OK heres some info I've gained about UFO, along with some tips.
Max Speed 3100 Acceleration 8 Fuel 30 Weapon points 1
Damage 800 Cargo cap 12 HWP 0
Max Speed 5400 Acceleration 10 Fuel 60 Weapon Points 2
Damage 1200 Cargo cap 26 HWP 4
Firestorm 4200 Acceleration 9 Fuel 20 Weapon Points 2
Damage 500 Cagro cap 0 HWP 0
The firestorm is the new fighter craft you can research, lightning the new
fighter transport and the avenger is the ultimate craft.
Fusion Ball Damage 230 Range 65 Accuracy 230% Reload 25s
Laser Cannon Damage 70 Range 21 Accuracy 70% Reload 4s
Plasma Beam Damage 140 Range 52 Accuracy 140% Reload 6s
Type Aimed Snap Auto Dam Type Dam Type Dam Type
Pistol 78/30 60/18 26 AP
Rifle 110/80 60/25 35/35 30 AP
Heavy Cannon 90/80 60/33 56 AP 52 HE 60 I
Auto Cannon 82/80 56/33 32/40 42 AP 44 HE 48 I
Rocket Launcher 115/75 55/45 75 HE 100 HE 90 I
Laser Pistol 68/55 40/20 28/25 46 Laser
Laser Rifle 100/50 65/25 46/34 60 Laser
Heavy Laser 84/75 50/33 85 Laser
Grenade 50 HE
Smoke Grenade 60 HE
Porximaty Grenade 70 HE
High Explosive 110 HE
Heavy Plasma 110/60 75/30 50/35 115 Plasma
Plasma Pistol 85/60 65/30 50/30 52 Plasma
Plasma Rifle 100/60 86/30 55/63 80 Plasma
Blaster Launcher 120/80 200 HE
Small Launcher 110/75 65/40 90 Stun
Alien Grenade 90 HE
AP = Armour piercing HE = High Explosive I = Incendiary
The pairs of numbers indicate accuracy and tu cost to shoot.
Type Time to Build Cost Maintainance Def Value Accuracy
Laser Defence 24 Days 900K 10k 600 60%
Plasma Defence 36 Days 1200K 12K 900 70%
Fusion Ball 36 Days 1800K 14K 1200 80%
Grav Shield 38 Days 2300K 15k
Mind Shield 33 Days 1300K 5K
Psi Lab 24 Days 750K 16K
Hyper Wave Decoder 26 Days 2000K 30K
Alien Race Attacks with Resistance to Vulnerable to
Sectiod Weapons & Psi
Snakemen Weapons fire?
Ethereal Weapons & Psi
Muton Weapons AP
Silacoid HTH fire I
Cryssalid HTH * HE
Reaper HTH I
Sectopod Weapons plasma laser
* When a Cryssalid attacks a human a zombie is made
Research: Samll vehicles, least threat to earth and Xcom
Harvest: Any size ships, great concern to governments
Abduction: Causes great alarm
Infiltaration: Make pact with earth govt, greatest threat to Xcom
Base: Build alien base (you need to let them build one to win game)
Terror: causes hysteria, troubles govts
Retaliation: Attack Xcom base
Supply: supply alien base
Ship type Damage Weapon power Weapon Range Speed
Small Scout 50 0 0 2200
Medium Scout 200 20 120 2400
Large Scout 250 20 272 2700
Harvester 500 40 176 4000
Terror Ship 1200 120 336 4800
Supply Ship 2200 60 288 3200
(Anyone got the stats for a battleship? and any others I've missed?)
Build a few bases at the start, make sure they all have long range radar.
If you have engineers with nothing to do have them make something like laser
weapons and sell them. You can sell them for more than it costs to make them.
Don't have too many tanks in a bases stores, the game will crash if aliens
attack your base (I had fifty once, expecting to wipe out the aliens in a most
humiliating manner, but it crashed on me :-( )
Always leave enough TU's for a snap shot.
Unload any weapons using ammo at the end of a battle or during the equiping
stage otherwise you will lose the ammo.
If you are running short of elerium use interceptors from multiple bases and
give your troops laser weapons. If you feel confidant let the aliens attack your
base, you can get lots (eg 3000+) elerium in a single battle.
When you have troops when psi skills and amps they can use psi against any alien
you can find, they don't need line of sight. (yes you can leave troops in the
transport and use HWP's to scout for aliens *snigger*)
If one of your men in under alien control at the end of a battle he counts as
MIA, therefore wiat until he is no longer in control before finishing off
Don't research the same thing at different bases, there is no benefit.
To find out about ship stats research alien engineers, to find out about
missions research navigator.
To find out about Psi research ethereals (and maybe sectoids)
To find out about armour research alien alloys.
To ge tnew ships research UFO power source, UFO navigation, Elerium & UFO
The hyperwave decoder lets you find out what mission UFO's have and other
On missions like retaliation, base and terror, small ships scout before the
larger ships come in. If you destroy the scouts no larger ships will appear.
In a quick fix to the strength bug I worked out some details on how information
in soldier.dat (one of the files in the save game directory). This applies to
games saved from the geoscape, I'm not sure whether they all work in Battlescape
Each soldier is made up of 72 bytes
9th byte is the number of missions the soldier has been on.
11th byte is the number of kills
13th byte is the number of days till wound heals
17-29 bytes the soldiers name(may be longer I don't know)
43-? initial stats
Initial stats are those the soldier had when he was a rookie, not the total for
each. I didn't work out where the information on stat gains due to experience.
Paul James ____________________
firstname.lastname@example.org / __________________O
email@example.com / /|________________
"Beware the many tentacled one." /_____________________
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