OpenXcom Guide


OpenXcom for X-COM UFO Defense



OpenXcom is an engine rewrite of X-COM: UFO Defense aka UFO Enemy Unknown, a tactics and strategy cRPG developed by Mythos Games (1994). The OpenXcom engine taps into base game X-COM data files.

My X-COM UFO Defense Guide and Iron Man runs are based on OpenXcom installations, not original ones. However, my X-COM UFO Defense Review is (naturally) based on an original installation (since it is a retrospective review).

The main reason I no longer play the original X-COM is that, on DOSBox, it runs like my Aunt May after she's had too much sherry to drink. In my opinion, Mythos Games' ambitions for X-COM far outstripped available software and hardware technologies of the time; that is, in concept the game was way ahead of its time, it came too early in cRPG History (pre-APIs, pre-Pentium). OpenXcom, on the other hand, runs beautifully on current gen PCs.

OpenXcom Features


OpenXcom features are shown in the above infographic, but here are some that interest me:

  • Hardware cursor (mouse cursor moves smoothly in Geoscape and Battlescape modes)
  • Hardware scrolling (smooth mouse-look screen-scrolling of Battlescape)
  • Various display modes and display filters (I avoid filters like the plague)
  • Geoscape and Battlescape scaling (but it makes the game easier because we can see more of the playing field; avoid)
  • Enhanced control (mouse scroll-wheel sets UI mode values and switches through z-levels of verticality)
  • More info displayed in certain modes (more stats shown; a convenience)
  • Positional and movement TU feedback for combat units (a feature common to subsequent tactics cRPGs such as Jagged Alliance 2)
  • More modes of movement (strafing and running; again, Jagged Alliance 2)
  • Independent control of combat speed: firing, allied movement and AI movement
  • Instant grenades (essentially a cheat)

The best feature is the overall increased responsiveness of the game. OpenXcom is much more playable than the original is in DOSBox. Everything is just smoother and faster. The cursor is more precise, the scrolling is smoother etc. It's what the game would have been like if it was made in the late-90s or early 2000s, instead of in a time when custom chipsets were rare.

Another reason I prefer OpenXcom is that I don't have to self-impose Iron Man mode. Really, the absolute best way to play X-COM is in enforced Iron Man mode, which disallows save-scumming and reloading after fail-states. Refer to Master of Magic Iron Man and Baldur's Gate No Reload Run for more info.

One thing to bear in mind is that OpenXcom is unable to perfectly replicate the original alien AI. If you want the authentic, original experience of X-COM, bugs and all, you must play the original X-COM. In addition, it should be noted that higher resolutions make X-COM easier due to the increased landscape awareness gained by players. Thus, I only play at fullscreen-scaled 640x400.

Lastly, it is wrong that Plasma Rifle X-COM unlocks Plasma Beam X-COM. Only Heavy Plasma X-COM should unlock Plasma Beam because Laser Cannon X-COM can only be unlocked by Heavy Laser X-COM, not Laser Rifle X-COM. If the argument is that "beam tech is beam tech", then why doesn't Plasma Pistol X-COM unlock the beam as well? Afterall, the descriptions of function are identical, from pistol to heavy. But since the prerequisite should be beam power, Plasma-tech research should be consistent with Laser-tech research.

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