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X-COM: UFO Defense» Forums » General

Subject: Unplayed Classics: My Play of X-Com: UFO Defense rss

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Luge wrote:

...that aliens automatically know where all your units are, all the time. But it's a balance I suppose...


Aliens don't automatically know where your units are all the time. However, they have greater sight ranges, especially so at night. They also "remember" where you are if they see you. This can make it so it feels that they know where you are though.

My early game weapon preference is rifles + autocannons. The Heavy Cannons are just too heavy to use.

re: ColdFrog

Here are some suggestions based on experience that shouldn't ruin your experience with too much knowledge.

From your reports, it seems you are expanding too slowly. You need a solid economic base before you start investing so much into scientists. The monthly income you receive from the governments should barely cover your base expenses. The two major ways of gaining money are from manufacturing and selling goods and selling captured alien goods. I've never been a big fan of massive manufacturing setups, mainly because it takes so long to get them operational, I've always preferred getting capital investments from the aliens.

There are two ways of getting better radar coverage in finding ships. The first is obvious, build more radars (only a month of build time). The second is to send your ships out on "patrols". Gas is free too. You'll also want more Skyrangers and maxed troop loads. The income you get from successful missions is so much more than the cost of a load of rookies that it's hard to not justify capturing everything you can. You also should try to take landed alien ships as much as possible. They pay out tons more and get you XXXXX which you'll need later.

There are both useless and great technology and weapons. If something seems horrible compared to everything else or something seems much, much better than everything else, it probably is. Going over the weapon stats and identifying the winners and losers is really important, especially at the start. Don't bother with the useless stuff, sell it. Additionally, equipment with nonobvious effects also fall into this category. If you need it for a specialized purpose, it's pretty good. If not, it's horrible trash. You'll have to decide what items favor your own style.

Don't build small radars. Item stores build very quickly if you want to build bases quickly or in certain shapes. Hyperwave decoders are 100% effective at what they do.

Do not hug the strange men on Terror Missions.

Good luck and thanks for writing this up. It brings back my own memories of my first UFO missions. Night, Woods, Basic Scout ship... Many, many rabbits lots their homes that day.
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  • Last edited Thu Nov 17, 2011 10:01 am (Total Number of Edits: 1)
  • Posted Thu Nov 17, 2011 9:42 am
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