Page 21 of 31

Re: X-COM 2 - 2019 Campaign Thread

Posted: Fri Jun 21, 2019 11:57 pm
by Vanya Mia
You know these new dice that were going to make things better......

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sat Jun 22, 2019 1:08 am
by Lazybones
Vanya Mia wrote:
Fri Jun 21, 2019 11:57 pm
You know these new dice that were going to make things better......
Look at it this way: you're getting all the bad rolls out of the way at the start of the campaign.

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sat Jun 22, 2019 12:27 pm
by Vanya Mia
((As an update I am going to be away the weekend of the sixth watching more motorcycles scream around a track, but the server can be set up to go.))

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sat Jun 22, 2019 3:27 pm
by Lazybones
I cannot get back into the game. It's hanging up on the load screen in the starting area.

EDIT: I was able to get back in but I'm not the only one having issues. VM is going to restart the server, back in 3 mins.

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sat Jun 22, 2019 3:28 pm
by Vanya Mia
Okay, restarting.

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sat Jun 22, 2019 5:33 pm
by Lazybones
I will be traveling on August 17 and will not be able to play that day.

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sat Jun 22, 2019 5:50 pm
by Lazybones
Another message appears in your email inboxes a few hours after you return from your latest mission.
Congratulations on another successful mission, Alpha. Doctor Tygan is optimistic that Doctor Singh will be a good fit in our research program. I’ve got a team working on the data you downloaded from the ADVENT facility, and am interested in learning more about this priest that you rescued. I’m curious why ADVENT was so interested in him.

Research Projects
  • Magnetic Weapons. It’s pretty clear that we need to upgrade our weapons technology as soon as possible. We haven’t been able to capture any intact alien weaponry due to their self-destruct tech, but Chief Chen says we should be able to manufacture our own magnetic weapons if we invest enough time and resources into the project. She says that completing this project should provide us with a working mag pistol prototype, but more advanced models will require further research. [Research Cost 10, 9 points completed]
  • Motion Scanner. This is an interesting idea from the Science Department, using particle displacement technology to develop a scanner that can detect enemy motion, even through solid objects. Doctor Tygen says that the scanner should work to about a hundred meters out. One prototype will be provided when the project is completed. [RC10]
  • Improved Medikit. Doctor Ranma tells us that we can improve our basic medical kits to provide more effective battlefield triage. All current medikit production will be upgraded once this technology is researched. [RC10]
  • ADVENT Trooper Autopsy. Now that we know that ADVENT soldiers aren't pure human collaborators, but actual alien-human hybrids, close analysis of the fallen troopers' tissue might shed some light on physiological changes the aliens have made, while their armor could help us in the development of superior materials for our own construction projects.[RC5]
  • ADVENT Officer Autopsy. Aside from a variety of fascinating genetic enhancements found in the ADVENT Troopers, the Officers appear to be augmented further with some kind of biomechanical implant. I believe this allows for some kind of communication throughout the alien hierarchy. If we were to somehow tap into this system, I wonder what we would hear? [RC5]
Manufacturing Projects
  • Additional Medikit Production. We all know that medical supplies are at a premium. We can dedicate a portion of our manufacturing output to augment what Doctor Ranma can put together in Medical each week, but that means a cut in other areas. [Manufacturing Cost: 2/kit]
  • Advanced Surgical Kit. Our medikits are pretty fantastic, but even they can only do so much. This kit, designed for field use, can keep a critically injured team member alive long enough for more substantial medical intervention back on the Avenger. [Game Note: this is a one-use Raise Dead device.] [MC5/kit]
  • Improved Research Capacity. Doctor Tygen has been requesting upgrades to his facilities in the research lab for some time now. This upgrade would allow him to work on two research projects simultaneously. [MC10, adds +1d10 Research Capacity/week]
  • Improved Manufacturing Capacity. Chief Chen says that a few simple upgrades should allow her to significantly improve production in the workshop. [MC10, 8 points completed, adds +1d10 Manufacturing Capacity/week]
  • Improved Medical Capacity. Doctor Ranma has submitted blueprints for a device that would allow her to produce more medical kits each week. [MC10, 3 points completed, adds +1d6 medikits/week]
  • Mundane Toolkits. Chief Chen can produce just about any kind of ordinary toolkit in the workshop. Just let her know what you need and we'll see that it's added to the queue. [MC varies depending on the tool.]
As always, be sure to submit your recommendations by Friday so we can maximize our production decisions.
Doctor Singh adds a +2 to your research capacity, or +3 if he’s working on a project that fits with his specialty (physics). You don’t need to worry about assigning him or any other NPCs you may find to projects, he will assist with whatever project the research team is engaged with during that week.

Any excess Research or Manufacturing Capacity will be transferred to the next project in the queue. Since you're so close on the current projects, you may want to specify a backup when you provide your preferred projects this week. If there are ties or no project is specified, the NPC department heads will choose where to allocate resources (I've been hinting at their preferences in the various emails they've been sending).

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sun Jun 23, 2019 1:39 am
by Mirgalen
The group went to rescue a prisoner from another ADVENT scecret facility. Before they were issued new weapons. Strictly speaking they were told to pick a specialty and grab the corresponding ware. JD was not sure what to make of that. He liked the cannon (but not the grenade launcher) and the sniper rifle. He still felt like he was a soldier before (// planning to lvl as soldier eventually) but what was he? Engineer, Scout, Sniper, Pilot, Fireman? He could not tell. The weapons were not too heavy but he would need some time to handle them properly (// need to take heavy weapon proficiency at level 6) or may be he was just rusty. The mission went rather well and they returned with the scientist and a priest...

// Projects: My only skill is Craft Mech 7 so I help where I can.

1rst Priority:

Improve Manufacturing/Production Capacity. JD has been helping Daud so far. Feel like the more we can produce (e.g. weapons, ammo, med kits, grenandes…) the better we will be in the long run. Will keep helping Daud or someone else if my Mech skills are needed elsewhere.

2nd Priority:

Research: I think help is not needed for the sonic weapon. Whoevever started it can finish it and "get all the glory”. If I got any spare point I will help with the scanner. There must be mechanical parts in that.


// Bug/Glitch report: Other than the lag we had early on I did not have bug/glitch this time except one that I am having often: After we removed the ADVENT troops outside the warehouses we looked around for a way in. At some point (from what I could see) we got scattered a little. JD found himself alone. When this happen I look at the map to find for the nearest purple dot (and btw if/when all the guys moved to another area I have no way to catch up). Eventually I found the entrance. Not sure what to make of that.

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sun Jun 23, 2019 8:02 am
by Ayram
(( Daud contributes his +8 craft mech to finally finish the manufacturing upgrade

votes research capacity improvement as the next manufacturing project

and votes officer autopsy as their next research project, hopefully allowing XCOM a chance to complete two projects in one turn))

Things continued to go fairly well, minus Victor still being down from the broken leg. Their new kits weren't game changing, but it gave them more firepower to work with, and ADVENT surely felt it this time. They even nabbed a commanders body, and Daud was particularly eager to learn what the autopsy revealed about their strange means of communication, and possibly how they might circumvent their ability to pick up XCOM's short and long range comms.

In the meantime though, Daud was going to turn in his sword, which he still couldn't believe was part of his kit, into the manufacturing team to cut it down into something that relied less on brute force. The thing was too unbalanced and clunky for his taste. He'd never get used to it if it stayed that shape. He'd stay there to help witht he construction going on.

// If the longword could be made into a shortsword or even a rapier, that would be nice.

Re: X-COM 2 - 2019 Campaign Thread

Posted: Sun Jun 23, 2019 3:15 pm
by Lazybones
Ayram wrote:
Sun Jun 23, 2019 8:02 am
// If the longword could be made into a shortsword or even a rapier, that would be nice.
Can do.