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-
- XCOM: UFO Defense
-
- The UN-official Strategy Guide
- and
- Answers to Frequently Asked Questions
-
- works great as a Supplement to the Official Strategy Guide!
-
- Updated 01-07/95
-
- Maintained by Kuo-Sheng (Kasey) Chang
- (kschang@mercury.sfsu.edu / ksc1@aol.com)
-
- 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 (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 more 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, Tim
- Chawn, Doug Osbrone, Stuart Lamble, Seth Cohn, Bill Soo, Jeff Shaffer,
- Rob Eiben, Menachem Pasteich, and fellow XCOM players all over the
- world discussing the game on USENET.
-
- UFO: Enemy Unknown users should be able to use this supplement with
- minimum changes. Most tips will apply to both versions.
-
-
- 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?
- 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
- Anything else that's not covered
-
-
- 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 picked up at first by
- MicroProse UK, and was imported into the US later as XCOM. XCOM
- is equivalent to UFO V1.2.
-
- 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 What is this UFO V1.3 Patch?
-
- Recently there's a supposedly UFO V1.3 patch floating in
- Internet somewhere. (Try ftp.uml.edu). Computer Gaming
- World listed it in their patches page, so it appears to be
- official. This is ONLY for UFO, NOT for XCOM. XCOM patch
- should be coming "soon". (see 1.5)
-
- 1.4 What type of PC do I need? Is a Demo available?
-
- Requirements listed on XCOM is: 386/486 (Pentium?), 4 MB RAM,
- VGA, Mouse, MS/PC-DOS 5.0 or higher.
-
- One person reported that he was able to run XCOM with 2 MB RAM,
- though it is SLOW. Your mileage may vary.
-
- It comes on 3 3.5" HD disks, and needs about 12MB of hard drive
- space to install (double that if using disk compression software
- such as Stacker or DoubleSpace). There's a CD version which is
- the same except only the saved games reside on the hard drive
- and all of the data files stays on the CD.
-
- The game uses 32-bit protected mode, so it would not run under
- Windows. No compatibility claims was made to any other versions
- of DOS such as DR DOS, Novell DOS 7, or even OS/2.
-
- There is a playable demo available on most on-line services such
- as America On-Line in the MicroProse forum /SIG/ roundtable/
- whatever. There WAS a demo at ftp.std.com, but another user
- reported that it disappeared sometime during November. If any
- one knows where a copy of the XCOM or UFO demo can be found in
- Internet, please let me know at the e-mail addresses above.
-
- 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. MicroProse is aware of most of
- these problems.
-
- At the beginning of November, Brian at MicroProse support
- explained that they are working on a completely new level of
- XCOM sound support that will fix ALL the sound bugs plus native
- support for most sound cards, including Gravis Ultrasound,
- Creative AWE 32, and stuff stereo, 16-bit sampled sounds, and
- General MIDI. It is due before Christmas... But they missed
- it, as it was NOT on AOL as of 12-31/94.
-
- There are three patches for UFO that upgrades V1.0 to V1.1,
- V1.2, and V1.3 respectively. XCOM is equivalent to V1.2 (and a
- few others changes) so no patch is needed.
-
- Recently there's a UFO V1.3 patch. Computer Gaming World listed
- it as an official patch, so I think it is official. It does NOT
- work on XCOM, so don't use it if you have XCOM.
-
- 1.5.1 Green Text Bug
-
- Symptom: Game suddenly displays 40-column Green text [DOS
- Extender Error]. Usually happens right after a battle,
- and after a bit it takes you back into the battle you just
- finished (infinitely), sometimes the computer hangs.
-
- Cause and Solution: This is usually caused by attempting
- to save a game while an UFO interception is in progress.
- The saved game is corrupt. You must restore from an
- earlier saved game. [OSG only mentions this as "trust me,
- don't save when intercept minimized". :-P ]
-
- 1.5.2 16-bit Sound bug
-
- Symptom: Game has compatibility problems with most 16-bit
- sound cards such as SoundBlaster 16 and PAS-16 (and Gravis
- UltraSound as well). Music and sounds are often played as
- static, or no sound at all.
-
- Cause and solution: remember that the setup asks for the
- DMA channel, NOT the interrupt as most setup programs do.
- If it still doesn't work, it's a program bug. You can
- always play with the sound off, but it's not as much fun
- having no alien screams when they got hit and die...
-
- 1.5.3 One-shot blaster bug
-
- Symptom: Once you fired off a blaster launcher, sometimes
- there's still a shell in there so you can't reload it, but
- you can't fire it either.
-
- Cause and solution: This is caused by programming only one
- waypoint for the blaster bomb. If you program two or more
- waypoints for the bomb this won't happen. You can also
- UNLOAD the "empty" shell and drop it on the ground.
-
- 1.5.4 Flying Frozen bug
-
- Symptom: a unit near the edge of the map was hit by the
- enemy. When it is their turn to more, their pointer shows
- them off the edge of the map (totally outside). They can
- move up/down, but not back onto the map. They can still
- shoot, and they recover if you win the battle.
-
- Cause and solution: no idea, this seems to be random.
-
- 1.6 Any plans on sequels? Mission disks? Other computers?
-
- Here's an actual message posted by MicroProse on AOL:
-
- ----
- XCOM 2: Terror From the Deep
-
- The war continues... XCOM: Terror From the Deep brings the alien
- terror into a totally new dimension...
-
- Seeking to take advantage of a weakened Earth, XCOM'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 XCOM: 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
- XCOM2, looks just like XCOM with slightly better graphics, and
- the scene is underwater.
-
- There was currently no plan to port this game to other
- platforms (no Mac, no Amiga, etc). 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
- XCOM 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 XCOM
- 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 XCOM 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. 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.
-
- 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
-
- XCOM 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
-
- 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.
-
- 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 susually 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 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!)
-
- 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 XCOM activity probably
- have an alien base.
-
-
- 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 XCOM 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 XCOM 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 (this one covers no
- sponsors, so it's kind of optional).
-
- 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 XCOM 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,
- Asia is AsiaCom, Africa is AfriCom, and so on. Sounds military
- too. :-)
-
- Naming bases is important because it means less confusion on the
- Intercept screen on choosing which base to launch the fighters.
-
- 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.
-
- 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.
-
- 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.
-
- 3.3.4 Research Base / Manufacture Base
-
- Base should specialize in either research or manufacture,
- not both (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.
-
- 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
- XXXXXX three more structures down the right side.
- X.XXXX
- X.XXXX Basically, put the access lift off to one side of the
- A....X map and try to isolate that and hangars from the rest
- HHHH.X of the base.
- HHHH.X
- There is one catch though: sometimes, there's a bug in
- the game that eliminates some doors that leads you to
- the rest of the base. Without rockets and blaster
- bombs to act as "diggers", you can't kill the aliens
- in the other section and thus cannot finish the battle
- at all.
-
- 3.5 What should I add to my base at first?
-
- 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.
-
- 3.6 How should I defend a base? How much defense is enough?
-
- 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. Only one out of ten
- battleships made it through my defenses, and its remaining
- landing parties are easy to wipe out.
-
- 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.
-
- In V1.0 of UFO (not XCOM and not later versions of UFO), you can
- gain hundreds to thousands of units of Elerium if you win a
- defend base action.
-
- Clean out old inventory! Old inventory will prevent you from
- getting to the GOOD weapons since you are still limited to the
- 80 item limit during base defense.
-
- 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.
-
- HWPs are great base defenders, being always available and only
- requires warehouse space. Put a few in every base you build, as
- they work even with no soldiers around. (?)
-
- 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 500k 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 36 1200k 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.
-
- 3.8 Base startup costs, compiled by IrwinNY@aol.com
-
- 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 Eastern China
- Asia, South East 750,000 Japan, Western 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 XCOM Crafts and their weapons
-
- Speed Accel Fuel Weapons Hull Cargo HWPs Note
- Skyranger 760 2 2000 0 150 14 3
- Interceptor 2100 3 1000 2 100 0 0
- ----Research required----
- Firestorm 4200 9 20(E) 2 500 0 0 (1)
- Lightning 3100 8 30(E) 1 800 12 0 (2)
- Avenger 5400 10 60(E) 2 1200 26 4 (3)
-
- (E) Uses elerium-115 for fuel (1) new fighter
- (2) new fighter/transport (3) ultimate craft
-
- 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 may need to divide by 5
- for the actual units used. Avenger takes actually 12 units
- of E-115 for refuel, instead fo 60 as implied here.
-
- 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.
-
- Do NOT use Avengers exclusively since you put too many eggs
- (soldiers and equipment) in one basket.
-
- 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 99
- Plasma Beam 140 52 140% 6s 99
- 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) and saves you time
-
- 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.
-
- 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.
-
- Switch to plasma cannons later in the game and forget fusion
- ball launchers (not enough damage overall, with 2 shots each)
-
- Forget laser cannons except for selling (see section 5)
-
- 4.2 XCOM 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 percentage of a soldier's total TU
- available.
-
- (Accuracy / TU% needed)
- Aimed Snap Auto Dam Type Ammo (Capacity)
- Pistol 78/30 60/18 26 AP Pistol Clip (15)
- 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.
-
-
- 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
-
- 4.4 Armor
- Fr/Sd/Rr/Bt
- --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.
-
- 4.5 Equipment
- 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)
-
- General Advice:
-
- Carry one or two 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.
-
- Mind Probe and MotionScanner are optional items. MotionScanner
- 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.
-
-
- 4.6 Stuff that can be bought or leased
-
- 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
- Pistol Clip Ammo 70
- Rifle Weapon 3000
- Rifle Clip Ammo 200
- Heavy Cannon Weapon 6400
- HC-AP Ammo 300
- HC-HE Ammo 500
- HC-I Ammo 400
- Auto Cannon Weapon 13500
- 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
-
- 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 - 334000
- Psi amp 500 160k 4 1 - 194700
- [Armor]
- Personal armor 800 22k 12 - 4 140000
- Power suit 1000 42k 16 5 5 310000
- Flying suit 1400 58k 16 16 5 420000
- [HWP]
- Tank/laser 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
- [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 - 120 -**
- [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 waste any of it
-
-
- 5.0 Finance
-
- 5.1 What really eats up money at XCOM?
-
- 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 XCOM:
-
- 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?
-
- Here's the excellent analysis by Jeff Shaffer...
-
- X-COM Profitability study -- by Jeff Shaffer [edited]
-
- Recently, we at the XCOM 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.
-
- [all numbers are rounded to the nearest 1000, or K]
-
- 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 - 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
- XCOM. (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 "XCOM 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!
-
- 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.
-
-
- 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.
-
- 6.3 Research Tree
-
- [OSG has chart on how many 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 of them 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 XCOM crafts. Some of
- these hints are also listed in Secion 2.
-
- 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.
-
- 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
- XCOM craft weapons. Only Firestorms and Avengers can stand up
- to it, NEVER use Interceptors. 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, so use it whenever possible.
-
- 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.
-
- 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.
-
- 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
- weapons. 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.
-
-
- 8.2 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.
-
- The main mission of HWP is to spot aliens so the soldiers
- can take a shot at them instead of exposing soldiers
- getting shot. If you feel like wasting people instead, use
- rookies instead of HWPs. (Rookies are cheaper too...)
-
- 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.
-
- 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
- in range shoot at your out of your visual range.
-
- 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.
-
- 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.
-
- 8.3 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.
-
- High Explosive is just a very heavy grenade, and you will
- have problems tossing it. usually, 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 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.
-
- 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)
-
- Blaster bombs is great for UFO attacks. Use them to punch
- holes in the UFO's outer hull for new entrance. 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.
-
- 8.3.9 Saving ammo
-
- XCOM 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.
-
-
- 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.
-
- 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
- turn), THEN stun it, or otherwise it is NOT captured!
-
- 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, listening to
- choking sounds. :-D
-
- 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, they get MAD when they wake up and you have
- to kill them, so finish mission fast if you do stun one.
-
-
- 8.5 Psi Combat
-
- Panicked aliens do NOT pick up dropped weapons. Of course, they
- will pull out anything else they got on them as well as use
- their natural abilities (HTH or Psi attacks).
-
- 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.
-
- 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 (the actual formulas are in OSG, but basically you
- add/multiply your PsiStr to your PsiSkl plus random number,
- compared to number of the subject you are trying to affect).
-
-
-
- 9.0 The Aliens
-
- Most information here can be accessed via the UFOpedia.
-
- 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 : vulnerable to type(s) of attack
-
- * When Chryssalids succeeds in HTH attack, the subject being
- attacked becomes a Zombie
- ** Zombie in a few turns becomes a Chryssalid. If killed, the
- new Chryssalid appears IMMEDIATELY.
-
- 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. 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
-
-
- Specialties and information possible from them:
-
- Alien Soldier ----- Alien activity
- Alien Medic ----- Species information *
- Alien Navigator ----- Hyper-Wave Decoder
- Alien Engineer ----- UFO stats
- Alien Leader ----- The Martian Solution
- Ethereal/ Sectoid Leader ----- Psi Lab -> Mind Shield/Psi-Amp
- Alien Commander ----- Cydonia or Bust **
-
- * alien medics can give information on species other than their own
- ** commander can be found in bases, or UFOs on Base missions
-
-
- Alien Missions
-
- Research Generally small vehicles, least threat
- Harvest Great concern to governments, usually cattle abduction
- Abduction Abducts humans, causes great alarm
- Infiltration Infiltrates countries and try to make pact with
- government, big threat as countries that sign pact cease
- to fund XCOM!
- Base Survey and establish alien base, may contain alien
- commander
- Terror Creates terror sites when lands at city, so get them!
- Retaliation Scout / attack XCOM base, greatest threat
- Supply Supply alien bases. Trail them and patrol nearby to
- find alien base
-
-
- 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
-
- Rifles pro : more powerful, more accurate
-
- Rifles con : uses more TUs, two-handed weapon
-
- Pistols pro: uses less TUs, one handed weapon
-
- Pistols con: less powerful, 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 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 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.
-
- 10.4 General Combat Notes
-
- There is no penalty for destroying civilian property, so go
- ahead and wreck the whole place like "The Dirty Pair" (anime).
-
- The OSG forgot one thing: 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 who would carry plasma
- pistols)
-
- 10.5 UFO Recoveries and Assaults
-
- [Definition: attack on UFO shot down is "recovery"]
- [Definition: 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.
-
- 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.
-
- 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 need a blaster bomb to punch through.
-
- 10.6 Base assaults
-
- The trick is 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). The rest is mop-up.
-
- 10.7 Anti-Terror Missions
-
- Your top priority is self-preservation. Killing 9 out of your
- 10 soldiers to save a city is NOT worth it. Given a choice to
- save your soldier or to save a civilian, save the soldier.
-
- Stun 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.
-
- 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.
-
-
- 10.8 XCOM 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 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 few electro-flares for the Mars surface battle. It'll
- be dark there, so toss a few of those around.
-
- 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.
-
- Move slowly, toss electroflares at base of each pyramid, esp
- near exits so you can see if someone 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 up through the grav
- lift (either side) to get rid of the Ethereal Commanders (the
- elite guards), then it's all over.
-
- 12.0 Misc Stuff
-
- While the expert advices int he OSG are nice, there's just not
- enough of them, and they don't cover enough areas! Hope you
- noticed that I've split all my advices all over the article instead
- of in one section only...
-
- Anything that's here doesn't belong up there
-
- ==UFO Floorplans
-
- Max Hull Weapon Max Ship
- Speed Damage Power Range Crew Width comment
- Small Scout 2200 50 0 0 1 3 Like an Apollo capsule
- Medium Scout 2400 200 20 120 6 9 1 level, small square
- Large Scout 2700 250 20 272 ? 12? 1 level, like a cross
- Harvester 4000 500 40 176 ? 16 3 levels, top hatch
- Terror Ship 4800 1200 120 336 ? 30 2 levels, narrow top
- Supply Ship 3200 2200 60 288 ? 30 3 levels
- Battleship 5000 3000 140 520 ? 30 3 levels, 5 legs
- Abductor 4300 500 40 160 ? 12? Jagged sides
- ???????? Big 2 level room, square
-
- Following floor plans are approximately 1x1. Any one want to do more?
- Please send them in, and don't forget your name so I can credit you!
-
- KEY:
- D/Dr = Door
- Gr = Gravlift (Up/Down)
- Gu = Gravlift Up
- Gd = Gravlift Down
- Pw = Alien Power Unit
-
-
- Small Scout 123 Looks like an Appolo 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 1 --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 |
- |____| |__________| |____|
- | |
- | |
- | |
- \\\ ///
- \\\ ///
- \\\______________///
-
-
- 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---+ | ./
- \. | | ./
- \. | | ./
- \------------------------/
-
- Assault Hint: use blaster bombs to penetrate one of the legs at the bottom
- and go up that way. Leave one team at bottom to watch the bottom doors.
- Once central gravlift on level 2 is secure use blaster bomb to widen doors
- on level 3 to 2 wide, then send tanks through.
-
-
- Harvester 1234567890123456
- (Medium) (?) /---|------|---\
- |---|------|---|
- |---|------|---|
- \---|------|---/
-
- Supply Ship (Large) 123456789012345678901234567890
- /--------|----------|--------\
- |--------|----------|--------|
- |--------|----------|--------|
- \--------|----------|--------/
-
-
- Abductor 1234567890123456
- (Medium) (?) /---|------|---\
- |---|------|---|
- \---|------|---/
-
-
-
-
-
- ==Cheat==
-
- Yes, if you REALLY want to cheat, here's how to add TONS to money
- into your accout. Yes, you are embezzling the world to support
- XCOM. You are twisting arms, and it is for a GOOD cause. :-D
-
- Any way, here's how:
-
- Use a sector editor (such as Norton DiskEdit) and edit LIGLOB.DAT
- in your saved game's directory. Overwrite the first 8 bytes with
-
- 64 64 64 64 00 00 00 00...
-
- You should get about 1.68 billion dollars. (In case you are
- wondering, 64646464h is a hexadecimal number. In decimal it is
- 1,684,300,900.) You can also use
-
- FF FF FF 7F 00 00 00 00...
-
- Which will give you about 2.1 billion dollars. (7FFFFFFFh =
- 2,147,484,647)
-
- THE END
-