X-COM / UFO: Enemy Unknown speedrun (
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- Опубликовано: 2 апр 2018
- pretty happy with this run, won't be attempting to improve PB/WR for a while
OpenXcom 2018-01-28 1443
The following Quality of Life rules are permitted:
* Custom initial base
* Force craft launch
* Psionic training at any time
* Psi-Strength Evaluation
* Inventory Stats
* Instant grenades
* Override Line of Fire
www.speedrun.com/x-com_ufo_de...
Current Superhuman (default advanced settings) PB : • X-COM Superhuman Speed... - Игры
World Leaders: Oh no! An alien invasion!
This guy: Here’s $5. Go get me a coffee and I’ll be done before you get back.
That was a true banzai charge to Cydonia, in a tactical and budgetary sense, well played!
Love that the original game is still getting love
"As you enter the chamber you see the alien brain..."
NO! You don't enter the chamber and you don't even see the alien brain in order to fry it with plasma! Great work!
Wow, it took me literal years t finish the game.
(Well I was 12 years old and probably a little overwhelmed with the possibilities.)
Same
6:18 the best part
Came here for this comment 😂
Pinnacle of ms dos gaming. Perfect music, sound fx, gameplay, strategy,
Length of video: 14:01. Time to rewind and watch, understand what the choices are: over 2 hours, I'm sure
OK exaggerating a bit. But slowing to .25 speed on geoscape, .5 speed on battlescape sure helps
That is so impressive ha my mind is just blown
"Sir! We've repelled the aliens from the base! But we lost one man in the fighting. Anders."
"Damnit, not Dybendahl!"
"I'm sorry sir. You were close?"
"Yes. We go back... almost 8 and a half minutes."
Cause of death: shot in the back of the head by Sgt. Bogdanov. War is hell.
Who would have thought that the best strategy was to get attacked on your base.
Dude spams grenades like popcorn 🍿 good job!
it took me 6 month on superhuman level to do this ...
this is so depressing ...
so many saves and training the soldiers in psychic oh well
oh shit that final tank health is really critical
Excellent!
Was the assault on your base inevitable based on your choices up to that point? Did you somehow provoke it on purpose to get the high-ranked aliens? If so, how?
Alien Retaliation missions are triggered in response to a successful dogfight, depending on difficulty level. These Retaliation missions are best identified with a Hyperwave Decoder, but their flight paths are easily recognisable when targeting Siberia. By building a base on Novosibirsk (the only city in Siberia) a Base Defense mission always occurs as a result of Retaliation.
@@willbobsled Wow, that's crazy. I'm going to have to try that.
@@willbobsled I'm guessing the only reason to play Superhuman is to force the retaliation to happen sooner. Then shoot down every UFO to increase the chances even more.
@@donkeysunited The category of Superhuman QOL requires playing on the hardest difficulty, but it is correct that we take advantage of retaliation occurring five times more often than Beginner difficulty. Any% with Base Defense instead of Base Assault would probably be the optimal route if triggering retaliations wasn't so tedious. Also the economy management is much more precise in Superhuman so the extra money from more loot helps a lot as well!
@@FernandezJ. Aliens see farther than you in all conditions. Smoke helps you not get shot. Always Smoke before exiting the Skyranger.
Aliens have full time units on the first turn so it's worth skipping a turn anyway, so use it to pop a smoke on the ramp.
Потрясающе! 👍
What really happened at 6:20? Who was responsible for the massacre?
To be honest, I'm not quite sure but it happens about every 3-4 base defences with this layout. All I can tell is that an Engineer with a Blaster Launcher tries to shoot something, resulting in a small friendly-fire incident.
@@willbobsled Do you think this base layout is one of the best? l am trying to find a comfortable layout
@@deadspace4755 Yes, but there are a few setups that are equally good. Aliens will always spawn in the Hangars and Access Lift, X-COM units will always spawn in General Stores, Living Quarters, and Laboratories (downstairs only) so any setup where the Hangars are only connected to each other and/or the Access Lift to create a choke point will suffice. A more detailed explanation is available at www.ufopaedia.org/index.php/Base_Layout_Strategy , note that many of the bugs mentioned have been fixed in OpenXCom
@@deadspace4755 personally, in chess board coordinates, I like my access point of a new base on C2, the hangar on AB12, a ready-in10-days-store on D2, and, if pressed for time, something else important on C1 (IMHO a somewhat enlarged choke point won't hurt much. Possibly leave D1 empty or dismantle C1 later on, after rebuilding it someplace else). The rest of C column stays clear. More hangars only on AB columns. This makes for an easily defended base that becomes operational decently fast, does not waste too much potential building space, and is pretty cheap in the early build phase. Drawback is a long time to the second hangar.
The number of aliens killed in the lift by that friendly fire was impressive! Really hammer home the quantity of aliens in Superhuman mode.
What a RUSH
HE KNOWS HE'S ON THE PERFECT LINE
@@rat4992 5:22 Right in the FUCKING HEAD
@@exhibit6802 You see that CLUTCHNESS? I am fucking CLUTCH!
Very good job
The "Quality of Life rules" killed it for me. I was so hoping for a vanilla run. Never heard of Qol before so I suppose it's my own fault since it's in the title :)
Glad to see this title is still getting some love!!
Thanks for the feedback! X-COM Speedruns are performed almost exclusively on OpenXCom due to the modernised menuing UI, and while this route is technically feasible on DOSBox, the initial release suffered from a bug that would revert the difficulty to Beginner after the first mission. The closest I can offer to vanilla is a speedrun of the PSX port which introduced some interesting and exclusive mechanics of its own, and Any% on OpenXCom with all gameplay-affecting advanced options/mods disabled, both of which are available on this channel.
@@willbobsled no judgment, we know the original game is bugged and rough around the edges - we're here to have fun, right?
In fairness, losing the QoL mods and having it vanilla would only have added a minute or two at most, you played that like a maestro!
I just improved my Superhuman PB by over a minute with default advanced settings, in case you're interested: ruclips.net/video/hj9CeZ86L7U/видео.html
Very nice!
Honestly how is this even possible. This dude must have some sort of super human iq
I daresay to win the final assault way faster, possibly in turn 1, with comparable settings. MCing the way right into the alien concert hall, having the ethereal commander bake the tomato of dread in style. Of course, assembling and training that crack psi squad takes about 30 hours of gameplay, ranging into in-game September or October, estimated. Well played, willbobsled!
30 hours is maybe pushing it. Once you get psy amps, things go quickly.
So is this just straight up OpenXCOM ironman?
Yeah, OXC Superhuman Ironman
Damn dude, pretty amazing. So what are the quality of life rules?@@willbobsled
@@rat4992 Rule changes allowed (speeds up otherwise boring parts of a speedrun):
~force fire ON
~force launch ON
~custom initial base ON
~psi OPs and training anytime ON
~enhanced sprites ON
~inventory stats ON
~0 turn explosives ON
www.speedrun.com/X-COM_UFO_Defense_UFO_Enemy_Unknown#QoL_Any_-_Ironman_Superhuman
@@willbobsled hi I’m back and I love this game. Came from Lewis and Ben save the world
@@rat4992 Hi, welcome back! Lewis and Ben came really close to capturing that Commander, and they had the additional restriction of not using HWPs so Cydonia would've been super interesting - hopefully they'll try again!
Crazy!)))
Ngl the first 3 years I was so confused how he went from assault to plasma so fast without fighting anyone
Wow❤
o my gosh....
ooof that computer version music is rough, t hink this is why I always loved the PS1 version's music.
This is OpenXCom, it's bad version of the original game.
@@GAnimeRO yeah i want to use OpenXCom on PC but with the PS1 music imported. The PS1 sound effects would be awesome too, but haven't found a way to do it yet.
I was embarrassed when you took just two tanks in Cydonia underground
А я сразу смекнул зачем ему плазматанк - лазер стены практически не пробивает.
@@101picofarad всем покуй и ты не на том языке пишешь
Omg
What's with ignoring or aborting the terror missions? Just irrelevant to the tiny timeline you work within? Or is it the cryssalids 😆?
Ignoring a Terror Mission results in a 1000 point penalty but aborting only incurs a 30 point penalty for each of the 8-16 civilians (max. 480), and Game Over occurs when two consecutive Monthly Ratings are less than -500. Aborting a Terror Mission costs 1-2 seconds and can be ignored every second month.
@6:19 what was that explosion??
Ahhhhhahhhh , whats with the sound compression? ouch...
But also good job :) clean stuff
Also during an Base Invasion the Leaders / Commanders always spawn around the Elevator while the plebs spawn in the hangar right? thats why you didnt need to check who they were with the mind probe?
This was just local recording default settings on XSplit, sorry I'm not much of an A/V geek... Leaders/Commanders will spawn anywhere in the Access Lift or Hangars with no particular preference, as far as I can tell - when my PB was about 18 minutes, runs would use the Mind Probe to increase the chance of success but this run was simply a result of hoping the Blaster Bomb kept the right aliens alive. Thanks for the kind words!
Where can I download the game with all the mods???
openxcom.org/ OpenXcom is an open-source clone of UFO: Enemy Unknown / X-COM: UFO Defense that requires a vanilla version of the original game files from Steam or the usual places. Install the latest OpenXcom Nightly and all the mods and Quality of Life improvements that I used (listed in the video description) will be in the Settings menus, and more! Additionally, I used the Less Visually Dense Smoke mod (formerly Cooper's Smoke) to improve video quality.
6:26 what happened here?
Alien berserked and fired off a blasterlauncher in a random direction hitting the wall next to him. Aliens will panic and berserk just like xcom soldiers if they suffer enough losses. But they have higher bravery usually so it happens less regularly.
doesn't have to be berserked. I've had times when the blaster projectile made 3 or 4 correct turns then hit a roof or wall, whether it's from me or the aliens@@iunary
Better than new xcom - this game gives more fredom, its like sanbox, new xcom is linear with only one base and shitty geoscape. Old game has better tactical combat and up to 20 plus soldiers.....how could they remove such great options and replace them with....that crap.
I can't play the new games , because of lack of cones of vision and distance play ... it feels too streamlined.
It's like the move from Dawn of War to DoW2 - fewer units but more powerful and hero units. The original games had great difficulty and depth, the newer games are simpler and appeal to gamers who think pretty graphics are all a game needs. Having said that, I do enjoy XCOM2 WotC with mods on Legend difficulty. But I'm looking at openxcom and thinking it's time for a reinstall of the old favourite.
@@donkeysunited The new Xcom games are technically much more difficult in the sense that you can only take 4 to a mission(later few more). You can spam certain skills, but often times you will trigger a pod that can basically kill you in 1 round. In the old games you can take almost as many troops as there will be Aliens, the downside comes from weaker technology and stats, but in general it feels like the game is Fair.
Moreover The Action system is different.
In Xcom you can take 2-3 shots under the assumption you're inching forward.
In Modern xcom 1 Action is 1 action (unless class specific skills dictate otherwise).
I can remember a mission where I need to get from A to B and each round there are 3 new enemies dropping on top of me.
It's mathematically impossible to fight your way trough , especially if you didn't know what kind of mission that was and used your skill prior to the event.
So you have to accept full squad wipe
You play until you get your OP skills and then the difficulty drops significantly.
To add to this point New Xcom is excruciatingly slow , I'm already down to 4-6 squad members and it still feels much slower than playing old Xcom with 20 crew.
Even the "alien turn" feels better in the old xcom, because you're actively trying to figure out alien positions in the fog of war , so it's not just time wasted on unnecessarily long animations and poorly optimized AI-logic.
@@Jaime_Protein_CannisterI would say that each have their benefits. I think they're two totally different games, really. If you like an open battlefield and geoscape where you can try out all sorts of things, then the old xcom is better, but if you like a linear story and gameplay, with much less stuff to get confused by, the new games are your jam.
@Phoenix51291 I don't think it benefits from streamlining. Case and point aliens know where you are even if you are behind cover , as soon as you trigger an enemy pod. Which was not the case in old games. Unless you find an mc reader on alien it should follow basic principles of cone of vision/fog of war.
To go back into stealth, you have to use a skill. Which shows that stealth play is an afterthought in newer xcom games.
In tftd if you go around a corner the alien can shoot , but it can only remember your last position. It cannot pinpoint that you hid 3 rooms further down the ship, it systematically looks for you or holds position if uncertain of victory.
In enemy unknown aliens shoot through walls on targets they couldn't possibly see.
Also the range of fire matters very little in modern xcom , some weapons used to fall of after as little as 8 squares.
In new xcom all weapons shoot from approx 2 screens away.
So the tactical depth of the game is actually ruined and things that make no sense happen over and over again.
Geospace is less confusing in tftd too. The clarity is better and ui is easy to work with. Meanwhile to get the information you need In modern titles you need 10 mods.
These are some of examples how the so called streamlining is hurting the game.
damn, this game is so short xD boring, haha
Finished EU, EW, WoTC and still have no clue wtf is going on.