https://www.ufopaedia.org/api.php?action=feedcontributions&user=Alexbuzzbee&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T04:38:27ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:Medals_(EU2012)&diff=52592Talk:Medals (EU2012)2013-11-20T17:54:53Z<p>Alexbuzzbee: /* Council Medal of Honor */ new section</p>
<hr />
<div>I think I have gotten two of the Council Medals, but none of the Defender medals, and I think 4 of the Urban one. --[[User:Xuncu|Xuncu]] 17:44, 16 November 2013 (EST)<br />
*Ok, got the Defender one, when a soldier got killed, but not after several Critical Wounded-- of which were my Psi Assaults with Second Heart, or one of my early squad that I made MEC-- I had to let one get MCed and kill him myself to get the medal. --[[User:Xuncu|Xuncu]] 05:06, 18 November 2013 (EST)<br />
*And I had received ''two'' of the Council medals. The MEC soldier I had 'sacrificed' had a medal earlier (worth noting that it carries over to MEC conversion?), and the mission after that (a landed UFO Assault in a forest), I got another Urban medal. --[[User:Xuncu|Xuncu]] 08:09, 18 November 2013 (EST)<br />
<br />
== Council Medal of Honor ==<br />
<br />
I believe I have identified some of the objectives for getting the Council Medal of Honor. It appears to have to do with Terror Missions. By watching carefully, I have noticed that it seems to be awarded after successful Terror Missions.</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&diff=41182Talk:Overwatch (EU2012)2012-11-12T19:14:56Z<p>Alexbuzzbee: </p>
<hr />
<div>-- I've been trying to find more information regarding overwatch's Aim penalty. If a target were in high/light cover (-40 aim) and the overwatch penalty is somewhere less than that, it could be more advantageous to move to a position that forces the enemy to move and trigger overwatch, even at a penalty. It's possible the penalty could be smaller than low cover, but without any data aside from "at a small aim penalty" it is difficult to tell. Has anyone managed to datamine the ability or seen a "Tip" that gives any details? ~ [[User:Drakalu|Drakalu]] 15:41, 9 October 2012 (EDT)<br />
<br />
:Something in my brain says that I saw something saying it was 10 or 15, but I cannot confirm that at this time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:44, 9 October 2012 (EDT)<br />
<br />
:It's not mentioned in-game. I've been trying to spade it out, but it's tricky because first, the hit percentage is not shown, second, the RNG reset on loading a savegame also influences the AI's decision, and finally, dashing provides a defensive bonus. My best-contrived scenario has a 115 aim Sniper without Opportunist having a 75% stated hit chance on a Muton in light cover normally, and hitting 7 out of 12 times with Overwatch as it was forced out via a Support's Flush. So it LOOKS like the penalty is the same for light cover (which certainly isn't the same for heavy cover, where the sniper only had a 62% hit chance.) --[[User:Freeone3000|Freeone3000]] 04:20, 12 October 2012 (EDT)<br />
<br />
:On gear that gives defense, the wording is always a small amount is 10 and similar to low cover is 20 (not direct quotes), and on the gear that gives aim, 10 seems to be a significant increase. I am under the assumption that the aim penalty is no more then 15. [[User:Mavoc|Mavoc]] 14:45, 15 October 2012 (EDT)<br />
<br />
== We don't all play classic ==<br />
<br />
Not all XCOM players always play on classic difficulty! You can't always asume things like that.<br />
--[[User:Alexbuzzbee|Alexbuzzbee]] 14:14, 12 November 2012 (EST)</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Talk:Overwatch_(EU2012)&diff=41181Talk:Overwatch (EU2012)2012-11-12T19:14:40Z<p>Alexbuzzbee: /* We don't all pay classic */ new section</p>
<hr />
<div>-- I've been trying to find more information regarding overwatch's Aim penalty. If a target were in high/light cover (-40 aim) and the overwatch penalty is somewhere less than that, it could be more advantageous to move to a position that forces the enemy to move and trigger overwatch, even at a penalty. It's possible the penalty could be smaller than low cover, but without any data aside from "at a small aim penalty" it is difficult to tell. Has anyone managed to datamine the ability or seen a "Tip" that gives any details? ~ [[User:Drakalu|Drakalu]] 15:41, 9 October 2012 (EDT)<br />
<br />
:Something in my brain says that I saw something saying it was 10 or 15, but I cannot confirm that at this time. [[User:Arrow Quivershaft|Arrow Quivershaft]] 15:44, 9 October 2012 (EDT)<br />
<br />
:It's not mentioned in-game. I've been trying to spade it out, but it's tricky because first, the hit percentage is not shown, second, the RNG reset on loading a savegame also influences the AI's decision, and finally, dashing provides a defensive bonus. My best-contrived scenario has a 115 aim Sniper without Opportunist having a 75% stated hit chance on a Muton in light cover normally, and hitting 7 out of 12 times with Overwatch as it was forced out via a Support's Flush. So it LOOKS like the penalty is the same for light cover (which certainly isn't the same for heavy cover, where the sniper only had a 62% hit chance.) --[[User:Freeone3000|Freeone3000]] 04:20, 12 October 2012 (EDT)<br />
<br />
:On gear that gives defense, the wording is always a small amount is 10 and similar to low cover is 20 (not direct quotes), and on the gear that gives aim, 10 seems to be a significant increase. I am under the assumption that the aim penalty is no more then 15. [[User:Mavoc|Mavoc]] 14:45, 15 October 2012 (EDT)<br />
<br />
== We don't all pay classic ==<br />
<br />
Not all XCOM players always play on classic difficulty! You can't always asume things like that.<br />
--[[User:Alexbuzzbee|Alexbuzzbee]] 14:14, 12 November 2012 (EST)</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Overwatch_(EU2012)&diff=41180Overwatch (EU2012)2012-11-12T19:10:19Z<p>Alexbuzzbee: Removed more strong language</p>
<hr />
<div>A soldier or alien with a remaining action can enter Overwatch (default hotkey Y). This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any cover into their vision range during the enemy turn, albeit at a small aim penalty and without dealing critical hits.<br />
<br />
Overwatch can serve two tactical proposes:<br />
<br />
*'''To keep an enemy unit pinned down or risk a reaction shot'''<br />
**To keep them from occupying key positions that allow them to flank your own units<br />
*'''To ambush unseen enemy units as they walk into the soldier's field of vision'''<br />
**To cover chokepoints such as corridors and flanks<br />
**To wipe out activated aliens before they reach cover<br />
<br />
Some class abilities alter or improve various aspects and properties of Overwatch. These include Rapid Reaction (Heavy), Squad Sight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support).<br />
<br />
When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn't worth the risk. <br />
<br />
Due to the aim penalty, overwatch can be more effectively used to "pin down" aliens while your squad maneuvers, rather than for direct damage. An aliens will never, or very rarely move if it sees an agent enter overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into overwatch will still freely move, and will more than likely trigger the reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting up overwatch for this tactic.<br />
<br />
Here is a more in-depth guide to effective overwatch usage, credit to 1stGear of the Something Awful forums:<br />
<br />
<br />
http://forums.somethingawful.com/showthread.php?threadid=3508281&perpage=40&pagenumber=395#post408751257<br />
--------------------------------------------------------------------------------<br />
I'm going to cover a bunch of stuff in this post, but I'm going to start with Overwatch and using it properly. This is because Overwatching correctly is one of the most fundamentally important parts of playing this game on Classic and Impossible and the aliens will destroy you every single time if you don't do it right.<br />
<br />
'''What is Overwatch?'''<br />
<br />
Just so we're on the same page, Overwatching is the act of having your soldier reaction fire on any enemy that makes a move action within their field of view. Overwatch shots cannot crit, are made at an Aim penalty, and the Overwatcher must have line-of-sight on the victim. Overwatch shots do not trigger on any action except for movement. Choosing to Overwatch ends your soldier's turn entirely, regardless of how many actions they had left. I'll interchangeably refer to Overwatch shots as reaction fire.<br />
<br />
'''I know that and I use it all the time, what's the problem?'''<br />
<br />
The using it all the time is the problem. Its a common refrain in this thread that should always end your turn on Overwatch and that's a false statement that will result in the death of a lot of soldiers. This is because of something incredibly, unbelievably important that the game does not directly tell you:<br />
<br />
An alien that knows it is being Overwatched will not move for any reason (Short of panic). This is for the same reason that you try to avoid moving when you're being Overwatched: the AI doesn't want to give you the free shot and potential kill. However, a human player has the capacity to judge the risk of taking reaction fire against other potential risks, like being flanked or a car about to explode. The AI does not. Again, if the AI knows a unit is being Overwatched, it will not move that unit under any circumstance. Instead, it will fire at one of your units. On unmodded Classic, this is super-bad because the aliens receive bonuses to their Aim and Crit chance, meaning their chances of hitting and killing one of your soldiers is significantly higher.<br />
<br />
This is why you are messing up badly using Overwatch. By always choosing to Overwatch if you can't think of anything else, you are essentially forcing the AI to make more shots on your soldiers, significantly increasing the chance of those soldiers dying.<br />
<br />
'''So Overwatch is useless then.'''<br />
<br />
No, Overwatch still has two primary uses:<br />
<br />
1)The AI in XCOM is not omnipotent. If it doesn't have line-of-sight on you, it legitimately does not know where you are and what you are doing (This appears to extend even further than a human player's lack of knowledge in that the AI doesn't seem to cohesively use all of its units' vision, meaning that the AI might move Sectoid A into an Overwatching soldier's LOS even though Sectoid B already had LOS on the Overwatcher). This means the AI will walk into Overwatch fire if the Overwatcher was in the fog of war. This is why, when you are in the initial scouting phase, you should be ending every turn on Overwatch in case an alien pack runs into view. This is also useful for Overwatch traps, where you pull your soldiers back, Overwatch them, then let Muton Berserkers charge in and get killed by a criss-crossing plasma disco.<br />
<br />
2) The refusal of the AI to move while it is Overwatched is as much as a risk to them as it is a risk to you. This means they won't shift out of half-cover, they won't run from being flanked, and they won't move from an exploding car. Using Overwatch is a way of 'fixing' an alien in place if that alien is in an advantageous place for you or if you are moving soldiers to flank it. Keep in mind that the pinned alien will continue to shoot at your people, so make sure that the potential gain of pinning it is higher than the potential risk of injury or death. Its honestly better to use Suppression for this particular use.<br />
<br />
'''I'm a goon, break it down into bullet points'''<br />
<br />
*Overwatch when you are scouting and not certain what you'll run into.<br />
*Overwatch when you want to keep an alien pinned down to flank it/shoot it/whatever.<br />
*Overwatch when you know the AI doesn't have LOS on you and thus doesn't know what you're doing.<br />
*DO NOT Overwatch if you will gain nothing from this alien's current position. Either take the shot if its >40% or Hunker Down.<br />
*AVOID Overwatching while in half-cover. Half-cover is not hugely useful on Classic and it is almost always better to Hunker Down than doing anything else.<br />
People who say you should always end by Overwatching are straight-up wrong. I followed that particular advice and was losing 1+ soldiers every mission. When I learned how the AI responded to Overwatch and began thinking about my use of it in that context, I started using it a lot less while using Hunker Down or taking shots I wouldn't have taken before. Abruptly, I start winning more missions with no casualties. Overwatch is a very powerful ability when used correctly and its is an anchor around your neck if you use it without thought.<br />
<br />
==See Also== <br />
*[[Gameplay_Mechanics_(EU2012)| Back to Gameplay Mechanics]]<br />
*[[Enemy_Unknown_(EU2012)| Back to Main Page]]<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Overwatch_(EU2012)&diff=41179Overwatch (EU2012)2012-11-12T19:08:07Z<p>Alexbuzzbee: Removed strong language</p>
<hr />
<div>A soldier or alien with a remaining action can enter Overwatch (default hotkey Y). This ends the soldier's turn, but allows them to shoot at the first enemy that moves without any cover into their vision range during the enemy turn, albeit at a small aim penalty and without dealing critical hits.<br />
<br />
Overwatch can serve two tactical proposes:<br />
<br />
*'''To keep an enemy unit pinned down or risk a reaction shot'''<br />
**To keep them from occupying key positions that allow them to flank your own units<br />
*'''To ambush unseen enemy units as they walk into the soldier's field of vision'''<br />
**To cover chokepoints such as corridors and flanks<br />
**To wipe out activated aliens before they reach cover<br />
<br />
Some class abilities alter or improve various aspects and properties of Overwatch. These include Rapid Reaction (Heavy), Squad Sight (Sniper), Opportunist (Sniper), Covering Fire (Support), and Sentinel (Support).<br />
<br />
When overwatching be aware of what accuracy percentage you are likely to get. It is better to hunker down and double your defense bonus rather than risking a 20% shot. Especially early on with rookies with low accuracy and carrying weak weapons it isn't worth the risk. <br />
<br />
Due to the aim penalty, overwatch can be more effectively used to "pin down" aliens while your squad maneuvers, rather than for direct damage. An aliens will never, or very rarely move if it sees an agent enter overwatch (this holds true for aliens under suppressing fire as well). This can be exploited to great effect: it allows you to move your agents into flanking positions, while at the same time preventing the aliens from doing the same to you. Please note that aliens that do NOT see the agent go into overwatch will still freely move, and will more than likely trigger the reaction shot. If all your squad's reaction shots are triggered, then the aliens will once again move freely, so care must be taken when setting up overwatch for this tactic.<br />
<br />
Here is a more in-depth guide to effective overwatch usage, credit to 1stGear of the Something Awful forums:<br />
<br />
<br />
http://forums.somethingawful.com/showthread.php?threadid=3508281&perpage=40&pagenumber=395#post408751257<br />
--------------------------------------------------------------------------------<br />
I'm going to cover a bunch of stuff in this post, but I'm going to start with Overwatch and using it properly. This is because Overwatching correctly is one of the most fundamentally important parts of playing this game on Classic and Impossible and the aliens will destroy you every single time if you don't do it right.<br />
<br />
'''What is Overwatch?'''<br />
<br />
Just so we're on the same page, Overwatching is the act of having your soldier reaction fire on any enemy that makes a move action within their field of view. Overwatch shots cannot crit, are made at an Aim penalty, and the Overwatcher must have line-of-sight on the victim. Overwatch shots do not trigger on any action except for movement. Choosing to Overwatch ends your soldier's turn entirely, regardless of how many actions they had left. I'll interchangeably refer to Overwatch shots as reaction fire.<br />
<br />
'''I know that and I use it all the time, what's the problem?'''<br />
<br />
The using it all the time is the problem. Its a common refrain in this thread that should always end your turn on Overwatch and that's a false statement that will result in the death of a lot of soldiers. This is because of something incredibly, unbelievably important that the game does not directly tell you:<br />
<br />
An alien that knows it is being Overwatched will not move for any reason (Short of panic). This is for the same reason that you try to avoid moving when you're being Overwatched: the AI doesn't want to give you the free shot and potential kill. However, a human player has the capacity to judge the risk of taking reaction fire against other potential risks, like being flanked or a car about to explode. The AI does not. Again, if the AI knows a unit is being Overwatched, it will not move that unit under any circumstance. Instead, it will fire at one of your units. On unmodded Classic, this is super-bad because the aliens receive bonuses to their Aim and Crit chance, meaning their chances of hitting and killing one of your soldiers is significantly higher.<br />
<br />
This is why you are messing up badly using Overwatch. By always choosing to Overwatch if you can't think of anything else, you are essentially forcing the AI to make more shots on your soldiers, significantly increasing the chance of those soldiers dying.<br />
<br />
'''So Overwatch is useless then.'''<br />
<br />
No, Overwatch still has two primary uses:<br />
<br />
1)The AI in XCOM is not omnipotent. If it doesn't have line-of-sight on you, it legitimately does not know where you are and what you are doing (This appears to extend even further than a human player's lack of knowledge in that the AI doesn't seem to cohesively use all of its units' vision, meaning that the AI might move Sectoid A into an Overwatching soldier's LOS even though Sectoid B already had LOS on the Overwatcher). This means the AI will walk into Overwatch fire if the Overwatcher was in the fog of war. This is why, when you are in the initial scouting phase, you should be ending every turn on Overwatch in case an alien pack runs into view. This is also useful for Overwatch traps, where you pull your soldiers back, Overwatch them, then let Muton Berserkers charge in and get fucked up by a criss-crossing plasma disco.<br />
<br />
2) The refusal of the AI to move while it is Overwatched is as much as a risk to them as it is a risk to you. This means they won't shift out of half-cover, they won't run from being flanked, and they won't move from an exploding car. Using Overwatch is a way of 'fixing' an alien in place if that alien is in an advantageous place for you or if you are moving soldiers to flank it. Keep in mind that the pinned alien will continue to shoot at your people, so make sure that the potential gain of pinning it is higher than the potential risk of injury or death. Its honestly better to use Suppression for this particular use.<br />
<br />
'''I'm a goon, break it down into bullet points'''<br />
<br />
*Overwatch when you are scouting and not certain what you'll run into.<br />
*Overwatch when you want to keep an alien pinned down to flank it/shoot it/whatever.<br />
*Overwatch when you know the AI doesn't have LOS on you and thus doesn't know what you're doing.<br />
*DO NOT Overwatch if you will gain nothing from this alien's current position. Either take the shot if its >40% or Hunker Down.<br />
*AVOID Overwatching while in half-cover. Half-cover is not hugely useful on Classic and it is almost always better to Hunker Down than doing anything else.<br />
People who say you should always end by Overwatching are straight-up wrong. I followed that particular advice and was losing 1+ soldiers every mission. When I learned how the AI responded to Overwatch and began thinking about my use of it in that context, I started using it a lot less while using Hunker Down or taking shots I wouldn't have taken before. Abruptly, I start winning more missions with no casualties. Overwatch is a very powerful ability when used correctly and its is an anchor around your neck if you use it without thought.<br />
<br />
==See Also== <br />
*[[Gameplay_Mechanics_(EU2012)| Back to Gameplay Mechanics]]<br />
*[[Enemy_Unknown_(EU2012)| Back to Main Page]]<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Lightning&diff=40558Lightning2012-10-29T18:30:25Z<p>Alexbuzzbee: </p>
<hr />
<div>[[Image:UP003.gif|right|Lightning - New Fighter-Transporter]]<br />
The prototype X-Com fighter/transporter, the '''Lightning''' is the second UFO-based craft [[research]]ed, with the emphasis on troop transport capabilities.<br />
<br />
This craft appears in ''[[X-COM|UFO: Enemy Unknown]]''. For the ''[[TFTD|Terror from the Deep]]'' equivalent, refer to the [[Hammerhead]].<br />
<br />
==Limitations==<br />
The Lightning is your typical 'Jack of all trades, master of none'. It neither excels at being an interceptor nor does it excel at being a troop transporter. Either role can be better filled with other aircraft, such as [[Interceptor]]s or [[Skyranger]]s, but the Lightning is a meld of both. <br />
<br />
As an interceptor, it fails by having a short range, low speed and only one hardpoint. As a transporter, it is unable to carry [[Heavy Weapons Platforms]] and only has room for a small squadron of soldiers. These are the main reasons why a number of [[X-COM]] Commanders frown on the usage of the Lightning.<br />
<br />
The Lightning shares a [[Known Bugs#Elerium-fueled Craft Bug|design flaw]] with the [[Firestorm]] that forces it to return to base after using half of it's fuel supply, regardless of how close or far it is from the base.<br />
<br />
==Advantages==<br />
However, unlike the [[Skyranger]] or the [[Avenger]], the Lightning does offer 2 completely unique experience when it comes to ground combat because of its peculiar octagonal design. <br />
<br />
Firstly, due to an unusual design flaw, troops are able to leave from four other locations apart from the official entrance. These additional exits are found on the corners of the ship. With a combination of well trained soldiers, adequate equipment and strategy, the ability to deploy from almost every direction can prove to be very advantageous in many different situations. <br />
<br />
Furthermore, the Lighting incorporates an additional piece of alien technology: AUTOMATIC DOORS. This is in fact a major tactical advantage, especially at the start of combat when aliens have full TU. The automatic door prevents aliens from spotting X-COM agents and summarily throwing grenades/ firing blaster bombs INTO the troop carrier itself, killing the entire squad. <br />
<br />
As the Lightning is designed to carry troops, it lacks the acceleration of the [[Firestorm]]. This means that even though it can stay in the air for almost as long as a [[Firestorm]], it cannot fly very far. This does not necessarily render the Lightning useless. Though its range is limited, its acceleration still outclasses every other earth based aircraft available, making it excellent for rapid short range interceptions and ground assaults. <br />
<br />
Whilst its primary role is that of troop transporter, unlike the [[Skyranger]] it has a single aircraft weapons hardpoint.<br />
<br />
The Lightning also has much heavier armour and hull strength than the [[Firestorm]] and is second only to the [[Avenger]] in terms of its ability to sustain damage. Although it may not be destroyed completely by a single attack from a [[Battleship]], the odds of a lone Lightning surviving an attack against a [[Battleship]] are substantially smaller than that of the [[Avenger]]. <br />
<br />
The Lightning, for all its advantages and disadvantages, is best used as support for other ships with a more dedicated role rather to be relied on by itself. If you need rapid response times and don't have the Avenger, this craft can shuttle back and forth between all those landed alien craft who are building an Alien base. Grab that Elerium quick.<br />
<br />
==Battlescape Graphics==<br />
<gallery widths="175"><br />
Image:LIGHTNIN-L0.PNG|Lightning Level 0<br />
Image:LIGHTNIN-L1.PNG|Lightning Level 1<br />
Image:LIGHTNIN-L2.PNG|Lightning Level 2<br />
</gallery><br />
<br />
== Special Requirements ==<br />
The "Lightning" craft is fueled by [[Elerium-115]]. Before manufacturing this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].<br />
<br />
While airborne, the Lightning consumes fuel at the rate of 1 fuel unit (1/5th unit of [[Elerium-115]], 3.33% total fuel) every ten minutes, regardless of the speed of the craft. The Lightning has a maximum (radial) range of only 7,750 nautical miles, while being airborne for 2h, 30m. Its maximum (distance) range is 15,500 nautical miles, for a total fly time of 5 hours. Patrolling has no effect on fuel consumption.<br />
<br />
One Lightning requires 6 units of Elerium for refueling. When refueling, the Lightning receives 16.67% more fuel (i.e., 1 Elerium) every half hour, on the half hour. So it can take up to three hours to refuel, and will be finished fueling precisely on the turn of a half hour.<br />
<br />
Service is done in this order: [[Repairs]], [[refueling]], [[rearming]]. If you transfer a Lightning between bases, it will still need refueling and rearming when it arrives even though 12+ hours have passed (if it needed them before it left).<br />
<br />
Lightnings are repaired at the rate of 3% damage per day.<br />
<br />
== Vital Statistics ==<br />
<table><br />
<tr><td>Maximum Speed:</td><td>3,100</td></tr><br />
<tr><td>Acceleration:</td><td>8</td></tr><br />
<tr><td>Fuel Capacity:</td><td>30</td></tr><br />
<tr><td>Weapon Pods:</td><td>1</td></tr><br />
<tr><td>Damage Capacity:</td><td>800</td></tr><br />
<tr><td>Cargo Space:</td><td>12</td></tr><br />
<tr><td>[[:Category:Heavy Weapons Platforms|HWP]] Capacity:</td><td>None</td></tr><br />
<tr><td>Work Space Required:</td><td>34</td></tr><br />
</table><br />
<br />
== See Also ==<br />
{{Craft Navbar}}<br />
<br />
[[Category: Research (EU)]][[Category:X-COM Craft (EU)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Research&diff=40556Research2012-10-29T17:55:03Z<p>Alexbuzzbee: </p>
<hr />
<div>'''In other languages: [[연구|한국어]].'''<br />
<br />
The war between Man and Alien is not fought waged purely on the field of combat. It is also fought with science. <br />
<br />
'''Research''' is a decisive factor in winning the game. X-COM forces start the war outclassed by their alien foes and their more powerful technologies. By capturing alien artefacts and researching them, X-COM forces gain access to vastly improved [[weapons]], [[armour]], [[Base Facilities|base facilities]], new [[craft|aircraft]], and other useful technologies. Researching captive live aliens provides information about the aliens' methods and traits, and ultimately [[Alien Research#Cydonia or Bust|how to beat them]].<br />
<br />
== Research Basics ==<br />
<br />
Researching a topic is simple. As the Commander of X-COM all you need to do is to pick a research topic and assign a number of scientists to work on it. Then sit back and wait until they are done. <br />
<br />
In order to research , you will need to have the following:<br />
<br />
----<br />
# A research topic<br />
# [[Laboratory]]<br />
# [[Living Quarters]] <br />
# Scientists<br />
----<br />
<br />
'''Research topics''' are made available several ways. They are provided at the start, obtained by capturing alien artefacts, or deriving them from previous research topics/interrogations. Each research topic require a certain amount of research hours to complete. This value is hidden to the player but you are given a general indication of the progress. This value is randomly adjusted ±50% at the time the topic is started, so some projects may finish sooner or much later than expected. After a research topic is complete, you will be able to build and use the technology and sometimes gain access to new topics to research. <br />
<br />
The '''laboratory''' is where your scientists get to do their work. Each lab has space for 50 scientists. You can have a maximum of 255 scientists working on a project at a time, though it is recommended to work within multiples of 50.<br />
<br />
'''Living quarters''' are required to house the scientists, and sometimes for captured aliens that are being transferred from another base. It is unclear why the latter is required, but bed space is temporarily allocated for aliens at the destination base while they are in transit. <br />
<br />
Finally, and most importantly, the '''scientists''' themselves. Each scientist that is allocated to a project will reduce that project's number of research hours by 1 every hour. Calculations to the remaining research hours are applied at midnight every night. The scientists are otherwise free for most of the day. <br />
<br />
With all these available at a base, you can go into the lab, bring up the available research topics, pick the topics that interest you and then allocate a certain number of scientists to work on them. You can assign all scientists to one topic, or split them across several as needed. <br />
<br />
At the end of each day, the scientists will decrease the research hours needed to complete the topic they are assigned to. Once the research hours on their topic reach 0, the research is complete and the scientists are free to be assigned to other topics. Where applicable, you will now be able to use and manufacture the researched technology. <br />
<br />
For more detail on how research works, the amount of time required for specific projects or other information such as the maintenance costs, refer to the auxiliary articles at the end.<br />
<br />
== Research Basics: Starting ==<br />
<br />
You start the game with one [[Laboratory]], sufficient space in the [[Living Quarters]], 10 Scientists, and the following research topics that you can start on immediately: [[Weapons#Laser_Technology|Laser Weapons]]; [[Medi-Kit]]; [[Motion Scanner]]<br />
<br />
The choice of which technology to start with is entirely up to you, as there are merits to all the possible choices (irrespective of what some veteran players may argue!). They are quick to research and provide good equipment that can last all through the game. <br />
<br />
In addition to deciding which topic to start with, you will need to consider how to improve your research operations with your limited starting resources. The starting set up is reasonable, but will quickly prove to be inadequate once you get research topics that require a greater number of research hours to complete.<br />
<br />
----<br />
<br />
Some good short-term options to consider include: <br />
<br />
* Buying an [[Alien Containment]] <br />
* Raise your scientist numbers to 50 <br />
<br />
Buying an '''alien containment''' allows the capture and interrogation of aliens. While interrogations as a whole serve mainly as a means to provide more background information to the plot of the game, a few ranks such as the Navigator or a [[Sectoid]] Leader provide some high level research. If found early, are very useful to have and can set the tone of the rest of the game. <br />
<br />
'''Raising your number of hired scientists to 50''' allows you to fill all vacant spaces in the first lab. Keep in mind that the lab is rented, so any unused workspace will mean you are not getting the most out of your monthly investment. <br />
<br />
Long term options you want to consider:<br />
<br />
* Building additional living quarters<br />
* Building additional laboratories <br />
* Hiring additional scientists (50 per living quarter and lab) <br />
<br />
All three points work hand in hand to increase the number of scientists at your disposal, allowing you to work through the research topics at a faster pace. <br />
<br />
'''Caution:''' Be aware that research facilities and staff are expensive to obtain and maintain. Over-exerting your limited finances to build a massive research facility right from the beginning may prove to be much more detrimental than beneficial to the cause. You may want to only plan your expansion at this stage. <br />
<br />
----<br />
<br />
A comfortable medium for beginners and perhaps any level of player is to work with 100 scientists. It strikes a good balance of speed and the maintenance cost is not too hefty. Veteran players familiar with what technologies they are after can easily get away with 50 or even lesser scientists. <br />
<br />
Scientists quantities of 150, 200 and 250 are best considered later once you have more reliable means of income. <br />
<br />
<br />
== Research Basics: Beyond ==<br />
<br />
After your first mission, you will start to obtain new topics in the labs depending on the artefacts and aliens that you are able to bring home from the battles. This opens up a world of better technology that you can access right away. Many of these technologies will also form the foundation of even higher tier technologies that you will need in due course. <br />
<br />
Due to the open nature of this game, and the various playing methods that players will adopt, there's no one true path on how to proceed from here. Pick what technologies fancy you the most, or go for the ones with the most immediate benefits. Make up your own system of how research must progress, or just start picking topics at random. It's entirely up to you. <br />
<br />
<br />
== See Also ==<br />
<br />
For more advanced information on research, refer to: <br />
<br />
*[[Research Basics]]<br />
*[[Research Popular Sequences and Tips|Popular Sequences and Tips]]<br />
*[[Research Trees]]<br />
*[[Live Alien Research|Researching Live Aliens]]<br />
*[[Research Technical Details|Technical Details]]<br />
<br />
{{Research Navbar}}<br />
<br />
[[Category:Research (EU)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Soldier_(Alien_Rank)&diff=40555Soldier (Alien Rank)2012-10-29T17:50:48Z<p>Alexbuzzbee: </p>
<hr />
<div>A '''Soldier''' is the lowest [[Alien Ranks]], and is one the most commonly found in all mission profiles. Their role on board is to keep the [[UFO]] or [[Alien Base|Base]] secure and also to perform any general work they are ordered to do. In most missions they will be the first opponents encountered.<br />
<br />
In combat a Soldier is only the equal of other ranks at best, and has the lowest intelligence. In terms of equipment they may have slightly more powerful weapons that some higher ranks such as [[Medic (Alien Rank)|Medics]], but not always. Aside from that they are generally the easiest opponents you will run into on any given mission, although if the mission is with [[Ethereal]]s that isn't much consolation.<br />
<br />
==Deployment==<br />
<center><br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">UFO Type</th><br />
<th>Beg./Exp.</th><br />
<th>Vet./Gen.</th><br />
<th>Super.</th></tr><br />
<tr><td align="left">[[Small Scout]]</td><td>1</td><td>1</td><td>1</td></tr><br />
<tr><td align="left">[[Medium Scout]]</td><td>2-4</td><td>3-5</td><td>4-6</td></tr><br />
<tr><td align="left">[[Large Scout]]</td><td>1-6</td><td>2-7</td><td>3-8</td></tr><br />
<tr><td align="left">[[Abductor]]</td><td>3-7</td><td>4-8</td><td>5-9</td></tr><br />
<tr><td align="left">[[Harvester]]</td><td>5-9</td><td>7-11</td><td>9-13</td></tr><br />
<tr><td align="left">[[Supply ship|Supply Ship]]</td><td>5-11</td><td>6-12</td><td>7-13</td></tr><br />
<tr><td align="left">[[Terror ship|Terror Ship]]</td><td>4-5</td><td>5-6</td><td>6-7</td></tr><br />
<tr><td align="left">[[Battleship]]</td><td>4-8</td><td>6-10</td><td>8-12</td></tr><br />
<tr><td align="left">[[Alien Base]]</td><td>5-9</td><td>6-10</td><td>7-11</td></tr><br />
</table><br />
</center><br />
<br />
==See Also==<br />
*[[Alien Ranks]]<br />
*[[Alien Stats]]<br />
<br />
[[Category:Alien Ranks]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Commander_(Alien_Rank)&diff=40554Commander (Alien Rank)2012-10-29T17:48:23Z<p>Alexbuzzbee: </p>
<hr />
<div>Commanders hold the loftiest [[Alien Rank|rank]] in the alien hierarchy. They can only be found in [[Alien Base]]s ([[Alien Colonies]] for TFTD), on [[Battleship]]s ([[Dreadnought]]s for TFTD), on an [[Base Defense|X-COM Base Defense]] mission, or [[Cydonia]] ([[T'leth]] for TFTD). Capturing a commander is crucial in order to complete the game: only commanders are privy to the location of the [[Brain]]'s stronghold on [[Cydonia]].<br />
<br />
Commanders have higher intelligence, armour, and other stats compared to other members of their race (although this is somewhat race dependent), although their "aggression" score is typically lower. Commanders often carry a [[Blaster Launcher]] (other ranks may carry them as well). They are probably the toughest opponents you will encounter on any given mission -- especially [[Sectoid]] Commanders, which can use [[Psionic]]s to attack your men from their hiding place on the bridge.<br />
<br />
==Deployment==<br />
<center><br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">UFO Type</th><br />
<th>Beg./Exp.</th><br />
<th>Vet./Gen.</th><br />
<th>Super.</th></tr><br />
<tr><td align="left">[[Small Scout]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Medium Scout]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Large Scout]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Abductor]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Harvester]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Supply ship|Supply Ship]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Terror ship|Terror Ship]]</td><td>0</td><td>0</td><td>0</td></tr><br />
<tr><td align="left">[[Battleship]]</td><td>1</td><td>1</td><td>1</td></tr><br />
<tr><td align="left">[[Alien Base]]</td><td>1</td><td>1</td><td>1</td></tr><br />
</table><br />
</center><br />
<br />
==Captured Commanders==<br />
Interrogating a captured commander will allow research of [[Alien Research#The Martian Solution|The Martian Solution]] and then [[Alien Research#Cydonia or Bust|Cydonia or Bust]]. If the commander is a [[Sectoid]] or [[Ethereal]] it will also allow research of [[Psionics]].<br />
<br />
==See Also==<br />
*[[Alien Ranks]]<br />
*[[Alien Stats]]<br />
<br />
[[Category:Alien Ranks]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Rear_Commander&diff=40553Rear Commander2012-10-29T17:45:40Z<p>Alexbuzzbee: </p>
<hr />
<div>One common problem when taking a group of Rookies into combat is that some will die, whereupon the remainder will panic and go berserk with annoying frequency, even if they have maximum initial [[bravery]]. This is where having a '''Rear Commander''' can make all the difference.<br />
<br />
This is because high [[rank]] soldiers give a [[Morale]] bonus to all lower rank soldiers. Unfortunately, this works both ways: if the high rank soldier is killed, morale will drop sharply. The higher the rank, the greater the bonus (or penalty). Maintaining a high morale thus becomes a problem of ensuring the officer's survival. A tried-and-proved approach is for the officer to act as a rear commander who remains in the safety of the transport craft, providing moral support and encouragement via radio to the rookies (he's a strategic officer, not a field officer).<br />
<br />
This is a very useful tactic for training Rookies, particularly when training a second recovery/assault team, experienced base defenders, or just creating a decent selection of replacement soldiers.<br />
<br />
==Rear Commander Selection==<br />
Generally, you should send the highest officer at your disposal. Even a Sergeant helps, but isn't quite effective enough. The officer's combat skills do not matter in the slightest. This is an excellent position for that "why did X-COM promote that guy again?" officer! Finally, a use for the formerly useless officers! <br />
<br />
Note that if you deliberately only take one officer, you're pretty much safe from morale issues. If you have a Colonel, a couple Captains, four Sergeants, and 7 Rookies, the Rookies will start to panic when you lose any of the numerous officers (though they might bear the loss of two Seargeants). But if you have only one officer, and the officer is alive, you can lose 7-8 Rookies before they start to panic.<br />
<br />
==Benefits==<br />
The officer provides several benefits:<br />
<br />
*By staying in the dropship, the officer can abort the mission if there is a CF/SNAFU/FUBAR situation (choose your acronym).<br />
<br />
*By staying in the dropship, the officer is unlikely to be killed thus the rookies retain their morale benefit throughout the mission. <br />
<br />
*Excess [[weapons]], [[grenade]]s, and such can be left in the dropship. Rookies may not have the strength to carry everything. The officer (with a decent level of strength) can throw [[Equipment (EU)|equipment]] out of the ranger to rookies in the field.<br />
<br />
*The rookies will gain much more [[experience]], as they will make all the shots and all the kills. This keeps your officer from stealing all the experience with their superior skills.<br />
<br />
*If you give the Rear Commander a [[Mind Probe]], [[Blaster Launcher]], or (assuming sufficient [[Psionic Skill]]) a [[Psi-Amp]], a Rear Commander can still participate in the battle from the safety of the dropship. Read the safety instructions before using the Blaster Launcher in confined places, though.<br />
<br />
Note that you can use this tactic well into the game. 25 Squaddies and 1 Commander who stays on the ship works very, very effectively. The Squaddies in the line of fire won't suffer huge morale losses when their buddies die. In addition, Squaddies in X-COM can (and often do) have better stats than the officers (unless you fire or kill low-stat officers). Basically, the idea is to minimize morale penalties (which occur when soldiers die, so you want low rank soldiers in the line of fire). And, you want to maximize morale bonuses (which occur when officers stay alive, so you want officers to be safe throughout the battle).<br />
<br />
Adapted from a post by [Zeno] in xcom.co.uk, reposted by [[User:JellyfishGreen|JellyfishGreen]] 15:34, 25 Apr 2005 (BST)<br />
<br />
==See Also==<br />
[[Category: Tactics]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Rear_Commander&diff=40552Rear Commander2012-10-29T17:45:03Z<p>Alexbuzzbee: Replaced "'ranger" and "Skyranger" with "dropship"</p>
<hr />
<div>One common problem when taking a group of Rookies into combat is that some will die, whereupon the remainder will panic and go berserk with annoying frequency, even if they have maximum initial [[bravery]]. This is where having a '''Rear Commander''' can make all the difference.<br />
<br />
This is because high [[rank]] soldiers give a [[Morale]] bonus to all lower rank soldiers. Unfortunately, this works both ways: if the high rank soldier is killed, morale will drop sharply. The higher the rank, the greater the bonus (or penalty). Maintaining a high morale thus becomes a problem of ensuring the officer's survival. A tried-and-proved approach is for the officer to act as a rear commander who remains in the safety of the transport craft, providing moral support and encouragement via radio to the rookies (he's a strategic officer, not a field officer).<br />
<br />
This is a very useful tactic for training Rookies, particularly when training a second recovery/assault team, experienced base defenders, or just creating a decent selection of replacement soldiers.<br />
<br />
==Rear Commander Selection==<br />
Generally, you should send the highest officer at your disposal. Even a Sergeant helps, but isn't quite effective enough. The officer's combat skills do not matter in the slightest. This is an excellent position for that "why did X-COM promote that guy again?" officer! Finally, a use for the formerly useless officers! <br />
<br />
Note that if you deliberately only take one officer, you're pretty much safe from morale issues. If you have a Colonel, a couple Captains, four Sergeants, and 7 Rookies, the Rookies will start to panic when you lose any of the numerous officers (though they might bear the loss of two Seargeants). But if you have only one officer, and the officer is alive, you can lose 7-8 Rookies before they start to panic.<br />
<br />
==Benefits==<br />
The officer provides several benefits:<br />
<br />
*By staying in the dropship, the officer can abort the mission if there is a CF/SNAFU/FUBAR situation (choose your acronym).<br />
<br />
*By staying in the dropship, the officer is unlikely to be killed thus the rookies retain their morale benefit throughout the mission. <br />
<br />
*Excess [[weapons]], [[grenade]]s, and such can be left in the dropship. Rookies may not have the strength to carry everything. The officer (with a decent level of strength) can throw [[Equipment (EU)|equipment]] out of the ranger to rookies in the field.<br />
<br />
*The rookies will gain much more [[experience]], as they will make all the shots and all the kills. This keeps your officer from stealing all the experience with their superior skills.<br />
<br />
*If you give the Rear Commander a [[Mind Probe]], [[Blaster Launcher]], or (assuming sufficient [[Psionic Skill]]) a [[Psi-Amp]], a Rear Commander can still participate in the battle from the safety of the dropship. Read the safety instructions before using the Blaster Launcher in confined places, though.<br />
<br />
Note that you can use this tactic well into the game. 25 Squaddies and 1 Commander who stays on the ship works very, very effectively. The Squaddies in the line of fire won't suffer huge morale losses when their buddies die. In addition, Squaddies in XCOM can (and often do) have better stats than the officers (unless you fire or kill low-stat officers). Basically, the idea is to minimize morale penalties (which occur when soldiers die, so you want low rank soldiers in the line of fire). And, you want to maximize morale bonuses (which occur when officers stay alive, so you want officers to be safe throughout the battle).<br />
<br />
Adapted from a post by [Zeno] in xcom.co.uk, reposted by [[User:JellyfishGreen|JellyfishGreen]] 15:34, 25 Apr 2005 (BST)<br />
<br />
==See Also==<br />
[[Category: Tactics]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Background_(TFTD)&diff=40178Background (TFTD)2012-10-22T21:09:56Z<p>Alexbuzzbee: Fixed missing letters</p>
<hr />
<div>==Manual Notes==<br />
-----<br />
X-COM<br />
-----<br />
The Extraterrestrial Combat Unit (or X-COM) was formed to combat the increasing world-wide UFO<br />
activity at the end of the 20th century, X-COM is an independent body charged with investigating<br />
and defeating the alien threat. This elite multi-national organisation is funded by all the major<br />
world powers and is equipped with the finest pilots, soldiers, scientists and engineers.<br />
----------<br />
Background<br />
----------<br />
Earth 2039. The last scarred sites of the alien war of 30 years ago are healing (as featured in<br />
[[Enemy Unknown|X-COM: Enemy Unknown]]). To all intents and purposes the threat to the Earth may never<br />
have happened. But in the oceans long-silent forces have been aroused by the conflicts; a vast<br />
interstellar colonisation ship - 400 billion tonnes of metal - that fell to Earth 65 million years<br />
ago has been activated. When the alien base on Mars shuddered in its death throes a powerful<br />
Tachyon beam darted out to a long dormant receptor. 30 years ago, the vast chambers of unnumerable<br />
species began their re-animation cycle.<br />
X-COM must now face a new terror: an army of aliens already installed in the depths of the world's<br />
oceans. The aliens have been sinking ships, destroying planes and devastating remote ports, to what<br />
end we know not.<br />
<br />
==Official Timeline (from X-COM Interceptor Manual)==<br />
----------------------------<br />
The Second Alien War (AW-II)<br />
----------------------------<br />
2041 <br />
----<br />
January 1st: The Second Alien War begins,<br />
Sightings of the alien submersible vehicles increase dramatically as the aliens become more bold.<br />
Once again, one of the main goals of the alien forces is to terrorize the population of major<br />
metropolitan areas. This time around, the aliens stick to regions near the world's oceans.<br />
Although some species, the [[Aquatoid]]s in particular, are obviously related to the last wave of<br />
aliens who attacked the planet, many of these creatures are different than anything previously<br />
encountered.<br />
Although interception of the smaller alien subs is a relatively easy matter thanks to the Barracuda<br />
intercept sub, early X-COM tactical missions meet with less than successful results. Most of the<br />
weapons used in the [[Background|First Alien War]] are useless without a supply of Elerium-115 to<br />
power them, and weapons based on Earth technology, such as the Laser [[Rifle]], prove<br />
to have no effect against the new aliens or cannot be adapted for underwater use. Aquanauts are<br />
forced to rely on primitive spear and harpoon gun, torpedo launchers, and a small array of<br />
explosive devices, until they are able to research the technology used by the new wave of alien<br />
invaders.<br />
---------<br />
2042-2045<br />
---------<br />
The Second Alien War ramps up to a fever pitch. More alien species are catalogued. One species in<br />
particular, a clawed group of creatures that quickly become known as "[[Lobster Men]]", cause<br />
Aquanauts a great deal of difficulty. Their tough skin is virtually impervious to conventional<br />
methods of attack.<br />
One of the earliest alien technologies discovered is [[Zrbite]], a mineral analogous to Elerium-<br />
115 and used to power most of the new aliens' equipment and weapons. Zrbite is found to be<br />
extremely unstable, but its use is deemed a necessary risk; it is the only viable power source for<br />
replicated alien technology.<br />
The influx of equipment and aliens, dead and otherwise, recovered from the battlefield leads to<br />
great advances in weapons technology. Primary among these are the ability to replicate sonic<br />
weapons and the development of [[Vibro Blade]]s - rotating titanium blade weapons that prove quite<br />
effective against the deadly Lobster Men. Along with weapons technology, X-COM scientists discover<br />
new methods of construction personal armour, which provides aquanauts the protection they need in<br />
extended battles.<br />
----<br />
2046<br />
----<br />
After just over five years of constant fighting, X-COM scientists discover the location of the<br />
aliens' hidden base: [[T'leth]], a huge alien colony ship that lies at the bottom of the Sigsbee<br />
Deep in the Gulf of Mexico.<br />
Travelling aboard a new [[Leviathan]] submarine, the only armed submersible craft capable of<br />
withstanding the pressure at these great depths, a squadron of aquanauts descend upon the alien<br />
stronghold. After a fierce battle, the aquanauts locate the reanimation chamber of the alien<br />
controlling force; a huge, tentacled being known only as the "Alien Horror".<br />
Luckily, the X-COM force arrives before the reanimation process is complete. In destroying the<br />
power nodes of the lead alien's cryogenic coffin, the aquanauts set off a chain reaction that<br />
destroys the alien colony ship just as it is rising above the surface of the water. All the<br />
aquanauts aboard are killed, but in dying they ensure the safety of the people of Earth.<br />
After the destruction of T'leth, the remaining aliens prove no problem to eradicate. The Second<br />
Alien War is officially declared over January 19, 2046.<br />
--------<br />
END FILE<br />
--------<br />
<br />
And the timeline continues through [[Recovery and Progress (Timeline)|Recovery and Progress]].<br />
<br />
==See Also==<br />
* [[X-COM Timeline]]<br />
* [[TFTD]]<br />
* [[Background (Enemy Unknown)|The First Alien War]]<br />
<br />
[[Category: X-COM Timeline]]<br />
[[Category:TFTD]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Main_Page&diff=40174Main Page2012-10-22T21:05:29Z<p>Alexbuzzbee: Comment changes</p>
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== Enemy Unknown ==<br />
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<br />
== Sequels ==<br />
<table style="width:100%;"><br />
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{{TFTD_Table}}<br />
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<table style="width:75%;"><br />
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{| {{stdTable}} width = "100%" <br />
|- {{stdTable Heading}}<br />
| {{Interceptor Icon}} '''X-COM: Interceptor''' <br />
|-<br />
|}<br />
<br />
{| {{stdTable}} width="100%" <br />
| [[Info (Interceptor)|General Information]]<br />
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| [[The Frontier|The Frontier]]<br />
|-<br />
| [[Hypernews Network (Interceptor)|Hypernews Network]]<br />
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| [[Research (Interceptor)|Research]]<br />
|-<br />
| [[Cheats/Exploits_(Interceptor)|Cheats/Exploits]]<br />
|}<br />
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{| {{stdTable}} width = "100%" <br />
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| {{email X-Com Icon}} '''E-Mail X-Com'''<br />
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{| {{stdTable}} width = "100%" <br />
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| '''X-COM: Enforcer''' <br />
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| [[Info (Enforcer)|General Information]]<br />
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| [[Characters (Enforcer)| The Enforcer, Dr. Standard and the Enemy]]<br />
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|-<br />
| [[The Missions (Enforcer) | The Missions]]<br />
|-<br />
| [[Tips and Tricks (Enforcer) | Tips and Tricks]]<br />
|}<br />
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| '''X-COM: Genesis''' <br />
|}<br />
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{| {{stdTable}} width = "100%" <br />
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| '''X-COM: Alliance'''<br />
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</table></div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Main_Page&diff=40173Main Page2012-10-22T21:03:26Z<p>Alexbuzzbee: </p>
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== Enemy Unknown ==<br />
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== Sequels ==<br />
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| {{Interceptor Icon}} '''X-COM: Interceptor''' <br />
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|}<br />
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{| {{stdTable}} width = "100%" <br />
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| '''X-COM: Alliance'''<br />
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</table></div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Chryssalid&diff=40146Chryssalid2012-10-22T20:15:12Z<p>Alexbuzzbee: </p>
<hr />
<div>{{Ref Open | title = Chryssalid}}<br />
[[Image:chryssalid.gif|right|Chryssalid]]<br />
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it sped and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.<br />
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} <br />
<br />
<br />
{{Ref Open | title = Chryssalid Autopsy}}<br />
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]<br />
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. The creature is a very effective terror weapons.<br />
{{Ref Close | source = UFO Defense/Enemy Unknown Ufopaedia}} <br />
<br />
<br />
'''Chryssalids''' are the alien [[Terror Units|Terror Unit]] that accompany [[Snakeman|Snakemen]]. <br />
<br />
The Chryssalid is a fast moving monster with strong armour. Its most prominent feature that sets it apart from every other alien is its melee attack. Chryssalid attacks can cause instantaneous death to civilians and soldiers by planting an egg in them and injecting them with a venom that turns them into a [[Zombie]]. The attacks ignore body armour. <br />
<br />
A zombie created by a Chryssalid will shuffle towards X-COM forces and attempt to batter the soldiers to death. If the zombie is killed, a new Chryssalid will hatch from its carcass. Essentially, a single chryssalid left to its own devices in a terror site will quickly multiply and populate the city with other chryssalids. <br />
<br />
This unique ability is the reason the Chryssalid is treated with feared reverence amongst many players. It has even been awarded the most terrifying video-game monster on several on-line gaming magazine polls a few years in succession. <br />
<br />
The chryssalid does have several weaknesses. First and foremost, the Chryssalid is strictly a land bound alien. Flying units are able to keep well out of reach of their lethal attacks by hovering at least one level above the plane the Chryssalid is on. In open combat situations, this renders them harmless. <br />
<br />
Like [[Reaper | Reapers]] and other melee units, they can sometimes be put off their attacks or switch targets if they are attacked with reaction fire. <br />
<br />
In a prolonged battle, Chryssalids have a bad habit of exhausting their energy, as they can spend more energy per turn than what they can regenerate. This impacts heavily on their maximum travel distance. <br />
<br />
<br />
==Statistics==<br />
'''TUs:''' 110-127<br />
'''Health:''' 96<br />
'''Energy:''' 140-162<br />
'''Reactions:''' 70-86<br />
'''Strength:''' 110-118<br />
'''Bravery:''' 100<br />
'''Psi Skill:''' N/A<br />
'''Psi Strength:''' 50-69<br />
<br />
'''Damage:''' 110-118<br />
'''Damage Type:''' <i>???</i><br />
'''Close Combat Accuracy:''' 80%<br />
'''TUs:''' 15* (See Discussion page)<br />
<br />
==Notes==<br />
*Beginner level Chryssalids have 110TU, and each melee attack costs 15TU. This means they can be out of visual range at the beginning of the turn and cross the 23 intervening tiles and still attack you in the same turn! But sometimes the Chryssalid will pop out of a building, run a few tiles, take a look at your soldiers, and the pop back into the cover it had before. This makes them susceptible to reaction fire since they do this several times, as long as you don't move up any further to get a better angle.<br />
*They can perform 7 attacks per turn max at Beginner difficulty and 8 at Superhuman difficulty.<br />
*Chryssalid Damage Modifiers: Fire 80%, Stun 90%. They aren't particularly susceptible to anything, despite the "vulnerability to explosives" mentioned above. <br />
*[[Unconscious]] Chryssalids are as vulnerable to ordinary Grenades as any other object (which is a good thing, seeing that leaving stunned Chryssalids alive is generally a bad idea unless you can stun them again in case they get up). <br />
**Alternately, revive it with stimulants from a [[Medi-Kit (EU)|Medi-kit]] and then finish it off with a weapon. <br />
*If you find yourself in a Chryssalid-infested area without a flying suit, you can try heading upstairs then shooting away the stairs. This works too if you just sit on the next level the stairs are on and block the way up since a Chryssalid is considered to still be on the bottom level. Sitting at the top of Transport aircraft ramps works too.<br />
*If you're afraid of a Chryssalid popping out of a corner while you're assaulting a base or a big UFO, place yourself below or above the Chryssalid's level and then pop out and blast it on your next turn.<br />
*If you find a lone Chryssalid in your area and you're still using human rifles or laser pistols, you'll have to do the unthinkable, get in its face and unload the entire clip into it! It's probably not going to die even from point-blank full-auto Rifle fire, but it's sure better than shooting wildly and missing or waiting for a reaction shot that never comes.<br />
*[[Heavy Weapons Platforms|HWP]]'s can't be turned into Zombies but a Chryssalid attack can still make a mess of them. The HWP may survive the attack but will have a serious damage.<br />
*Chryssalids usually dont have guns; using [[Flying Suit]]s you can just hover in the air and shoot them or drop [[High Explosive]]s down on them. A flying suited soldier can potentially distract a Chryssalid to an extent since a Chryssalid next to a flying soldier will stare angrily at it as long as there aren't any other ground units running amok nearby.<br />
*Their lack of ranged attack or flying ability makes them easy meat once you have flying armor. <br />
*AP works but you may want to skip the rifles and go straight to Heavy Cannon or Autocannons. Human weapons don't work very well unless it's a rocket launcher or something stronger than a laser pistol. Laser Rifles are reasonably effective as long as you have about 2 soldiers firing at each Chryssalid.<br />
*All-round armour means Chryssalids are relatively quite HE-resistant, unless the Chryssalid was spawned from a Zombie that had its under armour damaged (this carries over to the Chryssalid form). Making it a good idea to kill Zombies with ground-zero explosions. <br />
*A horrible way to meet one is shooting a Zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and sprints at you, turning your squad into more zombies. <br />
*The only known way to prevent a Chryssalid hatching is to land killing blows on zombies with [[Incendiary]] rounds.<br />
*Usually Chryssalids are unarmed, so they're sitting ducks during X-Com's turn. If you have a chance to kill one you should take it before it's too late. <br />
*If one of your soldiers was Zombified alive, and so didn't drop all its weapons, the resulting Zombie and Chryssalid will reaction fire at you aggressively (if inaccurately).<br />
*Listen during the alien turn closely. Chryssalids howl when they spot a target. <br />
<br />
<br />
As with all terror units, they can be encountered in the following mission types:<br />
* [[Terror Mission]]<br />
* [[Base Defense]]<br />
* [[UFO Ground Assault]] ([[Terror ship|Terror Ship]] or [[Battleship]])<br />
* [[Alien Base Assault]]<br />
* [[Cydonia]]<br />
<br />
==Zombification==<br />
<br />
If a human unit (or Chryssalid under permanent control) is attacked by a Chryssalid - even once - it will become a [[Zombie]]. This happens regardless of what the other effects of the attack are, including death.<br />
<br />
Zombification occurs at the end of a Chryssalid's series of attacks on that particular opponent. So, even though only one attack is sufficient for zombification, a Chryssalid will keep attacking the same target until it dies, is stunned, or they run out of TU.<br />
This means that armor causes a major difference in Chryssalid attack patterns. An unarmored soldier will often die in just one hit, so a single Chryssalid will often run up to soldier A, kill and Zombify him, run to soldier B, kill and Zombify, and repeat this many times. For grounded soldiers in Flying Suits, it will often take many more hits to kill it's target, often not leaving it enough TU to go after a fresh target.<br />
<br />
If the damage dealt to the subject was enough to kill it (usually the case), it will scream and drop its weapons in the usual way before "resurrecting" as a Zombie. Regardless there'll be no corpse left behind.<br />
<br />
In the second case, Zombification without death, being "Zombified alive", is special, in that it does not cause units to scream or drop their weapons. No morale loss for unit death will occur, and no points for killed soldiers will be lost in this case. Armed Zombies can only use their equipment via [[Reaction Fire]], and when killed, change to armed Chryssalids (which have the same limitation).<br />
<br />
This scenario usually occurs in the case of a Chryssalid which has been reduced to critically low Health, and will very often be a Chryssalid that was previously knocked unconscious by bonus stun damage from conventional weapon fire. This is because Chryssalid melee accuracy is affected by Health %, so a critically wounded Chryssalid will often flail away and not be able to get a single hit in. Nonetheless, even a single missed attack has 100% chance of causing Zombification.<br />
<br />
The third option is if the attacks ended up [[Stun|stunning]] the unit. The unconscious body will fall in the usual way, but then the victim itself will be turned into a standard Zombie. The result is that the body remains and appears to belong to the (conscious) alien.<br />
<br />
Zombie-spawned Chryssalids suffer from a oversight in the game code which means that they will always have their core stats, unadjusted by difficulty level. In difficulties above Beginner, this means that Chryssalids birthed from Zombies will have lower stats than those that spawned at the beginning of the mission, and are thus less dangerous.<br />
'''However''', if playing in Beginner mode, armor of units is adjusted to 50% of core for all units. This means that in Beginner mode, Zombie-spawned Chryssalids will be significantly better armored than mission-start Chryssalids! So if you're playing on Beginner, make sure you are prepared to kill a Chryssalid significantly stronger than what you have been facing normally!<br />
<br />
Any damage done to the Zombie's armor will carry over to the resulting Chryssalid, in % terms! So, if you shoot the zombie in a certain location a few times, say the rear (it doesn't matter since zombies have 4 armor all over on Superhuman), and it gets reduced to zero, the resulting Chryssalid will have zero armor in that location when it spawns! Since Chryssalids have 34 armor on all sides on difficulty above Beginner, a reduction to 0 armor is very very significant.<br />
<br />
Zombies created during (for example) Alien Turn 3 will only be able to move and attack during (for example) Alien Turn 4.<br />
<br />
As noted under [[Zombie]], Zombie research teams under controlled conditions have never seen a spontaneous Chryssalid hatching while the Zombie is still mobile and unharmed. <br />
So although the Zombie packs a wallop in melee, don't shoot them if you aren't prepared to deal with the Chryssalid immediately afterwards. Run away until you can bring to bear enough firepower to deal with both the Zombie and the Chryssalid.<br />
<br />
Chryssalids left on their own with [[civilian]]s in a [[Terror Mission]] can quite quickly raise an army of the undead. This is one of the few tricky situations where you might end up shooting civilians for their own good. And yours, of course.<br />
<br />
However, the newly raised civilian zombies, as well as the accompanying Snakemen, tend to attack first before the chryssalid so there tend to be quite a few deaths before another zombie comes into play. So now the question is, death by plasma, strangling, and/or zombification or death by bullets, lasers, and explosives?<br />
<br />
==See Also==<br />
*[[Tentaculat]]<br />
*[[Data Canister: Chryssalid]]<br />
*[[Gaining_permanent_control_of_a_Chryssalid/Tentaculat|Exploit: gaining permanent control via psionics]]<br />
<br />
<br />
{{Aliens Navbar}}<br />
[[Category:Alien Life Forms]]<br />
[[Category:Research (EU)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&diff=39927Alien Gas (Apocalypse)2012-10-20T21:04:00Z<p>Alexbuzzbee: </p>
<hr />
<div>[[Image:Alien Gas Grenade.jpg|thumb|right|Alien Gas Grenade, image from the UFOpaedia]]<br />
[[Image:Alien Gas Heavy Missile.jpg|thumb|right|Alien Gas Heavy Missile, image from the UFOpaedia]]<br />
[[Image:Alien Gas Mini Missile.jpg|thumb|right|Alien Gas Mini Missile, image from the UFOpaedia]]<br />
Once you have [[Toxin C (Apocalypse) | Toxin C]] and captured the [[Queenspawn]] alive, you can research Alien Gas. In honesty, this comes in the game so late you barely get to use it. However, if you feel the need, there are three different delivery systems for this gas. The first is the grenade. Duh. It explodes, aliens choke and run from cover into your glowing [[Devastator Cannon]]s or prickly [[Biological Warfare (Apocalypse)|toxigun]]s, or they stay hidden and die. Either way, you win. The second is the Heavy Missile. This is a missile for [[Marsec]]'s [[Marsec Heavy Launcher|Heavy Launcher]] which has a one shot per missile limit. Oh well. Good enough when you need it, I guess. The last is the Mini Missile, which is a missile for Marsec's [[Marsec Minilauncher|Minilauncher]]. This has 5 shots, but still has the same effect as the grenade.<br />
<br />
The gas cloud released by any of these delivery methods will cause massive damage to [[Alien Life Forms (Apocalypse)|alien life forms]]. Like [[Megapol Stun Grenade|stun grenades]], it cuts right through [[Personal Disruptor Shield|energy shields]]. As advertised, it does not harm humans, so it's safe to toss indiscriminately and use as a smoke screen. Powerful stuff. It's too bad that the last few missions do not have much enclosed space or chokepoints, slightly reducing the effectiveness of the gas.<br />
<br />
<br />
'''''Official Entry (Alien Gas Grenade):''''' "A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud."<br />
<br />
'''''Official Entry (Heavy Launcher AG (Alien Gas) Missile):''''' "This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover."<br />
<br />
'''''Official Entry (MiniLauncher AG Missile):''''' "Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans."<br />
<br />
==See Also==<br />
* [[Biochemistry]]<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Agents Equipment (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&diff=39926Alien Gas (Apocalypse)2012-10-20T21:03:51Z<p>Alexbuzzbee: </p>
<hr />
<div>[[Image:Alien Gas Grenade.jpg|thumb|right|Alien Gas Grenade, image from the UFOpaedia]]<br />
[[Image:Alien Gas Heavy Missile.jpg|thumb|right|Alien Gas Heavy Missile, image from the UFOpaedia]]<br />
[[Image:Alien Gas Mini Missile.jpg|thumb|right|Alien Gas Mini Missile, image from the UFOpaedia]]<br />
Once you have [[Toxin C(Apocalypse) | Toxin C]] and captured the [[Queenspawn]] alive, you can research Alien Gas. In honesty, this comes in the game so late you barely get to use it. However, if you feel the need, there are three different delivery systems for this gas. The first is the grenade. Duh. It explodes, aliens choke and run from cover into your glowing [[Devastator Cannon]]s or prickly [[Biological Warfare (Apocalypse)|toxigun]]s, or they stay hidden and die. Either way, you win. The second is the Heavy Missile. This is a missile for [[Marsec]]'s [[Marsec Heavy Launcher|Heavy Launcher]] which has a one shot per missile limit. Oh well. Good enough when you need it, I guess. The last is the Mini Missile, which is a missile for Marsec's [[Marsec Minilauncher|Minilauncher]]. This has 5 shots, but still has the same effect as the grenade.<br />
<br />
The gas cloud released by any of these delivery methods will cause massive damage to [[Alien Life Forms (Apocalypse)|alien life forms]]. Like [[Megapol Stun Grenade|stun grenades]], it cuts right through [[Personal Disruptor Shield|energy shields]]. As advertised, it does not harm humans, so it's safe to toss indiscriminately and use as a smoke screen. Powerful stuff. It's too bad that the last few missions do not have much enclosed space or chokepoints, slightly reducing the effectiveness of the gas.<br />
<br />
<br />
'''''Official Entry (Alien Gas Grenade):''''' "A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud."<br />
<br />
'''''Official Entry (Heavy Launcher AG (Alien Gas) Missile):''''' "This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover."<br />
<br />
'''''Official Entry (MiniLauncher AG Missile):''''' "Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans."<br />
<br />
==See Also==<br />
* [[Biochemistry]]<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Agents Equipment (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&diff=39925Alien Gas (Apocalypse)2012-10-20T21:03:16Z<p>Alexbuzzbee: </p>
<hr />
<div>[[Image:Alien Gas Grenade.jpg|thumb|right|Alien Gas Grenade, image from the UFOpaedia]]<br />
[[Image:Alien Gas Heavy Missile.jpg|thumb|right|Alien Gas Heavy Missile, image from the UFOpaedia]]<br />
[[Image:Alien Gas Mini Missile.jpg|thumb|right|Alien Gas Mini Missile, image from the UFOpaedia]]<br />
Once you have [[Toxin C | Toxin C(Apocalypse)]] and captured the [[Queenspawn]] alive, you can research Alien Gas. In honesty, this comes in the game so late you barely get to use it. However, if you feel the need, there are three different delivery systems for this gas. The first is the grenade. Duh. It explodes, aliens choke and run from cover into your glowing [[Devastator Cannon]]s or prickly [[Biological Warfare (Apocalypse)|toxigun]]s, or they stay hidden and die. Either way, you win. The second is the Heavy Missile. This is a missile for [[Marsec]]'s [[Marsec Heavy Launcher|Heavy Launcher]] which has a one shot per missile limit. Oh well. Good enough when you need it, I guess. The last is the Mini Missile, which is a missile for Marsec's [[Marsec Minilauncher|Minilauncher]]. This has 5 shots, but still has the same effect as the grenade.<br />
<br />
The gas cloud released by any of these delivery methods will cause massive damage to [[Alien Life Forms (Apocalypse)|alien life forms]]. Like [[Megapol Stun Grenade|stun grenades]], it cuts right through [[Personal Disruptor Shield|energy shields]]. As advertised, it does not harm humans, so it's safe to toss indiscriminately and use as a smoke screen. Powerful stuff. It's too bad that the last few missions do not have much enclosed space or chokepoints, slightly reducing the effectiveness of the gas.<br />
<br />
<br />
'''''Official Entry (Alien Gas Grenade):''''' "A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud."<br />
<br />
'''''Official Entry (Heavy Launcher AG (Alien Gas) Missile):''''' "This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover."<br />
<br />
'''''Official Entry (MiniLauncher AG Missile):''''' "Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans."<br />
<br />
==See Also==<br />
* [[Biochemistry]]<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Agents Equipment (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&diff=39924Alien Gas (Apocalypse)2012-10-20T21:02:37Z<p>Alexbuzzbee: </p>
<hr />
<div>[[Image:Alien Gas Grenade.jpg|thumb|right|Alien Gas Grenade, image from the UFOpaedia]]<br />
[[Image:Alien Gas Heavy Missile.jpg|thumb|right|Alien Gas Heavy Missile, image from the UFOpaedia]]<br />
[[Image:Alien Gas Mini Missile.jpg|thumb|right|Alien Gas Mini Missile, image from the UFOpaedia]]<br />
Once you have [[Toxin C]] and captured the [[Queenspawn]] alive, you can research Alien Gas. In honesty, this comes in the game so late you barely get to use it. However, if you feel the need, there are three different delivery systems for this gas. The first is the grenade. Duh. It explodes, aliens choke and run from cover into your glowing [[Devastator Cannon]]s or prickly [[Biological Warfare (Apocalypse)|toxigun]]s, or they stay hidden and die. Either way, you win. The second is the Heavy Missile. This is a missile for [[Marsec]]'s [[Marsec Heavy Launcher|Heavy Launcher]] which has a one shot per missile limit. Oh well. Good enough when you need it, I guess. The last is the Mini Missile, which is a missile for Marsec's [[Marsec Minilauncher|Minilauncher]]. This has 5 shots, but still has the same effect as the grenade.<br />
<br />
The gas cloud released by any of these delivery methods will cause massive damage to [[Alien Life Forms (Apocalypse)|alien life forms]]. Like [[Megapol Stun Grenade|stun grenades]], it cuts right through [[Personal Disruptor Shield|energy shields]]. As advertised, it does not harm humans, so it's safe to toss indiscriminately and use as a smoke screen. Powerful stuff. It's too bad that the last few missions do not have much enclosed space or chokepoints, slightly reducing the effectiveness of the gas.<br />
<br />
<br />
'''''Official Entry (Alien Gas Grenade):''''' "A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud."<br />
<br />
'''''Official Entry (Heavy Launcher AG (Alien Gas) Missile):''''' "This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover."<br />
<br />
'''''Official Entry (MiniLauncher AG Missile):''''' "Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans."<br />
<br />
==See Also==<br />
* [[Biochemistry]]<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Agents Equipment (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Alien_Gas_(Apocalypse)&diff=39923Alien Gas (Apocalypse)2012-10-20T21:01:58Z<p>Alexbuzzbee: </p>
<hr />
<div>[[Image:Alien Gas Grenade.jpg|thumb|right|Alien Gas Grenade, image from the UFOpaedia]]<br />
[[Image:Alien Gas Heavy Missile.jpg|thumb|right|Alien Gas Heavy Missile, image from the UFOpaedia]]<br />
[[Image:Alien Gas Mini Missile.jpg|thumb|right|Alien Gas Mini Missile, image from the UFOpaedia]]<br />
Once you have [[toxin C | Toxin C (Apocalypse)]] and captured the [[Queenspawn]] alive, you can research Alien Gas. In honesty, this comes in the game so late you barely get to use it. However, if you feel the need, there are three different delivery systems for this gas. The first is the grenade. Duh. It explodes, aliens choke and run from cover into your glowing [[Devastator Cannon]]s or prickly [[Biological Warfare (Apocalypse)|toxigun]]s, or they stay hidden and die. Either way, you win. The second is the Heavy Missile. This is a missile for [[Marsec]]'s [[Marsec Heavy Launcher|Heavy Launcher]] which has a one shot per missile limit. Oh well. Good enough when you need it, I guess. The last is the Mini Missile, which is a missile for Marsec's [[Marsec Minilauncher|Minilauncher]]. This has 5 shots, but still has the same effect as the grenade.<br />
<br />
The gas cloud released by any of these delivery methods will cause massive damage to [[Alien Life Forms (Apocalypse)|alien life forms]]. Like [[Megapol Stun Grenade|stun grenades]], it cuts right through [[Personal Disruptor Shield|energy shields]]. As advertised, it does not harm humans, so it's safe to toss indiscriminately and use as a smoke screen. Powerful stuff. It's too bad that the last few missions do not have much enclosed space or chokepoints, slightly reducing the effectiveness of the gas.<br />
<br />
<br />
'''''Official Entry (Alien Gas Grenade):''''' "A grenade which releases the X-COM developed anti-Alien gas. It does not harm humans or terrain but will be lethal for any Alien remaining within its dense gas cloud."<br />
<br />
'''''Official Entry (Heavy Launcher AG (Alien Gas) Missile):''''' "This conventional missile contains a highly effective gas which targets Alien life forms. The gas is harmless against humans and structures making it ideal for forcing Aliens to flee from cover."<br />
<br />
'''''Official Entry (MiniLauncher AG Missile):''''' "Developed by X-COM to target Alien life forms. When the warhead explodes it releases a cloud of gas deadly to Aliens but harmless to humans."<br />
<br />
==See Also==<br />
* [[Biochemistry]]<br />
<br />
<br />
{{Equipment (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Agents Equipment (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Base_Defence&diff=39917Base Defence2012-10-20T19:49:35Z<p>Alexbuzzbee: Replaced Xcom and X-Com with X-COM.</p>
<hr />
<div>==Briefing==<br />
An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and X-COM craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death.<br />
<br />
"this is a fight to the death" - implies that when you hit Abandon Mission, X-COM forces decide it is better to die and take the enemy with them, rather than admit defeat, and blow the base up.<br />
<br />
== Battleships ==<br />
<br />
An inbound [[Battleship]] on a "[[Alien Missions#Alien Retaliation|Retaliation]]" mission means there is a high chance that a Base Defense mission is in the offing for you. These ships will come in at a very low altitude and at their top speed. They obviously do not care about the well being of the craft, to run it that hard in a full atmosphere!<br />
<br />
You can bring down these battleships with sufficient [[Base Defense Measures]], but the game is programmed to just send another on the exact same mission. (To be precise, the game does not check/remove the "X-COM Base detected, send in the battleship" flag). <br />
It has been proven that about 6 or 7 [[Fusion Ball Defences]] with [[Grav Shield]] (total defensive strength 6000) can hold off incoming battleships (hull strength 3000) indefinitely, but since you get no bonus for blowing a battleship out of the sky, not even to monthly score, it is better to let them land eventually and just run the mission. Once you've run the mission, win or lose, the attacks stop coming. The aliens are content that they've done sufficient damage.<br />
<br />
Blowing the battleship out of the sky with Aircraft Interception ALSO seems to uncheck the Battleship assault flag, so keep that in mind.<br />
<br />
Only battleships actually assault your base. Don't worry too much about other alien craft on "Retaliation" missions, they're just scouts. Shooting these down far away from your base may confuse the aliens as to where your base actually is. Shooting them down will also ruin their base finding mission, saving your base until the next scout is sent to replace the first.<br />
<br />
If you decide to dismantle the base while there is a battleship enroute to attack it, the battle ship will head for that base's ex-location anyhow. It will then realise it's been duped, BUT, after consulting its alien masters, will simply head to the next closest base. In a straight line, top speed. HOWEVER, once it arrives there, it will realise that they only have the lift access codes to your old base, and will then simply hang there hovering over your base for ages and ages. In fact, this is due to the nature of the code which sends out the scouts. If successful, it sets the "aliens know where base is" flag, and applies it to the next battleship launched on a retaliation mission. This flag is only removed after a battleship actually manages to land and send troops inside your base. This flag is not removed by base defence blowing up battleships, craft blowing up battleships (I think), or, as I just mentioned, by removing that base entirely. Nor is this flag restricted to that base in particular.<br />
<br />
== Battle Tips ==<br />
<br />
A good [[Base Layout Strategy]] is of paramount importance here. Make sure your base is designed to make it easy to defend.<br />
<br />
You really want everybody at home for a base defense mission. If you're caught with your Skyranger off at some UFO crash site, you'll have to defend the base with a rookie, two guys on crutches that were in med-bay, and the antique [[Tank/Cannon]] you hadn't got around to selling yet. And in Collector's Edition, you don't get to use the injured guys in med-bay. Even worse, if you don't have a single soldier who is fit for duty, you lose the base automatically. Yes, even if you have 10 Ace soldiers who only have 1 day of recovery remaining, 10 Hovertank Launchers and 5 Hovertank Plasma, and you managed to *almost* destroy the incoming battleship with your 6000 defence strength... you still automatically lose.<br />
<br />
Losing or abandoning the battle means losing the base, and everything in it. Although sometimes you can still come out with a positive score for your trouble. <br />
Any aircraft which are assigned to this base will be lost... even if they are outside the base at the time. Your Interceptor enroute for shootdown will abruptly self destruct. Your Skyranger with your best soldiers returning from a successful Alien Base Assault will crash and burn.<br />
<br />
In battle, the odds are in your favor. You know the layout, it's fully lit (even the Hangars give 20 tiles of vision, despite visual effects to the contrary), and you (should have) designed in choke points. <br />
<br />
Equipment assigned to your craft is available for base defense missions, unless the craft is out of the base. Equipment loaded on craft in the base becomes part of the general 80-item pool. If it were otherwise, your psionic troopers would likely be useless for want of Psi-amps.<br />
<br />
Battleships will unload both regular aliens and their associated [[Terror Units]]. You won't ever see the battleship, but you will get to see all those nifty modules you've been constructing in the Base Planner view, close-up! Base modules have two levels. Soldiers will normally spawn/start in Living Quarters and Storage modules. Aliens spawn/start in Hangars and the Access Lift.<br />
<br />
A soldier with a [[Motion Scanner]] in an upstairs closet near the access lift combined with a [[Tank/Rocket_Launcher|rocket tank]] at standoff range will keep the aliens at bay until the rockets run out. ''-see also [Stewart's] strategy on xcomufo.com forums.''<br />
<br />
[[Blaster Bomb]]s can clear your base in just a few turns, if you launch a few into the hangars and access lift. ''The problem is getting the program to supply your soldiers with blaster bombs before hitting the 80-item limit.''<br />
<br />
Hovertank/Launchers are almost as good at clearing out your base, except for the fact that their missiles are more prone to inaccuracy and often veer off and blow up against the wrong walls. ''Since the game has a "free ammo for HWP in base defence" bug, I don't see HOW you can lose as long as you keep 3-4 of these things in every base.''<br />
<br />
Doing too much damage to a room can also [[#Destruction Of Base Facilities|collapse it]], and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars (plus the Alien Containment chamber) can't be collapsed.<br />
<br />
You can recover lots of alien weapons from a successful base defense. In at least one version of the game, there is a bug where you can collect an extraordinary amount of Elerium, enough to start <i>selling</i> it.<br />
<br />
It might be best to disarm all your psi-weak soldiers at this base if there are Ethereals or Sectoids attacking.<br />
<br />
If you built a General Stores near the Access Lift, the double doors are a great place for ambushing aliens as they leave the Access Lift. Each chamber will hold two soldiers. Eight soldiers stepping out and firing one or two bursts of laser or plasma shots will almost guarantee that no alien penetrates further into your base. Also, so long as no soldiers or tanks are visible during the aliens' turn, they will not make psi attacks (visible to any alien, not just the psionic alien). The [[Destroying Terrain#Terrain structures|doors]] have a damage rating of 75, which means they will withstand an alien grenade detonated right beside them. This tactic has one downside against Sectoids: Cyberdisks will explode when killed at the chokepoint and destroy a large proportion of the loot.<br />
<br />
Alien Weaponry that has been researched can be used for Base Defense even if it's ammunition has NOT been researched. In other Missions you simply cannot load the ammo in your transport, but when defending a base this is not necessary. The clips will be labeled as alien artifacts, but can be used as if research was finished (except that it cannot be thrown).<br />
<br />
''[A somewhat unorthodox strategy, forced by necessity, paid off for Zombie: "I armed my best soldiers with the stun rods, hid them in the General Stores next to the Access Lift, and went to work. Every round a Snakeman would appear from the Access Lift, and every round one of my soldiers would stun the alien while another veteran grabbed the body and hauled the poor alien upstairs for observation. I was laughing so hard I almost peed my pants!" - as copied from strategycore. Mental picture of a Snakeman with a pillowcase over his head, zipcuffed arms behind his back, old army sock stuffed in the mouth, being heaved into a darkened storeroom on top of his buddies. "We get $20K for each, alive or dead, right?" --[[User:JellyfishGreen|JellyfishGreen]] 08:34, 14 Oct 2005 (PDT) ]''<br />
<br />
== To Surrender or Not To Surrender ==<br />
<br />
There are only two costs incurred when you lose a base:<br />
# You lose the base and everything in it;<br />
# You lose points for the soldiers and tanks that died defending the base. <br />
<br />
The loss of the base is presumably erased from the annals of history. It's all kept very hush-hush from the public. The non-combat staff and all ships that were at the base are disbanded and are not lost in the battle. X-COM ships vanish without a trace, probably stolen by wretched engineers. The deaths of the soldiers on the other hand are a lot harder to explain, and friends and families are bound to make inquiries. <br />
<br />
Therefore, if you find yourself in a situation where you are defending a base against an enemy that you have no hope of winning against, should you surrender without a fight, or fight it out? You will need to base this on who you are fighting with and what you have to fight them with. <br />
<br />
For example, a fresh batch of recruits in jumpsuits armed with regulation standard pistols and rifles against an elite squad of [[Ethereal]]s and [[Sectopod]]s. This can be classed as a hopeless battle should you not be able to utilise the weapons used by the attackers. In a situation like this, you should cut your losses and surrender without a fight. <br />
This will incur a 0 point penalty along with the loss of the base. <br />
<br />
On the other hand, should it be against [[Floater]]s, you could push on and try your luck. <br />
<br />
Alternately, you could also try to kill as many raiders as you can before surrendering. <br />
As long as you did not lose any soldiers in the process, you will get a positive score for losing the base. If this is an option, go for it. If not, don't.<br />
<br />
It is understandable that some commanders may be too proud to go down without a fight. There is nothing wrong with that, but do try to consider the consequences of any actions before taking them. <br />
<br />
'''Note:''' All of the above relates to raids on bases when you have more than one base. If you are put into a situation where you cannot save your very last base, then you should consider restarting the game.<br />
<br />
<br />
''If you have have advance warning about a base raid that you're going to surrender-- i.e., a hyperwave decoder, or you can see that battleship making a beeline for your base on a normal radar-- take the time to transfer as much as you can out of that base to other bases before the raid hits. <br />
If you've got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can. <br />
An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)''<br />
:You should always transfer pretty much EVERYTHING out of a base even if you expect to win easily. In base defense missions you WILL hit the 80 item cap. You need to thin out your extra gear before the aliens get there by selling the stuff you don't really need and transferring the stuff you want to keep. You don't want to defend with just smoke grenades and electro-flares. My tiny radar bases always have a general stores for that purpose.--[[User:Brunpal|Brunpal]] 01:06, 11 August 2008 (PDT)<br />
<br />
<br />
''As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!)There can sometimes even be Base Defense mission on Veteran on the first month (I got mine on January 8th against Sectoids and i had to quit because they had psi abilties and all I had were rifles and pistols with only 4 people with laser rifles but everyone was going berserk) - pistols and grenades may work well against sectoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly "not to surrender!" - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. '' [[User: Player11]] 23:47, 23 oct 2006<br />
<br />
==Alien Deployment==<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">Rank</th><br />
<th>Beg./Exp.</th><br />
<th>Vet./Gen.</th><br />
<th>Super.</th></tr><br />
<tr><td align="left">Soldiers</td><td>4-8</td><td>6-10</td><td>8-12</td></tr><br />
<tr><td align="left">Navigators*</td><td>1</td><td>1</td><td>2</td></tr><br />
<tr><td align="left">Medics* ** ***</td><td>1</td><td>1</td><td>2</td></tr><br />
<tr><td align="left">Engineers*</td><td>1</td><td>1</td><td>2</td></tr><br />
<tr><td align="left">Leaders***</td><td>1</td><td>2</td><td>3</td></tr><br />
<tr><td align="left">Commanders***</td><td>1</td><td>1</td><td>1</td></tr><br />
<tr><td align="left">Terrorists</td><td>0-2</td><td>2-4</td><td>4-6</td></tr><br />
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr><br />
</table><br /><br />
<br />
<nowiki>*</nowiki>Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.<br><br />
<nowiki>**</nowiki>Snakemen use Snakeman Soldiers in place of Medics.<br><br />
<nowiki>***</nowiki>Mutons use Muton Soldiers in place of Medics, Leaders and Commanders.<br />
<br />
== Destruction Of Base Facilities ==<br />
<br />
Excessive damage to the structure of your base can result in some [[Base Facilities (EU)|modules]] being completely destroyed, ''even if'' you win the overall battle.<br />
<br />
Certain modules have "special" tiles in them, and if ''all'' of these are visibly damaged (or completely obliterated), then that module will be considered lost. Furthermore, if any other modules used the destroyed areas for passage to the access lift, they'll be forfeit as well!<br />
<br />
Fortunately, these tiles only exist on the upper floors of your base, and the aliens make no attempt to target them once they encounter your troops (... if they ''don't'' encounter your troops, they'll spend the first few dozen turns beelining these tiles - and if they're allowed to reach one under the CE version of the game, when they fire it'll crash). While explosions on the lower floors may damage the upper flooring, they leave the ''furnishings'' unscathed - ''even if'' the floor gives way completely, they'll still hang safely in midair. Presumably the builders had the foresight to attach them to the ceiling with wires.<br />
<br />
For example, the [[Fusion Ball Defences]] contain eight gun arrays made up of four tiles each. All 32 of these must be destroyed in order to take out the module.<br />
<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th>Module</th><th>Targets</th><th>Module</th><th>Targets</th></tr><br />
<tr><td>[[Grav Shield]]</td><td>[[Image:targets-gravshield.gif]]</td><td>[[Small Radar System]]</td><td>[[Image:targets-smallradar.gif]]</td></tr><br />
<tr><td>[[Hyper-wave Decoder]]</td><td>[[Image:targets-hyperwave.gif]]</td><td>[[Workshop]]</td><td>[[Image:targets-workshop.gif]]</td></tr><br />
<tr><td>[[Laboratory]]</td><td>[[Image:targets-laboratory.gif]]</td><td>[[Missile Defences]]</td><td>[[Image:targets-missile.gif]]</td></tr><br />
<tr><td>[[Large Radar System]]</td><td>[[Image:targets-largeradar.gif]]</td><td>[[Laser Defences]]</td><td>[[Image:targets-laser.gif]]</td></tr><br />
<tr><td>[[Mind Shield]]</td><td>[[Image:targets-mindshield.gif]]</td><td>[[Plasma Defences]]</td><td>[[Image:targets-plasma.gif]]</td></tr><br />
<tr><td>[[Psionic Laboratory]]</td><td>[[Image:targets-psilab.gif]]</td><td>[[Fusion Ball Defences]]</td><td>[[Image:targets-fusion.gif]]</td></tr><br />
</table><br /><br />
<br />
The remaining modules - the [[Access Lift]], [[Alien Containment]], [[General Stores]], [[Hangar]] and [[Living Quarters]] - are completely indestructible, and can take any amount of damage without danger of collapse.<br />
<br />
== Bugs ==<br />
Base defenses can be DEADLY.<br />
<br />
But not for the reason you think.<br />
<br />
*When you have more than 80 items present at a base, the game will only make available the first 80 items on the stores list (See '80-item Limit' in [[Known Bugs]].) . This will result in conventional weapons/stun rods/electroflares/etc. being available instead of lasers/plasmas. To prevent this there are 3 possible solutions before that Battleship strikes the base: <br />
1) Transfer the unwanted items to another base.<br><br />
2) Load your transports (if there's any) with the unwanted items and launch them before the UFO lands. This saves the work of having to transfer those items back but if the base gets destroyed the transport will disappear and the waypoint to which it was headed will remain visible for the rest of the game. <br><br />
3) [[Spring_Cleaning_Tips|Sell unnecessary stuff]]. ''"Imminent Alien Invasion Yard Sale! Everything Must Go!"''<br />
<br />
* If you had 40 heavy plasmas in your base and forgot to get rid of those 40 smoke grenades, all your troopers would be lacking the clips for the heavy plasma. Good luck defending a base with nothing but 40 smoke grenades. ''[Darksun: Lucky for my stupid self, I had a couple of laser tanks to convince the aliens to lend me some ammo.]''<br />
<br />
* A relatively easy way to counter this problem is to keep your stores of "conventional" weapons low and keep 20 or more [[Laser Rifle]]s in base inventories. Laser Rifles are high on the inventory list and are distributed before most other items. As they do not require ammo, any laser is immediately combat-ready.<br />
<br />
*Another ANNOYING bug I find is the disappearing bodies and booty from aliens. This is related to the 80 item bug problem.<br />
<br />
*Also much feared is the dreaded "walled off section" or [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]]. Sections of your base along the extreme south and east edges will often be separated from each other by dirt walls. Heavy plasma and blaster launchers are needed in this scenario to excavate the dirt. Soldiers spawning in Stores or Living Quarters here may be trapped for the duration.<br />
<br />
*A much nicer bug is that [[Heavy Weapons Platforms|HWP]]'s automatically get a free load of ammo (which is added to your stores if unused). Note you still need at least one soldier as aliens landing at an unguarded base - or a base defended only by HWP's - take it without a fight.<br />
<br />
*If you have a combination of many soldiers and few spawn points, soldiers will start taking alien spawn points. Which usually means less aliens (unless you built a lot of hangars).<br />
<br />
*The last point also applies to aliens: if the aliens don't have enough spawn points they will start using the X-COM ones, which can turn base defense into a nightmare!<br />
<br />
Masochists: at superhuman, you get the same quantity of aliens as in the battleship, e.g. +25 aliens, +8 terror units. To get the full compliment to attack your base, you need AT MINIMUM 2 hangars. (Unless you want aliens to spawn in general stores downstairs corridor). Four hangars guarantee maximum alien load if you use 15 soldiers and conservative loadouts. ''I usually defend with 10 guys, 2 tanks VS four hangars. LasR ''<br />
<br />
* On a related note, X-COM can only have a maximum of 40 soldiers on base defence. HWPs are prioritized and will be spawned before any soldiers. Each HWP counts as 4 soldiers. Therefore a base with 9 HWPs will only spawn 4 soldiers. Having 10 HWPs in base might cause your game to crash. (it will attempt to create the Equip Soldier screen but will face problems).<br />
<br />
*Elerium collection from a base defence mission can only happen if elerium pods are generated in the battlescape. If you have 10 units in storage, the game will generate 10 pods in the base, given sufficient space in the object table. But because the way the game automatically converts 1 pod into 50 units at the end of the mission, you're basically getting 5000% more elerium from your own pods (those that don't get destroyed, anyway). None of them come from the aliens! This will only happen in earlier versions of the game.<br />
<br />
==See Also==<br />
<br />
*[[X-Com Base Terrain]]<br />
*[[Base Layout Strategy]]<br />
*[[Alien Retaliation]]<br />
<br />
<br />
{{Mission Types Navbar}}<br />
[[Category:Missions]]<br />
[[Category: Tactics]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=Base_Defence&diff=39912Base Defence2012-10-20T19:30:11Z<p>Alexbuzzbee: </p>
<hr />
<div>==Briefing==<br />
An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and X-COM craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death.<br />
<br />
"this is a fight to the death" - implies that when you hit Abandon Mission, X-COM forces decide it is better to die and take the enemy with them, rather than admit defeat, and blow the base up.<br />
<br />
== Battleships ==<br />
<br />
An inbound [[Battleship]] on a "[[Alien Missions#Alien Retaliation|Retaliation]]" mission means there is a high chance that a Base Defense mission is in the offing for you. These ships will come in at a very low altitude and at their top speed. They obviously do not care about the well being of the craft, to run it that hard in a full atmosphere!<br />
<br />
You can bring down these battleships with sufficient [[Base Defense Measures]], but the game is programmed to just send another on the exact same mission. (To be precise, the game does not check/remove the "X-COM Base detected, send in the battleship" flag). <br />
It has been proven that about 6 or 7 [[Fusion Ball Defences]] with [[Grav Shield]] (total defensive strength 6000) can hold off incoming battleships (hull strength 3000) indefinitely, but since you get no bonus for blowing a battleship out of the sky, not even to monthly score, it is better to let them land eventually and just run the mission. Once you've run the mission, win or lose, the attacks stop coming. The aliens are content that they've done sufficient damage.<br />
<br />
Blowing the battleship out of the sky with Aircraft Interception ALSO seems to uncheck the Battleship assault flag, so keep that in mind.<br />
<br />
Only battleships actually assault your base. Don't worry too much about other alien craft on "Retaliation" missions, they're just scouts. Shooting these down far away from your base may confuse the aliens as to where your base actually is. Shooting them down will also ruin their base finding mission, saving your base until the next scout is sent to replace the first.<br />
<br />
If you decide to dismantle the base while there is a battleship enroute to attack it, the battle ship will head for that base's ex-location anyhow. It will then realise it's been duped, BUT, after consulting its alien masters, will simply head to the next closest base. In a straight line, top speed. HOWEVER, once it arrives there, it will realise that they only have the lift access codes to your old base, and will then simply hang there hovering over your base for ages and ages. In fact, this is due to the nature of the code which sends out the scouts. If successful, it sets the "aliens know where base is" flag, and applies it to the next battleship launched on a retaliation mission. This flag is only removed after a battleship actually manages to land and send troops inside your base. This flag is not removed by base defence blowing up battleships, craft blowing up battleships (I think), or, as I just mentioned, by removing that base entirely. Nor is this flag restricted to that base in particular.<br />
<br />
== Battle Tips ==<br />
<br />
A good [[Base Layout Strategy]] is of paramount importance here. Make sure your base is designed to make it easy to defend.<br />
<br />
You really want everybody at home for a base defense mission. If you're caught with your Skyranger off at some UFO crash site, you'll have to defend the base with a rookie, two guys on crutches that were in med-bay, and the antique [[Tank/Cannon]] you hadn't got around to selling yet. And in Collector's Edition, you don't get to use the injured guys in med-bay. Even worse, if you don't have a single soldier who is fit for duty, you lose the base automatically. Yes, even if you have 10 Ace soldiers who only have 1 day of recovery remaining, 10 Hovertank Launchers and 5 Hovertank Plasma, and you managed to *almost* destroy the incoming battleship with your 6000 defence strength... you still automatically lose.<br />
<br />
Losing or abandoning the battle means losing the base, and everything in it. Although sometimes you can still come out with a positive score for your trouble. <br />
Any aircraft which are assigned to this base will be lost... even if they are outside the base at the time. Your Interceptor enroute for shootdown will abruptly self destruct. Your Skyranger with your best soldiers returning from a successful Alien Base Assault will crash and burn.<br />
<br />
In battle, the odds are in your favor. You know the layout, it's fully lit (even the Hangars give 20 tiles of vision, despite visual effects to the contrary), and you (should have) designed in choke points. <br />
<br />
Equipment assigned to your craft is available for base defense missions, unless the craft is out of the base. Equipment loaded on craft in the base becomes part of the general 80-item pool. If it were otherwise, your psionic troopers would likely be useless for want of Psi-amps.<br />
<br />
Battleships will unload both regular aliens and their associated [[Terror Units]]. You won't ever see the battleship, but you will get to see all those nifty modules you've been constructing in the Base Planner view, close-up! Base modules have two levels. Soldiers will normally spawn/start in Living Quarters and Storage modules. Aliens spawn/start in Hangars and the Access Lift.<br />
<br />
A soldier with a [[Motion Scanner]] in an upstairs closet near the access lift combined with a [[Tank/Rocket_Launcher|rocket tank]] at standoff range will keep the aliens at bay until the rockets run out. ''-see also [Stewart's] strategy on xcomufo.com forums.''<br />
<br />
[[Blaster Bomb]]s can clear your base in just a few turns, if you launch a few into the hangars and access lift. ''The problem is getting the program to supply your soldiers with blaster bombs before hitting the 80-item limit.''<br />
<br />
Hovertank/Launchers are almost as good at clearing out your base, except for the fact that their missiles are more prone to inaccuracy and often veer off and blow up against the wrong walls. ''Since the game has a "free ammo for HWP in base defence" bug, I don't see HOW you can lose as long as you keep 3-4 of these things in every base.''<br />
<br />
Doing too much damage to a room can also [[#Destruction Of Base Facilities|collapse it]], and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars (plus the Alien Containment chamber) can't be collapsed.<br />
<br />
You can recover lots of alien weapons from a successful base defense. In at least one version of the game, there is a bug where you can collect an extraordinary amount of Elerium, enough to start <i>selling</i> it.<br />
<br />
It might be best to disarm all your psi-weak soldiers at this base if there are Ethereals or Sectoids attacking.<br />
<br />
If you built a General Stores near the Access Lift, the double doors are a great place for ambushing aliens as they leave the Access Lift. Each chamber will hold two soldiers. Eight soldiers stepping out and firing one or two bursts of laser or plasma shots will almost guarantee that no alien penetrates further into your base. Also, so long as no soldiers or tanks are visible during the aliens' turn, they will not make psi attacks (visible to any alien, not just the psionic alien). The [[Destroying Terrain#Terrain structures|doors]] have a damage rating of 75, which means they will withstand an alien grenade detonated right beside them. This tactic has one downside against Sectoids: Cyberdisks will explode when killed at the chokepoint and destroy a large proportion of the loot.<br />
<br />
Alien Weaponry that has been researched can be used for Base Defense even if it's ammunition has NOT been researched. In other Missions you simply cannot load the ammo in your transport, but when defending a base this is not necessary. The clips will be labeled as alien artifacts, but can be used as if research was finished (except that it cannot be thrown).<br />
<br />
''[A somewhat unorthodox strategy, forced by necessity, paid off for Zombie: "I armed my best soldiers with the stun rods, hid them in the General Stores next to the Access Lift, and went to work. Every round a Snakeman would appear from the Access Lift, and every round one of my soldiers would stun the alien while another veteran grabbed the body and hauled the poor alien upstairs for observation. I was laughing so hard I almost peed my pants!" - as copied from strategycore. Mental picture of a Snakeman with a pillowcase over his head, zipcuffed arms behind his back, old army sock stuffed in the mouth, being heaved into a darkened storeroom on top of his buddies. "We get $20K for each, alive or dead, right?" --[[User:JellyfishGreen|JellyfishGreen]] 08:34, 14 Oct 2005 (PDT) ]''<br />
<br />
== To Surrender or Not To Surrender ==<br />
<br />
There are only two costs incurred when you lose a base:<br />
# You lose the base and everything in it;<br />
# You lose points for the soldiers and tanks that died defending the base. <br />
<br />
The loss of the base is presumably erased from the annals of history. It's all kept very hush-hush from the public. The non-combat staff and all ships that were at the base are disbanded and are not lost in the battle. X-Com ships vanish without a trace, probably stolen by wretched engineers. The deaths of the soldiers on the other hand are a lot harder to explain, and friends and families are bound to make inquiries. <br />
<br />
Therefore, if you find yourself in a situation where you are defending a base against an enemy that you have no hope of winning against, should you surrender without a fight, or fight it out? You will need to base this on who you are fighting with and what you have to fight them with. <br />
<br />
For example, a fresh batch of recruits in jumpsuits armed with regulation standard pistols and rifles against an elite squad of [[Ethereal]]s and [[Sectopod]]s. This can be classed as a hopeless battle should you not be able to utilise the weapons used by the attackers. In a situation like this, you should cut your losses and surrender without a fight. <br />
This will incur a 0 point penalty along with the loss of the base. <br />
<br />
On the other hand, should it be against [[Floater]]s, you could push on and try your luck. <br />
<br />
Alternately, you could also try to kill as many raiders as you can before surrendering. <br />
As long as you did not lose any soldiers in the process, you will get a positive score for losing the base. If this is an option, go for it. If not, don't.<br />
<br />
It is understandable that some commanders may be too proud to go down without a fight. There is nothing wrong with that, but do try to consider the consequences of any actions before taking them. <br />
<br />
'''Note:''' All of the above relates to raids on bases when you have more than one base. If you are put into a situation where you cannot save your very last base, then you should consider restarting the game.<br />
<br />
<br />
''If you have have advance warning about a base raid that you're going to surrender-- i.e., a hyperwave decoder, or you can see that battleship making a beeline for your base on a normal radar-- take the time to transfer as much as you can out of that base to other bases before the raid hits. <br />
If you've got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can. <br />
An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)''<br />
:You should always transfer pretty much EVERYTHING out of a base even if you expect to win easily. In base defense missions you WILL hit the 80 item cap. You need to thin out your extra gear before the aliens get there by selling the stuff you don't really need and transferring the stuff you want to keep. You don't want to defend with just smoke grenades and electro-flares. My tiny radar bases always have a general stores for that purpose.--[[User:Brunpal|Brunpal]] 01:06, 11 August 2008 (PDT)<br />
<br />
<br />
''As stated earlier, the aliens can attack your base pretty early (especially on superhuman; For example, I got my first raid before laser pistol research was done!)There can sometimes even be Base Defense mission on Veteran on the first month (I got mine on January 8th against Sectoids and i had to quit because they had psi abilties and all I had were rifles and pistols with only 4 people with laser rifles but everyone was going berserk) - pistols and grenades may work well against sectoids, but are pretty worthless against cyberdiscs - still, even in this case, the answer should be clearly "not to surrender!" - In the early stage of the game, there are two ways of winning against cyberdiscs: first: get a soldier to stand near it and provoke a reaction shot by a different alien and hope it hits the disc, leads to its death and doesnt let it explode. Or just stun it - 2-3 soldiers with stun rods do a great job there, especially in a base with its plenty of cover.. '' [[User: Player11]] 23:47, 23 oct 2006<br />
<br />
==Alien Deployment==<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">Rank</th><br />
<th>Beg./Exp.</th><br />
<th>Vet./Gen.</th><br />
<th>Super.</th></tr><br />
<tr><td align="left">Soldiers</td><td>4-8</td><td>6-10</td><td>8-12</td></tr><br />
<tr><td align="left">Navigators*</td><td>1</td><td>1</td><td>2</td></tr><br />
<tr><td align="left">Medics* ** ***</td><td>1</td><td>1</td><td>2</td></tr><br />
<tr><td align="left">Engineers*</td><td>1</td><td>1</td><td>2</td></tr><br />
<tr><td align="left">Leaders***</td><td>1</td><td>2</td><td>3</td></tr><br />
<tr><td align="left">Commanders***</td><td>1</td><td>1</td><td>1</td></tr><br />
<tr><td align="left">Terrorists</td><td>0-2</td><td>2-4</td><td>4-6</td></tr><br />
<tr><th>Totals</th><td>9-15</td><td>14-20</td><td>22-28</td></tr><br />
</table><br /><br />
<br />
<nowiki>*</nowiki>Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.<br><br />
<nowiki>**</nowiki>Snakemen use Snakeman Soldiers in place of Medics.<br><br />
<nowiki>***</nowiki>Mutons use Muton Soldiers in place of Medics, Leaders and Commanders.<br />
<br />
== Destruction Of Base Facilities ==<br />
<br />
Excessive damage to the structure of your base can result in some [[Base Facilities (EU)|modules]] being completely destroyed, ''even if'' you win the overall battle.<br />
<br />
Certain modules have "special" tiles in them, and if ''all'' of these are visibly damaged (or completely obliterated), then that module will be considered lost. Furthermore, if any other modules used the destroyed areas for passage to the access lift, they'll be forfeit as well!<br />
<br />
Fortunately, these tiles only exist on the upper floors of your base, and the aliens make no attempt to target them once they encounter your troops (... if they ''don't'' encounter your troops, they'll spend the first few dozen turns beelining these tiles - and if they're allowed to reach one under the CE version of the game, when they fire it'll crash). While explosions on the lower floors may damage the upper flooring, they leave the ''furnishings'' unscathed - ''even if'' the floor gives way completely, they'll still hang safely in midair. Presumably the builders had the foresight to attach them to the ceiling with wires.<br />
<br />
For example, the [[Fusion Ball Defences]] contain eight gun arrays made up of four tiles each. All 32 of these must be destroyed in order to take out the module.<br />
<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th>Module</th><th>Targets</th><th>Module</th><th>Targets</th></tr><br />
<tr><td>[[Grav Shield]]</td><td>[[Image:targets-gravshield.gif]]</td><td>[[Small Radar System]]</td><td>[[Image:targets-smallradar.gif]]</td></tr><br />
<tr><td>[[Hyper-wave Decoder]]</td><td>[[Image:targets-hyperwave.gif]]</td><td>[[Workshop]]</td><td>[[Image:targets-workshop.gif]]</td></tr><br />
<tr><td>[[Laboratory]]</td><td>[[Image:targets-laboratory.gif]]</td><td>[[Missile Defences]]</td><td>[[Image:targets-missile.gif]]</td></tr><br />
<tr><td>[[Large Radar System]]</td><td>[[Image:targets-largeradar.gif]]</td><td>[[Laser Defences]]</td><td>[[Image:targets-laser.gif]]</td></tr><br />
<tr><td>[[Mind Shield]]</td><td>[[Image:targets-mindshield.gif]]</td><td>[[Plasma Defences]]</td><td>[[Image:targets-plasma.gif]]</td></tr><br />
<tr><td>[[Psionic Laboratory]]</td><td>[[Image:targets-psilab.gif]]</td><td>[[Fusion Ball Defences]]</td><td>[[Image:targets-fusion.gif]]</td></tr><br />
</table><br /><br />
<br />
The remaining modules - the [[Access Lift]], [[Alien Containment]], [[General Stores]], [[Hangar]] and [[Living Quarters]] - are completely indestructible, and can take any amount of damage without danger of collapse.<br />
<br />
== Bugs ==<br />
Base defenses can be DEADLY.<br />
<br />
But not for the reason you think.<br />
<br />
*When you have more than 80 items present at a base, the game will only make available the first 80 items on the stores list (See '80-item Limit' in [[Known Bugs]].) . This will result in conventional weapons/stun rods/electroflares/etc. being available instead of lasers/plasmas. To prevent this there are 3 possible solutions before that Battleship strikes the base: <br />
1) Transfer the unwanted items to another base.<br><br />
2) Load your transports (if there's any) with the unwanted items and launch them before the UFO lands. This saves the work of having to transfer those items back but if the base gets destroyed the transport will disappear and the waypoint to which it was headed will remain visible for the rest of the game. <br><br />
3) [[Spring_Cleaning_Tips|Sell unnecessary stuff]]. ''"Imminent Alien Invasion Yard Sale! Everything Must Go!"''<br />
<br />
* If you had 40 heavy plasmas in your base and forgot to get rid of those 40 smoke grenades, all your troopers would be lacking the clips for the heavy plasma. Good luck defending a base with nothing but 40 smoke grenades. ''[Darksun: Lucky for my stupid self, I had a couple of laser tanks to convince the aliens to lend me some ammo.]''<br />
<br />
* A relatively easy way to counter this problem is to keep your stores of "conventional" weapons low and keep 20 or more [[Laser Rifle]]s in base inventories. Laser Rifles are high on the inventory list and are distributed before most other items. As they do not require ammo, any laser is immediately combat-ready.<br />
<br />
*Another ANNOYING bug I find is the disappearing bodies and booty from aliens. This is related to the 80 item bug problem.<br />
<br />
*Also much feared is the dreaded "walled off section" or [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]]. Sections of your base along the extreme south and east edges will often be separated from each other by dirt walls. Heavy plasma and blaster launchers are needed in this scenario to excavate the dirt. Soldiers spawning in Stores or Living Quarters here may be trapped for the duration.<br />
<br />
*A much nicer bug is that [[Heavy Weapons Platforms|HWP]]'s automatically get a free load of ammo (which is added to your stores if unused). Note you still need at least one soldier as aliens landing at an unguarded base - or a base defended only by HWP's - take it without a fight.<br />
<br />
*If you have a combination of many soldiers and few spawn points, soldiers will start taking alien spawn points. Which usually means less aliens (unless you built a lot of hangars).<br />
<br />
*The last point also applies to aliens: if the aliens don't have enough spawn points they will start using the X-COM ones, which can turn base defense into a nightmare!<br />
<br />
Masochists: at superhuman, you get the same quantity of aliens as in the battleship, e.g. +25 aliens, +8 terror units. To get the full compliment to attack your base, you need AT MINIMUM 2 hangars. (Unless you want aliens to spawn in general stores downstairs corridor). Four hangars guarantee maximum alien load if you use 15 soldiers and conservative loadouts. ''I usually defend with 10 guys, 2 tanks VS four hangars. LasR ''<br />
<br />
* On a related note, Xcom can only have a maximum of 40 soldiers on base defence. HWPs are prioritized and will be spawned before any soldiers. Each HWP counts as 4 soldiers. Therefore a base with 9 HWPs will only spawn 4 soldiers. Having 10 HWPs in base might cause your game to crash. (it will attempt to create the Equip Soldier screen but will face problems).<br />
<br />
*Elerium collection from a base defence mission can only happen if elerium pods are generated in the battlescape. If you have 10 units in storage, the game will generate 10 pods in the base, given sufficient space in the object table. But because the way the game automatically converts 1 pod into 50 units at the end of the mission, you're basically getting 5000% more elerium from your own pods (those that don't get destroyed, anyway). None of them come from the aliens! This will only happen in earlier versions of the game.<br />
<br />
==See Also==<br />
<br />
*[[X-Com Base Terrain]]<br />
*[[Base Layout Strategy]]<br />
*[[Alien Retaliation]]<br />
<br />
<br />
{{Mission Types Navbar}}<br />
[[Category:Missions]]<br />
[[Category: Tactics]]</div>Alexbuzzbeehttps://www.ufopaedia.org/index.php?title=UFOs&diff=39794UFOs2012-10-19T22:40:34Z<p>Alexbuzzbee: Changed Xcom to X-COM</p>
<hr />
<div>'''In other languages: [[미확인 비행 물체|한국어]].'''<br />
<br />
The '''UFOs''' seen in the skies of ''[[X-COM|UFO: Enemy Unknown]]'' are big, blocky, geometric shapes that lack any form of aerodynamics. They are able to fly at breakneck speeds through the power of [[Elerium-115]] and the resiliency of [[Alien Alloys]]. UFOs come in a variety of forms ranging from the tiny [[Small Scout]]s right up to the massive [[Battleship]]s.<br />
<br />
UFOs are the aliens' sole method to get to Earth, so in theory, it would be possible to halt the alien advance if [[X-COM]] could maintain absolute air superiority. Earth's forces do not initially have the resources required for such a task, and even if it becomes possible, the aliens have a vast resource supply and will not be set back by a war of attrition. In addition, alien undercover agents will continue to erode Earth's defenses from the inside.<br />
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Despite this, commanders should still shoot down as many UFOs as possible. At the very least, it may slow the aliens down temporarily. In the long run, it will actually further antagonise them, causing the aliens to accelerate their agendas. In any case, captured alien technology is essential to our research and finances.<br />
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[[Alien Subs]] are the equivalent in ''[[TFTD|Terror from the Deep]]''. The third game in the series, ''[[Apocalypse]]'', introduced [[Alien Ships (Apocalypse)|another fleet]].<br />
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==UFO Interiors==<br />
The core components of a UFO are [[UFO Navigation]], [[UFO Power Source]], Alien Alloys, and Elerium-115. You will [[UFO_Crash_Recovery|recover less from crashed UFOs]], but sometimes it's critical to shoot them down. Larger UFOs may contain additional equipment such as [[Alien Surgery]], [[Alien Food]], [[Examination Room]]s, and even [[Alien Entertainment]]. <br />
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UFO hulls and interiors are composed of Alien Alloys. This provides incredibly light, yet strong, armour - perfect for spacecraft construction. The only field weapons able to punch the outer shell of a UFO are [[Blaster Launcher]]s. The interior of UFOs are also very strong, but made of much thinner alloys that can be destroyed by repeated fire from [[Heavy Plasma]]s, the [[Tank/Laser Cannon]], [[Hovertank/Plasma]] not to mention the Blaster.<br />
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Great care should be taken when clearing out a UFO. The interiors of larger UFOs are often deadly mazes, with tight corridors, and sharp corners, and choke points that even a single alien can defend. An inexperienced squad leader will also often face dead ends, or encounter treacherous storage rooms - most of the time these are empty, yet occasionally an alien will hide in them to ambush your soldiers. Two UFOs even have trapdoors - the [[Terror ship|Terror Ship]] and the [[Harvester]], which the aliens frequently use.<br />
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Squad leaders should also use explosives wisely. A stray explosion may accidentally damage precious Elerium-115 or set off secondary reactions. The low ceilings also limit the range of [[Grenade]]s. The tight spaces do, however, make [[Proximity Grenade]]s particularly useful, and grenade explosions can go around corners to hit aliens lying in wait.<br />
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==UFO Types==<br />
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, some are also much more common to certain of the alien races encountered.<br />
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===Very Small UFOs===<br />
[[Small Scout]] - Very Small UFO that looks like an Apollo capsule. Primarily used for research.<br />
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===Small UFOs===<br />
[[Medium Scout]] - The classic 'flying-saucer' craft. Able to fill a variety of roles.<br />
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[[Large Scout]] - Cross-shaped UFO, slightly larger than the Medium Scout. Very versatile.<br />
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===Medium UFOs===<br />
[[Abductor]] - Medium-sized UFO used primarily by [[Sectoid]]s and [[Floater]]s for human experimentation.<br />
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[[Harvester]] - Medium-sized UFO with food and surgery units. Used to abduct cattle for food. Usually crewed by Floaters.<br />
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===Large UFOs===<br />
[[Supply ship|Supply Ship]] - Large-sized UFO for transportation of aliens, food, and other supplies.<br />
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[[Terror ship|Terror Ship]] - Large UFO used to unleash assault teams and [[Terror Units]] on residential areas.<br />
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===Very Large UFOs===<br />
[[Battleship]] - Very Large UFO used to intimidate Earth's peoples and leaders, and to assault [[X-COM]] bases, along with a variety of other roles.<br />
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==Quick Comparision Table==<br />
<table {{StdCenterTable}} class="sortable"><br />
<tr {{StdDescTable_Heading}}><th width="120">Craft</th><th width="90">Size</th><th width="110">Max Speed</th><th width="90">Accel.</th><th width="130">Weap. Power</th><th width="140">Weap. Range*</th><th width="130">Damage Cap.</th><th width="100">Crashed Pnt.</th><th width="110">Destroyed Pnt.</th></tr><br />
<tr><td align="left">Small Scout</td><td>Very Small</td><td>2,200</td><td>12</td><td>0</td><td>0</td><td>50</td><td>50</td><td>100</td></tr><br />
<tr><td align="left">Medium Scout</td><td>Small</td><td>2,400</td><td>9</td><td>20</td><td>15</td><td>200</td><td>75</td><td>150</td></tr><br />
<tr><td align="left">Large Scout</td><td>Small</td><td>2,700</td><td>9</td><td>20</td><td>34</td><td>250</td><td>125</td><td>250</td></tr><br />
<tr><td align="left">Abductor</td><td>Medium</td><td>4,000</td><td>8</td><td>40</td><td>22</td><td>500</td><td>250</td><td>500</td></tr><br />
<tr><td align="left">Harvester</td><td>Medium</td><td>4,300</td><td>8</td><td>40</td><td>20</td><td>500</td><td>250</td><td>500</td></tr><br />
<tr><td align="left">Supply Ship</td><td>Large</td><td>3,200</td><td>6</td><td>60</td><td>36</td><td>2,200</td><td>400</td><td>800</td></tr><br />
<tr><td align="left">Terror Ship</td><td>Large</td><td>4,800</td><td>6</td><td>120</td><td>42</td><td>1,200</td><td>500</td><td>1,000</td></tr><br />
<tr><td align="left">Battleship</td><td>Very Large</td><td>5,000</td><td>6</td><td>148</td><td>65</td><td>3,200</td><td>700</td><td>1,400</td></tr><br />
</table><br />
<nowiki>*</nowiki> The figures given in the in-game [[UFOpaedia]] are a factor of 8 too high, relative to [[Craft Armaments|Craft Armament]] ranges. The range given for the Supply Ship is also incorrect in the in-game UFOpaedia.<br />
<nowiki>*</nowiki> It is impossible to destroy the Supply Ship, Terror Ship and Battleship.<br />
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== Weapons vs. UFOs ==<br />
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Since rearming your aircraft every time you spot a different UFO takes too long, you must decide on a standard weapon configuration, unless you want to maintain multiple aircraft in different weapon configurations, which would be overly expensive and inefficient. So, in effect, there is only really one way to go:<br />
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<b>Before you can fully equip your ships with Plasma Beams:</b><br />
Use Stingray Missiles against Very Small UFOs, to have some chance of not totally destroying them.<br />
Use dual Avalanche Missiles against Small or Medium enemies.<br />
Use at least 2 interceptors with dual Avalanche Missiles against Terror Ships.<br />
Do not attempt to shoot down Supply Ships or Battleships unless it is unavoidable (e.g. to protect an undefended main base).<br />
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<b>Thereafter:</b> Use Plasma Beams on everything, except Battleships. Only a single Plasma Beam is necessary, except against Battleships. Do not engage Battleships until you have several advanced aircraft (or enough Fusion Ball Launchers to fully arm 4 Interceptors). Always engage Battleships with as many aircraft as possible, to split the enemy fire.<br />
Once you have several Firestorms and Avengers, you can start to shoot down Battleships with Plasma Beams... but if your soldiers are strong enough, it's usually more profitable just to let them land undamaged, so you can take more of their loot in ground combat. <br />
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With a Plasma Beam you will always have stand off range advantage against anything short of a Battleship, making dual Plasma Beams unnecessary. So there is an argument for mounting one Plasma Beam and (optionally) one Fusion Ball Launcher. The FBL gives extra firepower in a Battleship fight. However it means routine engagements will be much more costly because of the high expense of the Fusion Ball ammo. Fitting one or two FBLs might be advisable if Battleships are expected imminently, e.g. if Retaliation mission patterns have been detected.<br />
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== Trivia ==<br />
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Comparing the weapon range and damage capacity of UFOs to the range and damage of [[Craft Armaments]], one can discern that:<br />
* Any weapon, even the lowly [[Cannon]], can be used against Small Scouts, since they can't shoot back. If you want to be able to do a Recovery mission against the Small Scout, don't use Avalanches - use Cannon, Laser Cannon or Stingray only. Only the Cannon will guarantee not to totally destroy the Small Scout. Stingray or Laser Cannon have a 57% (20/35) chance to destroy it.<br />
* [[Stingray]]s, with a range of 30km, are completely safe to use against Medium scouts, and can even be used to safely down Abductors and Harvesters. They can also be used to attack Supply Ships, although you need to attack with at least three craft in order to do enough damage to down the UFO. Furthermore, Supply Ships usually travel faster than [[Interceptor]]s and always land, making them better candidates for [[UFO Ground Assault]]s.<br />
* [[Avalanche]]s or [[Plasma Beam]]s should be used against Large Scouts due to that UFO's weapon range of 34km.<br />
* Avalanches can be used against Terror Ships, although at least two craft must be sent since you need to do 600 damage to force it to crash land.<br />
* [[Laser Cannon]]s, with a range of 21km, can be safely used against Medium Scouts and Harvesters. However, Avalanche-armed craft are of use against a larger variety of craft and Plasma Beams, once they become available, are superior in every regard.<br />
* Plasma Beams can safely be used (even by Interceptors) against any UFOs except Battleships. <br />
* It's possible to down a Battleship with only 3 craft using [[Fusion Ball Launcher]]s, if they all survive UFO fire long enough to fire all charges. But if you lose a craft and then are even moderately unlucky with damage dealt, the interception will fail. With only 2 FBL-armed craft you would need a lot of luck - superhuman luck if the craft are Interceptors.<br />
* When attacking a Battleship with Interceptors, Fusion Ball Launchers are safer than Plasma Beams. Attacking with 4 aircraft, on Beginner Level, you would expect to lose one Interceptor if armed with FBLs, versus 2 lost Interceptors armed with Plasma Beams. This is because the FBLs kill the Battleship faster, and with less time spent taking fire but not returning it. The exercise is expensive in terms of ammunition, but cheaper than losing an extra Interceptor and its armament.<br />
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== Interceptors Vs. UFOs ==<br />
* The Interceptor is slow compared to UFOs, so any alien craft it is chasing must slow down. The "sluggish" Small Scout can outrun it!<br />
* The Firestorm can handily intercept all UFOs except the Harvester, Terror Ship, and Battleship, which must be going lower than top speed for the Firestorm to catch up.<br />
* The Lightning can be outrun by the Harvester, Abductor, Terror Ship, Battleship, and Supply Ship.<br />
* The Avenger can hunt down and attack any UFO in the game easily, due to its massive speed.<br />
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==UFO Behavior==<br />
Aliens in their UFOs will behave in a different manner depending on what sort of mission they are tasked. All currently available data is summarized in the following points. UFOs will ALWAYS head to their mission locale (as listed in the Hyper-Wave Decoder information) at top speed and then initiate one of the following behaviors depending on the mission:<br />
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* Most UFOs will slow down continuously as they prepare to land. Check the altitude to try and guess when and where they're going to land so you can do a [[UFO Ground Assault]].<br />
* Certain missions are done by several ships instead of just one. These are Alien Base and Alien Infiltration missions.<br />
* Alien Research mission UFOs will slow down significantly and do several slow sweeps as they probe for data, also landing for brief periods.<br />
* Alien Harvest and Alien Abduction missions will sweep an area at moderate speed and land multiple times as they locate and abduct cattle and humans.<br />
* Alien Infiltration ships will land in the cities, in the country they are attempting to infiltrate. Scouts of various sizes will appear and maybe land. Later, they will send Supply Ships, Battleships, and Terror Ships in an attempt to bribe and scare the country's leaders into submission. X-COM will lose funding from this country and an Alien Base will appear if the mission is successful.<br />
* Alien Retaliation ships will scout a specific area where they have been having trouble, in a manner similar to an Alien Research mission. If your base is nearby, shoot the UFO down. Once an X-COM base is located, the aliens will send a Battleship directly at it at top speed, low in the atmosphere.<br />
* Alien Base missions will behave in much the same manner as Alien Research. When constructing the Alien base, a fleet of Supply Ships and Battleships will land often as they search for a suitable location. One Battleship, two supply ships, and three Large Scouts is common.<br />
* Supply Ships on an Alien Supply mission will be dispatched at exactly 00:30 and will land only once, directly on top of the base. Supply ships on this type of mission will run at full speed their entire time, not even slowing down as they land. They only stay on the ground a short time, so advanced craft are needed to deal with them if they are airbourne.<br />
* Alien Terror UFOs will slowly meander about looking for a city for the Terror Ships to land at. If the scouts are shot down, the first Terror Ship will behave much like the scouting UFOs. It may iniitiate a terror mission, although rare. If the scouts are not shot down, the Terror Ship will arrive in the region, slow down to pick a city, and then land. The possible second Terror Ship (if you forced the Aliens to scout with a Terror Ship) will pick a city and then land, regardless.<br />
* If you are successful at preventing lesser UFOs from doing their jobs, the aliens will eventually send Battleships to do the dirty work, hoping you won't be able to attack them. (They will not participate in Alien Research and Alien Terror missions, though.)<br />
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==See Also==<br />
{{UFO Navbar}}<br />
[[Category: UFOs (EU)]]</div>Alexbuzzbee