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- UFO - Enemy Unknown : the FAQ! (version 1.2)
- --------------------------------------------------------------------------
-
- I have added some more stats and some more contributions. Feel free to
- send any new additions by e-mail to me (tjc@ecs.soton.ac.uk) or Paul
- James (prj91@ecs.soton.ac.uk) and they'll be worked in. Anything welcome!
-
- Tim
-
- --------------------------------------------------------------------------
-
- *SPOILER ALERT*
-
- This FAQ 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!!
-
- --------------------------------------------------------------------------
-
- General
- 1a What is UFO : Enemy Unknown?
- 1b What spec PC do I need to run it?
- 1c Is there a patch available?
- 1d Can the save games be hacked?
-
- Game Info
- 2a Base facilities
- 2b Non-combat equipment
- 2c Ship types
- 2d Ship weapons
- 2e Soldier weaponry
- 2f Alien races
- 2g Alien missions
- 2h Manufacturing costs
-
- Questions (this is a FAQ after all :)
- 3a Overall strategy
- 3b Combat questions
- 3c Miscellaneous
-
- --------------------------- GENERAL -------------------------------------
-
- 1a What is UFO : Enemy Unknown?
-
- The game places you in charge of X-Com in the year 1999; alien UFO's have
- been sighted around the globe and your newly set up organization has been
- charged with intercepting them, recovering any alien artefacts, and finding
- out where the aliens are coming from and what they are after.
-
- The strategic level is centered on a screen with a rotatable/zoomable 3D
- globe, 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 online ufopedia. At the tactical level you control troops/tanks in
- a 3D combat mini-game which is quite similar in appearance to Ultima 7/8.
-
-
- 1b What spec PC do I need to run it?
-
- According to the box, you need a 386+, 20Mhz+, 2Mb RAM+ and a mouse; on a
- 486/DX33 with 8Mb RAM, mouse and 8-bit soundblaster it is pretty slick.
- Base memory requirement is listed as 560K, with 1Mb EMS/XMS also required.
- It comes on only 3 disks, and occupies about 13Mb of hard disk (including
- the saved games). The copy protection is a code at the bottom of each
- odd-numbered page of the quite well written 128-page manual. The manual
- supplement does *not* guarantee that the game will work with DR DOS,
- Novell DOS7 or OS/2.
-
-
- 1c Patches
-
- Microprose have released a patch to bring UFO up to version 1.2; the patch
- is now available at
- wuarchive.wustl.edu pub/MSDOS_UPLOADS/ufo1-2.zip
- ftp.uml.edu msdos/Games/Patches/ufo1-2.zip (or try /pub)
- This is an upload of a patch received in the post direct from Microprose.
- The correct patch file size should be 634063 bytes.
-
- The patch readme file lists the following points:
-
- * Please start a new game to eliminate all possibilities that the
- new version of the game fixes the bugs which you have seen so far.
- * This update contains a new version of the DOS Extender, DOS4GW to
- fix some compatibility problems seen with the earlier release.
- DOS4GW is not a MicroProse program and we were not aware of these
- compatibility problems until after UFO was published. If you had a
- problem running UFO, this update will fix that.
- * Corrupt tiles that caused multiple images to appear have been fixed.
- * Action points have been limited to 80 to prevent the "wrap-around"
- problem seen with the original release.
- * Mission variety has been improved to allow access to all types of
- missions when playing.
- * Alien intelligence has been improved to allow a tougher game.
- * UFO encyclopedia has been expanded to include missing entries.
- * The corrupt game file, UBASE_07.MAP which caused problems when
- entering the Alien Bases has been replaced.
- * There is no PC Speaker support within UFO.
- * The Environment Space error has been fixed.
-
- It doesn't seem to be necessary to start a new game after applying the
- patch; the old save files still work, though the soldier stat screens
- can look messy. You'll also miss a few ufopedia entries.
-
- The aliens in version 1.2 do appear to shoot back a lot more than before,
- and often have much better weaponry. Your base(s) come under attack
- earlier too (which in a way helps as you get some artefacts if you win!)
-
-
- 1d Editing the save games
-
- The format of soldier.dat (which holds your troop stats) appears to be
- like this, with 72 bytes making up each soldier:
-
- Byte What it does
- 9 Number of missions
- 11 Number of kills
- 13 Number of days till healed
- 17-29 Name (may be longer, not positive)
- 43 Initial Tu's
- 44 Initial Health
- 45 Initial Stamina
- 46 Initial Reactions
- 47 Initial Strength
- 48 Initial Firing Accuracy
- 49 Initial Throwing Accuracy
- 50 Unknown
- 51 PSI Strength
- 52 PSI Skill
- 53 Unknown
- 54 TU's gained
- 55 Health gained
- 56 Stamina gained
- 57 Reaction gained
- 58 Strength gained
- 59 Firing Accuracy gained
-
- A couple of people are working on neat save file editors which will
- hopefully be available one day soon for those who don't like hex editors!
-
-
- --------------------------- GAME INFO ----------------------------------
-
- As you research more tech, your on-line UFOPEDIA will have more information
- added automatically. None of this is included in the game manual; some of
- the info here might be spoiler(s).
-
-
- 2a Base Facilities
-
- You can have up to 8 bases around the world. There are 36 (6x6) locations
- to place rooms in. Only the hanger takes up more than one location (2x2).
-
- Days Build Cost Cost/month
-
- 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 500k 15k (Holds 10(?) live aliens)
- Hanger 25 200k 25k (Repairs/refuels/rearms 1 plane)
- Laser Defence 24 900k 10k (Def value 600, Accuracy 60%)
- Plasma Defence 36 1200k 12k (Def value 900, Accuracy 70%)
- Fusion Ball 36 1800k 14k (Def value 1200, Accuracy 80%)
- Grav Shield 38 2300k 15k (Gives defences an extra shot)
- Mind Shield 33 1300k 5k (Helps stop aliens finding base)
- Psi Lab 24 750k 16k (For troop psionics training)
- Hyperwave Decoder 26 2000k 30k (To evaluate alien missions)
-
- To dismantle a base, you must remove all facilities (which means transferring
- all people and equipment elsewhere if needbe) then finally remove the access
- lift itself.
-
-
- 2b Non-combat equipment
-
- Most of this you need to research, some you get at the start.
-
- Motion scanner - detects movement in the near vacinity
- Medikit - heals fatal wounds (heal), revives unconscious soldiers
- (stimulate) and boosts morale (painkiller)
- Stun rod - has a chance to render an alien unconscious
- Electro flare - essential for night time operations. Thrown.
- Elerium 115 - only found on alien ships/bases, and needed for many
- important weapons and power units.
- Mind probe - when used on an alien tells you his stats and rank
- (useful to find an alien commander or leader).
- Psi amp - required to allow soldier to use psionic attacks on
- aliens (attempting to cause panic or get mind control).
-
- 2c Ship types
-
- The XCom craft at your disposal throughout the game are:
-
- Max Weapon Hull Max
- Speed Acceln Fuel Pods Damage Cargo HWPs
- Skyranger 760 2 2000 0 150 14 3
- Interceptor 2100 3 1000 2 100 0 0
- Lightning 3100 8 30(E) 1 800 12 0
- Firestorm 4200 9 20(E) 2 500 0 0
- Avenger 5400 10 60(E) 2 1200 26 4
-
- The firestorm is the new fighter craft you can research, lightning the new
- fighter transport and the avenger is the ultimate craft. (E)=Elerium fuel.
-
- The UFOs are as follows (from interogated alien navigators):
-
- Max Hull Weapon Max Ship
- Speed Damage Power Range Crew Width
- 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 ?
- Harvester 4000 500 40 176 ? 16 3 levels, 11 windows
- Terror Ship 4800 1200 120 336 ? 30 2 levels, narrow top
- Supply Ship 3200 2200 60 288 ? 30 3 levels, wide middle
- Battleship 5000 3000 140 520 ? 30 3 levels, no windows
- Abductor 4300 500 40 160 ?
-
- Any observations on maximum (or minimum) crew figures would be welcomed,
- as these would probably help on missions.
-
- To see a picture of the UFO in flight just click on the UFO icon on
- the airborne combat display. To keep tracking the UFO until it is over
- land you can minimise the airborne combat window to an icon (making sure
- you are in "standoff" mode :) and then accelerate time to 1-min slices;
- when you're over land open the window and shoot!
-
-
- 2d Ship weapons
-
- You initially start with cannon/stingray/avalanche missiles, but you can
- research more stuff:
-
- Damage Range Accuracy Reload time
- Cannon 10 10 10% 2s
- Stingray 70 30 70% 15s
- Avalanche 100 60 100% 20s
- Laser Cannon 70 21 70% 4s
- Plasma Beam 140 52 140% 6s (uses Elerium)
- Fusion Ball 230 65 230% 25s
-
- It is important to match the weapon to the target as usually you want to
- force the alien to land (preferably intact) to be able to recover artefacts
- and prisoners on the ground. If you intercept over the sea, it doesn't
- really matter though.
-
-
- 2e Soldier weapons
-
- Your soldiers can be equipped with a huge arsenal of weaponry; either by
- equipping their transport ship, or in the case of a base defence when the
- attack starts. Many weapons can be loaded with different ammo types.
-
- Aimed Snap Auto Dam Type Dam Type Dam Type
- Pistol 78/30 60/18 26 AP
- Rifle 110/80 60/25 35/35 30 AP
- Heavy Cannon 90/80 60/33 56 AP 52 HE 60 I
- Auto Cannon 82/80 56/33 32/40 42 AP 44 HE 48 I
- Rocket Launcher 115/75 55/45 75 HE 100 HE 90 I
- Laser Pistol 68/55 40/20 28/25 46 Laser
- Laser Rifle 100/50 65/25 46/34 60 Laser
- Heavy Laser 84/75 50/33 85 Laser
- Grenade 50 HE
- Smoke Grenade 60 HE
- Proximity Grenade 70 HE
- High Explosive 110 HE
- Heavy Plasma 110/60 75/30 50/35 115 Plasma
- Plasma Pistol 85/60 65/30 50/30 52 Plasma
- Plasma Rifle 100/60 86/30 55/63 80 Plasma
- Blaster Launcher 120/80 200 HE
- Small Launcher 110/75 65/40 90 Stun
- Alien Grenade 90 HE
-
- (AP = Armour piercing HE = High Explosive I = Incendiary)
-
- The pairs of numbers indicate accuracy and TU cost to shoot. Note that
- the TU cost is always a percentage of the soldier's total TUs, not a fixed
- amount. Accuracy for two-handed weapons is improved if one hand is empty,
- and overall accuracy is better if the soldier is kneeling. The autofire
- option gives you three shots, but these are the least accurate (they are
- effective with area effect weapons like autocannon).
-
- Grenades are thrown, and the accuracy of where it lands is based on the
- soldier's own throwing accuracy stat.
-
- Many people suggest that the laser rifle is the best overall weapon; cheap
- to produce, rapid fire rate, quite accurate and doesn't use Elerium.
-
-
- 2e Alien types
-
- Attacks with Resists Weakness Notes
- Sectiod Weapons & Psi Likes cattle abduction
- Snakemen Weapons fire/heat Carries up to 50 eggs
- Ethereal Weapons & Psi Physically weak/blind
- Muton Weapons AP Strong & intelligent
- Floater Weapons Likes terrorising
- Celatoid Venom
- Silacoid HTH fire/incend Works with mutons
- Cryssalid HTH HE Turns humans to zombies
- Reaper HTH incend Two brains and hearts
- Sectopod Weapons plasma laser Highly armoured
- Cyberdisc Weapons explosives Works with sectoids
- Zombie HTH Dies -> Cryssalid
-
- You can get info on particular alien stats by using a mind probe on them.
- From doing this it seems average stats on aliens are as follows. Some of
- the stats vary a lot between the races!
- ----- Armour ------
- TUs Ene Hea Bra Mor Rea Fir Thr Str PSt PSk Fro Lef Rig Rea Und
- Sectoid 55 90 30 80 100 65 30 60 30 - - 2 1 1 1 1
- Ethereal 70 100 60 80 100 75 40 80 50 50 40 17 17 17 17 16
- Snakeman 40 80 45 80 100 45 30 65 50 - - 10 9 9 8 6
- Muton 58 90 90 80 100 60 30 60 70 - - 10 10 10 10 5
- Floater 50 90 35 80 100 50 25 60 40 - - 4 3 3 2 6
- Celatoid ??
- Silacoid 40 80 115 100 100 40 0 0 70 - - 25 25 25 25 5
- Cryssalid 110 140 95 100 100 70 0 0 110 - - 17 17 17 17 17
- Reaper ??
- Sectopod 60 90 95 110 100 65 30 0 90 - - 70 65 65 50 45
- Cyberdisc 60 90 120 110 100 65 30 0 90 - - 17 17 17 17 17
- Zombie 40 110 85 110 100 40 0 0 85 - - 4 4 4 4 4
-
- Leaders tend to have slightly higher stats than other ranks in each race,
- for example an ethereal leader has 20-rated armour all round and a psionic
- strength of 60.
-
- 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.
-
-
- 2f Alien Missions
-
- There are many mission types. The nasty ones are terror and infiltration.
- Supply is handy because it can lead you to an alien base, and in turn to
- an alien leader.
-
- Research: Small vehicles, least threat to earth and Xcom
- Harvest: Any size ships, great concern to governments
- Abduction: Causes great alarm
- Infiltration: Make pact with earth govt, greatest threat to Xcom
- Base: Build alien base (you need to let them build one to win game)
- Terror: Causes hysteria, troubles govts
- Retaliation: Attack Xcom base
- Supply: Supply alien base
-
- A hyperwave decoder is very handy to work out mission types. Later in
- the game you are probably safe to leave ships on research missions alone
- and concentrate on the dangerous ones.
-
-
- 2h Manufacturing Costs
-
- This chart shows which items need alien alloys and Elerium for production;
- all of them need to be researched. You could use the info to work out
- which item is best to produce for profit if your engineers are idle ...
- (an initial glance suggests personal armour is good if you have the alloys
- to spare, or power suits if you have Elerium coming out your ears too :)
-
- Engineer Workshop Alien Sale
- Hours Cost Space Elerium Alloys Price
-
- Motion scanner 220 34k 4 - - 45600
- Medikit 420 28k 4 - - 46500
- Psi amp 500 160k 4 1 - 194700
- Personal armour 800 22k 12 - 4 140000
- Power suit 1000 42k 16 5 5 310000
- Flying suit 1400 58k 16 16 5 420000
- Alien alloys 100 3k 10 - - 6500
- Elerium-115 - - - - - 5000
-
- 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
- Mind probe 1200 262k 4 1 - 334000
-
- FIRESTORM 14000 400k 30 - 65 -
- LIGHTNING 18000 600k 34 - 85 -
- AVENGER 34000 900k 36 - 170 -
- UFO power source 1400 130k 22 16 5 250000
- UFO navigation 1600 150k 18 - 3 80000
- Fusion ball l'cher 400 242k 6 - - 281100
- Fusion ball 600 28k 6 4 - 53300
- Laser cannon 300 182k 6 - - ?
- Plasma beam 500 226k 8 15 - 267300
-
- Tank/laser cannon 1200 500k 25 - - ?
- Hovertank/plasma 1200 850k 30 30 5 980000
- Hovertank/launcher 1400 900k 30 25 8 1043000
- HWP fusion bomb 400 15k 25 5 8 31500
-
- (The three aircraft all need 1 UFO power source + 1 UFO navigation
- unit, except the AVENGER which needs two UFO power sources).
-
- Clearly you should never sell Elerium for cash. You'd be much better
- off making either power armour or flying suits and selling that.
-
-
- ----------------- GAME TACTICS/STRATEGY ----------------------------------
-
- 3a Overall strategy
-
- Where should I build bases?
-
- Build a few bases at the start, make sure they all have long range radar.
- Spread them around the globe; you only get 8; note the groupings of the
- richer funding countries and defend them early on. You can also build
- bases on both poles. The following eight locations have been suggested
- to maximise radar coverage of the globe:
- i) North Pole
- ii) South Pole
- iii) Southern California
- iv) Persian Gulf
- v) North-eastern Australia
- vi) Right most tip of South America (Brazil??)
- vii) Europe
- viii) right most Russia (near japan??)
-
- How can I make money?
-
- The main income at the start is from the funding countries, so you should
- maximise your efforts to win their favours early on. As the game
- progresses you can sell off artefacts for cash. If you set up workshops
- and have engineers with nothing to do have them make something like laser
- weapons and sell them; you can sell for more than it costs to make them.
-
- Why is Elerium important?
-
- Elerium is only found on alien ships; you can't make it yourself (you can
- make alien alloys). If you are running short of elerium use interceptors
- with laser weapons from multiple bases and give your troops laser rifles
- (laser rifles are very effective in any case). If you feel confident let
- the aliens attack your base, you can get lots (sometimes 1000+, on one
- occasion 3000+) elerium in a single battle.
-
- How do I win the game?
-
- The ultimate aim of UFO is to research (interogate) live aliens to find
- out where they are coming from and why. The best prisoner you can get
- is an alien commander; there should be one in an alien base. Once you
- interogate a commander you should get a big clue as to how to win the
- battle once and for all!
-
- What should I research?
-
- To find out about ship stats research alien engineers, to find out about
- missions research navigator.
- To find out about Psi research ethereals (and maybe sectoids)
- To find out about armour research alien alloys.
- To get new ships research UFO power source, UFO navigation, Elerium &
- UFO construction.
-
- It should be possible to build an "advances tree" similar to the one
- that is available for Civilisation; hopefully one coming soon!
-
- Don't research the same thing at different bases, there is no benefit;
- the research is independent at each base (as is manufacturing).
-
- Why do I never see any large UFOs?
-
- On missions like retaliation, base and terror, small ships scout before
- the larger ships come in. If you destroy the scouts no larger ships will
- appear. It is thus important to let them land! (else you'll have a
- long game :) By using the hyperwave decoder you can detect the alien
- mission; it can pay off to let aliens build a base so you can capture
- one of their leaders for interogation.
-
-
- 3b Ground combat questions
-
- Who/what should I take on missions?
-
- A nice combo on a Skyranger is a couple of tanks and 6 troops; the
- hovering plasma tanks are particularly effective. Tanks lose out as
- they cannot enter most alien ships (terror ships being an exception).
- Tanks can be left in bases to defend them from alien attacks. Flying
- suits give your troops a lot of versatility and save a lot of TUs in
- many terrain types. If a soldier dies though you lose the armour (but
- keep his other equipment if you win the battle). Try to always take a
- couple of rookies along to give them experience to boost their stats.
- On night missions always carry electro flares. Medikits are important
- as in addition to healing fatal wounds they can raise morale if used
- on panicing troops.
-
- 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. To unload
- click on the weapon over the "rifle" icon on the soldier's equipment
- screen (this can also be used to select alternate ammo before battle).
-
- Why should I need grenades when I have autocannon?
-
- An autocannon has very impressive firepower. However it is very heavy
- to carry, and can reduce a soldier's TU total. 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 make their moves.
- To do this, leave enough TU's after your move for at least a snap shot,
- then if your trooper sees an alien and has good enough reactions (s)he
- will automatically fire on the alien. You can use the 4 icons near the
- bottom left of the screen in your movement phase to reserve the 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. Troops unconscious when the battle
- ends seem to survive.
-
- How do I open spaceship doors?
-
- Simply target your soldier to move to the "square" behind the door and
- (s)he will then automatically open it (using some TUs). It's wise not
- to open doors without plenty of spare TU's or without using a motion
- scanner first.
-
- How do I counter psi attacks?
-
- Ethereal and sectoid races have psionic abilities. This means they are
- able to amke a number of psionic attacks on your troops for which they
- do not need line-of-sight on the target. There are two types of attack:
- Panic - if your trooper succumbs (s)he will panic, possibly dropping
- equipment and then running, possibly also going beserk.
- Control - potentially worse; aliens can control targets, thus getting
- your troops to fire on each other. The effect is usually
- temporary, and can be reduced in effect by not bunching
- potential victims too close together.
- When you research psionics and build psi labs, you can evaluate each
- soldier's resistance to psi attacks (his/her psi strength) and train them
- in psi skills (which allows your troops to make psionic attacks if they
- have a psi amp on them in battle). Yes, you can leave troops in the
- transport and use HWP's to scout for aliens to attack with psionics!
- Psi skills can be trained, psi strength is constant, so don't waste time
- on psi training troops with low psi strength. Psi training allocations
- happen at the end of each month at bases that have psi labs.
-
-
- 3c Miscellaneous
-
- 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. This
- little charts sums it up:
- Rank Sergeant Captain Colonel Commander
- Troops needed 5 11 23 30
-
- There can be only one commander. So if you have 35 troops around the
- globe in theory you should have 1 commander, 1 colonel, 3 captains,
- 7 sergeants and 23 rookies/squaddies.
-
- What is the Microprose helpline number?
-
- In the UK (where the first release was made) the number is 0454 329510
- and is open Mon-Fri 2-5pm. Or you can fax on 0454 329507 from 9am-5pm.
-
- --------------------------------------------------------------------------
- END
-
-