X-COM: Apocalypse: Difference between revisions

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= Introduction =
{{Header Nav|game=X-COM: Apocalypse}}
While X-COM: Apocalypse is not exactly a hard game, it can quickly become hard if you let your position slip. This guide is intended for new players that have never played the game before, and will therefore only contain a few spoilers. Note that thisd guide only deals with the real time aspect of the game.
{{Game
|completion=1
|image=X-COM Apocalypse European Box.jpg
|title=X-COM: Apocalypse
|developer=[[Mythos Games]]
|publisher=[[MicroProse Software]]
|year=1997
|systems={{syslist|dos|win}}
|genre=[[Strategy]]
|modes=[[Single player]]
|preceded by=[[X-COM: Terror from the Deep|Terror from the Deep]]
|series=X-COM
|pcgamingwiki=X-COM: Apocalypse
}}
'''''X-COM: Apocalypse''''' is the third game in the [[:Category:X-COM|X-COM series]] of computer games. Developed by [[Mythos Games]] and published by [[MicroProse]], it was released in [[1997]] for [[MS-DOS]] and [[Windows]].


= Initial Equipment =
Similar to the first two games, ''Apocalypse'' features a map-like "management" mode (the "Cityscape") and an isometric "combat" mode (the Battlescape). The management mode takes place in a single city, called Mega Primus, rather than being spread out over the entire planet Earth as in the previous games. In addition, ''Apocalypse'' was the first game in the X-COM series to include a real-time combat option as well as the traditional turn-based mode.
== Personel Weapons ==
=== Megapol Pistol ===
Quite decent in the first week, after that it's obsolete.


=== Megapol Plasma Gun ===
''Apocalypse'' features a re-done interface with new graphics. It is more complex, and the task of keeping and increasing the funding of the X-COM organization now extends to not only intercepting UFOs, but also to minimizing collateral damage, preventing alien hostile takeovers and even raiding the buildings of other organisations, of which there are several in Mega Primus.
Much better than it's predeccesor. This gun never really becomes obsolete but it's not really not that effective.


=== Marsec M4000 Machine Gun ===
A new feature is the choice of playing the tactical missions in either the familiar turn-based mode or real-time. In the turn-based mode, the aliens and humans switch turns to perform actions while in real-time, everything happens simultaneously, though the game can be paused at any time to issue orders to agents.
The same thing can be said about this weapon as about the basic pistol, except on the higher difficulties where it's obsolete before the game starts.


=== Megapol Laser Sniper Gun ===
==Box Artwork==
An excellent long range weapon. While it's damage capabilities leaves a lot of room for improvement just remember that if you miss damage will be exactly 0, so hitting is better than missing. While using this gun agents will progress relativly rapidly in thier accuracy skills.
<gallery>
File:Xcom box.jpg|North American
</gallery>


= General Tips =
{{ToC}}
{{X-COM}}


= First week =
[[Category:Mythos Games]]
 
[[Category:MicroProse Software]]
== Tactical Combat ==
[[Category:Strategy]]
In the first week, ammunition is scarce. There should hovewer be enough to go around unless you waste it. Hovewer if you decide to take the guns blazing full auto approach don't expect ammunition to last. Take every opportunity to conserve ammunition possible. A few explosive grenades would be a good idea to use when appropriate. After a bio-transport module has been created fit it on a craft and try to capture live aliens. The way to do this is to attack a live specimen with a stun grenade or stun grappler untill it falls uncouncius, and then finish the mission before it wakes up. Throwing more stun grenades will keep it uncouncius for longer.
[[Category:Single player]]
 
== Strategical ==
Put some effort in bringing down at least one of every type of UFO that appear. Also, finish the bio-transport module as soon possible and put it on a craft, the better you can start bringing in live aliens for research the better.
 
== Strategical Combat ==
This early on UFO's are easy to shoot down, why can't it stay this way? Scatter your vehicles over the city so they'll have a greater chance of being close to an UFO incursion, one or two hoverbikes each should be sufficient for the early UFO's.
 
= Spoiler section =
All tips that are spoilers and can be placed here should be put here. Skip this entire chapter if you want as few spoilers as possible.