Difference between revisions of "UFO Detection"

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(→‎Losing Contact: removing added statement that I am fairly certain is wrong, will move to chat to discuss)
(→‎Detection Ranges: Travelling craft don't detect bases.)
 
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Alien craft regulary enter and leave the Earth's atmosphere. Spotting them and shooting them down is an important goal. Before you worry about [[UFO Interception|shooting them down]], first you have to spot them, so you will need to know how to go about this.
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Alien craft regularly enter and leave the Earth's atmosphere (in [[X-COM|UFO]]) or traverse in and out of the deeper reaches of the ocean (in [[TFTD]]). In order to prevent them from carrying out their missions, you [[UFO Interception|shoot them down]] or [[UFO Ground Assault|assault them while grounded]].  However, in order to perform either of these tasks, you must first spot them, which requires some types of '''UFO Detection''' equipment, either in your bases or using your [[craft]]/[[Subs|sub]] radar.
  
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==Detection Facilities==
  
==Types of Detection Facilities==
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Three types of UFO/Alien Sub detectors can be built on your bases:
* [[Small Radar]]
 
* [[Large Radar]]
 
* [[Hyper-Wave Decoder]]
 
  
The above can be built in your base for the purpose of detecting UFOs nearby. Also all your craft have shorter range radars that can be used to keep contact when chasing a UFO or to sweep an area for either ground based or aerial targets.
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*[[Small Radar System]]s/[[Standard Sonar]] have a range of 300 nautical miles (nm) according to the [[UFOpaedia]].  However, this figure is too short by a factor of five.  The Official Strategy Guide gives the figure as 1500 nm, which matches game files and what has been observed in-game. 
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*[[Large Radar System]]s/[[Wide Array Sonar]] have a detection range of 450 nm according to the UFOpaedia; their actual range is 2250 nm.  Large radars cover 225% the total area of small radars (1.5x radius translates into 2.25x area).  
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*[[Hyper-wave Decoder]]s/[[Transmission Resolver]]s do not have a detection range listed in the UFOpaedia, but the OSG, observation and game files show that they have a range of 2400 nm, slightly larger than that of a Large Radar.
  
==Radars==
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Additionally, all X-COM Craft ([[craft|aerial]] or [[subs|submersible]]) have a detection range of 600 nm. They can be used to search areas remote from your bases, or as a stop-gap while radar is being built.
  
Small Radars cover 300 nautical miles according to the UFOpedia, but in practise the radius that you can track out to equates to approximately the distance between Budapest and Reykjavik, which my atlas tells me is closer to 2000 miles. Detection seems to only occur in a smaller radius, of perhaps 1300-1500 miles. Inside this detection radius they have a base 10% detection chance which is tested every 30 minutes exactly on the half hour, so if you are advancing the game an hour or day at a time you may find it jumps forward to exactly a half hour interval as it spots a new UFO. Building more than one Small Radar does not increase your detection rate, despite it making it look this way in the base information screen.
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Your first base starts out with a Small Radar/Sonar; you can choose to add a Large version as well, which will take 25 days to build. Both types can also be added to any other base you establish. Due to a [[Known_Bugs#Radar_Stacking|bug]] in the game, additional Radars/Sonars at the same base (beyond 1 Small plus 1 Large) have no additional effect on detection.
  
Large Radars cover 450 nautical miles according to the UFOpedia, it is unknown what this translates to, but it seems reasonable from inference and experience to assume it will be about 3000 miles. Note this translates to a 125% increase in land area covered (as long as it is 150% of the radius, it will be 225% of the area anyway). In line with Small Radars detection is more difficult, so only will pick up new contacts from around 2000-2300 miles. Inside this detection radius they have a base 20% detection chance which is tested every 30 minutes exactly on the half hour, so if you are advancing the game an hour or day at a time you may find it jumps forward to exactly a half hour interval as it spots a new UFO. Building more than one Large Radar does not increase your detection rate, despite it making it look this way in the base information screen.
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Hyper-Wave Decoders/Transmission Resolvers can only be built after you have done the proper [[research]] in each game; in EU, you must interrogate a captured navigator. In TFTD, you need to research Magnetic Navigation first. After it is researched, you can build these enhanced facilities at any of your bases.
  
Large and Small radars add together, so if you have one of each you get 30% short range and 20% long range detection, until you get Hyperwave Decoders available you might consider building one of each in every base that you want to be detecting aliens for maximum coverage, but any more is a waste.
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===Detection Ranges===
  
Note that the radius of detection (but not tracking) and/or the detection chance ''might'' be affected by the size of the UFO being searched for, the UFOpedia suggests it has an impact, but this needs to be determined whether it does actually play a part.
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The following graphic shows the range of each type of radar system:
  
==Hyperwave Decoder==
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[[Image:Detection and tracking ranges.png]]
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*Yellow = Detection range of X-COM craft (showing 1500nm diameter but the correct value is 1200nm diameter)
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*Green = Detection range of a Small Radar/Sonar (3000nm diameter), also maximum "base detection" range for craft
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*Blue = Detection range of a Large Radar/Sonar (4500nm diameter)
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*Red = Detection range of a Hyper-Wave Decoder/Transmission Resolver (4800nm diameter)
  
A high priority [[research]] item, these devices obsolete all radars as not only do they have at least as large a range as Large Radars, they work 100% of the time, so you always know when an alien has entered your airspace (for any base with a Decoder, anyway) whenever the first 30 minute detection check comes by and they are still there. Very fast UFOs might still pass through some of your airspace without being detected, if they do it in between checks. The Decoder also provides essential strategic and tactical information about the craft, its mission, and destination etc. All this makes these facilities absolutely critical to your mission.
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In practice, alien craft will often travel well within the listed detection ranges before being spotted.  Detection "checks" are only performed twice an hour by the game, so fast-moving UFOs/Alien Subs may travel quite a distance before the next check is performed; the Small and Large Radars/Sonars have only a 10-20% chance of detecting enemy ships in-range; and alien vessels are not seen until they enter the Earth's atmosphere or surface from the deeper levels of the ocean, which can potentially occur right near a base. X-COM Craft, like the Hyper-Wave Decoder/Transmission Resolver, appear to have a 100% chance of detecting UFOs/Alien Subs that are within their detection range.  
  
==Craft Radars==
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Once detected, UFOs/Alien Subs remain visible until they leave the Earth's atmosphere or travel outside the detection radius of all available radars.  The half-hour check for detection applies to tracking as well, so aliens may travel far outside your radar coverage before disappearing from the screen.  This is especially true for fast-moving ships, which can travel as much as 2500 nm between updates.  However, a UFO that leaves the atmosphere (or Alien Sub that dives too deep) will disappear immediately.
  
Your craft can also detect UFOs via onboard scanners, these seem to have a range of roughly 500 miles, but they do seem to have quite a high detection rate - maybe even 100%. If an alien vessel moves out of range of your land-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the UFO to be (based on its speed and direction). Craft Radars are also key to locating enemy based, and might be used for spotting landed craft, or scouting areas that are showing high UFO activity in the Graphs section.
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Alien Bases can only be detected by patrolling X-COM aircraft (or sometimes by X-COM agent reports at the end of each month). The maximum detection range is 1500nm from the aircraft and the chance of detection appears to decrease with distance. The longer a craft is left patrolling in one area, the more likely it will be to discover all bases nearby.
  
Note that ground based radar are poor at detecting landed craft (and dont seem to spot bases at all), where craft can usually find these quite quickly if in the relative small radar area it has. Hyperwave Decoders dont detect bases directly either, but because they are so good at spotting any craft in a large area, and their mission profile, it makes it quickly evident if and where any alien bases are located.
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====Radar Range Overlay====
  
==Losing Contact==
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The following graphic can be used to help decide where you would like to site your bases (and therefore, your radars/sonars).  Ensure you have centred the globe on where you are considering placing a base, then export a screenshot from within the game (using the F12 key) and copy this image over its center to see which areas are included within each facility's detection radius.  (This graphic is calibrated for screenshots which are doubled in size (640x400)):
  
In most cases you will continue to see a detected UFO until it is outside any of your radar ranges (craft or land based) at a half hour checkpoint. In a few cases they will dissappear off radar at times other than the half hour, this might be when an alien craft decides to end its mission and leave the atmosphere, but there may be something else at play.
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[[Image:Range overlays.png]]
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== How Radars Function ==
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Each radar/sonar type has a chance to detect any UFO/Alien Sub within its range.  Detections are performed in the game every 30 minutes exactly on the half hour.  (If you are advancing the game an hour or day at a time, you may find the clock jumps forward to exactly a half hour interval whenever it spots a new enemy ship.)
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Small Radars/Sonars have a 10% chance of detecting UFOs within their range, and Large versions have a 20% chance.  If you have both Small and Large Radars/Sonars built at the same base, their abilities are added together: you will have a 30% chance of detecting aliens within 1500 nm and a 20% chance of detecting them from 1500 nm to 2250 nm. 
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Despite the "Short Range" and "Long Range" detection bars displayed on each base's Information screen, only one radar/sonar of each type will be used at each base; building additional modules will have no effect.
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Hyper-Wave Decoders/Transmission Resolvers have a 100% chance of detecting any enemy ships within their range.  Given their superior range and detection abilities, these make the other detection types unnecessary.  If you have Small or Large Radars/Sonars in a base which also has a decoder/resolver, you can dismantle them. 
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"Normal" radars/sonars reveal the approximate size, altitude, heading, and speed of aliens within range.  Hyper-Wave Decoders/Transmission Resolvers also display the exact craft type, the alien race onboard, what type of mission the craft is on, and where the mission is to be performed.
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<gallery widths="200px" heights="150px">
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Image:Radar_Detection.png|Radar Detection Screen
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Image:Hyperwave_Detection.png|Hyperwave Detection Screen
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</gallery>
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== Craft-based UFO Detection ==
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All traveling X-COM craft, whether en route or patrolling, can also detect UFOs/Alien Subs within a small range, 600nm.  Within this range, craft can detect enemies 100% of the time.  However, given the half-hour detection update intervals and craft speed, aliens can often pass within range of an X-COM craft without being spotted.  All types of X-COM craft, whether [[Skyranger]]s or [[Avenger]]s, have the same UFO detection chance and the same detection radius, whether moving or patrolling. 
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Faster craft may sometimes appear to have a shorter detection radius, as they can travel great distances between detection updates, so they often only detect alien ships when right on top of them, or even having passed them already. The effective detection range can also appear shorter or longer, depending if the UFO/Alien Sub is moving closer or moving away at the moment of detection.
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If an alien vessel moves out of range of your base-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the enemy to be (based on its speed and direction).
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Similarly, by launching an immediate Interception aircraft mission, it may be possible to maintain tracking of a UFO/Alien Sub long after it has moved outside range of ground-based detection - provided the aircraft can keep within 600nm of the target.
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=== Alien Base Detection ===
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All X-COM craft are also capable of detecting [[Alien Base|alien base]]s. In fact, this is the only way to discover them: they will not show up on any base radar, including Hyper-Wave Decoders.  (However, "X-COM agents" will sometimes report the discovery of a base during X-COM's Monthly Report; see [[Alien Base#Locating an Alien Base|Locating an Alien Base]].)  In order to discover an alien base, an X-COM craft must patrol within 1500 nm of the base's location.  The nearer the craft, the sooner the base will be discovered.  Patrolling immediately above a base will reveal it almost immediately; patrolling 1500 nm away, the base may take one hour to discover, or several hours.
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Bases can only be discovered by ''patrolling'' craft.  An X-COM craft could fly over an alien base repeatedly and never discover it until it began patrolling in the area.
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It is frequently possible to deduce where an alien base is by the pattern of UFO traffic.  The primary mission of [[Supply ship|Supply Ships]]/[[Fleet Supply Cruiser]]s is to supply alien bases; wherever they land, a base is likely to be found.  When a base is first being built, four UFOs/Alien Subs (a scout, two supply ships, and a battleship/dreadnought) will converge upon the same area and mill around for a while.  (UFOs engaged in an [[Alien Missions#Alien Infiltration|Infiltration]] mission will display similar behavior involving five ships.)  In [[X-COM|UFO]], the alien race found at a base will always be of the same type as the race found on the initial ships (or the supply ships which subsequently show up at regular intervals), while in [[TFTD]] ''all'' bases are manned by the same species.
  
 
==UFO Activity Graph==
 
==UFO Activity Graph==
  
Finally, the UFO activity graphs act as a sort of MUFON, allowing you to see activity that your radars cannot.  The graphs are updated every 30 minutes, on the half hour.  You could even check the graphs every so often and build zero radars if you wanted, and if you see a blip, send aircraftThis worldwide coverage can be easily used this way for the first few months.  After that, UFO activity becomes too intense and the graphs lose their resolution, but by that time you should aim to have decoders already built, or on the way.
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Finally, the UFO/Alien Sub activity graphs, accessed from the Geoscape, can act as a sort of "MUFON" (''M''utual ''UFO N''etwork: a civilian group dedicated to the observation of UFOs/Alien Subs), allowing you to see activity that your radars/sonars cannot.   
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Turn on all the specific areas/seas and countries/zones and check them periodically.  If one of the lines for the current month has changed, that means alien activity is occurring there.  The country/zone graph usually provides more useful info than the area graph, though you should check both periodically.  On occasion the area graph reports activity that is not reflected on the country graph -- in that case, keep an eye on it since more activity is likely to folllow.
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The graphs are updated every half hour.  Although tedious, checking them every 3-6 hours can give you enough time to detect and intercept a UFO/Alien Sub while it is still on EarthUsing this method, it's possible to play the game with no radars/sonars, at least for the first few months.  After that, UFO/Alien Sub activity becomes too intense and the graphs lose their resolution, but by that time you should have decoders/resolvers already built, or on the way.
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Be sure to only look at the current month's activity when trying to track current UFO activity.  To make it easier to spot changes, you can write down the activity figures for each area and compare them with the current figures any time you think they've changed.
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Checking the graphs less often will not allow you to do realtime interceptions, but it will tell you where to expect trouble, as scout activity always precedes larger craft on a related mission.  The graphs are especially useful for discovering where [[Alien Base]]s have been built, as they generate frequent [[Supply Ship]] activity.  Knowing where the aliens have been focusing their attention also gives you a good indication of where to build additional [[X-COM Bases]].
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Note that these graphs are actually showing the [[Scoring#Alien_Scoring|aliens' score]]; this is why even later in the game it will be possible to see where the aliens are being able to complete missions, even if individual UFO/Alien Sub flight plans will be swamped.
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No matter how wide or powerful your detection network eventually becomes, if you ever find yourself going through any quiet lengths of time where little to no alien activity is picked up, you should make a habit of checking the graphs. Though they will not provide you with exact locations, you will still get a good indication of the region that needs to be patrolled.
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[[Category:Game Mechanics]]
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[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 11:54, 20 June 2018

Alien craft regularly enter and leave the Earth's atmosphere (in UFO) or traverse in and out of the deeper reaches of the ocean (in TFTD). In order to prevent them from carrying out their missions, you shoot them down or assault them while grounded. However, in order to perform either of these tasks, you must first spot them, which requires some types of UFO Detection equipment, either in your bases or using your craft/sub radar.

Detection Facilities

Three types of UFO/Alien Sub detectors can be built on your bases:

  • Small Radar Systems/Standard Sonar have a range of 300 nautical miles (nm) according to the UFOpaedia. However, this figure is too short by a factor of five. The Official Strategy Guide gives the figure as 1500 nm, which matches game files and what has been observed in-game.
  • Large Radar Systems/Wide Array Sonar have a detection range of 450 nm according to the UFOpaedia; their actual range is 2250 nm. Large radars cover 225% the total area of small radars (1.5x radius translates into 2.25x area).
  • Hyper-wave Decoders/Transmission Resolvers do not have a detection range listed in the UFOpaedia, but the OSG, observation and game files show that they have a range of 2400 nm, slightly larger than that of a Large Radar.

Additionally, all X-COM Craft (aerial or submersible) have a detection range of 600 nm. They can be used to search areas remote from your bases, or as a stop-gap while radar is being built.

Your first base starts out with a Small Radar/Sonar; you can choose to add a Large version as well, which will take 25 days to build. Both types can also be added to any other base you establish. Due to a bug in the game, additional Radars/Sonars at the same base (beyond 1 Small plus 1 Large) have no additional effect on detection.

Hyper-Wave Decoders/Transmission Resolvers can only be built after you have done the proper research in each game; in EU, you must interrogate a captured navigator. In TFTD, you need to research Magnetic Navigation first. After it is researched, you can build these enhanced facilities at any of your bases.

Detection Ranges

The following graphic shows the range of each type of radar system:

Detection and tracking ranges.png

  • Yellow = Detection range of X-COM craft (showing 1500nm diameter but the correct value is 1200nm diameter)
  • Green = Detection range of a Small Radar/Sonar (3000nm diameter), also maximum "base detection" range for craft
  • Blue = Detection range of a Large Radar/Sonar (4500nm diameter)
  • Red = Detection range of a Hyper-Wave Decoder/Transmission Resolver (4800nm diameter)

In practice, alien craft will often travel well within the listed detection ranges before being spotted. Detection "checks" are only performed twice an hour by the game, so fast-moving UFOs/Alien Subs may travel quite a distance before the next check is performed; the Small and Large Radars/Sonars have only a 10-20% chance of detecting enemy ships in-range; and alien vessels are not seen until they enter the Earth's atmosphere or surface from the deeper levels of the ocean, which can potentially occur right near a base. X-COM Craft, like the Hyper-Wave Decoder/Transmission Resolver, appear to have a 100% chance of detecting UFOs/Alien Subs that are within their detection range.

Once detected, UFOs/Alien Subs remain visible until they leave the Earth's atmosphere or travel outside the detection radius of all available radars. The half-hour check for detection applies to tracking as well, so aliens may travel far outside your radar coverage before disappearing from the screen. This is especially true for fast-moving ships, which can travel as much as 2500 nm between updates. However, a UFO that leaves the atmosphere (or Alien Sub that dives too deep) will disappear immediately.

Alien Bases can only be detected by patrolling X-COM aircraft (or sometimes by X-COM agent reports at the end of each month). The maximum detection range is 1500nm from the aircraft and the chance of detection appears to decrease with distance. The longer a craft is left patrolling in one area, the more likely it will be to discover all bases nearby.

Radar Range Overlay

The following graphic can be used to help decide where you would like to site your bases (and therefore, your radars/sonars). Ensure you have centred the globe on where you are considering placing a base, then export a screenshot from within the game (using the F12 key) and copy this image over its center to see which areas are included within each facility's detection radius. (This graphic is calibrated for screenshots which are doubled in size (640x400)):

Range overlays.png

How Radars Function

Each radar/sonar type has a chance to detect any UFO/Alien Sub within its range. Detections are performed in the game every 30 minutes exactly on the half hour. (If you are advancing the game an hour or day at a time, you may find the clock jumps forward to exactly a half hour interval whenever it spots a new enemy ship.)

Small Radars/Sonars have a 10% chance of detecting UFOs within their range, and Large versions have a 20% chance. If you have both Small and Large Radars/Sonars built at the same base, their abilities are added together: you will have a 30% chance of detecting aliens within 1500 nm and a 20% chance of detecting them from 1500 nm to 2250 nm.

Despite the "Short Range" and "Long Range" detection bars displayed on each base's Information screen, only one radar/sonar of each type will be used at each base; building additional modules will have no effect.

Hyper-Wave Decoders/Transmission Resolvers have a 100% chance of detecting any enemy ships within their range. Given their superior range and detection abilities, these make the other detection types unnecessary. If you have Small or Large Radars/Sonars in a base which also has a decoder/resolver, you can dismantle them.

"Normal" radars/sonars reveal the approximate size, altitude, heading, and speed of aliens within range. Hyper-Wave Decoders/Transmission Resolvers also display the exact craft type, the alien race onboard, what type of mission the craft is on, and where the mission is to be performed.

Craft-based UFO Detection

All traveling X-COM craft, whether en route or patrolling, can also detect UFOs/Alien Subs within a small range, 600nm. Within this range, craft can detect enemies 100% of the time. However, given the half-hour detection update intervals and craft speed, aliens can often pass within range of an X-COM craft without being spotted. All types of X-COM craft, whether Skyrangers or Avengers, have the same UFO detection chance and the same detection radius, whether moving or patrolling.

Faster craft may sometimes appear to have a shorter detection radius, as they can travel great distances between detection updates, so they often only detect alien ships when right on top of them, or even having passed them already. The effective detection range can also appear shorter or longer, depending if the UFO/Alien Sub is moving closer or moving away at the moment of detection.

If an alien vessel moves out of range of your base-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the enemy to be (based on its speed and direction).

Similarly, by launching an immediate Interception aircraft mission, it may be possible to maintain tracking of a UFO/Alien Sub long after it has moved outside range of ground-based detection - provided the aircraft can keep within 600nm of the target.

Alien Base Detection

All X-COM craft are also capable of detecting alien bases. In fact, this is the only way to discover them: they will not show up on any base radar, including Hyper-Wave Decoders. (However, "X-COM agents" will sometimes report the discovery of a base during X-COM's Monthly Report; see Locating an Alien Base.) In order to discover an alien base, an X-COM craft must patrol within 1500 nm of the base's location. The nearer the craft, the sooner the base will be discovered. Patrolling immediately above a base will reveal it almost immediately; patrolling 1500 nm away, the base may take one hour to discover, or several hours.

Bases can only be discovered by patrolling craft. An X-COM craft could fly over an alien base repeatedly and never discover it until it began patrolling in the area.

It is frequently possible to deduce where an alien base is by the pattern of UFO traffic. The primary mission of Supply Ships/Fleet Supply Cruisers is to supply alien bases; wherever they land, a base is likely to be found. When a base is first being built, four UFOs/Alien Subs (a scout, two supply ships, and a battleship/dreadnought) will converge upon the same area and mill around for a while. (UFOs engaged in an Infiltration mission will display similar behavior involving five ships.) In UFO, the alien race found at a base will always be of the same type as the race found on the initial ships (or the supply ships which subsequently show up at regular intervals), while in TFTD all bases are manned by the same species.

UFO Activity Graph

Finally, the UFO/Alien Sub activity graphs, accessed from the Geoscape, can act as a sort of "MUFON" (Mutual UFO Network: a civilian group dedicated to the observation of UFOs/Alien Subs), allowing you to see activity that your radars/sonars cannot.

Turn on all the specific areas/seas and countries/zones and check them periodically. If one of the lines for the current month has changed, that means alien activity is occurring there. The country/zone graph usually provides more useful info than the area graph, though you should check both periodically. On occasion the area graph reports activity that is not reflected on the country graph -- in that case, keep an eye on it since more activity is likely to folllow.

The graphs are updated every half hour. Although tedious, checking them every 3-6 hours can give you enough time to detect and intercept a UFO/Alien Sub while it is still on Earth. Using this method, it's possible to play the game with no radars/sonars, at least for the first few months. After that, UFO/Alien Sub activity becomes too intense and the graphs lose their resolution, but by that time you should have decoders/resolvers already built, or on the way.

Be sure to only look at the current month's activity when trying to track current UFO activity. To make it easier to spot changes, you can write down the activity figures for each area and compare them with the current figures any time you think they've changed.

Checking the graphs less often will not allow you to do realtime interceptions, but it will tell you where to expect trouble, as scout activity always precedes larger craft on a related mission. The graphs are especially useful for discovering where Alien Bases have been built, as they generate frequent Supply Ship activity. Knowing where the aliens have been focusing their attention also gives you a good indication of where to build additional X-COM Bases.

Note that these graphs are actually showing the aliens' score; this is why even later in the game it will be possible to see where the aliens are being able to complete missions, even if individual UFO/Alien Sub flight plans will be swamped.

No matter how wide or powerful your detection network eventually becomes, if you ever find yourself going through any quiet lengths of time where little to no alien activity is picked up, you should make a habit of checking the graphs. Though they will not provide you with exact locations, you will still get a good indication of the region that needs to be patrolled.