Welcome to xcomufo. Here you
can find almost everything (useful) related to the first game in the X-COM
series: Mythos Games' X-COM: UFO Defense. You can get a list of access
codes, information on editing or hacking saved games, a lot of bug fixes, or
read some exciting science fiction based on X-COM. There's also a strategy
guide, patch fixes for playing X-COM on various Windows OS's, and a digitized
manual/book.
yoyo
If you see something missing, want to chat about X-COM, have any problems (even
technical and after reading the Bug FAQ), or if you like this site, please email me at [email protected]
I love getting feedback of
any sort, good and bad!
Site Index (if you cannot see the javascript menu at
the top)
21 October 2012
My First XCOM: Enemy Unknown Rant/Rave
After many of life's normal delays, I was finally able to put
some quality time into the new xcom this weekend, and I have not
been able to stop playing :D I have put in 22 hours so far
according to Steam. I just began my first alien base assault.
One of the things I like about the new xcom is the music. You
can hear some of it in my short alien base intro video above.
During this first 22 hours of play there have
been a handful of things that bothered me, but please note that
I am the furthest thing from an expert thus far. You'll see
below that I am regularly finding faults in my game play methods
and trying to fix them. Now, some issues: - only able
to make up to 2 actions per soldier per turn, and if you shot at
something first, it will spend the soldier's entire turn.
Shooting a rocket always takes the whole turn. - you
can only make one base. - alien weaponry keeps
spontaneously blowing up every time I killed the alien holding
it. - seemingly limited ability to pile equipment onto
my soldiers. - only able to take up to 6 soldiers per
mission - only one skyranger/troop transporter -
entering a multi-level structure such as a building or UFO can
make you go cross-eyed.
These are all features of the
new xcom which I think would *initially* bug most long time xcom
fans. This certainly seems to be the case with people posting at
the xcomufo forums, anyway, as well as myself at first. After
having played for quite a while, including completing about 30
battlescape missions, trying in vain to shoot down UFOs, and
expanding my single base, I have come to realize that though
there are some significant changes, they are balanced well
and in interesting ways. For example, even though you
can't spend time micromanaging the TU's of your soldiers and
making sure they're facing the right direction to see the alien
trying to approach from behind, in the new xcom your soldier is
automatically aware of what's going on behind him. So, now I
don't have to spend time making sure I have soldiers facing
every which way. As the game progresses and your soldiers
improve their skills, you also get to choose what enhancements
each of them receives. Some of these skills include being able
to move AND shoot, or shoot four rockets per mission instead of
one, or automatically always react first when an alien exposes
themselves to the soldier. Funny enough, after moving my squad
around the map mission after mission, I find myself getting
irritating that I even HAVE two moves per soldier :D Sometimes I
wish they would move themselves. Seriously, though, in the
original xcom, yes, you could load up a trooper with a rocket
launcher and 10 rockets, but then how many spaces could he walk
before running out of energy? And when he finally reached an
alien? Could he even shoot his weapon? No, not enough energy. If
you sent him in instead with only 2 rockets, he could get to the
alien and shoot the rocket launcher, but shooting the rocket
would be the only thing he could do that turn because it used
all his TUs. So, instead of micromanaging 60 TUs in which 1 or 2
primary actions (moving and shooting) consume all the TUs, the
new xcom gives us generally 2 action choices per turn. Firaxis
did a similar thing with money. Instead of getting millions of
dollars in funding a month or selling corpses for $10,000, they
divided all the numbers by about 1,000 so the numbers would be
easier to deal with. Monthly income from xcom member countries
may only be around $500 but manufacturing a plasma sniper rifle
now only costs around $140. In my opinion, simplifying $$
numbers and TU usage makes the math easier and lets me enjoy the
strategy and fighting more. Only having up to 6 soldiers initially made
me very sad, but again, after playing for a while, I realized
the main thing this limitation does is make the game vastly more difficult. Being able to cram 24 flying-suited,
heavy plasma- and blaster launcher-toting elite soldiers into my
avenger really was overkill on any original xcom map. It made
the game a piece of cake to blast your way into UFOs and finish
maps within 2-3 turns. That only led to the cramming of your general
stores with way more alien artifacts than you could ever really
use and the selling of lots of junk to give you practically
limitless funds to do whatever you wanted to do. In the new xcom
(unless there are exploits I am not aware of yet) you really are
forced to work your butt off on a shoestring budget. Yes, you
can sell some of the precious few alien artifacts you capture,
but every research your scientists work on consumes some of
those artifacts and corpses. In the workshop, the engineers
consume alloys and elerium like it's candy. So, instead of
everyone floating around in flying suits and toting heavy
plasmas, I can barely afford to clothe my soldiers. Each
squaddie is forced to wear hand-me-down armor from either a dead
soldier or a more experienced one who got a better set of their
own. Only three of my soldiers have plasma weapons and they only
got those after the most recent mission. That means it took me
22 hours of play to get plasma rifles :P I also have a few other
soldiers beyond my best 6 whom I have to keep somewhat equiped
so they will be available when any of my main guys get
injured. My point is, even if I could have more soldiers, I
couldn't afford to give them useful weapons and armor. Did I
mention I'm only playing on the Normal setting? For
many, many missions, the plasmas and grenades the aliens were
shooting me with would spontaneously blow themselves up no
matter how I killed the alien. This drove me nuts for quite a
while because the heavy plasma rifles seemed to be within my
reach, yet I could never recover one. For the longest time, I
thought I would have to stun one of the aliens holding it in
order to get one intact that my scientists could study. Well, it
turns out I had just overlooked one of the items available for
research in the labs :P I don't remember what it was off the top
of my head but after simply researching a few prerequisites, I
was able to start researching the plasma weapons. After
researching each of the light, regular, and heavy plasmas, the
aliens started dropping the weapons intact instead of the
weapons exploding. Obviously I could have figured this out hours
earlier but that's the way xcom works sometimes :) You can
only have one base in this xcom, but it's offset by a few other
features. First, you can station interceptors all over the globe
to intercept UFOs. You can remotely equip them with newer
gadgets just like the first game. They go out of action for a
few hours wile re-equiping but it hasn't been a problem for me
yet. Next, you start the game with 1 satellite over 1 country.
This takes the place of the old radars and lets you detect UFOs
within the area. As you progress, you build more satellite
uplinks in your base, more satellites in your workshop, and then
you launch them to cover more parts of the globe so you can
detect UFOs in other countries. When you do detect one, you can
scramble multiple interceptors only from within the continent
the UFO is flying over. Unfortunately, you can only attack the UFO with one interceptor at a time
as far as I can tell. However, you can attack with one
interceptor, do some damage (and take quite a licking yourself)
then break off pursuit and get your next interceptor to start
shooting at the UFO. I don't know whether or not the damage from
multiple interceptors stacks and is more likely to bring the UFO
down, but I've brought down two of them this way so far. So, if
the three main reasons I had multiple bases in the first xcom
were to gain enhanced radar coverage of the globe, house more
interceptors and scientists/engineers, and store 10,000 units of
alien alloy and thousands of corpses, the new xcom lets you do
all those things in slightly different ways. As far as I can
tell, you have unlimited storage for junk in the base. You do
have to build additional workshops and labs for more scientists
and engineers, but I am only using about half my base at the
moment, so there seems to be a lot of room to grow. All in all,
this approach to base management is fine for me. Firaxis
is going to have to do some work on the visuals when you go into
a multi-level structure. Right now, I just about go cross-eyed
when moving the mouse around inside a building or UFO. As you
move the mouse around, different levels or sections of the UFO
pop up in your face and get in the way of what you were trying to look at.
Adjusting your level manually with the mouse wheel works until you move
the mouse cursor again. You just have to see it to understand
what I mean. It's even more frustrating when you think you have
one level selected (in the hopes your soldier will walk on and
STAY on that level) only to watch him jump off the side and run
along the wall somewhere that will take him 2-3 turns to get
back from. I don't have any creative ideas for remedying this
other than to take your time and make 100% certain your cursor is
pointing to the correct level before right-clicking.
One of the most painful changes in the new xcom is the fact
that you're limited to only one skyranger. Within the first few
game days, you get presented with 3 terror missions
simultaneously and you can only choose one. The places you don't
choose will have increased panic and be closer to withdrawing
from funding your activities. This bothered me a lot, at
first, but as before, Firaxis probably made this change to make the game
more difficult and to guarantee that your relations with
countries will get progressively worse as you proceed through
the game. It also forces you to think a lot harder about who you
want to help, because the countries you skip will also affect
the panic factor of the continents they're a part of. Right now,
France, Nigeria, and Japan have withdrawn from the XCOM project
in my game. This has resulted in poorer scores in my monthly reports
and loss of monthly income. There's also an ominous red swirly
cloud over each of these countries which makes me worry
something else bad is going to happen in the future. So, the
limitation of a single troop transport is how the game forces
you to make hard choices often and to stay focused on stopping
the alien invasion instead of decorating your countless general
stores with sectoid corpses and piles of elerium.
In a nut shell, I think Firaxis eliminated the tediousness of
xcom while retaining the epicness and relentless anxiety many of
us know and love/hate from the first game. If you have only
played the demo, please be aware that the demo comprises part of
the very restrictive tutorial that is the begining of the game.
After you get out of that, your freedom of movement, range of
motion, and strategic options and tactical choices are wide
open, very much like the first game. The music, ambience, and
excellent, constant, but dynamic battlescape cinematics and cut
scenes keep the game exciting and stressful at the same time. As
I watch from almost directly behind as my best sniper fixes her
sights on the berserker muton as it charges toward her, all in
slow motion, I find myself biting my nails and praying she makes
the shot. As someone who has been waiting a decade for a decent
UFO Defense remake, this is very much it.
3 October 2012
XCOM: Enemy Unknown
I've tried a laundry list of purported
UFO Defense 'remakes' and 'inspired by xcom' knockoffs over the
last few years and I have received lots of emails during that
time asking me why I didn't mention this remake or that remake
on this website. Well, the truth is that I tried most of those
games, and I didn't like them at all. In fact, on two separate
occasions during the last five years, I was approached by two
different publishers, offered copies of their games, and asked
to review them on xcomufo. In both cases, I played a bit through
the games and did not like them one bit. I subsequently declined
to review either game
on the basis that I had nothing good to say. In other words, I
only like to talk about things I like :)
When I read
about the new Enemy Unknown last year, my hopes were not high. I
think I gave up on a true spritual successor to UFO years ago.
Last week, 2K Games released the demo and I decided to give it a
try, and... wow... finally... the X-COM: UFO Defense remake I've
been waiting for... I played through it once and immediately
reserved a copy at Amazon. I played through the demo a second
time and did not regret my decision to buy it. If you haven't
tried it
yourself, be sure you do! I'm really looking forward to
playing beyond the demo. I think it was a tantalizingly small
sliver of what the entire game will be. One more week...
27 October 2009 Site update, lots of
stuff...
Buying X-COM Online
Over the last few years I have received a regular stream of emails
asking where people can obtain the xcom games or how they can get their
copy working properly on Windows Vista, Windows 7, etc. I have been
referring them to one of two websites that come to mind: Valve's Steam
and Direct2Drive. These sites sell each xcom game for $5 or you can buy
combo packs that include UFO, TFTD, Apocalypse, Interceptor, and
Enforcer for $15. I point everyone in the direction of these websites
because the purchased games include preconfigured copies of the dosbox
emulator, optimized for the xcom games.
An xcom fan who goes by the name of Sakaali has collected and produced
an 8-in-1 multilanguage patch for TFTD. The language choices, in
addition to the core English, German, French, and Spanish, now include
Polish, Czech, Hungarian, and Italian. Sakaali has compiled two
different versions - one for the DOS edition of TFTD and another for the
Collector's edition. The files can be found on the
TFTD download page and details for how to use the patches can be
found within the download archives in a file called x2multi.nfo.
Expanded and Edited UFO Soundtrack
A new soundtrack based on the first xcom's music was composed and
produced by Ziocody.
He cut some pretty decent music
from countless sources including several xcom games' soundtracks, deep
drones, dark ambient music, and anything that resembles the sci-fi
suspense mood set by xcom. Now for the drawbacks: it only works in
Windows by muting the SW Synth in Volume Control to get rid of the
game's music. You must run the music through an audio player so you can
easily change the track as you change between Geoscape and Battlescape
(to me it's easy as a quick alt+tab or Windows key). If you have
multimedia keys on your keyboard, you could make good use of them for
this. You can find these tracks on the music page.
Ziocody also incorporates these tracks into his youtube videos.
X-COM on youtube
As hinted in the above note, X-COM has made quite a few inroads on youtube. First we have Ziocody's introductory videos to UFO Defense
where he demonstrates his strategies for the beginning of the game. He
also goes on to complete a couple of UFO recovery missions.
There are currently thousands of xcom-related videos up on youtube.
Here's a
quick search for you.
Pocket UFO for Windows v1.26
After I received an email from a fan of the Pocket UFO for PPC edition
emailed me asking if I knew where to find the Windows version of Pocket
UFO, I spent a few hours tracking it down on the net. The author's
website has been defunct for a couple of years now but after a lot of
digging, I found a copy of the game. It plays in a small PPC-sized
window on your desktop. Feel free to check it out on the
download page.
UFO: Enemy Unknown for Amiga
A couple of years ago I came across the Amiga version of UFO Defense.
Occasionally I have received questions about locating it and though it's
been on the server for a while, I never linked to it from the website.
You can find it on the download page.
27 March 2007 Pocket UFO for the PPC
Pocket UFO has been in development for
several years and has actually been completed for quite some
time, but I've never mentioned it in these news because I have
so rarely updated them. Pocket UFO was developed by
SMK Software for the
Pocket PC and Windows Mobile OS. I haven't tried the game myself
since I only have a PalmOS/Clie device and I haven't had much
luck with emulators, but the game looks really cool and the
random emails I get about it are very positive. Best of all,
it's freeware! You can find more about the game and download it
here.
If the developer's page goes offline again, you can get the latest downloadable
release here.
Site Index (if you cannot see the javascript menu at
the top)