Tag Archives: Xenonauts

Ranonauts – A Quick Trip to Australia

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It is getting surprisingly difficult to track the number of ships shot down for my Ranonauts statline, I am pretty sure I am shooting down every single craft generated each time and you can see the forecast funding change in kind. If I had been better at doing this from the start I could have avoided this whole jackal armour mod which is draining my manufacturing capacity. On the other hand I also would have to play significantly more of the combats I am seeing right now and this series would be even longer.

For that matter I am really pleased that scouts continue to generate regardless of the invasion timer, there is always one or two “safe” fights that you can cherrypick on any given week, a place to start rookies off even if the crew of them have steadily become more dangerous as the game continues. It is nice to have some relatively quick combats as the bigger the ship the longer the time commitment to safely finish them off.

The Ranonauts Project would like to congratulate:

  • The tank crew for taking out half of the alien force single handedly

To date Ranonauts has:

  • defended the earth for 6 months and 6 days
  • lost 45 soldiers
  • killed 395 aliens in 45 ground battles
  • captured 51 aliens
  • shot down 93 alien spacecraft
  • had 5 aircraft shot down
  • received $15,361,425 in funding

Ranonauts – It’s Like Wearing A Tank

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Narmio finally has our first suit of Predator armour, it is like wearing a tank. It literally sets the wearer’s strength to the maximum, 100, and reduces the time cost and penalties for using a heavy weapon by something like 30 or 40%, meaning that a heavy can move a lot further and shoot a lot more easily. It does have a couple of downsides, it cuts down on the wearer’s peripheral vision and restricts them to only heavy weapons, they may be able to carry a ton of gear but they can’t even manage to throw a flare. I figure either have them carry stuff for other people or just fill their belt and backpack with ammo to ensure they never run out.

I think we still need to improve our air game a touch more but then we can unreservedly move into ensuring every soldier in every base has access to the latest in Xenonauts arms and armour.tTe aim of the game is to completely surpass our foes in weaponry as it turns out in Xenonauts humans lack the ability to learn and use any psionic abilities. At least the aliens are yet to evolve past the vulnerability to shards of metal shot at extremely high speeds.

The Ranonauts Project would like to congratulate:

  • Narmio on the new gear, you deserve it soldier
  • Sofie on managing to land a 2% hit from across the map
  • The tank controller and AI team in charger of Scimitar-02 for exploding at least 4 aliens in a single encounter
  • Vebjorn saving the day with a pistol shot through the floor

To date Ranonauts has:

  • defended the earth for 6 months and 2 days
  • lost 45 soldiers
  • killed 386 aliens in 44 ground battles
  • captured 51 aliens
  • shot down 82 alien spacecraft
  • had 5 aircraft shot down
  • received $15,361,425 in funding

Ranonauts – Burning the Midnight Oil

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When I record these episodes, normally I need to ask my partner if it is okay to record for a while since she will have to obviously be quiet and ideally out of the room. Even though I know she generally does not mind, I don’t really like to do that, instead I try to take advantage of periods where she isn’t home. So that means that when she has to travel for work I tend to spend a lot more time recording, if you combine this with the unusual amount of progress I made in the past few episodes and well, it became pretty difficult to stop playing. Just look at how rapidly that alien craft shot down counter is ascending! We made it to the end of another month and we were only $500,000 below maintenance costs, we have captured alien leaders and are ahead of the tech curve, I am finally sure that I can actually beat this game.

To date Ranonauts has:

  • defended the earth for 5 months and 15 days
  • lost 45 soldiers
  • killed 369 aliens in 42 ground battles
  • captured 51 aliens
  • shot down 77 alien spacecraft
  • had 5 aircraft shot down
  • received $15,361,425 in funding

Ranonauts – Warning Ship Contents May Change Midflight

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I guess that supply ships completing their mission can have their contents reshuffled given we saw this ship swap out its Andron contingent for Sebillians, a trade I am very happy to make because Sebillians are much less armoured. Harridans are a particularly annoying foe to fight because they force you to keep your troops in cover even when no enemies are spotted because it only takes one trooper to turn the corner and suddenly everyone is exposed to sniper fire.

More frustratingly they are very difficult to capture because of their tendency to fly, my stun grenades do not work on mid air targets nor do my stun batons, at least they make a pretty satisfying splash when they fall to the ground.

I have decided to start cutting out the supply step before we engage the enemy, I suspect most viewers aren’t too interested in 10 minutes of inventory sorting and would rather I cut to the action, if you disagree with this change please let me know.

The Ranonauts Project extends its heartfelt condolences to friends and family of Victor Kjaer

The Ranonauts Project would like to congratulate:

  • Guila for showing extreme fortitude in the face of the enemy, dealing with grenade and sniper fire, as well as a certian amount of friendly fire
  • Narmio for continuing to show the tactical value of firing at sections of roofing

To date Ranonauts has:

  • defended the earth for 5 months and 15 days
  • lost 45 soldiers
  • killed 369 aliens in 42 ground battles
  • captured 51 aliens
  • shot down 58 alien spacecraft
  • had 4 aircraft shot down
  • received $12,588,599 in funding

Ranonauts – Sebaseian

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We caught a construction ship sneaking out of atmo, but fortunately I did launch a few fighters to deal with them first which meant I could use those to find the newly established alien base. One of the stranger limitations Xenonauts appears to have is that you cannot launch your fighters without a defined target. It is possible that this just comes down to interface confusion and I hope so because otherwise I will have to either periodically remember to assign a fighter to scouting that should be used for air combat or I will have to establish a few satellite bases purely to expand radar coverage.

The community edition of Xenonauts folds in a number of mods to increase map variety, apparently Alien bases are the most affected by these as the base game has only a couple for each size of base with a few race specific rooms, I wonder who made this particular base layout, the power and command centres being right next to each other is a fairly unusual combination.

The harridans in this base are especially infuriating, there is nothing in the map that indicates any of these rooms have any clearance for flight and yet multiple times they were able to hide by flying above the vision cones of my soldiers. Whoever programmed them to do that is an evil evil genius and I hate them so very much. Between that and the occasional corner that soldiers cannot actually shoot around for no apparent reason are complete bullshit and I will happily save/load to avoid them.

The Ranonauts Project would like to congratulate:

  • Team Europe for the successful destruction of a fresh alien installation, especially Leroy for taking a plasma blast the process of delivering the stunning blow
  • Guila for staring down a reaper and stunning it with a well placed baton strike

To date Ranonauts has:

  • defended the earth for 5 months and 11 days
  • lost 44 soldiers
  • killed 356 aliens in 41 ground battles
  • captured 50 aliens
  • shot down 54 alien spacecraft
  • had 4 aircraft shot down
  • received $12,588,599 in funding

Ranonauts – Flight Practice

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It is time to get a bit more practice at the air combat minigame, now I have better ships and a little idea about what I am doing it is pretty fun and it pretty rapidly feels like I am making progress. It’s a lot better than either the X-COM or the XCOM flight combat minigames, though ultimately it is still pretty limited. I hear that in Xenonauts 2 the plan is to replace it with a turn based system which could be interesting after all I would say that turn based combat is already a major component of the game and I think it would help the mechanical cohesion if that also spread over to the air combat side.

The Ranonauts Project would like to congratulate:

  • Team IndoChina for a well executed raid on a down alien scout, no soldier ended up with even a scratch on them

To date Ranonauts has:

  • defended the earth for 5 months and 10 days
  • lost 44 soldiers
  • killed 350 aliens in 40 ground battles
  • captured 48 aliens
  • shot down 54 alien spacecraft
  • had 4 aircraft shot down
  • received $12,588,599 in funding

Ranonauts – Air Superiority

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You can’t win Xenonauts without good management of the strategy layer, something that I have failed at, hence my reliance on the Sell Jackal Armour mod to allow my economy to actually function rather than have this LP simply grind to a halt 2 to 3 months in. The key to the strategy layer is air superiority, shooting down UFO’s boosts your relationship with the nations in that area and also stops the damage that the UFO had been doing to your relationship and the resulting countryside. Even if you then just airstrike the resulting crash site it is better to shoot down the ships. The better you are at the air game the more funding you get a convenient virtuous cycle so it is time to start to as they say “Git Gud”.

We also get to deal with our first carrier, the first alien ship that is revealed in multiple sections, it goes pretty well though I like it when ships have multiple entrances, even though in this case all three entrances face in to a central courtyard. This could be pretty fatal if the aliens actually used that to their advantage, they could make it very unpleasant to anyone who actually entered that potential kill zone. Fortunately for me they mostly camp the top floor allowing for the forbidden technique to be deployed.

The Ranonauts Project would like to congratulate:

  • Maria Lazos for racking up another 5 kills
  • Narmio for demonstrating that just because you get 10 shots with a heavy weapon doesn’t mean you can hit anything.
  • Our science team for innovating a tier of weaponry more powerful than any wielded by alien forces

To date Ranonauts has:

  • defended the earth for 5 months and 10 days
  • lost 44 soldiers
  • killed 342 aliens in 38 ground battles
  • captured 48 aliens
  • shot down 48 alien spacecraft
  • had 4 aircraft shot down
  • received $12,588,599 in funding

Ranonauts – The Forbidden Technique

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I seem to have discovered an approach for tackling these two level ships that no one else seems to talk about. You can shoot through the floor. No more having to run someone around a corner into reaction fire, or slowly try to toss grenades to cover that one stupid corner, instead I can keep a force above and a few soldiers below and shoot those potentially ambushes. This makes these ships much much safer to attack, I am so pleased that works because aliens are so damn good with their reaction fire. I’m not entirely sure that this behaviour is intended, especially since it seems to be much more reliable if you aren’t directly targeting the occupied square, but instead target one well past it. I did look into this a little bit and I know that they used to have problems with the alien forces shooting through walls and floors, so maybe this is something that is still part of the game to a limited degree.

We were also able to determine that destroying the ship being escorted in the case of terror and bombing missions are all that really matter in an air combat. If you destroy it the fighters vanish as soon as the combat ends, we don’t get the resources from them unless we shoot them down but it lets us stop them even with our relatively weak air forces. That is definitely one of the biggest problems I have had in Xenonauts, if you can’t shoot down the alien craft then your funding and support can drop pretty rapidly, after all the Ranonauts project is mostly running on armour sales, using government funding to cover most of its maintenance costs.

The Ranonauts Project offers its condolences to the friends and family of:

  • Ivan Smirnov

The Ranonauts Project would like to congratulate:

  • RebelliousUno racking up another 3 kills
  • Maria Lazos for taking down 5 aliens, more than a third of the alien forces in that mission, including one through the floor
  • Narmio for coming to the rescue and taking the last alien on the ship down before it had a chance to take out our over exposed soldiers.

To date Ranonauts has:

  • defended the earth for 5 months and 4 days
  • lost 44 soldiers
  • killed 327 aliens in 37 ground battles
  • captured 48 aliens
  • shot down 47 alien spacecraft
  • had 4 aircraft shot down
  • received $12,588,599 in funding

Ranonauts is in need of new recruits after recent… incidents, if you or a friend would like to become a soldier in this Xenonauts Let’s Play please leave a comment or fill in your information here, the next set of new soldiers will arrive in the distant future.

Ranonauts – Farming Scouts

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I am really glad that Xenonauts continues to have scouts appear even in the later stages of the game, it gives you a low(er) risk option to continue to train rookies and soldiers stationed in newer bases. The North American Base, heck even the Indochina crew are not really well equipped to handle the forces in some of the larger ships. They aren’t completely risk free however, as poor Laura discovered, she should have been more accurate I guess.

We also finally got our first Marauder up and running as well as a little intelligence on the alien leadership. Hopefully we will be able to catch up to UFOs more often to shoot them down as, that has been the most frustrating thing of late, we can generally take them down if they stand and fight but most of the time they instead opt for the better part of valour, preferring to continue to reign terror from the skies while our planes run their fuel reserves dry.

Sorry about the poor video quality this episode, unfortunately the encoder in OBS appears to have been overloaded so while we got the sound it is a tad slideshowy at points because it just couldn’t keep up with the fast paced action of this turn based game.

To date Ranonauts has:

  • defended the earth for 4 months and 22 days
  • lost 43 soldiers
  • killed 300 aliens in 35 ground battles
  • captured 47 aliens
  • shot down 43 alien spacecraft
  • had 3 aircraft shot down
  • received $10,069,567 in funding

Ranonauts is in need of new recruits after recent… incidents, if you or a friend would like to become a soldier in this Xenonauts Let’s Play please leave a comment or fill in your information here, the next set of new soldiers will arrive in the distant future.

Ranonauts – Wraith Base Wrath

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Ugh this base mission took so long to complete. Technical problems are always frustrating but it turns out that the AI in Xenonauts can under some circumstances attempt to divide by zero and just stop. The screen is still responsive but the alien turn never ends and you are stuck finding an earlier save. Oh and of course Xenonauts does not autosave at the start of each turn, so the last autosave was back at the start of the mission.

After this mission I looked up the quicksave key so we can avoid similar frustration in the future. On the downside my threshold for loading a save when things go wrong has just been lowered further because I know I don’t have to replay quite as much.

This base was also my introduction to the Wraith. I do not like them, they are tough, surprisingly hard to hit and can teleport at will. Any mission involving them in the future will have to rely very heavily on paranoia. You can expect a lot of soldiers spinning around and trying to check everywhere around the group because those bastards always seem to know exactly where my soldier’s blindspots are. There is nothing more frustrating than having one of your soldiers shot from the one space in a room no one was watching.

The Ranonauts would like to congratulate the following:

  • Narmio for the first live capture of an alien command unit
  • The entire Soviet Europe team for surviving
  • Maria Lazos for an impressive 6 kills on a single mission

To date Ranonauts has:

  • defended the earth for 4 months and 19 days
  • lost 43 soldiers
  • killed 294 aliens in 34 ground battles
  • captured 45 aliens
  • shot down 41 alien spacecraft
  • had 3 aircraft shot down
  • received $10,069,567 in funding

Ranonauts is in desperate need for new recruits after recent… incidents, if you or a friend would like to become a soldier in this Xenonauts Let’s Play please leave a comment or fill in your information here, the next set of new soldiers will arrive in the distant future.