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STARTING A NEW GAME
1. Install and load X-COM: Terror From The Deep by referring to your installation booklet. 2. The Language Screen appears. Select a language. The screen changes to the Main Game Options menu.
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3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB), the Difficulty Level Screen appears.
Note: You cannot place a floating base anywhere on land.
SETTING UP A NEW X-COM BASE.
5. The message Select Site for New Base appears at the top of the screen. At the bottom of the screen are three blue spheres surrounded by arrows. These are the Geoscape View Controls which allow you to rotate, zoom-in and zoom-out from the Earth display. 4. Click on Beginner to move to the Main Game screen, The Geoscape. The first thing you must do is position your first X-COM base in one of the Earths oceans. s Click on the icon. The Earth display is magnified to see the ocean beds in better detail. 6. Click again on the icon. The display is again magnified Ports, Islands and Funding Zones will now appear. 7. Click twice on the icon. The Earth display returns to its minimum view.
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8. The icon allows you to rotate the Earth horizontally or vertically. s Click a few times on the Up arrow, the Earth display tilts towards you. Hold down the LMB and the globe will spin. 9. Click a few times on the Left arrow, the Earth rotates from the left. 10. Position the Mouse pointer over the Earth and click on the Right Mouse Button (RMB) to center the Geoscape on that location. By using a combination of these controls, you can manipulate the Earths display to show any part of the planet in detail. For the purposes of this Tutorial, you are advised to select a base in an area around the Sea of Japan. 11. Click on the Sea near Japan (but not the land) to position your first base. 12. A window containing the prompt Base Name? appears. Type in a name using the keyboard and press r. You have now set up a new X-COM Floating Base and are ready to start playing X-COM: Terror From The Deep.
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TUTORIAL 1: THE GEOSCAPE
THE TIME CONTROLS
2. Look at the Game Time. It is currently passing in 5 second increments. The Time Controls, below the Game Time, allow you to control the rate at which this time passes. This tutorial will guide you through the Geoscapes basic controls and the process of intercepting Alien Attack subs. 1. The Geoscape is the main screen for playing X-COM: Terror From The Deep. Your base is represented on the 3-D view of the Earth as a Hollow Blue Square. Alien Subs are Solid Red Crosses, Alien Bases are Hollow Purple Squares and X-COM flying subs are Solid Yellow Crosses. On the right hand side of the screen is a list of Menu Options, a display of the Game Time, the Time Controls and the View Controls. The Time Controls are very important in the game, and it is these that we will go through next. s Click on the 5 Mins button. Time now passes at the increased rate. The Game Time rapidly changes and you might see night and day sweep around the Geoscape model of the Earth. You should use the Time Controls to advance the game through any time-consuming section (e.g., waiting for craft to arrive at their destination or waiting for Alien Subs to be detected).
SAVING THE GAME
23. Now would be a good time to save your current game. s Click on the Options button.
26. Type in the name for your saved game using the keyboard and press r. When the game has saved, you return to the Geoscape.
INVESTIGATING THE CRASH SITE
27. You will need to assign a Triton Sub transport to take a squad of aquanauts from your base to the Crash Site. s Find your base (you may need to rotate the Geoscape to bring it into view). Click on your base: the Launch Interception window appears. 24. Click on the Save Game button. 25. The Select appears. Save Position screen 28. Move the mouse pointer to highlight Triton-1 and click the LMB. 29. The message Select Destination appears in the top of the screen. 30. Click on the Alien Sub Crash site (the white cross) to select this as the Tritons target. 31. The message Target: Crash Site-1 appears.
s Click on any of the ten numbered buttons to select the slot into which your current game will be saved.
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s Click on OK. 32. The Triton (represented by a yellow cross) will launch and make its way to the Alien Sub Crash Site. s Click on the 5 Mins button if you want to increase the passage of time. 33. When the Triton arrives at the Crash Site, the Alien Sub Crash Recovery screen appears. Read the instructions on this screen. s Click on OK to enter the next section of X-COM: Terror From The Deep The Battlescape.
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TUTORIAL 2: THE BATTLESCAPE
2. You will see that six of your aquanauts have Jet-Harpoons, one has a Dart Gun and one has a Gas Cannon. The aquanauts carry extra ammunition and grenades on their belts. Full details on this section of the game are given in the Alien Submarine Assaults chapter of this manual. Tutorial 2 guides you through the close combat Battlescape the section of the game where you fight the aliens face-to-face. s Click on the OK button to exit this screen. 3. The Turn screen appears.
ARMING YOUR SQUAD
Note: All Battlescape action is turn-based. This means it is like a 3-D game of chess you move your pieces, the aliens move theirs!
1. The eight members of your squad automatically arm themselves with the weapons that are available. This screen allows you to adjust the weapons your squad will carry into action. s Click on the left/right arrows in the top right of the screen to check the armament of each of the eight members of your squad. s Click the LMB to continue.
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We will now assign our scientists to work on two different research projects: Gauss Technology and the Particle Disturbance Sensor. s Click on the button labeled New Project in the bottom left of the screen.
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12. The New Research Projects window appears.
s Click on the up arrow next to the word Increase until the number to the right of the words Scientists Allocated is 5. s Move the mouse pointer over Gauss Technology (a pale highlight appears to show it is selected) and click. 13. The Start Project window appears. 15. Click on OK. 16. The New Research Projects window reappears. s Move the Mouse pointer over Particle Dist. Sensor and click. 17. The Start Project window appears. s Click on the Start Project button in the bottom left of the window. 18. The Scientists Allocated window appears. s Click on the up arrow next to the word Increase until the number to the right of the words Scientists Allocated is 5. s Click on the Start Project button in the bottom left of the window. 14. The Scientists Allocated window appears. This allows you to change the number of scientists working on the project. 19. Click on OK. 20. The New Research Projects window reappears. s Click on OK in the bottom of this window.
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21. You return to the Current Research screen to see that you have five scientists assigned to research Gauss Technology and five scientists assigned to research the Particle Dist. Sensor. The progress in each of these projects is unknown; the scientists have not yet started work.
PURCHASING/RECRUITING
23. The Purchase/Hire Personnel screen appears.
We will now purchase some items and hire some extra aquanauts. s Click on OK in the bottom right of this screen. 22. The Bases screen reappears. Another important function carried out in the Bases screen is the purchasing of items or the recruiting of personnel. s Click on the Purchase/Recruit button. s Move the Mouse pointer over the button in the Aquanaut line (at the top of the list of items) and click once. 24. The number in the Quantity column changes to 1. s Click on the button until you have purchased enough aquanauts to replace those lost on the Alien Submarine Assault mission and have a few extra.
THE GEOSCAPE
The Geoscape is a 3-D view of the Earth which can be rotated or magnified. At minimum magnification, it displays the whole planet, while at maximum magnification, it shows detail such as underwater land contours. Night and day are fully simulated. The Geoscape uses symbols to represent the following: Blue - an X-COM Base.
Menu Options
Yellow Orange Red Green White Pink Pink
% " % " " %
- an X-COM Sub. - an X-COM Subs destination (also known as a waypoint). - an Alien Sub on the move. - an Alien Sub on the sea-bed. - an Alien Sub crash site. - an Alien Base. - an Alien Terror Site.
Geoscape
Game Time
View Controls Time Controls
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THE VIEW CONTROLS
The View Controls allow you to manipulate the view of the Earth in the Geoscape. Click on the up or down arrows to tilt the view of the Earth up or down. Click on the left or right arrows to rotate the view of the Earth to the left or right (about the Earths polar axis). Click on the icon to increase the magnification of the Geoscape. Click on the icon to decrease the magnification of the Geoscape. Click on the Geoscape using the RMB to center the display on that location.
THE GAME TIME
X-COM: Terror From The Deep begins at 12.00 P.M. on January 2040. All game times are given in Greenwich Mean Time (GMT).
The X-COM Project Monthly Report
The Time Controls allow you to adjust the rate at which time passes in the game. Time may be accelerated from 5 second stages to 1 minute, 5 minute, 30 minute, 1 hour and 1 day segments. This means that you can cut out the long periods of waiting for X-COM sonar to detect an Alien Sub. To select a particular rate of time passage, click on any of the six Time Control buttons. The passage of time is suspended when any of the Geoscape Menu Options are accessed.
At the end of each month, you will be given a report of your progress so far. This report is in the following form: Month the month which has just ended. Monthly Rating X-COMs overall performance rating for the previous month. This takes into account the following: success of interceptions; scores for Alien Submarine Assault Missions; research work completed; and alien activity. A plus (+) sign before the figure indicates a good performance, a minus (-) sign indicates a poor performance.
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Funding Change the difference between this months and last months total funding. A plus (+) sign before the figure indicates an increase in funding, a minus (-) sign indicates a decrease in funding. This is followed by a general report on how the Council of Funding Nations views recent X-COM anti-alien operations. Click on the OK button to exit this screen.
The Molecular Control Training screen lists all X-COM bases with Molecular Control Lab facilities. MC Labs are essential to carry out Molecular Control Training. Click on any of the Base Name buttons to Assign Aquanauts to Molecular Control Training at that base. Assign Aquanauts to Molecular Control Training
Click on OK to return to the Molecular Control Training screen. Click on another Base Name button to assign more aquanauts to Molecular Control training or click on the OK button to return to the Geoscape.
THE MENU OPTIONS
Click on the Menu Option buttons to access other screens and functions: Intercept allows you to give X-COM Subs orders to intercept Alien Subs. Bases takes you into the Bases screen (see the Bases section of this manual for full details). Graphs takes you into the Graphs screen (see the Graphs section of this manual for full details).
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The Alien Sub Detected Window
Heading the general direction in which the Alien Sub is traveling. Speed the speed at which the Alien Sub is traveling (in knots). This window also gives you the option to either: Centre on Alien Sub-Time=5 Secs centers the Geoscape display on the Alien Subs current position and reduces the passage of time to 5 seconds. Click on this option if you intend to intercept the Alien Sub.
X-COM bases automatically detect any Alien Subs within range of their sonar. Later on in the game, you will be able to research and manufacture better sonar and tracking systems, based on captured alien technology. When an Alien Sub is detected, time is paused and a window titled Alien Sub-(number) Detected appears in the center of the Geoscape display. Every Alien Sub detected is given a consecutive number, for example, the 41st Alien Sub detected by X-COM will be named Alien Sub-41. The following data is also presented when an Alien Sub is detected: Size the size of the Alien Sub. Depth the approximate depth at which the Alien Sub is traveling.
Cancel hides the message window and leaves the Geoscape as it was before the Alien Sub was detected. Click on this option if you wish to take no action against the Alien Sub.
Note: While your Interceptor Subs (Barracudas) are capable of a high maximum speed, Alien Subs often travel faster. An Alien Sub may unwittingly change course or slow down, however, so it is good practice to attempt to intercept all Alien Subs detected.
The Launch Interception Window
To assign an X-COM Barracuda to attack an Alien Sub, you may either click on the Barracudas base or click on the Intercept Menu Option (in the top-right of the Geoscape screen), in which case the display will change to this:
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To carry this out, click on the Minimize window icon in the top left of the Combat window. The Sub Icon (with a pictorial representation of the Sub plus its X-COM registration number) appears in the top left of the Geoscape, and time can be advanced or slowed as normal.
Shooting Down an Alien Sub
Click on the Standard Attack button. The message Alien Sub Crash Lands! appears if you successfully cause the Sub to crash land. The display automatically returns to the full screen Geoscape with a white cross marking the crash site.
Investigating Alien Crash Sites
The Alien Sub is now vulnerable to armed assault, so you should send out an X-COM squad to investigate it and to recover any available Alien Technology. Click on a base or use the Intercept Menu Option to select a Triton Sub Troop Transport Sub (just as you did previously with the Barracuda) and assign the Alien Sub crash site as the target. The Triton Sub takes off and makes its way to the Alien crash site.
When the Alien Sub gets over the water, click on the Sub Icon. The Combat window appears, ready for you to carry out your attack.
Note: You can also use the Minimize window icon to give other Interception Subs orders to attack the Alien Sub. There can be up to four Interception Craft attacking a single Alien Sub simultaneously, maximizing the chance of success against a larger Craft.
The Message Box The Message Box is in the bottom of the Combat window and displays messages from the pilot of the Interceptor to you. These messages either confirm your orders or inform you of what the Alien Sub is doing.
Note: Only Subs which contain Aquanauts or Coelacanth Tanks are allowed to intercept Crash Sites or landed Alien Subs.
When the Triton Sub arrives at the crash site, the Alien Sub Crash Recovery screen appears.
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Terror Sites
The aliens will attempt to terrorize civilian populations as part of their invasion plans. This must be prevented at all costs: a successful alien Terror Site in a funding area could cause its withdrawal from the X-COM project.
Click on OK to enter the Equip Squad screen. See the next chapter of this manual for full details on Alien Submarine Assaults.
Alien Raids on X-COM Bases
As the game progresses, the aliens will carry out missions to find X-COM floating bases. If the aliens discover the location of any of your bases, they will attempt to destroy them.
OTHER GEOSCAPE USES
As well as controlling the interception and investigation of Alien Subs, the Geoscape can be used for several other functions. Some of them are outlined below; the others are for you to discover!
Alien Bases
The aliens will attempt to build bases on the Earth. These are used for a variety of purposes from operating Alien Subs to infiltrating funding areas of influence. Alien bases may be detected by sending an Interception Craft to the suspected location of the base and selecting the Patrol option. You are advised to raid alien bases at the earliest opportunity, but make sure you have a very powerful squad before you try!
Alien Submarine Assaults
As well as investigating crashed Alien Subs, you can send a squad transport craft to an intact Alien Sub which has touched down. This is dangerous for your aquanauts, however, and is not advised unless you have a very powerful squad.
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ASSAULTS ON ALIEN CRAFT
THE EQUIP SQUAD SCREEN
X-COM Assault Missions take place when XCOM carry out any of the following: Investigate crashed Alien Sub sites; Assault Alien Subs at their landing sites; Intervene at alien terror sites; Defend X-COM bases against alien attack; or Attack alien bases. All missions, except defending X-COM bases, require you to use a transport Sub to get to your destination. When you begin the game, the only troop transport available is the Triton Sub, but as the game progresses you will be able to manufacture new craft. Before you begin any Assault Mission, you will be taken to the Equip Squad screen. Your aquanauts will automatically pick up some weapons, but you may wish to reequip them. In the top left of the Equip Squad Screen is the Rank icon. This displays the current rank of your aquanaut. Click on this icon and the Aquanaut Data screen appears. Use the information provided here to best equip your aquanaut. Click to exit the screen. Next to the Rank icon is the name of the currently selected aquanaut. At the top right of the screen are two arrows, allowing you to select the next, or the previous, aquanaut in your squad. At the center of the screen is an aquanaut, who might be dressed in the armor which you might have selected in the Equip Craft screen. This aquanaut is surrounded by the locations in which weapons can be carried. The items on the ground can be picked up and carried by the aquanaut.
Promotions
At the end of every mission, subject to their mission performance, aquanauts will be promoted. The rank to which the aquanaut is promoted is dependent on the following: Seaman each new recruit begins at this level. Able Seaman in order to be promoted to an Able Seaman, a Seaman must have had some combat experience. Ensign there is one Ensign per five aquanauts. If a position is vacant, the best available Able Seaman is promoted. Lieutenant there is one Lieutenant per 11 aquanauts. If a position is vacant, the best available Ensign is promoted. Commander there is one Captain per 23 aquanauts. If a position is vacant, the best available Lieutenant is promoted.
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Captain this is the supreme leader of XCOM forces there is only one Captain. If there are at least 30 aquanauts, the best available Commander will be promoted. It does not automatically follow that the higher the rank the better the aquanaut, although this will tend to be the case. The Effect of Rank When officers accompany a mission, the morale of all the aquanauts is boosted and they are less susceptible to panic. The higher the rank of the officer, the better the effect on the aquanauts morale.
Morale At the start of each mission each aquanauts morale starts at 100 percent. This decreases as an aquanaut is wounded or if fellow aquanauts are killed. It will recover if an aquanaut successfully kills aliens. The decline in morale is reduced by an aquanauts Bravery rating the more brave an aquanaut is, the less likely he/she is to panic. Panic When morale falls, the likelihood of panic increases. When an aquanaut panics one of three things can happen: A. The aquanaut freezes, and can do nothing for the current turn (i.e., he/she will have no Time Units). B. The aquanaut drops his/her weapon and runs away, searching for a hiding place. C. The aquanaut goes berserk and starts firing at random.
Note: If an officer is killed during a mission, it will have a worse effect on morale than if a rookie had been killed.
Mission Experience When aquanauts return from a mission, their abilities might be increased. For a skill to benefit from experience, it must be used during combat as much as possible. For example, if an aquanaut uses a harpoon many times, then accuracy is likely to improve. Reactions, Accuracy, Time Units, Throwing Accuracy, Molecular Control, Health, Strength, Fitness and Bravery all benefit from mission experience.
Wounding
Aquanauts
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Below the buttons is a display of the following: Rank the aquanauts X-COM rank. Missions the number of missions that the aquanaut has taken part in. Kills the number of aliens the aquanaut has killed. Craft the sub that the aquanaut is currently assigned to. Wound Recovery the number of days before the aquanaut recovers to full health. In the bottom two-thirds of the screen is a display of the aquanauts physical statistics. These are identical to those in the Battlescape Aquanaut Data screen. Click on the buttons to view data for the previous/next aquanaut at the base. Click on OK to return to the Aquanaut List screen. Click on OK in the bottom of the Aquanaut List screen to return to the Bases screen.
Equip Submarine
Click on this option to configure your interception craft (Barracuda).
The Equip Submarine Screen lists the following information: Name the type and registration number of the sub (for example, Barracuda-3 is the third sub to be operated by X-COM, and is a Barracuda). Status this may be: Ready the sub is available for interception duty. Refuelling the sub is refuelling. Rearming the sub is having its weaponry changed. Repairs the sub is undergoing repair work. Out the sub is carrying out an interception. Weapon Systems the weaponry carried by the sub. This is presented as number carried/maximum number which may be carried.
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Crew the number of aquanauts carried on the sub. SWSs the number of Submersible Weapons Systems (e.g., Coelacanth Tanks) carried on the sub. To configure a sub, use the mouse to highlight the required craft from the list and click to enter the Equip Craft screen.
The Equip Craft screen allows you to configure individual interception craft to suit your requirements. The subs name is at the top of the screen. Below this is a display of the Damage and Fuel status useful to establish how long the sub will be in repair or refuelling. Zero percent damage and 100 percent fuel mean that the sub is fully operational. Below the Damage and Fuel status are the weapon configuration buttons, marked with numbers. These do not appear on the Equip Craft screen for the Triton Sub transport, since it does not have combat capability. Craft such as the Barracuda have two weapon bays, marked 1 and 2. Alongside the numbered buttons are the names of the loaded weapons and a pair of figures: Ammo the number of rounds of the weapon loaded onto the Sub. Max the maximum number of rounds that may be carried by the Sub. A small icon representing the weapon is shown to each side of the craft.
The Equip Craft screen for the Barracuda.
The Equip Craft screen for the Triton Sub.
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The Select Armament Window
The Select Squad Screen
Click on one of the numbered buttons to access the Select Armament window. This allows you to change the weapons carried in the subs weapon bays. Armament the names of the available weapons. Quantity the number of the weapon in storage. Ammunition Available the number of rounds of the weapon in storage. If you wish to load a different weapon onto your sub, use the mouse to highlight the required weapon from the list and click. Alternatively, you may click on the Cancel button to exit this window without making any weapon changes. You will now return to the Equip Craft screen. If you changed the weapons, the new armament will be shown loaded on the craft. The number of rounds loaded will be zero it takes time to rearm the sub.
Click on the Crew button to enter the Select Squad screen. This allows you to assign individual aquanauts to the selected sub. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used. Below this is a list of the Name of the aquanauts available with their Rank and the Sub which they are currently assigned to. To assign or de-assign an aquanaut to the selected sub, use the mouse to highlight the required aquanaut from the list and click. Click on OK when you have finished assigning aquanauts to the sub.
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The Select Equipment Screen
The Select Armour Screen
Click on the Equipment button to enter the Select Equipment screen. This allows you to load equipment onto the selected sub. The top of the screen displays the total Space Available on board the sub and the current amount of Space Used. Below this information is: The Item column, listing the names of the items which may be loaded on board. The Stores column, listing the number of the item which are available. The Loaded column, consisting of a pair of buttons for each item and the number of the item which are loaded on the sub. buttons to decrease/ Click on the increase the number of an item which are loaded on board the selected sub. Click on OK when you have finished loading equipment onto the sub.
Transfer
Click on this option to transfer craft, personnel or items between bases. Select Destination Base
w buttons to increase or Click on the decrease the number of the item which will be transferred to another base.
When you are happy with the items to be transferred, click on the Transfer button in the bottom left of the screen. You will now be taken to the Select Destination Base screen. A verification screen appears showing the cost of the transfer. This screen displays your Current Funds in the top of the screen, to allow you to see how the planned transfer affects your finances. Click Cancel if the transfer is too costly. To complete the transfer, click Transfer.
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Use the mouse to highlight and click on the required base. The Transfer screen appears. You can view details of the items which are in transit between bases by clicking on the Transfers button in the Base Information screen. Click on the Cancel button to return to the Bases screen.
The columns below are: The Item column, listing the names of the items which may be bought. The Cost per Unit column, listing the price of each of these items. The Quantity column, consisting of a pair of buttons for each item and the number of that item to be bought. Click on the w buttons to increase or decrease the number of the item which will be bought. If you do not wish to make any purchases, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be bought, click on OK. The items will now be purchased and you will be returned to the Bases screen. Items will not arrive immediately; there is a delivery time. You can view details of the items which are in transit to the selected base by clicking on the Transfers button in the Base Information screen.
Purchase/Recruit
Click on this option to recruit personnel, lease craft or purchase items.
The Purchase/Hire Personnel screen displays your Current Funds in the top of the screen alongside the Cost of Purchases for the items chosen.
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Sell/Sack
Click on this option to sell items or to sack personnel.
If you do not wish to make any sales, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be sold, click on the Sell/Sack button. The items will now be sold and you return to the Bases screen.
Click on this option to return to the Geoscape screen.
The Sell Items/Sack Personnel screen displays the Value of Sales for the items which you have chosen to sell in the top left of the screen with the total Funds available to XCOM in the top right. The columns below are: The Item column, listing the items at the currently selected base which may be sold. The Quantity column, listing the number of each item which may be sold. The Sell/Sack column, consisting of a pair of buttons for each item and the number of that item which will be sold. The Value column, listing the value of each item.
w buttons to increase or Click on the decrease the number of the item to be sold.
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GRAPHS
ALIEN ACTIVITY IN ZONES
Click on the second icon in the top of the screen to view the Alien Activity in Zones. This graph displays the level of Alien activity in the funding zones. Click on the buttons on the left-hand side of the screen to view the graph plots for individual zones. Click on the Graphs button in the Geoscape to access the Graphs screen a graphical breakdown of Alien, X-COM and Financial information. These graphs are useful when planning strategy such as where to establish new X-COM bases and which areas to concentrate on defending.
X-COM ACTIVITY IN SEAS
Click on the third icon in the top of the screen to view the X-COM Activity in Seas. This graph displays the level of X-COM activity in seas of the world. Click on the buttons on the left-hand side of the screen to view the graph plots for particular seas.
ALIEN ACTIVITY IN SEAS
Click on the first icon in the top of the screen to view the Alien Activity in Seas. This graph displays the level of Alien activity in areas of the world. Click on the buttons on the left-hand side of the screen to view the graph plots for particular areas.
X-COM ACTIVITY IN ZONES
Click on the fourth icon in the top of the screen to view the X-COM Activity in Zones. This graph displays the level of X-COM activity in the funding zones. Click on the buttons on the left-hand side of the screen to view the graph plots for individual zones.
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INCOME
Click on the fifth icon in the top of the screen to view X-COMs Income. This graph displays X-COMs income from each of the funding zones. Click on the buttons on the left-hand side of the screen to view the graph plots for individual zones.
internal events such as change of government, civil war or recession. alien influence: funding will stop if a company signs a pact with the aliens. Additional income may be generated by the sale of alien items recovered from crashed subs.
Additional Programming Original Game Engine Graphics
Additional Art
Intro Sequence
Art Liaison Original Music Sound Design and Programming Sound Effects Design
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1. X COM (Collector s Edition)
2. X Com: UFO Defense (Jewel Case)
3. X COM: UFO Defense
4. X COM: Terror from the Deep
5. UFO Afterlight
6. UFO Aftershock Collector s Edition [PC DVD]