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- AMIGA VERSION
-
- XCOM: UFO Defense
- (UFO - Enemy Unknown)
-
- The UN-official Strategy Guide
- and
- Answers to Frequently Asked Questions
-
- works great as a Supplement to the Official Strategy Guide!
-
- Updated Feb-11/95
-
- Maintained by Kuo-Sheng (Kasey) Chang
-
- Amiga Version by Tommy Iversen
-
-
- 0.1 Introduction
-
- This marks a major change in what was known as the "XCOM Unofficial
- Strategy Guide". Now that the official strategy guide is out in
- stores (XCOM -- the Official Strategy Guide, by David Ellis, Prima
- Publishing, ISBN 1-55958-764-4, US$19.95, hereby known as OSG), I've
- found that I cannot improve much upon my UNofficial guide without
- including information from the real thing. I don't want to either,
- for both legal and moral reasons.
-
- So I won't do it. (Hold on...)
-
- This UNofficial strategy guide (USG) is now patterned after the
- official one, with similar table of contents. You can use this
- guide along with the official strategy guide (OSG), or you can use
- this by itself.
-
- While OSG has all the neat charts and tables and stuff only
- available from the source, I've found its tactics and strategy
- section sorely lacking. In fact, all the the strategy and tactics
- are condensed into ONE chapter, with the rest of the book as simply
- a reprint of the manual and UFOpedia and the underlying mechanics.
-
- That's where USG come in. USG will help you make informed choices.
- Instead of showing you a table of numbers, I'll actually show you
- what is recommended by fellow XCOM players. After you read each
- chapter in the OSG, read that chapter's supplement here. You will
- understand more about how the game runs and the tactics to beat it.
-
- You do NOT have to have the OSG to use this supplement, but you will
- get more out of both if you do.
-
-
- 0.2 Credits where credits are due
-
- Thanks to MicroProse and Mythos Games for bringing us such a nice
- game. If this is not game of the year in 1994, I don't know what is!
-
- Thanks to all the people who have contributed to previous editions
- of the XCOM:USG, whom include but are not limited to: William Kang,
- CMDR; Tim Chawn, CMDR; Doug Osborne, SG; Stuart Lamble, SG; Seth
- Cohn, SG; Bill Soo, SG; Jeff Shaffer, Economist; Rob Eiben, SG; Jim
- Muchow, SG; Menachem Pasteich, architect; Paul Close, publicist and
- simulation expert; and fellow XCOM players all over the world
- discussing the game on USENET, America On-line and elsewhere.
-
- Some strategies and tactics here first appeared in Computer Gaming
- World and Computer Game Review magazines' strategy articles on XCOM.
- Thanks to Jeff James (CGW) and Kevin Perry (CGR), we honor you as
- XCOM Strategists.
-
- UFO: Enemy Unknown users should be able to use this supplement with
- minimum changes. Most tips will apply to both versions, esp. the
- tactical tips. The charts on the other hand may have different
- numbers, so compare it carefully please. See 0.3 if you have the
- Amiga version of UFO: Enemy Unknown.
-
- 0.3 Notes on the USG
-
- New/Improved sections since last update are marked by @.
-
- PLEASE let me know if there's a confusing or missing remark. I've
- already been reminded on the fact that I forgot to mention if one
- can get back a country infiltrated by aliens (i.e. no more funding,
- and the answer is NO) and how to change soldier's name (click on
- the name in soldier stats screen in Geoscape, fixed). If there's
- any more, PLEASE let me know so I can fix them!
-
- If you find an question about the game that is not covered in the
- USG, I'll include it in the next update.
-
- Tommy Iversen has graciously accepted the task of converting the
- USG for Amiga. (Yes, there is an Amiga version). His e-mail
- address is tommyi@colargol.stud.idb.hist.no
-
- If you want new versions of this faq, you will find them on Aminet
- and I will mail it to everyone that mail me and ask for it.
- I will anounce it on comp.sys.amiga.games some days before I release
- it to the net.
-
- 0.4 The author of the Amiga Version
-
- Im just a guy that got hold of the PC version of the faq and found
- out that the Amiga version had changed from the Pc version and the
- horrible bugs where removed and some new ones addes :-)
-
- Im in theese days serving my army duty. This means little time for
- my beloved amiga. But I'm doing my best.
-
- This means, that if you email me you can expect a answer
- within 6 days. Im home almost every weekend.
-
- * BEFORE WE START *
-
- X-com is the American name of the game. Thats why the name X-com
- will keep on popping up in this faq.
-
- Table of Contents
-
- 1.0 X-COM General Information
- What is this game? What about bugs? Patches? Expansions and
- future versions? How do I win or lose?
- 2.0 The GeoScape Screen
- How do I use GeoScape? Any tricks or tips?
- 3.0 X-COM Bases
- Where do I put my first bases? How to I build bases that are easy
- to defend? How much defense do I build?
- 4.0 X-COM Hardware
- What kind of weapons are available? Which ones are the best?
- 5.0 Finance
- How do I make more money? How do I spend less money? How do I
- cheat and get more money?
- 6.0 Research and Manufacturing
- What do I research? What do I build?
- 7.0 Intercepting UFOs
- How do I intercept UFOs? What weapon should I send up against
- UFO type X?
- 8.0 Soldiers, Movement, and Combat
- Who do I send on missions? How do I avoid casualties?
- 9.0 The aliens
- Who are these &@*#%*!? How do I kill them most efficiently?
- 10.0 Ground Assaults
- What do I do in UFO assaults and recoveries? What is the best way
- to defend my base? Assaulting alien bases?
- 11.0 Mastering Cydonia -- The Final Assault
- How do I win the "final confrontation"?
- 12.0 Misc Stuff
- Any other questions?
- (if information you are looking for is not listed, e-mail me and
- I'll give you an answer, and I'll include it in next update)
-
-
- BEGIN XCOM Unofficial Strategy Guide
-
- 1.0 X-COM General Information
-
- 1.1 What is XCOM: UFO Defense?
-
- [Excerpt from XCOM manual page 6]
- It is the year 1999. Unidentified Flying Objects (UFOs) have
- started appearing with distrubing regularity in the night skies.
- Reports of violent human abductions and horrific experimentation
- has truck 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 counties gathered secretly in Geneva.
- After much debate, they 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 XCOM. You will launch and control
- interceptors to attack marauding UFOs, send soldiers to attack
- crashed or landed UFOs, raid alien bases on Earth (if you can
- find them), keep the sponsor nations happy and UFOs out of their
- skies, buy the ammo and weapons you need in the war, research
- and build better weapons as your troops bring in captured alien
- artifacts for analysis and eventually manufacture our own
- copies, pay for everything by contributions from sponsor
- countries and selling stuff, and eventually figure out the alien
- threat's origin and end the threat once and for all. (Whew!
- That's a mouthful!)
-
- 1.2 How does XCOM play?
-
- The game is divided into two main segments: GeoScape and
- BattleScape. GeoScape is a 3-D view of the globe, rotate-able
- and zoom-able. This is where you control your various bases
- around the world (with radars), your fighters and transports
- (carrying your soldiers), your inventory at each base, the UFOs
- currently in sight, and so on. Once ground contact is made
- (transport landed next to UFO, you attack alien base, aliens
- attack your base, etc.), the game switches to Battlescape.
-
- Battlescape is an isometric tile-based 3-D combat with viewpoint
- similar to SimCity 2000. The combat is turn-based with
- opportunity fire on the opponent's round (provided you have
- enough TimeUnits [TUs] and reaction), with plenty of weapons and
- terrain to choose from. Everything is mouse-driven so game is
- very easy to learn yet hard to master.
-
- 1.3 What is UFO: Enemy Unknown?
-
- UFO: Enemy Unknown is the European version of XCOM. The game
- was designed by Mythos Games, and was distributed by MicroProse
- UK. It was imported into the US later as XCOM.
-
- 1.3.1 Why the name change?
-
- OSG has no explanation, but I believe that SubLOGIC (the
- original Flight Simulator people) had a game called UFO,
- and MicroProse couldn't register the same name, so they
- picked XCOM.
-
- 1.3.2 Is there any patches for UFO Amiga Version ?
-
- Not that I know of.
-
- 1.3.3 So what is the difference besides the title?
-
- Quite small, mainly price changes for items (esp.
- "armour").
-
- 1.4 What type of Amiga do I need? Is a Demo available?
-
- Commodore A1200/A4000
-
- It supports Hard Disk
-
- 2 mb ram needed.
-
- I saw that someone mentioning a Cd32 version, but I have NOT
- heard about this, needer have I seen it in the shops.
- Chould someone confirm this for me ?
-
- It comes on 4 3.5" DD disks, and needs about 3.9MB of hard drive
- space to install
-
- Playable demos are not avaiable as far as I know.
-
- @ 1.5 What about any bugs? Any patches?
-
- The OSG has no list of bugs, so here is a list of bugs that are
- known to exist in XCOM/UFO. I don't know if MicroProse is aware
- of these problems we have with UFO.
-
-
- @ 1.5.1 The computer goes into Guru.
-
- Symptom: The computer gurus.
- Well, I'v atleast found 1 horrible bug in this game,
- but I don't know why this happens and WHEN it happens.
- In other words, it just happen :-)
-
- Cause and Solution: I wish I knew, but I don't.
-
-
- 1.5.2 The research bug
-
- Symptom: 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 Amiga will guru.
-
- Cause and Solution: Once again: I wish I knew, but I don't.
-
-
- 1.5.3 The random bug ?
-
- 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
- UFO 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.
-
- Cause and Solution: None
-
-
- @ 1.6 Any plans on sequels? Mission disks? Other computers?
-
- Here's an actual message posted by MicroProse on AOL:
-
- ----
- UFO 2: Terror From the Deep
-
- The war continues... UFO: Terror From the Deep brings the alien
- terror into a totally new dimension...
-
- Seeking to take advantage of a weakened Earth, UFO's deep space
- foes unexpectedly change strategy and launch a powerful second
- front against planet Earth. In the dark depths of vast oceans,
- long sleeping forces are awakened by re-animation signals sent
- out across the galactic silence by their interstellar brothers
- and sisters. Slowly but surely, and army of hibernating alien
- sea creatures awakens.
-
- Your combat now extends to the strange new world of the deep
- where superior alien technologies threaten the very survival of
- the planet. Your planet: Earth.
-
- * Sequels the hugely successful UFO: UFO Defense
- * Actual undersea geoscape mapping system with rich topo-
- graphical detail
- * Full array of undersea military technology
- * Rich graphics feature water coloration and wrecks
- * Multi-level tactical maps featuring both underwater
- seascapes and buildings
- * Alien encyclopedia features mutation technology and
- new watery denizens
-
- -- Brian/MicroProse
- -------------------
-
- January issue of Computer Gaming World (CGW) has a screenshot of
- UFO2, looks just like UFO with slightly better graphics, and
- the scene is underwater. There's a slide show available for
- download on America On-Line, and presumably on the MP's BBS.
- (looks pretty cool!) (any one found it in Internet?)
-
- UFO3 is in embyonic stages will will be more radically
- different from UFO/UFO2, according to MicroProse.
-
- There was currently no plan to port this game to other platforms
- (no Mac, no Amiga, etc). On the other hand, I just got a
- message from an European reader that there IS an Amiga 1200
- version (and a CD32 version) of UFO and another asking for my
- permission to convert this guide for the Amiga version, so the
- Amiga version DOES exist (Europe only).
-
- People who want to see this game on their favorite platforms
- should contact MicroProse and voice their opinion. One address
- to try is MicroProse@aol.com.
-
- 1.7 How do I win? How do I lose?
-
- You win by finding the source of the alien threat and "deal with
- it" once and for all on a "final mission". (See 11.0 if you
- REALLY want to know)
-
- You can lose by several ways:
-
- 1) You were in debt for over $1,000,000 for two months. Your
- sponsors had had enough of your mismanagement and terminated the
- UFO project. Earth was conquered by aliens not long after.
-
- 2) You had two consecutive "badly losing" months (big negative
- score), and your sponsors had had enough and terminated UFO
- project. Just how bad is a "badly losing" month depends on your
- score and difficulty level (Scoring is explained in OSG
- Chapter 1 and 1.8).
-
- 3) You lost all of your bases to the aliens.
-
- 4) You failed to complete the "final mission" (see above 1).
-
- 1.8 How is scoring calculated?
-
- Score is kept for both sides. You get positive score for
- conducting successful research, capturing and/or killing aliens,
- grounding and/or destroying UFOs, destroying alien bases,
- grabbing alien equipment, and more. You get negative score for
- losing UFO soldiers, crafts, HWPs, and civilians. (for exact
- numbers, see OSG)
-
- Aliens score points by overflying Earth, lands on Earth
- (whatever purpose), build and keep bases on Earth, conduct
- terror raids and hoping that you ignore it (so NEVER do so since
- this REALLY scores big for them!), sign pact with funding
- countries (which means those countries don't pay you any
- longer!), conduct harvest and/or abduction mission on Earth.
- (for exact numbers, see OSG)
-
- Your net score is (your_score - alien_score), which is the
- score you see on the monthly performance report (and the
- graph). The funding changes are affected by your total score,
- and are explained in OSG:Chapter 5.
-
- 2.0 The Geoscape Screen
-
- The GeoScape screen is where you will control the interceptions and
- provides access to the BattleScape and the base controls.
-
- 2.1 Air Intercepts
-
- Always attack an UFO over land. If you shoot it down over water
- no one can get to it (unless you are playing the sequel, see
- section 1). If you are over water, minimize the window, and
- select 1 minute step until you get back over land, then switch
- back to 5 seconds and start attack.
-
- [Whether you want to attack smaller UFOs is up to you]
-
- If you send multiple crafts after one UFO and the UFO gets shot
- down or destroyed, the shooter will go home, but other crafts
- will continue onto the crash site, THEN return to their base. So
- make them return to base manually. They will return faster, and
- thus be refueled/rearmed/repaired for next sortie faster. Click
- on its icon on GeoScape and select "return to base".
-
- If an UFO has landed, keep a fighter on top of it. That way, if
- it takes off before your transport get there, you still have a
- chance of taking it down.
-
- Since the best weapons have a chance of blowing a smaller UFO
- totally to pieces, you may want to keep one fighter armed weaker
- than the rest for intercepting smaller UFOs. (Assuming that you
- even WANT to go after small UFOs)
-
- 2.2 Finding Alien Bases
-
- UFO agents have a chance of finding an alien base for you, but
- chances are pretty slim. So do not rely on that. Watch for
- high alien activity (check the graphs) yet no interception:
- there's probably a base in the area.
-
- Send something slow like a Skyranger to patrol the area. An
- empty Skyranger has excellent range and therefore is perfect in
- spotting alien bases.
-
- Watch UFOs, esp. where they land. If you see a "Supply Ship",
- do NOT attack it. Trail it and follow it to their base. After
- it lands, patrol nearby and you'll see the base.
-
- Hyperwave decoders can find UFOs on supply runs. Follow that
- will usually lead you to a base.
-
- Of course, you do NOT have to take out that base... You go
- after the supply train instead.
-
- 2.3 Base Management
-
- [also see 3.0 for UFO Bases]
-
- Since it takes several weeks before additional modules to the
- base can be brought online, you need to build them ahead of
- time. See the base status to see how full are your facilities
- getting. If they are getting close, start building additional
- facilities so that they'll be ready by the time you need them.
-
- Examine base status at least twice every month, check living
- quarters, workshops and labs, etc, and determine your expansion
- schedule. Dismantle extra stuff before end of month so you
- don't pay maintainence on them.
-
- Hire engineers and scientists at the last hour of the month so
- that they get delievered early NEXT month, so you get maximum
- research from them while not paying an extra penny in salary.
- (does this work for the Amiga Version ? Anyone)
-
- 2.4 GeoScape Tricks and Tips
-
- Many people don't realize that click on the UFO icon will bring
- up all known info about the UFO. If you detected it via
- Hyperwave Decoder, you'll know A LOT about it.
-
- UFO Crash Site usually disappear in a few days. If you have
- no soldiers available, you can let it sit for a day or two.
-
- Landed UFOs will take off in a few hours (less than a day).
-
- Terror Sites disappear in less than a day (which mean you have
- to get to one ASAP, even if it means skipping UFOs and landing
- at night!)
-
- Landed/crashed UFOs still has info, such as size.
-
- Check your graphs regularly to determine where to build your
- next base. Watch for sponsor countries with high alien activity
- with high-paying sponsor(s), then check how much did they pay
- you via the Funding screen and see if they are worth defending.
-
- Areas with high alien activity and high UFO activity probably
- have an alien base.
-
- @ 2.5 Target Selection
-
- If several targets presents itself, which one should you attack?
- Here are some of my general guidelines:
-
- 2.5.1 UFOs in flight
-
- Attack the biggest UFO you can handle. Supply ships are
- easy, terror ships are okay, battleships are death unless
- you have Firestorms and Avengers and can attack with
- multiple crafts simultaneously
-
- Launch from the closest base FROM UFOs INTENDED TARGET if
- it is known or can be deduced from UFOs path. Launching
- from the closest base at the time of contact will result
- in a tail chase, resulting frequently in lost tracking and
- waste of fuel and time.
-
- If the landing site is on the dark side, you may want to
- patrol nearby and wait for light. Of course, in the
- meanwhile the landed UFO may take off again.
-
- Keep a fighter on top of a landed UFO in case it takes off
- before your transport can get to it.
-
- 2.5.2 Downed/Landed UFOs
-
- Attack the biggest UFO you can handle. Terror ships have
- annoying terrorists (esp. Chrysalids!) and Battleship
- simply have lots of enemies (and terrorists, depending on
- mission). Supply ships are okay if you watch the grav-
- lifts closely
-
- Larger UFOs have more aliens and more artifacts to
- recover, so risk and reward are proportional.
-
- If you have a choice, attack a landed UFO instead of a
- shot-down UFO. Landed UFO are undamaged and therefore
- have more artifacts (plus 50 units of E-115 per engine)
- but of course have also more aliens.
-
- Some veterans have reported that they can finish game
- faster by attacking landed UFOs only. While score may not
- be as spectacular, they also have less risk of retaliation
- and can get more research done and have more money (from
- the extra booty)
-
- Don't follow an UFO around with a loaded transport (with
- soldiers and equipment). They are wasting fuel and time
- and they may not have enough endurance to finish the race
- and not able to respond to a different emergency (such as
- a terror site suddenly popping up elsewhere)
-
- 2.5.3 Terror sites
-
- Attack one ASAP, no exceptions. Divert from other UFO or
- base attacks if necesary, and definitely attack at night.
- The penalty for ignoring a terror site is simply too large
- to ignore.
-
- 2.5.4 Alien bases
-
- Depending on your soldiers, you should attack a base as
- soon as you are able to (don't take rookies though). You
- should not allow more than one alien base on Earth since
- you can't really afford the penalty.
-
- You may want to consider leaving a base alone nearby so
- you can keep attacking the supply UFOs that drops by.
- Just make sure you can handle the alien retaliation.
-
-
- 3.0 X-COM Bases
-
- 3.1 Where should I put my first base? Additional bases?
-
- There are several things to consider while placing your first
- base. Keep in mind that your first base will be your only base
- for a while, so make sure you place it where you get maximum
- coverage of the sponsoring countries, who also pays the most.
-
- The problem is how to maximize the country coverage WHILE
- maximizing the covered countries' total payment. We know that
- the US pays the most (always), and second most is Japan, while
- Europe has a lot of sponsor countries in a cluster. Third best
- paying is, believe it or not, South Africa.
-
- According to OSG's Chapter 5, the finance changes depend on
- your score. If your score is positive, and you did a lot of
- stuff in the sponsoring country (see UFO Activity in Graphs),
- then they will raise their payment by a random percentage. Now,
- would you rather have 10% of $100,000, or 10% of $800,000?
-
- OSG recommends Northern US as a good starting place, which is
- okay, since US is the largest paying UFO sponsor. On the other
- hand, a base in US can only cover US, and Canada. A base in
- Central Europe can cover UK, France, Germany, Italy, Spain, and
- a piece of Russia (though most of Russia would need a base in
- Asia, covering Japan, China, and maybe India as well).
-
- My vote is a toss-up between Europe and Northern-Central US.
- Both can work quite well.
-
- If you build your first base in Northern-Central US, build your
- second in Europe, and vice versa. The third base should be near
- Japan to cover Japan, China, Russia, and hopefully India (maybe
- not), and fourth base should be in Africa covering Nigeria and
- South Africa (an important contributor). If you build a fifth
- base, it should go in South America, covering Brazil. If you
- want a sixth base, built it in New Zealand or NorthEastern
- Australia to covering most of the Pacific (covering Australia).
-
- Check your graphs regularly to determine where to build your
- next base. Watch for sponsor countries with high alien activity
- with high-paying sponsor(s), then check how much did they pay
- you via the Funding screen and see if they are worth defending.
-
- Do not build additional bases until you have enough money in the
- bank to pay for its initial construction AS WELL AS the first
- month's maintainence. Negative balance for two months means the
- end of your UFO tenure!
-
- @ 3.2 How should I name my bases?
-
- I personally name bases based on the continent they are on, plus
- the COM suffix (stands for Command), except for the US base,
- which is CentCom. Europe is EuroCom, South America is SoAmCom
- (or SouthCom, if you want to be authentic), Asia is AsiaCom,
- Africa is AfriCom, and so on. Sounds military. :-)
-
- Naming bases is important because it means less confusion on the
- Intercept screen on choosing which base to launch the fighters
- and transports. Launching from the wrong one means the craft
- will not get there in time, run out of fuel before getting there
- (never get there since it will come back first), etc.
-
- 3.3 What types of bases should I build?
-
- The OSG recommends that you build every base to be as full
- fledged as possible, as to be ready in the unlikely event that
- all other bases fell to the aliens. While I can sympathize with
- the approach, it is very difficult to implement.
-
- The main problem is in research. Each base research independent
- of each other. Decentralized research slows discoveries and
- makes duplicate research possible (efforts are NOT cumulative).
-
- The only way to make things work like recommended is limit
- yourself to about three or four bases, covering North America,
- Europe, East Asia (Japan, China, Eastern Russia), and Africa
- (South Africa, Nigeria, and Egypt). Your bases will evolve in
- stages as follows:
-
- @ 3.3.1 Radar base
-
- The radar base just have radars, and later, hyperwave
- decoders. Remember to put in a storage space (for HWPs
- and their ammos) and a living quarter (for expansion and a
- few guards). Stock it with several HWPs (plasma hover-
- tanks are ideal) for defense, add one defense station when
- you can afford it.
-
- Each radar has a 5 percent chance of detecting an UFO
- within its detection radius (just like the UFOpedia says),
- so you don't need both small and large radars, just large
- will do (unless you run out of money!). Ten radars means
- 50% chance of detection, etc.
-
- Later you can replace all the radars with ONE hyperwave
- decoder. One of those detects 100% UFOs in range.
- Dismantle the radars to save on maintainence (see 5.4)
-
- @ 3.3.2 Intercept Base
-
- Radar base with a hangar housing a fighter (Interceptor or
- Firestorm). Watch the storage space since fighter needs
- its own weapons and ammo. Add one if needed.
-
- Consider adding defense now (or assign more guards and
- HWPs) since aliens may get mad seeing their UFOs getting
- destroyed in your area.
-
- @ 3.3.3 Strike Base
-
- Intercept Base with a second hangar housing a transport
- (Skyranger, Lightning, or Avenger). Remember to add
- storage (weapons and ammo, plus loot) and alien
- containment (prisoners) when needed.
-
- Consider adding more defense, esp. when the aliens will
- get really mad as you attack more of their UFOs and/or
- bases in the area.
-
- @ 3.3.4 Research Base / Manufacture Base
-
- Base should specialize in either research or manufacture,
- not both (doing so is putting too many eggs in one
- basket). Add living quarters and either workshop or
- laboratory as needed. Manufacture base needs more storage
- space or an empty hangar (if building crafts) so make you
- have enough or use TRANSFER a lot.
-
- You shouldn't have to build a lot of defenses here, esp.
- if you build the 3.3.5 variant.
-
- 3.3.5 Special Research Base or Manufacture Base
-
- As OSG mentioned, UFOs will start looking for your base if
- their brethrens keeps getting attacked and destroyed in
- the area. This suggest that if you build a base at North
- or South pole, only stock it with soldiers and needed
- equipment (no crafts or radars, or maybe a hyperwave
- decoder), and wait until UFOs enter a different zone
- before attacking them, you can keep a base pretty safe.
- Many people have employed this tactic and it seems to work
- quite well. This is also great for psi labs.
-
- 3.4 How do I design secure base easy to defend?
-
- The most secure base design that I can think of is this one:
-
- XXXXXX This base has only ONE access point: by the lift.
- X.XXXX Any other way (such as through the hangar) actually
- X.XXXX takes LONGER. And the long corridor spanning FOUR
- A..... sections makes EXCELLENT choke points and impromptu
- HHHHHH minefields with proximity grenades are great for
- HHHHHH defense in this kind of situations. If you don't
- need three hangars, you can trade the right one for
- three more structures down the right side.
-
- Basically, put the access lift off to one side of the
- map and try to isolate that and hangars from the rest
- XXXXXX of the base.
- X.XXXX
- X.XXXX There is one catch: sometimes, there's a bug in
- A....X the game that eliminates some doors that leads you to
- HHHH.X the rest of the base. Without rockets and blaster
- HHHH.X bombs to "dig", you can't kill the aliens in the other
- section and thus cannot finish the battle at all.
-
- * I don't know if this bug is in the Amiga version *
-
- 3.5 What should I add to my base at first? Later?
-
- Initial modifications you need for the main base are: alien
- containment (prisoners), general stores (ammo and captured
- artifacts), and long range radar (detection). Later, with more
- money, add living quarters, labs, workshops, and defenses, in
- approximately that order.
-
- Defenses comes last usually since you can defend with soldiers
- and HWPs. Of course, don't clog up the 80-items list.
-
- Try to keep an hangar available so you can build more crafts.
- Remember that transferring crafts is free.
-
- 3.6 How should I defend a base? How much defense is enough?
-
- @ WARNING: previous versions of this guide listed that HWPs at
- an empty base (i.e. no soldiers) can defend. I copied this
- hint from _Computer Game Review_'s strategy article. I have
- received at least two angry statements telling me that this is
- NOT so. Each have lost at least TWO "undefended" bases.
-
- Defending a base against alien raids is tough. Fortunately,
- unless you are doing terribly well, aliens usually don't bother
- your bases for a while. But near the end, alien battleships
- will come after your bases, then you have a problem...
-
- To defend against that, you need a high defense rating. I would
- recommend over 3000, maybe 3500, plus grav shields, if you don't
- like fighting inside your own base. Three fusion ball defenses
- plus grav shields is usually enough. During a month, only one
- out of ten battleships made it through my 3500 defense, and its
- remaining landing parties are easy to wipe out with only HWPs.
-
- On the other hand, if you don't have equipment to fight battle-
- ships in the air, you may want to let it land and take it out on
- the ground (i.e. at your base). Remember you will see A LOT of
- aliens on a base raid, I hope you have a lot of USABLE
- equipment (i.e. GOOD stuff in the first 80 items)...
-
- Small UFOs usually scout ahead of the large UFOs that will
- actually raid your base. If you can destroy the scout before it
- detects your base, you can prevent the base attack.
-
- Clean out old inventory! Old inventory will prevent you from
- getting to the GOOD weapons since you are still limited to 80
- items during base defense, and base have lots of stuff...
-
- @ The 80 items are pulled from inventory in the order on the SELL
- screen, top to bottom in order. So if you have lots of lasers
- you'll never got to plasmas and blaster bombs.
-
- If you really ran out of space and do not want to conduct a fire
- sale, stuff the extras into the transports, though selling them
- is much easier and gains you money.
-
- Proximity grenades are vital in base defenses. Dump a few near
- entrances and doors, and get ready for the alien death screams.
-
- 3.7 Base modules
-
- Name DaysBuild Cost Maint Usage
- Access Lift 1 300k 4k (Entrance to underground base)
- Alien Containment 18 400k 15k (Holds 10[!?] live aliens)
- Fusion Defense 36 1800k 14k (Def value 1200, Accuracy 80%)
- General Stores 10 150k 5k (Holds 50 units of equipment)
- Grav Shield 38 2300k 15k (Gives defenses an extra shot)
- Hanger 25 200k 25k (Maintains 1 craft)
- Hyperwave Decoder 26 2000k 30k (Evaluate UFO missions)
- Laboratory 26 750k 30k (Allows 50 research)
- Large Radar 25 800k 15k (450nm range, 5% detect/10mins)
- Laser Defense 24 900k 10k (Def value 600, Accuracy 60%)
- Living Quarters 16 400k 10k (Sleeps 50)
- Mind Shield 33 1300k 5k (Minimizes aliens finding base)
- Missile Defense 16 200k 5k (Def value 500, Accuracy 50%)
- Small Radar 12 500k 10k (300nm range, 5% detect/10mins)
- Plasma Defense 34 600k 12k (Def value 900, Accuracy 70%)
- Psi Lab 24 750k 16k (For troop psi training)
- Workshop 32 800k 35k (Allows 50 manufacture)
-
- Fusion Defense, Grav Shield, Hyperwave Decoder, Laser Defense,
- Mind Shield, Plasma Defense, and Psi Lab require respective
- advances to be researched before they can be built, see 6.X for
- more information.
-
- 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.
-
- @ NOTE 4: What the manual does NOT tell you is Hyperwave Decoder
- detects 100% of the UFOs within its range, and it has a
- range LONGER than Large Radar. Once you have this, you
- don't need any radars.
-
- 3.8 Base startup costs, compiled by IrwinNY@aol.com
-
- Not confirmed for Amiga Version (havent had the time to check this out).
-
- base location lift cost Covers
- ----------------------------------------
- Africa, South 550,000 South Africa
- Africa, North 650,000 Nigeria, Egypt
- Atlantic, North 500,000 (Really Greenland)
- America, North 800,000 USA, Canada
- America, South 600,000 Brazil
- Antartica 900,000
- Arctic 950,000
- Asia, Central 500,000 Western China
- Asia, South East 750,000 Japan, Eastern China
- Australasia 750,000 Australia
- Europe 1,000,000 Eastern Commonwealth, UK, France,
- Germany, Italy, Spain
- Pacific 600,000 (really Hawaiian islands)
- Siberia 800,000 Western Commonwealth, India
-
-
- 4.0 X-COM Hardware
-
- Here's the comprehensive list of all the toys you get to play with.
- Of course, most of them requires research.
-
- 4.1 UFO Crafts and their weapons
-
- UFO crafts comes in two flavors: traditional, and UFO-based.
- traditional, besides using conventional jet engines, also
- requires MONTHLY RENT, so replace them with UFO-based crafts as
- soon as possible.
-
- UFO weapons also comes in two flavors: built vs bought.
-
- 4.1.1 UFO Crafts
-
- Speed Accel Fuel Weapons Hull Cargo HWPs Note
- Skyranger 760 2 1500 0 150 14 3
- Interceptor 2100 3 1000 2 100 0 0
- ----Research required----
- Firestorm 4200 9 20(E) 4 2 500 0 0 (1)
- Lightning 3100 8 30(E) 6 1 800 12 0 (2)
- Avenger 5400 10 60(E)12 2 1200 26 4 (3)
-
- (E) Uses elerium-115 for fuel (1) new fighter
- (2) new fighter/transport (3) ultimate craft
-
- Speed : maximum speed of craft, determines if it can keep up
- with UFO during interception.
- Accel : maximum acceleration of craft, determines whether UFO
- will stay in range
- Fuel : amount of fuel carried, endurance terms
- Weapons : number of weapon pod mounts available
- Hull : amount of damage the craft can take
- Cargo : number of "spaces" craft can carry. Each soldier is
- one space and each HWP is four spaces (see HWPs also)
- HWPs : maximum number of HWP this craft can carry.
-
- Note : for the Elerium fueled crafts, you need to divide by 5
- for the actual units used. Avenger takes actually 12
- units of E-115 for refuel, instead of 60 as written
-
- 4.1.2 Craft General Advice
-
- Replace Skyrangers and Interceptors ASAP to save on
- monthly lease. OTH, Interceptors have longer range than
- Firestorms, and with twin plasma cannon, can attack
- anything except battleships.
-
- Lightning is almost useless and usually do not get built
- by most players. Just forget it and research for Avenger.
- Lightning has four ONE-space doors which means it cannot
- carry any HWPs.
-
- Do NOT use Avengers exclusively since you put too many
- eggs (soldiers and equipment) in one basket.
-
-
- 4.1.3 Craft Weapons
-
- Damage Range Accuracy Reload Shots
- Cannon 10 10 10% 2s 200
- Stingray 70 30 70% 15s 6
- Avalanche 100 60 100% 20s 3
- ----Research required----
- Laser Cannon 70 21 70% 4s 100
- Plasma Beam 140 52 140% 6s 100
- Fusion Launcher 230 65 230% 25s 2
-
- Damage : damage done to target if hit
- Range : max range of weapon
- Accuracy : hit probability when fired
- Reload : second needed to fire next shot
- Shots : number of shots available
-
- 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 smithereens (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
- 7.5 for UFO weapon ranges.
-
- NOTE 3: It is possible to miss with weapons that have accuracy
- > 100%, esp. when target moves out of range.
-
- 4.1.4 Craft Weapons General Advice
-
- You don't want Stingray missiles and cannons. They can
- handle only very small or small UFOs. Only keep them
- around on ONE fighter in case you want to go after small
- stuff.
-
- Use Avalanche missiles in the early game to take on medium
- or large UFOs. With two to three interceptors you can
- take down terror ships or supply ships easily.
-
- Switch to plasma cannons later in the game and forget
- fusion ball launchers (not enough damage overall, only 2
- shots each)
-
- Forget laser cannons except for selling (see section 5)
-
-
- 4.2 UFO Ground Weapons
-
- Ground weapons accuracy is further modified by free hands,
- kneeling /standing, and soldier's shooting accuracy. Time Units
- used is always expressed as a percent of a soldier's total TU.
-
- Also see 8.6.X on battle notes for each type of weapon.
-
- (Accuracy / TU% needed)
- 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
- Grenade 50 HE
- Smoke Grenade 60 Smoke
- Proximity Grenade 70 HE
- High Explosive 110 HE
- --Research required---
- 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
- 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 : Accuracy for two-handed weapons is decreased 20% if
- other hand is not empty (i.e. holding something like
- grenade, psi amp, etc.)
- Note 2 : Accuracy is increased 10% if the soldier is kneeling,
- which takes only 4 TUs
- Note 3 : Grenades and Blaster Bomb have 3-D explosions (despite
- what many people claimed)
-
- General Advice:
-
- Get laser pistol and rifle ASAP, then research heavy plasma,
- skipping plasma pistol and plasma rifle (go back later when you
- have time), then blaster launcher.
-
- Forget heavy cannon and heavy laser as they are not worth the
- weight without auto (three-round-burst) mode.
-
- Autocannon would be your "heavy" weapon early on, along with a
- rocket launcher. Replace them with laser/heavy plasma and
- blaster launcher.
-
-
- 4.3 HWP Types
- Cost Shots Dam TU ArmorF/S/R Health
- Tank/Cannon 450K 30 60 70 90/ 75/ 60 90
- Tank/Rocket 480K 8 85 70 90/ 75/ 60 90
- --Must research--
- Tank/Laser 500K 255 110 70 90/ 75/ 60 90
- Hover/Plasma 850K 255 110 100 130/130/100 90
- Hover/Launcher 900K 8 140 100 130/130/100 90
-
- General advice:
-
- HWPs should be your scouts, extending your visual range and
- keeps your soldiers out of enemy's visual (and lethal) range
-
- Get the latest and greatest ASAP, buy/built them. You need the
- extra TUs and ammo the provide early in the game. When you have
- lots of veterans HWPs lose their importance, but is still
- important as just a scout.
-
- You must buy enough ammo for HWP that requires them for them to
- be available for deployment. Tank cannon, Tank/Rocket, and
- Hover/launcher each require their own ammo in the quantity
- indicated under "Shots". Make sure you get the right ones.
-
-
- 4.4 Armor
- Fr/Sd/Rr/Bt
- None 5/ 5/ 5/ 5
- --Must research--
- Personal Armor 50/40/30/30
- Power Suit 100/80/70/60
- Flying Suit 110/90/80/70
-
- General Advice:
-
- personal armor just need "alien alloy", so research that ASAP.
- That will improve your chance of survival by quite a bit. After
- that, research UFO power source and you should get Power Suit,
- and finishing a hovertank should get your flying suit.
-
- Power suit is the most "efficient" amor. Flying suit requires
- a lot of elerium, so reserve them for scouts and officers.
-
- 4.5 Equipment
-
- Equipment are non-combat items that you may need to use in
- BattleScape.
-
- 4.5.1 Equipment list
-
- TUs Usage
- Electroflare 25% Use at night for illumination, reusable
- --Must research--
- Medikit 10 heal fatal wounds, raise morale, revive
- unconscious people (see UFOpedia)
- MotionScanner 25% registers movement within 8 squares radius
- Mind Probe 50% allows you to see alien's status screen
- (ID, TUs remain, health, + other stats)
-
- 4.5.2 Very General Advice
-
- Carry one electroflare and one medikit on each soldier.
- You need the light at night (just in case) and the medikit
- means no more bleeding to death.
-
- Medikits are not quite as useful when you don't have good
- armor, because even a weak hit becomes a kill with bad
- armor. Before then you can distribute less medikits.
-
- You can pick up a thrown electroflare and throw it again.
- So you don't need to carry too many of those around.
-
- Mind Probe and Motion Scanner are optional items. Motion
- Scanner are useful to look behind doors or for hunting
- down that last alien. Mind Probe is for knowing who to
- capture. Take them if you have room, but they are not
- essential to a ground battle.
-
- 4.5.3 How do I use...
-
- Check your UFOpedia. Below are some additional tips:
-
- Electroflare
-
- You can pick up an electroflare on the ground and throw
- it out again, illuminating another area
-
- Chuck one inside the building through a window to see
- inside. You may have to kneel to angle one in.
-
- Medikit
-
- Heal fatal wounds first, worry about unconscious and
- morale later. If necesary, use TWO people's medikits.
-
- To revive a person, keep administering stimulant until
- s/he no longer shows up on the ground in the inventory
- screen. Should appear next turn at an adjacent square.
-
- Motion Scanner
-
- Remember the top of display is always north (like the
- overhead map) and YOUR facing is the middle arrow.
-
- Use this to look around corners and behind doors.
- Aliens hardly ever stay still between rounds.
-
- Mind Probe
-
- Usually you would use this to ID a target for capture
- but here's a trick that you can use if you do NOT have
- one: try to pick up the unconscious alien on the ground
- will also identify alien's rank and position.
-
-
- 4.6 Stuff that can be bought, hire, or leased
-
- These are the stuff you can buy, usually not very interesting.
-
- Item Category Cost Note
- ---------------------------------------------------------
- Soldier Personnel 40000 monthly salary
- Scientist Personnel 60000 monthly salary
- Engineer Personnel 50000 monthly salary
- Skyranger Craft 500000 monthly lease
- Interceptor Craft 600000 monthly lease
- Stingray l'cher Craft Weapon 16000 6 rounds
- Stingray missile Craft Ammo 3000
- Avalanche l'cher Craft Weapon 17000 3 rounds
- Avalanche missile Craft Ammo 9000
- Cannon Craft Weapon 30000
- Cannon Ammo (x50) Craft Ammo 1240
- Tank/Cannon HWP 420000 30 rounds
- HWP Cannon Ammo HWP Ammo 200
- Tank/Rocket HWP 480000 8 rounds
- HWP Rocket HWP Ammo 3000
- Pistol Weapon 800 20 rd/clip
- Pistol Clip Ammo 70
- Rifle Weapon 3000 25 rd/clip
- Rifle Clip Ammo 200
- Heavy Cannon Weapon 6400 6 rd/clip
- HC-AP Ammo 300
- HC-HE Ammo 500
- HC-I Ammo 400
- Auto Cannon Weapon 13500 14 rd/clip
- AC-AP Ammo 500
- AC-HE Ammo 700
- AC-I Ammo 650
- Rocket Launcher Weapon 4000
- Small Rocket Ammo 600
- Large Rocket Ammo 900
- Incendiary Rocket Ammo 1200
- Grenade Weapon 300
- Smoke Grenade Weapon 150
- Proximity Grenade Weapon 500
- High Explosive Weapon 1500
- Stun Rod Weapon 1260
- ElectroFlare Equipment 60
-
-
- 4.7 Stuff that must be researched and manufacturered
-
- See 5.4 for profitability study of these items.
-
- Engineer Workshop Alien Sale
- Hours Cost Space Elerium Alloys Price
- [Equipment]
- 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 85000
- Flying suit 1400 58k 16 16 5 115000
- [HWP]
- Tank/laser 1200 500k 25 - - 594000
- 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
- [weapons]
- 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]
- FIRESTORM 14000 400k 30 - 65 -*
- LIGHTNING 18000 600k 34 - 85 -*
- AVENGER 34000 900k 36 - 170 -**
- [Craft Weapons]
- Laser cannon 300 182k 6 - - 211000
- Plasma beam 500 226k 8 15 - 267300
- Fusion ball 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
-
- * needs 1 UFO power source + 1 UFO navigation
- ** needs 2 UFO power sources + 1 UFO navigation
- *** Elerium can ONLY be captured as parts of UFO or base, which makes
- it extremely valuable, so NEVER sell or waste any of it
-
-
- 5.0 Finance
-
- 5.1 What really eats up money at UFO?
-
- The answer is: maintenence, and salary. If you have 100
- scientists, their monthly salary is $6 million (!). Add that to
- your bases (the BARE MINIMUM radar base costs over $1 million a
- month to maintain!), and you will go broke pretty quick.
-
- Sponsors' money will barely make a dent in your expenses, as
- they only pay you a few million, probably not even enough for
- base maintainence.
-
- 5.2 How do I earn more money?
-
- Three (real) ways to make money in UFO:
-
- Make your sponsoring countries happy -- so they will increase
- their payments. The problem is: they don't pay much to start
- with, and their increase is just enough to sneeze at. Their
- payments may be enough to buy some ammo and stuff, but don't
- expect much of an increase.
-
- Manufacture arms for sale -- 5.4 shows you what to make to
- really make money, but usually you need the weapons and other
- stuff for yourself, so that leaves us to:
-
- Sell captured/surplus equipment -- most of your money will be
- made this way. Dump off all your obsolete equipment (pistols,
- rifles, etc) and surplus and you will get LOTS of money. You
- will usually end with with plenty of surplus heavy plasma, and
- those fetch very good prices on the market. :-) Doing this also
- means you need less storage space (and less maintainence) and
- more "real" weapons on base defense (due to the 80 item limit)
- Keep only one item of each type for research, sell the rest. You
- need the money and the space for more useful stuff.
-
- As a last resort, you can always cheat. See the last section
- for how.
-
- 5.3 How do I cut expenses?
-
- * Cut Maintenence -- dismantle any unused facility (see 5.6)
-
- * Build your own crafts -- Skyrangers and Interceptors have a
- monthly rental fee, your own crafts do not. Of course,
- this means you have to research UFO construction and
- things.
-
- * Minimize salary -- use the salary transfer trick! (see 5.5)
-
- 5.4 What do I manufacture to make more money on the arms market?
-
- X-COM Profitability study -- by Jeff Shaffer [edited]
-
- Recently, we at the UFO Business 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 engineers long-term in order to
- make a profit. I calculated results for a hypothetical 2
- workshop operation. You would get slightly better results with
- larger facilities, due to the economy of scale.
-
- [some numbers are rounded to the nearest 1000 (K) for space]
-
- Work Eng Raw Sale Unit|Monthly|Net
- Item Space Hrs Material Cost Price P R O F I T
- -----------------------------------------------------------------
- Motion Scanner 4 220 - 34K 45K 11K 3765K 1275K
- Medikit 4 420 - 28K 46K 18K 3146K 656K
- Psi Amp 4 500 1E 160K 194K 29K 4242K 1752K
- Personal Armor 12 800 4A 22K 54K 6K 491K -
- Power Suit 16 1000 5E+5A 42K 85K - - -
- Flying Suit 16 1400 16E+5A 58K 115K - - -
- Alien Alloys 10 100 - 3K 6K 3K 2343K 3K
- Elerium 115 - - - - 5K - - -
- Laser Pistol 2 300 - 8K 20K 12K 2916K 376K
- Laser Rifle 3 400 - 2K0 36K 16K 3049K 534K
- Heavy Laser 4 700 - 32K 61K 29K 2958K 468K
- Plasma Pistol 3 600 1A 56K 84K 21K 2586K 71K
- Plasma Pistol Clip 4 60 1E 2K 4K - - -
- Plasma Rifle 4 820 1A 88K 126K 32K 2787K 297K
- Plasma Rifle Clip 4 80 2E 3K 6K - - -
- Heavy Plasma 4 1000 1A 122K 171K 43K 3078K 588K
- Heavy Plasma Clip 4 80 3E 6K 9K - - -
- Blaster Launcher 5 1200 1A 9K0 144K 47K 2797K 332K
- Blaster Bomb 3 220 3E 8K 17K - - -
- Small Launcher 3 900 1A 78K 120K 35K 2846K 331K
- Stun Bomb 2 200 1E 7K 15K 3K 1166K -
- Alien Grenade 2 200 2E 6K 14K - - -
- Mind Probe 4 1200 1E 262K 304K 37K 2202K -
- UFO Power Source 22 1400 16E+5A 130K 250K 7K 310K -
- UFO Navigation 18 1600 3A 150K 80K - - -
- Fusion Ball L'cher 6 400 1A 242K 281K 39K 6836K 4396K
- Fusion Ball 6 600 4E 28K 53K 5K 617K -
- Laser Cannon 6 300 - 182K 211K 29K 6760K 4320K
- Plasma Beam 8 500 15E 226K 267K - - -
- Tank/Laser Cannon 25 1200 - 500K 594K 94K 4371K 2406K
- Hovertank/Plasma 30 1200 30E+5A 850K 980K - - -
- Hovertank/Launcher30 1400 25E+8A 900K 1043K - - -
- HWP Fusion Bomb 25 400 5E+8A 15K 31K - - -
-
- First six columns are just basic information from my version of
- UFO. (Note: I have seen posts stating that UFO has higher sale
- prices for some items, notably armor!) The 'Unit Profit' column
- is sale price minus cost, minus the cost of any E-115/Alloy used
- in manufacture. A '-' means a net loss, no further analysis.
- 'Monthly Profit' column is based on an "UFO Month" of 24*31 =
- 744 hours. The calculation is number of engineers that 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 (1275K).
-
- The 'Net Profit' column is the bottom line. Monthly expenses
- are the salaries of as many engineers as fit in the workshops
- times $50K, 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.
-
- [Editor's note: don't forget the "transfer salary trick" below]
-
- 5.5 The "Transfer Salary Savings" trick
-
- As explained on page 131 of OSG, if you sack scientists and/or
- engineers before the end of the month, you don't have to pay
- their salaries. However, there's ANOTHER way to do this.
-
- Have two bases approximately equivalent to each other, like both
- research (or manufacturing), about same living quarters, and
- scientists (or engineers). Just before end of the month (last
- day, last hour), transfer ALL of the scientists (engineers) to
- the other base, and do the same on the other base (i.e. they
- swap their contingent). When the end of month comes along,
- NEITHER side has their scientists (engineers) (they are in
- transit), no salary is paid. If you have like 100 scientists
- moving each way, you save $60,000x100x2 = $12 million!
-
- This is NOT confird on the Amiga Version.
-
- 5.6 When do I dismantle unused base facilities?
-
- The OSG was rather unclear on what to dismantle. Basically, you
- should do the following:
-
- * When you get hyperwave decoder, build only one at each base,
- and dismantle all the radars there. One hyperwave decoder
- detect 100% of UFOs within range, so no radars are needed.
- * When you no longer need alien prisoners (i.e. you are ready to
- undertake the "final mission"), zap the alien containment
- (though by that time, it doesn't matter any more, unless you
- are waiting for your Avenger to be built)
- * When you no longer need more research or manufacturing (i.e.
- you are ready for the "final mission"), lay off all the
- scientists and/or engineers, and zap their living quarters and
- working modules.
-
- 5.7 Aliens signed pact with XXX who stopped paying me!
-
- Nothing you can do. One of the Infiltration UFOs got through.
- (See 9.8 UFO Missions) and now the country stopped paying you.
- Consensus on the net is you can NOT get them back (i.e. nullify
- the pact). The OSG confirms so.
-
- On the other hand, some UFO players have reported that certain
- countries (very few though) have returned. Any UFO players
- have their countries coming back from an alien pact?
-
-
- 6.0 Research and Manufacturing
-
- 6.1 What should I start researching first?
-
- OSG and I have different priorities on research...
-
- I recommend laser weapons, medikit, laser rifle, and alien alloy
- (which allows personal armor) for the starting projects.
- Pistols and rifles are pitiful against plasma rifles and alien
- grenades. Laser rifles, which does not use ammo, should even up
- the odds a bit, and personal armor should save you from a
- grazing shot (which would have killed with no armor). Medikit
- will save you from the grazing shot that caused fatal wounds.
-
- The rest is up to you, but I recommend researching heavy plasma,
- small launcher and stun bombs, then heavy blaster and blaster
- bombs. Then research Elerium, UFO power source, so you can
- build nice armor.
-
- 6.2 Overall strategy
-
- Keep roughly 100 scientists in your employment. You need that
- much research to discover things in reasonable time, though you
- can probably get by with 50-75.
-
- Due to the way research works, concentrate on one project at a
- time so you can start on later topics faster.
-
- Research prisoners ASAP. See 9.3 for benefits you can gain from
- each type of prisoners. Grab a navigator would mean that you
- can reap significant saving in radars (after you get the
- hyperwave decoder, of course) and better interception.
-
- 6.3 Research Tree
-
- [OSG has chart on man-hours needed for each discovery]
-
- 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
- |
- |
- New Fighter Craft
- (Firestorm) * = [Hovertank / Plasma]
- |
- New Fighter-Transporter
- (Lightning)
- __________|____________
- | |
- Grav Ultimate Craft
- Shield (Avenger)
-
- * Need "New Fighter Craft" before you can build the plasma hovertank.
- ** Need fusion ball launcher before you can build the fusion ball
- hovertank.
-
- 6.4 Any hints on manufacturing?
-
- Only manufacture thing that you REALLY need, like crafts, etc.
- almost NEVER manufacture ammo since most require Elerium, which
- is always in short supply. Captured ammo is much cheaper and
- don't use your precious E-115 supply.
-
- NEVER let any engineers go idle. If you don't need anything
- built, build something that makes money.
-
-
- 7.0 Intercepting UFOs
-
- Don't forget to check section 4 for info on UFO crafts. Some of
- these hints and related hints are also listed in Section 2.
-
- Also see 12.2 for UFO recognition chart (and floorplan)
-
- 7.1 Tracking UFOs
-
- Remember that UFOs have specific targets and they do NOT change
- missions in mid-air ("Chicago's covered, let's go for Havana
- instead"). They also head STRAIGHT for their targets on the
- inbound leg. So if you see an UFO and lost tracking, try to
- extrapolate its course and send interceptors to their estimated
- NEXT location instead of going toward the last known location.
-
- [Interestingly, they sometimes abort their mission (just leave),
- esp. in cases where they can't find your base to attack.]
-
- If you have hyperwave decoder, you can see UFO destination
- directly as it comes into range.
-
- 7.2 Air-to-air attack methods
-
- Once you got a craft in range of the UFO, it's time to attack.
-
- While the OSG explained what the different attacks REALLY mean,
- it STILL doesn't explain what good is each for. Here's my
- version...
-
- Cautious Attack: causes least damage per attack but remains at
- the longest range and therefore has the least chance of getting
- counter-attacked. Useful when you want a not too badly damaged
- UFO (just enough to crash it).
-
- Normal Attack: average damage per attack, enough for most
- attacks if your weapon outranges the UFOs.
-
- Aggressive Attack: close to point-blank and let them have it
- in the face! Causes the most damage per attack, but exposes
- craft to counter-fire. Good for brave/suicidal charges (toward
- an alien battleship, for instance)
-
- 7.3 Weapons
-
- OSG has a typo: Table 7-2, Fusion Ball Launcher holds TWO, not
- three shots as stated. Section 4.1 is correct.
-
- In case you haven't noticed, Plasma Beam is the BEST craft
- weapon in the game. It has 100 shots, 70 damage per shot, AND
- range of 52 km, which outdistances almost all UFOs except
- battleships. Even though Fusion Ball Launcher causes more
- damage per shot, you only get two shots for each launcher.
-
- In any case, try to replace Stingrays and regular cannons ASAP,
- since they are worthless once you see large UFOs.
-
- 7.4 Special note on Alien Battleship
-
- Battleship is THE most dangerous UFO, period. It outranges ALL
- UFO craft weapons. Only Firestorms and Avengers can stand up
- to it, NEVER use Interceptors (or you WILL lose them). ALWAYS
- attack Battleships in groups to minimize damage and the
- resultant repair time, and use aggressive attack, since you
- don't want the UFO to fire back that often. I've found that
- aggresive attack reduces damage against Battleships.
-
- 7.5 UFO Size Classes and weapons range
-
- If you read table 7-3 in OSG or the UFOpedia, the Weapon Range
- of the UFO is a rather large number (ex. Battleship = 520). That
- number means nothing by itself. To get a more meaningful
- number, divide that by 8 for the range in kilometers. (EX.
- Battleship is 520/8=65 km). That forms the revised weapons
- range table below.
-
- Revised range table:
-
- UFO TYPE Weapon Range (km)
- Small Scout 0
- Medium Scout 15
- Large Scout 34
- Harvester 22
- Abductor 20
- Terror Ship 42
- Battleship 65
- Supply Ship 28.5
-
- Plasma beam, with 52 km range, can attack any UFO except
- battleship with impunity. UFO Battleship, with range of 65 km,
- can shoot back at even crafts armed with Fusion Ball Launchers
- (which also has a 65 km range).
-
- 7.6 Methods of Attack
-
- The safest way to hit large or very large UFOs is to have
- multiple Firestorms and/or Avengers to converge on them. UFOs
- are dumb and does not concentrate on one target, so the more
- targets you present, the less damage each will receive. Of
- course, if you send up Interceptors against Battleships, don't
- expect many to come back, since Battleships can destroy an
- Interceptor with ONE shot.
-
- Plasma beams will make your Interceptors useful again, so get
- them ASAP. Replace them with Firestorms ASAP though to save on
- monthly "rent".
-
- 7.7 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 refueled and rearmed faster for the next
- mission.
-
- 7.8 Keep Landed UFOs covered
-
- Even if UFO has landed, keep an interceptor on top of it until
- your landing craft arrives for the action. That way, if the UFO
- takes off, you still have a chance to shoot it down.
-
- 7.9 Weapon vs UFO analysis
-
- Before attacking, click on the VIEW UFO button to take a look at
- your target before deciding whether to attack or not. Attacking
- with wrong weapons means either the loss of the interceptor or
- the UFO totally destroyed so that nothing can be recovered.
-
- For this reason, if you WANT to go after the smaller UFOs, keep
- a fighter around with "wimpy" weapons.
-
- 7.9.1 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. Laser
- cannons are not much better, sharing the short range flaw.
-
- 7.9.2 Medium UFOs
-
- Interceptors with Avalanche missiles or plasma beams can
- handle medium UFOs easily. On the other hand, one
- Avalanche will blow a very small UFO into pieces.
-
- 7.9.3 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.
-
- 7.9.4 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 will at least
- cripple an interceptor. Just don't do it.
-
- The only way to "safely" attack alien battleships is to
- use Firestorms and Avengers (the more the better!) with
- twin plasma beams. Even then you will probably be heavily
- damaged (as in 20% to 60% damage), which is not a good
- trade. Many have suggested that you should let them land
- and attack them on the ground.
-
-
- 8.0 Soldiers, Movement, and Combat
-
- 8.1 Soldiers
-
- @ 8.1.1 Soldier Statistics
-
- We recommend that instead of using the default names, you
- adopt a naming system for your soldiers that will help you
- to know at a glance who to take on a mission.
-
- System One reflects a trained specialty, such as scout
- (SC), heavy weapons (HW), demolitions (DM), psi combat
- (PS), sharpshooter (SS), etc. For example, "Steve Rogers
- HW/PS" has lots of strength and nice time units for
- carrying the heavy weapons (and shooting them). His
- PsiStr and PsiSkl is also pretty high so he also carries a
- PsiAmp for psi combat.
-
- Here's some suggested specialties
- 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.
-
- System Two just places the numbers in the name. For
- example, "Steve 64/44/36/71/46/62/16", for which the
- numbers are Time Units, Health, Reactions, Firing
- Accuracy, Strenth, Psi Strength, and Psi Skill. You'll
- probably need to update after this every mission.
- (contributed by Seth Cohn)
-
- To change the name, go to the soldiers screen (the one
- base display) that displays their stats. Click on their
- name, and a cursor comes up, allowing you to change them.
-
- 8.1.2 Recruiting soldiers
-
- Sack weaklings ASAP. You want high strength, reaction,
- morale, and shooting accuracy, and when you get psi, psi
- strength. So recruit lots of rookies, use them for scouts
- (they are cheap when compared to HWPs). If they survive,
- keep them, else, oh, well, they've done the world a great
- service. :-)
-
- Why those traits? High strength means they can carry more
- (and heavier) stuff. High reaction means they can get
- opportunity fire (reaction shots) while enemy is moving.
- High Morale means they are less susceptible to panic, and
- shooting accuracy is obvious. :-) Other characteristics
- are not as important.
-
- Soldiers only get promoted if there are enough of them to
- warrant a promotion. So hire a lot of rookies, send them
- out to missions. The ones that survive are squaddies, and
- when you have enough squaddies, you have officers. Feel
- free to sack the bad squaddies later to save on salary.
-
- @ 8.1.3 How do I improve stats of soldiers?
-
- Try to always take a couple of rookies along to give them
- experience to boost their stats. In UFO, you learn by
- doing. You want more strength? Carry heavy stuff. More
- accuracy? Take more shots. Soldiers with kills gain more
- than those without kills.
-
- @ 8.1.4 Dividing up specialties
-
- Assuming 10 soldiers and 1 HWP (normal for a Skyranger)
- you should have the following:
-
- 1 scout
- 2 soldiers heavy weapon squad
- 3 soldiers squad A
- 3 soldiers squad B
- 1 officer
- 1 HWP
-
- The two highest strength soldiers should be the heavy
- weapon folks, who would be carrying autocannon and rocket
- launcher in the early game, and blaster launchers later.
-
- The scout should have the highest TU (low strength is
- okay) and will be carrying pistols and grenades and maybe
- stun weapons.
-
- The two squads can go after different targets, one squad
- lead by officer and supported by HWP, while the other
- squad supported by scout and heavy weapons.
-
- @ 8.1.5 How do I get more officers?
-
- Officers come from Squaddies, and squaddies come from
- Rookies who survived a mission and gotten at least one
- kill. Section 3.2.4 Promtions of manual explains how many
- soldiers you need for officers to show up.
-
-
- 8.2 Movement
-
- 8.2.1 Deployment from Transport into Battle
-
- The OSG fails to mention that you CAN see the outside
- through the Windows in your transport. If the last
- soldier turn around in the Skyranger or Avenger, you can
- see A LOT beyond the cockpit. Of course, since you are on
- Level 1, (Level 0 = ground) you can't see things that are
- right next to you on ground.
-
- After that, send out a HWP just on the ramp, turn to face
- right. If there's no enemy, turn to face left, and you've
- just cleared the surrounding area. If there is enemy, get
- off the ramp and start shooting.
-
- Prime a grenade for most soldiers and be ready to throw it
- as you get off the ramp.
-
- Move the initial soldiers a few squares away before
- deploying the next two so you don't invite grenades and/or
- blaster bomb.
-
- 8.2.2 Use the terrain!
-
- You can use the terrain in other ways than just hiding
- behind something. Use secondary explosions to your
- advantage! If alien is standing next to volatile object
- like fuel drums, gas pumps, those red things in UFOs or
- bases, etc, blow THAT up (DOOM players love doing this).
-
- Aliens DO shoot through each other, so if you have NOWHERE
- to hide, hide BEHIND an alien and pray. (It was reported
- that one alien shot itself when attempting to shoot down
- the gravlift)
-
- Kneel whenever possible. It increases your accuracy and
- decreases the enemy's (make you a smaller target)
-
- Always hide behind something; it could mean the difference
- between a wound vs. death! Of course, that also means
- that you have to have enough TUs
-
- If you have flying suit, do not stay in mid-air unless you
- have something to hide behind also.
-
- 8.2.3 Alien Movement and visual range
-
- Do the aliens have better night vision?
- Answer: They do NOT.
-
- Why they can shoot at you but you don't see them?
- Answer: depending on difficulty level, they "remember"
- where you are from previous turns for several turns (on
- higher levels they remember longer). They can ONLY shoot
- at you IF they had seen you before and still "remembered".
-
- Aliens capitalize on this by moving forward, spot you,
- then move back out of range. Then for next X turns those
- aliens in range shoot at you out of your visual range.
-
- visible
- range
- A-----|-->A
- | | YOU
- A<-|---+
-
- This is why soldiers may get mind-blasted even if no
- aliens are in sight.
-
-
- 8.2.4 Listen and watch
-
- Watch carefully in alien movement phase. Sometimes you CAN
- spot them moving around. TRY to remember the surrounding
- terrain, then go to overhead map and see if you can spot
- where that was.
-
- Watch carefully where the shots came from.
-
- Sound can give you important clues to alien locations. If
- you hear door sounds, you know alien moved in/out of a
- door. Different door makes different sounds.
-
- Aliens also have no manners. They leave doors open after
- they go through. Watch farm houses carefully.
-
- The length of the alien movement phase is proportional to
- the number of hostile aliens left on the map. Just keep
- in mind that stunned aliens can wake up.
-
- 8.2.5 Spread out and cover each other
-
- Bunch up invites enemy attack you with grenades, or worse,
- blasterbombs. Stay about four to eight squares apart.
-
- 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!] It will turn your
- soldiers into zombies in a blink of an eye... One player
- reported losing the entire squad to a single Chryssalid on
- a terror mission! It pays to watch each other's back!
-
- Here's a simple demonstration with a four person fire
- team:
-
- A A
-
- C C
- ===>>
- B B
-
- D D
-
- A and B moves forward, leapfrogging C and D. C and D
- would look forward when A and B move, ready to shoot at
- any spotted enemies. When A and B has stopped, C and D
- would turn around and watch the backs of A and B, who
- would also turn facing outwards.
-
- @ 8.2.6 Retreat (Tactical withdrawal)
-
- Sometimes you can't win and it's time to cut your losses.
-
- To retreat from a landing assault (UFO recovery or
- assault, terror site), move any many units as you can back
- into the transport, then hit the dust-off button. Any
- units left behind are "missing in action".
-
- If the only solider onboard the transport is unconscious
- and you select dust-off, s/he's also missing in action,
- and you lose the transport.
-
- To retreat an attack on an alien base, you must pull every
- one that you can back into one of those green-floor rooms
- that you came down in. Soldiers on gravlifts (even if
- they are in the green-floor room) as well as soldiers
- elsewhere are MIA when you select dust-off.
-
- To retreat from a base defense mission, just hit dust-off.
- You will lose the whole base to the aliens, of course,
- including the crafts (no home elsewhere for them)
-
-
- 8.3 General Combat Tactics
-
- 8.3.1 HWP usage
-
- HWPs should be used for "beating the bush" and flush
- aliens out for soldiers to shoot. That makes rocket
- launcher tank and fusion ball launcher hovertank more
- useful than their cousins.
-
- Hovertank is even more useful since it can go high and
- thus cover more ground. They can also hover in mid-air
- and thus avoid hand-to-hand attacks.
-
- Use their shots to take down walls of orchards, barns, and
- stuff like that so you don't have to go inside and clean
- up every room.
-
- 8.3.2 Grenade usage
-
- Grenades should be used for temporary boost in firepower
- and for clearing obstacles in view. Blow a hole in the
- walls instead of going through the door.
-
- Rookies can be effective grenadiers since grenades are
- area weapons and grenades don't miss by very far.
-
- High Explosive is just a very heavy grenade, and you will
- have problems tossing it. Toss it a short distance or
- drop it on ground, then RUN away from the area. They are
- great opening up houses and barns, and may be able to
- punch through inner (maybe outer?) UFO walls.
-
- Proximity grenades are great for traps. Use them to
- prevent aliens coming up behind you, and/or pin aliens
- (toss one on either side of it and it can't move without
- setting one off) Just remember where you threw them
- (check the map) and don't walk near them yourself.
-
- You can toss grenades to upper levels and through windows,
- though you may have to kneel down to do it.
-
-
- 8.3.3 Blaster bombs usage
-
- Blaster bomb and launcher is the second best weapon in the
- game (the best is heavy plasma). It can shoot around
- corners, has wonderful damage (200 points!) and is very
- effective. Of course, it is also EXPENSIVE, and so is its
- ammo. So, use them carefully (don't save them either).
-
- Use them to take down cover is a waste, use grenades
- instead (unless you got bombs to waste)
-
- Remember that blaster bomb do NOT explode when they reach
- their last waypoint. They explode when they actually HIT
- something. If you just fly a BB into an empty field, it
- will NOT explode.
-
- Blaster bombs is great for UFO attacks. Use them to punch
- holes in the UFO's outer hull for a new door. Target
- square next to main door to enlarge door for HWPs. One
- shot will clear most of the corridor. Unfortunately,
- aliens love to shoot blaster bombs down gravlifts.
-
- 8.3.4 Rookie Plasma Fodder
-
- One possible if cruel tactic is to use rookies instead of
- HWPs as scouts. It is a smaller target, though have less
- armor and a lot less TUs. On the other hand, they cost
- about 1/10th as much.
-
- @ 8.3.5 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.
-
- 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.
-
- @ 8.3.9 Saving ammo
-
- UFO has a peculiar way of counting ammo usage: any clip
- that was fired (even just one round!) is consider "spent"
- at the end of the scenario UNLESS unloaded from the
- weapon. So, if you just fired one round, unload it when
- the end of battlescape is near (you DID time the alien
- movement phase, didn't you?)
-
- Interestingly, the same thing applies to the aliens as
- well! If you panic the aliens and they drop their
- weapons, you should pick them up and unload them, toss the
- ammo clip aside. That way you gain a clip independent of
- the gun you got (plus clips the alien was carrying).
-
-
- 8.4 Capturing Aliens
-
- 8.4.1 How to I capture an alien?
-
- You can capture aliens in four ways, so let's discuss
- advantages and disadvantages.
-
- Shoot an alien and hope it drops stunned instead of dead:
- Since smoke inhalation produce stun damage, if alien had
- inhaled smoke for a while, and you shot it later, it may
- drop stunned. This is too much of a guess work though,
- and is dangerous if alien is armed.
-
- Use stun rod on the alien: Dangerous since stun rod is
- a hand-to-hand weapon, but it's all you have early on.
- Remember to stand RIGHT NEXT to the target, and DIRECTLY
- FACING the target, or you cannot stun!
-
- Use stun bomb and small launcher: safest way to capture an
- alien, shoot and scoot.
-
- Keep dumping smoke grenades on an alien. After it inhaled
- enough smoke, it'll drop stunned: takes too long.
-
- @ 8.4.2 So what's your recommendation?
-
- Several ways to make captures safer:
-
- Double/triple-team on capture: at least two soldiers
- should carry stun bombs and ready to fire in salvoes in
- case the alien does not drop after one hit.
-
- Combine psi combat with capture: Panic it with psi to make
- it drop its weapon (repeat if necesary), then stun it. Be
- careful since alien WILL pull out any other weapon that it
- has on it. After it is out of weapons, and if it does not
- have HTH attack, you can use stun rods on it safely.
-
- WARNING: release mind control on the alien (wait one
- full turn), THEN stun it, or otherwise it is NOT captured!
- (somehow computer counts mind-controlled alien as
- "friendly" and not "captured") (confirmed by Bill Soo)
-
- If a stun attempt fails, shoot the alien with a light
- weapon like a pistol. The addition damage may cause the
- health to drop below stun damage, which ALSO counts as
- "stunned". Just don't kill it (yet).
-
- @ 8.4.3 Stunning aliens without stun weapons
-
- Found an alien that you need to capture but have no stun
- weapons? You have to use smoke. Hopefully the alien had
- panicked and droped its weapons (if not, and you have psi,
- panic it). Keep him in an enclosed space (a room?), dump
- a smoke grenade into the room, and keep something to block
- the door (rookie, HWP, whatever), and wait for choking
- sounds. :-D
-
- As you can probably tell from the pictures, Power Suit and
- flying suit are immune to smoke damage (has built-in
- environmental helmet)
-
- 8.4.4 Other uses for stun weapons
-
- At a terror site, Chrysalids turning civilians into
- zombies? Stun the civilians if you see them near
- Chrysalids! Stunned civilians will not be attacked.
-
- Unfortunately, many have reported that the civilians get
- MAD when they wake up and you have to kill them, so finish
- mission fast if you do stun one.
-
- 8.4.5 Do you HAVE an alien containment facility?
-
- Does the home base of the transport have alien containment
- facility available? If not, all aliens you captured will
- DIE upon end of ground battle.
-
-
- 8.5 Psi Combat
-
- To gain psionic power, you must capture a Sectoid Leader or
- Commander, or any Ethereal, and successfully research
- (interrogate) them. Then you need to build psi labs and send
- your soldiers to be assessed and trained. Then you can use your
- psi powers in combat with psi amps.
-
- General observation: aliens do NOT pick up dropped weapons.
-
-
- Offensive tips:
-
- Panicked aliens drop their weapons (just as panicked UFO
- soldiers) Of course, they will pull out anything else they got
- left on them as well as use their natural abilities (HTH or Psi
- attacks) if any.
-
- Aliens under mind control then stunned does NOT count as
- captured. One player reported that he saw a commander but had no
- stun weapon, so he threw a smoke grenade and kept the commander
- in the smoke (with mind control) until it passed out. He was
- NOT captured. It appears that the computer counts mind-
- controlled aliens as "friendly", which they sort of are.
-
- You can access inventory of an alien under your mind control
- even though the inventory button does not work. Select one of
- YOUR soldiers, then use scroll button on top to scroll to the
- alien. (Watch out for the 1.5.6 bug/feature!)
-
- To get more ammo, mind control an alien, and have it throw its
- weapon toward you or drop everything on the ground.
-
- Panic has a much better chance of success than mind control.
-
- Psi strength is more important than psi skill. PsiStr
- determines resistance to psi attacks as well as potential with
- training (actual formula is in the OSG)
-
-
- Defensive tips:
-
- The only way to protect yourself against psi attacks is to
- kill the attackers quickly. While some soldiers at the
- beginning may be more resistant to psi attacks (i.e. high psi
- strength), without psi labs to help you identify them it is a
- all by chance.
-
- If a solider was mind-controlled more than once in a battle and
- s/he survives, sack him/her immediately after. S/he probably
- has low bravery and/or low psi strength.
-
- Get rookies with high bravery ensures they are more resistant to
- alien panic attacks (though they may not be as resistant to mind
- control, that has a inherent lower chance of success)
-
-
- 8.6 Battle Notes on weapons
-
- 8.6.1 General Weapon Notes
-
- Most pistols and rifles holds 20 rounds or more, so ammo
- is usually not a problem unless you fire a lot on auto or
- you carry something like autocannon (14) or heavy cannon
- (6). Usually one extra clip should be enough. In case of
- plasma or laser weapons one/none is enough.
-
- Use HWPs (and rookies?) to "beat the bush" and spot
- enemies. THEN shoot them. Once an alien is visible,
- everybody can take a shot as long as there's nothing in
- the way.
-
- If you can, take a aimmed shot while staying in cover.
- You want a kill, not spraying shots all over the place.
- "One shot, one kill" is not a bad motto. On the other
- hand...
-
- If you have the ammo, use auto shot whenever you can.
- Why? It ensures a kill. Let me explain:
-
- 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%, and snap shot is 30% (average). The chance of
- getting at least one hit out of three is 1-(chance of no
- hits). So 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 = 0.56, or 56%
-
- Which is much better than 30% (but no higher than the
- aimed percentage). When your accuracy improves, you
- increase your chances of hitting the target multiple
- times, which ensures a kill, and you use less TUs than ONE
- aimmed shot.
-
- It is not unknown to see three aliens line up in a row,
- you fired auto, and each shot killed one alien.
-
- 8.6.2 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 very little armor, but not against
- tougher enemies (and Reapers/Cyberdiscs).
-
- 8.6.3 HeavyCannon and AutoCannon
-
- HeavyCannon is slightly more accurate than the AutoCannon
- and slightly more damage, but a lot less effective with
- only six shots and no auto-fire mode. I'd rather use the
- AutoCannon.
-
- AutoCannon is 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 VERY HEAVY. (more than twice of heavy plasma)
-
- @ 8.6.4 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 Cyberdiscs. On the other
- hand, you can only carry three reloads, and they only fly
- in straight lines.
-
- Try to have another team member carry reloads. When you
- got to a good firing point, have that guy drop the reloads
- on the ground, then you stand on top of the reloads.
-
- Don't give rocket launcher to rookies with low morale. If
- they go berzerk, you may lose a lot of people.
-
- 8.6.5 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. True veterans prefer heavy
- plasma, of course.
-
- 8.6.6 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.
-
- 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 when 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. Then Alien steps through the door,
- and BOOM!
-
- | |
- AD P DAP
- | |
-
- [Jim Muchow's variation]
-
- Throw one in front of medium/large scout's exterior door,
- one off like above, then hide near the doors in the
- shadows so you are not visible.
-
-
- | X = YOU Just stand there, keep others out of
- | sight. After a few turns, alien
- | will come out and take a peek,
- \----\ wondering where did you go. And as
- | soon as it steps out the door, BOOM!
- |
- D P = Prox Repeat as needed. They are dumb...
- | Grenade
-
-
- 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. You can try to use it as a stun weapon
- alternative, but it's bound to be slow.
-
- 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 more
- blast power, useful before you get alien grenades.
- I got a mail from a guy saying that he used the
- high-explosive on holes in the UFO roof. Iv yet to spot a
- hole in a UFO roof.
-
- Sometimes kneeling down will allow you to throw where you
- cannot before
-
- 8.6.7 Plasma Pistol, Plasma Rifle, and Heavy Plasma
-
- Plasma weapons 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 , like its name says, "heavy".
- Heavy Plasma should only carried by a few select members,
- due to possible shortages in clips early on and its weight
- (later you'll find PLENTY of reloads so no problem).
-
- Heavy Plasma can punch through inner walls of UFOs when
- auto- fired a couple times, useful for pincer attacks in
- Supply Ships, when one lift goes straight to third level
- while another lift goes only to second. The guys take the
- high lift can punch through the walls on second level and
- attack both sides at once. [see 12.x]
-
- 8.6.8 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! Each 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] You can also blow open parts of UFO and go in that
- way instead of through the door. Many have reported that
- wrecking the bridge first with a well-placed blaster bomb
- or two into the upper level will decrease casualties by a
- large amount.
-
- [KSC] Use blaster bomb to enlarge a standard door so you
- can fit a tank through by targeting 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, and they also have 2-space corridors
- wide enough for tanks.
-
- 8.6.9 Small Launcher
-
- This is the only weapon that gives you standoff stun
- capability. Get this when you need to stun aliens and do
- not rely on stun rods.
-
- Try to back this up with another stun bomb or a pistol.
- Stun damage counts against alien's health, and a hit can
- drop its health low enough so it gets stunned.
-
-
- 9.0 The Aliens
-
- Most information here can be accessed via the UFOpedia.
-
- 9.1 Average Alien Stats (on easiest level!)
- ------ Armor ------
- TUs Ene Hea Bra Rea Fir Thr Str PSt PSk Fro Lft Rgt Rer Und
- Sectoid 55 90 30 80 65 30 60 30 40 * 2 1 1 1 1
- Reaper 60 90 145 80 60 0 0 90 35 - 14 14 14 14 2
- Floater 50 90 35 80 50 25 60 40 - - 4 3 3 2 6
- Cyberdisc 60 90 120 110 65 30 0 90 - - 17 17 17 17 17
- Snakeman 40 80 45 80 45 30 65 50 - - 10 9 9 8 6
- Cryssalid 110 140 95 100 70 0 0 110 - - 17 17 17 17 17
- Zombie 40 110 85 110 40 0 0 85 - - 4 4 4 4 4
- Ethereal 70 100 60 80 75 40 80 50 50 40 17 17 17 17 16
- Sectopod 60 90 95 110 65 30 0 90 - - 70 65 65 50 45
- Muton 58 90 90 80 60 30 60 70 - - 10 10 10 10 5
- Celatid 70 90 70 90 40 50 0 70 60 - 10 10 10 10 10
- Silacoid 40 80 115 100 40 0 0 70 - - 25 25 25 25 5
-
- TUs = time units Ene = energy/stamina Hea = health
- Bra = bravery Rea = reaction Fir = firing accuracy
- Thr = throwing accuracy Str = strength PSt = Psi Strength
- PSk = Psi Skill Armor = front/left/right/rear/under
-
- * Only Sectoid leaders and commander have Psi Skill, with avg of 55.
-
- 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, depending on rank and position.
- Stats are also higher on higher difficulty levels
-
- NOTE 2: higher rank aliens also have higher "intelligence", which means
- they will remember your location longer. Some alien species are
- also more intelligent than others. For example, Ethereals and
- Sectoids have higher intelligence than Mutons and Reapers.
-
-
- 9.2 Alien attack/defense summary
-
- Alien Attack Defend Vulnerable
- -------------------------------------------------
- Celatid Acid Spit none none
- Chryssalid HTH none IC, stun *
- Cyberdisc Plasma beam AP, HE none
- Ethereal Psi,weapons IC,stun none
- Floater weapons none none
- Muton weapons AP psi
- Reaper HTH none IC
- Sectoid Psi,weapons none none
- Sectopod Energy beam PL,HE laser
- Silacoid HTH IC HE
- Snakeman weapons IC none
- Zombie HTH Psi,AP,Las,Pl,HE none **
-
- HTH=hand to hand combat IC =incendiary/fire
- AP =armor piercing PL =plasma
- HE =high explosive Las=laser
-
- Alien : alien name
- Attack : attack method
- Defend : resistance to type(s) of attack
- Vulnerable : esp. vulnerable to type(s) of attack
-
- * When Chryssalids succeeds in HTH attack, the subject
- attacked becomes a Zombie
- ** Zombie in a few turns becomes a Chryssalid. If killed, the
- new Chryssalid hatches from the zombie IMMEDIATELY.
-
- 9.3 Alien specialties and information possible from them
-
- Alien Soldier ----- mission (harvest, base, etc)
- Alien Medic ----- Species information *
- Alien Navigator ----- Hyper-Wave Decoder
- Alien Engineer ----- UFO stats (of that UFO)
- Alien Leader ----- The Martian Solution
- Ethereal/ Sectoid Leader ----- Psi Lab, which leads to
- or command psi amp and mind shield
- 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
-
-
- 9.4 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 UFO!
- Base Survey and establish alien base, may contain alien
- commander, esp. higher levels
- Terror Creates terror sites when lands at city, so get
- them fast!
- Retaliation Scout / attack UFO base, greatest threat
- Supply Supply alien bases. Trail them and patrol nearby
- to find alien base
-
- @ 9.5 Battle Notes on individual aliens
-
- Chrysalid, Reaper, Silacoid, and Zombie are hand-to-hand only,
- which means if you have flying suit, take off and shoot them
- from the air. They cannot attack things in mid-air nor through
- a window. Reaper, being double-wide, cannot attack through
- single-wide doors.
-
- Celatids are VERY dangerous and causes A LOT of damage if you
- don't have good armor. Kill them ASAP.
-
- Kill Chrysalids ASAP at a terror site. Kill them ASAP, even if
- it means wiping out the civilians near it. Use rockets and
- blaster bombs and grenades on it freely.
-
- If you are REALLY worried about Chrysalids, have everyone carry
- a PRIMED grenade around (prime it first). If your soldier got
- turned into a zombie, all equipment gets dropped, and the
- grenade should go BOOM at the end of the turn
-
- Usually you only find floaters flying (i.e. on higher levels),
- so if you can fly, you do gain an advantage, esp. if you go on
- top of buildings and start sniping.
-
- You cannot stun a Cyberdisc. Just destroy it.
-
- @ 9.6 UFO floorplans
-
- Following floor plans are approximately 1x1. Approximate
- only, so no complaints about precision please.
-
- KEY:
- D/Dr = Door Gr = Gravlift (Up/Down)
- Gu = Gravlift Up Gd = Gravlift Down
- P/Pw = Alien Power Unit S = Alien Surgery
- F = Alien Food X = Alien Examination
-
-
- Small Scout 123 Looks like an Apollo Capsule...
- (Very Small) /=\ 2 level, 1 square each UFO
- |===|
-
-
- Medium Scout (Small) 123456789
- /=======\
- |_______|
-
- /--------\
- | |
- | |
- | Pw |
- | |
- | |
- \---Dr---/
-
- Large Scout (Medium) 123456789012
- /==/====\==\
- |__|____|__|
-
- +--------+
- | | |
- | D |
- // | \\
- // | \\
- +----/ +---------+ \----+
- | | | |
- | D P | D
- | | | |
- +----\ +---------+ /----+
- \\ | //
- \\ --D--| //
- | D |
- | | |
- +--------+
-
- Terror Ship (Large) 123456789012345678901234567890
- /--------------\
- /------| |------\
- |____________________________|
-
-
- Level 0--Menachem M. Pastreich (mpastrei@email.ir.miami.edu)
-
- ______________
- /// \\\
- /// ______ \\\
- +--------+ /// __| |__ \\\ +--------+
- | | | __| |__ | | |
- | | | __| Pw |__ | | |
- | |____| | | |____| |
- | | | |
- | | Pw Gu Pw | |
- | ____ | | ____ |
- | | | |__ __| | | |
- | | | |__ Pw __| | | |
- | | | |__ __| | | |
- +--DrDr--+ \\\ |__Dr__| /// +--DrDr--+
- \\\ ///
- \\\______________///
-
- Terror Ship Level 2 -- Pastreich
- ______________
- /// | | \\\
- /// D D \\\
- ///--| | | |--\\\
- | | |____Dr____| | |
- | | | |
- | | ____Dr____ | |
- | | | | | |
- | D | Gd | D |
- |____| |__________| |____|
- | |
- | |
- | E NNN NNN E |
- \\\ NNN NNN ///
- \\\ ///
- \\\______________///
-
-
- Battleship (Very Large) 123456789012345678901234567890
- /----------------------------\
- |----------------------------|
- \-------==----------==-------/
- |-------||----------||-------|
-
- Battleship Level 1 -- Pastreich
-
-
- /------\
- / \
- | Gu |
- | Pw |
- | |
- \ /
- \------/
-
-
-
-
- /------\ /------\
- / \ +------+ / \
- | | |GuGuGuD | |
- | GuPw | |GuGuGuD | PwGu |
- | | |GuGuGu| | |
- \ / +DrDr--+ \ /
- \------/ \------/
-
-
-
- /------\
- / \
- | |
- | Pw |
- | Gu |
- \ /
- \------/
-
- Battleship Level 2 -- Menachem M. Pastreich (mpastrei@email.ir.miami.edu)
-
- ./------+----------+------\.
- ./ | | | \.
- ./ D | Gd | _____\.
- ./ | | | | \.
- //----- --| +--+ +--+ | \\
- ./ | | | __| \.
- ./| +------| | | \.
- ./ | | | | \.
- / | +--------| | D \
- | +--Dr--+ | | | | |
- | Gu | | | | |____ |
- | | D | | | |
- +------+ | | +--+ +-- | +------+
- | | | | | | | | |
- | +------Dr------+ GrGrGr +--Dr----------+ |
- | Gd GrGrGr Gd |
- | +--Dr------Dr--+ GrGrGr +--------------+ |
- | | | | | | |
- +------+ |___ +--+ +--+ +--Dr--+
- | | | | | |
- | | | | | |
- | | | | | |
- \. | | | __| ./
- \. D | | | ./
- \. | D | __ ./
- \. | | | | ./
- \\ +--Dr----+--+ +--+-------+ //
- \. | | | ./
- \.| | Gd D ./
- \. | | ./
- \------+----------+------/
-
- Battleship Level 3
-
- ./------------------------\
- ./ | | \
- ./ | | \
- ./ | +---Dr---+ | \
- // | | | | \\
- ./| | | | | \
- ./ | D | | | \
- ./ D | | | | \
- / | | | | | \
- | | | | | | |
- | Gd +----------+ +--------+ +-----Dr---------|
- | | |
- |______|__________ ___________ |
- | | | +---Dr---+ | | |
- | | | | GdGdGd | | | |
- | D | D GdGdGd D | D |
- | | | | GdGdGd | | | |
- | |___________| +---Dr---+ |___________| |
- | |
- | |
- |-------+ + -----+ +---------+ +----------------|
- | | | | | |
- \. | | | | ./
- \. | | | | ./
- \. | | | | ./
- \. | | | D ./
- \\ | | | | //
- \. | +----Dr---+ | ./
- \. | | ./
- \. | | ./
- \------------------------/
-
-
-
- Harvester 1234567890123456
- (Medium) (?) /---|------|---\
- |---|------|---|
- |---|------|---|
- \---|------|---/
- Level 0 Level 1
- /----------\ /----------\
- / SS \ / | Empty | \
- / SSSS F \ / | Room | \
- / \ / | Up to | \
- / FF F F \ / Gu | this | Gu \
- + + +___DD___ | level |___DD____+
- | +----------------+ | | +---DD---+ |
- | | Pw Pw | D | FF |
- | +-------------DD-+----+ | F F +------+__________|
- + | | + + F F | | +
- \ F F | Gu | Gu / \ F D Gd D Gd /
- \ F | | / \ | | /
- \ | | / \ +--DD--+ /
- \--+--DD--+---/ \---------+---/
-
- Level 2
- /-+------+-\
- / | | \
- / +--DD--+ \
- / | | \
- / Gd D D Gd \
- + | | +
- +----------+ +----------+
- |N |
- |N NNN NNN |
- + NNN NNN +
- \ /
- \ /
- \ /
- \ /
- -----------
-
- Supply Ship (Large) 123456789012345678901234567890
- /--------+---+-+---+---------\
- /----------|---|-|---|-----------\
- \----------|---|-|---|-----------/
- \--------+---+-+---+---------/
-
- Level 0
- /----------\ /----------\
- // Gu \\ // Gu \\
- // \\ // \\
- / --------- \+--+/ --------- \
- | | | | | |
- | | ---------------- | |
- | D Pw Pw Pw D |
- | | ---------------- | |
- | | | | | |
- \ --------- /+--+\ --------- /
- \\ // \\ //
- \\ // \\ //
- \----DD----/ \----DD----/
-
- Level 1
- /----------\ /----------\
- // ------ \\ // ------ \\
- // | | \\ // | | \\
- // F | Gu | \+--+/ | Gr | F \\
- / | | | | \
- | F F --DD-- ---DD--- ------ F F |
- | | S | |
- | F F F F | | F F F F |
- | | S | |
- | F F --DD-- ---DD--- --DD-- F F |
- \ | | | | /
- \\ F | | /+--+\ | | F //
- \\ ------ // \\ ------ //
- \\ // \\ //
- \----------/ \----------/
-
- Level 2
- /----------\ /----------\
- // \\ // | Gu | \\
- // \\ // --DD-- \\
- / +----------+ \+--+/ \
- | | | |
- | | |------+------+------DD------+---|
- | D NNNN | | | | |
- | | NNNN | D | D |
- | | | | +--+ +--+ |
- \ +----------+ /+--+\ | | /
- \\ // \\ +--------+ //
- \\ // \\ //
- \----DD----/ \----DD----/
-
-
- Abductor 1234567890123456
- (Medium) (?) /---|------|---\
- |---|------|---|
- \---|------|---/
-
- Level 0 Level 1
- ^ +----+ ^ ^ +----+ ^
- // \\ | | // \\ // \\ | | // \\
- // \\/ \// \\ // \ / \ / \\
- / \ / +-+ \
- \ / \ +-DD-+ /
- \\ ______DD______ // \\ +---+ +---+ //
- +--/ | | \--+ +--/ +-+N N +-+ \--+
- | | | | | | N | |
- | Pw | XX XX XX | Pw | | |N N| |
- | | XX | | | | | |
- +--\ | | /--+ +--\ +-+ +-+ /--+
- // |_____DD_____| \\ // +---+ +---+ \\
- / | | \ / +----+ \
- \ Gu | | / \ Gd /
- \\ / \ / \ // \\ //\ /\\ //
- \\ // | | \\ // \\ // | | \\ //
- V +-DD-+ V V +-DD-+ V
-
-
- 9.7 UFO speed, range, etc.
-
- Max Hull Weapon* Ship Max**
- Size Speed Damage Power Range Width Crew
- Small Scout VS 2200 50 0 0 3 1
- Medium Scout S 2400 200 20 120 9 9
- Large Scout S 2700 250 20 272 12 13
- Harvester M 4000 500 40 176 16 21 (1L)
- Abductor M 4300 500 40 160 12 18 (1L)
- Terror Ship L 4800 1200 120 336 30 14/10 (1L)
- Supply Ship VL 3200 2200 60 288 30 20 (1L)
- Battleship L 5000 3000 140 520 30 22/6 (1C/1L)
-
- * Weapon Range should be divided by 8 for range in KM, see 7.5
- ** Maximum crew is absolute maximum reported in one mission. Number is
- in format of X/Y (Z) where X is host race (race the UFO belongs to),
- Y as terrorists and Z as number of leaders (L) or commander (C) in
- the host race. Any 4-space creatures counts as 4 aliens for this.
-
-
- 10.0 Ground Assaults
-
- 10.1 Packing Advice
-
- The 80-item limit is always a problem, especially on an
- Avenger and Lightning when you can carry LOTS of soldiers.
- While the OSG gave some hints on what to take, here's a couple
- more hints to see you through the 80-item Crunch:
-
- * If you are short on ammo clips, use laser weapons, which
- require no ammo at all. (Also see below)
- * Carry only ONE clip for your plasma weapons. You should
- be able to find plenty of reloads during battle, esp. for
- heavy plasma (which seems to be used by all aliens near the
- end of the game) With 20-35 rounds in each clip, your
- should not run out unless you use auto-fire a lot
- * Carry uniform weapons. Don't mix pistols and rifles,
- plasmas and slug-throwers. Instead of a pistol/clip and
- rifle/clip, bring an extra clip for the rifle.
- * Bring less misc. equipment such as mind probes, medikits,
- motion detectors, psi amps, and so on. You don't need
- everything on every person (except Medikits)
- * Bring HWPs if you can. HWP is one item yet has plenty of
- firepower. Too bad it takes FOUR soldier's space. Still,
- they are quite useful in the early parts of the game
- * Don't fight at night so that you need to take along all
- those stupid electro-flares which you end up throwing all
- over the place (exception: Attack Terror Sites ASAP)
-
- 10.2 The Great Pistol vs Rifle debate
- Pro Con
- Rifles more powerful use more TUs
- more accurate two-handed weapon
- Pistols uses less TUs less powerful
- one handed weapon less accurate
-
- As you can see, they are exact complements of each other.
- Very often, using a pistol is called for, since using a pistol
- would mean you still have enough TUs to duck into cover.
-
- Give pistols to heavy weapons people for when they ran out.
-
-
- 10.3 The Great Pistol vs Rifle debate II (by Paul Close)
-
- Not being ad handy with theoretical statistics as I am with
- discrete simulation, I wrote a very simple program to simulate
- 100,000 turns where each weapon was used in as many times as
- possible, up to 80% of the turn. Sinc eht time to use the
- weapons is also a percentage of the turn, simple subtraction
- sufficed. :-) In each case where an auto mode was available,
- it was used instead of snap shot. I felt that 70-80% was a
- good compromise between some movement, but still inflicting
- maximum damage.
-
- TU average +/- 1 std dev
- A/S % hits dmg hits damage
-
- Pistol 0/4 72 2.4 62 1.4-3.4 36- 87
- Rifle 2/0 70 2.1 63 0.9-3.3 28- 98
- Heavy Cannon 0/2 66 1.2 67 0.5-1.9 28-105
- Auto Cannon 2/0 80 1.9 80 0.8-3.1 32-128
-
- Laser Pistol 3/0 75 2.5 115 1.2-3.9 53-177
- Laser Rifle 2/0 68 2.8 165 1.5-4.0 92-238
- Heavy Laser 0/2 66 1.0 84 0.3-1.7 24-145
-
- Plasma Pistol 2/0 60 3.0 155 1.8-4.2 92-219
- Plasma Rifle 2/0 66 3.3 263 2.1-4.5 166-361
- Heavy Plasma 2/0 70 3.0 344 1.8-4.2 203-485
-
- A/S : number of shots taken, Auto/Snap
- TU% : TU% used for the shots taken
- +/- 1 std dev : average +/- one standard deviation,
- roughly covers 66% of the possibilities
-
- Conventional Weapons :
-
- Pistol is a tie with rifle. The pistol can be shot
- one-handed, but in the early stages of the game, you're not
- likely to have anything in the other hand :-) The rifle holds
- more ammo, but is slightly less accurate. Each has a clip
- that will last three rounds at this firing rate. Take your
- pick.
-
- Cannons :
-
- This seems like a no-contest, but the higher damage of the
- heavy cannon makes it not so simple. The lower accuracy of
- the auto cannon in auto mode make it a more erratic weapon.
- Still, it's more satisfying to shoot off six shots instead of
- two :-) The clip holds 14, which will only last two rounds
- at this rate compared to three of the heavy cannon (which
- holds 6 shots)
-
- With only one shot, the three shots of the auto cannon imporve
- the odds of at least one hitting to 69% vs 60% for one snap
- shot of the heavy cannon.
-
- One final consideration is that the auto cannon takes 80% TU
- for its two auto shots, compared to 66% for the heavy cannon.
- With weaklings early in the game, you may need the extra
- time...
-
- Lasers:
-
- As you may expect, the heavy laser sucks due to the lack of an
- auto fire, and a rather slow snap shot. The pistol and rifle
- get about the same number of hits, and the rifle does 30% more
- damage. The rifle gets the nod in this case. Even with a 20%
- penalty for one-handed use (not shown in table) rifle gets
- 1.0-3.4 hits and 62-204 damage, still better than the pistol.
- So forget th elaser pistol and the heavy laser.
-
- Plasma:
-
- What can you say? The heavy plasma is king! With pretty much
- the same accuracy and firing time as the rifle and pistol,
- over 40%/120% more damage (respectively), and bigger clip,
- there's no reason not to use the ehavy plasma. The only down
- side is the ammo takes 3 elerium to manufacture, but with
- careful unloading of weapons, you'll get all you need during
- recoveries and assaults.
-
-
- [Editor's note: the advantage of heavy plasma is even greater
- when you realize that it weighs exact the same as a regular
- rifle. Perhaps that why even those Sectoid weaklings can tote
- one around...]
-
- 10.4 Basic Loadout for Transports
-
- Skyranger : 2 HWPs / 6 soldiers or 1 HWP / 10 soldiers
-
- The HWPs early on carry more firepower and has more TUs than
- soldiers, which makes them good scouts, and more survivable.
- Switch to more/only soldiers later.
-
- Lightning : as many soldiers as you can fit
-
- Lightning doesn't take HWPs, too bad. At least you can
- deploy from all four sides at once. Send rookies out
- first... (Commander's prerogative)
-
- Avenger : 14 soldiers / 3 HWPs or 18 soldiers / 2 HWPs
-
- As the end of game draws near, your best soldiers should be
- as fast as HWPs and carries just as much (if not more) fire-
- power. HWPs are there to simply scout ahead. Feel free to
- add more soldiers if you can distribute 80 items okay.
-
- 10.5 General Combat Notes
-
- There is no penalty for destroying civilian property, so go
- ahead and wreck the whole place like "The Dirty Pair" (anime).
-
- If the only person inside the craft is unconscious and you
- abort mission, s/he's MIA and the transport is lost as well.
-
- In the early game, you want rocket launchers and/or autocannon
- as your heavy weapons, and plenty of greandes (mix of regular
- and proximity).
-
- Later in the game, you want almost exclusively heavy plasma
- (except for the heavy weapons people carrying blaster
- launchers, who would carry plasma pistols)
-
- 10.6 UFO Recoveries and Assaults
-
- [Definition: attack on UFO shot down is "recovery", attack on
- landed UFOs (not downed) is "assault"]
-
- HWPs CAN enter an UFO with a single-width door if you help
- make the door wider with a blaster bomb. Just target the panel
- beside the door for a blaster bomb, and make sure no one is
- near the impact point.
-
- HWP is very useful in a Battleship on the third level, where
- the corridors are wide enough for HWPs except the doors
- leading from the elevators. Open one up with a blaster bomb,
- send another one or two down each end of the corridor, then
- send up the HWPs to scout, then send in your troops.
-
- In UFO navigation centers, there's usually some octagonal
- purple "tables" that EXPLODES when hit. If you can catch
- aliens standing next to them, hitting THAT is a lot of fun.
-
- Blaster bombs and/or high explosives can be used to punch a
- hole in the outside wall of an UFO, creating an alternate
- entrance. This will allow you to surprise the aliens inside
- since usually they gather by the doors waiting for you.
-
- Corollary: on a multi-level UFO, attack from TOP down by
- blasting a hole in the roof or top level, posting guards near
- the UFO doors or use proximity grenades.
-
- Post guards outside an UFO when attacking inside. Any aliens
- outside will attempt to return, and getting shot from behind
- is not fun.
-
- If the UFO Power Units exploded, and UFO's ceiling may be
- damaged (single-level UFO have top blown open). In that case,
- stand on the edge and kneel will allow you to see inside. In
- larger UFOs, holes in the ceiling will allow you to see above,
- but you may have to kneel to get a good look (someone may be
- hiding up there!)
-
- One trick you can pull is ALLOW an alien base on Earth once
- you've pinpointed its location, and keep assaulting the supply
- ships that comes to keep the base supplied. They just keep
- coming and coming, and the UFOs you take out more than offsets
- the "base on Earth" penalty, not to mention all the Elerium
- and other goodies you get that you can sell later. Of course,
- watch out for the retaliation missions...
-
- Consider using blaster bombs and flying suits to attack from
- TOP DOWN instead of bottom up. Blow a hole in the ceiling,
- send another bomb inside the hold, go in and spread out, work
- your way down, pick off aliens coming up one by one.
-
- When attacking battleships, consider going up one of the
- engine "legs" instead of through the central elevator. On
- assaults, you may need a blaster bomb to punch through.
-
- 10.7 Base assaults
-
- The trick in base assaults is use a lot of grenades and
- blaster bombs. Use grenades to clear corners, proximity
- grenades to block corridors so no one can come up behind you
- (esp. Chryssalids!), blaster bombs to open walls so you don't
- have to go extra distance around things. Once you find the
- control center, you have pretty much won the game.
-
- While base layouts differ, base command center always look
- like this: (D=door, WW=window, ground/level 0 only)
-
- +-----WW--------WW-----+
- | +--------------+ |
- | +-+ +-+ |
- | | | |
- D | D |
- D | D |
- D | D |
- | | | |
- | +-+ +-+ |
- | +--------------+ |
- +-----WW--------WW-----+
- ^
-
- Instead of going through the doors, go through one of the SIDE
- walls (^) with a blaster bomb, send a couple grenades through
- the hole for the guards inside the door (or another blaster
- bomb). Charge in, leaving proximity grenades behind to cover
- your back, go in the inside door, and you'll find a huge
- grav-lift taking you to the second level of command center.
- The base commander (and his deputy leader) should be there.
-
- 10.8 Anti-Terror Missions
-
- Your top priority is self-preservation. Killing 9 out of your
- 10 soldiers to save a city is NOT worth it. If given a choice
- to save your soldier or to save a civilian, save the soldier.
-
- Consider stunning the civilians. Stunning the civilians makes
- them "unpalatable" to the alien terrorists, and they count as
- saved at the end of the mission. (WARNING: when they wake up,
- they count as ENEMY and you must kill them!)
-
- Do NOT mind control any of the civilians. They count as ENEMY
- after you release control and you must kill them!
-
- Kill Chryssalids ASAP. If necesary, kill the civilian near it
- so that the civilian will not be turned into a zombie that
- will attack you. Have two persons watch each other.
-
- If necesary, carry a primed greande one each person. If the
- person becomes a zombie, all equipment are dropped, INCLUDING
- THE LIVE GRENADE. (boom!)
-
- Aliens that use HTH (hand-to-hand) combat only such as Reavers
- and Chrysallids cannot attack someone in mid-air (by a flying
- suit or hovertank). They also cannot attack someone through a
- Window. Reavers cannot attack through a one-space-wide door
- (they are two-wide).
-
- Feel free to blow up gasoline pumps, esp. with aliens next to
- one. They make great secondary explosions.
-
- 10.9 UFO Base Defense
-
- You DID plan your base as mentioned in Chapter 4, didn't you?
-
- First priority is blockade the lift. Dump prox grenades near
- the doors (close enough so that there are no spaces in between
- to walk through) and wait back for aliens to emerge.
-
- Second priority is clean out the hangars. Fusion Bomb
- Launcher Hovertanks and/or blaster launchers are great for
- this, but a rocket launcher will do if you hit explosive stuff
- like fuel drums and so on.
-
- Third priority is reclaim your base module by module. Use
- prox grenades to guard your back.
-
- Proximity grenades are priceless here, great for blocking
- corridors, limiting movement into kill zones, etc.
-
-
- 11.0 Mastering Cydonia-- The Final Assault
-
- For those of you who watch shows like ENCOUNTERS or SIGHTINGS,
- there IS a Cydonia on Mars, and there are "pyramids" and a face
- there... And there's a big rumor of a NASA cover-up and recent
- Mars probe going there ALL malfunctioned... Hmmm...
-
- 11.1 Preparation
-
- Don't bring any psi-weaklings. You'll be meeting a lot of
- Sectoids and Ethreals, who will be mind-blasting you a lot.
-
- Bring your best weapons and all of your blaster launchers and
- blaster bombs, plus rockets and all the grenades you got.
- This is not time for captures, so leave all stun stuff at
- home. This is a fight to the death, preferably theirs.
-
- Bring a pair of electro-flares each for the Mars surface
- battle. It'll be dark there, so toss a few of those around.
- The doors at each face of the pyramids are especially
- important as Sectoids may come out and play. You also want to
- spot Cyberdiscs as far away as possible.
-
- 11.2 Pyramids of Mars
-
- Lots of Sectoids and Cyberdiscs around in this one. Soldiers
- with flying suits are nice for recon, just don't leave them in
- the air for Sectoid target practice, use pyramids for cover.
-
- Move slowly, toss electroflares at base of each pyramid, esp
- near exits so you can see if a Sectoid comes out. Use
- grenades and/or blaster bombs on the cyberdiscs.
-
- 11.3 Base Interior
-
- You do NOT want to clean out the whole base. Find the
- distinctive command center (see below, NOT to scale), run for
- it (sacrificing HWPs and rookies in the process), let blaster
- bombs and rockets fly, protect your back with prox grenades.
-
- [not in scale!]
- +----------------------+
- | |
- | _ |
- | | | |
- |__________________|L| |
- D__________________ | |
- | |L| |
- | |_| |
- | |
- | |
- +----------------------+
-
- Once you found it, send a blaster bomb to hit the end, then
- one more up through the grav lift (either side) to get rid of
- the Ethereal Commanders (the elite guards), then ONE MORE on
- the top, and it's all over.
-
- 12.0 Misc Questions and their answers
-
- Equipment
-
- * Why do I lose ammo that was fired only a few times?
-
- After combat all clips that had been USED in the battle and left
- in their rifles/pistosl/cannons are lost, no matter only 1 round
- fired or totally empty. UNUSED clips are NOT affected (even if
- they are loaded), as are clips separate from weapons.
-
- HINT: You should unload any weapons that had fired and use
- valuable ammo before the battle ends.
-
- HINT: You can tell when the battle is almost over by judging how
- long the alien movement phase takes.
-
- HINT: You can get MORE clips if you unload captured alien weapons
- that you come across
-
- * How do I reload weapons? How do I unload ammo from weapons?
-
- See section 2, Chapter 3.1 of UFO Manual.
-
- * Why should I need grenades when I have autocannon?
-
- Autocannon weighs A LOT. For the same weight you can carry a
- lighter weapon plus a couple grenades, and move faster and
- further as a result.
-
- * How do I wake up unconscious soldiers?
-
- See UFOpedia on Medikit.
-
- HINT: Heal any fatal wounds first before attempt to revive.
-
- HINT: After applying shot of stimulant, exit medikit screen and
- check your inventory. If "body" is still on ground, apply another
- shot of stimulant until the "body" is no longer on ground. S/he
- should appear in an adjacent square at beginning of next turn.
-
- * How do I use Medi-Kit?
-
- See UFOpedia on Medikit.
-
- * How do I use motion scanner?
-
- See UFOpedia on Motion Scanner
-
- HINT: They are useful to detect that one last alien you can't
- find, esp. at night when visibility is less, or city blocks (but
- there you have civilians)
-
- HINT: They are somewhat useful for looking behind closed doors
- that you would like to enter.
-
- * How do I use Mind Probe?
-
- See UFOpedia on Mind Probe
-
- NOTE: ANY one can use a mind probe, no psi power is required.
-
- * 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.
-
- NOTE: There MUST be something solid at the last waypoint or the
- "missile" will NOT explode!
-
- HINT: You can UNset a waypoint by right-clicking
-
-
- Movement
-
- * Some of my soldiers have TU's used before I moved them. Why?
-
- Each soldier has a physical weight limit to the amount of "stuff"
- he or she can carry, usually known as "emcumberance". If you
- carry less than or equal to the emcumberance, no penalty is
- assessed. For each weight unit over the limit, you get a TU
- penalty. Carry too much and you can't move at all!
-
- OSG has the complete weight chart for all items (Table 8-4).
- Interesting observation: heavy plasma weighs the same as a
- regular rifle.
-
- * How can I fire on aliens in their movement phase?
-
- This is called "opportunity fire".
-
- 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.
-
- HINT: Use the 4 icons near the bottom left of screen to reserve
- the TUs. Reactions usually need to be above 50.
-
- * How do I open doors?
-
- Target your soldier to move to the "square" behind the door and
- s/he will then automatically open it (using some TUs) and move
- to the square you specified.
-
- HINT: Do not open doors without plenty of spare TU's or expect to
- DIE. Using a motion scanner will help to see if any aliens moved
- beyond the door.
-
- HINT: When you are not sure, create another door! Either shoot a
- hole in the wall or blow up the entire wall with grenades, HE,
- HPlas, or BBomb.
-
-
- Psionic Combat
-
- * How do I get psi power?
-
- See Section 8.5
-
- * What is psi strength and psi skill?
-
- Psi strength is a person's physical talent for psi (esper
- sensivity) and cannot be improved. It is also a measure of
- resistance against enemy psi attacks.
-
- Psi skill is a person's skill at USING the psi strength. It can
- be improved with usage and training at a psi lab.
-
- * Help! My soldiers kept getting mind-blasted!
-
- Fight harder, make more kills. Low morale invites more psi
- attacks.
-
- If you survive the fight, sack the ones who's not very good and
- kept getting panicked or controlled.
-
-
- Soliders
-
- * 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.
-
- If you abort a mission, any soldiers you leave behind is MIA. On
- missions with a transport, any one not on the transport is "left
- behind". On an alien base assault, any one not in the green
- rooms (on the gravlift does NOT count) is "left behind".
-
- Yet another way to get people MIA is to try (abort mission) with
- only an unconscious soldier 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 if
- that happens to you.
-
- * How do my soldiers improve?
-
- By doing things. They improve firing accuracy by shooting at
- things, strength by carrying more things, and so on. 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. Psi skill
- also improves with use.
-
- * How do I get more officers?
-
- See Section 8.1.5
-
-
- Miscellaneous
-
- * How do I cheat?
-
- Check out the files called ufocheatx.lha included in this arkive.
- There is one Money cheat, one telling you how to edit your files
- for more of everything and final a FIXED trained savegame allowing
- you to start up with TONS of stuff and money !
-
- * How do I bypass the Document Check Copy Protection?
-
- Sorry, you won't find the info in there.
- This is a STRATEGY guide, not a game crack guide.
- This game is soo good that you shold buy the original and
- tell MPS that we love this type of game and that they should
- make new and better ones in the same area.
-