The year is 2108, the 25th of September. During the late 2048th year of the Common Era calendar, the scientists of Earth had created artificial sentience in many forms. Unfortunately, man wasn't suited to the upbringing of new lifeforms. Abusing their privileges as the creators of the "Artificials", the greed of the powerful had soon corrupted what was to be mankind's partners into slavery. This eventually brought about the Artificial War, which to the knowledge of the Esperenzians, is still ongoing.
Distraught by these events, an offshoot of the Future Consortium corporation had invested in Mass Alteration Devices and colonization modules, determined to find a new life and home that was away from the warring nations of Earth. They choose Esperenza Omega as their new home, located a tremendous distance from their homeworld. So they left, never looking back. Ever since the year 2050, they had reforged a new world and had their population explode over the next 50 years, going from a mere 126,000 to 6,393,205 lives through the use of cloning technology. For a time, an new era of peace and prosperity seemed to be at hand. Unfortunately, in the year 2,102 CE, strange ships and alien beings began to visit Esperenza, taking people, technology, and land as they pleased.
Despite reworking and focusing their technology towards that of war, the people of Esperenza soon found that humans simply lacked the physical abilities needed to fight on equal footing with what they had dubbed "Space Pirates", for lack of a better name. Losing all of their battles up to this point, they were forced to do the unthinkable: To create Artificials. Going with a server-client model, they selected 20 randomly generated personalities, placing them in servers. When it was time to do battle, these servers were granted permissions to utilize android bodies by creating an communications link. This afforded relative safety from Artificial Rebellion, and so X-COM was created.Felicia, the "pretty face" of the Artificials
The Artificials have proven to be far superior to humans, and have managed to achieve many costly victories. While their personalities and experience was rarely lost, their battle bodies often came away with scars and damage that would have killed a human. Repairing or replacing these bodies is time-consuming and expensive, as well as maintaining them. As such, costs were typically $40,000 a month to fully maintain the Artificials. Is it worth it? Many argue against X-COM, because a great deal of damage and lost lives has resulted from their altercations with the Space Pirates. In a single conflict, 32,000 aliens were eradicated from Tyrano City, but 11,000 civilians have passed on.A PR Poster of a battle, satellite image
For a while in the year of 2108, X-COM was awash in red ink. Fortunately for the Artificial population of X-COM, their performance in recent terror missions has yielded over $1,000,000 in bounty prizes, due to killing many aliens. Each alien head is worth $20,000, and the various artifacts have proven to be a boon after being understood. Newly armed with the BK01-Beekeeper armor, the Artificials are now well protected against plasma weaponry. Unfortunately, X-COM's ability to shoot down enemy vessels, even the scouts, was largely a failure to this point. However, a new type of interceptor, the "Thunder" and an advance in armor and weaponry for airborne vessels is looking to be a likely turning point in this respect. Downed enemy vessels promise a new source of income and technology, which is dearly needed: Australia, Africa, and Antarctica have all been overtaken by the Space Pirates, which has even resulted in the loss of an new X-COM base. The loss of these areas was a serious blow to the confidence in X-COM and the bottom line.METAGAME REPORT
This is an short Let's Play & demonstration of UFO: Extraterrestrials Gold with GreyFiend's Uni-Mod, v3.84. There is a ton of optional settings that influence the gameplay, and I will cover some of them, plus some of the things that helps with making UFO: ET an equal of X-COM. A quick features list, that I am certain of:FEATURES
Shields - carry these, and some damage will be prevented. Burns out with use.
Expanded paper doll in equipment screen.
Equipment template buttons, one to save a template, the other to use it. Handy!
X-COM Aliens & Personal, may be mixed with vanilla UFO-ET aliens. You can also introduce Demons...
More than two races can appear in missions, so there is a wider variety than X-COM.
Zoom in & out with scroll wheel.
Set the likelihood of character death.
You can take back lost bases, but they will be destroyed after 4 or 5 days if the aliens keep them.
UFO Swarms & Grouping.
Improved battlescape AI for Aliens. (Multiple settings)
The amount of time it takes to recover from injuries.
How costly the wages & hiring fees are.
The time it takes to produce items may be increased or decreased.
Use the Earth or Esperenza for the Geoscape.
Sounds change in volume according to distance in Battlescape.
Aliens make louder screams of pain as they take more damage.LIMITATIONS
May hire only up to 20 soldiers, unsure about the number of tanks.
Only 1 base may possess research, workshop, and troop barracks. All others are airbases.**
No flares, or smoke grenades. That takes away some important tactical options.
There are no stun rods, but you can get the Sirius Taser.
Limited & uninspired soundtrack. Not as good as X-COM.
Doesn't have X-COM's alien sound effects. Floaters squeak.
The primary base is placed automatically, you don't control the location.
Low morale doesn't result in chaotic action for Aliens or Soldiers. Takes out a lot of the randomness.
*There is a file at Greyfiend's website that enables random battlescape generation. Don't leave home without it!
**Grey-Fiend is planning to make all bases be fully operational in v4.0 of his mod. He might be taking away the X-COM aliens, though.
My current game: I set the difficulty to be Superhuman, and have a Psuedo-Ironman/savescum rule for myself: I can engage in any conflict, but may reload upon losing. However, I can only participate in any conflict only once, so if I lose at a mission, I will reset and not go into it. This is to prevent the death of my soldiers by mission-loss. (un)fortunately, I can't lose equipment from this, only potential bounties, ratings, and technology. So far, I have had gotten my head handed to me, but things have changed ever since I researched the Beekeeper armor. It is so much better than the Desert Rat armor!MY PERSONAL RULES
Max stats for soldiers
Immortal soldiers (They can't die from damage, only be hospitalized)
Can participate in a single conflict only once. May reload afterwards, but unable to try again.
Due to the loss of X-COM in Antarctica, the only remaining stronghold against the Space Pirates is ERO-COM in Europe. The loss of the $1,000,000+ that was spent on Antarctica was a major blow that almost stopped the research into new interception technology. Fortunately, my troopers were just barely able to resolve a terror mission, and recently completed a second one. With any luck, the bounties from those missions will fuel my anti-air campaign.ERO-COM, the foundation of Love & War
Edited by Sabin Stargem, 31 October 2010 - 05:19 PM.