You're not required to attack every ship you see, as you're not there to stop a hostile invasion - you're a band of pirates. As well as working thematically, the ignorance also works as a gameplay device, leaving you in the dark until you learn, through in-game research and direct experience, what's going on. Goods are bought at extortionate prices from an illegal settlement your people visit. It's perfect thematically because you're a gang of ignorant pirates, and your understanding of the world extends no further than your local area. Who are you preying on? Who can you fight? What kind of ship is that, and what kind of resistance and booty can you expect from it? Everyone uses ships, not just hostile invaders, so you carry out these raids indiscriminately and incompetently at first. Tool them up with knives, primitive flintlocks and blunderbusses, and a pile of black powder bombs and molotovs made by your "runts", and scout out the local shipping for plunder. Your mutants are naturally thick-skinned, stronger and quicker-witted than regular humans, and consequently quite effective in battle even when running at the enemy stark naked, screaming and waving a pipe. From here, you decide to make a living cowing the world with acts of theft and violence against the filthy human agents of the Star Gods, extorting protection money from petty local governments and seizing goods, weapons, and captives to ransom from everyone else. Your band of all-female mutant pirates has stumbled across an ancient military research base. Earth is now a forgotten backwater of some stellar empire, awash with mutants, human collaborators, and abandoned underlings of the terrifying, but absentee Star Gods. The aliens conquered Earth, had their gross tentacly way with it for centuries, and then, at some point, buggered off. If anything it fits better than the original story, as a small-time group of ambitious bandits should scrabble for resources a lot more than the combined military elite of the entire planet, something that players of Aftermath or XCOM 2 have likely already observed.
![xcom 2 star wars total conversion mod xcom 2 star wars total conversion mod](https://staticdelivery.nexusmods.com/mods/1271/images/388-7-1503454151.png)
#Xcom 2 star wars total conversion mod series#
The imaginative premise brings together influences from all the X-COM games, as well as smaller touches from spiritual successors like the UFO Aftermath/Afterglow/Aftereight/etc series (principally in its 'after the end' setting and colourful story, the strongest draw of that interesting but flawed trilogy). The result is a dangerously addictive compound of comfortable old UFO with constant surprise, discovery, and content.
![xcom 2 star wars total conversion mod xcom 2 star wars total conversion mod](https://assets.rockpapershotgun.com/images/2019/07/Xcom-2-Advent-Spark.jpg)
#Xcom 2 star wars total conversion mod mod#
That, it turns out, was stupid, because X-Piratez, a UFO mod in active development by Dioxine, is the best total conversion for any game I've ever played.īased on OpenXcom Extended, a long-running open source clone of UFO, it takes the story and gameplay structure of the original, and a huge stock of resourcefulness, and turns them into something that's simultaneously very similar and completely new. In my intro to Silent Storm, I mentioned both modding scenes and UFO (used to distinguish the 1994 original X-COM from the 2012 Firaxis one, and not only out of increasingly sad Eurocentric obstinance) without tying the two together.