X-COM - UFO Defense
Level skip:
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Submitted by: warren chen
E-mail: warrenchen@single.url.com.tw
Press [Ctrl] + C or [Ctrl] + G while in the battlescape screen to complete the
current level with the results of the previous level.
Weapon-1:
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Submitted by: warren chen
E-mail: warrenchen@single.url.com.tw
First of all, beat misson. then the end of the month send skyranger-1 to go
fight in the terrist misson. When u start the mission, press Ctrl+c. This will
end the terrorist mission and give u the same results as the last mission.
Then, goto ur base and in he spot 1 of ur interrceptor was is a craft that
looks like a fire storm but small.
This ship can hold 576 men, 462 weapons, and has 250% fuel and tons of
armor.But be worned, once u get the "weapon-1", small ufo's will become
super strong, but with less men inside. When u click on the "super ufo"
it has he words "the only true threat to the x-com in the galaxy.
Civilization on earth is doomed" and soom other jiberish.
Save Elerium:
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Submitted by: Indra Permata Dinda
E-mail: indra_pd@yahoo.com
When you finish building a new ship, load it with the weapons (Plasma
Beam for both weapons is recommended). When it is fully charged and
ready for flight, transfer it to another base. When it gets to the
base, immediately send it out on patrol. Click the ship and you will
see that its fuel is 0%. That means it will not run out of fuel. Make
sure that when you send the ship out on patrol, send it to the opposite
side of the planet or a long way from your base. This allows you to
catch the ship after it attacks the enemy before it can return to base.
This is best done with the FireStorm craft. They are cheap and quick to
build. The firepower is just as good as the Avenger, which cost lots
more and takes longer to build.
Free manufacturing:
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Select the item to be manufactured, but assign no engineers and leave
the number to produce at zero. Then, assign as many engineers as
desired but only manufacture one item. Use tanks with this trick to
easily make money.
Playing Tip:
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Before finishing a mission, be sure to unload all weapon clips
(including those found on aliens). If you don't, any loaded clips
will be lost and you'll have to buy more.
Salvaging a Bad Situation: Or Free Tech Advances:
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It can be all too easy to save after a point where you can't advance any
further, whether it's an unforseen rush of Aliens, or loss of funding via
Country Infiltration. Not all is lost at that point. You will likely have
to start over, but you can start over with all research progress and
UFOpaedia information by copying certain files from one save to another.
First: Start a new game, and then save.
Second: Quit the game and copy the following files from your original save
directory to the new save directory.
IE: You saved your original game in slot one and second save in slot 2, the
directory would be /*whatever you named the X-Com directory..
drive:/mps/ufo/game_1/ for an example of the DOS version,
then drive:/mps/ufo/game_2/ for the second save.
Files:
aknow.dat
research.dat
up.dat
soldier.dat (optional, if you've already got some good soldiers trained)
Third: load up the new game. You should have all the needed information.
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