home *** CD-ROM | disk | FTP | other *** search
- Path: hexnut!microsoft!uunet!gatech!europa.eng.gtefsd.com!MathWorks.Com!news.kei.com!babbage.ece.uc.edu!news.cs.indiana.edu!nstn.ns.ca!newsflash.concordia.ca!sifon!clouso.crim.ca!athena.ulaval.ca!goudron.gel.ulaval.ca!usenet
- From: leepci6@gel.ulaval.ca (Emmanuel Le-Huy)
- Newsgroups: comp.sys.ibm.pc.games.strategic
- Subject: [FAQ] X-COM (another one)
- Date: 8 Jul 1994 14:06:23 GMT
- Organization: Universite Laval
- Lines: 809
- Distribution: world
- Message-ID: <2vjmgv$4g6@goudron.gel.ulaval.ca>
- Reply-To: leepci6@gel.ulaval.ca
- NNTP-Posting-Host: carignan.gel.ulaval.ca
-
-
- From william.kang@dscmail.com (William Kang)
- Newsgroups: comp.sys.ibm.pc.games.strategic
- Subject: UFO FAQ 1/2
- Date: Fri, 24 Jun 94 18:22:00 -0640
-
- The FAQ has not really been updated since the release of XCom in the US,
- so any XCom specific information would be appreciated. Also, the cracks
- have been zipped together and then the ZIP file was uuencoded. There
- might still be problems uudecoding, but I am still not sure what about
- the Internet does it. I have posted and read the FAQ off the net, and
- still managed to uudecode successfully. Maybe I'll try another
- uudecoder.
-
- Also, I had received some very nice, insightful comments from someone,
- but they were lost when my computer at work was changed. If you know who
- you are, resubmission would be great. Thanks.
-
- Note: if you're looking for places to hex edit the game files to cheat,
- check the other FAQ.
-
-
- **********************************
-
- UFO: Enemy Unknown
- XCom: Terran Defense Force
-
- - FAQ (5/9/94)
-
- **********************************
-
- request for topics? comments? information?
- email william.kang@dscmail.com
-
- Also, acknowledgements (and my thanks) that may or may not be specified
- in the text go to Moebius, Jason Kapalka, and Said Kobeissi.
-
-
- Contents:
-
- I. Intro to UFO/XCom
- A. What is UFO?
- B. Who makes UFO?
- C. Where can I get UFO?
- D. Requirements for UFO
- E. Description of UFO
- F. What about the bugs?
- G. What about the copy protection?
-
- II. Playing the Game
- A. Getting Started
- B. Combat
- C. Research
- D. Psi
- E. Misc
-
- III.Tables
-
- IV. Cracks
-
- Note: Though there are spoilers (not really), the "plot development"
- is not really mentioned. Just be careful what you read if you are into
- discovering every thing by yourself.
- ___________________________________________________________
-
- I. Intro to UFO
-
- A. What is UFO: Enemy Unknown (UFO)?
-
- Note: Unless explicitly stated otherwise, all references to UFO (without
- quotes) also pertain to "XCom"
-
- UFO: ENEMY UNKNOWN is a fantastic game! It is an engaging strategy game
- involving research, combat, and logistics. The year is 1999. Ufos are
- being sighted around the globe. You are the head of XCom -a world-wide
- organization funded by the governments of Earth and charged with the
- protectection of the Earth form the threat of alien invasion.
-
-
- B. Who makes UFO?
-
- The game is by a British company called Mythos Games Ltd. by a guy
- called Jullian Gollop (of Laser Squad fame) and is being distributed by
- Microprose. Mythos Games recently released another game, Starlord,
- previous to UFO, but reviews for that effort are less than enthusiastic.
-
-
- C. Where can I get UFO? (in the US)
-
- The release date for the US version of "UFO" - "XCom: Terrand Defense
- Force" was May 9th. So most any store should have a copy by now. There
- is also a CD version that is the exact same as the disk-based version.
-
- There is a demo of "UFO" available somewhere on wuarchive.wustl.edu that
- includes some slides and a tactical battle scenario. Just make sure you
- unzip it with all the sub-directories intact. (pkunzip -d). There is
- also a demo of "XCom" that should be on wustl, somewhere.
-
-
- D. What are the requirements for UFO?
-
- A 386 or better processor, 2MB RAM, VGA, 10 MB of HD space
- and a mouse. And a 3.5 drive. Plus 136k for each save game position.
- "UFO" supports GUS and SB for digital sound and Adlib/SB/Roland LAPC for
- music. Doesn't seem like GUS sound AND music really work. Copy
- Protection is a find-the-code- in-the-manual type. The very well done
- intro can be deleted to save about 2 megs of space. Batch files are
- included to run "UFO" with or without the intro.
-
- "XCom" might have better sound support, but the requirements should be
- the same.
-
-
- E. Can you describe the game before I go out and blindly order it?
-
- The year is 1999. Ufos are being sighted around the globe. You are the
- head of XCom - an world-wide organization funded by the governments of
- Earth and charged with the protectection of the Earth form the threat of
- alien invasion.
-
- You begin the game by placing your base on a very nicely done globe
- (Earth) and from there you launch interception and retrieval missions,
- and build other bases around the world. You accomplish your mission by
- intercepting alien ships, recover alien artifacts, and research where
- the aliens are coming from and how to defeat them at the source.
-
- The game is divided into several parts: ufo tracking and interception,
- ground combat, research/manufacturing, and XCom logistics.
-
- When a ufo is detected, you can launch interceptors to shoot it down.
- The slickness of the interface is very reminiscent of Syndicate; even
- the ôwhoopö of each mouse click is there. Once a ufo is on the ground
- (by its own volition or in a crash), your troop carrier can land and
- unload your operatives. The screen changes to a Syndicate/Ultima 8 type
- view where turn-based combat takes place. Your task now is to neutralize
- the aliens while keeping your own casualties minimal.
-
- Equipping your soldiers with everything from pistols to flying armor,
- you deploy your men. The map is pretty large and random with the same
- patches of terrain/buildings/ships moved around. Terrain themes can
- range from arctic to desert to urban, with four levels in the vertical
- and an alien base/ship somewhere on the map ranging from a tiny 1 man
- pod to a multiple level battleship or base that covers the map.
-
-
- F. What about the bugs?
-
- There are two bugs in "UFO" that are pretty much being encountered by
- everyone. There are also many smaller bugs that aren't as widespread,
- but they are out there. There is a "Master Bug List" being maintained
- elsewhere.
-
- 1. The Y-Axis bug (and other graphics problems)
-
- Because of a corrupt alien base map file, the game will probably
- crash on you. An easy and temporary solution is to copy another
- file in your MAPS directory over the corrupt one. Just copy
- UBASE10.MAP over UBASE07.MAP. The corrupted graphics seen during
- combat may be from this source also.
-
- 2. The Strength bug
-
- Due to what seems like a pretty common bug in games, having too
- high a strength attribute for a soldier will end up crippling
- him/her as if the strength rolls-over back to 0. This is
- noticable when you try to throw something, like a grenade. You
- get "Out of Range" messages. The solution for this are to not
- over-develop your characters until you can get the patch from
- Microprose.
-
-
- 3. Other bugs
-
- Assorted bugs in the depiction of things on the tactical screen.
- (can be a problem, though it doesn't seem common, and the patch
- should fix it.)
-
- Soldiers will pass through the walls of the Avenger and drop
- instead of using the ramp. (very reproducible, no real effect
- on the game)
-
- Related to the above is the ability for soldiers to fall any
- distance and be okay. (kind of annoying, but easy to avoid if
- you want)
-
- A soldier can pass through UFO walls depending on how much of the
- UFO is still unknown. If the roof (second level) of a small UFO is still
- dark, then sending a soldier through a corner wall will put him through
- the wall and inside the UFO (a la The Flash). Only seems to work in
- corners though and on certain (medium?) UFOs. (no real problem)
-
- Inability to get to object screen of a controlled alien from
- tactical screen, but possible from a soldiers object screen and
- then clicking on the arrows. (no real effect on the game, actually, they
- should make the object screen accessible straight from the tactical
- screen)
-
-
- 4. What do the patches do?
-
- The first patch consists of a bunch of .map files that go in the
- MAPS directory. This might fix the Y-axis bug.
-
- There is a second patch that is more official that updates the EXE to
- V1.2 and data files and it is over 600k long.
-
- You can find the second patch as:
-
- wuarchive.wustl.edu pub/MSDOS_UPLOADS/patches/ufo1-2.zip
-
- Does anyone know of any other sites, as wuarchive is pretty busy?
-
- G. What about the annoying copy protection? (or Where can I get a
- crack for the game?)
-
- There is an uuencoded copy of cracks for both 1.0 and 1.2 in a ZIP
- file at the end of the FAQ. At least until I get some idea of how
- people feel about attaching this stuff in public on to FAQs.
-
-
-
- II. Playing the Game
-
-
- A. Getting Started
-
- 1. Where should I put my base?
-
- Since where your base is is going to determine how effectively
- you can intercept and investigate UFOs, you shouldn't just put
- your base anywhere. Here are a few things to consider. A base
- can cover an area somewhat larger than the United States or
- Europe. Beyond that range, interception with fighters become
- chancey since the ufo can just wander outside of detection range.
-
- Second, a UFO that crashes on the ocean is a UFO that sinks into
- the ocean. Your troops don't have scuba gear, so try to leave as
- much of your effective interception range on land.
-
- Third, since you are funded by the nations of the world, think
- about how you can serve the most nations with the least number
- of bases until you can afford more bases.
-
- According to these factors, somewhere around Central Europe
- might be a nice place to set up shop. Hawaii would not be. Since you
- have enough money for several bases, secondary interceptor/ detection
- bases (bases with just a radar, or just radar, interceptors, and stores)
- might be set up in North America, Central/East Asia or Central Africa.
- Still, you could set up a base in the Falklands and still win.
-
-
- 2. How can I get more money?
-
- Your original funding comes from the governments of the world. In order
- to maintain that funding after the review every month, you need be
- successful in ufo interception to keep the patron states happy.
-
- To supplement your funding (or actually overtake your funding), you
- should sell the artifacts that you get from your excursions into alien
- ships. For example, selling one Mind Probe nets you a cool 300 grand.
- Just selling these yields a lot over time, so money isnÆt usually a
- problem.
-
- Excess alien carcasses and weapons can also produce a steady stream of
- income. Since you will need the Elerium-115 you find, resort to selling
- this as a last resort. Other items should also not be considered excess
- so easily. It can be easy to run out of plasma weapon clips which
- require Elerium-155 to make. By not selling these, you also save Elerium
- 115 when you take these from your stock instead of manufacturing them.
-
- If you still canÆt get enough money, invest in some engineers and set to
- work making armors. Even if you have to make the alien alloy yourself,
- you will still come out ahead after figuring the costs for the engineers
- and manufacturing.
-
-
- B. Combat
-
-
- There seem to be two philosphies about combat (so far); using large
- squads deployed from one of a few transports, or small squads (1-2 men)
- deployed from one of many transports stationed around the world. Since
- rookies are pretty useless by themselves, most games start with the
- large squads and then get smaller as the troops get more experienced.
- The differences in how some people play seems to be in how many troops
- they put on a transport and how they are stationed around the world (one
- big base, a couple main bases, or all large bases). Also, whether or not
- they use tanks.
-
- When you are just starting a game, a single hit will usually kill any
- one your troops, so having a tank as a point shield is a good way to
- keep your men alive. Still, you are bound to lose a man once in a while.
-
- If you are having trouble finding where an alien is even though the
- screen says "1" (i.e. a muton in a green field at night), click on the
- number to center the screen on that alien instead of scrolling all over
- the screen. (thanks to Said Kobeissi for pointing this out.)
-
- Since you can shoot between floors through an elevator, take the time to
- look in all directions before going up. If there is an alien close to
- the elevator square (1-2 spaces) on the floor above, you can usually hit
- him from a the very safe position.
-
- Take notice of which aliens have which weaknesses. For example, shoot
- the plasma weapons at the Cyberdisk, and send the Autocannon (HE) to
- take out some Sectoids instead.
-
-
-
- 1. While fighting on the ground, I shot a rocket at an alien. It died.
- Bang. Mission over-- 4 aliens listed as killed. Thinking maybe I caught
- the rest (and didn't notice) in the blast.
-
- The other 3 aliens probably just died in the crash. You might be able to
- see corpses that you haven't killed. Or the corpses might have been
- destroyed (i.e. explosion)
-
-
- 2. What is happening to all my plasma (or any) ammo?
-
- An ammo clips are thrown away after a mission. Even ones that are
- still full. Unload as many guns (particularily the ones with expensive
- ammo) as you can before ending a mission. Or switch to laser weapons.
-
-
- 3. How come I can't get my tank on a transport?
-
- A tank needs to be fully loaded before you can put it on a transport. If
- you don't have enough shells/rockets in your stores, you won't be able
- to take your tank along. A cannon tank takes 30 shells, and a rocket
- tank take 8 rockets. Use rocket tanks; they're more fun.
-
-
- C. Research
-
- 1. What should I research?
-
- Well, just about everything and anything. Laser weapons are a good
- start. Then Laser Pistols.
-
- Interogating live aliens can reveal alien ship types or their plans. The
- information you get is usually related to the occupation of the alien;
- leaders have strategic info, engineers, technical and so on.
-
- Just don't research the same thing at two bases. They get treated as two
- separate efforts and once one base discovers something, the other base
- will continue researching that topic until you "discover" it again. Even
- if you deallocate all your scientists from the project, you will still
- have it on your list of presently being researched topics and you'll end
- up researching it if you're a perfectionist.
-
- These are the research trees to help you in figuring out an optimal
- research path. Btw, dead end research (stun bombs, medi-kits, etc) is
- not included. Also, when an item can be built because of a tech and is
- not pretty explicit in the tech name, the item is mentioned in
- parenthesis.
-
-
-
- Laser Weapons Heavy Heavy Plasma Plasma
- | Plasma Plasma Clip Rifle Rifle Clip
- Laser Pistol |___________| |__________|
- | | |
- Laser Rifle | |
- | |__________OR___________|
- Heavy Laser |
- | |
- Laser Cannon Plasma Cannon
- (Tank/Laser Cannon) (Hovertank/Plasma)
- | |
- Laser Defense Plasma Defense
-
-
-
- Alien Alloys Blaster Blaster
- | Launcher Bombs
- Elerium 115 Personal Armor UFO Power Source |___________|
- |_____________|_________________| |
- | Fusion Ball
- | Hovertank/Launcher)
- Power Suit UFO Navigation |
- |_________________| Fusion Ball Defense
- |
- Flying Suit
-
-
-
- Alien Elerium UFO UFO
- Alloys 115 Power Source Navigation
- |___________|___________|______________|
- |
- UFO
- Construction
- |
- New
- Fighter Craft
- (Firestorm)
- |
- New
- Fighter-Transporter
- (Lightning)
- __________|____________
- | |
- Grav Ultimate
- Shield Craft
- (Avenger)
-
- Interrogation Subjects
-
- Alien -------------- Alien Origins
- Alien Medic -------- species information
- Alien Leader ------- The Martian Solution
- Alien Commander ---- Cydonia or Bust
- Alien Navigator ---- Hyper-Wave Decoder
- Any Ethereal or
- Sectoid Leader ----- Psionic Laboratory
- ___________|____________
- | |
- Mind Shield Psi-Amp
-
- William
- william.kang@dscmail.com
- ---
- ■ CMPQwk #1.4■ UNREGISTERED EVALUATION COPY
-
-
- From william.kang@dscmail.com (William Kang)
- Newsgroups: comp.sys.ibm.pc.games.strategic
- Subject: UFO FAQ 2/2
- Date: Fri, 24 Jun 94 18:16:00 -0640
-
-
- 2. Why the research is very slow sometimes? What can i do when it says
- "Poor" or "Unknown" on the items I'm researching?
-
- It just means how close you are. Some things are just harder to study
- than others. Add more scientists to speed things up.
-
- 3. How do I research/interrogate aliens?
-
- First you need to capture aliens. Sometimes a shot from a weapon will
- only knock an alien unconcious instead of killing it. You can tell
- because an alien will scream when it dies. Otherwise, you have a live
- alien.
-
- Unless you have constructed alien containment facility (available from
- the start)at the base where your transport is stationed, the alien will
- die. To interrogate, just select the appropriate topic under "New
- Projects" in Research.
-
-
- D. Psi
-
- 1. When can I get Psi-ability?
-
- Start by capturing a sectoid leader or any ethereal. Then interrogation
- should yielf the necessary tech to build Psi-Amps and Psi Labs. Train
- your troops in Psi labs, and arm them with Psi-Amps.
-
-
- 2. How do I keep my men/women from being taken over, mentally, by those
- cloaked aliens? AND, once one IS cloaked how do I fix him so I can bring
- him out alive, rather than losing him (MIA) in action?
-
- Until the aliens can see you, they won't try to control you. So when you
- attack and they see you, you need to take them out very quickly. Since
- tanks are immune to psionics, use those to clear out the aliens outside
- and near doorways/hull breeches and in buildings. Then storm each area.
-
- Alien control wears off after one turn so don't write off your soldiers
- when they are taken over. Especiallly if it is near the end of a battle.
-
- Until you can build up some psi ability, the only other things you can
- do is to be sure your troops are brave enough to withstand panic
- attacks. (Assuming that psi strength confers any resistance.)
-
-
- 3. How does Psi ability work for my own troops?
-
- Once you develop the psionic laboratory, you can train your troops in
- psi ability, allocating them for training at the end of each month. Each
- soldier will have two numbers; a fixed innante psi strength, and an
- adjustable psi ability. The psi ability number is used when you make an
- attack, so don't give the Psi-Amp to guy with no training, even if he
- does have a latent psi of 100.
-
- A soldier equipped with a Psi-Amp (and Psi ability) can make a psionic
- attack during combat; either Panic or Mind Control. The procedure is the
- same as firing a weapon, except that no line-of-fire is needed.
-
- If the attack is successful, an alien in panic will essentially be
- paralyzed or run away from fear. If they are holding a primed grenade,
- this can be pretty nice when it blows up in their face. A controlled
- alien can be moved around as one of your own troops, but the object
- screen can not be directly accessed. But...
-
- ...you can access alien inventory through your guys
- inventory In ver 1.2. Click on your guys inventory and
- then scan through the characters. Funny enough, there is
- a very human looking alien carrying not much at all.
- ...[It] is a handy little feature especilly for dearming
- and for reloading leader stun guns.
-
- --Moebius (Steve XCom GEneral)
-
-
-
- E. Misc
-
- 1. What is Elerium-115?
-
- Elerium 115 has the unusual property of generating anti-matter power
- when bombarded with certain particles. This creates gravity waves and
- other forms of energy. It is not naturally found in our solar system and
- cannot be reproduced.
-
- As your research will tell you, it is the alien power source and is used
- in many of their items. Since it is not found on Earth and it can not be
- manufactured, it can only be retrieved from alien ships/bases. At first,
- you may have so much of the stuff that you are tempted to sell it, but
- once you start manufacturing your own exotics, Elerium-115 will usually
- be the limiting factor (partially because almost everything else can be
- manufactured). But then again, you might have tons of the stuff. At
- least make some power armor and sell it as that while making a profit.
-
-
- 2. How can I get more UFOs intact instead of crashed?
-
- A crashed ufo will almost never have an intact power source. A lot
- of other components will have been destroyed in the crash as well. So
- even though an intact ufo might be harder to take control of, you get a
- lot more artifacts to use or sell off.
-
- UFO will go to ground level of their own accord, but waiting for
- that to happen and then sending a landing party and watching the ufo fly
- off can be pretty fustrating. Instead, intercept the ufo with a
- transport (the faster the transport, the better), and when you
- intercept, stay at Standoff distance and then minimize the window. Then
- your transport will follow the ufo until it lands (if it lands).
-
- There is one player who plays this way as much as possible with
- Avengers stationed all over the world and he has done pretty well with
- this strategy (in terms of intercepting UFOs).
-
-
- 3. India has just signed a pact with the aliens! What can I do?
-
- Two things you can try: look for (patrol) and destroy a base in the
- local area, or if you can't find one, just be really successful in
- intercepting ufos. A country can still restart funding XCom and break a
- pact after they signing on with aliens.
-
-
- C. Tables
-
-
- 1. BASE FACILITIES
-
- Days to
- Build Cost Maintainence/Description
- ________________________________________________________________
- Access Lift 1 300k 4k Elevator to base
- Living Quarters 16 400k 10k Holds 50 personnel
- Laboratory 26 750k 30k Holds 50 lab spaces
- Workshop 32 800k 35k Holds 50 manufacturing spaces
- Small Radar 12 500k 10k 5% detect/10 mins, 300nm range
- Large Radar 25 800k 15k 5% detect/10 mins, 450nm range
- General Stores 10 150k 5k Holds 50 units of stores
- Alien Containment 18 500k 15k Holds 10 aliens for interrogation
- Missile Defense 16 300k 5k Defense 500, 50% accuracy
- Laser Defense 24 900k 10k Defense 600, 60% accuracy
- Plasma Defense 34 1200k 12k Defense 900, 70% accuracy
- Fusion Ball Defense 34 1800k 14k Defense 1200, 80% accuracy
- Grav Shield 38 2300k 15k Doubles base defenses
- Mind Shield 33 1300k 5k Conceals base from alien attack
- Psi Lab 24 750k 16k Psi training room for troops
- Hyperwave Decoder 26 2000k 30k Translates alien mission orders
- Hangar 25 200k 25k Holds 1 plane
-
-
- 2. AIRCRAFT
-
- Max Speed Accel Fuel Weapons Hull Cargo Description
- _______________________________________________________________________
- Skyranger 760 kph 2 2000 0 150 14 Transport
- Interceptor 2100 3 1000 2 100 0 Fighter
- Firestorm 4200 9 20* 2 500 0 Updated Fighter
- Lightning 3100 8 30* 1 800 12 Updated Transport
- Avenger 5400 10 60* 2 1200 26 Air/Space Fighter/
- Transport
- * Uses Elerium 115 as fuel.
-
-
- 3. AIRCRAFT WEAPONS
-
- Damage Range Hit % Reload
- _____________________________________________________
- Cannon 10 10 nm 10 % 2 sec
- Stingray 70 30 70 15
- Avalanche 100 60 100 20
- Laser Cannon 70 21 70 4
- Plasma Beam 140 52 140 6
-
- -----------------------------------------------------------------
-
-
- 4. PERSONNAL WEAPONS
-
- Auto Snap Aimed Clip Dam
- _______________________________________________________________________
- Pistol 60/18 78/30 12 26
- Rifle 35/35 60/25 110/80 30 30
- Heavy Cannon 60/33 90/80 14 56/52/60 (AP/HE/I)
- Auto Cannon 32/40 56/33 82/80 14 42/44/48
- Rocket Launcher 55/45 115/75 1 75/100/90
- Laser Pistol 28/25 40/20 68/55 - 46
- Laser Rifle 46/34 65/25 100/50 - 60
- Heavy Laser 50/33 84/75 - 85
- Plasma Pistol 50/30 65/30 85/60 35 52
- Plasma Rifle 55/36 86/30 100/60 35 80
- Heavy Plasma 50/35 75/30 110/60 35 115
- Small Launcher 1 90 (stun)
- Blaster Launcher 1 200
-
- Grenade 50
- Smoke Grenade 60
- Proximity Grenade 70
- Alien Grenade 90
- High Explosives 110
-
-
-
- 5. ITEMS
-
- Engineer- Workshop
- Hours Cost Space Elerium Alloy Sell Space Type
- ________________________________________________________________________
- ___
-
- PERSONAL WEAPONS
-
- Laser Pistol 300 8k 2 - - 20k Weapon
- Laser Rifle 400 20k 3 - - 37k Weapon
- Heavy Laser 700 32k 4 - - 61k Weapon
- Plasma Pistol 600 56k 3 - 1 84k Weapon
- Plasma Pistol Clip 60 2k 4 1 - 4k Ammo
- Plasma Rifle 820 88k 4 - 1 127k Weapon
- Plasma Rifle Clip 80 3k 4 2 - 6k Ammo
- Heavy Plasma 1000 122k 4 - 1 172k Weapon
- Heavy Plasma Clip 80 6k 4 3 - 10k Ammo
- Alien Grenade 200 6.7k 2 2 - 15k Weapon
- Small Launcher 900 78k 3 - 1 120k Weapon
- Stun Bomb 200 7k 2 1 - 15k Ammo
- Blaster Launcher 1200 90k 5 - 1 144k Weapon
- Blaster Bomb 220 8k 3 3 - 17k Ammo
-
- EQUIPMENT
- Motion Scanner 220 34k 4 - - 456k Equipment
- Medikit 420 28k 4 - - 465k Equipment
- Mind Probe 1200 262k 4 1 - 334k Equipment
-
- PERSONAL ARMOR
- Personal Armour 800 22k 12 - 4 140k Per. Armor
- Power Suit 1000 42k 16 5 5 310k Per. Armor
- Flying Suit 1400 58k 16 16 5 420k Per. Armor
-
- AIRCRAFT/WEAPONS
- Firestorm 14000 400k 30 - 65 0
- Lightning 18000 600k 34 - 85 0
- Avenger 34000 900k 36 - 170 0
- Laser Cannon 300 182k 6 - - 211k
- Plasma Beam 500 226k 8 15 - 267k
- Fusion Ball Launch400 242k 6 - - 281k
- Fusion Ball 600 28k 6 4 - 53k
-
- TANKS/WEAPONS
- Tank/Laser 1200 500k 25 - - 594k
- Hovertank/Plasma 1200 850k 30 30 5 980k
- Hovertank/Launcher1400 900k 30 25 8 1043k
-
- UFO COMPONENTS
- Alien Alloys 100 3k 10 - - 6k .1 UFO Comp.
- UFO Power Source 1400 130k 22 16 5 250k .6 UFO Comp.
- UFO Navigation 1600 150k 18 - 3 80k UFO Comp.
-
- ALIEN ARTIFACTS
- Examination Room - - - - - 9k Artifact
- Alien Entertainment - - - - - 20k .2 Artifact
- Alien Surgery - - - - - 38k Artifact
- Alien Food - - - - - Artifact
- Alien Corpse - - - - - 20k Artifact
- Elerium 115 - - - - - 5k .1
-
- EARTH TECHNOLOGY Price Sell/Sack (Usually .75 of Purchase Price)
- Scientist 60k 0
- Engineer 50k 0
- Soldier 40k 0
- Skyranger 500k 0
- Interceptor 600k 0
- Stingray Launcher 16k 12k
- Stingray Missile 3k 2,400
- Avalanche Launcher 17k 12,750
- Avalanche Missile 9k 7,200
- Cannon 30k 22,500
- Cannon Rounds (x50) 1,240 1,012
- Tank/Cannon 420k 340k
- HWP Cannon Shells 200 100
- Tank/Rocket Launcher 480k 360k
- HWP Rockets 3,000 2,250
- Pistol 800 600
- Pistol Clip 70 52
- Rifle 3,000 2,250
- Rifle Clip 200 150
- Heavy Cannon 6,400 4,800
- Heavy Cannon/AP Ammo 300 225
- Heavy Cannon/HE Ammo 500 275
- Heavy Cannon/I Ammo 400 300
- Auto Cannon 13.5k 10,125
- Auto Cannon/AP Ammo 500 400
- Auto Cannon/HE Ammo 700 560
- Auto Cannon/I Ammo 650 520
- Rocket Launcher 4,000 3,000
- Small Rocket 600 480
- Large Rocket 900 720
- Incendiary Rocket 1,200 900
- Grenade 300 240
- Smoke Grenade 150 120
- Proximity Grenade 500 400
- High Explosives 1,500 1,200
- Stun Rod 1,260 945
- Electro Flare 60 40
-
-
- MISC DESCRIPTIONS
-
- Electro Flare A light source on night missions. Can be picked up and
- reused.
- Motion Scanner Detects movement in a 8 space radius.
- Medikit Used to heals wounds, revive, and boost morale.
- Mind Probe Probes an alien for their characteristics.
- Stun Rod When used aginast one standing next to you, can knock
- an alien out.
- Psi Amp Used to focus a soldiers psi ability as an attack
- Alien Alloys Used in many manufacturing processes.
- Elerium 115 Must be scavanged. Used as a power source in many items.
- ------------------------------------------------------------------
-
-
-
- D. Cracks
-
- begin 644 crack.zip
- M4$L#!!0````(`#<`EAR'7'OOX@$``+D"```,````549/,3!#4DLN0T]-I4_/
- M:]-#&/Z:3Q<6U[B#>G'H&_2Z8LFI#M5V)$X837_HFK;@K%ETQ;I)^O4P$)6E
- MB+07_P1!\2`B'G+8>G"%@!`Q7KR(-SUUYB+;81T#Y]M6O8T=?.#+^WSO^SS?
- M^R0@XFEGM)WD?.G=8]J=((_B*Y2P4>P%V`MX))^0K)(97Q)Y=3U.7[\2.HP+
- M>K+7'%,SW>.D1C<^DNZ9?OU,NFU2^+[1<]/9MYQSH1VGOF0=;GTIZFY1WW'3
- MN4QV)-\2&[2]1IV+OO2\0='V@!SIL++(KZ_1_BS7G'ARRJ9J\Y"Z^8;QLE=*
- MI8(/F?PLKA1M^LO;>GE]KH`9OLF=9S:=IC]+LJ=AFJT7LM<ZT:#;7Z^LAI*^
- MY%SZLPI#G`S&WH^LT+TYOE@HZ6Z?DR'ON<.*\9RX+^EN`7]Z'#T#_<X!U\E]
- M$18`D84$%$'#"A"%&)XHLK!PD.]:1(UH$9B$*:MLW(%TF2T,?#!LF/-P<_D\
- MY+69625;22EA(2R<52M5$W)UPS!KM5OU:G6Y;S,6S'GI[S!?KD%*N[JO*+$(
- MBF4M63"-0LTPZA8N2C!FWKW'*HNW@2T-U3!XC?PO<"-^;X0N*UIN*I%6(HJN
- M$$ZP=\_=/V;OQAX>%9[^#\"XJ)=48S^8$`KV?#-02P,$%`````@`>UZU'"C]
- M08CQ`P``J`8```P```!51D\Q,D-22RY#3TV-4T],VV84MQ,#:4HJ[="=6/=<
- M(0TV`:-LVA3:L>"$D$'BS/D'TP;R#@M64QLY=JL<.G5".V2F78Z[[%IIEXI)
- MT03N-)`V`1F*-JH=UN-NS2)-79B8J*JR[_N<E"8,:4\"/K_W^WZ_W_?>H]+)
- M1$4]O2!ID!SL'X31'$3'0Y/@YQ/!25^,I3SN4OGDV#DZWO.X+4#Q%"`*/A#0
- MCQ]XF"(9``NBFI25%#T+EL>]]>/)\<O1\=LZ)T!0O"IY(3'&0U\#$@A/0R(R
- M$>%3D3ZX-MA_`3`G1G+JU451R7DA'.($/BKPL0"TA(V,&8N+&5G2O`TB.!X-
- M3DU,7\'(Z+C\K#''D"TONG_"X^P7<8*/FXCZXMPX;@P./\\!LAL/</$0'ZES
- M;C<W^Z?_GL$;WWG<W=`'H<@8[X5IU8"`HDN:-`<#(Q"[+J/ILAXW42%/&4#H
- M:?P7X#L2Z2L>NF`HBJS,UW'Q!3D+9"\@I&!*S0;Z94U*ZZJ6Z[<E`X+`"UX8
- MDS,2G.\^#PE%O";*&?'CC-20M*,GI:G*_-%]&.EM8#@I:57#-9MK4E+F]846
- M"DXS%+2H<^B6S9:4M*RL*JU<R`32A[@*OG1:RF9MRAY!$N=ZV?^#3&FR+K5`
- M2<4OZB+X52D+$56'L&AW%J-(=T(X?QVM%B&[;&0RN?KRS&$8>LVK3<#Z'.QJ
- M@V1<S((OHR&S.1B5).4Y!GM15#+BE*CHV'ACECVY@4#O>`&I=*/_DL!4X,-#
- M#(]QOFB@'WU0%/5*LIVR8X3ZY"N:.D5]MJ][E@Y<AFMH?ZRPYL*EY>W;O]W>
- ML%BZ>*K,6G\S#]]S&,[*VP[K5V:5XLJLUI4_\R>S]/M3G*!QXC0Z%2^M.,IL
- MMD>PAIWXX@?FX[5#ZL+&D]I=?K.M&Z<VVUZW)DFQ\A?]_4,FSYA=JU2JS.;/
- M/&+R+]:85<>HV354&KJ/.#O7_V"&VXRVX81#=ULW[&O+]/H^,H%09MAAGD5Z
- MSHI"%T?P-V-E.DCB(SJ9NG6CW:P]V;LS.X.L;U')%*JCG//`K-G)ZNF"=8XA
- MI&_12UN,Z0D&G27GP<U+M.ZLOED(MJBX6E7^H8C*,\9OJFM6GA`6Z3(;M7;)
- M>>KBM-YQ,:<[*[O4<>M?4\5W">FM1#M)?$DU6S&<P>J.=<7V^45KL:_)I';Y
- M>8?:5+T)V)R^67GAL$5>ZSO2=NZB[Y>.2_]L^8ET]6S!VB,3P&TKV2>Z@$:X
- M2J<0"1J?B<979LVNXCOH-UJ/QFY4705KVT':,KE"E=ES[<G4,EHO\_$*M7:3
- M,A],U.Z^]@"MW`::U\K`4&G]4^KS\&'MKM'Y?BII[NS=F9F=-A[-SG2\_,._
- M4$L!`A0`%`````@`-P"6'(=<>^_B`0``N0(```P``````````0`@````````
- M`%5&3S$P0U)++D-/35!+`0(4`!0````(`'M>M1PH_4&(\0,``*@&```,````
- M````````(`````P"``!51D\Q,D-22RY#3TU02P4&``````(``@!T````)P8`
- #````
- `
- end
-
-
-
- --------------------------------------------------------------
- End of FAQ
- request for topics? comments?
- email william.kang@dscmail.com
-
- William
- william.kang@dscmail.com
- ---
- ■ CMPQwk #1.4■ UNREGISTERED EVALUATION COPY
-
-
-
-
-