a kid get stomped in turn XD
Thanks for watching, glad you enjoyed!
Amazing style reminds me a ton of old letsplays around the somethingawful forum era (like the start of letsplay).
That was before my time! An interesting comparison to make, not a perspective I would have ever been aware of. Thanks for watching!
I’m older than this game. 😭
shooting down ufos over the sea spares you the mission sometimes
If you're over the water, the mission should always fail to spawn, just a bit hard to tell from the Geoscape view.
Highly recommend X-Piratez mod
I'd love to play, but it'll take over a year to beat.
"This version of the game is 10 years older than me". F my life, just let my bones disintegrate already.
Can’t wait to see Terror from the Deep. Fear the Lobster, man.
Funny enough I've never played TFTD before, so that should be really entertaining.
@PotatoCaravan oh boy, your in for a treat. Half the weapons don't work on land, "flying" doesn't save you from "flying" Cryssalids. Lobstermen. Huge two stage terror missions and the icing on the cake; not knowing the tech tree and bricking your run by not capturing the right alien really early and because it's an "early" alien, you might seen them again for months!
I had a similar bs moment to that alien grenade. Six guys in I think basic got blown up, and only the outtermost soldier actually died.
The random damage rolls are certainly something.
2:32 so you didn’t get invaded? Welp, that’s lucky.
Very lucky. Its likely that my base was in a location that the aliens preset patrol paths missed, as I should have been invaded at some point in this run.
Don't forget that laser weapons are a profitable venture for X-Com engineers when between important jobs!
Yep, just never needed the trick in this video.
Great video. I hope to see apocalypse at one point.
Thanks! Waiting on OpenApoc atm, we'll see how long that takes.
Imagine your alien invasion foot troops are so bad your enemy has to build specially accessible, walkable hangar bays so they don't get stuck
I imagine the invasion would fail
Thanks, that hit the nostalgia.
Enjoy!
Loved this game as a kid. Scary as hell, too. Fun, but hard to play for a variety of reasons.
That's for sure. I will say that OpenXcom has made the game significantly easier to manage once you know what you're doing. There are lots of little QOL features that've been added.
I played this a lot in 90s. My tactics were to use as many tanks as possible die the fact skills of team go up regardless of their participation in combat. So after some fights i had a team of terminators with tons of experience and health, immune to psy attacks (resistance is heavily affected by dying teammates) and so. And once you get plasma hovertanks, it gets supereasy.
Great video! I love this!
Thanks!
6:13 You've spread your troops too much and aren't using overwatch (reserving time units) enough. At minimum, soldiers should be moving in pairs , alternating their movement - one on overwatch, one moving forward into cover - and use kneeling position to increase accuracy and reduce the chance of getting hit by enemy fire. Personally I used to split my entire team into fireteams of 2-3 soldiers (2 with rifles, 1 with a heavier weapon) and then alternate on a fireteam basis. This allowed each group to absolutely murder any alien that came into line of fire, and since the aliens usually moved one at a time, losses were extremely rare. I generally avoid smoke grenade use because the LOS affects my troops just as it does aliens.
9:47 You're not using flares. They're a godsend in night missions like this.
28:33 TBH I don't bother with the intermediate craft at all. Interceptors are good enough if equipped with Avalanche missiles, so I just progress straight to Avengers once I have that tech unlocked.
35:54 Just as you dedicated a base to engineering, dedicating another to research might be a good idea. That way you have a lot more space for storage at your primary base
Just want to put out there for the older generation, rebelstar raiders and laser squad. you know who you are!
One of my favorite games as a kid. I vaguely remember something about a bug that either made the easiest difficulty the hardest to impossible or it was the opposite with it making the hardest easy. Never managed to beat the game as a kid, but as an adult I found out that building laser cannons and selling them of was the easiest way to beat the game. Still haven't beaten it. Gonna watch the video now and see if you use laser cannon production to beat the game.
I don't believe I use the laser cannon trick in this video, however I to use it in TFTD with the gauss cannon. Additionally, there is difficulty bug in the original, however since I'm playing on OpenXcom, that is not an issue here. Thanks for watching! Hope you enjoy!