Difference between revisions of "UFOs (EU2012)"

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[[File:UFO 1 (EU2012).png|right|300px]]
 
==UFO Types==
 
==UFO Types==
The UFOs deployed by the aliens range in size and the mission profiles they are most commonly seen on, and have other parameters yet to be determined. The exact aliens each craft carry can vary considerably due to timeline, story progression and difficulty level.  
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[[File:UFO Detected (EU2012).png|right|300px]]The UFOs deployed by the [[Aliens (EU2012)|aliens]] range in size and on their individual missions. The exact aliens each craft carry can also [[Alien Deployment (EU2012)|vary]] considerably due to timeline, story progression and [[Difficulty (EU2012)|difficulty]] level.  
  
Amount of aliens on crashed UFO mission will always be lesser than on a UFO that landed on its own. Usually you get the least possible amount on your first time you get a mission, and it goes up from there (for example, first Large Scout landing will usually have 3 groups of aliens, while latter ones will have 4. Difficulty levels seem to act as a limit on how far this can go - for example, on Classic you will never get more than 5 enemy packs on a Supply Barge mission, however on Impossible it may as well go up to 7.
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For additional UFO information, see the links below and the [[Maps_(EU2012)|maps]] section for the appropriate UFO. For the UFO stats related to Air Combat see [[Air_Combat_(EU2012)#Craft_.26_Armaments_Stats|Craft & Armament Stats]].
  
Salvage is also highly variable, so the numbers below reflect a heavily damaged UFO (lower numbers) versus a pristine UFO (higher numbers). Take note that destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage you're going to get, as well as fires started by weapon fire or cyberdisc explosions will eat up walls and even destroy flight computers or power sources they come in contact with, also reducing the amount of salvage you will get, so act accordingly.
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{| class="wikitable" width="70%"
 +
|+ UFO  
 +
|-
 +
! width="5%" align="center" | Type
 +
! width="5%" align="center" | Size
 +
! width="15%" align="center" | Missions (First Appearance/Marathon)
 +
! width="15%" align="center" | Tactical Maps
 +
|- style="vertical-align:top;"
 +
|- align="center"
 +
| [[Small Scout (EU2012)|Small Scout]]<br>[[Image:Small Scout Airborne (EU2012).png|200px]]|| Small || Scout Target (March)<br>Harvest Live Specimens (April) || [[SmallScout_Badlands (EU2012)|Small Scout Badlands]]<br>[[SmallScout_DirtRoad (EU2012)|Small Scout Dirt Road]]<br>[[SmallScout_Marshlands (EU2012)|Small Scout Marshlands]]<br>[[SmallScout_Quagmire (EU2012)|Small Scout Quagmire]]<br>[[Small Scout Farm (EU2012)|Small Scout Farm]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[Small Scout Nuked City (EU2012)|Small Scout Nuked City]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[Small Scout Roadhouse (EU2012)|Small Scout Roadhouse]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[SmallScout_River (EU2012)|Small Scout River]]<br>[[SmallScout_RiverValley (EU2012)|Small Scout River Valley]]
 +
|- align="center"
 +
| [[Large Scout (EU2012)|Large Scout]]<br>[[Image:Large Scout Airborne (EU2012).png|200px]]|| Medium || Scout Target (April) <br>Harvest Live Specimens (May/June)<br>Destroy Satellite (March<sup>1</sup>) ||[[LargeScout_DeepWoods (EU2012)|Large Scout Deep Woods]]<br>[[LargeScout_ForestTrench (EU2012)|Large Scout Forest Trench]]<br>[[LargeScout_Stonewall (EU2012)|Large Scout Stonewall]]<br>[[LargeScout_TheBarrens (EU2012)|Large Scout The Barrens]]<br>[[Large Scout City (EU2012)|Large Scout City]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]<br>[[LargeScout_CreepyForest (EU2012)|Large Scout Creepy Forest]]<br>[[LargeScout_Hillside (EU2012)|Large Scout Hillside]]
 +
|- align="center"
 +
| [[Overseer (EU2012)|Overseer UFO]]<br>[[Image:Overseer Airborne (EU2012).png|200px]]|| Medium || Final Preparations (after Hyperwave Relay is built)||[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]]<br>[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]]<br>[[Overseer_StoneWall (EU2012)|Overseer Stone Wall]]<br>[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]]
 +
|- align="center"
 +
| [[Abductor (EU2012)|Abductor]]<br>[[Image:Abductor Airborne (EU2012).png|200px]]|| Large || Scout Target (May/June)<br>Harvest Live Specimens (July/October)<br>Abduct Specimens (March<sup>2</sup>) ||[[Abductor_Cliffside (EU2012)|Abductor Cliffside]]<br>[[Abductor_ScorchedEarth (EU2012)|Abductor Scorched Earth]]<br>[[Abductor_FarmOutskirts (EU2012)|Abductor Farm Outskirts]]<br>[[Abductor_WindingStream (EU2012)|Abductor Winding Stream]]<br>[[Furies Map (EU2012)|Furies]] [[File:Meld Insignia (EU2012).png|15px|EW DLC]]
 +
|- align="center"
 +
| [[Supply Barge (EU2012)|Supply Barge]]<br>[[Image:Supply Barge Airborne (EU2012).png|200px]]|| Large || Scout Target (August/December)<br>Harvest Live Specimens (September/February)||[[SupplyShip_OverlookA (EU2012)|Supply Ship Overlook A]]<br>[[SupplyShip_Wildfire (EU2012)|Supply Ship Wildfire]]<br>[[SupplyShip_ForestGrove (EU2012)|Supply Ship Forest Grove]]<br>[[SupplyShip_RockyGorge (EU2012)|Supply Ship Rocky Gorge]]
 +
|- align="center"
 +
| [[Battleship (EU2012)|Battleship]]<br>[[Image:Battleship Airborne (EU2012).png|200px]]|| Very Large || Scout Target (October/April)<br>Terrorize Populace (April<sup>2</sup>)<br>Destroy Satellite (See<sup>1</sup>)||[[Battleship01 (EU2012)| Battleship 01]]<br>[[Battleship02 (EU2012)| Battleship 02]]<br>[[Gangplank Map (EU2012)|Gangplank]]
 +
|-
 +
| colspan="4" |<sup>1</sup>The Large Scout is replaced by the Battleship in June (Easy/Normal difficulty levels), May (Classic) or April (Impossible)<br><sup>2</sup> These UFOs cannot be detected
 +
|}
  
First appearance information (in which month UFO appears for the first time) is based on Classic/Impossible difficulty (may be different on lesser difficulties) and on the assumption that player handles every UFO that appears (intercepts every flying UFO and assaults every UFO landed on its own will). Failing to handle a UFO may spawn a larger UFO on Destroy Satellite mission, which will allow larger UFO's to appear earlier than usual. UFO's first appearance is always in its flying state, and its second appearance is mostly in its grounded state, meaning, that your second detected Small Scout, Large Scout, Abductor, Supply Barge is usually grounded. However, Battleships seem to never land naturally.
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For Temple Ship details see the [[Storyline Missions (EU2012)#Temple Ship Assault|Storyline]] page (massive spoilers!).
  
*Groups of alien troops refer to any alien other than outsiders, Sectoid Commanders and Ethereals. Number before slash is the number of groups when UFO crash landed after being shot down, number after slash is when UFO landed on its own.
+
The [[Alien Deployment (EU2012)|amount]] of aliens on a crashed UFO mission will always be lesser than on a UFO that Landed UFO on its own.
*Command aliens are Outsiders, Sectoid Commanders or Ethereals with Muton elite guards. These will vary depending on whether you have assaulted the base or overseer UFO, respectively.
 
  
For additional information, see the [[Maps_(EU2012)|maps]] section for the appropriate UFO.
+
==UFO Missions==
 +
UFOs came on a variety of types and some will only perform specific missions, with their generation determined by the A.I. game objectives. Each mission will be generated by the A.I. and then a UFO will be assigned, either predetermined or random. It is possible to see the UFO's specific objectives after building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] in HQ.
  
===Small Scout===
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Each month the A.I. will create several missions in order to achieve the following objectives:
The most basic UFO, which can be easily handled by the default Interceptor with minimal damage sustained.
 
  
'''First appearance'''
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{| class="wikitable" width="70%"
* Month 1
+
|+ A.I. Objectives
 +
|-
 +
! width="5%" align="center" | Objective/Mission
 +
! width="10%" align="center" | UFO type
 +
! width="10%" align="center" | UFO detection
 +
! width="10%" align="center" | UFO Appearance <sup>4</sup>
 +
|- style="vertical-align:top;"
 +
|- align="center"
 +
| Harvest Live Specimens || Any UFO, except the [[Overseer (EU2012)|Overseer]] || Yes || UFO can appear on days 2-16 or 9-23
 +
|- align="center"
 +
| Scout Target|| Any UFO, except the Overseer || Yes || UFO can appear on days 9-10 or 16-17
 +
|- align="center"
 +
| Destroy Satellite || [[Large Scout (EU2012)|Large Scout]] or [[Battleship (EU2012)|Battleship]] || Yes || 2nd UFO appears up to 5 days after 1st UFO is ignored.
 +
|- align="center"
 +
| Abduct Specimens || [[Abductor (EU2012)|Abductor]] || No<sup>1</sup> || 1st Abductions: can happen on days 1 to 8; 2nd Abductions: can happen on days 11 to 25
 +
|- align="center"
 +
| Terrorize Populace || Battleship || No<sup>1</sup> || Can appear on days 13-27
 +
|- align="center"
 +
| Final Preparations || Overseer || Yes<sup>2</sup>||Can appear on days 2-8, 12-18 or 22-28
 +
|- align="center"
 +
| Reconaissance || Small Scout || Yes || 1st UFO detected. Will appear on days 5 to 15
 +
|- align="center"
 +
| Target Reconnaissance || None<sup>3</sup> || ? ||Never generated
 +
|-
 +
| colspan="4" | <sup>1</sup> By changing the value of ShowUFOSonMission from 0 to 1 on the DefaultGameCore.ini file it is possible to detect these UFOs.<br>
 +
<sup>2</sup> Only after Hyperwave Relay is built on HQ.<br>
 +
<sup>3</sup> This objective appears listed on the game files but it appears to be legacy code.<br>
 +
<sup>4</sup> Under confirmation
 +
|}
  
'''Complement'''
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To achieve the previous objectives, the Aliens (a.k.a. A.I.) make a monthly plan of missions that is checked and updated every half hour of game time. This includes generating a country list to determine possible Abductions targets, along with any countries marked for a Terror Site. The aliens schedule also includes all the missions where UFOs can be detected, or ones taking part in Harvest Live Specimens, Scout Target or Final Preparations missions, and finally, any future Council missions.
* 2 / 3 groups of alien troops.
 
* 1 command alien on the bridge.
 
  
'''Salvage'''
+
'''Detected UFOs'''
* X - 72 Alien Alloys
 
* X - 31 Elerium
 
* 0 - 2 UFO Flight Computers
 
* 0 - 1 UFO Power Sources
 
  
===Large Scout===
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Detected UFOs can be conducting 4 types of [[UFOs (EU2012)#UFO Missions|UFOs]]: Scout Target, Destroy Satellite, Harvest Live Specimens, and Final Preparations.
Can be handled by a default interceptor, with heavy damage sustained.
+
* Each month there's a limit of 2 UFOs being detected either landed (Harvest Live Specimens mission) or flying (Scout Target or Final Preparations missions), more UFOs can appear in case a Destroy Satellite UFO mission is generated but there's a maximum of 2 UFO ground missions. The UFO type will never be the one of the last mission.
 +
** Before the Alien Base assault, a 2nd UFO can be detected only in April and May (April to June with Marathon). After the Alien Base is assaulted, a 2nd UFO can be detected every month.
 +
* If any Harvest Live Specimens or Scout Target missions are completely ignored the aliens will send quickly a Large Scout/Battleship on a Destroy Satellite mission. If the first mission is ground assaulted or intercepted, regardless of the final result, the 2nd mission will not be generated. 
 +
* If the last mission has been a Crashed UFO, there's a 66% chance that a UFO will appear on a Scout Target mission. Otherwise it will be a Landed UFO mission. This value is defined on the UFO_INTERCEPTION_PCT setting at DefaultGameCore.ini.
 +
** The function used is ChooseUFOMission on XGStrategyAI at XComStrategyGame.upk
 +
* The game will make a pool of available UFOs for either the Harvest or Scout Target missions, adding new types each month and randomly selecting a type for the mission. The exceptions are in the two first months, where the aliens will send predetermined UFO types on Scout Target missions (Small Scout in March & Large Scout in April).
  
'''First appearance'''
+
==UFO Flight Modes==
* Month 2
+
Detected UFOs can have several flight modes, depending on their mission:
 +
* Arrival - there are 2 difference possible approaches, although the UFO can't be detected. UFO's speed will be 50% of max.
 +
* SpendTime - UFO loiters in a determined area, flying time usually determined to be 4 hours, with a speed of 75%
 +
* FlyOver - heads towards a specific location at 75% speed
 +
* Landing - heads towards its target landing area, speed is 20%
 +
* Departure - towards a random location, UFO's speed will be 50% of max (needs checking since it appears otherwise, that the UFO accelerates when compared to FlyOver speed)
 +
* Liftoff - UFO can't be detected, speed incremented over max
  
'''Complement'''
+
A UFO's flight plan will consist of several of these modes, depending on its mission. A Flying UFO has 5 modes: Arrival, SpendTime (usually about 4 hours), FlyOver, Departure and Liftoff. However, once the UFO is intercepted but not shot down it will immediately switch from SpendTime to Flyover to prepare itself to leave the Earth's atmosphere.  
* 2-3 / 4-5 groups of alien troops.
 
* 1 command group on the bridge.
 
  
'''Salvage'''
+
===Abduct Specimens===
* 120 - 172 Alien Alloys
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* Before the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission, there will be 2 [[Alien Abductions (EU2012)|Abductions]] each month, regardless if there's 3 or more countries left in the Council without a satellite.
* 50 - 56 Elerium
+
* After the Alien Base is assaulted it can be none or up to 2 monthly missions, depending if there's still 3 or more countries remaining on the Council without satellites.
* 0 - 4 UFO Flight Computers
+
* The aliens will target any countries still in the [[The Council (EU2012)|Council]] that don't have a satellite deployed and avoid any country already marked for a Terror Site during the month.
* 0 - 2 UFO Power Sources
+
* The number of countries with abductions is 3, but it can be less, depending on the number of countries without a satellite, if the Alien Base hasn't been assaulted yet. 
 +
* Each country marked for Abductions has a Large Scout sent first for reconnaissance and afterwards an [[Abductor (EU2012)|Abductor]] that carries the mission. These UFOs can only be detected and shot down if the ShowUFOSonMission value on the DefaultGameCore.ini file is changed. If that happens, the Abduction mission over that country will not take place.
 +
** It is also possible to mod the AI so that it will choose countries with satellites as Abduction targets.
  
===Overseer===
+
===Terrorize===
This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built and will never appear again once it is shot down and assaulted. It has about the same size as a Large Scout but with a different inner design, consisting of a central bridge that can only be accessed through one door, unlike the disposition of the scout craft.  
+
* Before the Alien Base mission, there's 1 [[Alien Terror (EU2012)|Terror Site]] every even month (April, June, etc.). After the base is destroyed, it takes place every month.
 +
* There's a 75% chance that the aliens will choose to terrorize the most panicked country. If not, the aliens will prioritize countries in continents with the most [[Panic (EU2012)|panic]] levels.
 +
* The targeted country will also be removed from any Abduction missions that take place. 
 +
* This mission is consists of undetected 2 Battleships on a Terrorize Populace mission, the first one for scouting, the second to carry the actual mission. If they are detected (possible through changing the ShowUFOSonMission value) and the 2nd Battleship is shot down the Terror mission will not take place.  
  
'''First appearance'''
+
===Scout Target===
* Appears immediately after Hyperwave Relay goes online (which takes unspecified amount of time after it is built)
+
*The UFO will roam around in the region it is patrolling. If left unattended (no interception attempt is made), it will trigger the arrival of a UFO on Destroy a [[Satellite (EU2012)|Satellite]] mission in the following several days.
  
'''Complement'''
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*This mission is initially performed by the Small Scout, and at certain month the aliens will add another type to be randomly chosen when the mission is generated: Large Scout (April), Abductor (May), Supply Barge (August) and October (Battleship).
* 3-4 groups of alien troops (always crashed).
 
* 1 Ethereal and 2 Elite Mutons on the bridge.
 
  
'''Salvage'''
+
*Notice that the following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission.
* 73 Elerium
 
* 128 Alien Alloys
 
* 3 - 4 navigation
 
* 4 power sources
 
* Ethereal device
 
  
===Abductor===
+
===Harvest Live Specimens===
This UFO will be announced by Central as being "much larger than the UFOs we have previously encountered". You'll need an interceptor with an upgraded weapon to take one down consistently (4 x Avalanche, 2 x Phoenix Canon or 1 x Laser Canon should be enough). The UFO itself is composed of multiple levels, including operating tables and stasis pods.
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*All landed UFO missions will be of this type and it can be taken by any UFO, from Small Scouts to [[Supply Barge (EU2012)|Supply Barges]], with the exception of the Battleship. Sending a squad to assault the craft will result in a [[Landed UFO (EU2012)|Landed UFO]] ground mission.
 +
*If this mission is ignored (if no tactical [[Missions (EU2012)|mission]] is launched, regardless of a victory or a defeat) it will later generate a UFO on a Destroy Target mission.  
  
'''First appearance'''
+
===Destroy Satellite===
* Month 3
+
This mission can only happen if you ignore an airborne UFO or landed UFO, and is a good way of getting more Battleships in order to harvest more [[Fusion Core (EU2012)|Fusion Core]]s for [[Blaster Launcher (EU2012)|Blaster Launcher]] production. If the UFO is shot down, it is possible to launch a [[Crashed UFO (EU2012)|Crashed UFO]] ground mission to recover the craft.  
 
+
* The UFO must be completely ignored, i.e. launching an interceptor and failing to shoot down the craft, either by it escaping or aborting the engagement will not generate UFO with Destroy Satellite mission.
'''Complement'''
+
* Ignored UFOs on Abduction or Terrorize missions will not generate retaliation UFOs, as well as ignored Overseers.
* 2-3 / 4-5 groups of alien troops.
+
* If the difficulty level is Easy or Normal the retaliation UFO will only be generated if there are 3 or more satellites deployed.  
* 1-2 command aliens on the bridge.
 
 
 
'''Salvage'''
 
* 172 - 207 Alien Alloys
 
* 56 - 76 Elerium
 
* 3 - 4 UFO Flight Computers
 
* 1 - 2 UFO Power Sources
 
* 4 - 6 Alien Stasis Tank
 
* 2 - 3 Alien Surgery
 
 
 
===Supply Barge===
 
Larger than an abductor and only seems to show up after abductors. It will be very difficult to down one of these without laser or plasma weapons on your interceptor. One interceptor with EMP is usually enough. This UFO is composed of multiple levels, with the majority of the ship devoted to a series of massive cargo holds.
 
  
'''First appearance'''
+
A few days after the 1st UFO, a 2nd will be generated that will hunt the satellite over the country where the previous flyby took place. You will be told by Bradford that there's a new contact that gives off a distinct signature, "as if it is looking for something". The are only two types of UFOs used on this mission:
* Month 4
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* [[Large Scout (EU2012)|Large Scout]]
 +
* [[Battleship (EU2012)|Battleship]]
 +
* The Large Scout is replaced by the Battleship in June (Easy/Normal [[Difficulty (EU2012)|difficulties]]), May (Classic) or April (Impossible).
 +
* The UFO will hunt for and destroy a satellite in the country it is patrolling.
 +
**Completing the [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]] Foundry project reduces chance of the UFO to succeed from 100% to 25% on the first pass, and from 100% to 50% on its second pass (source: DefaultGameCore.cfg).
  
'''Complement'''
+
If the satellite is destroyed, panic in the country will rise to level 5 and it most likely will leave the Council at the end of month, unless the [[Panic (EU2012)|panic]] level is lowered. It is always a good idea to have a spare satellite to launch immediately if a satellite is destroyed unexpectedly.
* 4 / 5-7 groups of alien troops.
 
* 1-2 command aliens on the bridge.
 
  
Mission: Harvest live specimens
+
===Final Preparations===
 +
*Final Preparation is the mission undertaken by the [[Overseer (EU2012)|Overseer]] UFO.
 +
*This UFO only appears after the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] is built.
 +
*If the UFO is shot down, it is possible to launch the [[Storyline Missions (EU2012)#Assault Overseer UFO|Assault Overseer]] Storyline mission, the [[Crashed UFO (EU2012)|Crashed UFO]] ground mission to recover the craft alien.
  
'''Salvage'''
+
==UFO Salvage==
* X - 235 Alien Alloys
+
The alien [[Alien Artifacts (EU2012)|artifacts]] that can be gained from ground assaulting the UFOs are also highly variable, depending on UFO size with heavily damaged and [[Crashed UFO (EU2012)|crashed UFO]]s giving lower salvage versus a pristine [[Landed UFO (EU2012)|Landed UFO]] (higher numbers). Destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage, as well as fires started by [[Weapons (EU2012)|weapon]] fire or [[Cyberdisc (EU2012)|Cyberdisc]] explosions will eat up walls and even destroy [[UFO Flight Computer (EU2012)|UFO Flight Computers]] or [[UFO Power Source (EU2012)|UFO Power Sources]] they come in contact with, also reducing the amount of salvage.
* X - 120 Elerium
 
* X - 4 UFO Flight Computers
 
* X - 4 UFO Power Sources
 
* X-2 alien surgery
 
* X-8 stasis tanks
 
  
===Battleship===
+
{| class="wikitable" width="100%"
An advanced large UFO. Engage only with a [[Firestorm (EU2012)|Firestorm]] armed with an [[EMP_Cannon_(EU2012)|EMP Cannon]], Plasma Canon or Fusion Lance. Using the latter guarantees a win, otherwise expect one Firestorm to be insufficient. One Firestorm with EMP Cannon and 1 use of Dodge is enough. Expect to take moderate-heavy damage. Unless you make good use of dodge while closing in and then aim to ensure it is downed in 2-3 shots.
+
|+UFO Salvage {{verify}}
 +
| align="center" style="background:#f0f0f0;"|'''UFO'''
 +
| align="center" style="background:#f0f0f0;"|'''Elerium<sup>1</sup>'''
 +
| align="center" style="background:#f0f0f0;"|'''Crashed Min'''
 +
| align="center" style="background:#f0f0f0;"|'''Crashed Max'''
 +
| align="center" style="background:#f0f0f0;"|'''Alien Alloys<sup>2</sup>'''
 +
| align="center" style="background:#f0f0f0;"|'''Crashed Min'''
 +
| align="center" style="background:#f0f0f0;"|'''Crashed Max'''
 +
| align="center" style="background:#f0f0f0;"|'''Alien Food'''
 +
| align="center" style="background:#f0f0f0;"|'''Alien Stasis Tank'''
 +
| align="center" style="background:#f0f0f0;"|'''UFO Nav Computer'''
 +
| align="center" style="background:#f0f0f0;"|'''Alien Surgery'''
 +
| align="center" style="background:#f0f0f0;"|'''UFO Power Source'''
 +
|- align="center"
 +
| [[Small Scout (EU2012)|Small Scout]]||25||12,5||18,75||60||30||54||||||2||||1
 +
|- align="center"
 +
| [[Large Scout (EU2012)|Large Scout]]||50||25||37,5||120||60||108||||||4||||2
 +
|- align="center"
 +
[[Abductor (EU2012)|Abductor]]||50||25||37,5||160||80||144||||6||4||2||2
 +
|- align="center"
 +
| [[Supply Barge (EU2012)|Supply Barge]]||100||50||75||200||100||180||10||8||4||2||4
 +
|- align="center"
 +
| [[Battleship (EU2012)|Battleship]]<sup>3</sup>||100||50||75||260||130||234||||||6||||4
 +
|- align="center"
 +
| [[Overseer (EU2012)|Overseer]]<sup>4</sup>||100||50||75||120||60||108||||||4||||4
 +
|-
 +
| colspan="12" | <sup>1</sup> 25 Elerium per Power Source. On Easy Difficulty mode, recovered Elerium increased by 20%. Elerium on Crashed UFOs can vary between 50% and 75% of total value<br><sup>2</sup> On Easy Difficulty mode, recovered Alloys are increased by 25% and in a Crashed UFO they vary between 50% and 90%.<br><sup>3</sup> Plus 2 Fusion Cores.<br><sup>4</sup> Plus 1 Ethereal Device.<br>Values for the Enemy Within DLC.  
 +
|}
  
'''First appearance'''
+
The larger components of UFOs also have defined percentages for surviving a crash:
* Month 6
+
* [[UFO Power Source (EU2012)|UFO Power Source]] - 33%
 +
* [[UFO Flight Computer (EU2012)|UFO Flight Computer]] - 50%
 +
* Alien [[Alien Surgery (EU2012)|Surgery]], [[Alien Stasis Tank (EU2012)|Stasis Tank]] and [[Alien Food (EU2012)|Food]] - 25%
 +
* [[ (EU2012)| ]]Ethereal Device - 100%
 +
* If a [[EMP Cannon (EU2012)|EMP Cannon]] is used to bring down the UFO, the salvage percentages above, including those of [[Elerium (EU2012)|Elerium]] and [[Alien Alloys (EU2012)|Alloys]], are all increased to 100%.
  
'''Complement'''
+
==UFO Crews==
* 7-9 groups of alien troops (always crashed).
+
Each UFO will be manned by aliens, consisting of a commander type unit (Outsider, Sectoid Commander or Ethereal) and additional aliens. Their total numbers depend on the status of the UFO, landed craft will have more aliens present than a crashed one, and the size of the UFO. Larger UFOs (from Abductor above) will also have some of the larger alien species such as Berserkers or Sectopods. It is unknown the effect that EMP Cannon has on crew numbers.  
* 2 command aliens on the bridge.
 
 
 
'''Configuration'''
 
* No "outside" environment, the Skyranger lands directly on the craft, in 1 of three "landing bays" (center, right, and left), with two-to-three odds (seemingly more) of landing on the side pads.
 
** If landing on the center bay, very often will there be an alien squad in the next room: proceed with caution.
 
** If landing on the side bays, very rare that there will be aliens in the next room: recommend moving inward as much as possible right away.
 
* The third room is a large cubic chamber: this will often be the most difficult room, as odds are that you will be coming in from the sides, with aliens shooting from high in the balconies, and sometimes the "wandering" squads even coming in from the bay you landed in!
 
* Fourth room is a pair of split hallways, which themselves split into paths for the main area and the balconies of the next room:
 
* Fifth room is a massively large, open area with little cover, with two very high balconies (which make excellent nests for Squadsight snipers).
 
* Bridge will often have 1 or 2 additional alien squads, on top of the ship's commanding officer (Etherial, Sectoid Commander, Outsider)
 
 
 
'''Salvage'''
 
* 167 - 331 Alien Alloys
 
* 93 - 138 Elerium
 
* 1 - 4 UFO Flight Computers
 
* 0 - 4 UFO Power Sources
 
* 2 Fusion Core
 
 
 
===Temple Ship===
 
The final challenge. For more details see the [[Storyline (EU2012)|Storyline]] page (massive spoilers!).
 
 
 
==UFO Missions==
 
UFOs can be found on a variety of missions, however you will be unable to see what missions they are on until you have built a Hyperwave Relay in your HQ.
 
 
 
===Scouting===
 
The UFO will roam around in the region it is patrolling. If left unattended, may trigger arrival of a UFO on Destroy Satellite mission in the following several days.
 
 
 
Notice that following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission.  
 
 
 
It is not yet known how the size of the following UFO is chosen, but there are several observations:
 
* Letting Small Scout go spawns Large Scout (in the first month)
 
* Letting Abductor go spawns Battleship
 
 
 
===Destroy Satellite===
 
The UFO will hunt for and destroy a satellite in the country it is patrolling. You will be told that "New contact that gives off a distinct signature, as if it is looking for something". Researching Stealth Satellites from the Foundry reduces chance of the UFO to succeed.
 
 
 
This mission can only happen if you let go an airborne UFO or ignore grounded (not crashed) UFO on Scouting mission, and is a good way of getting more battleships in order to harvest more Fusion Cores for your Blaster Launcher production.
 
 
 
===Harvest Live Specimens===
 
  
Conducted by Supply Barge and Abductors (and possibly other UFO)
+
For complete numbers and types of aliens during UFO missions, see [[Alien Deployment (EU2012)|Alien Deployment]].
  
===Final Preparation===
+
==See Also==
 +
* [[Alien Life Forms (EU2012)|Alien Life Forms]]
 +
* [[Alien Artifacts (EU2012)|Alien Artifacts]]
 +
* [[Hangar (EU2012)|Hangar]]
 +
* [[Missions (EU2012)|Missions]]
 +
* [[Storyline (EU2012)|Storyline]]
 +
* [[Alien Deployment (EU2012)|Alien Deployment]]
  
Final Preparation is the mission undertaken by the Overseer UFO.
 
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
 +
[[Category:UFOs (EU2012)]]
 +
[[Category: Aliens (EU2012)]]

Latest revision as of 13:26, 12 August 2016

UFO 1 (EU2012).png

UFO Types

UFO Detected (EU2012).png

The UFOs deployed by the aliens range in size and on their individual missions. The exact aliens each craft carry can also vary considerably due to timeline, story progression and difficulty level.

For additional UFO information, see the links below and the maps section for the appropriate UFO. For the UFO stats related to Air Combat see Craft & Armament Stats.

UFO
Type Size Missions (First Appearance/Marathon) Tactical Maps
Small Scout
Small Scout Airborne (EU2012).png
Small Scout Target (March)
Harvest Live Specimens (April)
Small Scout Badlands
Small Scout Dirt Road
Small Scout Marshlands
Small Scout Quagmire
Small Scout Farm EW DLC
Small Scout Nuked City EW DLC
Small Scout Roadhouse EW DLC
Small Scout River
Small Scout River Valley
Large Scout
Large Scout Airborne (EU2012).png
Medium Scout Target (April)
Harvest Live Specimens (May/June)
Destroy Satellite (March1)
Large Scout Deep Woods
Large Scout Forest Trench
Large Scout Stonewall
Large Scout The Barrens
Large Scout City EW DLC
Large Scout Creepy Forest
Large Scout Hillside
Overseer UFO
Overseer Airborne (EU2012).png
Medium Final Preparations (after Hyperwave Relay is built) Overseer Deep Woods
Overseer Forest Trench
Overseer Stone Wall
Overseer The Barrens
Abductor
Abductor Airborne (EU2012).png
Large Scout Target (May/June)
Harvest Live Specimens (July/October)
Abduct Specimens (March2)
Abductor Cliffside
Abductor Scorched Earth
Abductor Farm Outskirts
Abductor Winding Stream
Furies EW DLC
Supply Barge
Supply Barge Airborne (EU2012).png
Large Scout Target (August/December)
Harvest Live Specimens (September/February)
Supply Ship Overlook A
Supply Ship Wildfire
Supply Ship Forest Grove
Supply Ship Rocky Gorge
Battleship
Battleship Airborne (EU2012).png
Very Large Scout Target (October/April)
Terrorize Populace (April2)
Destroy Satellite (See1)
Battleship 01
Battleship 02
Gangplank
1The Large Scout is replaced by the Battleship in June (Easy/Normal difficulty levels), May (Classic) or April (Impossible)
2 These UFOs cannot be detected

For Temple Ship details see the Storyline page (massive spoilers!).

The amount of aliens on a crashed UFO mission will always be lesser than on a UFO that Landed UFO on its own.

UFO Missions

UFOs came on a variety of types and some will only perform specific missions, with their generation determined by the A.I. game objectives. Each mission will be generated by the A.I. and then a UFO will be assigned, either predetermined or random. It is possible to see the UFO's specific objectives after building the Hyperwave Relay in HQ.

Each month the A.I. will create several missions in order to achieve the following objectives:

A.I. Objectives
Objective/Mission UFO type UFO detection UFO Appearance 4
Harvest Live Specimens Any UFO, except the Overseer Yes UFO can appear on days 2-16 or 9-23
Scout Target Any UFO, except the Overseer Yes UFO can appear on days 9-10 or 16-17
Destroy Satellite Large Scout or Battleship Yes 2nd UFO appears up to 5 days after 1st UFO is ignored.
Abduct Specimens Abductor No1 1st Abductions: can happen on days 1 to 8; 2nd Abductions: can happen on days 11 to 25
Terrorize Populace Battleship No1 Can appear on days 13-27
Final Preparations Overseer Yes2 Can appear on days 2-8, 12-18 or 22-28
Reconaissance Small Scout Yes 1st UFO detected. Will appear on days 5 to 15
Target Reconnaissance None3 ? Never generated
1 By changing the value of ShowUFOSonMission from 0 to 1 on the DefaultGameCore.ini file it is possible to detect these UFOs.

2 Only after Hyperwave Relay is built on HQ.
3 This objective appears listed on the game files but it appears to be legacy code.
4 Under confirmation

To achieve the previous objectives, the Aliens (a.k.a. A.I.) make a monthly plan of missions that is checked and updated every half hour of game time. This includes generating a country list to determine possible Abductions targets, along with any countries marked for a Terror Site. The aliens schedule also includes all the missions where UFOs can be detected, or ones taking part in Harvest Live Specimens, Scout Target or Final Preparations missions, and finally, any future Council missions.

Detected UFOs

Detected UFOs can be conducting 4 types of UFOs: Scout Target, Destroy Satellite, Harvest Live Specimens, and Final Preparations.

  • Each month there's a limit of 2 UFOs being detected either landed (Harvest Live Specimens mission) or flying (Scout Target or Final Preparations missions), more UFOs can appear in case a Destroy Satellite UFO mission is generated but there's a maximum of 2 UFO ground missions. The UFO type will never be the one of the last mission.
    • Before the Alien Base assault, a 2nd UFO can be detected only in April and May (April to June with Marathon). After the Alien Base is assaulted, a 2nd UFO can be detected every month.
  • If any Harvest Live Specimens or Scout Target missions are completely ignored the aliens will send quickly a Large Scout/Battleship on a Destroy Satellite mission. If the first mission is ground assaulted or intercepted, regardless of the final result, the 2nd mission will not be generated.
  • If the last mission has been a Crashed UFO, there's a 66% chance that a UFO will appear on a Scout Target mission. Otherwise it will be a Landed UFO mission. This value is defined on the UFO_INTERCEPTION_PCT setting at DefaultGameCore.ini.
    • The function used is ChooseUFOMission on XGStrategyAI at XComStrategyGame.upk
  • The game will make a pool of available UFOs for either the Harvest or Scout Target missions, adding new types each month and randomly selecting a type for the mission. The exceptions are in the two first months, where the aliens will send predetermined UFO types on Scout Target missions (Small Scout in March & Large Scout in April).

UFO Flight Modes

Detected UFOs can have several flight modes, depending on their mission:

  • Arrival - there are 2 difference possible approaches, although the UFO can't be detected. UFO's speed will be 50% of max.
  • SpendTime - UFO loiters in a determined area, flying time usually determined to be 4 hours, with a speed of 75%
  • FlyOver - heads towards a specific location at 75% speed
  • Landing - heads towards its target landing area, speed is 20%
  • Departure - towards a random location, UFO's speed will be 50% of max (needs checking since it appears otherwise, that the UFO accelerates when compared to FlyOver speed)
  • Liftoff - UFO can't be detected, speed incremented over max

A UFO's flight plan will consist of several of these modes, depending on its mission. A Flying UFO has 5 modes: Arrival, SpendTime (usually about 4 hours), FlyOver, Departure and Liftoff. However, once the UFO is intercepted but not shot down it will immediately switch from SpendTime to Flyover to prepare itself to leave the Earth's atmosphere.

Abduct Specimens

  • Before the Alien Base mission, there will be 2 Abductions each month, regardless if there's 3 or more countries left in the Council without a satellite.
  • After the Alien Base is assaulted it can be none or up to 2 monthly missions, depending if there's still 3 or more countries remaining on the Council without satellites.
  • The aliens will target any countries still in the Council that don't have a satellite deployed and avoid any country already marked for a Terror Site during the month.
  • The number of countries with abductions is 3, but it can be less, depending on the number of countries without a satellite, if the Alien Base hasn't been assaulted yet.
  • Each country marked for Abductions has a Large Scout sent first for reconnaissance and afterwards an Abductor that carries the mission. These UFOs can only be detected and shot down if the ShowUFOSonMission value on the DefaultGameCore.ini file is changed. If that happens, the Abduction mission over that country will not take place.
    • It is also possible to mod the AI so that it will choose countries with satellites as Abduction targets.

Terrorize

  • Before the Alien Base mission, there's 1 Terror Site every even month (April, June, etc.). After the base is destroyed, it takes place every month.
  • There's a 75% chance that the aliens will choose to terrorize the most panicked country. If not, the aliens will prioritize countries in continents with the most panic levels.
  • The targeted country will also be removed from any Abduction missions that take place.
  • This mission is consists of undetected 2 Battleships on a Terrorize Populace mission, the first one for scouting, the second to carry the actual mission. If they are detected (possible through changing the ShowUFOSonMission value) and the 2nd Battleship is shot down the Terror mission will not take place.

Scout Target

  • The UFO will roam around in the region it is patrolling. If left unattended (no interception attempt is made), it will trigger the arrival of a UFO on Destroy a Satellite mission in the following several days.
  • This mission is initially performed by the Small Scout, and at certain month the aliens will add another type to be randomly chosen when the mission is generated: Large Scout (April), Abductor (May), Supply Barge (August) and October (Battleship).
  • Notice that the following UFO will be a larger-class UFO. This can be used to your advantage: by letting scouting UFO get away on purpose, you are increasing amount of loot you can get from a successful crash recovery mission. However, be prepared to take down the larger UFO and win a harder tactical mission.

Harvest Live Specimens

  • All landed UFO missions will be of this type and it can be taken by any UFO, from Small Scouts to Supply Barges, with the exception of the Battleship. Sending a squad to assault the craft will result in a Landed UFO ground mission.
  • If this mission is ignored (if no tactical mission is launched, regardless of a victory or a defeat) it will later generate a UFO on a Destroy Target mission.

Destroy Satellite

This mission can only happen if you ignore an airborne UFO or landed UFO, and is a good way of getting more Battleships in order to harvest more Fusion Cores for Blaster Launcher production. If the UFO is shot down, it is possible to launch a Crashed UFO ground mission to recover the craft.

  • The UFO must be completely ignored, i.e. launching an interceptor and failing to shoot down the craft, either by it escaping or aborting the engagement will not generate UFO with Destroy Satellite mission.
  • Ignored UFOs on Abduction or Terrorize missions will not generate retaliation UFOs, as well as ignored Overseers.
  • If the difficulty level is Easy or Normal the retaliation UFO will only be generated if there are 3 or more satellites deployed.

A few days after the 1st UFO, a 2nd will be generated that will hunt the satellite over the country where the previous flyby took place. You will be told by Bradford that there's a new contact that gives off a distinct signature, "as if it is looking for something". The are only two types of UFOs used on this mission:

  • Large Scout
  • Battleship
  • The Large Scout is replaced by the Battleship in June (Easy/Normal difficulties), May (Classic) or April (Impossible).
  • The UFO will hunt for and destroy a satellite in the country it is patrolling.
    • Completing the Stealth Satellites Foundry project reduces chance of the UFO to succeed from 100% to 25% on the first pass, and from 100% to 50% on its second pass (source: DefaultGameCore.cfg).

If the satellite is destroyed, panic in the country will rise to level 5 and it most likely will leave the Council at the end of month, unless the panic level is lowered. It is always a good idea to have a spare satellite to launch immediately if a satellite is destroyed unexpectedly.

Final Preparations

  • Final Preparation is the mission undertaken by the Overseer UFO.
  • This UFO only appears after the Hyperwave Relay is built.
  • If the UFO is shot down, it is possible to launch the Assault Overseer Storyline mission, the Crashed UFO ground mission to recover the craft alien.

UFO Salvage

The alien artifacts that can be gained from ground assaulting the UFOs are also highly variable, depending on UFO size with heavily damaged and crashed UFOs giving lower salvage versus a pristine Landed UFO (higher numbers). Destroying UFO walls by use of explosives or stray shots will further deduce from the amount of salvage, as well as fires started by weapon fire or Cyberdisc explosions will eat up walls and even destroy UFO Flight Computers or UFO Power Sources they come in contact with, also reducing the amount of salvage.

UFO Salvage [Verify?]
UFO Elerium1 Crashed Min Crashed Max Alien Alloys2 Crashed Min Crashed Max Alien Food Alien Stasis Tank UFO Nav Computer Alien Surgery UFO Power Source
Small Scout 25 12,5 18,75 60 30 54 2 1
Large Scout 50 25 37,5 120 60 108 4 2
Abductor 50 25 37,5 160 80 144 6 4 2 2
Supply Barge 100 50 75 200 100 180 10 8 4 2 4
Battleship3 100 50 75 260 130 234 6 4
Overseer4 100 50 75 120 60 108 4 4
1 25 Elerium per Power Source. On Easy Difficulty mode, recovered Elerium increased by 20%. Elerium on Crashed UFOs can vary between 50% and 75% of total value
2 On Easy Difficulty mode, recovered Alloys are increased by 25% and in a Crashed UFO they vary between 50% and 90%.
3 Plus 2 Fusion Cores.
4 Plus 1 Ethereal Device.
Values for the Enemy Within DLC.

The larger components of UFOs also have defined percentages for surviving a crash:

UFO Crews

Each UFO will be manned by aliens, consisting of a commander type unit (Outsider, Sectoid Commander or Ethereal) and additional aliens. Their total numbers depend on the status of the UFO, landed craft will have more aliens present than a crashed one, and the size of the UFO. Larger UFOs (from Abductor above) will also have some of the larger alien species such as Berserkers or Sectopods. It is unknown the effect that EMP Cannon has on crew numbers.

For complete numbers and types of aliens during UFO missions, see Alien Deployment.

See Also