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1994-08-20
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UFO - Enemy Unknown : the FAQ! (version 1.2)
--------------------------------------------------------------------------
I have added some more stats and some more contributions. Feel free to
send any new additions by e-mail to me (tjc@ecs.soton.ac.uk) or Paul
James (prj91@ecs.soton.ac.uk) and they'll be worked in. Anything welcome!
Tim
--------------------------------------------------------------------------
*SPOILER ALERT*
This FAQ conatins info that you may prefer to find out by exploring and
researching yourself. If you want to play the game "in the dark" then
read on with care or not at all!!
--------------------------------------------------------------------------
General
1a What is UFO : Enemy Unknown?
1b What spec PC do I need to run it?
1c Is there a patch available?
1d Can the save games be hacked?
Game Info
2a Base facilities
2b Non-combat equipment
2c Ship types
2d Ship weapons
2e Soldier weaponry
2f Alien races
2g Alien missions
2h Manufacturing costs
Questions (this is a FAQ after all :)
3a Overall strategy
3b Combat questions
3c Miscellaneous
--------------------------- GENERAL -------------------------------------
1a What is UFO : Enemy Unknown?
The game places you in charge of X-Com in the year 1999; alien UFO's have
been sighted around the globe and your newly set up organization has been
charged with intercepting them, recovering any alien artefacts, and finding
out where the aliens are coming from and what they are after.
The strategic level is centered on a screen with a rotatable/zoomable 3D
globe, with buttons to manipulate your bases, check UFO activity, check
your funding levels from the 15 sponsoring nations, and to look up data in
your online ufopedia. At the tactical level you control troops/tanks in
a 3D combat mini-game which is quite similar in appearance to Ultima 7/8.
1b What spec PC do I need to run it?
According to the box, you need a 386+, 20Mhz+, 2Mb RAM+ and a mouse; on a
486/DX33 with 8Mb RAM, mouse and 8-bit soundblaster it is pretty slick.
Base memory requirement is listed as 560K, with 1Mb EMS/XMS also required.
It comes on only 3 disks, and occupies about 13Mb of hard disk (including
the saved games). The copy protection is a code at the bottom of each
odd-numbered page of the quite well written 128-page manual. The manual
supplement does *not* guarantee that the game will work with DR DOS,
Novell DOS7 or OS/2.
1c Patches
Microprose have released a patch to bring UFO up to version 1.2; the patch
is now available at
wuarchive.wustl.edu pub/MSDOS_UPLOADS/ufo1-2.zip
ftp.uml.edu msdos/Games/Patches/ufo1-2.zip (or try /pub)
This is an upload of a patch received in the post direct from Microprose.
The correct patch file size should be 634063 bytes.
The patch readme file lists the following points:
* Please start a new game to eliminate all possibilities that the
new version of the game fixes the bugs which you have seen so far.
* This update contains a new version of the DOS Extender, DOS4GW to
fix some compatibility problems seen with the earlier release.
DOS4GW is not a MicroProse program and we were not aware of these
compatibility problems until after UFO was published. If you had a
problem running UFO, this update will fix that.
* Corrupt tiles that caused multiple images to appear have been fixed.
* Action points have been limited to 80 to prevent the "wrap-around"
problem seen with the original release.
* Mission variety has been improved to allow access to all types of
missions when playing.
* Alien intelligence has been improved to allow a tougher game.
* UFO encyclopedia has been expanded to include missing entries.
* The corrupt game file, UBASE_07.MAP which caused problems when
entering the Alien Bases has been replaced.
* There is no PC Speaker support within UFO.
* The Environment Space error has been fixed.
It doesn't seem to be necessary to start a new game after applying the
patch; the old save files still work, though the soldier stat screens
can look messy. You'll also miss a few ufopedia entries.
The aliens in version 1.2 do appear to shoot back a lot more than before,
and often have much better weaponry. Your base(s) come under attack
earlier too (which in a way helps as you get some artefacts if you win!)
1d Editing the save games
The format of soldier.dat (which holds your troop stats) appears to be
like this, with 72 bytes making up each soldier:
Byte What it does
9 Number of missions
11 Number of kills
13 Number of days till healed
17-29 Name (may be longer, not positive)
43 Initial Tu's
44 Initial Health
45 Initial Stamina
46 Initial Reactions
47 Initial Strength
48 Initial Firing Accuracy
49 Initial Throwing Accuracy
50 Unknown
51 PSI Strength
52 PSI Skill
53 Unknown
54 TU's gained
55 Health gained
56 Stamina gained
57 Reaction gained
58 Strength gained
59 Firing Accuracy gained
A couple of people are working on neat save file editors which will
hopefully be available one day soon for those who don't like hex editors!
--------------------------- GAME INFO ----------------------------------
As you research more tech, your on-line UFOPEDIA will have more information
added automatically. None of this is included in the game manual; some of
the info here might be spoiler(s).
2a Base Facilities
You can have up to 8 bases around the world. There are 36 (6x6) locations
to place rooms in. Only the hanger takes up more than one location (2x2).
Days Build Cost Cost/month
Access Lift 1 300k 4k (Entrance to underground base)
Living Quarters 16 400k 10k (Sleeps 50)
Laboratory 26 750k 30k (Allows 50 research)
Workshop 32 800k 35k (Allows 50 manufacture)
Small Radar 12 500k 10k (300nm range, 5% detect/10mins)
Large Radar 25 800k 15k (450nm range, 5% detect/10mins)
General Stores 10 150k 5k (Holds 50 units of equipment)
Alien Containment 18 500k 15k (Holds 10(?) live aliens)
Hanger 25 200k 25k (Repairs/refuels/rearms 1 plane)
Laser Defence 24 900k 10k (Def value 600, Accuracy 60%)
Plasma Defence 36 1200k 12k (Def value 900, Accuracy 70%)
Fusion Ball 36 1800k 14k (Def value 1200, Accuracy 80%)
Grav Shield 38 2300k 15k (Gives defences an extra shot)
Mind Shield 33 1300k 5k (Helps stop aliens finding base)
Psi Lab 24 750k 16k (For troop psionics training)
Hyperwave Decoder 26 2000k 30k (To evaluate alien missions)
To dismantle a base, you must remove all facilities (which means transferring
all people and equipment elsewhere if needbe) then finally remove the access
lift itself.
2b Non-combat equipment
Most of this you need to research, some you get at the start.
Motion scanner - detects movement in the near vacinity
Medikit - heals fatal wounds (heal), revives unconscious soldiers
(stimulate) and boosts morale (painkiller)
Stun rod - has a chance to render an alien unconscious
Electro flare - essential for night time operations. Thrown.
Elerium 115 - only found on alien ships/bases, and needed for many
important weapons and power units.
Mind probe - when used on an alien tells you his stats and rank
(useful to find an alien commander or leader).
Psi amp - required to allow soldier to use psionic attacks on
aliens (attempting to cause panic or get mind control).
2c Ship types
The XCom craft at your disposal throughout the game are:
Max Weapon Hull Max
Speed Acceln Fuel Pods Damage Cargo HWPs
Skyranger 760 2 2000 0 150 14 3
Interceptor 2100 3 1000 2 100 0 0
Lightning 3100 8 30(E) 1 800 12 0
Firestorm 4200 9 20(E) 2 500 0 0
Avenger 5400 10 60(E) 2 1200 26 4
The firestorm is the new fighter craft you can research, lightning the new
fighter transport and the avenger is the ultimate craft. (E)=Elerium fuel.
The UFOs are as follows (from interogated alien navigators):
Max Hull Weapon Max Ship
Speed Damage Power Range Crew Width
Small Scout 2200 50 0 0 1 3 Like an Apollo capsule
Medium Scout 2400 200 20 120 6 9 1 level, small square
Large Scout 2700 250 20 272 ?
Harvester 4000 500 40 176 ? 16 3 levels, 11 windows
Terror Ship 4800 1200 120 336 ? 30 2 levels, narrow top
Supply Ship 3200 2200 60 288 ? 30 3 levels, wide middle
Battleship 5000 3000 140 520 ? 30 3 levels, no windows
Abductor 4300 500 40 160 ?
Any observations on maximum (or minimum) crew figures would be welcomed,
as these would probably help on missions.
To see a picture of the UFO in flight just click on the UFO icon on
the airborne combat display. To keep tracking the UFO until it is over
land you can minimise the airborne combat window to an icon (making sure
you are in "standoff" mode :) and then accelerate time to 1-min slices;
when you're over land open the window and shoot!
2d Ship weapons
You initially start with cannon/stingray/avalanche missiles, but you can
research more stuff:
Damage Range Accuracy Reload time
Cannon 10 10 10% 2s
Stingray 70 30 70% 15s
Avalanche 100 60 100% 20s
Laser Cannon 70 21 70% 4s
Plasma Beam 140 52 140% 6s (uses Elerium)
Fusion Ball 230 65 230% 25s
It is important to match the weapon to the target as usually you want to
force the alien to land (preferably intact) to be able to recover artefacts
and prisoners on the ground. If you intercept over the sea, it doesn't
really matter though.
2e Soldier weapons
Your soldiers can be equipped with a hue arsenal of weaponry; either by
equipping their transport ship, or in the case of a base defence when the
attack starts. Many weapons can be loaded with different ammo types.
Aimed Snap Auto Dam Type Dam Type Dam Type
Pistol 78/30 60/18 26 AP
Rifle 110/80 60/25 35/35 30 AP
Heavy Cannon 90/80 60/33 56 AP 52 HE 60 I
Auto Cannon 82/80 56/33 32/40 42 AP 44 HE 48 I
Rocket Launcher 115/75 55/45 75 HE 100 HE 90 I
Laser Pistol 68/55 40/20 28/25 46 Laser
Laser Rifle 100/50 65/25 46/34 60 Laser
Heavy Laser 84/75 50/33 85 Laser
Grenade 50 HE
Smoke Grenade 60 HE
Proximity Grenade 70 HE
High Explosive 110 HE
Heavy Plasma 110/60 75/30 50/35 115 Plasma
Plasma Pistol 85/60 65/30 50/30 52 Plasma
Plasma Rifle 100/60 86/30 55/63 80 Plasma
Blaster Launcher 120/80 200 HE
Small Launcher 110/75 65/40 90 Stun
Alien Grenade 90 HE
(AP = Armour piercing HE = High Explosive I = Incendiary)
The pairs of numbers indicate accuracy and TU cost to shoot. Note that
the TU cost is always a percentage of the soldier's total TUs, not a fixed
amount. Accuracy for two-handed weapons is improved if one hand is empty,
and overall accuracy is better if the soldier is kneeling. The autofire
option gives you three shots, but these are the least accurate (they are
effective with area effect weapons like autocannon).
Grenades are thrown, and the accuracy of where it lands is based on the
soldier's own throwing accuracy stat.
Many people suggest that the laser rifle is the best overall weapon; cheap
to produce, rapid fire rate, quite accurate and doesn't use Elerium.
2e Alien types
Attacks with Resists Weakness Notes
Sectiod Weapons & Psi Likes cattle abduction
Snakemen Weapons fire/heat Carries up to 50 eggs
Ethereal Weapons & Psi Physically weak/blind
Muton Weapons AP Strong & intelligent
Floater Weapons Likes terrorising
Celatoid Venom
Silacoid HTH fire/incend Works with mutons
Cryssalid HTH HE Turns humans to zombies
Reaper HTH incend Two brains and hearts
Sectopod Weapons plasma laser Highly armoured
Cyberdisc Weapons explosives Works with sectoids
Zombie HTH Dies -> Cryssalid
You can get info on particular alien stats by using a mind probe on them.
From doing this it seems average stats on aliens are as follows. Some of
the stats vary a lot between the races!
----- Armour ------
TUs Ene Hea Bra Mor Rea Fir Thr Str PSt PSk Fro Lef Rig Rea Und
Sectoid 55 90 30 80 100 65 30 60 30 - - 2 1 1 1 1
Ethereal 70 100 60 80 100 75 40 80 50 50 40 17 17 17 17 16
Snakeman 40 80 45 80 100 45 30 65 50 - - 10 9 9 8 6
Muton 58 90 90 80 100 60 30 60 70 - - 10 10 10 10 5
Floater 50 90 35 80 100 50 25 60 40 - - 4 3 3 2 6
Celatoid ??
Silacoid 40 80 115 100 100 40 0 0 70 - - 25 25 25 25 5
Cryssalid 110 140 95 100 100 70 0 0 110 - - 17 17 17 17 17
Reaper ??
Sectopod 60 90 95 110 100 65 30 0 90 - - 70 65 65 50 45
Cyberdisc 60 90 120 110 100 65 30 0 90 - - 17 17 17 17 17
Zombie 40 110 85 110 100 40 0 0 85 - - 4 4 4 4 4
Leaders tend to have slightly higher stats than other ranks in each race,
for example an ethereal leader has 20-rated armour all round and a psionic
strength of 60.
The high TUs on cryssalids allows them to move a long way and often surprise
troops from behind, turning them to zombies before you can react. When
killed, zombies shed their skins to become new cryssalids.
2f Alien Missions
There are many mission types. The nasty ones are terror and infiltration.
Supply is handy because it can lead you to an alien base, and in turn to
an alien leader.
Research: Small vehicles, least threat to earth and Xcom
Harvest: Any size ships, great concern to governments
Abduction: Causes great alarm
Infiltration: Make pact with earth govt, greatest threat to Xcom
Base: Build alien base (you need to let them build one to win game)
Terror: Causes hysteria, troubles govts
Retaliation: Attack Xcom base
Supply: Supply alien base
A hyperwave decoder is very handy to work out mission types. Later in
the game you are probably safe to leave ships on research missions alone
and concentrate on the dangerous ones.
2h Manufacturing Costs
This chart shows which items need alien alloys and Elerium for production;
all of them need to be researched. You could use the info to work out
which item is best to produce for profit if your engineers are idle ...
(an initial glance suggests personal armour is good if you have the alloys
to spare, or power suits if you have Elerium coming out your ears too :)
Engineer Workshop Alien Sale
Hours Cost Space Elerium Alloys Price
Motion scanner 220 34k 4 - - 45600
Medikit 420 28k 4 - - 46500
Psi amp 500 160k 4 1 - 194700
Personal armour 800 22k 12 - 4 140000
Power suit 1000 42k 16 5 5 310000
Flying suit 1400 58k 16 16 5 420000
Alien alloys 100 3k 10 - - 6500
Elerium-115 - - - - - 5000
Laser pistol 300 8k 2 - - 20000
Laser rifle 400 20k 3 - - 36900
Heavy laser 700 32k 4 - - 61000
Plasma pistol 600 56k 3 - 1 84000
Plasma pistol clip 60 2k 4 1 - 4440
Plasma rifle 820 88k 4 - 1 126500
Plasma rifle clip 80 3k 4 2 - 6290
Heavy plasma 1000 122k 4 - 1 171600
Heavy plasma clip 80 6k 4 3 - 9590
Blaster launcher 1200 90k 5 - 1 144000
Blaster bomb 220 8k 3 3 - 17028
Small launcher 900 78k 3 - 1 120000
Stun bomb 200 7k 2 1 - 15200
Alien grenade 200 6.7k 2 2 - 14850
Mind probe 1200 262k 4 1 - 334000
FIRESTORM 14000 400k 30 - 65 -
LIGHTNING 18000 600k 34 - 85 -
AVENGER 34000 900k 36 - 170 -
UFO power source 1400 130k 22 16 5 250000
UFO navigation 1600 150k 18 - 3 80000
Fusion ball l'cher 400 242k 6 - - 281100
Fusion ball 600 28k 6 4 - 53300
Laser cannon 300 182k 6 - - ?
Plasma beam 500 226k 8 15 - 267300
Tank/laser cannon 1200 500k 25 - - ?
Hovertank/plasma 1200 850k 30 30 5 980000
Hovertank/launcher 1400 900k 30 25 8 1043000
HWP fusion bomb 400 15k 25 5 8 31500
(The three aircraft all need 1 UFO power source + 1 UFO navigation
unit, except the AVENGER which needs two UFO power sources).
Clearly you should never sell Elerium for cash. You'd be much better
off making either power armour or flying suits and selling that.
----------------- GAME TACTICS/STRATEGY ----------------------------------
3a Overall strategy
Where should I build bases?
Build a few bases at the start, make sure they all have long range radar.
Spread them around the globe; you only get 8; note the groupings of the
richer funding countries and defend them early on. You can also build
bases on both poles. The following eight locations have been suggested
to maximise radar coverage of the globe:
i) North Pole
ii) South Pole
iii) Southern California
iv) Persian Gulf
v) North-eastern Australia
vi) Right most tip of South America (Brazil??)
vii) Europe
viii) right most Russia (near japan??)
How can I make money?
The main income at the start is from the funding countries, so you should
maximise your efforts to win their favours early on. As the game
progresses you can sell off artefacts for cash. If you set up workshops
and have engineers with nothing to do have them make something like laser
weapons and sell them; you can sell for more than it costs to make them.
Why is Elerium important?
Elerium is only found on alien ships; you can't make it yourself (you can
make alien alloys). If you are running short of elerium use interceptors
with laser weapons from multiple bases and give your troops laser rifles
(laser rifles are very effective in any case). If you feel confident let
the aliens attack your base, you can get lots (sometimes 1000+, on one
occasion 3000+) elerium in a single battle.
How do I win the game?
The ultimate aim of UFO is to research (interogate) live aliens to find
out where they are coming from and why. The best prisoner you can get
is an alien commander; there should be one in an alien base. Once you
interogate a commander you should get a big clue as to how to win the
battle once and for all!
What should I research?
To find out about ship stats research alien engineers, to find out about
missions research navigator.
To find out about Psi research ethereals (and maybe sectoids)
To find out about armour research alien alloys.
To get new ships research UFO power source, UFO navigation, Elerium &
UFO construction.
It should be possible to build an "advances tree" similar to the one
that is available for Civilisation; hopefully one coming soon!
Don't research the same thing at different bases, there is no benefit;
the research is independent at each base (as is manufacturing).
Why do I never see any large UFOs?
On missions like retaliation, base and terror, small ships scout before
the larger ships come in. If you destroy the scouts no larger ships will
appear. It is thus important to let them land! (else you'll have a
long game :) By using the hyperwave decoder you can detect the alien
mission; it can pay off to let aliens build a base so you can capture
one of their leaders for interogation.
3b Ground combat questions
Who/what should I take on missions?
A nice combo on a Skyranger is a couple of tanks and 6 troops; the
hovering plasma tanks are particularly effective. Tanks lose out as
they cannot enter most alien ships (terror ships being an exception).
Tanks can be left in bases to defend them from alien attacks. Flying
suits give your troops a lot of versatility and save a lot of TUs in
many terrain types. If a soldier dies though you lose the armour (but
keep his other equipment if you win the battle). Try to always take a
couple of rookies along to give them experience to boost their stats.
On night missions always carry electro flares. Medikits are important
as in addition to healing fatal wounds they can raise morale if used
on panicing troops.
Why do I lose ammo that I never use?
After combat all clips loaded in weapons are lost, whether or not they
have been used (not a great piece of design!). Thus you should unload
any weapons that uses valuable ammo before the battle ends. To unload
click on the weapon over the "rifle" icon on the soldier's equipment
screen (this can also be used to select alternate ammo before battle).
Why should I need grenades when I have autocannon?
An autocannon has very impressive firepower. However it is very heavy
to carry, and can reduce a soldier's TU total. A soldier equipped with
a laser rifle can carry a couple of grenades and use them to flatten
small buildings or other targets without needing a bulky cannon.
How can I fire on aliens in their movement phase?
You can carry out opportunity fire on aliens as they make their moves.
To do this, leave enough TU's after your move for at least a snap shot,
then if your trooper sees an alien and has good enough reactions (s)he
will automatically fire on the alien. You can use the 4 icons near the
bottom left of the screen in your movement phase to reserve the TUs.
What's with troops missing in action (MIA)?
If one of your troopers in under alien control at the end of a battle
(s)he counts as MIA; therefore try to wait until (s)he is no longer in
control before finishing off aliens. Troops unconscious when the battle
ends seem to survive.
How do I open spaceship doors?
Simply target your soldier to move to the "square" behind the door and
(s)he will then automatically open it (using some TUs). It's wise not
to open doors without plenty of spare TU's or without using a motion
scanner first.
How do I counter psi attacks?
Ethereal and sectoid races have psionic abilities. This means they are
able to amke a number of psionic attacks on your troops for which they
do not need line-of-sight on the target. There are two types of attack:
Panic - if your trooper succumbs (s)he will panic, possibly dropping
equipment and then running, possibly also going beserk.
Control - potentially worse; aliens can control targets, thus getting
your troops to fire on each other. The effect is usually
temporary, and can be reduced in effect by not bunching
potential victims too close together.
When you research psionics and build psi labs, you can evaluate each
soldier's resistance to psi attacks (his/her psi strength) and train them
in psi skills (which allows your troops to make psionic attacks if they
have a psi amp on them in battle). Yes, you can leave troops in the
transport and use HWP's to scout for aliens to attack with psionics!
Psi skills can be trained, psi strength is constant, so don't waste time
on psi training troops with low psi strength. Psi training allocations
happen at the end of each month at bases that have psi labs.
3c Miscellaneous
Why do my soldiers rarely get promoted?
To have promotions after battle you need to have a certain number of
troops around all your bases for the promotion to be possible. This
little charts sums it up:
Rank Sergeant Captain Colonel Commander
Troops needed 5 11 23 30
There can be only one commander. So if you have 35 troops around the
globe in theory you should have 1 commander, 1 colonel, 3 captains,
7 sergeants and 23 rookies/squaddies.