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FAQ for X-COM: UFO Defense (UFO: Enemy Unknown)


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  UFO  -  Enemy Unknown   :  the FAQ!  (version 1.22)
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If there are errors or you have new stuff to add, drop me an e-mail.

Tim (tjc@ecs.soton.ac.uk)

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*SPOILER ALERT*

This FAQ conatins info that you may prefer to find out by exploring and
researching yourself.  If you want to play the game "in the dark" then
read on with care or not at all!!

--------------------------------------------------------------------------

General
  1a  What is UFO : Enemy Unknown?
  1b  What spec PC do I need to run it?
  1c  Is there a patch available?

Game Info
  2a  Base facilities
  2b  Non-combat equipment
  2c  Ship types
  2d  Ship weapons
  2e  Soldier weaponry
  2f  Alien races
  2g  Alien missions
  2h  Manufacturing costs

Questions (this is a FAQ after all :)
  3a  Overall strategy
  3b  Combat questions
  3c  Miscellaneous

Odd and Ends
  4a  Tinkering with saved games
  4b  The saved alien containment file
  4c  Diplomacy file


---------------------------  GENERAL  -------------------------------------

  1a  What is UFO : Enemy Unknown?

The game places you in charge of X-Com in the year 1999;  alien UFO's have
been sighted around the globe and your newly set up organization has been
charged with intercepting them, recovering any alien artefacts, and finding
out where the aliens are coming from and what they are after.

The strategic level is centered on a screen with a rotatable/zoomable 3D
globe, with buttons to manipulate your bases, check UFO activity, check
your funding levels from the 15 sponsoring nations, and to look up data in
your online ufopedia.  At the tactical level you control troops/tanks in
a 3D combat mini-game which is quite similar in appearance to Ultima 7/8.


  1b  What spec PC do I need to run it?

According to the box, you need a 386+, 20Mhz+, 2Mb RAM+ and a mouse; on a
486/DX33 with 8Mb RAM, mouse and 8-bit soundblaster it is pretty slick.
Base memory requirement is listed as 560K, with 1Mb EMS/XMS also required.
It comes on only 3 disks, and occupies about 13Mb of hard disk (including
the saved games).  The copy protection is a code at the bottom of each
odd-numbered page of the quite well written 128-page manual.  The manual
supplement does *not* guarantee that the game will work with DR DOS,
Novell DOS7 or OS/2.


  1c  Patches

Microprose have released a patch to bring UFO up to version 1.2; the patch
is now available at
    bell.ecs.soton.ac.uk   /pub/pc/games/patches/ufo1-2.zip
This is an upload of a patch received in the post direct from Microprose.
The correct patch file size should be 634063 bytes.  This patch does NOT
work with XCOM (US version) as XCOM is essentially UFO 1.2.  There is
another CD release called "UFO" which is a multimedia UFO encyclopedia,
not this game, so make sure exactly what you're ordering if you order your
copy of UFO:Enemy Unknown on CD!  (This may be why the game is called XCOM
in the USA).

The patch readme file lists the following points:

  * Please start a new game to eliminate all possibilities that the
     new version of the game fixes the bugs which you have seen so far.
  * This update contains a new version of the DOS Extender, DOS4GW to
     fix some compatibility problems seen with the earlier release.
     DOS4GW is not a MicroProse program and we were not aware of these
     compatibility problems until after UFO was published.  If you had a
     problem running UFO, this update will fix that.
  * Corrupt tiles that caused multiple images to appear have been fixed.
  * Action points have been limited to 80 to prevent the "wrap-around"
     problem seen with the original release.
  * Mission variety has been improved to allow access to all types of
     missions when playing.
  * Alien intelligence has been improved to allow a tougher game.
  * UFO encyclopedia has been expanded to include missing entries.
  * The corrupt game file, UBASE_07.MAP which caused problems when
     entering the Alien Bases has been replaced.
  * There is no PC Speaker support within UFO.
  * The Environment Space error has been fixed.

It doesn't seem to be necessary to start a new game after applying the
patch;  the old save files still work, though the soldier stat screens
can look messy.  You'll also miss a few ufopedia entries.

The aliens in version 1.2 do appear to shoot back a lot more than before,
and often have much better weaponry.  Your base(s) come under attack
earlier too (which in a way helps as you get some artefacts if you win!)

There are still some bugs in UFO 1.2.  The worst is the "green text bug":
   "A common bug, I've seen many posts here, but just to re-iterate.  If you
have an air combat window minimized while you go into a ground combat
mission, leaving the ground combat mission will spit out a pile o' green
text errors in 40 col. mode, and kick you backed to your last save game.
The work around for this is to make sure that you have no air combats
minimized when you go to ground combat.  This bug is a real pain."

I have a crack for UFO 1.2, but it's not included here in case anyone
gets shirty about legalities.


---------------------------  GAME INFO  ----------------------------------

As you research more tech, your on-line UFOPEDIA will have more information
added automatically.  None of this is included in the game manual;  some of
the info here might be spoiler(s).


  2a  Base Facilities

You can have up to 8 bases around the world.  There are 36 (6x6) locations
to place rooms in.  Only the hanger takes up more than one location (2x2).
Costs apear to vary in XCOM to what they are in UFO (below).

                 Days Build  Cost Cost/month

Access Lift           1      300k     4k    (Entrance to underground base)
Living Quarters      16      400k    10k    (Sleeps 50)
Laboratory           26      750k    30k    (Allows 50 research)
Workshop             32      800k    35k    (Allows 50 manufacture)
Small Radar          12      500k    10k    (300nm range, 5% detect/10mins)
Large Radar          25      800k    15k    (450nm range, 5% detect/10mins)
General Stores       10      150k     5k    (Holds 50 units of equipment)
Alien Containment    18      500k    15k    (Holds 10(?) live aliens)
Hanger               25      200k    25k    (Repairs/refuels/rearms 1 plane)
Laser Defence        24      900k    10k    (Def value  600, Accuracy 60%)
Plasma Defence       36     1200k    12k    (Def value  900, Accuracy 70%)
Fusion Ball          36     1800k    14k    (Def value 1200, Accuracy 80%)
Grav Shield          38     2300k    15k    (Gives defences an extra shot)
Mind Shield          33     1300k     5k    (Helps stop aliens finding base)
Psi Lab              24      750k    16k    (For troop psionics training)
Hyperwave Decoder    26     2000k    30k    (To evaluate alien missions)

To dismantle a base, you must remove all facilities (which means transferring
all people and equipment elsewhere if needbe) then finally remove the access
lift itself.


  2b  Non-combat equipment

Most of this you need to research, some you get at the start.

Motion scanner     -  detects movement in the near vacinity
Medikit            -  heals fatal wounds (heal), revives unconscious soldiers
                      (stimulate) and boosts morale (painkiller)
Stun rod           -  has a chance to render an alien unconscious
Electro flare      -  essential for night time operations.  Thrown.
Elerium 115        -  only found on alien ships/bases, and needed for many
                      important weapons and power units.
Mind probe         -  when used on an alien tells you his stats and rank
                      (useful to find an alien commander or leader).
Psi amp            -  required to allow soldier to use psionic attacks on
                      aliens (attempting to cause panic or get mind control).

  2c  Ship types

The XCom craft at your disposal throughout the game are:

                Max                    Weapon   Hull    Max
               Speed   Acceln    Fuel   Pods   Damage  Cargo  HWPs
Skyranger        760      2     2000     0       150     14     3
Interceptor     2100      3     1000     2       100      0     0
Lightning       3100      8     30(E)    1       800     12     0
Firestorm       4200      9     20(E)    2       500      0     0
Avenger         5400     10     60(E)    2      1200     26     4

The firestorm is the new fighter craft you can research, lightning the new
fighter transport and the avenger is the ultimate craft. (E)=Elerium fuel.

The UFOs are as follows (from interogated alien navigators):

               Max   Hull     Weapon           Ship
              Speed Damage Power Range Crew   Width
Small Scout    2200    50     0    0     1      3   Like an Apollo capsule
Medium Scout   2400   200    20  120    3- 6    9   1 level, small square
Large Scout    2700   250    20  272    7- 9    ?   1 level, cross shaped
Harvester      4000   500    40  176   11-15   16   3 levels, 11 windows
Terror Ship    4800  1200   120  336   10-15   30   2 levels, narrow top
Supply Ship    3200  2200    60  288   10-16   30   3 levels, wide middle
Battleship     5000  3000   140  520   11-13   30   3 levels, no windows
Abductor       4300   500    40  160   10-?    30   2 level octagonal star
Base              -     -     -    -   13-15    -   -

Ships will usually carry additional material as follows (Michael Lewchuk):

               Nav units  Power supplies   Extras
Small Scout        1            1            -
Medium Scout       2            1            -
Large Scout        2            1            -
Harvester         10            2          Surgery, food
Terror Ship        ?            ?            -
Supply Ship       10            4          Surgery, food, entertainment
Battleship         4            4          Entertainment (!)
Abductor           5            2          Surgery, food, examination room
Base               0           2-4         Entertainment, food

E115 is roughly Power Supplies * 50

Bases are constructed out of random "components" including an alien park,
a command area, a 2-story 3x3 tower (watch tower?) in the middle of a bunch
of alien food containers, alien food/display rooms, and elevator rooms, so
what you get from a base changes from base to base.  But don't expect to
ever get navigation units from a base.

To see a picture of the UFO in flight just click on the UFO icon on
the airborne combat display.  To keep tracking the UFO until it is over
land you can minimise the airborne combat window to an icon (making sure
you are in "standoff" mode :) and then accelerate time to 1-min slices;
when you're over land open the window and shoot!


  2d  Ship weapons

You initially start with cannon/stingray/avalanche missiles, but you can
research more stuff:

                Damage   Range   Accuracy  Reload time
Cannon             10      10       10%       2s
Stingray           70      30       70%      15s
Avalanche         100      60      100%      20s
Laser Cannon       70      21       70%       4s
Plasma Beam       140      52      140%       6s    (uses Elerium)
Fusion Ball       230      65      230%      25s

It is important to match the weapon to the target as usually you want to
force the alien to land (preferably intact) to be able to recover artefacts
and prisoners on the ground.  If you intercept over the sea, it doesn't
really matter though.


  2e  Soldier weapons

Your soldiers can be equipped with a hue arsenal of weaponry;  either by
equipping their transport ship, or in the case of a base defence when the
attack starts.  Many weapons can be loaded with different ammo types.

                      Aimed    Snap    Auto  Dam Type  Dam Type Dam Type
Pistol                78/30   60/18           26  AP
Rifle                110/80   60/25   35/35   30  AP
Heavy Cannon          90/80   60/33           56  AP    52  HE   60  I
Auto Cannon           82/80   56/33   32/40   42  AP    44  HE   48  I
Rocket Launcher      115/75   55/45           75  HE   100  HE   90  I
Laser Pistol          68/55   40/20   28/25   46 Laser
Laser Rifle          100/50   65/25   46/34   60 Laser
Heavy Laser           84/75   50/33           85 Laser
Grenade                                       50  HE
Smoke Grenade                                 60  HE
Proximity Grenade                             70  HE
High Explosive                               110  HE
Heavy Plasma         110/60   75/30   50/35  115 Plasma
Plasma Pistol         85/60   65/30   50/30   52 Plasma
Plasma Rifle         100/60   86/30   55/63   80 Plasma
Blaster Launcher     120/80                  200  HE
Small Launcher       110/75   65/40           90 Stun
Alien Grenade                                 90  HE

 (AP = Armour piercing  HE = High Explosive  I = Incendiary)

The pairs of numbers indicate accuracy and TU cost to shoot.  Note that
the TU cost is always a percentage of the soldier's total TUs, not a fixed
amount.  Accuracy for two-handed weapons is improved if one hand is empty,
and overall accuracy is better if the soldier is kneeling.   The autofire
option gives you three shots, but these are the least accurate (they are
effective with area effect weapons like autocannon).

Grenades are thrown, and the accuracy of where it lands is based on the
soldier's own throwing accuracy stat.

Many people suggest that the laser rifle is the best overall weapon; cheap
to produce, rapid fire rate, quite accurate and doesn't use Elerium.  Laser
weapons do not require ammo clips (which take up avenger space!).  No aliens
are resistant to lasers, and sectopods are affected more by them.


  2e  Alien types

              Attacks with    Resists    Weakness    Notes
Sectiod        Weapons & Psi                        Likes cattle abduction
Snakemen       Weapons       fire/heat              Carries up to 50 eggs
Ethereal       Weapons & Psi                        Physically weak/blind
Muton          Weapons          AP                  Strong & intelligent
Floater        Weapons                              Likes terrorising
Celatid        Venom
Silacoid       HTH           fire/incend            Works with mutons
Chryssalid     HTH                          HE      Turns humans to zombies
Reaper         HTH                        incend    Two brains and hearts
Sectopod       Weapons        plasma       laser    Highly armoured
Cyberdisc      Weapons       explosives             Works with sectoids
Zombie         HTH                                  Dies -> Chryssalid

You can get info on particular alien stats by using a mind probe on them.
From doing this it seems average stats on aliens are as follows.  Some of
the stats vary a lot between the races!
                                                        ----- Armour ------
            TUs Ene Hea Bra Mor Rea Fir Thr Str PSt PSk Fro Lef Rig Rea Und
Sectoid      55  90  30  80 100  65  30  60  30   -   -   2   1   1   1   1
Ethereal     70 100  60  80 100  75  40  80  50  50  40  17  17  17  17  16
Snakeman     40  80  45  80 100  45  30  65  50   -   -  10   9   9   8   6
Muton        58  90  90  80 100  60  30  60  70   -   -  10  10  10  10   5
Floater      50  90  35  80 100  50  25  60  40   -   -   4   3   3   2   6
Celatid      70  90  70  90 100  40  50   0  70   -   -  10  10  10  10  10
Silacoid     40  80 115 100 100  40   0   0  70   -   -  25  25  25  25   5
Chryssalid  110 140  95 100 100  70   0   0 110   -   -  17  17  17  17  17
Reaper       ??
Sectopod     60  90  95 110 100  65  30   0  90   -   -  70  65  65  50  45
Cyberdisc    60  90 120 110 100  65  30   0  90   -   -  17  17  17  17  17
Zombie       40 110  85 110 100  40   0   0  85   -   -   4   4   4   4   4

Leaders tend to have slightly higher stats than other ranks in each race,
for example an ethereal leader has 20-rated armour all round and a psionic
strength of 60.

The high TUs on chryssalids allows them to move a long way and often surprise
troops from behind, turning them to zombies before you can react.  When
killed, zombies shed their skins to become new chryssalids.  This can make
the chryssalid one of the hardest aliens to deal with.


  2f  Alien Missions

There are many mission types.  The nasty ones are terror and infiltration.
Supply is handy because it can lead you to an alien base, and in turn to
an alien leader.

  Research:      Small vehicles, least threat to earth and Xcom
  Harvest:       Any size ships, great concern to governments
  Abduction:     Causes great alarm
  Infiltration:  Make pact with earth govt, greatest threat to Xcom
  Base:          Build alien base (you need to let them build one to win game)
  Terror:        Causes hysteria, troubles govts
  Retaliation:   Attack Xcom base
  Supply:        Supply alien base

A hyperwave decoder is very handy to work out mission types.  Later in
the game you are probably safe to leave ships on research missions alone
and concentrate on the dangerous ones.


  2h  Manufacturing Costs

This chart shows which items need alien alloys and Elerium for production;
all of them need to be researched.  You could use the info to work out
which item is best to produce for profit if your engineers are idle ...
(an initial glance suggests personal armour is good if you have the alloys
to spare, or power suits if you have Elerium coming out your ears too :)
Thus setting up personal armour "factories" could be a way to pile up some
decent reserves of cash.

Sale prices are apparently different in XCOM (or perhaps at the highest
difficulty levels) but I have no hard facts on this (yet).  If you have
XCOM rather than UFO, you may wish to chart the figures and let me know :)

                 Engineer       Workshop          Alien   Sale
                   Hours   Cost   Space   Elerium Alloys  Price

Motion scanner       220    34k      4       -      -     45600
Medikit              420    28k      4       -      -     46500
Psi amp              500   160k      4       1      -    194700
Personal armour      800    22k     12       -      4    140000
Power suit          1000    42k     16       5      5    310000
Flying suit         1400    58k     16      16      5    420000
Alien alloys         100     3k     10       -      -      6500
Elerium-115            -      -      -       -      -      5000

Laser pistol         300     8k      2       -      -     20000
Laser rifle          400    20k      3       -      -     36900
Heavy laser          700    32k      4       -      -     61000
Plasma pistol        600    56k      3       -      1     84000
Plasma pistol clip    60     2k      4       1      -      4440
Plasma rifle         820    88k      4       -      1    126500
Plasma rifle clip     80     3k      4       2      -      6290
Heavy plasma        1000   122k      4       -      1    171600
Heavy plasma clip     80     6k      4       3      -      9590
Blaster launcher    1200    90k      5       -      1    144000
Blaster bomb         220     8k      3       3      -     17028
Small launcher       900    78k      3       -      1    120000
Stun bomb            200     7k      2       1      -     15200
Alien grenade        200   6.7k      2       2      -     14850
Mind probe          1200   262k      4       1      -    334000

FIRESTORM          14000   400k     30       -     65         -
LIGHTNING          18000   600k     34       -     85         -
AVENGER            34000   900k     36       -    170         -
UFO power source    1400   130k     22      16      5    250000
UFO navigation      1600   150k     18       -      3     80000
Fusion ball l'cher   400   242k      6       -      -    281100
Fusion ball          600    28k      6       4      -     53300
Laser cannon         300   182k      6       -      -    211000
Plasma beam          500   226k      8      15      -    267300

Tank/laser cannon   1200   500k     25       -      -    594000
Hovertank/plasma    1200   850k     30      30      5    980000
Hovertank/launcher  1400   900k     30      25      8   1043000
HWP fusion bomb      400    15k     25       5      8     31500

(The three aircraft all need 1 UFO power source + 1 UFO navigation
 unit, except the AVENGER which needs two UFO power sources).

Clearly you should never sell Elerium for cash.  You'd be much better
off making either power armour or flying suits and selling that (or
possibly fighter laser cannon).


----------------- GAME TACTICS/STRATEGY ----------------------------------

  3a  Overall strategy

Where should I build bases?

  Build a few bases at the start, make sure they all have long range radar.
  Spread them around the globe; you only get 8;  note the groupings of the
  richer funding countries and defend them early on.  You can also build
  bases on both poles.  The following eight locations have been suggested
  to maximise radar coverage of the globe:
        i)      North Pole
        ii)     South Pole
        iii)    Southern California
        iv)     Persian Gulf
        v)      North-eastern Australia
        vi)     Right most tip of South America (Brazil??)
        vii)    Europe
        viii)   right most Russia (near japan??)

  Probably the best starting place is central Europe (lots of rich countries)
  or possibly slightly further east towards Israel.   Then you can later
  expand to America or SE Asia, or wherever the UFO activity chart suggests
  there are some UFOs to nail.

How can I make money?

  The main income at the start is from the funding countries, so you should
  maximise your efforts to win their favours early on.  As the game
  progresses you can sell off artefacts for cash.  If you set up workshops
  and have engineers with nothing to do have them make something like laser
  weapons and sell them; you can sell for more than it costs to make them.
  You can sell off weaponry and artefacts that you capture on UFO missions,
  in particular sell off any technology you can't use (keeping at least 1
  to research on), but keep any plasma clips or bombs you find as they take
  Elerium to make and later the Elerium will be valuable elsewhere.

Why is Elerium important?

  Elerium is only found on alien ships; you can't make it yourself (you can
  make alien alloys).  If you are running short of elerium use interceptors
  with laser weapons from multiple bases and give your troops laser rifles
  (laser rifles are very effective in any case). If you feel confident let
  the aliens attack your base, you can get lots (sometimes 1000+, on one
  occasion 3000+) elerium in a single battle (under UFO v1.0 at least :)

How do I win the game?

  The ultimate aim of UFO is to research (interogate) live aliens to find
  out where they are coming from and why.  The best prisoner you can get
  is an alien commander; there should be one in an alien base.  Once you
  interogate a commander you should get a big clue as to how to win the
  battle once and for all!   The earliest win I've seen claimed was in
  about 15 months (ie. late March 2000).

What should I research?

  You start off with just pistols and rifles, which are not very effective.
  Early on your main goal should be to get laser weaponry (rifles) and
  the personal armour.  These combined help make missions much easier.
  As the game progresses, your options will be more open ... you'll want
  to make the better intereceptors, get flying suits and be able to use
  the heavy weaponry, so investing in research (scientists) is money
  well spent.

  Here is the research tree for UFO (as first written by William Kang, but
  with minor corrections included):

      Laser Weapons        Heavy      Heavy         Plasma    Plasma
           |               Plasma   Plasma Clip      Rifle   Rifle Clip
      Laser Pistol            |___________|            |__________|
           |                         |                       |
      Laser Rifle                    |                       |
           |                         |__________OR___________|
      Heavy Laser                               |
           |                                    |
      Laser Cannon                        Plasma Cannon
    (Tank/Laser Cannon)                  _______|_________
           |                            |                 |
      Laser Defense               Plasma Defense    (Hovertank/Plasma)*

                  Alien Alloys                        Blaster      Blaster
                      |                               Launcher     Bombs
    Elerium 115  Personal Armor  UFO Power Source       |___________|
        |_____________|_________________|                      |
                      |                                   Fusion Ball
                      |                               _________|______
                 Power Suit      UFO Navigation      |                |
                      |_________________|        Fusion Ball     (Hovertank/
                               |                   Defence        Launcher)*
                         Flying Suit

    Alien    Elerium        UFO            UFO
    Alloys      115     Power Source   Navigation
     |___________|___________|______________|
                       |
                      UFO
                  Construction
                       |
                      New
                 Fighter Craft*
                       |
                      New
               Fighter-Transporter
             __________|____________
             |                      |
            Grav                 Ultimate
           Shield                 Craft

  * - Learning new fighter craft lets you build hovertanks.

  There are some steps you can bypass (eg. laser pistol) if you wish.

  To find out about ship stats research alien engineers, to find out about
    missions research navigator.
  To learn and build Hyperwave Decoder, interrogate a navigator.
  To find out about Psi research ethereals (or a sectoid leader/commander)
  To win the game, you need start by researching alien origins, then an
     alien commander, and from there, figure it out yourself :)

  Don't research the same thing at different bases, there is no benefit;
  the research seems independent at each base (as manufacturing is).

Why do I never see any large UFOs?

  On missions like retaliation, base and terror, small ships scout before
  the larger ships come in. If you destroy the scouts no larger ships will
  appear.  It is thus important to let them land!  (else you'll have a
  long game :)   By using the hyperwave decoder you can detect the alien
  mission; it can pay off to let aliens build a base so you can capture
  one of their leaders for interogation.

How does my radar work?

  It can pay off to have more than one large radar system at a base.  As
  the manual says
    "XCom radar systems, while very long ranged, rotate very slowly -
     once every 10 minutes. This means that your base will detect UFOs
     more effectively if more than one radar system is in place."
  Thus a fast UFO is more likely to be spotted by multiple radars, as
  each radar has a 5% success rate every 10 minutes.  Short range radar
  is cheaper and faster to build, and cheaper to keep maintained, but
  if you can afford the long range, go for it.


  3b  Ground combat questions

Who/what should I take on missions?

  A nice combo on a Skyranger is a couple of tanks and 6 troops;  the
  hovering plasma tanks are particularly effective.  Tanks lose out as
  they cannot enter most alien ships (terror ships being an exception).
  Tanks can be left in bases to defend them from alien attacks.  Flying
  suits give your troops a lot of versatility and save a lot of TUs in
  many terrain types.  If a soldier dies though you lose the armour (but
  keep his other equipment if you win the battle).  Try to always take a
  couple of rookies along to give them experience to boost their stats.
  On night missions always carry electro flares.  Medikits are important
  as in addition to healing fatal wounds they can raise morale if used
  on panicing troops.

What type of tactics work best?

  Teamwork and patience are usually the key.  The only exception to this
  are terror missions, where civilians need to be saved quickly.  Group
  your troopers into teams of size 3-4, and advance slowly.  Make use of
  any available cover (even the skyranger wheels when disembarking) and
  be prepared to spread out slowly.  If you try to send single men out
  after aliens, they're highly liable to get picked off.  If you keep
  your teams too tightly packed they're vulnerable to alien grenades (on
  the higher difficulty levels).  Use tanks to draw alien fire.  Use smoke
  bombs to give cover if the disembarking zone comes under fire.  Take out
  any "suspect" buildings with heavy rocket launchers or autocannon.
  Later in the game you get better armour, and can afford to take more
  risks but in general slow, safe teamwork pays dividends.  Remember that
  as soldiers survive missions, they get better;  you can always keep a
  couple of "expendables" (like the Star Trek security guards :) but you
  need experienced soldiers as well.

Why do I lose ammo that I never use?

  After combat all clips loaded in weapons are lost, whether or not they
  have been used (not a great piece of design!).  Thus you should unload
  any weapons that uses valuable ammo before the battle ends.  To unload
  click on the weapon over the "rifle" icon on the soldier's equipment
  screen (this can also be used to select alternate ammo before battle).

Why should I need grenades when I have autocannon?

  An autocannon has very impressive firepower.  However it is very heavy
  to carry, and can reduce a soldier's TU total.  A soldier equipped with
  a laser rifle can carry a couple of grenades and use them to flatten
  small buildings or other targets without needing a bulky cannon.  You
  can also lob grenades over obstacles, giving you some "artillery" support.
  If the UFO's roof is damaged, you can throw grenades directly into the
  damaged hull to kill off any lingering survivors.

How can I fire on aliens in their movement phase?

  You can carry out opportunity fire on aliens as they make their moves.
  To do this, leave enough TU's after your move for at least a snap shot,
  then if your trooper sees an alien and has good enough reactions (s)he
  will automatically fire on the alien.   You can use the 4 icons near the
  bottom left of the screen in your movement phase to reserve the TUs.

What's with troops missing in action (MIA)?

  If one of your troopers in under alien control at the end of a battle
  (s)he counts as MIA; therefore try to wait until (s)he is no longer in
  control before finishing off aliens.  Troops unconscious when the battle
  ends seem to survive.

How do I open spaceship doors?

  Simply target your soldier to move to the "square" behind the door and
  (s)he will then automatically open it (using some TUs).  It's wise not
  to open doors without plenty of spare TU's or without using a motion
  scanner first.

How do I use a medikit?

  If the victim is unconscious, you must be standing *right over* the
  wounded trooper, then you use the midikit.  If the victim is conscious
  but has a fatal wound, stand next to them and face them, then use the
  medikit on the wound.

How do I counter psi attacks?

  Ethereal and sectoid races have psionic abilities.  This means they are
  able to amke a number of psionic attacks on your troops for which they
  do not need line-of-sight on the target.  There are two types of attack:
    Panic   - if your trooper succumbs (s)he will panic, possibly dropping
              equipment and then running, possibly also going beserk.
    Control - potentially worse; aliens can control targets, thus getting
              your troops to fire on each other.  The effect is usually
              temporary, and can be reduced in effect by not bunching
              potential victims too close together.
  When you research psionics and build psi labs, you can evaluate each
  soldier's resistance to psi attacks (his/her psi strength) and train them
  in psi skills (which allows your troops to make psionic attacks if they
  have a psi amp on them in battle).  Yes, you can leave troops in the
  transport and use HWP's to scout for aliens to attack with psionics!
  Psi skills can be trained, psi strength is constant, so don't waste time
  on psi training troops with low psi strength.  Psi training allocations
  happen at the *end of each month* at bases that have psi labs.

  Even if you don't train psi abilities, knowing which troops are resistant
  to psi attacks can be very valuable information.  You can then choose to
  simply sack anyone with a low psi rating (below (45-50).

Can I blow holes in the sides of spaceships?

  This should be possible with a blaster launcher (BL).  BLs are great
  destructive weapons, but this also means you must try to equip your
  (psionically) strongest trooper with the BL as a mind-controlled BL is
  no fun :)

Should I have any different tactics at night?

  Of course you should equip with flares (which are reusable, and you can
  also pick them up in battle and lob them elsewhere).  At the start, throw
  flares out all around, as it seems most aliens can see in the dark, while
  you cannot, so you have nothing to lose.  You can try to avoid night
  missions by landing at crash sites at daytime (hover at the site until
  it is daylight there).

Are stunrods worth using?

  Stunrods are very risky ... if you try to stun an alien make sure you have
  some backup troops who can drop the alien if your stun fails (and beware
  if you fail a stun you will be in the line of fire :)  Small launchers
  and stun bombs are much safer to use.  It can be worth putting your small
  launchers on psionically weak troops as if they get mind-controlled at
  worst they'll just stun your other troops.

Can I pass equipment to another trooper?

  Not directly.  You can drop the equipment for him/her to pick it up, or
  if they're closeish you can throw equipment to another trooper.  Thrown
  equipment does not appear to do any damage if it's thrown accurately :)

Can I put a soldier into "overwatch" mode?

  Sadly no.  Ideally you could have a button to say "don't come back to
  me unless I see an alien or get shot at" but this isn't the case.  So
  if you have 18 squaddies on a mission you have to "move" each trooper
  on every game turn.

How do I know if an alien is dead or unconscious?

  Usually a dying alien gives a death squeal, but it has been known for
  some aliens to only go unconscious even then.  If you stand over an
  alien on the ground, if it's dead it will be labelled 'corpse' else
  it is labelled as an alien.   Be very wary of carrying unconscious
  aliens (especially chrysallids) as they can wake up on you with nasty
  results!  The death sound (and the sound of doors opening in the hidden
  movement phase) means that you really need sound to make the combat
  easier to win.

Can I take tanks into the final battle?

  Yes.  Although it seems the doors on the elevators that lead to the
  final combat are only wide enough for troops, you can shoot away the
  earth/door to make it wide enough to take tanks into the climactic
  conflict.   Of course, you don't NEED tanks, but they help.  If you
  lose the final conflict you lose the game ... no second chances.


  3c  Miscellaneous

Why do my soldiers rarely get promoted?

  To have promotions after battle you need to have a certain number of
  troops around all your bases for the promotion to be possible.  This
  little charts sums it up:
    Rank            Sergeant Captain Colonel Commander
    Troops needed      5       11      23       30

  There can be only one commander.  So if you have 35 troops around the
  globe in theory you should have 1 commander, 1 colonel, 3 captains,
  7 sergeants and 23 rookies/squaddies.

Can I rename my soldiers?

  Yes.  You can click on the name when the soldier info screen is up at
  a base and change the name.  It can help to put in the soldier's stats
  into the name, so that in combat and in pre-combat equipping you know
  which guys can handle the big weaponry (for example).  So if you add
  firing accuracy, throwing accuracy, and strength you might have names
  like:    Alexander   69-70-55
           Hephaistion 65-67-48

What is the Microprose helpline number?

  In the UK (where the first release was made) the number is 0454 329510
  and is open Mon-Fri 2-5pm.  Or you can fax on 0454 329507 from 9am-5pm.


----------------- ODDS AND ENDS ------------------------------------------
                                        

  Note all info in this section you use at your own risk!!

  4a  Tinkering with saved games

The format of soldier.dat (which holds your troop stats) appears to be
like this, with 68 bytes making up each soldier (thanks here to Gunnar
Haukur Stefansson :)

Byte   What it does
   1-2          Beginning of a soldier ( always FF FF )
   3            Number of missions
   5            Number of kills
   7            Number of days until healed
   9            - Unknown ( these values puzzle me !)
   11-32        Name (not clear how long this is)
   37           Initial Tu's
   38           Initial Health
   39           Initial Stamina
   40           Initial Reactions
   41           Initial Strength
   42           Initial Firing Accuracy
   43           Initial Throwing Accuracy
   44           - Unknown (does not seem to matter what I put in here)
   45           PSI Strength
   46           PSI Skill
   47           Bravery (00 = 100, 01 = 90, 02 = 80 .. 09 = 10, 0A = 0)
   48           Tu's gained
   49           Health gained
   50           Stamina gained
   51           Reactions gained
   52           Strength gained
   53           Firing Accuracy gained
   54           Throwing Accuracy gained
   55           - Unknown
   56           Breavery gained ( 00 = 0, 01 = 10, 02 = 20 ....)
   57-68        Something to do with sex, rank and base ?
                (67 is sex, 0=male, 1=female)

  (69-70        Beginning of the next soldier)

(A number of different people have different opinions on the offsets of
 the info in bytes 1-36 inclusive!)

The format of base.dat is something like this (credit Tony L. Hayes):

  Bytes 1 - 22 are for the base name.

  Bytes 23-58 are for the construction starting in the upper left and
        going across the site to the left, just like writing

        1  2  3  4  5  6
        7  8  9 10 11 12
        ...
       31 32 33 34 35 36

  Hex Value       Construction Type
    FF            Bare ground (no construction)
    00            Access Lift
    01            Living Quarters
    02            Laboratory
    03            Workshop
    04            Small Radar
    05            Large Radar
    06            Misile Defense
    07            General Stores
    08            Alien Containment
    09            Laser Defense
    0A            Plasma Defense
    0B            Fusion Ball Defense
    0C            Grav Shield
    0D            Mind Shield
    0E            Psi Lab
    0F            Hyperwave Decoder
    10            Hanger, Upper Left
    11            Hanger, Upper Right
    12            Hanger, Lower Left
    13            Hanger, Lower Right

  Bytes 59-94 are either FF for bare ground, 00 for completed constructions
        or the number of days remaining for completion.
  The remaining bytes are for your base stores, eg.
    Byte 95 is the number of engineers
    Byte 96 is the number of scientists


  4b  The saved alien containment file

  From: lewchuk@cs.ualberta.ca (Michael Lewchuk)

  Okay guys, wanna edit your save files so that you get a commander/leader
  or whatever the game decided died off even though you had PLENTY of
  containment available?

  I've been playing with ASTORE.DAT and it seems to be the right file.
  Aliens are stored starting at offset X'0C' (12) and each alien takes
  up X'18' (24) bytes.  The first 3 bytes are important.  They are:
  Alien race, alien profession, unknown - probably alien containment unit #
  or which base the alien is at or something.  The numbers are:
  Race: 01 - Sectoid, 02: snakeman, 03: ethereal, 04: muton, 05:floater
  06: celatid, 07:silacoid, 08:chryssalid, 09:reaper, 0a:sectapod, 0b:cyberdisk
  Profession: 01:commander, 02:leader, 03:engineer, 04:medic, 05:navigator
  06: soldier 07: terrorist
  Values of 00 00 mean "no alien".  All other values, including 00 xx and xx 00
  and values of 8 or higher for profession, or 0c or higher for race, result in
  rather weird errors (like an alien being classed as a Chryssalid cyberdisk or
  a Muton UFO Power Source).

  Once an alien gets researched, its race changes to 00.  It is possible that
  the cleanup routine has problems with it, but the alien allocation routine
  certainly does.  I attacked a base and suddenly an alien in transit was
  changed from a "sectoid navigator" to an "alien navigator" - race was gone.


  4c  Diplomacy file

  From: lewchuk@cs.ualberta.ca (Michael Lewchuk)

  Diplomacy file (incomplete):
  A series of 18 words of 2 bytes each for each country.  Offsets listed
  below. When using debug add Hex 100 to each number.
  USA 000  Russia 024  UK  048  France 06C  Germany 090  Italy 0B4
  Spain 0D8  China 0FC  Japan 120  India 124  Brazil 168  Australia 18C
  Nigeria 1B0  South Africa 1D4  Egypt 1F8  Canada 11C

  18 fields:
  1 - unknown
  2 - status (00-pact, 01-?, 02-?, 03-paying member)
  3 - current funding $
  4 - unknown, probably a funding field
  5 - unknown, probably a funding field
  6-13 - unknown
  14 - previous month's funding
  15 - Net change
  16 - 01 - pact, 00 - no pact THIS MONTH.  Will change word 02 to "pact" and
       cut funding AT THE END OF THIS MONTH.
  17 - unknown
  18 - unknown

--------------------------------------------------------------------------
END



Top of page | 



HEX-code for X-COM: UFO Defense (UFO: Enemy Unknown)


X-COM: UFO Defense
                      Hacking Guide version 1.0
                             By: whatever
                     aizen_myouou@zdnetonebox.com

----------------------------------------------------------------------
Table of Content
  1. Introduction
  2. Money
  3. Soldiers
  4. Items
  5. Weapons
  6. Credits
  7. Copyright Statement


----------------------------------------------------------------------
1. Introduction
----------------------------------------------------------------------
This guide is designated to help those, who stuck in X-COM:UFO Defense
game. This guide is tested on X-COM: UFO Defense, which is included in
X-COM Collectors Edition. Since I don't have the older version, so I
can't test on it. The older version might be the same as the Collector
Edition, but I can't guarante.

If you find any mistake on this guide, don't hesitate to contact me.
I'm looking forward to receive corrections and feed back.

A word of warning, by using this guide you've spoiled the entire
excitement of the game. If you want to play fair, don't read the rest
of the guide. If you decided to make use of this guide, you'll need
these:
    1. X-COM: UFO Defense game
    2. The save game you want to tamper
    3. Hex Editor
    4. Knowledge of Hexadecimal

The game provides 10 slots of save games you can use. Each of the slot
is saved in a separate directory named "Game_" appended with the slot
number. In Example: You saved your game in the third slot, your save
game is inside "Game_3" directory. From here on, I won't touch the
save game directory anymore.

Below are some basic conversion from decimal to hexadecimal:

--------------------------------------
Decimal                   Hexadecimal
--------------------------------------
1                         01
2                         02
3                         03
4                         04
5                         05
6                         06
7                         07
8                         08
9                         09
10                        0A
11                        0B
12                        0C
13                        0D
14                        0E
15                        0F
16                        10
100                       64
255                       FF
65,535                    FF FF
99,999,999                FF E0 F5 05
--------------------------------------


----------------------------------------------------------------------
2. Money
----------------------------------------------------------------------
Open the file "lilglob.dat" with your Hex Editor. Change the first 4
bytes value to your needs. The recommended value is FF E0 F5 05. This
will give you 99,999,999, more than enough to finish the game. You can
go up to 2 billions, but I'm afraid it may screw up your save game.


----------------------------------------------------------------------
3. Soldiers
----------------------------------------------------------------------
The soldiers data are saved in the file "soldier.dat". Browsing
through this file is somehow easy, since the soldier name is saved
there as well. The stats for each soldier are several bytes
underneath. The total number of soldiers you may have is variable.
Thus, it's impossible to list all the offset here. I will use the
first soldier as reference for the next soldiers.

This is the stats table for the first soldier:

------------------------------------------------------------
Stats                  Offset       Size           Max Value
------------------------------------------------------------
Time Unit              002A         1 Byte         FF
Health                 002B         1 Byte         FF
Stamina                002C         1 Byte         FF
Reaction               002D         1 Byte         FF
Strength               002E         1 Byte         64
Firing Accuracy        002F         1 Byte         FF
Throwing Accuracy      0030         1 Byte         FF
Psi Strength           0032         1 Byte         FF
Psi Skill              0033         1 Byte         FF
Bravery                0034         1 Byte         01
------------------------------------------------------------

NOTE: If you give Strength above 64, the soldier won't be able to
      throw anything.
      Bravery uses the formula below to calculate:
                           110 - Bravery
               Hex Value = -------------
                                10
      I.e.: If your soldier has Bravery 70 points, the hex value is:
                           110 - 70
                           -------- = 04
                              10

To calculate the stat offset for the second soldier, just add 44 to
the offset of the first soldier. For the third soldier add (44 x 2)
to the offset of the first soldier(The calculation is done in
Hexadecimal, you might need a scientific calculator to do so).

Example:
   The Strength offset for the second soldier will be:
        002E + 44 = 0072
   The Stamina offset for the 11th soldier will be:
        002C + (44 x A) = 2D4
                        = 02D4


----------------------------------------------------------------------
4. Items
----------------------------------------------------------------------
Items data can be found inside the file "base.dat" in your save game
directory. The offset for each item is fixed, just key in the amount
of item you want. Just like the soldiers data, I'll use the first base
as reference for the next bases.

-----------------------------------------------
Item Name                  Offset         Size
-----------------------------------------------
Engineer                   005E         1 Byte
Scientist                  005F         1 Byte
Stingray Launcher          0060         2 Bytes
Avalance Launcher          0062         2 Bytes
Cannon                     0064         2 Bytes
Fusion Ball Launcher       0066         2 Bytes
Laser Cannon               0068         2 Bytes
Plasma Beam                006A         2 Bytes
Stingray Missile           006C         2 Bytes
Avalance Missile           006E         2 Bytes
Cannon Rounds              0070         2 Bytes
Fusion Balls               0072         2 Bytes
Tank/Cannon                0074         2 Bytes
Tank/Rocket Launcher       0076         2 Bytes
Tank/Laser Cannon          0078         2 Bytes
Hovertank/Plasma           007A         2 Bytes
Hovertank/Launcher         007C         2 Bytes
Pistol                     007E         2 Bytes
Pistol Clip                0080         2 Bytes
Rifle                      0082         2 Bytes
Rifle Clip                 0084         2 Bytes
Heavy Cannon               0086         2 Bytes
HC-AP Ammo                 0088         2 Bytes
HC-HE Ammo                 008A         2 Bytes
HC-IN Ammo                 008C         2 Bytes
Auto Cannon                008E         2 Bytes
AC-AP Ammo                 0090         2 Bytes
AC-HE Ammo                 0092         2 Bytes
AC-IN Ammo                 0094         2 Bytes
Rocket Launcher            0096         2 Bytes
Small Rocket               0098         2 Bytes
Large Rocket               009A         2 Bytes
Incendiary Rocket          009C         2 Bytes
Laser Pistol               009E         2 Bytes
Laser Rifle                00A0         2 Bytes
Heavy Laser                00A2         2 Bytes
Grenade                    00A4         2 Bytes
Smoke Grenade              00A6         2 Bytes
Proximity Grenade          00A8         2 Bytes
High Explosive             00AA         2 Bytes
Motion Scanner             00AC         2 Bytes
Medi-Kit                   00AE         2 Bytes
Psi-Amp                    00B0         2 Bytes
Stun Rod                   00B2         2 Bytes
Electro Flare              00B4         2 Bytes
Heavy Plasma               00C2         2 Bytes
Heavy Plasma Clip          00C4         2 Bytes
Plasma Rifle               00C6         2 Bytes
Plasma Rifle Clip          00C8         2 Bytes
Plasma Pistol              00CA         2 Bytes
Plasma Pistol Clip         00CC         2 Bytes
Blaster Launcher           00CE         2 Bytes
Blaster Bomb               00D0         2 Bytes
Small Launcher             00D2         2 Bytes
Stun Bomb                  00D4         2 Bytes
Alien Grenade              00D6         2 Bytes
Elerium-115                00D8         2 Bytes
Mind Probe                 00DA         2 Bytes
Sectoid Corpse             00E2         2 Bytes
Snakeman Corpse            00E4         2 Bytes
Ethereal Corpse            00E6         2 Bytes
Muton Corpse               00E8         2 Bytes
Floater Corpse             00EA         2 Bytes
Celatid Corpse             00EC         2 Bytes
Silacoid Corpse            00EE         2 Bytes
Chryssalid Corpse          00F0         2 Bytes
Reaper Corpse              00F2         2 Bytes
Sectopod Corpse            00F4         2 Bytes
Cyberdisc Corpse           00F6         2 Bytes
UFO Power Source           0100         2 Bytes
UFO Navigation             0102         2 Bytes
UFO Construction           0104         2 Bytes
Alien Food                 0106         2 Bytes
Alien Reproduction         0108         2 Bytes
Alien Entertainment        010A         2 Bytes
Alien Surgery              010C         2 Bytes
Examination Room           010E         2 Bytes
Alien Alloys               0110         2 Bytes
Alien Habitat              0112         2 Bytes
Personal Armour            0114         2 Bytes
Power Suit                 0116         2 Bytes
Flying Suit                0118         2 Bytes
HWP Cannon Shell           011A         2 Bytes
HWP Rockets                011C         2 Bytes
HWP Fusion Bomb            011E         2 Bytes
-----------------------------------------------

The table above is only for first base. To get the next base offsets
just add 124 to the previous base offsets. The calculation is still
in hexadecimal.

Example:
   To calculate the Engineer offset for base number 2:
           005E + 124 = 182
                      = 0182
   To calculate Flying Suit offset for base number 4:
           0118 + (124 x 3) = 484
                            = 0484

Another easy trick is to change the item amount is the first base and
just transfer them to other base. But this method will consume some
time to complete. But it is easier than actually changing the item
amount in the particular base.


----------------------------------------------------------------------
5. Weapons
----------------------------------------------------------------------
WARNING: This section completely tamper with the game setting. This
         section is not recommended for a novice. The changes will
         affect the whole game, not only a particular save game. Any
         mistake might screw up the whole game, forcing you to re-
         install the game.

The weapons data can be found in directory "\Geodata", with file named
"Obdata.dat".

I separate them into 2 parts: human & alien technology. Be very
careful when tampering with alien technology. The alien will use them
against you.

Maximum byte values:
  Accuracy(in percentage)                         64
  Time Unit Consumption Rate(in percentage)       01
  Power                                           FF
  Rounds                                          FF

Human Technology:

1. Pistol
   Accuracy:
       Snap Shot      0021        1 Byte
       Aimed Shot     0022        1 Byte
   Time Unit Consumption Rate:
       Snap Shot      0024        1 Byte
       Aimed Shot     0025        1 Byte

2. Pistol Clip
       Power          004C        1 Byte
       Rounds         005C        1 Byte

3. Rifle
   Accuracy:
       Auto Shot      008C        1 Byte
       Snap Shot      008D        1 Byte
       Aimed Shot     008E        1 Byte
   Time Unit Consumption Rate:
       Auto Shot      008F        1 Byte
       Snap Shot      0090        1 Byte
       Aimed Shot     0091        1 Byte

4. Rifle Clip
       Power          00B8        1 Byte
       Rounds         00C8        1 Byte

5. Heavy Cannon
   Accuracy:
       Snap Shot      00F9        1 Byte
       Aimed Shot     00FA        1 Byte
   Time Unit Consumption Rate:
       Snap Shot      00FC        1 Byte
       Aimed Shot     00FD        1 Byte

6. Heavy Cannon AP Ammo
       Power          0124        1 Byte
       Rounds         0134        1 Byte

7. Heavy Cannon HE Ammo
       Power          015A        1 Byte
       Rounds         016A        1 Byte

8. Heavy Cannon IN Ammo
       Power          0190        1 Byte
       Rounds         01A0        1 Byte

9. Auto Cannon
   Accuracy:
       Auto Shot      01D0        1 Byte
       Snap Shot      01D1        1 Byte
       Aimed Shot     01D2        1 Byte
   Time Unit Consumption Rate:
       Auto Shot      01D3        1 Byte
       Snap Shot      01D4        1 Byte
       Aimed Shot     01D5        1 Byte

10. Auto Cannon AP Ammo
       Power          01FC        1 Byte
       Rounds         020C        1 Byte

11. Auto Cannon HE Ammo
       Power          0232        1 Byte
       Rounds         0242        1 Byte

12. Auto Cannon IN Ammo
       Power          0268        1 Byte
       Rounds         0278        1 Byte

13. Rocket Launcher
    Accuracy:
       Snap Shot      02A9        1 Byte
       Aimed Shot     02AA        1 Byte
    Time Unit Consumption Rate:
       Snap Shot      02AC        1 Byte
       Aimed Shot     02AD        1 Byte

14. Small Rocket
       Power          02D4        1 Byte
       Rounds         02E4        1 Byte

15. Large Rocket
       Power          030A        1 Byte
       Rounds         031A        1 Byte

16. Incendiary Rocket
       Power          0340        1 Byte
       Rounds         0340        1 Byte

17. Laser Pistol
       Power          0376        1 Byte
    Accuracy:
       Auto Shot      0380        1 Byte
       Snap Shot      0381        1 Byte
       Aimed Shot     0382        1 Byte
    Time Unit Consumption Rate:
       Auto Shot      0383        1 Byte
       Snap Shot      0384        1 Byte
       Aimed Shot     0385        1 Byte

18. Laser Rifle
       Power          03AC        1 Byte
    Accuracy:
       Auto Shot      03B6        1 Byte
       Snap Shot      03B7        1 Byte
       Aimed Shot     03B8        1 Byte
    Time Unit Consumption Rate:
       Auto Shot      03B9        1 Byte
       Snap Shot      03BA        1 Byte
       Aimed Shot     03BB        1 Byte

19. Heavy Laser
       Power          03E2        1 Byte
    Accuracy:
       Snap Shot      03ED        1 Byte
       Aimed Shot     03EE        1 Byte
    Time Unit Consumption Rate:
       Snap Shot      03F0        1 Byte
       Aimed Shot     03F1        1 Byte

20. Grenade
       Power          0418        1 Byte

21. Smoke Grenade
       Power          044E        1 Byte

22. Proximity Grenade
       Power          0484        1 Byte

23. High Explosive
       Power          04BA        1 Byte

24. Stun Rod
    Time Unit Consumption Rate:
       Stun           05A5        1 Byte


Alien Technology:

1. Plasma Pistol
   Accuracy:
       Auto Shot      0824        1 Byte
       Snap Shot      0825        1 Byte
       Aimed Shot     0826        1 Byte
   Time Unit Consumption Rate:
       Auto Shot      0827        1 Byte
       Snap Shot      0828        1 Byte
       Aimed Shot     0829        1 Byte

2. Plasma Pistol Clip
       Power          0850        1 Byte
       Rounds         0860        1 Byte

3. Plasma Rifle
   Accuracy:
       Auto Shot      07B8        1 Byte
       Snap Shot      07B9        1 Byte
       Aimed Shot     07BA        1 Byte
   Time Unit Consumption Rate:
       Auto Shot      07BB        1 Byte
       Snap Shot      07BC        1 Byte
       Aimed Shot     07BD        1 Byte

4. Plasma Rifle Clip
       Power          07E4        1 Byte
       Rounds         07F4        1 Byte

5. Heavy Plasma
   Accuracy:
       Auto Shot      074C        1 Byte
       Snap Shot      074D        1 Byte
       Aimed Shot     074E        1 Byte
   Time Unit Consumption Rate:
       Auto Shot      074F        1 Byte
       Snap Shot      0750        1 Byte
       Aimed Shot     0751        1 Byte

6. Heavy Plasma Clip
       Power          0778        1 Byte
       Rounds         0788        1 Byte

7. Blaster Launcher
   Accuracy:
       Aimed Shot     0892        1 Byte
   Time Unit Consumption Rate:
       Aimed Shot     0895        1 Byte

8. Blaster Bomb
       Power          08BC        1 Byte
       Rounds         08CC        1 Byte

9. Small Launcher
   Accuracy:
       Snap Shot      08FD        1 Byte
       Aimed Shot     08FE        1 Byte
   Time Unit Consumption Rate:
       Snap Shot      0900        1 Byte
       Aimed Shot     0901        1 Byte

10. Stun Bomb
       Power          0928        1 Byte
       Rounds         0938        1 Byte

11. Alien Grenade
       Power          095E        1 Byte

12. Mind Probe
    Time Unit Consumption Rate:
       Use            09DD        1 Byte


I have found some anomalies when altering weapon data. If you'd
changed the soldier firing accuracy to 255 and the weapon accuracy to
255 as well, it'll result a negative accuracy. So, if you change the
soldier firing accuracy to 255, don't set the weapon accuracy for more
than 64 (100% Accuracy). There is more, if you set the time unit
consumption rate to 0%, you won't be able to use the weapon in that
particular mode. Example: You set the Snap Shot rate of Plasma Pistol
to 0%, in the game you won't be able to use Plasma Pistol for Snap
Shot.

Everytime you make changes in file "obdata.dat", you need to restart
the game for the setting to take effect.


----------------------------------------------------------------------
6. Credit
----------------------------------------------------------------------
Special thanks to:
  -MicroProse, for making such a great tactical game series.
  -Benjamin Peterson, for writing Advance HeX Editor.


----------------------------------------------------------------------
7. Copyright Statement
----------------------------------------------------------------------
This document is copyright of whatever, 2001. X-COM Colector Series is a
trademark of MicroProse Entertainment
1999. Advance HeX Editor is copyright of Benjamin Peterson, 1998.



Top of page | 



HEX-code #2 for X-COM: UFO Defense (UFO: Enemy Unknown)


 There are two main areas for cheating.
 One is to edit the base file, and the second is the soldiers file.

   But first a little money:
   -------------------------
 In a save game dir GAME_* edit LIGLOB.DAT with a hex editor
change the first four bytes to: FF FF FF 32
(4*FF will give you minus money)  This gives you
$800 million.

   Base Editing:
   -------------
 Edit the file BASE.DAT in a saved game directory.

 The following information is for the first base; to use it for
other bases, just add 124 Hex for each subsequent base.
The base is a six by six grid defined by the bytes 16 to 39
(3A to 5D is the building time so set them all to 00)

 The following is the list of available buildings:
00 Access Lift                  0A*Plasma Defences
01 Living Quarters              0B Fusion Defences
02 Laboratory                   0C Grav Shield
03 Workshop                     0D Mind Shield
04 Short-range Radar            0E*Psi Lab
05 Long-range Radar             0F Hyper-wave Decoder
06*Missile Defense              10 Top-Left part of Hanger
07 General Stores               11 Top-Right
08 Alien containment            12 Bottom-Left
09*Laser Defenses               13 Bottom-Right

* Are redundant by better facilities
  (Psi Lab not needed if soldier cheat used)

I reccomend the layout given by:
10 11 10 11 03 03    /- -\ /- -\ WS WS
12 13 12 13 03 03    \_ _/ \_ _/ WS WS  (It may be a useful to replace
02 02 00 05 05 03    La La <> LR LR WS   a St (Store) with another FD)
02 02 02 05 05 08    La La La LR LR AC             |
04 04 07 07 07 08    SR SR St St St AC  <----------+
04 04 0D 0B 0C 0F    SR SR MS FD GS HD

NOTE: At the start it is necessary to have a Living Quarters to
       hire the soldiers (say 8), but as soon as they are ordered,
       save the game and remove the quarters.
      Some facilities - Psi Lab, Hyperwave Decoder, Mind Shield,
       Grav Defense - won't work until they have been researched.
      The Access Lift <> is not really necessary unless your base
       is attacked, but after a defense mission without a <> the
       entire base facilities will disappear from the grid.
      Only have 250 (FA) Engineers and Scientists, as 5 will
       go to waste (not to mention the extra salaries)

   Base Equipment:
   ---------------
 As before edit BASE.DAT, and add 124 for extra bases.
 Now instead of values the addresses are given.

 Firstly:
5E Engineers (set to FA)        5F Scientists (set to FA)

 The rest are two byte integers, there are
also gaps in the middle which are not used:

60 Stingray Launcher            B4 Electro Flare
62 Avalanche Launcher           C2 Heavy Plasma
64 Cannon                       C4   Clip
66 Fusion Ball Launcher         C6 Plasma Rifle
68 Laser Cannon                 C8   Clip
6A Plasma Beam                  CA Plasma Pistol
6C   Stingray Missiles          CC   Clip
6E   Avalanche Missiles         CE Blaster Launcher
70   Cannon Rounds              D0   Blaster Bomb
72   Fusion Ball                D2 Small Launcher (Stun)
74 Tank / Cannon                D4   Stun Bomb
76 Tank / Rocket                D6 Alien Grenade
78 Tank / Laser                 D8 Elerium-115
7A HoverTank / Plasma           DA Mind Probe
7C HoverTank / Launcher         E2 Sectoid Corpse
7E Pistol                       E4 Snakeman Corpse
80   Clip                       E6 Etherial Corpse
82 Rifle                        E8 Muton Corpse
84   Clip                       EA Floater Corpse
86 Heavy Cannon                 EC Celatid Corpse
88   AP ammo                    EE Silacoid Corpse
8A   HE ammo                    F0 Crysalid Corpse
8C    I ammo                    F2 Reaper Corpse
8E Auto Cannon                  F4 Sectopod Corpse
90   AP ammo                    F6 Cyberdisc Corpse
92   HE ammo                   100 UFO Power Source
94    I ammo                   102 UFO Navigation
96 Rocket Launcher             106 Alien Food
98   Small Rocket              108 Alien Reproduction
9A   Large Rocket              10A Alien Entertainment
9C   Incendiary Rocket         10C Alien Surgery
9E Laser Pistol                10E Examination Room
A0 Laser Rifle                 110 Alien Alloys
A2 Heavy Laser                 114 Personal Armour
A4 Grenade                     116 Power Suit
A6 Smoke Grenade               118 Flying Suit
A8 Proximity Grenade           11A   HWP Cannon Shells
AA High Explosive              11C   HWP Rockets
AC Motion Scanner              11E   HWP Fusion Bombs
AE Medi-Kit             AP - Armour Piercing
B0 Psi-Amp              HE - High Explosive
B2 Stun Rod              I - Incendiary (ie Burning)

 I recommend choosing the plasma cannon for the craft weapons, as
they are stronger than anything except for the fusion balls, but the
ships can only carry 2 at a time, while the plasma cannon has 100 shots,
and you don't have to manufacture ammo. Make sure that the base is stocked
up on elerium-115 (it is the only thing you can't make/buy), it is needed
to refuel an Avenger as well as manufacturing most alien things.

   Soldier Editing:
   ----------------
 For each soldier the best outfit is two alien grenades, a motion detector,
a stun rod, heavy laser and psi-amp (maybe even a medi-kit, but with flying
armour, 255 health and time units they are superfluous).
 Edit the file SOLDIER.DAT, each soldier's info takes 68 bytes (00 to 44).
 The first byte is the soldiers rank, set it to 05 for Commander.
 The fifth byte (04) is the craft that the soldier is assigned to, you don't
normally need to change this.
08/09 is a 2 byte integer for the number of missions done.
0A/0B is a 2 byte integer for the number of kills.
0C/0D is the number of days left to heal wounds: set it to 00

To maximise the soldiers stats set the following:
 2A - 33 => FF
      34 => 00
 35 - 3D => FF
And to give the soldier a flying suit: 3E => 03

Thats it for editing...
 Now just a few general tips in using the cheats:
                                        
 Make all 8 bases possible, spread them all over the world to maximise the
radar coverage.
 When doing a mission the best strategy is to use a soldier in the back of
the craft to do mind control on any aliens found (should be able to do 10
aliens).  Use the aliens to explore, and if they have any time units left,
make them throw away their weapons, or move them towards your soldiers to get
stunned.  Make sure that the aliens have no time units left at the end of a
turn.  Also the larger aliens (Sectopods, Reapers and Cyberdiscs) can be
taken over one quarter at a time, when you have used up all their time units,
you can take over another quarter, and they get their time units back. It is
important that the larger ones are wholly taken over before and all the time
units are then used up, or they get their own turn.  It is also possible to
get Cyberdiscs to shoot themselves.
 Always do the research as soon as possible, and if there are many things to
research, transfer the items to other bases. Use all 250 scientists at once
to research a job, it will take just as long, but the knowledge from each
separate research item can be used.
 NEVER TRY TO SHOOT DOWN A BATTLESHIP. Even with fusion balls it would take
over 15 shots to knock it down. It is much better to wait for it to land and
send the troops in.
 In terror sites (cities) mind control can also be used on civilians, they
can then help to look around, but don't let them get shot.
 The major goal is to get an Avenger craft, as they are awesome, and they
carry troops as well as having weapons, being fast, able to take lots of
damage, and plenty more.

 In the final mission on Mars, waste no time on the first level, just get all
the soldiers to the green level exit.  It is the second and final part that
is important.
 The brain that you have to shoot is just to the left of the top most green
starting point, but you have to go down, and to the left:

           -------------
                           |     +-----
               +-------+   |     |XXX <--- Starting postion
               |     |X|   |     |XXX
 Go in here    +-----+ |   +-----+          This is only an approximation,
 up one --->           |                    X's are the lift thingies.
 use alien     +-----+ |   +-----+
 to kill       |     |X|   |     |
 brain         +-------+   |     |



Any questions/comments,
E-mail Marty on byteme@student.adelaide.edu.au



Top of page | 



Hint for X-COM: UFO Defense (UFO: Enemy Unknown)


Free manufacturing:
Select the item to be manufactured, but assign no engineers and leave the
number to produce at zero. Then, assign as many engineers as desired but only
manufacture one item. Use tanks with this trick to easily make money
                                        
Save Elerium:
When you finish building a new ship, load it with the weapons (Plasma Beam for
both weapons is recommended). When it is fully charged and ready for flight,
transfer it to another base. When it gets to the base, immediately send it out
on patrol. Click the ship and you will see that its fuel is 0%. That means it
will not run out of fuel. Make sure that when you send the ship out on patrol,
send it to the opposite side of the planet or a long way from your base. This
allows you to catch the ship after it attacks the enemy before it can return
to base. This is best done with the FireStorm craft. They are cheap and quick
to build. The firepower is just as good as the Avenger, which cost lots more
and takes longer to build.



Top of page | 



Hint #2 for X-COM: UFO Defense (UFO: Enemy Unknown)


The Basics
There are three objectives in UFO: Enemy Unknown: defend the Earth, learn all
you can about the aliens, and, finally, deal with the threat permanently. The
key to
success, though, lies in the first. If you don't provide an adequate defence
set-up,
the Earth is quickly overrun, the funding nations become dissatisfied, X-Com is
disbanded and you lose the game. Fortunately, the funding nations are quite
selfish - they're less bothered by UFO activity in the 'neutral' areas of the
map
than with activity inside their own borders. This makes your task a lot easier,
though, because to start off with you only have to worry about these countries
instead of tackling the entire globe.

Getting Started
The first thing to do is decide on the position of your first X-Com base.
Although
the choice is virtually limitless, two location in particular will get you off
to a
pretty good start - Central Europe enables you to protect the greatest number of
funding nations immediately, whereas right in the centre of the USA protects the
nation that provides the most initial funding. Whichever one you choose, your
second base should ideally be in the other location.
Once you've decided on a spot, the game begins - and you should immediately go
to the base screen and the Build Faculties option. Build an Alien Containment
Building, a Large Radar System, another General Stores and two more Living
Quarters. The Alien Containment Building is necessary for researching living
aliens (you never know when you'll get your hands on some). The Large Radar
System drastically increases the range at which you can detect incoming UFOs,
while the General Stores and Living Quarters are for future expansion.
Next, go to Purchase/Recruit and recruit 12 scientists (you don't have enough
living space for more at the moment). Afterwards, go to Research and put all ten
of your scientists to work on Laser Weapons. Go back to the main Geoscape view
and, as soon as the new ones arrive, add them to the project.

Strategy
From this point on it's very hard to give hard and fast advice, because a great
deal
depends on how many UFOs you intercept, what difficulty level you've chosen
and so on. There are, however, some general guidelines that are worth bearing in
mind...

Economics
The single most limiting factor on X-Com's actions is cash. Virtually every
decision you make involves money at some point, and your initial funding is, to
put it mildly, pathetic. It is therefore of paramount importance that you
achieve
results as quickly as possible and get more cash. However, increased funding is
not the only way to get your hands on some mooley - don't forget that from the
base screen you can also sell unwanted items. The more advanced alien artefacts
and weapons - the plasma weapons, for example - are worth a lot of money, so
always sell gear that you've researched but decided not to use. If the worst
comes
to the worst, you can raise some cash by manufacturing an item and then selling
it
straightaway (the manufacturing costs are always less than the re-sale value).
It's important to be aware of your current funds and your overheads - it's all
too
easy to fall into a situation where you're losing money each month, and that can
easily spell the end for X-Com. Be sure to consult the finance graphs regularly,
as
well as the maintenance screens on each base.

Bases
A large part of your success in UFO is down to the placement and management of
your bases. You should aim to build enough to blanket the Earth in a radar net -
this maximises your chances of detecting a UFO and provides few places for
UFOs to hide. When you start a new game, concentrate on getting your main base
up to scratch as quickly as possible. What you should be aiming for are: two
Labs,
with a full complement of 100 scientists, researching two projects (50
scientists
each), and two Workshops (with about 70 engineers), enabling you to
manufacture new items at a high rate. All of this costs a lot, especially in
terms of
maintenance, so you should make sure that neither scientists or engineers are
ever
idle - if there's nothing that needs manufacturing, set your engineers to make
loads of something, and then sell it for a huge profit.
Logistically and economically, it's impossible for you to develop all your bases
to
this level, though. The best compromise is to make your first base the 'main'
one,
then have two more with both Interceptors and Skyrangers, plus some advanced
facilities. (Placing the main base in Europe and the secondaries in the USA and
China is a good idea, because this covers most of the funding nations.) The rest
should be Ldetection and interception' posts, which consist of a Hangar, Large
and Small Radar Systems, General Stores and Living Quarters. You should make
sure each one is equipped with an Interceptor, armed with your best heavy
weapons, and four to eight soldiers, all kitted out with your best weapons and
armour for base defence. When building new bases, always consult the UFO
activity graphs, and use the information to decide on where to place the next
base
so as to counteract the highest alien threat. (Remember: protecting funding
nations is more important than neutral areas.)
Finally, remember you're vulnerable to alien attack while building a base.
Aliens
can only enter bases through the Hangar(s) and Access Lift(s), so try to isolate
these areas from the rest of your facilities as much as possible. This reduces
the
number of areas the aliens can move through and thus the area you have to
defend. With the detection and interception posts described above, for example,
build the Access Lift in the middle of the screen, with the Hangar above it and
the
General Stores below. Then, when you've constructed the General Stores, build
the other facilities around it, not connected to the Access Lift. This means
that to
reach the rest of your base, attacking aliens have to move through the General
Stores, and thus you can place all of your defending troops here and not have to
spread them out. Your bases take longer to build, admittedly, but it's worth it
in
the long run.

Research
The aliens' level of technology far exceeds that of Earth's, so to stand any
chance
of defeating them, learn about it and then use it against them. There are a vast
number of topics to research, and although you need to eventually understand all
of them, some are more immediately useful than others. The most important thing
at the start is to arm both your Interceptors and troops effectively. This gives
you
the best chance of downing UFOs and then recovering the crashsite without losing
any troops.
The following, then, is a suggestion of what you should research, in what order,
and why. Obviously, this may change, depending on the order in which your
troops recover the various items. The brackets list other projects that you need
to
research in order to gain the listed technology.
Laser Rifle (Laser Weapons - Laser Pistol): The laser rifle is by far the best
multi-
purpose weapon for your squads. It's relatively powerful, accurate and capable
of
autofire. Most importantly, it offers unlimited shots, and thus relieves you of
all
the hassle of running out of ammo mid-mission, making sure all your troops are
adequately supplied with clips and so on.
Personal Armour (Alien Alloys): Keeping your troops alive is vitally important,
because it gives them the chance to gain experience, and eventually become
killing machines from hell with 200 Time Units, 90% Shooting Accuracy and
enough Health to soak up an anti-tank round. Personal Armour is far from bullet-
proof, but it gives your boys a chance at least.
Laser Cannon (Laser Rifle - Heavy Laser): Although lacking in range, the Laser
Cannon does as much damage as a Stingray missile, is far more accurate and has
unlimited power, once more relieving you of the problems and costs associated
with ammunition. Upgrade your Interceptors to carry two of these as soon as
possible.
Power Suit (Personal Armour, Elerium 115, Alien Power Source): The ultimate
form of personal protection, exceeded only by the Flying Suit's added mobility.
Power Suits are bullet proof - and can often stop a Heavy Plasma hit.
Small Launcher (Stun Bomb): As soon as you're lucky enough to recover one of
these, research it immediately. The key to eventually winning the game is to
research living aliens, and the Small Launcher enables you to stun from a
distance. A vital weapon.
Plasma Cannon (Heavy Plasma, Heavy Plasma Clip): The best craft weapon,
combining range, accuracy and power with no ammunition requirements. Only the
Fusion Ball is more powerful, but that requires ammo, has a low rate of fire and
you can only fire twice before having to reload. Twin Plasma Cannons enable
Interceptors to down all but the largest UFOs with the minimum of risk.
Getting hold of these technologies is a top priority - once you've managed it,
you're well set up to give the aliens some grief.


Tactics
Being able to successfully complete the ground combat missions in UFO: Enemy
Unknown is just as important as managing the strategy side of things. For a
start,
ground combat missions have a large influence on your monthly rating, and thus
directly affect your funding. In addition, only by capturing living aliens can
you
learn enough about the enemy to finish the game, and only by having highly
experienced troops will you be able to succeed in the final missions.
Unfortunately, due to the virtually limitless number of different situations
that can
arise, it's much harder to give specific advice on this area of play. The
following,
then, are simply broad guidelines that cover the main aspects of combat
missions.

Play Safe
The single most important thing to remember is, quite simply, to keep your
troops
alive at all costs. I can't stress this basic idea enough - only by gaining
experience
will your troops be good enough for the later missions, and only by staying
alive
can they gain the necessary experience. The safety of your troops should
therefore
always be uppermost in your mind, especially during the early missions when
they're weak and unprotected. Always think about protecting your squad from
enemy fire before anything else. Although it's impossible to guarantee that your
troops won't get shot, there are several ways you can lessen the risks.
Always take your time when exploring unexplored territory. Never move a soldier
into a new area when they don't have enough Time Units left to move out of it.
(Never step through a door or around a corner unless your soldier has enough
time to shoot and step back out of trouble, for example.)
Try to move your troops in pairs, and finish their moves facing in different
directions, so that aliens cannot sneak up on them.
Space your troops out. If your forces are clumped together a rogue shot may hit
an
innocent bystander. Also, soldiers standing in a group can interfere with each
others' lines of fire.
Use whatever cover is available to hide your troops and protect them from fire.
Try not to leave people standing out in the open - they'll be easy targets.

Be Methodical
It's very important that you plan ahead and explore the battlefield carefully.
There's nothing worse than not being able to find the last alien - you know he's
out there somewhere, but you don't know exactly where. With this in mind, use
the overhead map and look at where your transport has landed in relation to the
rest of the map, then sweep your squad out across it slowly. Always explore
every
area carefully as you go, so as not to miss any aliens. This way you can be
fairly
confident that no aliens will creep in from 'behind' your squad, between your
soldiers and the transport. This will also enable you to spot and deal with all
the
aliens in one sweep, and prevent you from missing any. When dealing with the
larger UFOs it's best to cover the exits and use the rest of your soldiers to
sweep
the surrounding area. Once you've dealt with any aliens outside, you can then
use
your entire squad to explore the UFO itself. Remember, it's best to take things
slowly and extremely carefully - it not only lessens the risks, but it saves you
time
in the long run.

Know The Controls
Be sure that you use the game's controls properly. This sounds stupidly obvious,
but it's surprisingly easy to forget about some of the more useful functions
while
actually playing, so bear the following in mind:
Get into the habit of using the Reserve Time Units buttons so that your soldiers
are ready for Opportunity Fire. This can often make the difference between life
and death, especially in the cramped confines of a UFO or a town.
Remember that kneeling increases your soldiers chance of hitting by a small
amount. It also makes them a smaller target. Be careful, though, because if
there
are walls or fences between the soldier and his target, kneeling often breaks
your
line of sight.
Use the correct mode of fire for the situation. With autofire-capable weapons,
such as laser rifles, use autofire at any range up to about a screen's width,
and aim
shots beyond that. Only use snap shots when you don't have enough Time Units
left for the other modes. With single-shot weapons, especially those with
severely
limited ammo (such as small launchers), always use aimed fire unless you are at
very short range - every shot counts with weapons like this, so it's important
to
maximise your chances of hitting.

Know The Battlefield
There are several types of mission you'll encounter in UFO, some of which can
occur on different terrains. In order of difficulty, they are:

Crash Sites  The most common type of mission, and normally the easiest. The best
thing about crash sites is that you never have to attempt one at night. As the
crash
site remains 'active' for at least 24 hours, simply wait until daylight before
landing your transport.

Ground Assaults  These vary in difficulty depending on the size of the UFO and
the time of day. Since the aliens rarely hang around for too long, you have
little
control over the lighting conditions - you just have to go in there and do your
best.
However, the benefits from capturing an undamaged UFO are considerable -
they're the best source of Elerium-115, for a start. Always send an interceptor
to
hover over the landed UFO while your transport makes its way to the site, so
that
if it takes off in the meantime you can immediately shoot it down.

Terror Sites  Thankfully, these are rare. With so many buildings, alleys and
other
hiding places, just finding the aliens can be a nightmare. These are also the
only
missions where you're under considerable time pressure - you have to stop the
aliens as quickly as possible in order to save the local inhabitants - which can
be a
real pain. In addition, the sites are only active for a short period of time, so
you
have little choice as to the time of day. However, it's vitally important to
stop
terror sites wherever they occur, because they have a significant effect on your
monthly rating.

Base Defence  Once again, these are rare, but if the aliens do discover one of
your
places, expect several attacks - when they find a base they don't forget where
it is.
However, if you have designed your bases with defence in mind (see last issue),
they shouldn't be too vulnerable. Just be sure to station troops at all your
bases.

Alien Bases  These are very dangerous, but can really boost your monthly rating.
They also provide you with Alien Commanders (which you must capture if you
want to complete the game).

Capture Aliens
To successfully complete UFO, you must capture living aliens and research them.
There are several 'ranks' within the various major alien races, and each
provides
different information:

Alien Soldiers
The most common form of alien. Researching Soldiers simply gives you more
information about the race and their motivations - a kind of supplement to the
information you glean from alien autopsies.
                                        
Alien Medics
These often give you more information about aliens you have yet to research.

Alien Engineers
Each engineer you capture gives you detailed information about one of the
various types of UFO used by the aliens.

Alien Navigators
Similar to engineers, except each navigator gives you detailed information about
a
specific type of mission.

Alien Leaders/Commanders
These are the aliens that enable you to finish the game. By researching captured
leaders and commanders, you not only learn about the Hyperwave Decoder and
Psi Lab base faculties, but gradually uncover the truth behind the alien attacks
and
the means by which you can take the fight to the enemy, dealing with the menace
once and for all.
The simplest way to subdue aliens is by using the small launcher. The stun bomb
this weapon fires is explosive and covers a fairly large area, but is harmless
to
your own troops, provided they're wearing effective armour (otherwise you'll
just
knock them out). In addition, you can use the stun sticks, but these require you
to
get up close to the alien, which is dangerous, or the psi amp, once you've got
psionically trained troops.
You'll only find the high rank aliens inside alien bases or the larger UFOs.
They
normally stay in the control room or bridge area. If you want to be sure of what
you're capturing, use the mind probe on the target.



Top of page | 



Solution for X-COM: UFO Defense (UFO: Enemy Unknown)


                     The UN-official Strategy Guide

                                  and

                 Answers to Frequently Asked Questions

      works great as a Supplement to the Official Strategy Guide!

                            Updated May-01/95

                 Maintained by Kuo-Sheng (Kasey) Chang


0.1 Introduction

    Thanks for the tremendous response all over the net!  The guide was
    uploaded to practically to wherever XCOM and UFO are sold (and
    probably beyond), and many people have provided helpful feedback
    that were incorporated into this revision.

    XCOM:USG is now available in many more places!  It's available on
    almost every on-line service (though AOL will remain an "official"
    distribution site) and can be found in many places on Internet.

    The Feb-01 revision marks a major change in what is now known as the
    "XCOM Unofficial Strategy Guide".  That was a total rewrite compared
    to this, which is just a revision.

0.2 Did you know about the OFFICIAL XCOM Strategy Guide?

    Now that the official strategy guide is out in stores (XCOM : the
    Official Strategy Guide, by David Ellis, Prima Publishing, ISBN
    1-55958-764-4, US$19.95, hereby known as OSG), this UNofficial
    strategy guide (USG) is now patterned after the official one, with
    similar table of contents. You can use this guide along with the
    official strategy guide (OSG), or you can use this by itself.

    While OSG has all the neat charts and tables and stuff only
    available from the source, I've found its tactics and strategy
    section sorely lacking.  In fact, all the the strategy and tactics
    are condensed into ONE chapter, with the rest of the book as simply
    a reprint of the manual and UFOpedia and the underlying mechanics.

    That's where USG come in.  USG will help you make informed choices.
    Instead of showing you a table of numbers, I'll actually show you
    what is recommended by fellow XCOM players.  After you read each
    chapter in the OSG, read that chapter's supplement here.  You will
    understand more about how the game runs and the tactics to beat it.

    You do NOT have to have the OSG to use this supplement, but you will
    get more out of both if you do.


0.3 Credits where credits are due

    Thanks to MicroProse and Mythos Games for bringing us such a nice
    game. It surely deserved CGW's "Game of the Year" award!

    Thanks to all the people who have contributed to previous editions
    of the XCOM:USG, whom include but are not limited to: William Kang,
    CMDR; Tim Chawn, CMDR; Doug Osborne, SG; Stuart Lamble, SG; Seth
    Cohn, SG; Bill Soo, SG; Jeff Shaffer, Economist; Rob Eiben, SG; Jim
    Muchow, SG; Menachem Pasteich, architect; Paul Close, publicist and
    simulation expert; and fellow XCOM players all over the world
    discussing the game on USENET, America On-line and elsewhere.

    Some strategies and tactics here first appeared in Computer Gaming
    World and Computer Game Review magazines' strategy articles on XCOM.
    Thanks to Jeff James (CGW) and Kevin Perry (CGR), we honor you as
    XCOM Strategists.

0.4 Note ot UFO: Enemy Unknown users

    UFO: Enemy Unknown users should be able to use this supplement with
    minimum changes. Most tips will apply to both versions, esp. the
    tactical tips.  The charts on the other hand may have different
    numbers, so compare it carefully please.  See 0.5 if you have the
    Amiga version of UFO: Enemy Unknown.

0.5 Notes on the USG

    New/Improved sections since last update are marked by @.

    PLEASE let me know if there's a confusing or missing remark so I can
    fix them! If you find an question about the game that is not covered
    in the USG, I'll include it in the next update.

    The USG should be available at the Game Domain WWW

      WWW : http://wcl-rs.bham.ac.uk/GamesDomain

@   Any quick updates can be found on my own homepage

      http://userwww.sfsu.edu/~kschang

    Paul Close (pdc sgi.com) has graciously converted this into HTML
    format so you can use a WWW browser!  Check it out at

      WWW : http://reality.sgi.com/employees/pdc

    Tommy Iversen (Norway) has graciously accepted the task of
    converting the USG for Amiga. (Yes, there is an Amiga version)

    His e-mail address is -->

    If you are on America On-Line, look in the PC Games Forum (keyword:
    PCGAMES). Go into the file library, and search under XCOM.

    If anyone knows of other "permanent" archive sites (somewhere in
    ftp.netcom.com?), please let me know so I can include the
    information in future updates.
        If you REALLY can't find it, don't have FTP or WWW, not on AOL,
    can't read news, etc., (i.e. there is ABSOLUTELY NO WAY you can get
    to it) (how did you know about this in the first place?) then send
    me e-mail (see below) and I'll try to get back to you.

    Please don't just mail me and ask "it's nice and do you have an
    update and if so please send it to me".  If I have an update I can
    release I would have released it already.

    I maintain this at home on my PC and I only have a UNIX shell
    account which this won't fit with other stuff I need.  So don't
    expect too fast of an answer if you request this by e-mail.

0.6 The author

    I?  I am just a game player who didn't like the existing FAQ's and
    strategy tactics collection available out there, and decided to
    write my own. You can contact me at:

    Internet  1     : kschang sfsu.edu (preferred)
    Internet  2     : ksc1 aol.com (only if you must, see below)
    America On-Line : Ksc1
    US Mail         : Kasey Chang, 2220 Turk Blvd. Apt.6,
                      San Francisco, CA 94118, USA

    WWW Homepage    : http://userwww.sfsu.edu/~kschang

    If you contact me via Internet e-mail I usually reply within two
    working days.  Please use the preferred e-mail address if possible,
    not BOTH.  I only sign onto America On-Line (2nd address) twice a
    week so you won't get a prompt reply if you contact me there.


Table of Contents

1.0  X-COM General Information
     What is this game?  What about bugs?  Patches?  Expansions and
     future versions?  How do I win or lose?
2.0  The GeoScape Screen
     How do I use GeoScape?  Any tricks or tips?
3.0  X-COM Bases
     Where do I put my first bases?  How to I build bases that are easy
     to defend?  How much defense do I build?
4.0  X-COM Hardware
     What kind of weapons are available?  Which ones are the best?
5.0  Finance
     How do I make more money?  How do I spend less money?  How do I
     cheat and get more money?
6.0  Research and Manufacturing
     What do I research?  What do I build?
7.0  Intercepting UFOs
     How do I intercept UFOs?  What weapon should I send up against
     UFO type X?
8.0  Soldiers, Movement, and Combat
     Who do I send on missions?  How do I avoid casualties?
9.0  The aliens
     Who are these & *#%*!?  How do I kill them most efficiently?
10.0 Ground Assaults
     What do I do in UFO assaults and recoveries?  What is the best way
     to defend my base?  Assaulting alien bases?
11.0 Mastering Cydonia -- The Final Assault
     How do I win the "final confrontation"?
12.0 Misc Stuff
     Any other questions?
     (if information you are looking for is not listed, e-mail me and
     I'll give you an answer, and I'll include it in next update)


BEGIN XCOM Unofficial Strategy Guide

1.0 X-COM General Information

    1.1 What is XCOM: UFO Defense?

        [Excerpt from XCOM manual page 6]
        It is the year 1999.  Unidentified Flying Objects (UFOs) have
        started appearing with distrubing regularity in the night skies.
        Reports of violent human abductions and horrific experimentation
        has truck terror into the hearts of millions. Mass public
        hysteria has only served to expose Earth's impotence against a
        vastly superior technology.
        [...]
        On December 11, 1998, representatives from the world's most
        economically powerful counties gathered secretly in Geneva.
        After much debate, they decision was made to establish a covert
        independent body to combat, investigate, and defeat the alien
        threat.  The organization would be equipped with the world's
        finest pilots, soldiers, scientists, and engineers, working
        together as one multi-national force.

        This organization was named the Extraterrestrial Combat Unit.
        [end excerpt]

        You are in overall command of XCOM.  You will launch and control
        interceptors to attack marauding UFOs, send soldiers to attack
        crashed or landed UFOs, raid alien bases on Earth (if you can
        find them), keep the sponsor nations happy and UFOs out of their
        skies, buy the ammo and weapons you need in the war, research
        and build better weapons as your troops bring in captured alien
        artifacts for analysis and eventually manufacture our own
        copies, pay for everything by contributions from sponsor
        countries and selling stuff, and eventually figure out the alien
        threat's origin and end the threat once and for all.  (Whew!
        That's a mouthful!)

    1.2 How does XCOM play?

        The game is divided into two main segments: GeoScape and
        BattleScape.  GeoScape is a 3-D view of the globe, rotate-able
        and zoom-able.  This is where you control your various bases
        around the world (with radars), your fighters and transports
        (carrying your soldiers), your inventory at each base, the UFOs
        and alien bases 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 and Transport Tycoon.  The combat is
        turn-based with opportunity fire on the opponent's round
        (provided you have enough TimeUnits [TUs] and reaction), with
        plenty of weapons and terrain to choose from.  Everything is
        mouse-driven so game is very easy to learn yet hard to master.

    1.3 What is UFO: Enemy Unknown?

        UFO: Enemy Unknown is the European version of XCOM.  The game
        was designed by Mythos Games, and was distributed by MicroProse
        UK.  It was imported into the US later as XCOM.  XCOM is
        equivalent to UFO V1.2.

        In fact, XCOM installs into \MPS\UFO directory.  :-)

        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.

              XCOM will now be the official name of the series.  XCOM2
              will be sold as XCOM2 in Europe.

        1.3.2 What is this UFO V1.3 Patch?

              Recently there's a UFO V1.3 patch floating in Internet
              somewhere. (ftp.cdrom.com in /pub/games/dresden?).
              _Computer Gaming World_ listed it in their patches page,
              so it appears to be official.  This is ONLY for UFO, NOT
              for XCOM.

              The "real" patch is XCOM V1.4.

        1.3.3 So what is the difference besides the title?

              Quite small, mainly price changes for items (esp.
              "armour").

    1.4 What type of 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?).

        (There is an Amiga and CD32 version of UFO, see 1.6)

        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.

        You CAN install the CD version onto the hard drive if you have
        enough space.  Contact MicroProse for detailed instructions.

        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.

        Note that Windows may be necesary if the DOS4GW extender refuse
        to run on your computer.  See 1.5.7.

        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 '94.  In
        the meanwhile, you can try ftp.cdrom.com under /pub/Games/Demos.
        (if anyone found it, please let me know so the info can be
        included in the next update)

    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.

        It took MicroProse about six months, but the patch is finally
        here!  V1.4 patch is available from MicroProse BBS and www/ftp
        site.

        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.
              Another possibility is you have multiple crafts in the
              air and one of the is intercepting while another is land-
              ing and attacking a downed UFO or base.

              Unfortuantely, 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"]

              Further info: someone commented on the net (I'll find the
              original message I saved somewhere) that usually there is
              this ONE UFO that you did not shoot down before XCOM
              crashed.  If you do NOT destroy it after you reload the
              game, the same thing will happen again.

              Another has reported that by not maximizing the GeoScape
              screen before going into combat cuts down the chances of
              Geen Text bug, but this is unconfirmed.

        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...

              The V1.4 patch should fix this.

              WARNING: If you have a SoundBlaster 16 and the Waveblaster
              daughtercard, do NOT select 16-bit digital sound with
              General MIDI.  Select 8-bit sound instead.

        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.  See manual.

        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.
              Don't put your units near the edge.

        1.5.5 "SMOKBIT.DAT not found"

              Symptom: the game complains that a SMOKBIT.DAT cannot be
              found in your saved game directory.

              Cause and solution: no idea, since the file is not in
              all of the saved games directories that I have (I have
              it only in 2 of 10 saved games). MicroProse has no idea
              either and currently chalked it up to computer incompati-
              bility and recommends a refund if you run into this
              problem. (saved game during combat?)

        1.5.6 Stacked Equipment bug

              Symptom: When you access the alien's inventory (see 8.5)
              you found that they have multiple items stacked in one
              location (usually one of the legs).  If you do not have
              enough TU and you tried to move one item, you cannot put
              it back, and you are TOTALLY STUCK.

              Solution: just don't do it, or you'll have to reboot.
              No other way around it.  Maybe that's why we were not
              supposed to access alien inventory?

        1.5.7 Cyrix incompatibility

              Symptom: when starting XCOM/UFO, the program freezes after
              the title splash animations finished.

              Cause and solution: you probably have a Cyrix CPU. The
              version of DOS4GW XCOM used (version ends with a 5) is
              somehow incompatible with Cyrix CPUs.  The fix is very
              simple: run DOOM or another DOS4GW program (Raptor,
              Heretic, Descent, ROTT, etc.) before XCOM.

        1.5.8 Can't find a leader!?!?

              This is also known as the "Alien Containment Bug"

              Symptom: when at a crucial phase of the game, when one
              needs a captured alien leader, the leader was successfully
              captured but never was available for research.  Maybe the
              alien containment is full?

              Cause and solution: no idea.  Many people have reported
              this problem, but MicroProse have no idea, and neither do
              I.  This appears to be more prevalent on higher levels.
              Someone reported that UFO V1.3 patch solves this problem,
              but this is unconfirmed.

              Note: this is NOT related to "cannot research a captured
              commander from UFO".  That is NOT a bug.  You have to
              research one that was nabbed from a BASE.

        1.5.9 Unsaved proximity grenades

              Symptom: if you save a battle in progress with proximity
              grenades on the ground, and later restore the game, the
              grenades are gone.

              Solution: none...


    1.6 Any plans on sequels?  Mission disks?  Other computers?

        1.6.1  Sequel -> XCOM2: Teror From the Deep

               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
               -------------------

               XCOM2 is already out in the United States and should be
               available elsewhere really soon.
                                                              XCOM3 is in
embyonic stages will will be more radically
               different from XCOM/XCOM2, according to MicroProse.

        1.6.2  How about Mission Disks?

               None are planned at the moment.

        1.6.3  Other versions?

               There is an Amiga version.

               No other ports are expected in the near future.


    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 (and the
        graph). The funding changes are affected by your total score,
        and are explained in OSG:Chapter 5.

2.0 The Geoscape Screen

    The GeoScape screen is where you will control the interceptions and
    provides access to the BattleScape and the base controls.

    2.1 Air Intercepts

        Always attack an UFO over land.  If you shoot it down over water
        no one can get to it (unless you are playing the sequel, see
        section 1).  If you are over water, minimize the window, and
        select 1 minute step until you get back over land, then switch
        back to 5 seconds and start attack.

        [Whether you want to attack smaller UFOs is up to you]

        If you send multiple crafts after one UFO and the UFO gets shot
        down or destroyed, the shooter will go home, but other crafts
        will continue onto the crash site, THEN return to their base. So
        make them return to base manually.  They will return faster, and
        thus be refueled/rearmed/repaired for next sortie faster.  Click
        on its icon on GeoScape and select "return to base".

        If an UFO has landed, keep a fighter on top of it.  That way, if
        it takes off before your transport get there, you still have a
        chance of taking it down.

        Since the best weapons have a chance of blowing a smaller UFO
        totally to pieces, you may want to keep one fighter armed weaker
        than the rest for intercepting smaller UFOs.  (Assuming that you
        even WANT to go after small UFOs)

    2.2 Finding Alien Bases

        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
                                        
        [also see 3.0 for XCOM Bases]

        Since it takes several weeks before additional modules to the
        base can be brought online, you need to build them ahead of
        time.  See the base status to see how full are your facilities
        getting.  If they are getting close, start building additional
        facilities so that they'll be ready by the time you need them.

        Examine base status at least twice every month, check living
        quarters, workshops and labs, etc, and determine your expansion
        schedule.  Dismantle extra stuff before end of month so you
        don't pay maintainence on them.

        Hire engineers and scientists at the last hour of the month so
        that they get delievered early NEXT month, so you get maximum
        research from them while not paying an extra penny in salary.

    2.4 GeoScape Tricks