Difference between revisions of "Making the Game Harder"

From UFOpaedia
Jump to navigation Jump to search
(Still going.)
(12 intermediate revisions by the same user not shown)
Line 9: Line 9:
 
* [[Making the Game Harder/Modding]] - Scenarios that require third-party tools or direct hacking of game files to set up.
 
* [[Making the Game Harder/Modding]] - Scenarios that require third-party tools or direct hacking of game files to set up.
  
Mix and match these handicaps as you like. Note that certain combinations may make the game very difficult. Within each section, challenges are generally listed from least to most difficult.
+
Mix and match these handicaps as you like, or invent your own variations. Note that certain combinations may make the game very difficult. Within each section, challenges are generally listed from least to most difficult.
  
 
==Refrain from using [[Exploits|exploits]]==
 
==Refrain from using [[Exploits|exploits]]==
Line 15: Line 15:
 
The most obvious way to make the game harder is to avoid "cheating" by using the various exploits discovered over the years. A full list, and instructions on how to use the various exploits, are in the link above, but the most egregious and game-breaking are listed here for convenience.
 
The most obvious way to make the game harder is to avoid "cheating" by using the various exploits discovered over the years. A full list, and instructions on how to use the various exploits, are in the link above, but the most egregious and game-breaking are listed here for convenience.
  
*[[ExploitsA#Free_Wages|Free Wages]] and [[ExploitsA#Robotic_Factories|Engineer/Scientist overflow]] - The majority of X-Com's Geoscape expenditure consists of salaries and hiring engineers and scientists; removing these expenses trivialises financing.
+
*[[ExploitsA#Free_Wages|Free Wages]] and [[ExploitsA#Robotic_Factories|Engineer/Scientist overflow]] - The majority of X-Com's expenditure consists of salaries and hiring engineers and scientists; removing these expenses trivialises financing.
  
 
*[[ExploitsA#Free_Manufacturing|Free Manufacturing]] - Building items for free makes Elerium management trivial (as you only ever need it to fuel advanced craft) as well as making manufacturing about 7 times as profitable.
 
*[[ExploitsA#Free_Manufacturing|Free Manufacturing]] - Building items for free makes Elerium management trivial (as you only ever need it to fuel advanced craft) as well as making manufacturing about 7 times as profitable.
Line 23: Line 23:
 
*[[Exploiting_Collision_Detection|Collision Detection exploits]] - Turns breaching UFOs from a nightmare into cake and allows risk-free extermination of aliens on higher levels than your troops.
 
*[[Exploiting_Collision_Detection|Collision Detection exploits]] - Turns breaching UFOs from a nightmare into cake and allows risk-free extermination of aliens on higher levels than your troops.
  
*[[Other_Geoscape_Exploits#All_Terror_Missions_During_Daylight|Avoiding night missions]] - Destroys one of the advantages aliens have on the Battlescape.
+
*[[Other_Geoscape_Exploits#All_Terror_Missions_During_Daylight|Avoiding night missions]] - Removes one of the advantages aliens have on the Battlescape, and the use for incendiaries and flares.
  
 
==Geoscape==
 
==Geoscape==
 +
 +
===Interception===
 +
 +
*'''Unarmed Avengers''' - Do not mount weapons on [[Avenger]]s (which are otherwise clearly the most effective interceptors).
 +
 +
*'''No Advanced Interception''' - In addition to the above, do not build any [[Firestorm]]s or [[Lightning]]s. (This makes it almost impossible to shoot down [[Battleship]]s.)
 +
 +
*'''No Plasma Beams''' - Do not build any [[Plasma Beam]]s. As these are, by far, the most effective craft weapons, you will have great difficulty shooting down Large and Very Large UFOs.
 +
 +
*'''No Interception''' - The most extreme interception restriction is, of course, to never shoot down UFOs at all. Most UFOs land in one fashion or another, so you can still win the game.
  
 
===Funding===
 
===Funding===
Line 47: Line 57:
 
*'''No advanced base modules''' - Do not build [[Hyper-Wave Decoder]]s, [[Psionic Laboratory|Psionic Laboratories]], or the researchable defence systems ([[Laser Defences]], [[Plasma Defences]], [[Fusion Ball Defences]], [[Grav Shield]] and [[Mind Shield]]). None of these are actually necessary in order to win the game, although the lack of Hyper-Wave Decoders and Psi-Labs makes the task much more difficult.
 
*'''No advanced base modules''' - Do not build [[Hyper-Wave Decoder]]s, [[Psionic Laboratory|Psionic Laboratories]], or the researchable defence systems ([[Laser Defences]], [[Plasma Defences]], [[Fusion Ball Defences]], [[Grav Shield]] and [[Mind Shield]]). None of these are actually necessary in order to win the game, although the lack of Hyper-Wave Decoders and Psi-Labs makes the task much more difficult.
  
== Psionics ==
+
==Battlescape==
 
 
=== No Offensive Psionics ===
 
 
 
Psionics and [[Psi-Amp]]s can completely imbalance the game in favor of the human player. Even one Psi-Amp is bad news for aliens, and with training and screening, a squad full of psionic troops can eventually mind-control all the aliens during the first turn (even [[Cyberdisc]]s and [[Sectopod]]s). This turns combat into a cakewalk, which is not nearly as much fun as sweating your way around every single corner. Therefore, one of the most important things you can do to make the game more challenging is to avoid using Psi-Amps.
 
 
 
=== No Psionic Screening ===
 
 
 
Significantly less unbalancing is the use of [[Psionic Laboratory|Psi Labs]] to screen troops (and perhaps also increase their [[Psionics#Psionic_Formulas|Psionic Defense]]).  However, for an even greater challenge, you can avoid using Psi Labs altogether, which forces you to rely on combat trauma to find out which of your troops are psi weaklings.
 
 
 
===No Mind Probes===
 
 
 
Much less powerful than Psionics is the advantage from using [[Mind Probe]]s since those devices can be used to screen aliens for their rank (for capture or to identify the threat they pose), or to check if they are able to reaction fire.  Mind control can also provide most of this information, so restricting use of Mind Probes is most significant when combined with a ban on Psi-Amps.
 
 
 
==Firepower Adjustment==
 
 
 
Despites what it feels like in the early game, X-COM eventually gets access to extremely powerful weaponry that make both ground and air battles too easy.
 
 
 
===Avoid Heavy Plasmas===
 
 
 
Don't equip the majority of your squad with [[Heavy Plasma|Heavy Plasmas]]. If that sounds too easy, then don't use alien weapons at all.
 
 
 
Alternatively using UFO Extender the weight of the heavy plasma can be increased to 21 and the clip to 6. This naturally restricts the usage without affecting the aliens.
 
 
 
===Avoid Blaster Launchers===
 
 
 
To put it simply: the weapons are too powerful and thus the temptation to overuse them too great. Completely destroying a map is fun at start but butchering the aliens gets boring after a while. Either do not use the weapons, only bring 1 on each mission or restrict yourself to a low number of waypoints (e.g. a single course alteration).
 
 
 
===Tech levels===
 
Limit yourself to certain "tech levels". Here's an example:
 
*Level 1: Coverall, genuine Earth equipment
 
*Level 2: Personal Armor, Laser weapons
 
*Level 3: Power Suit, light alien weaponry
 
*Level 4: Flying Suit, heavy alien weaponry
 
How does it work? Simply limit yourself to stopping at a certain level. Or limit yourself in the speed of advancement, i.e. one level per a half year, etc. The latter example would mean you won't get to use the best equipment for two years!!!
 
 
 
Alternatively, allow yourself access to only a few high-power research topics, under the grounds that they're so complex that understanding them fully takes years.  (Exceptions are made for end-game requirements, of course).  Research topics that are high-power (AKA game-breaking) would include anything associated with Psionics, Plasma Rifle, Heavy Plasma, Blaster Bomb, the advanced aircraft (in particular the Avenger), the Plasma Beam/FBL, Hovertanks, and the Power and Flying Suits.
 
 
 
===Use Unfamiliar Weapons===
 
 
 
Use weapons that you are not generally fond of using or are not comfortable using. Use them in greater quantities or outfit your entire team with them. This has the potential to not only make the game harder, but it may get you accustomed to how these weapons are best handled. Combine it with restrictions on plasma weapons for best results.
 
 
 
One excellent example is the standard [[Heavy Laser]] - not the XCOMUtil variant. It's a weapon that is often branded "useless" because it's not an ammo-less parallel of the Heavy Plasma.
 
 
 
Other examples include [[Heavy Cannon]]s and tanks. In particular, unmodified tanks.
 
 
 
===Extreme Weapon Scenarios===
 
 
 
Test your machismo by going to ridiculous lengths and see how far you can get before combat is no longer viable with a uniform weapon set whereby you limit yourself to only one type or class of weapon. In addition to making the game harder, it you may find yourself appreciating the benefits and understanding the limitations of these weapons.
 
 
 
Some ideas to get you started: [[Heavy Cannon]], [[Autocannon]] or a combination of both. Basic [[Rifle]]s only. Pistol sized weapons only. [[Rocket Launcher]]s only. Grenade type weapons only (note, may need an emergency ranged weapons for flyers). Consider also a pistol and grenade scenario.
 
 
 
A Rocket Launcher or Grenade campaign for example will have several effects. While it does make defeating enemies easy, it introduces several management twists to combat that you would not normally subject yourself to in great frequency. Like collateral damage management will be needed for each and every shot taken. Ammunition has to be strictly managed, from the item limit to its actual expenditure and portage. Loot recovery is more difficult. Some blast zone management is required to prevent loot destruction. Mind control and reaction fire become extremely hazardous.
 
 
 
If combined with several other challenges such as no-psi and no alien weapons, you may even have to abandon some battle if all ammunition is depleted. Even if it was going entirely in your favour.
 
 
 
If you plan to play through to the final mission, allow yourself the use of stun weapons for capture of all the necessary aliens.
 
 
 
===Human Fighter Craft Adjustments===
 
 
 
====Avenger unarmed====
 
 
 
The [[Avenger]] as a fighter is simply too powerful. Without the [[Avenger]], taking down a [[Battleship]] is tough! As it should be, it requires many fighters and is still difficult to pull off. This also creates a niche for base defenses.
 
  
Alternatively the [[Avenger]] can be restricted to the [[Cydonia]] mission.
+
===Psionics===
  
====Only interceptors====
+
*'''No Mind Control''' - Do not mind-control aliens with [[Psi-Amp]]s. (This ability turns missions into boring cakewalks.)
  
To fully experience the helplessness of seeing [[Battleship]]s flying unopposed through Earth's atmosphere, don't build any [[Firestorm|Firestorms]] or [[Lightning|Lightnings]].
+
*'''No Psionic Training''' - Do not train soldiers in [[Psionic Laboratory|Psionic Laboratories]]. (This means you will not learn your soldiers' Psi-Strengths, or be able to use [[Psi-Amp]]s.)
  
== Squad Management ==  
+
===Weaponry===
  
===Avoid Large Squads===
+
(Note that these handicaps are designed for use with '''No Mind Control''', above; there is no point otherwise, as mind-control is by far the strongest available "weapon".)
  
Restrict your squad regarding soldiers and tanks. Never use more than 14 plane slots to bring units into a battlefield (the capacity of a Skyranger).
+
*'''No heavy alien weaponry''' - Do not use the [[Heavy Plasma]] Gun or [[Blaster Launcher]], the most devastating armaments available.
The logic behind this is that you can easily outnumber the aliens, especially if you are facing small UFOs thus assuring victory.
 
Also, smaller squads allow for quicker play (you don't have to move 26 units each turn) and they make your soldiers more memorable, since you'll remember more their heroic achievements (or stupid deaths).
 
  
===Load up your Skyrangers with maximum HWPs===
+
*'''No alien equipment''' - Do not use any alien weaponry or devices at all (Plasma weapons, [[Small Launcher]], [[Blaster Launcher]], [[Alien Grenade]], [[Mind Probe]]).
  
A variant of the preceding scenario, not quite so hard. Instead of bringing 14 units into a battle you'll get just 5 (3 HWPs + 2 Soldiers) or 8 (2 HWPs + 6 soldiers).
+
*'''Conventional equipment only''' - Use only weaponry that is available for purchase at the beginning of the game (no lasers or alien weaponry, no armour, no [[Medi-Kit]]s, [[Psi-Amp]]s or [[Motion Scanner]]s).
  
===Commando Missions===
+
*'''And beyond...''' - Theoretically, one can restrict one's equipment even further and still have a chance of victory. The two actual requirements in terms of weaponry are these:
 +
**You must have a weapon capable of inflicting stun damage ([[Stun Rod]] or [[Small Launcher]]), in order to reliably capture the required aliens.
 +
**You must have a weapon capable of damaging the Alien Brain in [[Cydonia]] (40 tile armour). [[Heavy Cannon|HC-AP rounds]], [[Rocket Launcher|Large Rockets]], [[High Explosive]]s, [[Laser Rifle]]s, [[Heavy Laser]]s, [[Plasma Rifle]]s, [[Heavy Plasma]] Guns, [[Blaster Launcher]]s, [[Alien Grenade]]s and all [[Heavy Weapons Platform|HWP]] weapons can do this; other weapons cannot.
  
Use as few men to complete ground missions as possible-without HWPs, of course. Stealth, patience, care and caution become the priority. Even two or three-man teams can be effective if used properly. The logic behind this is that either way, aliens are probably too busy carrying out their mission or repairing the UFO to notice the dropship approaching (as evidenced by the fact that if you go against psionic aliens, you are safe from psionic attacks as long as none of them sees you, adding an extra difficulty: you have to kill every alien from behind and with one shot so they won't turn around and see you). Plus, micromanaging a three-man team is easier than managing a fully loaded Avenger. You have the advantage of surprise, use it! Just make sure you try to get at least most of the aliens before Turn 20 comes around (when they automatically spot you).
+
===Squads===
  
===Large Squads===
+
*'''Skyranger capacity only''' - Bring only 14 spaces (14 soldiers, 10 soldiers + 1 [[Heavy Weapons Platform|HWP]], etc.) worth of troops into battle. This restriction only becomes relevant when you obtain [[Avenger]]s, and has the main effect of making [[Cydonia]] much harder.
  
For those that are content with small squads between 4 - 8 soldiers, break the habit and take the opposite approach. Start using large squads. Hire a large quantity  of soldiers and fill the all available spaces on the transport. Rotate the entire team regularly so that there are no outstanding individuals or superstars amongst the tea.  
+
*'''Maximum HWPs''' - Bring the maximum number of [[Heavy Weapons Platforms]] on each mission. This means only 2 soldiers on a [[Skyranger]], which makes missions harder due to lack of firepower. This becomes much less of a restriction when [[Lightning]]s and [[Avenger]]s become available, so consider combining it with '''Skyranger Capacity Only'''.
  
During the battle, keep the slogan ''"There's no I in Team"'' in mind all the time. Make every effort to send out the whole squad into the battlefield and that everyone gets some piece of the action. No more than 1 rear commanders if at all possible.  
+
*'''Commando missions''' - Use very small squads, or even a single soldier, to complete missions.
  
The difficulties introduced here include longer turns due to the increased coordination of the larger squad. Larger squads make bigger targets and increases the danger of friendly fire. When things do go wrong, the level of severity tends to be great, with the possibility of mass hysteria. Weapon by stat assignment may also be a problem with so many troops to handle and if you are in the regular habit of rotating the team.
+
==General==
  
If you find that this makes it too easy, consider dropping your weapon technology down a few notches.
+
===Saves===
  
==One Mission X-COM==
+
*'''No Battlescape saves''' - Do not save while on the [[Battlescape]]. This makes it impossible to save-scum through missions and essentially gain prescience.
  
A more hardline version of Funding Council Income Only, detailed [[User_talk:Arrow_Quivershaft#1_Mission_X-COM|here]].  In short, one Battleship mission, properly executed, can provide all the research needed to complete the game. The focus is on intercepting that Battleship and completing the game with only the spoils from that mission.
+
*'''Iron Man''' - Save only when you quit, and overwrite your save every time you quit. This means no reloading from mistakes at all.
  
==Speed Run==
+
===Other===
See how fast you can complete the game! For a very strict challenge, the clock starts when you choose a difficulty, and ends when you shoot the Brain on Cydonia.
 
  
The current record seems to be 62:21 minutes, not including save/load time, by tbgox. Yes, that's JUST over an hour of playing. He's got the videos up on youtube showing how he did it too. Good lord. http://www.youtube.com/watch?v=0wo71zOr5aU
+
*'''One-mission X-Com''' - Beat the game with only one mission before Cydonia. This mission must be a [[UFO Ground Assault]] on a [[Battleship]], in order to obtain all the necessary items (including captured aliens) to reach Cydonia.
  
==Limited save/Reload==
+
*'''Speed run''' - Beat the game in as little time as possible (either in-universe clock time, or real-life time; note that the two approaches differ dramatically). The current record for the latter is [http://www.youtube.com/watch?v=0wo71zOr5aU 1:02:21].
Depending on how strict you want to be with yourself, you can ban in-battle saves, save only when you want to quit the game and get on with real life, or for the really hard core, no save/reload at all: finish the game in one sitting, possibly combining this with a [[#Speed Run|Speed Run]]. For a smaller challenge, try to keep a tally of how many times you save and reload, and see if you can minimise this number.
 
  
 
[[Category:Enemy Unknown/UFO Defense]]
 
[[Category:Enemy Unknown/UFO Defense]]

Revision as of 05:44, 27 April 2016

Rewrite Needed

The contents of this article are outdated, confusing or constructed in a discussion format. Possibly due to alien mind control. Please help fight the alien menace by updating or correcting the information on this page.


This page is intended for players who finish the game frequently on the highest difficulty and would like to keep the challenge alive.

Making the game harder is done in two ways: one can accept handicaps (not use some of the options the game puts at your disposal, or use them only under certain circumstances), or modify the game files via utilities or direct editing to make things harder.

This page contains a list of simple handicaps to get you started. It may be worth also examining these sub-pages:

Mix and match these handicaps as you like, or invent your own variations. Note that certain combinations may make the game very difficult. Within each section, challenges are generally listed from least to most difficult.

Refrain from using exploits

The most obvious way to make the game harder is to avoid "cheating" by using the various exploits discovered over the years. A full list, and instructions on how to use the various exploits, are in the link above, but the most egregious and game-breaking are listed here for convenience.

  • Free Wages and Engineer/Scientist overflow - The majority of X-Com's expenditure consists of salaries and hiring engineers and scientists; removing these expenses trivialises financing.
  • Free Manufacturing - Building items for free makes Elerium management trivial (as you only ever need it to fuel advanced craft) as well as making manufacturing about 7 times as profitable.
  • UFO Redux - Multiplies the score and most of the loot (including Elerium) from a given UFO by a factor of 2 (or potentially even more).
  • Collision Detection exploits - Turns breaching UFOs from a nightmare into cake and allows risk-free extermination of aliens on higher levels than your troops.
  • Avoiding night missions - Removes one of the advantages aliens have on the Battlescape, and the use for incendiaries and flares.

Geoscape

Interception

  • Unarmed Avengers - Do not mount weapons on Avengers (which are otherwise clearly the most effective interceptors).
  • No Advanced Interception - In addition to the above, do not build any Firestorms or Lightnings. (This makes it almost impossible to shoot down Battleships.)
  • No Plasma Beams - Do not build any Plasma Beams. As these are, by far, the most effective craft weapons, you will have great difficulty shooting down Large and Very Large UFOs.
  • No Interception - The most extreme interception restriction is, of course, to never shoot down UFOs at all. Most UFOs land in one fashion or another, so you can still win the game.

Funding

These challenges reduce the ways X-Com can obtain money.

  • No commercial manufacturing - Don't manufacture items for profit. Only sell items that you bought, or recovered from missions (and don't manufacture more of the latter yourself).
  • Council income only - Don't sell any advanced technology (recovered and manufactured items) at all. Your revenue is to come solely from the Council of Funding Nations.

Bases

These challenges involve restrictions of one kind or another on how X-Com builds its bases. These are all independent and can be combined, though in some cases this may make the game extremely difficult.

  • One base - Simply don't build any more bases after the one you start with. Note that you will lose if all your bases are destroyed, so keep a garrison in case aliens come calling while the Skyranger is out. For a much harder challenge, build that single base in Hawaii.
  • Limited base size - Limit the size of your bases to 4x4 or (for the truly skilled) 3x3. Your starting base is larger than this, so you'll have to scrap significant parts of it.
  • No-base start - Start without a base at all, by selling everything and then scrapping your initial base. Then construct a new base from scratch and play as normal. The difficulty here comes from the extra cost and time taken to rebuild your base.

Battlescape

Psionics

  • No Mind Control - Do not mind-control aliens with Psi-Amps. (This ability turns missions into boring cakewalks.)
  • No Psionic Training - Do not train soldiers in Psionic Laboratories. (This means you will not learn your soldiers' Psi-Strengths, or be able to use Psi-Amps.)

Weaponry

(Note that these handicaps are designed for use with No Mind Control, above; there is no point otherwise, as mind-control is by far the strongest available "weapon".)

  • Conventional equipment only - Use only weaponry that is available for purchase at the beginning of the game (no lasers or alien weaponry, no armour, no Medi-Kits, Psi-Amps or Motion Scanners).

Squads

  • Skyranger capacity only - Bring only 14 spaces (14 soldiers, 10 soldiers + 1 HWP, etc.) worth of troops into battle. This restriction only becomes relevant when you obtain Avengers, and has the main effect of making Cydonia much harder.
  • Maximum HWPs - Bring the maximum number of Heavy Weapons Platforms on each mission. This means only 2 soldiers on a Skyranger, which makes missions harder due to lack of firepower. This becomes much less of a restriction when Lightnings and Avengers become available, so consider combining it with Skyranger Capacity Only.
  • Commando missions - Use very small squads, or even a single soldier, to complete missions.

General

Saves

  • No Battlescape saves - Do not save while on the Battlescape. This makes it impossible to save-scum through missions and essentially gain prescience.
  • Iron Man - Save only when you quit, and overwrite your save every time you quit. This means no reloading from mistakes at all.

Other

  • One-mission X-Com - Beat the game with only one mission before Cydonia. This mission must be a UFO Ground Assault on a Battleship, in order to obtain all the necessary items (including captured aliens) to reach Cydonia.
  • Speed run - Beat the game in as little time as possible (either in-universe clock time, or real-life time; note that the two approaches differ dramatically). The current record for the latter is 1:02:21.