Xcom ufo defense official strategy guide pdf download






















Many people would advise against this due to the supposedly enormous quantity of clips you would need to power these weapons and the elerium it would cost you to manufacture the clips.

I personally have never run into a shortage of clips as long as I'm taking down UFOs and collecting more elerium.

I don't care if you have to build a base full of general stores just to store it. It is a no-no, paganistic, sacreligious idea to part with your elerium for mere cash. In this way, your base is near more funding coutries and can protect them. My addon bases are very simple when I first start them. I put the lift somewhere in the middle, build a hangar, living quarters, general stores, and large radar. That just about takes care of everything you'll need a new base to do until it's all done and you have more money.

I suppose many people would say it's cheating, but it's what I do, and it works. I use about 6 save spots for each game that I play. The first three are in the Geoscape, and the second three are for the battlescape. Each time I do something significant or when I complete a successful mission, I alternate the three save spots reserved for the Geoscape. The second three are used when I first touch down, when I do something important, right before I end a turn, or right after I've survived another turn.

I rotate these, tacking on a squentially -increasing number for the battlescape saves. In other words, the first time I save it, when I touch down, I backspace what ever was in that spot and stick a '1' in that save spot. I recommend shooting these down as your highest priority. If the ship does land, if it was a small ship you can handle it no problem probably, but if it is a large one then this will probably be hell and you might want to just ignore it. Once you have enough good aircraft with good weapons you can hopefully always shoot these down before they land and never have to do a terror mission again 8 Alien Retaliation - A ship appears and flies around randomly before it disappears.

If it flies over one of your bases there is a chance it will detect it. Since they never land and you probably cant afford to defend every single base, you should shoot down every alien retaliation ship if you want to loot them, or if it's a larger ship than you can safely handle throw ships at it if it comes close to one of your bases and just accept that you had to sacrifice some ships to stop it.

These ships only appear in retaliation to you attacking the aliens, but you have to do that so these are a problem you just have to be prepared for. Early on you wont know what each ship is, but if you can get a hyperwave relay in every base by interrogating an alien navigator ASAP and researching it then you can make strategic decisions to thwart the aliens, and to avoid wasting loot by waiting for UFOs to land before you assault them Building New Bases: This is my number one priority early game.

You can have 8 bases in total. The latter two can wait til later in the game. Upgrading Bases: My usual strategy is to only spend cash on my main base, and go with a minimalist setting for the others. Each extra base has one hangar, one general store and one large radar. It will definetly be destroyed if the aliens find it, but its not that expensive to replace and it lets me expand very fast.

You can defend these bases but in that case you need living quarters for personnel, you need equipment and armour for them. And they probably wont even make you any cash til the game is nearly over. I only ever got my bases assaulted twice. Once was my main base at the start of the game, and the other was a base with a single hyperwave relay, a general store, a hangar and an interceptor.

It cost me maybe 3M plus a month in building time to replace it which it had more than paid for me in detecting and intercepting UFOs for my main base to raid I would definetly build a mind shield in each one as soon as it is available though. I suggest that in the late game when you are bringing down every alien retaliation mission except maybe the battleship ones then you can start building living quarters and workshops in these. They will pay for your high maintenance costs and you will be able to use the cash to produce many of the top aircraft that can even bring down battleships provide you have enough of them around since they take ages to repair For your main base, first you should build two additional hangars at the top of the base, then delete the two bottom ones when they are done.

A good number of other facilities is one of each radar, an alien containment, 3 hangars, 4 general stores, 2 labs, 4 workshops, 8 living quarters, and eventually 3 psi labs. Prioritise the radar, hangars and alien containment at the start. When you have 3 bases with an interceptor in each of them then get the extra lab and scientists total.

Then when you have 6 bases not the poles yet then get the workshops and technicians. Get the Psi Labs as soon as they are available, although these come mid-game so you will probably finish the rest of the base by the time you can have them Shooting down aliens: When your interceptor reaches the UFO it will enter a kind of standoff mode.

The top left button will make it close in to it's maximum fire range and shoot, this is the only attack button you really need. You can retreat if you had to attack a dangerous alien retaliation ship by click the bottom right button.

The idea there being to attack with aircraft in a row to bring it down but have the ship out of commission til repairs are complete Each ship costs you k a week in maintenance. Early game you should only have 3 interceptor max as you can only shoot down small ones anyway.

Mid-game when you have access to firestorms I would get 6 in total, and when you have access to avengers just keep making as many as you can and distributing them between all your bases, and you can start building workshops in your other bases for cash since by this point you can shoot down every alien craft and dont need to worry about losing bases anymore Initially you can only bring down small alien ships.

Stingray missiles are bad, sell them all. Avalanche missiles can safely bring down small alien craft without risking retaliation fire, be sure to keep about 18 missiles in stock at all times at your base for reloading craft. Missiles will destroy very small UFOs, but you cant get much from them anyway. If you want to raid very small alien craft early in the game then attack with an interceptor armed with a single cannon, but I would just destroy them after you have 3 bases and sell your cannons Laser cannons allow you to take down medium UFOs.

Plasma cannons allows you to bring down large UFOs. Firestorms are faster and more durable than normal interceptors but take ages to fire and use small amounts of elerium as fuel. Their durability doesnt really matter as you shouldnt be getting shot at anyway if you use the right weapon, but more importantly they can easily catch fast enemy UFOs before they even slow down.

You can bring down battleships if you attack with multiple firestorms in a row, which could be necessary to stop an alien retaliation battleship form finding one of your bases Avengers are the fastest UFO.

They can also carry up to 24 soldiers. This is very important for psionic training, because you can bring 14 soldiers and 3 hover tanks, and use the hover tanks to scout while your soldiers stay in the ship safely and mind control anything the tanks spot for you, preserving the lives of your soldiers. However, in the very late game if you have of these, being paid for by bases manufacturing hundreds of laser cannons to sell for profit, then you can shoot down every battleship and the repair times wont matter There is a kind of missile launcher you can research which is the best aircraft weapon in the game, but it isnt much better than the plasma cannon and costs elerium for its ammo, and you can bring down anything short of a battleship with plasma cannons which have infinite ammo so dont bother with it.

Research and Manufacturing: To keep on top of the ever escalating alien threat, and eventually surpass them you need to research new tech.

Psionic strength is what affects whether a soldier will be mind controlled or panicked by psychic aliens and a mission can easily fall apart if an alien possesses one of your soldiers and makes him start auto firing at his comrades.

Likewise, you can mind control any alien that one of your soldiers, or one of the aliens you already mind controlled can see. It's hard til the soldiers build up skill but after that you can just mind control and disarm every alien then march them ahead of your soldiers to spot aliens for you to mind control and set them up in a long line looking at each other and possess them one by one to see far ahead and inside big UFOs without even having to go inside!

It's dangerous not to have psionics, and OP as hell if you have it! Plasma cannons are like laser cannons but they bring down large UFOs, dont build them to sell though, they cost you elerium to produce.

Flying armour is even better and makes it easier to get a good firing angle. Very valuable prior to getting psionic research as it greatly increases the survivability of your troops, but it does cost elerium to produce. I'd prioritise plasma cannons over advanced craft though. The lightning is faster than the skyranger and has a door you can open and which shuts at the end of your turn, allowing you to camp inside the ship and keep stepping out to snipe at enemies, but only has a 12 man limit.

However, you get the avenger soon after which has 24 troop limit. They have a ton of TU, HP and armour and are fast to produce and not too terribly expensive. However, they take up 4 slots and usually 4 soldiers is more powerful overall. The main value is to scout ahead so your precious psionic soldiers can sit in your ship and mind control the enemy.

I would prioritise this research after the avenger, otherwise you wont have the room on board your ships to bring them.

They're also wonderful for base defense if you want to be sure your other bases are secure, since theyre powerful without training, and they cant panic or be mind controlled. Others: Alien origins etc: You only need these when you are preparing to finish the game, focus on practical upgrades first Medikits: A lot of people swear by these, but I rarely see soldiers survive wounds early in the game. You should get them after flying armour so if a soldier is wounded you can stop his bleeding, if for no other reason than to save the armour.

You wont need them when you have flying tanks as your soldiers will stay on your ship, but you might as well keep a few inside the ship Motion Detectors: I find these hard to use. They're good for detecting aliens in enclosed areas like UFOs or houses but not in wide open areas. I'd recommend bringing them on the final mission or on base assaults since those missions are quite hard.

Theyre like rocket launchers but you can set waypoints for the missiles and they have a huge explosion radius and high damage. By the time you can get them you probably already have the navigator captive, but theyre good for the sectoid leader or etheral captive. After that its easier to capture aliens just by mind controlling them an making them stand in front of a soldier with a stun rod Mind readers: These can be very handy, but its tempting to sell them for k each.

It can tell you if an alien has low TU so you know if its safe to move in front of it. It can also help you identify a sectoid leader when you are trying to capture one from a medium sectoid UFO, so you know which sectoid you can kill and which one you are trying to capture Alien corpses, captives, cryogenics, entertainment etc: This just gives flavor text for lore.

I'd advocate grabbing a ethereal captive, carrying it to the skyranger and aborting the mission if you get the opportunity, you will struggle to deal with psionics and the moment you successfully research it then you've pretty much already won. Finding alien bases: Supply ships usually give these away. Send a ship to patrol the area it landed in til it appears as a pink square it can take a few hours of patrolling a single point.

Alternatively if a country leaves XCOM then an alien base instantly appears there. It will generate negative score for you and new UFOs, but since the country already left you it doesnt matter if it makes them mad anymore. Since you know a base is out there somewhere you can send ships out to search around and deal with the base before it gets any bigger, or just farm the supply ships that land there Alien bases are a pain to raid.

The aliens have lots of blaster launchers, if its an etheral or sectoid base you're gonna have to deal with mind control, there's always terror units around which can be very tough. The base is very dark meaning you often take reaction fire from far off in the darkness. I'd suggest you just try to hurry your guys from one elevator over to the other so everyone is in one place, then have the highest reaction ones stand on the elevator so nothing can come up and just keep going up and down the elevator, spotting for aliens to shoot You can also beat them by storming the control room and destroying the computer there, but thats where the strongest aliens are and for all the effort it takes to do that you could've just wiped the base clear of aliens probably Vetting troops: After you have at least 6 of your bases, all with hyperwave relays and thus covering all the funding nations you should start vetting your troops.

TU will increase naturally with each mission completed so dont fuss over it. Aim can be as low as 40 and as high as I'd say this is the most important stat at the very start of the game, you need to be sure you kill every alien you see before they can return fire at you. Due to mutual surprise you can get away with a bit with this stat but sooner or later some sectoid is gonna noscope your 30 reactions autist from the corner of his vision.

Having high ref will keep your scouts alive provided they havent burned too much of their TU yet. It's also very difficult to train before you get psionics so assume that even after you get good armour you wont be getting soldiers with high reactions. As such, I'd vet primarily for reactions over aim once your soldiers get armour. When you have psionics start sacking anyone with less than 40 bravery, you can easily train aim and reactions by then no matter how bad they are Psionic Strength: Can only be determined with a psi lab.

You'd best keep the first top 20 soldiers from psi lab training and sack the rest. Soldiers with high psionic strength have slightly better performance at mind controlling its mainly determined by psi skill but most importantly its the main factor in defending against psi attacks against them Other stats: TU: Important, but it will increase a lot with each mission a soldier survives provided he either uses psionics or hits at least once with his gunfire Energy: Annoying if it's low, but it increases easily like with TU Strength: Also annoying if its low, and also increases fast and you dont really need a lot of it Melee accuracy: Doesnt seem you miss a lot either way Throwing accuracy: Maybe consider it in the first few months when throwing grenades, but they never seem to miss by far anyway HP: You should just assume that if someone is hit then they are dead, and theyre lucky if they live.

Either way theyll be out of action for ages, dont vet for this, it rises fast anyway Psionic Skill: Really easy to raise. Pretty much guaranteed mind controls on your muton small UFO training missions. Make sure you succeed in psi panic at least 4 times per mission to maximise the rate that it improves. Unlike Psi Strength this can be improved over time, and easily too so dont vet for it.

General tactics: Use high reaction soldiers to scout while high aim soldiers hang back and shoot what they see to avoid reaction fire and keep your high aim soldiers alive and steadily improving Throw smoke all over the place, keep priming new smoke grenades in advance. Ideally you want the higher reaction soldiers scouting, and the higher aim soldiers in the back firing at what they see so the aliens dont take reaction fire. Higher strength soldiers should have rocket launchers in their packs Never leave the craft on turn one, just have your soldier look diagionally a bit to see if they can spot anything.

Chuck 2 primed smoke grenades, 1 on the ramp and 1 inside the craft to stop anything shooting in at you.

Turn 2 equip and prime more smoke grenades. Have your front soldiers equip and prime some explosive grenades too. Turn 3 get the front 2 guys with the primed grenades down the ramp. Don't use all their TU and keep them at least 4 squares apart in case one gets shot and drops his grenade. Now, if your scouts spot an alien you need to have your soldiers behind them that the are too far for the alien to see, take aimed shots and try to kill the alien.

Be sure to have them throw a primed smoke grenade at each scout so they dont get shot at on the alien turn. Try to take control of one corner of the map. Now you can move 2 or 3 scouts out gradually with smoke grenades being dropped on them from behind to sweep the map for aliens If you fail to shoot an alien that a scout spots then he can throw his primed grenade at it to kill it.

This is risky because it might shoot him if he does. If you spot a house then do yourself a favor and hit it with a rocket. You will be less likely to be ambushed by aliens from it, and if you didnt kill any aliens inside you'll probably see it through the hole and be able to shoot it You're gonna have a high turnover rate of troops.

Just keep throwing smoke grenades, explosive grenades and rockets, and try to keep your high aim troops in the back and keep them alive so they can start to improve their aim and reliably hit shots. The scouts will probably die a lot Lower Mid Game: Now you have laser rifles and troops with naturally good aim. Some of them will have good reflexes too so use those as scouts. You'll be much more likely to kill aliens. You can stop carrying primed explosive grenades which will make things much safer and result in less equipment loss from soldiers dying and having their gear destroyed by their grenade.

Still use rocket launchers on those buildings though You should start getting armour before long and your troops will be much more likely to survive Mid Game: Now your troops have good armour, you have some troops with good aim as well who are reliably lining up shots and have probably started to get heavy plasma for them to deal with tough mid game enemies like mutons You will struggle to progress farther til you get psionics.

You will probably need mind readers devices and small launchers to pull off a successful sectoid leader capture, here's the setup: Shoot down a medium UFO. Equip your troops with laser rifles, not plasma. Have your main scouts carrying small launchers in their inventories. You are gonna need to be very aggressive here. Spread out fast and spot as many aliens and the UFO as fast as you can. Have MC reader soldiers hanging back to scan each alien you see and decide if its safe to kill it or not.

The leader is probably inside the UFO though. Have people following behind throwing smoke on your advancing soldiers and into UFO rooms as you rush through On the enemy turn theyll try to mind control people. Since theyre using laser rifles against good armour they probably wont hurt you, and odds are no one will be possessed right away. Have anyone who has been targetted by a psi attack unequip their weapon immediately if you have control of them still.

Give the MC readers over to them and have them equip stun sticks as they struggle to stun armoured people anyway and will stay close trying to stun you rather than run off and potentially get shot As soon as you spot the UFO make a beeline for it. Get in there and stun that alien leader. Once the sectoid leader is down the mind attacks will finally stop.

When a scout spots it, equip the small launcher and immediately blast it to stun it, rather than risk reaction fire. If you dont have small launchers you will just have to get some people to equip stun rods and rush it down, preferably with smoke everywhere to cover the charge Mid-Late game: You have psionic troops but no tanks to spot for them and their mind controlling is unreliable. Only do small UFO raids for the time being while they develop.

Have everyone get 12 points of psionic practics every mission. Every 2 points gives you a chance for 1 psi skill per mission, for a maximum of 6 possible psi skill points. Late game: Now you have an avenger with 3 hover tanks to scout for you.

I suggest you only do muton missions, theyre tough enemies with weak minds. Find them all quickly with the heavy tanks, mind control and make them drop their weapons, then march them back to your ship. Make them line up with all your troops in a line in front of them armed with pistols.

Get your 12 psi skill points per soldier then let the enemies have their turn. They'll try to run and trigger reaction fire. Keep mind controlling them back into position. When your clips are empty you have all 12 reaction fire points. Now have your lowest aim people reload, stand in front of the aliens and shoot them over and over again til theyre out of ammo. You will get a point of aim per hit for 12 in total. This wont count if the aliens are mind controlled it counts them as allies.

Wait til after you are done shooting them then mind control the survivors so they dont move and end your turn, then do the same next turn. These guys will never panic or be mind controlled, theyll rarely miss and hardly ever trigger reaction fire while scouting alien bases or the final mission You can get your alien commander capture by just shooting down a battleship that can have a commander like a floater or ethereal battleship.

The final mission is 2 big alien bases but your high resistance to reaction fire will let you run through the dark safely even if you lose the tanks at some point and you can mind control and disarm or suicide via grenade any alien you see Psionic relays: You can mind control any aliens that one of your soldiers, your tanks or your possessed aliens can see.

This means you can have long relays of disarmed and mind controlled aliens watching each other. It's a pain to have to keep re mind controlling them each turn but any alien they see you can mind control then add to the relay chain. Early Game Build your first base in the middle of Africa Build 2 more hangars at the top of your first base.

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