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- UFO - ENEMY UNKNOWN
-
- AMIGA 1200
-
- Frequently Asked Questions and Strategy Guide (updated 12/28/94)
-
- maintained by Kuo-Sheng (Kasey) Chang [PC]
- (kschang@mercury.sfsu.edu / ksc1@aol.com)
-
- Amiga update by Tommy Iversen (Mr.T) [AMIGA]
- (tommyi@colargol.edb.tih.no)
- (MrT - IRC)
- (Last updated : 4 Feb 1995)
-
- This is the AMIGA version of the faq. The cost of equipment,ammo and
- lots of other stuff has changed from the pc version, so I decided to
- update it for all you Amiga freaks out there. Amiga 4 ever guys !!
- If you have anything to add or something is wrong, please mail me at me
- email, so I can update this faq again.
- I have not done any calculations (Math is not my strong side), so if anyone
- out there feels for it, PLEASE do it, and mail me the result.
-
- WARNING * WARNING * WARNING * WARNING * WARNING * WARNING
-
- This FAQ and strategy article conatins info that you may prefer to find out
- by exploring and researching yourself. If you want to play the game in the
- dark then read on with care or not at all!!
-
- This FAQ was prepared using a wide range of material, including two existing
- UFO/XCOM FAQ's, Computer Gaming World's Strategy article, Computer Game
- Review's Strategy article (both are September 94), and the collective wisdom
- of fellow XCOM players of which there are too many to mention. In future
- updates all attempts will be made to credit each author with their specific
- hint.
-
- This version has been reorganized somewhat. All tables have been moved into
- the appendix section along with associated notes and hints. There are more
- discussion on how to cope with the 80-item limit, differences between the
- different type of shots and air attacks, and when to use each, and more.
-
- If you have any comments or other strategies, please submit them to the
- author via e-mail at the addresses above.
-
- Thanks to the following:
-
- * Julian Gallop, XCOM High Commander (XCOM Creator)
- * Jeff James, XCOM Strategist (CGW Strategy Writer)
- * Kevin Perry, XCOM Strategist (CGR Strategy Writer)
- * William Kang, commander, X-COM Strike Team 1 (FAQ Writer)
- * Tim Chawn, commander, X-COM Strike Team 2 (FAQ Writer)
- (Sorry about your name spelled wrong!)
- * Stuart Lamble, sergeant (Contributor)
- * Doug Osborne, master sergeant (frequent contributor)
- * SCOHN (?), sergeant (Contributor)
- * And all the fellow X-COM players, without whom this Strategy Guide
- will not exist!
-
- (Any one I missed?)
-
- Now, let's go save Earth!
-
- Table of Contents
- 1.0 General Information about XCOM .....................................2
- 1.1 What is X-COM : UFO Defense?.....................................2
- 1.2 What's the difference between X-COM and UFO:Enemy Unknown?.......3
- 1.3 What type of AMIGA do I need to run it?..........................3
- * 1.4 Sounds cool, but I'd like to try it first......................4
- 1.5 How about any known bugs?........................................4
- * 1.6 Are there any patches available for those bugs?................5
- * 1.7 I need some help! Any saved game editors?.....................5
- 1.8 Any plans on sequels or expansion disks? Other versions?........5
- 2.0 How to use this strategy guide .....................................5
- 2.1 Dealing with flying UFOs.........................................5
- 2.2 Dealing with landed or crashed UFOs..............................6
- 2.3 Dealing with Terror Sites........................................6
- 2.4 Your initial lack of technology..................................6
- 2.5 Your limited budget..............................................6
- 2.6 Alien infiltration of governments................................6
- 2.7 Alien bases on Earth.............................................6
- 3.0 Strategy on Bases ..................................................6
- 3.1 Where should I build bases?......................................6
- 3.2 Base Types and evolution.........................................7
- 3.3 Base Construction................................................8
- 3.4 Defending a base.................................................8
- 4.0 Air Combat and Intercept Strategies ...............................10
- 4.1 Intercept tactics...............................................10
- 4.2 Weapons vs. target..............................................10
- 4.3 Differences among Aggressive, Normal, and Cautious attacks......11
- 4.4 Craft Weapons Tactics...........................................12
- 4.5 Finding the alien base..........................................12
- 4.6 Keep soldiers in bases [IMPORTANT]..............................12
- 5.0 Ground Combat Strategies ..........................................12
- 5.1 Basic equipment considerations..................................12
- 5.2 General Tactics.................................................13
- 5.3 Weapon Tactics.................................................16
- 5.4 Assault tactics.................................................18
- 5.5 Capturing aliens................................................19
- 5.6 Psi / Anti-Psi Tactics..........................................21
- 5.7 Different shots and different weapons...........................21
- 5.9 Misc. Ground Combat Questions and Answers.......................22
- 6.0 Research and Manufacture Strategies ...............................24
- 6.1 What should I research?.........................................24
- 6.2 Suggested Research Priorities...................................25
- 6.3 Research Strategies.............................................25
- 6.4 Research Cheat [Verified].......................................25
- 6.5 Manufacture Strategies..........................................26
- 7.0 Logistics and Material Management ................................26
- 7.1 Why is Elerium important?.......................................26
- 7.2 I keep running out of funds! What do I do?.....................26
- 7.3 Dealing with Equipment Shortages................................27
- 7.4 When to sack / retire things....................................28
- 7.5 Equipping Landing Crafts........................................28
- 9.0 Misc. questions and answers .......................................29
- A. Appendix of Tables .................................................29
- A.1 Base Facilities.................................................30
- A.2 X-COM Crafts and Craft Weapons..................................30
- A.3 UFO Types.......................................................31
- A.4 Ground Combat Weapons...........................................32
- A.5 Alien Information...............................................33
- A.6 Costs...........................................................34
- A.7 TU Usage by Activity............................................36
- A.8 Profitability study.............................................36
-
- 1.0 General Information about XCOM
-
-
- 1.1 What is X-COM : UFO Defense?
- [Excerpt from X-COM manual, page 6]
-
- It is the year 1999. Unidentified Flying Objects (UFOs) have
- started appearing with disturbing regularity in the night skies.
- Reports of violent human abductions and horrific experimentation
- has struck terror into the hearts of millions. Mass public
- hysteria has only served to expose Earth's impotence against a
- vastly superior technology.
-
- [...]
-
- On December 11, 1998, representatives from the world's most
- economically powerful countries gathered secretly in Geneva. After
- much debate, the decision was made to establish a covert
- independent body to combat, investigate, and defeat the alien
- threat. The organization would be equipped with the world's finest
- pilots, soldiers, scientists, and engineers, working together as
- one multi-national force.
-
- This organization was named the Extraterrestrial Combat Unit.
-
- [End Excerpt]
-
- You are in overall command of X-COM. You will launch interceptors
- to attack UFOs, send soldiers out to attack (crashed) UFOs, raid
- alien bases on Earth (if you can find them), keep the sponsor
- nations happy (by shooting down the UFOs and prevent terror
- attacks), buy the ammo and weapons you need in the war, research
- for better weapons as your troops brings in alien artifacts for
- analysis, manufacture the new weapons, pay for everything by
- sponsor countries' contributions and by selling excess stuff, and
- eventually figure out where the alien threat is coming from and end
- the threat once and for all.
-
- The strategic level is centered on a screen with a rotate-able /
- zoom-able 3D globe (GeoScape), with buttons to manipulate your
- bases, check UFO activity, check your funding levels from the 15
- sponsoring nations, and to look up data in your on-line UFOpedia.
- At the tactical level (BattleScape) you control troops/tanks in 3D
- combat which is quite similar to Syndicate and Populous.
-
- 1.2 What's the difference between X-COM and UFO:Enemy Unknown?
- Nothing. UFO:EU is the European version of X-COM, where the game
- came from. The game is developed by Mythos Games, based in
- England, which is headed by Julian (Laser Squad) Gallop. The game
- was picked up by Microprose U.K. and imported to the US.
-
- MicroProse US changed the name because subLOGIC (the original
- Flight Simulator people, now R.I.P.) had a game called UFO. That
- one uses actual physics for its flight model (huh?!), and include
- this dumb little game where you gather fuel so your mother ship can
- leave Earth. It can use any scenery disks that you got for FS, and
- was never very popular any way. There is also a CD-ROM
- "multimedia" program called UFO that collects all those UFO
- pictures, interviews, and so on a while back.
-
- 1.3 What type of Amiga do I need to run it?
- Amiga 1200 with 2 mb ram. The game will be slow, but playable!
- More ram and a accelrator board will speed up the game.
- If you play from a 2 mb Amiga 1200, the game will make a boot
- disk for you.
-
- The copy protection is a code at the bottom of each odd-numbered
- page of the quite well written 128-page manual.
-
- * 1.4 Sounds cool, but I'd like to try it first...
- Im not sure if there is a playable preview of this game. If anyone
- got a PP, please let me know.
-
- 1.5 How about any known bugs?
- Well, I'v atleast found 1 horrible bug in this game, but I don't know
- (yet) if anyone else has the same bug. I'll try to find out.
-
- 1.5.1 The research bug [AMIGA]
- This is a bug that I can't ALWAYS reproduce, but it has hit me a
- few times now. When doing research on a Sectoid Medic, Floater
- Soldier (?) or anything simular, the game sometime gurus when
- the reasearch is complete. What happens is that when the reasearch
- reports pops up on your screen, you will see the info on something
- completely different than you researched. When you hit ok, the machine
- will guru.
-
- The random bug ? [AMIGA}
- Well, there appears to be a few random bugs in this game.
- - Iv lost tanks on missions where I never brought a tank.
- - Soldiers sometimes die without beeing shoot or leaving the
- xcom craft (This happend to me. A soldier died from fatal wound.
- He never left the ship and had other soldiers in front of him.
- He died on the first round. Don't ask me what happend.
- Maybe a bug, maybe not.
-
- 1.5.2 Intercept Save Bug [PC]
- This is a PC BUG. I have not tested this on the Amiga version.
- If anyone have found the same bug, PLEASE let me know !!!
-
- [MPS] If you save a game while an intercept in progress (i.e. craft
- is in the air and you minimized the window to save) the saved game
- is corrupt and cannot be reloaded (it will crash the computer).
- This probably causes the 1.5.1 Green Text Bug. Work around is DO
- NOT SAVE DURING INTERCEPTS.
-
- 1.5.3 The One-Shot Blaster Bug [PC]
- Yet another pc bug. I have not tested this one either. If anyone
- found this bug or can confirm that it works fine on the Amiga version
- please let me know !!!
-
- [FAQ] The blaster launcher, when fired with only one way point,
- cannot be reloaded. It will show there's no round in the weapon,
- but when you drop a round in the weapon it will say "Weapon is
- already loaded". [Net] You can actually UNLOAD the "empty" shell
- and drop it. See "How Do I UNload a Weapon". For now, the work
- around is program launch with two or more waypoints.
-
- * 1.5.4 The Flying Frozen Bug [PC]
- Not tested on Amiga version. Please confirm this anyone, and let
- me know !
-
- [Net / SCOHN] Sometimes a soldier flying (with a flying suit, of
- course) or a hovertank is stuck at the edge of the map. S/he is
- OFF the map, and can only go up or down, but not back onto the map.
- S/he will recover when mission is successfully completed. No
- workarounds.
-
- * 1.6 Are there any patches available for those bugs?
- Not that I know of. If im wrong, let me know !
-
- * 1.7 I need some help! Any saved game editors?
- Well, I don't know of any editors, but I have some cheats here.
- They include 8 bases stuffed with equipment and people working there
- soo you can fight off those evil aliens :-)
- If you want them, just email me and I'll send you a uudeocoded version
- or I chould upload it to Aminet if anyone is instrested.
-
- 1.8 Any plans on sequels or expansion disks? Other versions? [PC]
- Can anyone confirm that MPS are doing the same for the Amiga
- versions ? The lates news I picked up from the net was that
- MPS was dropping the Amiga for good. I don't know if this
- is the truth, but I don't hope so.
-
- MicroProse Rep on America On-Line has revealed at least one
- (possibly two) scenario disks arebeing developed. According to
- CGW's CES report, UFO2 is in the works, with better sounds and
- graphics, but NO CHANGE to the combat system. (Hurray!)
-
- There was some talk about a Macintosh version, but no decision has
- been made. Mac users who want a Mac version should contact
- MicroProse and voice your opinion. Try MicroProse@aol.com.
-
- As you have read from (1.1), Earth is under attack by superior
- technology. It is YOUR job to ensure the survival of Earth, even if it
- means xenocide (hey, they started it!).
-
- To achieve this, you will need to capture alien artifacts and live
- aliens to gain information on where they come from, and go to the source
- and deal with it once and for all. Of course, there are a lot of
- obstacles in your way, including but not limited to the following:
-
- * alien harvest and/or abduction
- * alien terror attacks on innocent civilians
- * your initial lack of technology
- * your limited budget
- * alien infiltration of governments
- * alien bases on earth as center of operations
- * and more...
-
- Each of these has a counter-strategy, which will allow you at the end to
- WIN. We will discuss each one in detail laster in this section.
-
- 2.1 Dealing with flying UFOs
- Those flashing lights in the night sky are not fun any more. Shoot
- them down and sort them out on the ground! See section 4.X for
- strategy and tactics on air combat.
-
- Once you got them on the ground, it's time to send out a boarding
- party to capture and kill any surviving aliens and capture any
- surviving alien artifacts. See section 5.X for Ground Combat
- Strategies and Tactics.
-
- 2.2 Dealing with landed or crashed UFOs
- So you manage to catch an UFO on the ground or shot one down!
- Great! See section 5.X for Ground Combat Strategies and Tactics.
- Remember that landed UFOs can take off again, and it will be hard
- to catch then. Also, landed UFOs usually means there is an alien
- base nearby.
-
- 2.3 Dealing with Terror Sites
- Aliens are terrorizing civilians! Just like the intro animations,
- your team rushes to the rescue of the defenseless civilians! See
- section 5.X for Ground Combat Strategies and Tactics. Just
- remember that civilian casualties must be avoided at all costs!
-
-
- 2.4 Your initial lack of technology
- This can only be countered by research. See 6.X for Research and
- Manufacture Strategies. Initially you have few options to go, but
- as you capture alien hardware you will get more powerful weapons to
- aid you in your quest to end the alien threat.
-
- 2.5 Your limited budget
- The countries pay you certain amount of money each month, and may
- increase or decrease the funding level depending on their
- satisfaction level of your performance. Unfortunately, that source
- of money is never enough. Section 7.X goes into detail on how you
- can make more money.
-
- 2.6 Alien infiltration of governments
- Aliens will attempt to force governments into abandoning the X-COM
- project by attacking that country mercilessly until the government
- signs a pact with them. As you can guess, we tried this on Hitler
- just before World War II. It did not work then, it will not work
- now, but that doesn't prevent stupid leaders from trying it. When
- the goverernment signs the pact it ceases to fund the X-COM
- project, so you may have problems... To deal with that, see 9.X
- Miscellaneous Questions and Answers
-
- 2.7 Alien bases on Earth
- Those pesky aliens have established bases on Earth! Those bases
- are well-hidden and only a prolonged patrol by X-COM crafts will
- find them. You should send soldiers to take them out as soon as
- possible since those act as infiltration centers. See 5.X for
- ground combat strategies.
-
-
- 3.0 Strategy on Bases
-
-
- 3.1 Where should I build bases?
- Usually you start in either Europe or North America, as those contain
- most of your sponsoring countries. Your second base would be in the
- other area. As for others, check UFO activity and see below.
-
- 3.1.1 Suggested Placement
-
- Central Europe (western USSR and all of Europe, India)
- North America / Rockies (USA and Canada)
- Japan (eastern USSR, Japan, and China)
- Eastern South America (Brazil)
- Australia (Australia and Pacific)
- Central Africa (South Africa, Egypt, and Nigeria)
-
- 3.1.1 Ideal Placement
-
- North Pole
- South Pole / Antarctica
- Southern United States
- Persian Gulf
- North-eastern Australia
- Brazil, South America
- Central Europe
- Japan / USSR border
-
- 3.2 Base Types and evolution
- You will probably have four to six types of bases. As you play you
- will start upgrading them to the next level to create a more
- effective detection and interception network.
-
- 3.2.1 Radar/Picket base
- Just an access lift and some radars, plus maybe some storage for
- HWP defense team and/or living quarters for defending soldiers.
- Detect UFOs. Add more radars and defenses whenever possible.
-
- The long range radars have 450 nm range, 5% detection / 10 minutes,
- and short range radar have 300 nm range, 10% detection / 10
- minutes. Adding more radars would improve chances of detection. A
- hyperwave decoder would also help.
-
- 3.2.2 Airbase
- Base with a hangar or two housing an Interceptor or Firestorm, used
- to intercept and shoot down UFOs, as well as to patrol for enemy
- bases. HINT: Use an empty Skyranger to tail UFOs for bases can be
- very effective as Skyranger has the longest range of any Terran
- craft.
-
- Can be improved from radar base by adding hangar(s). You would
- also need storage space for the craft weapons and ammo.
-
- 3.2.3 Strike base
- Base with at least one transport (Skyranger, Lightning, or
- Avenger), as well as living quarters and storage. Houses soldiers
- and equipment. Used to board UFOs and/or attack alien bases.
-
- Can be created from both radar base or airbase by adding a hangar
- for the transport. Remember to add more storage space for the
- increased need for weapons and ammo as well as captured artifacts.
- Also add alien containment in case you took prisoners.
-
- 3.2.4 Command Center
- The EVERYTHING base, includes research and manufacturing. Your
- first base is your first (and probably only) command center, where
- all the research and manufacturing is done. Most people have this
- configuration instead of 3.2.5 and 3.2.6.
-
- 3.2.5 Research Lab
- Some players suggested that you should separate the research
- facility from airbase or attack base as to minimize loss of
- research against alien retaliation raids which destroyed the base.
- Transfer objects to be researched is CHEAP, and you only need ONE
- of the objects to research.
-
- 3.2.6 Manufacturing / Engineering Facility
- You just need living quarters and workshops for the engineers, and
- general stores for storing the results, and maybe a hangar if you
- are manufacturing crafts. Transfer between bases are cheap, and
- you don't need anything else. A nice place to put this is
- Antarctica.
-
- 3.3 Base Construction
- Bases are the guts of X-COM defense. You must build them carefully to
- minimize risks while maximize possible benefits.
-
- 3.3.1 Plan for defense!
- Try to isolate hangars and access lifts from the rest of the base
- to create a choke point. For example:
-
- Design A Design B
- HHHHHH HHHHHH
- HHHHHH HHHHHH
- A X
- X XXXX XXXXXX
- X XXXX X XXXX
- XXXXXX A XXXX H=Hangars A=Access Lift X=anything else
-
- Design A: ALL vulnerable areas are concentrated to ONE part of the
- base, limiting possible attacks along that ONE long corridor.
-
- Design B: Isolates Hangar from Access Lift. Since hangars have no
- doors, blaster bombs and/or fusion tanks can destroy everything in
- those spaces with one shot per hangar, counting the secondaries due
- to the fuel drums. The access lift can be blocked by proximity
- grenades.
-
- 3.3.2 Watch each base carefully
- Plan ahead for expansion. Use the BASE INFORMATION button
- frequently (once every 10 game days?) and start construction of
- things BEFORE you actually run out.
-
- 3.3.3 Initial modifications
- First things you need to add to your main base are: alien
- containment (prisoners), general stores (more ammo and captured
- artifacts), and long range radar (improve detection). Later, add
- living quarters, labs, workshops, and defenses when needed.
-
- 3.3.4 Keep a hangar available!
- You should always keep a hangar SOMEWHERE available for new
- construction purposes. Transfer a craft between bases is free.
- See base types for details.
-
- 3.4 Defending a base
- Aliens do try to raid your base. The loss of the base means the
- loss of everything based on it. So what can you do to prevent the
- destruction of your base? Several things besides 3.3.1.
-
- 3.4.1 Build defenses
- You can build four types of base defenses:
-
- days cost upkeep def accuracy
- Missile Defense 16 200k 5k 500 50%?
-
- Laser Defense 24 900k 10k 600 60%
- Plasma Defense 36 1200k 12k 900 70%
- Fusion Defense 36 1800k 14k 1200 80%
- In addition, there's two more facilities that helps in Defence
- Grav Shield 38 2300k 15k Gives another chance of hitting
- Mind Shield 33 1300k 5k "Cloaks" base from alien scout
-
- [CGW] Your base defense rating should be over 2500 to successfully
- and consistently repel alien attacks.
-
- [KSC] I recommend over 3500, PLUS grav shields, if you don't like
- fighting inside your own base. Three fusion ball defense is
- enough. Over course of a month, I allowed alien battleships to
- attack my main base, which has the above. In ten tries, only ONE
- battleship made it through my defenses (somehow four out of six
- shots missed). Only eight Ethereals and one Sectopod made it down
- against 10 hovertanks (2 of them Fusion Ball launchers).
-
- * 3.4.2 Attack the incoming UFOs
- [FAQ] Usually you can detect the UFOs as they come in for the
- attack. Shoot them down first. If you got Hyperwave Decoders,
- watch for UFOs with "retaliation" missions. Those are coming after
- your bases. The small UFOs that come first are scouts. If they
- see your base, then comes the battleships.
-
- [KSC] [Not verified] If you managed to intercept the attacking UFO,
- stay in standoff mode, and it won't attack the base unless it
- outrun you. If you attack with interceptors you'll lose them.
-
- [Doug] If you think you can hold your base, you can let the UFO
- through and just fight the ground action. Of course, you risk
- getting your base wrecked, but you also get chance to capture
- aliens and alien equipment.
-
- [Net] In V1.0 of UFO, if you win a defend base action, you can gain
- thousands of units of Elerium. This is no longer true in V1.2 of
- UFO and X-COM.
-
-
- 3.4.3 Watch the "80-item limit"
- If the aliens made their way down, you will have to defend
- yourself. Only the first 80 items in storage can be used for your
- Defence, so this is another reason to sell off those excess
- inventory. Besides, you need the cash. Do NOT keep electro-flares
- in the warehouse as those are often the first items int he 80-item
- list! Lasers and HWPs are on top so keep them.
-
- 3.4.4 Keep some HWPs just in case
- [CGR] HWP's only take up storage space, are the first things on the
- storage item list (therefore always in those 80 items), and needs
- no personnel to control, which makes them the ideal base defenders.
-
- [KSC] Fusion Ball Launcher Hovertanks are absolutely great in base
- defense, being able to shoot around corners. So are blaster
- launchers, if you have them.
-
- 3.4.5 Booby trap the rooms!
- Booby trap all rooms that you must abandon, usually by throwing
- proximity grenades at the doors. Any alien steps in, BOOM! You
- can clear them by dropping a regular grenade on top of them. See
- Section 7.X on weapon tactics.
-
- 3.4.6 Leave some soldiers! [?]
- [Questionable] When a base is under alien attack, ALL crafts are
- evacuated ALONG WITH all soldiers and equipment onboard! To have
- soldiers defending the base, you need to unload them from crafts
- BEFORE the attack reaches your base, and make sure the base have
- enough ammo and guns to let them defend. See 3.4.3.
-
- [Doug] My soldiers stayed during alien base attack... Can someone
- verify this?
-
-
- 4.0 Air Combat and Intercept Strategies
-
- Air combat is an important part of X-COM. Without it, you will
- have very little chance of capturing any aliens or alien equipment,
- and thus have no progress in the game!
-
- 4.1 Intercept tactics
- Interception of UFOs is important. Intercepting UFOs over
- sponsoring countries tells them you are doing your job and keeps
- them happy. Successful interception and shoot-down means you can
- capture aliens, alien bodies, and alien equipment. Even if
- interception is unsuccessful you may be able to discover alien
- bases.
-
- 4.1.1 Feet dry! Feet dry!
- Try to attack an UFO over land, because if you shoot it down at sea
- no one can get to it. If you intercepted it over water, press
- minimize and click over to 1 minute time step until you ran out of
- fuel, it lands, it outruns you, or you got back over land. If you
- fly back over land, change back to 5 seconds, then commence attack!
-
- 4.1.2 Go home early
- When you send multiple crafts after one UFO and the UFO gets shot
- down, the shooter will go home, but other crafts will continue onto
- the crash site and THEN return. Instead, click on them and turn
- them back early (Return to base). They will return earlier, thus
- be refuled and rearmed faster for the next mission.
-
- 4.1.3 Keep Landed UFOs covered
- Even if an UFO has landed, keep an interceptor on top of it if
- possible until your landing craft arrives for the action. That
- way, if the UFO takes off, you still have a chance to shoot it
- down.
-
- 4.2 Weapons vs. target
- Before attacking click on the VIEW UFO button to take a look at
- your target before deciding whether to attack or not. Attacking
- with the wrong weapons means either the loss of the interceptor or
- the UFO totally destroyed so that nothing can be recovered. Also
- see
-
- 4.2.1 Very Small / Small UFOs
- Interceptors with Stingray missiles and cannons can only handle
- very small or small sized UFOs. Attacking larger UFOs means heavy
- damage or even destruction.
-
- 4.2.2 Medium UFOs
- Interceptors with Avalanche missiles can handle medium UFOs. One
- Avalanche will blow a very small UFO into pieces though.
-
- 4.2.3 Large UFOs
- Interceptors with Plasma beam and/or Avalanche missiles can handle
- large UFOs, but not VERY large UFOs. Plasma beam may blow small
- UFO into pieces.
-
- 4.2.4 Very Large UFOs
- Multiple Interceptors with plasma beam and/or Avalanche are needed
- to attack very large UFOs, and you'll probably lose a few, since
- one shot from battleship and the interceptor is destroyed or
- crippled.
-
- Interceptors with fusion ball launchers can attack very large UFOs
- if it does so at maximum distance, but will probably run out of
- ammo first since they are two shots each.
-
- The only way to "safely" attack alien battleships is to use
- Firestorms and Avengers, and even then you will probably be heavily
- damaged (as in 20% to 60% damage), even with Fusion Balls and
- Plasma beams.
-
- 4.3 Differences among Aggressive, Normal, and Cautious attacks
- The difference between Aggressive, Normal, and Cautious attacks
- were not explained clearly in the manual. Here's my version:
-
- 4.3.1 Cautious Attack
- Attack the UFO from maximum range of the available weapon(s) at a
- slow firing rate. Cause least damage per shot, useful when you
- want prisoners or attacking a small target and your weapons may be
- overkill.
-
- 4.3.2 Normal Attack
- Attack the UFO from maximum range of the available weapon(s) at
- standard firing rate. Cause average damage per shot, suffice for
- most attacks if your weapon outrange the enemy's.
-
- 4.3.3 Aggressive Attack
- Attack the UFO as fast as possible, as close as possible, and fire
- as fast as possible. Cause most damage per shot, but exposes the
- craft to enemy return fire.
-
- 4.3.4 Applications of each attack mode
- To determine which attack mode to use, you need to look at the UFO
- first. Click on the VIEW UFO icon and take a look at what type of
- UFO it is. See section A.3 for list of UFOs and recognition chart.
-
- Of all the UFOs, only battleship is a major threat to your crafts.
- Battleship have a weapon range of ~70 kilometers, longer than even
- fusion balls. NO OTHER UFO has this kind of firepower. The only
- way to ensure destruction of a battleship is to use Firestorm or
- Avenger with dual plasma beams. One shot from a battleship is
- enough to destroy an Interceptor, so do NOT attack battleships with
- Interceptors.
-
- When attacking battleships with Avengers and Firestorm, use
- Aggressive Attack. After several battleship interceptions with an
- Avenger, I've found that using Aggressive Attack with an Avenger I
- get approximately 40% damage (once as low as 30%) where as I
- usually get 60% damage in Normal attack. Firestorm got hit pretty
- hard against battleships, usually 50-80% damaged.
- All other UFOs can be safely tackled with Avanlanche missiles and
- plasma beams, since you can stay at maximum range and avoid their
- fire. Supply Ship and Terror Ship have range of ~50 km, which is
- the second longest, but Avalanche and Plasma beam outrange them.
-
- 4.4 Craft Weapons Tactics
-
- 4.4.1 Get Plasma Cannon quickly
- Plasma Cannon is THE best craft weapon in the game, with 99 shots
- and 54 km range. Interceptors armed with twin plasma cannons can
- even tackle large (though not VERY large) UFOs safely by remaining
- outside the UFO's weapon range.
-
- 4.4.2 Get rid of Stingray Missiles and cannons
- Stingrays are only good for hitting VERY SMALL and maybe SMALL UFOs
- due to the short range (30 for Stingray, 12 for cannon). Replace
- Stingray and Cannon with Avalanches as soon as possible. You can
- also forget about the laser cannon but at least it does not use
- ammo.
-
- 4.5 Finding the alien base
- Alien Bases can be found by two ways: X-COM agents can find an
- enemy base for you, or you have to send out crafts and patrol
- certain parts of the world. If you see a lot of UFO activity but
- can't get any interceptions, there's probably a base in the area.
-
- Hyperwave decoders, which can tell you what a UFO is up to, can
- allow you to spot the UFOs on their SUPPLY runs. Once you spot a
- supply UFO, use an empty Skyranger to follow it. If it disappears,
- go to last known coordinates and start patrolling. With a couple
- hours (game time) in the air you should see the base.
-
- 4.6 Keep soldiers in bases [IMPORTANT]
- On the Amiga version it looks like you can have them in a flying
- craft. They will join the defending of the base anyway. I can't
- confirm this, but it seems like it works this way.
-
- [PC]
- Equip NO soldiers for the crafts until you are ready to launch the
- intercept. You will lose no more than a few seconds of game time
- (and real-time) when you equip the craft again with the team
- members, and this prevents you from getting surprised when an enemy
- UFO attack your base and your crafts took off with all your
- soldiers. The same would go for the equipment as well. Unless
- your base has lots of spares, unequip from the craft.
-
-
- 5.0 Ground Combat Strategies
-
- Ground combat is arguably the most important aspect of X-COM, and
- probably also the most satisfying part when a successful raid has
- been completed. Here are some tactics and advises to keep your
- soldiers alive and well and keep alien body counts mounting.
-
- 5.1 Basic equipment considerations
- Since you only get 80 items per craft, you have to plan carefully.
- Also see section 7.5 for further material management strategies.
-
- Lasers are useful since they do not need ammo, saving you a lot of
- items. They also cause a nice amount of damage (though not as much
- as plasma weapons, thus the trade-off).
-
- Once you got Blaster Bombs, carry those if you can afford them.
- They start out as unloaded, unlike other weapons, so load them
- during BEFORE the battle starts. Use them to flatten buildings and
- fences, and to open new doors for entrances.
-
- 5.1.1 Basic Loadouts
- Skyranger: 2 HWPs and 6 soldiers. Divide them up to 1 HWP / 3
- person fire teams, with HWP as scouts. If necessary you can
- split each team up further into pairs.
-
- Lightning: only one choice since this thing does not carry HWP's
-
- Avenger: 4 HWPs and 10 soldiers are good. Use 2 teams of 1 HWP and
- 2 soldiers, and 2 teams of 1 HWP and 3 soldiers, or you can
- make them all 1 HWP and 2 soldiers, with two soldier as the
- special weapons team with blaster bombs and/or psi attacks.
-
- 5.1.2 Rookie Training
- Try to always take a couple of rookies along to give them
- experience to boost their stats. In XCOM, you learn by doing. You
- want more strength? Carry heavy stuff. More accuracy? Take more
- shots. Soldiers with kills gain more than those without.
-
- * 5.1.3 Avoid night missions
- I have never ever had a Night mission on the Amiga version.
- Is it possible ???
-
- [Concensus] Avoid night missions if you can. The UFO can wait
- until next morning or later unless they take off first. Just set
- the craft to patrol nearby. Aliens hold an advantage in visibility
- range at night (or appears to). If you ABSOLUTELY MUST, carry LOTS
- of electroflares and incendiary weapons.
-
- 5.1.4 Mix up the weapons
- Try to take along a mixed set of weaponry, like lasers, auto
- cannons, AND plasma guns. This way you'll be ready for all sorts
- of threats, as some aliens are more vulnerable to certain types of
- weapons than to others. See A.2 for alien tables.
-
- 5.1.5 Use Stun on Terror [!?]
- [CGW] When tackling terror sites, take along lots of stun weaponry
- and stun any civilians that you find. Alien terrorists don't
- attack unconscious civilians, and therefore the civilians count as
- "saved" at the end. Just don't drop grenades on them or fire
- rockets and missiles into the area.
-
- [Net] Recently someone reported that stunned civilians, upon waking
- up, are counted as enemy and must be killed to finish the battle.
- Can someone verify this?
-
- 5.1.6 Misc. Equipment
- * Medikits are important. In addition to healing fatal wounds
- they can raise morale if used on panicking troops as well as
- revive unconscious soldiers (hit by a stun bomb?)
- * Motion detectors are useful for looking behind doors and walls,
- but only helps if aliens moved
- * Mind Probe is useful in identifying alien leaders and
- commanders, or any specific type of alien you want to capture.
- Make sure you have an arsenal of stun weapons.
- * Proximity grenades are great for blockading large UFO doors.
- Just drop one next to the door and wait for them to come out
-
- 5.2 General Tactics
-
- * 5.2.1 Assign specialties to soldiers
- [CGW/CGR/KSC] BEFORE you go on missions, examine each solider and
- assign them a specialty, according to the weapons you have and the
- soldier's abilities. The person(s) with the most strength would
- carry Heavy Cannon, Auto-Cannon, or Rocket Launcher. The person(s)
- with the most time units would be scout, and so on. After you've
- decided, add a suffix to their name by clicking on the name in the
- solider stat display and type. For example, if "Bill Donovan" has
- lots of strength, make him "Bill Donovan/HW" (HW for Heavy
- Weapons). That way, when you arrived at the battle, you can equip
- the right people with the right stuff.
-
- [KSC] Here's some suggested specialties and related equipment
- Scout (SC) -- carry motion sensor
- Medic (MD) -- carry Medi-Kit
- Intelligence (IT) -- carry mind probe
- Heavy Weapons (HW) -- carry "heavy" stuff
- PsiCorp (PSI) -- carry psi amp for psi attacks *
-
- * PsiCorp is named after the organization in Babylon 5 :-)
-
- You can also cross-train, of course. There's no limit in the
- number of spots each person can hold... And real-life SEAL teams
- are all cross-trained any way.
-
- [SCOHN] Another way of doing this is put the TUs / Fire / Throw /
- Str in the person's name. For example, Bill 58/46/78/40. You may
- have to update the stats after every mission or so, but it helps
- you see a variety of skills quickly when you need to load up the
- landing crafts.
-
- 5.2.2 Deploying from craft
- [NET] Keep a grenade in hand as you deploy since sometimes there
- are enemies right next to your landing craft. Grenades should also
- be used to reduce any cover close to your craft that can hide an
- alien.
-
- [KSC] Only deploy two soldiers at a time. Next to the landing
- gears is good. If you deploy all of them at once you invite
- grenades and blaster bombs. Move the two away before deploying the
- next two.
-
- 5.2.3 Spread out and cover each other
- Bunch up invites enemy attack you with grenades, or worse,
- blasterbombs. In general, about six to eight squares apart is far
- enough.
-
- Aliens DO attack from behind sometimes, so try to have two troopers
- who can watch each other's back. This is ESPECIALLY important when
- going up against Chryssalids, who moves extremely fast [120 TUs!]
- One player reported losing the entire squad to a single Chryssalid
- on a terror mission...
-
- Here's a simple demonstration with a four person fire team:
-
- X X
-
- X X
- ===>>
- X X
-
- X X
-
- The two in front did not move, while the two in the back moved up
- beyond them for about that much distance. The recommended
- separation between team members is between four to six squares, and
- the normal leap frog distance is about that much as well. That
- way, when one person spots a target, most likely every one will be
- able to see and fire at the target. The two who stayed in place
- should turn around and face out and/or back to prevent rear
- attacks. Keep plenty of TUs for opportunity fire.
-
- 5.2.4 Use the terrain!
- Use whatever advantage terrain can give you. Hide behind things,
- use secondary explosions or fires, etc. Also see 5.2.5.
-
- If enemy is standing next to some volatile objects (fuel drum in
- Hangar, purple command console in UFO room or base, etc.), shoot
- the object instead of the alien to take advantage of the secondary
- explosions. Lots of things are explosive in enemy bases. Just
- make sure you are not close by when it goes...
-
- Hide behind other aliens can be a valid tactic, if a desperate one.
- Aliens do NOT check who's in their path before firing. Often they
- will hit and kill their comrades as they try to shoot you. It was
- reported that one alien shot itself while attempting to shoot down
- the gravlift.
-
- [KSC] Hiding behind something can be the difference between a dead
- soldier versus a critically wounded solider who could be saved by a
- medikit. NEVER if possible leave soldiers out in the open. Either
- use up all their TUs and get under cover or don't move at all.
- This also means do NOT stay in midair if you have flying suits.
- Also, try to leave 4 TUs so you can kneel down. It makes you a
- smaller target as well as improve your shooting accuracy.
-
- 5.2.5 Aliens are wishy-washy (alien movement pattern)
- Aliens usually move forward, take a shot, then turn 180 and move
- back. So, if you see them in their movement phase and don't see
- them in yours, move forward a little, and you may see them. For
- example, they move like this...
-
- visible
- range
- |
- S -----/-->S
- | | YOU
- S<-\---+
- |
-
- 5.2.6 Leave opportunity for shots
- To make opportunity shots in the enemy movement phase, you need
- TU's left unused, as well as a high reactions rating (over 50
- preferred). So leave enough for a shot while moving and still get
- in cover, or don't move at all.
-
- HINT: have soldiers kneeling close to UFO doors is a good way to
- get better reactions, if they have plenty of TUs left to shoot any
- aliens who comes out. This is great against Muton UFOs, as Mutons
- tends to come out and go back in the doors a lot.
-
- 5.2.7 Use HWP as scouts
- HWP's, especially the Hovertanks, are great scouts. They have 70
- to 100 TU's, nice firepower, plenty of health, and are immune to
- alien psi attacks. On the other hand, they ARE expensive, they do
- NOT gain experience, and they are four space units.
- Don't make kills with HWP's. Their job is to SEE the enemy so the
- human members can then fire at them, even when it's beyond THEIR
- visual range.
-
- 5.2.8 Deny cover to the enemy
- The rocket tank and perhaps the Fusion Ball Hovertank are great for
- taking down buildings and walls, denying aliens places to hide.
- You can also use grenades and rocket launchers, or auto-cannon with
- explosive / incendiary ammo.
-
- [Hint] There's no penalty for destroying civilian property, so go
- ahead and blast all the houses into pieces if you have to, just to
- get that last alien on the map. Of course, don't kill any
- civilians in the process.
-
- [Counterpoint] While this is a game, it's NOT nice to destroy an
- entire building just to wipe out one last alien... X-COM is a
- COVERT organization, not the "Dirty Pair"...
-
- (For those of you who don't know "The Dirty Pair", they are a pair
- of Japanese Anime characters, who are supposed to be trouble-
- shooters but usually ended up wrecking the place they
- troubleshoot... :-)
-
- You can also use guns in the process. Lasers, consuming no ammo,
- are great in this role.
-
- 5.2.9 Listen to the sounds in alien movement phase
- The sounds in alien movement phase can reveal important clues to
- alien locations. Normal door clicking means the aliens are near a
- regular building (farm house, etc.) Hydraulic door sounds means
- the automatic doors were used. Two sounds close together means
- someone just went in and immediately came back out (or vice versa).
- COROLLARY : the length of the alien movement phase is also
- proportional to the number of aliens left on the map. (Remember
- that stunned aliens or civilians can wake up!)
-
- 5.3 Weapon Tactics
- Different weapons should be used differently and in different
- circumstances. Here are some suggestions on how to best employ the
- different weapons.
-
- 5.3.1 Pistols and Rifles
- Use them only when you have to, sniper style. Dump them for lasers
- as fast as possible. They use clips and doesn't do much damage.
- They may be enough to use against Sectoids, who has little armor,
- but not against tougher enemies.
-
- 5.3.2 Heavy Cannon
- More accurate than the auto-cannon and slightly more damage, but a
- lot less effective with only six shots and no auto-fire mode. I'd
- rather use the auto-cannon.
-
- 5.3.3 Auto-Cannon
- Probably the most effective weapon in the early game, with auto
- mode, three types of ammo, and 14 shot magazine. Still, 14 shots
- is not much in auto-mode, and three magazines can run out on you
- pretty quick. It is also HEAVY. Of course, auto-fired HE rounds
- can clear a forest REAL quick.
-
- 5.3.4 Rocket Launcher
- Rocket Launcher packs your biggest punch in the early game, and
- being an area weapon makes it invaluable in dealing with nasty
- Reavers and other loathsome creatures. On the other hand, you can
- only carry three of them, and they only fly in straight lines.
- Have another member carry reloads for you.
-
- 5.3.5 Laser Pistol, Laser Rifle, and Heavy Laser
- Forget the heavy laser. The 35% more damage that it does is offset
- by having no auto mode and decreased accuracy. You can probably
- forget the pistol also, but you need to research it to get laser
- rifle. Laser rifle is arguable the best squad weapon in the game,
- needing no ammo, with decent accuracy and damage.
-
- 5.3.6 Grenades and High Explosive
- Get alien grenades when you can, but regular grenades would do.
- Use them to flatten small buildings and take down walls so aliens
- have nowhere to hide.
-
- [NET] Proximity grenades should be used to block off doors and
- stuff so nothing can sneak up behind you. They appear to have a 2-
- square blast radius and 1-square sensing radius, so do NOT throw
- them next to the door! Throw them one square away from the door so
- the alien have to come out before it blows up. For example:
- (D=Door P=Proximity Grenade A=Alien)
-
- Alien just behind door, does NOT trigger the grenade since not in
- radius of 1
-
- |
- AD P
- |
-
- Alien steps through the door, and BOOM!
-
- |
- DAP
- |
-
- I haven't found smoke grenades to be that useful. I've tried it in
- covering my deployment, but it doesn't seem to work that well.
-
- I've yet to use any high-explosive in any of the games I played,
- but [NET] has reported that they are very useful taking out
- Cyberdiscs in tight urban settings, due to larger blast area.
-
- 5.3.7 Plasma Pistol, Plasma Rifle, and Heavy Plasma
- Forget the plasma pistols. Plasma Rifle and Heavy Plasma are good
- weapons, and the heavy-plasma is the only heavy weapon in the game
- with auto mode. On the other hand, Heavy Plasma is "heavy" and
- normal soldier can't carry it very well.
-
- Heavy Plasma should only carried by a few select members, due to
- possible shortages in clips. Also, with only 80 items per craft,
- having so many clips around can be a problem.
-
- Heavy Plasma can punch through inner walls of UFOs when auto-fired
- a couple times, useful for pincer attacks.
-
- 5.3.8 Blaster Launcher
- Blaster launcher is probably one of the greatest weapons in the
- game. It is expensive, its ammo is expensive, but it is VERY
- useful. You can blow up things in ANY direction, turn around
- corners, go up and down stairs, flatten entire barns, even punch a
- hole in UFO's outer hull! With a bit of management one solider can
- carry up to 5 reloads (2 on belt and 3 in backpack).
-
- [NET] One trick is to leave the soldier and the launcher inside the
- craft kneeling on top of the ammo on the floor. That way there's
- more than 5 rounds available. Or you can have other soldiers carry
- more ammo, drop them on the ground, then have the launcher guy
- stand/kneel on top of them. You can use this trick on rocket
- launcher too, but it's not as useful.
-
- [NET] When attacking battleships, consider using a blaster bomb to
- blow open one of the engine "legs" and go up through that instead
- of through that large central elevator. That way you don't have to
- worry about attacks from 4 directions. You can also blow open
- other parts of UFO and go in that way instead of through the door.
-
- [KSC] Use blaster bomb to enlarge a standard door so you can fit a
- tank through by targetting the wall next to the door. You can also
- try this with heavy plasma as those can sometimes punch through
- walls. This is great for battleships since the large central lift
- allows tanks to go up to any level.
-
- 5.3.9 Small Launcher
- This is the only weapon that gives you standoff stun capability.
- Get this when you need to stun aliens. Try to back this up with a
- regular weapon. Stun damage counts against alien's health, and a
- hit can drop its health low enough so it gets stunned.
-
- 5.4 Assault tactics
- * Your first priority is to make sure no aliens can ambush you as
- you deploy. This makes HWP invaluable as they are often the
- first ones to exit the craft, saving your soldiers from getting
- shot. They also take several hits, even from heavy plasma,
- before being destroyed.
- * Your second priority is to scout and clear out the map of any
- stray aliens, while locating your primary objective. When
- boarding UFOs, the objective is the UFO itself. When attacking
- alien base, the objective is the alien command center. Spread
- out into fire teams of two soldiers or one soldier and one HWP
- and search. One team should guard the entrances to the
- objective when found.
- * Your third priority is to secure the objective. Leave a team
- guarding the entrance to the objective in case the perimeter
- sweep missed somebody.
-
- 5.4.1 Use a "scout" to open the door
- There should be one person whose specialty is open doors so that
- other people can shoot through the open door. The person with the
- best reaction and most TUs should get this job.
-
- * 5.4.2 Look "over the top" if the top's open
- [SCOHN] Some of the small or medium UFO that has been shot down
- have their tops blown open. Throwing some grenades into that
- opening can help you clean up any more aliens left inside. There's
- not that much equipment left in there any way.
- [KSC] If you have flying suits, you may want to go up to the upper
- level and see if you can see any one while standing on the edges.
- Four of you at separate corners can set up a great cross-fire
- pattern and fry / stun any aliens left inside.
-
- [NET] On larger UFOs you may want to OPEN a hole from the top with
- a blaster launcher. Also see 5.3.8. Many people have reported
- more success cleaning the UFO from the TOP down instead of bottom
- up, esp. battleships.
-
- 5.4.3 Aliens have no manners [open doors]
- Unpowered doors do not close by themselves. Therefore, if you spot
- an open door and you know you didn't open it, there must be an
- alien nearby! See also 5.2.9.
-
- 5.4.4 Look up!
- [KSC] On multi-level UFO and bases, you can sometimes see enemies
- at the upper level near grav-lifts. Multi-level UFO's with floor
- pieces destroyed will also allow you to look up into the higher
- level. If you see someone, ATTACK FIRST!
-
- [KSC] Remember to look at the upper level (view level up button),
- since sometimes you may have walked by the ceiling hole without
- realizing it. Also, watch the blast patterns in the floor and
- check the center of the blast pattern and turn around to look up.
-
- 5.4.5 Use your blaster bombs!
- Blaster bombs shoot around corners and up/down grav-lifts as well
- as opening up walls and stuff, so use them! Blasting new doors are
- great. Just remember not to bunch up so the aliens can do the same
- thing to you. You can do the similar things with Fusion Hover
- tanks but those have weaker warhead. See also 5.3.8.
-
- 5.4.6 Use your windows in the craft!
- [CGR/CGW] Your craft have windows, so turn your rearmost soldiers
- or HWPs around and take a look. This will let you know the general
- terrain layout before you even get out of the transport.
-
- 5.4.7 In base, find Central Command!
- Usually the base commander does not move from their two level
- command center, with a corridor all around, windows on the
- corridor, and a VERY large gravlift in the middle. It is very
- distinctive. If you can find it, and watch your back while doing
- so, you can probably setup ambushes all around as other aliens
- converge on you and head into the trap. Just don't bunch up and be
- blasterbomb bait.
-
- 5.5 Capturing aliens
- Capturing aliens will yield a lot of information, especially the
- medics, engineers, and leaders. Alien commanders (who are only in
- bases or base-establishing UFOs) are the only ones that can give
- you clues on how to WIN the game once and for all, so capturing
- aliens are very important.
-
- 5.5.1 Build Alien Containment first!
- Without "Alien Containment", any aliens you capture DIE upon your
- arrival at the base. So build alien containment as your FIRST
- improvement. Add alien containment to all strike bases, since
- prisoners are ONLY brought back to that strike team's home base.
-
- 5.5.2 How do I capture aliens?
- There are three ways you can capture aliens : you can shoot them
- and hope you only knocked them unconscious (i.e. they did NOT
- scream as they collapsed); you can use stun rods on them; or you
- can use stun bombs on them. Sometimes you will need combination of
- all three. NOTE: You cannot stun a Cyberdisc or a Sectopod. Those
- are robots, and stun charges destroy them instead.
-
- 5.5.3 WHO do I capture?
- You want specialists like leaders, medics, and engineers over
- common soldiers or terrorists. Specialists can give you more
- information like UFO stats and specie information. Leaders and
- Commanders can give you special information that will eventually
- lead to the final battle, and only Ethereals and Sectoid leaders /
- commanders can give you Psi Power.
- HINT: You can use a mind probe on aliens to identify their rank
- while they are still standing.
- HINT: you can also stun them then try to pick them up, which will
- also identify their rank. [Stuart Lamble]
-
- 5.5.4 Double-team them!
- Capturing, as in all fighting, requires a backup. If one fails you
- get another chance. This is especially important with stun rods
- since you must go up right next to the alien. Failing that, save
- enough TUs to get back to cover and hope the alien doesn't come
- after you or your buddies will cover you.
-
- 5.5.5 Using Stun Rods
- You should sneak up from behind to use Stun Rods. Have one guy in
- front to keep its attention, while another sneak up behind it and
- ZAP! This works best in the large scout UFOs (the one that looks
- like a plus sign) when there are TWO doors leading to the "bridge".
- You can also use this on panicked aliens or aliens that just shook
- off your mind control. HINT: Use a Mind Probe on the alien to see
- if it has enough TU's to fire back at you.
-
- 5.5.6 Using Stun Bombs
- Stun bombs frequently requires several shots in order to
- incapacitate one, but they are effective over an area. So if you
- have several aliens close to each other, one bomb can stun multiple
- aliens. Try to fire between them.
-
- If an alien got hit by a stun bomb and does not drop, have someone
- take a snap shot at it. If the shot hits and does not kill it,
- it'll probably drop unconscious.
-
- 5.5.7 Do NOT stun Mind-Controlled Aliens [?]
- Anyone know how this works on the Amiga version ?
-
- [Not Verified] Aliens under your mind control may NOT count as
- captured when you stun them since they are technically on your
- side. You MUST wait until they are no longer under mind control
- before stunning them for the program to count them as "captured".
- (Can someone try to verify this?)
-
- 5.5.8 It won't fit, lame double-brain! (Anti-Reaver tactic)
- When under attack by Reavers, hide in a house with a single-space
- door. The Reaver, being a 4-space creature, cannot go through the
- door, and being a HTH attacker, cannot attack you through the door
- or window. You can then jab it with stun rods or any weapon you
- feel like using. Just don't... No, not the wall! Aieee!!!!!
-
- 5.6 Psi / Anti-Psi Tactics
- Ethereal and Sectoid leaders can conduct psi attacks on your
- soldiers. To get psi powers yourself, see 6.0 Research. You will
- need to train your own soldiers in order to identify those with
- most psi potential and then further training to bring them up to
- speed. You will also need psi amp to conduct your own psi attacks.
- Once mastered, psi attacks are very powerful. Here are some
- suggestions in using and countering psi attacks.
-
- 5.6.1 Cause Panic
- Aliens who panic usually drop their weapons, and since they never
- pick them back up, this makes them a lot less dangerous (except for
- the enemy that use HTH attacks). Cause panic can also cause
- berzerkness, which can help you eliminate aliens nearby that alien,
- especially when the things it hit cause secondary explosions...
- :-) Cause panic is also more likely to succeed than mind control.
-
- 5.6.2 Access Mind-Controlled Enemy Inventory [Cheat / Bug]
- If you mind-controlled an alien, you may have noticed that you
- cannot access their inventory by clicking on the person icon.
- However, there is still a way: go through YOUR soldiers' inventory,
- THEN use the scroll buttons to scroll over! The alien will show up
- as a squad member with no armor, but with name of Race and Rank,
- like "Ethereal Soldier". You can drop/move their inventory like
- this instead of throwing.
-
- 5.6.3 Use mind-controlled aliens as scouts
- Mind controlled aliens should be used to go where you do NOT want
- to go personally. If you want it to shoot, keep the weapons.
- Otherwise, drop them. Use them to open doors is much safer than
- using one of your own.
-
- 5.6.4 Sack your psi-weaklings and cowards
- Sack any rookies with bravery under 40-50. They will panic first
- in combat. Once you have psi labs, sack rookies with the lowest
- psi strengths and train only those who have the highest psi
- strengths. Save the psi-weak veterans for attacks that you know do
- not involve psi-active races. This is another reason not to equip
- crafts until you know for sure about the mission.
-
- 5.6.5 Check for signs of mind control
- When an alien attempts to mind control your troop you'll see the
- signs. If the control did not succeed, have that soldier drop
- his/her weapons immediately and kneel. That way if s/he was taken
- over, little harm could be done. If you got the alien you can
- always have the soldier pick up the weapon again.
- HINT: panicked aliens and mind controlled soldiers NEVER EVER pick
- up dropped weapons.
-
- 5.7 Different shots and different weapons
- Which shot to take from which weapons depends a lot on the tactical
- situation involved. Any shot, no matter hit or not, can alert the
- enemy who may turn around and let loose some shots (if alien is
- still alive after the shot) by opportunity fire. Here's some
- general guidelines.
-
- 5.7.1 When to use auto-shot
- [KSC] Auto shot fires three rounds, but is the least accurate of
- the three shots. On the other hand, when you use the laws of
- probability, you actually come out ahead using an auto-shot, since
- each shot is calculated independently. For example, let's say
- chance of hitting in auto shot is 25%. The chance of getting at
- least one hit out of three is 1-(chance of no hits). Chance of 25%
- hit prob AND no hit in three tries is 0.75*0.75*0.75=0.42. Chance
- of getting at least one hit is then 1-0.42 which is 0.56, or 56%,
- much better than 25% and probably higher than the snap shot
- probability. When accuracy improves, you simply increase your
- chances of hitting the target multiple times, which ensures a kill.
-
- [Doug] I disagree. I believe auto shots are useless unless
- * You are standing next to the alien
- * You have a cannon with HE and wants to clear the area
-
- 5.7.2 When to use snap shot or aimmed shot
- [KSC] Personally, I only use snap/aimmed shot when:
- * I don't need the three shot overkill
- * There is something close or beyond the target I do NOT want hit,
- like an exploding object, or I only want the target hit once
- * I only have enough TUs to take a snap shot
-
- 5.7.3 Pistol versus Rifle debate
-
- [Doug] I like pistols because:
- * pistols are accurate enough at close range
- * since they are one-hand weapons, you can carry something in the
- other hand without messing up your aim, good for specialists
- * shots take less TUs than rifles, thus more possible shots
-
- [KSC] On the other hand:
- * they require a separate type of ammo (unless you are using laser
- pistols) which counts against your 80 item limit
- * they usually do not have auto mode (again, exceptions) which
- means the enemy can conduct opportunity fire / reaction fire
- * they don't cause that much damage, even if they hit
-
- [Consensus] All weapons have their place... Weight the decrease in
- accuracy of a rifle but increased damage versus the pistol, which
- has more accuracy (maybe) but less damage
-
- 5.9 Misc. Ground Combat Questions and Answers
-
- * Why do I lose ammo that I never use?
- After combat all clips loaded in weapons are lost, whether or not they have
- been used (not a great piece of design!). Thus you should unload any weapons
- that uses valuable ammo before the battle ends. See "How do I UNLOAD ammo
- from a weapon?" [SCOHN] You can tell when the battle is almost over by
- judging how long the alien movement phase takes.
-
- * How do I reload weapons?
- Make sure you have enough time units [SCOHN : You do NOT have to have the
- other hand free.] Drop ammo into weapon. You should hear a "reload" click.
- Click on the weapon in hand and it will tell you what type of ammo and how
- many shots are left.
-
- How do I UNLOAD ammo from a weapon?
- Keep the other hand empty. Click on the weapon and drop it on the UNLOAD
- icon to the right of the screen (just under the OK and the scroll arrows).
- The ammo cartridge should be in the other hand.
-
- * Some of my soldiers have TU's used before I moved them. Why?
- [KSC] You "overloaded" them. They have low strength yet you gave them too
- many things or things too heavy to carry, which decreases their TUs. Give
- them something lighter to carry. [SCOHN/KSC] On the other hand, soldiers
- gain strength by carry heavy stuff... So if there isn't much danger, train
- the "weak" soldiers by by giving them heavy stuff to carry and running them
- back and forth around the landing craft. They'll gain some strength when the
- battle's over. (Imagine a drill sergeant conducting training under live
- fire! :-D )
-
- Why should I need grenades when I have auto cannon?
- [FAQ] An autocannon has very impressive firepower. However it is heavy to
- carry (strength 40+ recommended). A soldier equipped with a laser rifle can
- carry a couple of grenades and use them to flatten small buildings or other
- targets without needing a bulky cannon.
-
- How can I fire on aliens in their movement phase?
- You can carry out opportunity fire on aliens as they move. Leave enough TU's
- after your move for at least a snap shot, then if your trooper saw an alien
- and has good enough reactions s/he will fire at the alien. Use the 4 icons
- near the bottom left of screen to reserve the TUs. Rookies typically will
- not fire unless you leave them with more than half of their TUs.
-
- What's with troops missing in action (MIA)?
- If one of your troopers in under alien control at the end of a battle (s)he
- counts as MIA; therefore try to wait until (s)he is no longer in control
- before finishing off aliens. (This would be a bug since there's no one to
- control him/her any more!) Another way to get people MIA is try to take off
- (abort mission) with only an unconscious person in the transport. You'll
- lose that person as MIA as well as the transport. HINT: use MediKit to wake
- them up (stimulant) then march them in. See next.
-
- How do I wake up unconscious soldiers?
- [SCOHN / KSC] Stand over unconscious solider, use Medi-Kit, apply one shot of
- stimulant. Check inventory. If the "Body" is still on the ground, repeat.
- When the "body" is no longer there, move away. The soldier should be
- standing at that square next turn. S/he may need further treatment, see
- below. You should HEAL any fatal wounds first as those decreases health per
- turn, and may cause the soldier to fall unconscious again.
-
- How do I use Medi-Kit?
- Stand next to the soldier you need to heal (except for unconscious, see
- above), medikit in hand, select use. If healing, click on part in red to
- show number of fatal wounds in that area, then apply one dose per wound.
- Fatal wounds must be HEALed since they decrease health per turn (bleeding?)
- and can kill a soldier. You can also add painkiller to raise morale. EACH
- dose dispensed costs 10 TUs. See UFOpedia for applications.
-
- How do I open doors?
- [KSC] Target your soldier to move to the "square" behind the door and (s)he
- will then automatically open it (using some TUs). HINT: Do not open doors
- without plenty of spare TU's. Using a motion scanner will help. HINT:
- Create a door! Either shoot a hole in the wall or blow up the entire wall.
-
- How do I use motion scanner?
- [KSC] Put motion scanner in one hand, select hand, select Use Motion Scanner.
- It will display every movement for a radius of 9 around you. The more
- movement (includes your side also), the larger the blip on the scanner. The
- central arrow is your facing, North is top.
-
- How do I use Mind Probe?
- [KSC] Keep the alien visible to at least one of your soldiers (does NOT have
- to be the one holding the Mind Probe). Put Mind Probe in hand, select use.
- Click cursor on the alien (make sure the cursor square is blinking). You
- will see the alien's stat graph screen (TU's, armor, etc.) and their type and
- rank (ex: Sectoid Engineer).
-
- * How do I use the Blaster Launcher/Bomb or Fusion Hovertank?
- When you select Launch Missile, you can specify a series of up to 9
- "waypoints" which can go around any thing, climb and dive, even fly in
- circles. The final waypoint is the explosion point, UNLESS it runs into
- something solid first. Remember that a blaster bomb can actually miss, so
- keep everyone WELL CLEAR of the flight path!!!!! When you are finished
- plotting, click LAUNCH, then enjoy the fireworks! Program it with two or
- more waypoints to avoid the one-shot blaster launcher bug. See 1.5.
-
- How do my soldiers improve?
- By doing things. They improve firing accuracy by shooting at things,
- strength by carrying more things, and so on. There is no concensus on
- whether using psi attacks improves one's psi talent yet. Those getting kills
- will improve more than those who did not. Therefore, try not to let HWP get
- a kill since you will lose a chance to let a soldier improve, and leave the
- easy shots (against panicked aliens, for example) to the rookies.
-
-
- 6.0 Research and Manufacture Strategies
-
-
- 6.1 What should I research?
- Here are the research trees that shows detailed progression.
-
- Laser Weapons Heavy Heavy Plasma Plasma
- | Plasma Plasma Clip Rifle Rifle Clip
- Laser Pistol |___________| |__________|
- | | |
- Laser Rifle | |
- | |__________OR___________|
- Heavy Laser |
- | |
- Laser Cannon Plasma Cannon
- (Laser Tank) (Hovertank/Plasma)*
- | |
- Laser Defense Plasma Defense
-
- Alien Alloys Blaster Blaster
- | Launcher Bomb
- Elerium 115 Personal Armor UFO Power Source |___________|
- |_____________|_________________| |
- | Fusion Ball
- | (Hovertank/Launcher)*
- Power Suit UFO Navigation |
- |_________________| Fusion Defense
- |
- Flying Suit
-
- Alien Elerium UFO UFO
- Alloys 115 Power Source Navigation
- |___________|___________|______________|
- |
- UFO Construction
- V
-
-
- V
- New Fighter Craft
- (Firestorm) * = [Hovertank / Plasma]
- |
- New Fighter-Transporter
- (Lightning)
- __________|____________
- | |
- Grav Ultimate Craft
- Shield (Avenger)
-
- * You need "New Fighter Craft" before you can build the hovertanks. You need
- fusion ball launcher before you can build the fusion ball hovertank.
-
- 6.2 Suggested Research Priorities
- * [KSC] First, get laser weapons ASAP, then go down the list to
- laser rifle, No need to go further than that on that tree
- * [Doug] laser cannon is a GREAT money maker, See A.8
- * Get alien alloy researched ASAP so you can build personal armor,
- which will increase your survival rate substantially. Research
- and build any armor that you come across ASAP.
- * Do not research medikits until you get at least personal armor,
- and probably power suit, because before then, one hit will
- usually kill you, giving you no chance to use medikits
- * You need better weapon and armor initially more than you need
- anything else. Concentrate research on weapons.
- * While plasma rifle is lighter, skip it and research heavy plasma
- since you would need the extra firepower. The "weaker" members
- can carry laser rifles instead or get some exercise
- * Research plasma beam immediately after you finish researching
- the plasma weapons. Plasma beams make interceptors much more
- effective and lowers its operating cost (no missile reloads)
- * Research small launcher/stun bomb and blaster launcher / blaster
- bomb when you get them (but not top priority). They are nice to
- have, but not essential until need to capture live aliens for
- more research and fights in alien bases
- * Motion sensor is great for ground assaults, allowing you to see
- behind walls and doors
- * Mind Probe is very useful in IDing aliens for possible capture
-
- 6.3 Research Strategies
- * Do not research the same thing at different bases, there is no
- benefit; the research is independent at each base (as is
- manufacturing).
- * Gang-research each topic. If you have 50 scientists, do NOT
- spread them into 5 topics of 10 each. Assign all 50 to one
- topic. Assign ALL scientists you have to ONE task. You'll
- finish each faster overall.
- * Add scientists whenever you can. You will probably be limited
- to about 50-100 scientists only, but add more if you can. Add
- scientists up to the maximum your living quarters can permit.
-
- 6.4 Research Cheat [Verified]
- If you have more than one research site, arrange transfer of
- scientists and/or engineers JUST before the end of the month so
- that they will arrive next month (check transfer times). Since
- salaries are deducted at the end of month for scientists/engineers
- at each base, no salary is paid... Saving you a TON of cash!
-
- 6.5 Manufacture Strategies
- * Remember that item(s) being built uses up some workshop space,
- so do not hire 50 engineers just because you have 50 open
- workshop space. You may end up with a couple engineers sitting
- on their hands doing nothing.
- * Always keep your engineers busy building something. Never let
- them sit idle. You need to keep them around in case of new
- manufacturing needs, but in the meanwhile they should earn their
- money's worth. See A.8 for things to make.
-
-
- 7.0 Logistics and Material Management
-
-
- 7.1 Why is Elerium important?
- It is a power source NOT native to the Solar System. You need it
- to build most alien things such as UFO power source, stun bombs,
- plasma clips, and more. In addition, the UFO-style crafts you get
- use Elerium for fuel. Since you cannot make it yourself, it is a
- very scarce and valuable commodity.
-
- 7.1.1 Where can I get Elerium then?
- Each intact engine captured can yield about 50 or so units of
- Elerium. Bases can contain more.
-
- Consider cautious attack in order to preserve the UFOs condition
- upon crash landing, or chase them until they land and keep
- attacking the landed ones only. Consider leaving one alien base
- alone and attack the landed supply ships just for Elerium.
-
- [NET] In UFO V1.0, if aliens attack your base and fail, you will
- get thousands of units of Elerium. This is no longer true in UFO
- V1.2 and XCOM.
-
- 7.1.2 How can I save Elerium?
- * In the air, use Interceptors only (they have longer range any
- way) with Avalanche missiles and lasers. Do not use the modern
- crafts, which needs Elerium for fuel.
- * [Possible Cheat] keep redirecting the craft in the air means the
- craft can keep flying even at 0% fuel
- * Plasma beam seems to need no Elerium (only when built).
- * On the ground, use captured equipment and laser weapons only.
- * Unload the clip before the battle ends so you keep the clip for
- a free refill.
- * Never sell any Elerium-based stuff that you MAY need or Elerium
- itself. Build stuff that requires elerium only grudgingly.
- (Sell extra clips since they count toward 80-item limit!) You
- capture lots more on each mission any way.
-
- 7.2 I keep running out of funds! What do I do?
- There are three ways to make money:
- 1) The sponsoring countries pay you each month if you keep them
- smiling. They may even increase payments if you make them REAL
- happy (i.e. get a good score) See 7.2.1. On the other hand,
- the amount they pay is quite little compared to your profits...
- 2) You can sell off excess alien artifacts for money. One raid on
- a large UFO can net a million bucks or more. See 7.2.2 on what
- to sell and what not to sell.
- 3) You can sell off stuff that you manufacture. This is one way
- to make the engineers earn their salary when they are idle.
- See A.8 for a profitability analysis.
-
- 7.2.1 How do I keep sponsors happy?
- * Intercept UFOs over their country
- * Shoot those UFOs down (thus discouraging further UFO presence)
- * Board UFOs and capture artifacts, live aliens, and dead bodies with
- little or no casualties (score you get at end of mission)
- * Attack terror sites and minimize civilian / XCOM casualties
- * Destroy alien bases on Earth
- * Prevent destruction of your own bases
- * Successfully research and apply alien technology
-
- You can see your score in the graphs screen. (Unfortunately there
- is no breakdown like the after-battle report) You can see your
- current funding levels in the Funding screen.
-
- 7.2.2 What alien artifacts should I sell?
- For non-weapon items, keeping one should be enough, since you only
- need one artifact for your scientists to research, so sell off the
- rest. Alien Entertainment, Food, and others are of no use to you
- except for research value. Don't bother researching those until
- you have nothing else to do, just sell them.
-
- Sell off all the alien bodies unless you need one for research,
- which probably won't happen till near the end. It's interesting to
- know, but not essential to the win. So just sell those bodies and
- research live aliens only.
-
- 7.2.3 What alien artifacts should I NOT sell?
- Never sell any Elerium. Practically every "useful" alien artifact
- that can be manufactured requires Elerium. Besides, it doesn't
- sell for much.
-
- Never sell any ammo that you may use unless you have plenty more.
- If you have 10 heavy plasmas, then you should keep between 15 and
- 20 HP clips. Blaster bombs and stun bombs are harder to find and
- usually have to be manufactured, so save those while you can.
-
- On the other hand, do NOT keep too much extra stuff because you
- need the cash. If you only have 10 soldiers, you don't need twenty
- rifles. Keep just enough weapons and ammo for the soldiers, plus
- grenades. Remember crafts and base have SEPARATE storage... So
- you may have double the amount you think you do.
-
- 7.2.4 What manufactured objects should I sell?
- Laser Cannon. See table A.8 for an in-depth analysis in the
- profitability of any manufactured object. While Fusion Bomb
- Hovertank has a bit more net profit, it needs Elerium.
-
- 7.3 Dealing with Equipment Shortages
- No equipment? Running out of equipment? Here's some hints and
- tips on how to deal with that.
-
- 7.3.1 What is "Not Enough Equipment to Re-Equip Squad"?
- Your base does not have enough inventory to keep the same amount of
- the equipment the team had previously onboard the craft before the
- mission. For example, you had 16 grenades on the Skyranger. You
- used up 4 on the mission, but the base only has 3 left, so base
- cannot reprovision you to the original stock of 16. SOLUTION:
- Stock up a bit more at the base.
-
- 7.3.2 I bought HWP's but I can't use them!
- Did you get them a full load of ammo? You cannot put HWP's onboard
- crafts unless you have enough ammo for each (automatically loaded).
- HWPs except Laser Tanks and Plasma Hovertanks require ammo. Cannon
- Tank needs 30 shells, Rocket Tank needs 8 rockets, and Fusion
- Hovertank needs 8 HWP Fusion Balls. Always keep twice or more in
- stock, especially HWP Fusion Balls (which must be built).
-
- 7.3.3 I keep running out of missiles for crafts!
- [KSC / FAQ] If you ran out of money also, use weapons that doesn't
- use ammo, like plasma beam and laser cannons. On the other hand,
- Avalanche is cheap at 9000 each and has a good punch, so stock up
- on those, keep 4 times capacity around. For example, Avalanche
- launchers holds 3 each, so Avalanche stock should be 12 per
- Avalanche launcher. If it doesn't fit, add a General Stores.
-
- 7.4 When to sack / retire things
- [KSC] Crafts that were too heavily damaged (i.e. over 50%) should
- be sacked and a new one hired, unless it must be manufactured and
- you are short on money, time, or materials. Repair time may be too
- long. That's one more reason to keep your engineers busy...
-
- [KSC] Rookies and squaddies who have not improved much yet were
- wounded heavily should be sacked / discharged and money spent on a
- new recruit. Remember that you still pay for each soldier even
- when they are in the hospital recuperating. Of course, you can try
- using the Transfer Trick to avoid paying for them...
-
- 7.5 Equipping Landing Crafts
- There's an 80-item limit on what you can take with you per craft,
- no matter it's a Skyranger or Avenger. Here's a couple tips on
- getting the most out of those 80 items:
-
- 7.5.1 Use Laser Weapons
- [CGW / KSC] Laser Weapons require no ammo, eliminating a large
- number of items. Assuming two clips per weapons, 8 plasma rifles
- vs. 8 laser rifles means 16 less items (2 clips each assumed). Of
- course laser rifles are about 33% less powerful, but 16 more items
- means you can take along more grenades and other things.
-
- * 7.5.2 Bring uniform weapons
- Don't bring both pistols and rifles, since they cannot use the same
- ammo and adds one more item into the equation. Bringing one more
- clip for one or the other is better.
-
- 7.5.3 Bring less misc. equipment
- [KSC] You do not need a Medi-Kit on each person, just on designated
- medics. You also don't need mind probes, motion detectors, and psi
- amps on every one, just the specialists. Remember to have a backup
- or two for each.
-
- [Doug] I disagree slightly. Having a medi-kit on everyone means
- more immediate treatment is available instead of waiting for the
- medic to get to you. At the minimum carry one kit per 2 soldiers.
-
- 7.5.4 Bring HWP's
- HWP's is just one item, yet it has lots of firepower, and ammo is
- included. Of course, you need to trade 4 spaces on the craft for
- it, but that means you bring less soldiers who would need less
- items, giving you even MORE itms savings.
-
- 7.5.5 Don't fight at night
- Fighting at night means electro-flares, and those take up a lot of
- the 80 items. So don't fight at night. Fighting at night is also
- a major pain any way.
-
-
- 9.0 Misc. questions and answers
-
-
- How do I win the game?
- The ultimate aim of XCOM is to research (interrogate) live aliens to find out
- where they are coming from and why. Grab an alien commander in an alien
- base. Once you interrogate a commander you should get a big clue!
-
- I still don't understand... How do I beat the aliens?
- *sigh* Basically, you need to research Alien Origins, The Martian Solution,
- then Cydonia or Bust. As you finished research on each, READ the text. See
- A.2 for more information.
-
- Why do I never see any large UFOs?
- On missions like retaliation, base and terror, small ships scout before the
- large ship comes in. If you destroy the scouts, no large ships will appear.
-
- Why do my soldiers rarely get promoted?
- To have promotions after battle you need to have a certain number of troops
- around all your bases for the promotion to be possible. There can be only
- ßone commander in all XCOM. [KSC] These numbers appears to be based on the
- number of soldiers XCOM has EVER HAD, rather than soldiers in employment.
- Rank Sergeant Captain Colonel Commander
- Troops needed 5 11 23 30
- [Manual] HINT: Try to spread the officers out into different teams. Troops
- led by officers have higher morale and is less susceptible to panic, unless
- the officer is killed.
-
- In the Soldier's stats, what's with the 2 colors on the bars?
- The dark color was the soldier's ORIGINAL stats, when s/he first arrived at
- XCOM. The lighter colors are the stats s/he gained since then. HEALTH bar
- is a little different. The health bar have red indicating current health,
- with a pink outline denoting original health. The WHITE bar that overlays
- the red bar sometimes is the "STUN" bar. When the white bar reaches over the
- red bar, the person drops unconscious. The white bar can go up from smoke
- inhalation or getting hit by stun weapons. The red bar drops from taking
- damage.
-
- XXXX has signed a pact with the aliens! Can I get them back?
- Net has conflicting reports on this questions. Some have reported that if
- you patrol that country aggresively, shoot down all UFO you see closeby,
- eliminate any alien bases in that country, and so on, it may came back after
- a few months. Others have reported that this tactic does not seem to work.
- It may be related to difficulty level.
-
- I've grabbed an alien commander. Now how do I go to Cydonia?
- Read the text that goes under Cydonia or Bust carefully. If you do
- everything right, select that craft to intercept, and on the top next to
- CANCEL should be a button labelled CYDONIA.
-
-
- A. Appendix of Tables
-
- Following are series of tables for XCOM. All information are in your
- UFOpedia somewhere, but are presented in different forms here. The ?
- items have unknown values at this revision. If you see them, please
- notify the author so an update could be made.
-
- A.1 Base Facilities
- You can have up to 8 bases around the world. There are 36 (6x6)
- locations in each. Only hanger takes up more than one location.
-
- Name Days Build Cost Cost/month Usage
- Access Lift 1 300k 4k (Entrance to underground base)
- Living Quarters 16 400k 10k (Sleeps 50)
- Laboratory 26 750k 30k (Allows 50 research)
- Workshop 32 800k 35k (Allows 50 manufacture)
- Small Radar 12 500k 10k (300nm range, 5% detect/10mins)
- Large Radar 25 800k 15k (450nm range, 5% detect/10mins)
- General Stores 10 150k 5k (Holds 50 units of equipment)
- Alien Containment 18 400k 15k (Holds 10[!?] live aliens)
- Hanger 25 200k 25k (Maintains 1 craft)
- Missile Defence 16 200k 5k (Def value 500, Accuracy 50%)
-
- Laser Defence 24 900k 10k (Def value 600, Accuracy 60%)
- Plasma Defence 34 600k 12k (Def value 900, Accuracy 70%)
- Fusion Defense 36 1800k 14k (Def value 1200, Accuracy 80%)
- Grav Shield 38 2300k 15k (Gives defences an extra shot)
- Mind Shield 33 1300k 5k (Stop aliens finding base)
- Psi Lab 24 750k 16k (For troop psionics training)
- Hyperwave Decoder 26 2000k 30k (To evaluate alien missions)
-
- NOTE 1: In a workshop, the object being manufactured takes up some space. So
- you will not be able to cram all 50 engineers in there.
- NOTE 2: You can dismantle a facility, even when it is under construction.
- Simply click on the facility, and the program will ask you do you wish to
- dismantle it, select OK or Cancel.
- NOTE 3: To dismantle a base, you must remove all facilities (transferring all
- people and equipment elsewhere if needed) then finally remove the access lift
- itself.
-
- A.2 X-COM Crafts and Craft Weapons
- Speed Acceln Fuel Weapon Hull Cargo HWPs
- Skyranger 760 2 1500 0 150 14 3
- Interceptor 2100 3 1000 2 100 0 0
- Firestorm 4200 9 20(E) 2 500 0 0 (1)
- Lightning 3100 8 30(E) 1 800 12 0 (2)
- Avenger 5400 10 60(E) 2 1200 26 4 (3)
- (E) Uses elerium-115 for fuel (1) new fighter
- (2) new fighter/transport (3) ultimate craft
-
- Damage Range Accuracy Reload Shots
- [Start with]
- Cannon 10 10 10% 2s 200
- Stingray 70 30 70% 15s 6
- Avalanche 100 60 100% 20s 3
- [Must Research]
- Laser Cannon 70 21 70% 4s 100
- Plasma Beam 140 52 140% 6s 100
- Fusion Launcher 230 65 230% 25s 2
-
- NOTE 1: Match the weapon to the target. You want to force the alien to land
- so you can board it and recover artifacts and prisoners, not blow it into
- smithreens (though it might make you feel good)
- NOTE 2: The long range weapons, like Avalanche, Plasma Beam, and Fusion Ball
- Launcher, gives you advantage since UFO usually do not fire back until you
- are quite close. See A.3 for UFO weapon ranges.
-
- NOTE 3: It is possible to miss with weapons that have accuracy of over 100
- percent, usually when target zooms out of range.
-
- A.3 UFO Types
- Max Hull Weapon Max Ship
- Speed Damage Power Range Crew Width comment
- Small Scout 2200 50 0 0 1 3 Like an Apollo capsule
- Medium Scout 2400 200 20 120 6 9 1 level, small square
- Large Scout 2700 250 20 272 ? 12? 1 level, like a cross
- Harvester 4000 500 40 176 ? 16 3 levels, top hatch
- Terror Ship 4800 1200 120 336 ? 30 2 levels, narrow top
- Supply Ship 3200 2200 60 288 ? 30 3 levels
- Battleship 5000 3000 140 520 ? 30 3 levels, 5 legs
- Abductor 4300 500 40 160 ? 12? ?
-
- Following floor plans are approximately 1x1. Any one want to do more?
- Please send them in, and don't forget your name so I can credit you!
-
- Legend : G = Gravlift, D = Doors, P = UFO Power
-
- Medium Scout [KSC]
- /-------\
- | |
- | P |
- | |
- \---D---/
-
- Large Scout[KSC]
- /---------\
- | D |
- | | |
- /-----+ | +-----\
- | +-------+ |
- | | | |
- | D P | D
- | | | |
- | +-------+ |
- \-----+ | +-----/
- |--D-| |
- | D |
- \---------/
-
- Note: Typically UFO's will not fire until you are at 1/6th of the weapon's
- maximum range, sometimes even less. For example, battleship usually open
- fire at 70 km, and terror ships at 45 km.
-
- Here's a Recognition Chart for air intercepts...
-
- Small Scout 123
- (Very Small) /=\
- ---
-
- Medium Scout (Small) 123456789
- /=======\
- |_______|
-
- Large Scout (Medium) 123456789012
- (?) /===/===\===\
- |___|___|___|
-
- Harvester 1234567890123456
- (Medium) (?) /---|------|---\
- |---|------|---|
- |---|------|---|
- \---|------|---/
-
- Terror Ship (Large) 123456789012345678901234567890
- /--------------\
- /------| |------\
- |____________________________|
-
- Supply Ship (Large) 123456789012345678901234567890
- /--------|----------|--------\
- |--------|----------|--------|
- |--------|----------|--------|
- \--------|----------|--------/
-
- Battleship (Very Large) 123456789012345678901234567890
- /----------------------------\
- |----------------------------|
- \-------==----------==-------/
- |-------||----------||-------|
-
- Abductor 1234567890123456
- (Medium) (?) /---|------|---\
- |---|------|---|
- \---|------|---/
-
-
-
- A.4 Ground Combat Weapons
- (Accuracy / TU%)
- Aimed Snap Auto Dam Type Ammo (Capacity)
- Pistol 78/30 60/18 26 AP Pistol Clip (12)
- Rifle 110/80 60/25 35/35 30 AP Rifle Clip (20)
- Heavy Cannon 90/80 60/33 56 AP HC-AP (6)
- 52 HE HC-HE (6)
- 60 I HC-I (6)
- Auto Cannon 82/80 56/33 32/40 42 AP AC-AP (14)
- 44 HE AC-HE (14)
- 48 I AC-I (14)
- Rocket Launcher 115/75 55/45 75 HE Small Rocket
- 100 HE Large Rocket
- 90 I Incendiary Rocket
- Laser Pistol 68/55 40/20 28/25 46 Las
- Laser Rifle 100/50 65/25 46/34 60 Las
- Heavy Laser 84/75 50/33 85 Las
- Grenade 50 HE
- Smoke Grenade 60 HE!
- Proximity Grenade 70 HE
- High Explosive 110 HE
- Plasma Pistol 85/60 65/30 50/30 52 Plas PP clip (25)
- Plasma Rifle 100/60 86/30 55/63 80 Plas PR clip (30)
- Heavy Plasma 110/60 75/30 50/35 115 Plas HP clip (35)
- Blaster Launcher 120/80 200 HE Blaster Bomb
- Small Launcher 110/75 65/40 90 Stun Stun Bomb
- Alien Grenade 90 HE
-
- (AP = Armor piercing HE = High Explosive I = Incendiary)
-
- Note 1 : TU cost is always a percentage of the soldier's total TUs
- Note 2 : Accuracy for two-handed weapons is decrease 20% if other hand is not
- empty (i.e. holding something like grenades, psi amp, etc.)
- Note 3 : Accuracy is increased 10% if the soldier is kneeling, which takes
- only 4 TUs, so kneel whenever you can before you fire.
-
- A.5 Alien Information
-
- Attack Types, strengths, and weaknesses:
-
- Type Attacks with Resists Weakness Notes
- Sectoid Weapons Leader/Commander has psi
- Cyberdisc Weapons explosives Explodes when dead
- Floater Weapons Flies (=flying suit)
- Reaper HTH incend Two brains and hearts
- Snakemen Weapons fire/heat Carries up to 50 eggs
- Cryssalid HTH HE Turns humans to zombies
- Zombie HTH Dies -> Cryssalid
- Ethereal Weapons & Psi All have psi attack
- Sectopod Weapons plasma laser Power armored robot
- Muton Weapons AP Strong, work for Eths
- Silacoid HTH fire/incend Works with mutons
- Celatoid Venom The blob!
-
- Average Alien Stats ------ Armor ------
- TUs Ene Hea Bra Mor Rea Fir Thr Str PSt PSk Fro Lft Rgt Rer Und
- Sectoid 55 90 30 80 100 65 30 60 30 ? ? 2 1 1 1 1
- Reaper ??
- Floater 50 90 35 80 100 50 25 60 40 - - 4 3 3 2 6
- Cyberdisc 60 90 120 110 100 65 30 0 90 - - 17 17 17 17 17
- Snakeman 40 80 45 80 100 45 30 65 50 - - 10 9 9 8 6
- Cryssalid 110 140 95 100 100 70 0 0 110 - - 17 17 17 17 17
- Zombie 40 110 85 110 100 40 0 0 85 - - 4 4 4 4 4
- Ethereal 70 100 60 80 100 75 40 80 50 50 40 17 17 17 17 16
- Sectopod 60 90 95 110 100 65 30 0 90 - - 70 65 65 50 45
- Muton 58 90 90 80 100 60 30 60 70 - - 10 10 10 10 5
- Celatoid ??
- Silacoid 40 80 115 100 100 40 0 0 70 - - 25 25 25 25 5
-
- NOTE 1: you can get info on particular alien stats by using a mind probe on
- them. Leaders and commanders are 10 to 20% higher, and there appears to be
- random modifiers. Sectoid Leader and Commander have Psi capabilities.
- NOTE 2: The high TUs on cryssalids allows them to move a long way and often
- surprise troops from behind, turning them to zombies before you can react.
- When killed, zombies shed their skins to become new cryssalids.
- NOTE 3: There does not appear to be a commander in the Muton base. Therefore
- Commander in a Muton base could be an Ethereal!
-
- Specialties and information possible from them:
-
- Alien Soldier ----- Alien activity
- Alien Medic ----- Species information *
- Alien Navigator ----- Hyper-Wave Decoder
- Alien Engineer ----- UFO stats
- Alien Leader ----- The Martian Solution
- Ethereal/ Sectoid Leader ----- Psi Lab -> Mind Shield/Psi-Amp
- Alien Commander ----- Cydonia or Bust **
-
- * alien medics can give information on species other than their own
- ** commander can be found in bases, or UFOs on Base missions, but players
- have reported that only commander captured from a base can help you
- research "Cydonia or Bust".
-
- Alien Missions
-
- Research Generally small vehicles, least threat
- Harvest Great concern to governments, usually cattle abduction
- Abduction Abducts humans, causes great alarm
- Infiltration Infiltrates countries and try to make pact with government,
- big threat as countries that sign pact cease to fund XCOM
- Base Survey and establish alien base, may contain alien commander
- Terror Creates terror sites when lands at city
- Retaliation Scout / attack XCOM base, greatest threat
- Supply Supply alien base, trail them and patrol nearby to find alien
- base
-
- A.6 Costs
-
- All things are listed there. Those that can be purchased or cannot be
- manufactured have NO Engineer-hours. Those that must be manufactured have
- Engineer-hours listed. Those things that cannot be purchased nor
- manufactured have only sale price listed. See also A.8.
-
- Engineer Workshop Alien Sale
- Hours Cost Space Elerium Alloys Price
- [Equipment]
- Stun Rod - 1260 - - - 945
- ElectroFlare - 60 - - - 30?
- Motion scanner 220 34k 4 - - 45600
- Medikit 420 28k 4 - - 46500
- Mind probe 1200 262k 4 1 - 304000
- Psi amp 500 160k 4 1 - 194700
-
- [Armor]
- Personal armor 800 22k 12 - 4 54000
- Power suit 1000 42k 16 5 5 310000
- Flying suit 1400 58k 16 16 5 420000
-
- [HWP]
- Tank/cannon
- Tank/rocket
- Tank/laser 1200 500k 25 - - ?
- Hovertank/plasma 1200 850k 30 30 5 980000
- Hovertank/fusion 1400 900k 30 25 8 1043000
- HWP fusion bomb 400 15k 25 5 8 31500
-
- [weapons]
- Pistol
- Rifle
- Grenade
- Proximity Grenade
- Smoke Grenade
- High Explosive
- Laser pistol 300 8k 2 - - 20000
- Laser rifle 400 20k 3 - - 36900
- Heavy laser 700 32k 4 - - 61000
- Plasma pistol 600 56k 3 - 1 84000
- Plasma pistol clip 60 2k 4 1 - 4440
- Plasma rifle 820 88k 4 - 1 126500
- Plasma rifle clip 80 3k 4 2 - 6290
- Heavy plasma 1000 122k 4 - 1 171600
- Heavy plasma clip 80 6k 4 3 - 9590
- Blaster launcher 1200 90k 5 - 1 144000
- Blaster bomb 220 8k 3 3 - 17028
- Small launcher 900 78k 3 - 1 120000
- Stun bomb 200 7k 2 1 - 15200
- Alien grenade 200 6.7k 2 2 - 14850
-
- [Crafts]
- Interceptor
- Skyranger
- FIRESTORM 14000 400k 30 - 65 -*
- LIGHTNING 18000 600k 34 - 85 -*
- AVENGER 34000 900k 36 - 170 -**
-
- [Craft Weapons]
- Cannon
- Stingray
- Stingray Launcher
- Avalanche
- Avalanche Launcher
- Laser cannon 300 182k 6 - - ?
- Plasma beam 500 226k 8 15 - 267300
- Fusion launcher 400 242k 6 - - 281100
- Fusion ball 600 28k 6 4 - 53300
-
- [Misc]
- Alien alloys 100 3k 10 - - 6500
- Elerium-115 - - - - - 5000
- UFO power source 1400 130k 22 16 5 250000
- UFO navigation 1600 150k 18 - 3 80000
- Alien Surgery 20000
- Alien Examination 20000
- Alien Entertainment 20000
- Alien Food 20000
- Alien bodies 20000
-
- * needs 1 UFO power source + 1 UFO navigation
- ** needs 2 UFO power sources + 1 UFO navigation
-
- Misc. Equipment Descriptions
- [Available at start]
- Stun rod has a chance to render an alien unconscious with
- hand-to-hand attack (i.e. go up next to it)
- Electro flare Lights up area at night, thrown, can be picked up
- [Must be researched]
- Motion scanner detects movement in the near vicinity, even
- behind doors and walls, useful when storming UFOs
- or buildings
- Medikit heals fatal wounds (heal), revives unconscious
- (stimulate) and boosts morale (painkiller)
- Elerium 115 only found on alien UFOs/bases, and needed for
- many important weapons and power units
- Mind probe when used on an alien tells you its stats and
- rank, useful to find an alien commander or leader
-
- Psi amp allow soldier to use psionic attacks on aliens
- (attempting to cause panic or get mind control),
- requires Psi training (see later)
-
- A.7 TU Usage by Activity
-
- Weapon Usage are listed in Section A.4 above.
-
- Equipment Usage:
- Medi-Kit 10 / dose
- Mind Probe 25%
- Motion Sensor 25%
-
- Movement Usage:
- Kneel/Stand 4
- Go up
- Go down
- Turn 1 per 45 degrees
- Go forward
-
- Material Transfer Usage: (Thanks to reiben@vt.edu)
-
- From \ To! Hand ! Belt ! Shoulder ! Leg ! Pack ! Ground
- --------------------------------------------------------
- Hand ! - 8 10 8 14 2
- Belt ! 4 - 12 10 16 6
- Shoulder ! 3 10 - 12 16 4
- Leg ! 6 10 10 - 18 6
- Pack ! 6 12 14 16 - 10
- Ground ! 8 12 12 10 20 -
-
-
- A.8 Profitability study
- Can the writer of this article contact me for proper credit? I got this
- forwarded by Doug Osborne, who somehow got the article's header cut off...
-
- *--- <being included file>
-
- [ Chould someone do this for the Amiga version ?? Math ain't my strong side
- here in life :-) ]
-
- Recently, we at the XCOM Business Institute have seen numerous posts asking
- "How can I make money with my spare engineers?", and boasting "I made
- millions manufacturing Medikits in my basement". We at the Institute (our
- motto: "If it's worth doing, it's worth analyzing to death") spent all last
- night to bring you the following table.
-
- The basic assumption is that you are willing to support a cadre of engineers
- long-term in order to make a profit. Since there is a fixed amount of
- workshop space overhead for a given item, I couldn't come up with an exact
- profit per engineer hour. Instead, I calculated results for a hypothetical
- 2-workshop operation. You would get slightly better results with larger
- facilities, due to the economy of scale.
-
- Net
- Work Eng Raw Sale Unit Monthly Monthly
- Item Space Hrs Material Cost Price Profit Profit Profit
- ---------------------------------------------------------------------------
- Motion Scanner 4 220 - 34000 45600 11600 3765993 1275993
- Medikit 4 420 - 28000 46500 18500 3146057 656057
- Psi Amp 4 500 1E 160000 194700 29700 4242586 1752586
- Personal Armour 12 800 4A 22000 54000 6000 491040 -
- Power Suit 16 1000 5E+5A 42000 85000 - - -
- Flying Suit 16 1400 16E+5A 58000 115000 - - -
- Alien Alloys 10 100 - 3000 6500 3500 2343600 3600
- Elerium 115 - - - - 5000 - - -
- Laser Pistol 2 300 - 8000 20000 12000 2916480 376480
- Laser Rifle 3 400 - 20000 36900 16900 3049098 534098
- Heavy Laser 4 700 - 32000 61000 29000 2958994 468994
- Plasma Pistol 3 600 1A 56000 84000 21500 2586020 71020
- Plasma Pistol Clip 4 60 1E 2000 4440 - - -
- Plasma Rifle 4 820 1A 88000 126500 32000 2787278 297278
- Plasma Rifle Clip 4 80 2E 3000 6290 - - -
- Heavy Plasma 4 1000 1A 122000 171600 43100 3078374 588374
- Heavy Plasma Clip 4 80 3E 6000 9590 - - -
- Blaster Launcher 5 1200 1A 90000 144000 47500 2797750 332750
- Blaster Bomb 3 220 3E 8000 17028 - - -
- Small Launcher 3 900 1A 78000 120000 35500 2846627 331627
- Stun Bomb 2 200 1E 7000 15200 3200 1166592 -
- Alien Grenade 2 200 2E 6700 14850 - - -
- Mind Probe 4 1200 1E 262000 304000 37000 2202240 -
- UFO Power Source 22 1400 16E+5A 130000 250000 7500 310885 -
- UFO Navigation 18 1600 3A 150000 80000 - - -
- Fusion Ball L'cher 6 400 - 242000 281100 39100 6836244 4396244
- Fusion Ball 6 600 4E 28000 53300 5300 617768 -
- Laser Cannon 6 300 - 182000 211000 29000 6760480 4320480
- Plasma Beam 8 500 15E 226000 267300 - - -
- Tank/Laser Cannon 25 1200 - 500000 594000 94000 4371000 2406000
- Hovertank/Plasma 30 1200 30E+5A 850000 980000 - - -
- Hovertank/Launcher30 1400 25E+8A 900000 1043000 - - -
- HWP Fusion Bomb 25 400 5E+8A 15000 31500 - - -
-
- The first six columns are just basic information from my version of XCOM.
- (Note: I have seen posts stating that UFO has higher sale prices for some
- items, notably armour!) The 'Unit Profit' column is just the sale price
- minus the cost, minus the cost of any Elerium/Alloys used in manufacture. A
- '-' means a unit loss, and no further analysis is necessary. The 'Monthly
- Profit' column is based on an "XCOM Month" of 24*31 = 744 hours. (30 days
- hath September, April, June, ... oh, forget it) The calculation is therefore
- the number of engineers that can fit in two workshops times 744 times unit
- profit, divided by the hours required to make one item. For example, the
- monthly profit for Motion Scanners is (96)(744)(11600)/220 = $1275993.
-
- The 'Net Monthly Profit' column is the bottom line. Monthly expenses are the
- salaries of as many engineers as fit in the workshops times $25K, plus the
- maintenance on 2 workshops and 2 living quarters. As you can see, Fusion
- Ball Launchers are the winner, narrowly edging out Laser Cannons. A profit
- can be made early in the game on motion scanners, however.
-
- One final note: It costs roughly $7M to hire engineers and build the
- facilities, so you'll need to 'borrow' some money (preferably from alien
- supply ships :) to get started.
-
- And before you ask, no, I am not an accountant. I write software for a
- living. This explains any errors there may be in the table.
- *--- <end included file>
-