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Submitted by System on 09/03/2006, 09:50. Print file.
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\. | | | D ./
\\ | | | | //
\. | +----Dr---+ | ./
\. | | ./
\. | | ./
\------------------------/



Harvester 1234567890123456
(Medium) (?) /---|------|---\
|---|------|---|
|---|------|---|
\---|------|---/

Level 0 Level 1
/----------\ /----------\
/ SS \ / | Empty | \
/ SSSS F \ / | Room | \
/ \ / | Up to | \
/ FF F F \ / Gu | this | Gu \
+ + +___DD___ | level
|___DD____+
| +----------------+ | | +---DD---+
|
| | Pw Pw | D | FF
|
| +-------------DD-+----+ | F F +------
+__________|
+ | | + + F F | |
+
\ F F | Gu | Gu / \ F D Gd D Gd /
\ F | | / \ | | /
\ | | / \ +--DD--+ /
\--+--DD--+---/ \---------+---/

Level 2
/-+------+-\
/ | | \
/ +--DD--+ \
/ | | \
/ Gd D D Gd \
+ | | +
+----------+ +----------+
|N |
|N NNN NNN |
+ NNN NNN +
\ /
\ /
\ /
\ /
-----------

Supply Ship (Large) 123456789012345678901234567890
/--------+---+-+---+---------\
/----------|---|-|---|-----------\
\----------|---|-|---|-----------/
\--------+---+-+---+---------/

Level 0
/----------\ /----------\
// Gu \\ // Gu \\
/ \\ // \\
/ --------- \+--+/ --------- \
| | | | | |
| | ---------------- | |
| D Pw Pw Pw D |
| | ---------------- | |
| | | | | |
\ --------- /+--+\ --------- /
\ // \\ //
\\ // \\ //
\----DD----/ \----DD----/

Level 1
/----------\ /----------\
// ------ \\ // ------ \\
// | | \\ // | | \\
// F | Gu | \+--+/ | Gr | F \\
/ | | | | \
| F F --DD-- ---DD--- ------ F F |
| | S | |
| F F F F | | F F F F |
| | S | |
| F F --DD-- ---DD--- --DD-- F F |
\ | | | | /
\\ F | | /+--+\ | | F //
\\ ------ // \\ ------ //
\ // \\ //
\----------/ \----------/

Level 2
/----------\ /----------\
// \\ // | Gu | \\
// \\ // --DD-- \\
/ +----------+ \+--+/ \
| | | |
| | |------+------+------DD------+---|
| D NNNN | | | | |
| | NNNN | D | D |
| | | | +--+ +--+ |
\ +----------+ /+--+\ | | /
\\ // \\ +--------+ //
\\ // \\ //
\----DD----/ \----DD----/


Abductor 1234567890123456
(Medium) (?) /---|------|---\
|---|------|---|
\---|------|---/

Level 0 Level 1
^ +----+ ^ ^ +----+ ^
// \\ | | // \\ // \\ | | // \\
// \\/ \// \\ // \ / \ / \\
/ \ / +-+ \
\ / \ +-DD-+ /
\\ ______DD______ // \\ +---+ +---+ //
+--/ | | \--+ +--/ +-+N N +-+ \--
+
| | | | | | N |
|
| Pw | XX XX XX | Pw | | |N N|
|
| | XX | | | | |
|
+--\ | | /--+ +--\ +-+ +-+ /--
+
// |_____DD_____| \\ // +---+ +---+ \\
/ | | \ / +----+ \
\ Gu | | / \ Gd /
\\ / \ / \ // \\ //\ /\\ //
\\ // | | \\ // \\ // | | \\ //
V +-DD-+ V V +-DD-+ V



9.7 UFO SPEED, RANGE, ETC.

Max Hull Weapon* Ship Max**
Size Speed Damage Power Range Width Crew
Small Scout VS 2200 50 0 0 3 1
Medium Scout S 2400 200 20 120 9 9
Large Scout S 2700 250 20 272 12 13
Harvester M 4000 500 40 176 16 21 (1L)
Abductor M 4300 500 40 160 12 18 (1L)
Terror Ship L 4800 1200 120 336 30 14/10 (1L)
Supply Ship L 3200 2200 60 288 30 20 (1L)
Battleship VL 5000 3000 140 520 30 22/6 (1C/1L)


* Weapon Range should be divided by 8 for range in KM, see 7.5

** Maximum crew is absolute maximum reported in one mission.
Number is in format of X/Y (Z) where X is host race (race the UFO
belongs to), Y as terrorists and Z as number of leaders (L) or
commander (C) in the host race. Any 4-space creatures count as 4
aliens for this.



10 Ground Assaults


10.1 PACKING ADVICE

First, let us explain the 80-item Crunch (80-item limit).

GeoScape takes the local tactical situation (take the type of
terrain and local time), enemy and friendly composition, and mix
up a randomly generated battlefield based on some existing
components like buildings and streets and desert and such. Then
it transfers the enemy and friendly into the Battlescape terrain
with the first 80 distinct items of inventory it sees. It was at
the time thought 80 items for a full squad is plenty, but
apparently not when you're dealing with a full complement of
veterans on an Avenger... This can cause a lot of the "good"
weapons to "disappear" or become inaccessible.

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.

* 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 the same weapons for everybody. Don't mix pistols and
rifles, plasmas and slug-throwers, etc.. 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. HWP is one item yet has plenty of firepower. Too
bad it takes FOUR soldier's space. Still, they are quite useful
in the early parts of the game

* Don't fight at night so that you need to take along all those
stupid electro-flares which you end up throwing all over the
place (exception: Attack Terror Sites ASAP)


10.2 THE GREAT PISTOL VS RIFLE DEBATE

Pro Con
Rifles more powerful use more TUs
more accurate two-handed weapon
Pistols uses less TUs less powerful
one handed weapon less accurate

As you can see, they are exact complements of each other. Very
often, using a pistol is called for, since using a pistol would
mean you still have enough TUs to duck into cover. Give pistols
to heavy weapons people for when they ran out.


10.3 THE GREAT PISTOL VS RIFLE DEBATE II (BY PAUL CLOSE)

Not being ad handy with theoretical statistics as I am with
discrete simulation, I wrote a very simple program to simulate
100,000 turns where each weapon was used in as many times as
possible, up to 80% of the turn. Since the time to use the
weapons is also a percentage of the turn, simple subtraction
sufficed. :-) In each case where an auto mode was available, it
was used instead of snap shot. I felt that 70-80% was a good
compromise between some movement, but still inflicting maximum
damage.

TU average +/- 1 std dev
A/S % hits dmg hits damage
Pistol 0/4 72 2.4 62 1.4-3.4 36- 87
Rifle 2/0 70 2.1 63 0.9-3.3 28- 98
Heavy Cannon 0/2 66 1.2 67 0.5-1.9 28-105
Auto Cannon 2/0 80 1.9 80 0.8-3.1 32-128

Laser Pistol 3/0 75 2.5 115 1.2-3.9 53-177
Laser Rifle 2/0 68 2.8 165 1.5-4.0 92-238
Heavy Laser 0/2 66 1.0 84 0.3-1.7 24-145

Plasma Pistol 2/0 60 3.0 155 1.8-4.2 92-219
Plasma Rifle 2/0 66 3.3 263 2.1-4.5 166-361
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Other files from this game:
  1. X-Com - Ufo Defense document by System on 14/03/2006, 06:30
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  3. X-Com - Ufo Defense FAQ by System on 09/03/2006, 09:50
  4. X-Com - Ufo Defense cheats by System on 09/03/2006, 09:50