X-Com: UFO Defense: Difference between revisions

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(Created page with "- When you begin your game, begin building more Living Quarters and General Stores. You'll need them for more Scientists and all the loot you'll be shortly aquiring. - Change bo...")
 
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- [http://www.ufopaedia.org/index.php?title=Main_Page Helpful Wiki.]
- [http://www.ufopaedia.org/index.php?title=Main_Page Helpful Wiki.]
- Remember that when you hire a soldier/scientist/engineer, this is not a one-time payment, but the cost PER MONTH. Plan accordingly. You pay everyone at the end of the month, so if it's like 20th, delay hiring scientists/engineers until the 1st if you can.
- You can start projects for valuable items (like UFO components or Mind Probes) with 0 scientists. IIRC this way you can sell all items of their kind and still research it when able.
- Manufacture a lot of laser rifles (heavy lasers suck), ship them to secondary bases as defensive weapons. Getting stuck with 2 million clips and no guns (or vice versa) suck.
- Tanks suck, get more rookies.
- Hyperwave Decoder is indeed awesome, even if you can't down the larger UFOs like Battleships you will still learn their mission and can plan ahead for a new alien base or terror site.
- Also, you can still attack Battleships or whatever. Depending on their mission/speed you can set the Skyranger to standoff and see if it lands. Of course, then you have to deal with its full crew and terror units.
- DO NOT ignore terror sites, ever. If you absolutely have to, go there and take off immediately, you'll lose like half the points you'd lose for ignoring the mission.
- It can be useful to research multiple specialists (Leaders, Medics, Navigators, Engineers) as they fill your Ufopedia with missions/ships/new alien races. Other than that, you'll have to research them eventually to free up place in the Alien Containment as it can hold like 10 aliens (don't remember if that's 10 creatures or 10 race/job types). Avoid taking Soldiers alive if you already have that species researched.
- Learn to manufacture and sell. Laser Cannons are one of the best sources of income but they require research. Also, keep selling everything alien you're not planning to use in the immediate future. This includes plasma weapons, mind probes (a lot of money), UFO components, corpses, basically everything that takes precious precious space in your general stores. EXCEPTION: Do NOT sell Elerium unless you have like 4000 units. This is one resource you cannot reproduce and your best ships will use it for fuel.
- If you discover an alien base you can keep it and raid supply UFOs landing nearby. They're excellent cash cows. Decoder comes in handy, you don't want to mistake a Battleship for a supply craft.
[[Category:Games]]
[[Category:Games]]