
Tech Tree Questions
#1
Guest_Azrael_*
Posted 29 August 2005 - 09:12 AM
I assume for Terror Mission you need a terrorist or soldier, but for the rest?
#2
Posted 29 August 2005 - 01:59 PM
At the end of the page.
As I remembered: If you capture a live Navigator (any race), then a RANDOM topic is available (alien base, supply, terror, harvest etc)
It seems that you don't need a terrorist for Alien Terror, but an Alien Navigator. Although the first one seems more rational...
#3
Posted 30 August 2005 - 08:17 PM
- Alien Research
- Alien Harvest
- Alien Abduction
- Alien Infiltration
- Alien Base
- Alien Terror
- Alien Retaliation
- Alien Supply
- Small Scout
- Medium Scout
- Large Scout
- Harvester
- Abductor
- Terror Ship
- Battleship
- Supply Ship
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#4
Guest_Azrael_*
Posted 30 August 2005 - 08:37 PM

#5
Posted 02 September 2005 - 06:48 PM
Thus you can get e.g. info on a live cyberdisk, even if they all explode if you kill them.
#6
Posted 02 September 2005 - 11:16 PM

There are 22 corpses and 20 live aliens you can normally recover (sans the live Sectopod and Cyberdisc).
- Sectoid & Sectoid Autopsy
- Snakeman & Snakeman Autopsy
- Ethereal & Ethereal Autopsy
- Muton & Muton Autopsy
- Floater & Floater Autopsy
- Celatid & Celatid Autopsy
- Silacoid & Silacoid Autopsy
- Chryssalid & Chryssalid Autopsy
- Reaper & Reaper Autopsy
- Sectopod Autopsy
- Cyberdisc Autopsy

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#7
Guest_Azrael_*
Posted 02 September 2005 - 11:18 PM

#8
Posted 02 September 2005 - 11:26 PM
For example, if you researched a medic and got an ethereal, this won't give you the psi-labs. (or would it? Never bothered with it, personally)
It's more of a problem in TFTD and its Deep-Ones and Calcinites, but the above example still holds true.
- NKF
Number of members: 1
#9
Posted 02 September 2005 - 11:40 PM

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#10
Guest_Azrael_*
Posted 02 September 2005 - 11:41 PM

#11
Posted 02 September 2005 - 11:53 PM

Nope, medics can’t give this info. Only a direct interrogation of an Ethereal (or Sectoid Leader/Commander) will net you Psi research. One stone cannot kill two birds in this instance.For example, if you researched a medic and got an ethereal, this won't give you the psi-labs. (or would it? Never bothered with it, personally)

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#12
Posted 03 September 2005 - 02:32 PM
Got aliens people. Lock and load! YESTERDAY!
#13
Guest_Azrael_*
Posted 20 September 2005 - 06:14 PM
#15
Guest_Azrael_*
Posted 20 September 2005 - 06:34 PM
#16
Guest_Azrael_*
Posted 01 December 2005 - 03:39 PM
Edited by Azrael, 01 December 2005 - 03:40 PM.
#17
Posted 01 December 2005 - 06:16 PM
You need to research any live alien to get the "Alien Origins" info. Then you need to research a live alien Leader or Commander to get "The Martian Solution" info. From here, you need to research a Live Commader to get "Cydonia or Bust". Then it's on to Cydonia if you have an Avenger.

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#18
Posted 01 December 2005 - 06:23 PM
There is no research topic called "Alien Leader" per se. It's just that when you research an alien leader, you get TMS.
I'm pretty sure that, if more than one project can be gotten from a particular alien, they queue something like this:
* The first alien you ever research, regardless of race or role, gives you Alien Origins
Then they start moving down their own "tracks" as shown on the wiki.
* First leader or commander: TMS
* Commander, after TMS is known: Cydonia Or Bust
Since commanders are harder to get than Leaders, try to use a Leader for TMS
As far as I know, you can only get one "answer" out of any one alien. So whomever you get Alien Origins from, you will not get anything else. Thus, use some throw-away Soldier that's not good for much else.
I'm pretty sure the above is correct - anybody step in if I missed anything. Maybe we should clarify the wiki.
MTR
#19
Guest_Azrael_*
Posted 01 December 2005 - 07:09 PM
From what Mike said, in the research screen there will be a topic, for example, called "Alien Leader", when you research that topic, you get The Martian Solution (as opposite to gaining the possibility to research TMS).
Is this correct?
#20
Posted 01 December 2005 - 07:37 PM

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#21
Guest_Azrael_*
Posted 01 December 2005 - 07:43 PM
Almost there; so I research Alien Leader, once it's completed, do I have to research The Martian Solution or do I just get it?I probably wasn't clear. Say you finish research on a live alien. After this you have to research the topic "Alien Origins" to get that info. Once that is completed, you can go on to researching a live leader or commander to get the research topic "The Martian Solution". After that topic is researched, you can research the live Commander which will give the last research topic: "Cydonia or Bust". After that is done , you can go to Cydonia. Better?
![]()
- Zombie
#22
Posted 01 December 2005 - 08:47 PM
Almost there; so I research Alien Leader, once it's completed, do I have to research The Martian Solution or do I just get it?

Nope, you have to research the topic called "The Martain Solution" to continue on. No freebies here.

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#23
Guest_Azrael_*
Posted 01 December 2005 - 08:49 PM
Thanks, I'm trying to iron out some things on the research schema for Xenocide, needed to know that

#24
Posted 01 December 2005 - 11:12 PM
So that means there's a whole new set of research to be done (starter aliens, as it were) that's left out of the listing of research projects, and total time estimates. In addition to UFO Type and End Game projects' times.

#25
Posted 01 December 2005 - 11:25 PM
Mike, the minimalist guide to capturing aliens dictates that aliens are captured and researched in roughly in this order:
One of any Navigator (Nets Hyperwave decoder and alien origins), One of any Leader/Commander (The Martian Solution) and finally one (or another) of any Commander (Cydonia or Bust).
That's it. Only 3 aliens are necessary to complete the game and get all useful technologies. All the others are, well, simply for literary fluff at best.

- NKF
Number of members: 1
#26
Posted 01 December 2005 - 11:37 PM
Wow, NKF, that really boils it down! Never thought of it that way. Hmm... doesn't your minimalist approach need a sectoid leader/commander or ethereal as one of those three, to get Psi?
Azrael, I withdraw any previous advice I made on research

#27
Posted 01 December 2005 - 11:55 PM
With this in mind (and a mind probe, and lots of grenades), you can stream-line your abduction plans to the extreeeme(sic).
Hmm, I must remember to tuck this away on the wiki under research tips some time...
- NKF
Edited by NKF, 01 December 2005 - 11:56 PM.
Number of members: 1
#28
Posted 02 December 2005 - 12:17 AM
Yes, a single alien can net you multiple things. For instance, say the first alien you research is a live Muton Navigator. Not only will it divulge the Muton Species info, but it will also cough up a random UFO mission type, as well as the opportunity to learn about the Hyperwave Decoder and Alien Origins. You can kill 4 birds with one stone! Though I'm not sure how points are awarded for this type of research. The game may only appropriate the points for species info and not the Mission Info. Once we know where the points are stored in the game, then it will become clear.Arg, I was really remembering it wrong, then... one alien can give you more than one thing to research, as soon as he's done, eh? (As opposed to, a number of things, but one at a time... Step A, Step B, etc.)

Like NKF said, you really need a Sectoid/Ethereal Leader for the first part and a Commander for the second. If you make the Sectoid Leader your second alien to interrogate (after researching Alien Orgins), you will get the Sectoid species info, as well as the opportunity to research the Psi-Lab and "The Martian Solution". To be a purist, the last alien should be the Ethereal Commander since it will tattle about its race too.Wow, NKF, that really boils it down! Never thought of it that way. Hmm... doesn't your minimalist approach need a sectoid leader/commander or ethereal as one of those three, to get Psi?

By the way, there are no Ethereal Navigators. That race only has Soldiers, Leaders or Commanders.

- Zombie
Edited by Zombie, 02 December 2005 - 12:20 AM.
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#29
Guest_Azrael_*
Posted 02 December 2005 - 09:36 AM
Zombie, could you post a list of what race has what ranks, please? (edit: or direct me to where I can find it)
Edited by Azrael, 02 December 2005 - 09:36 AM.
#30
Posted 02 December 2005 - 10:27 AM
Sure, I'll just type them here. (I have the list memorized).Hmm, that reminds me..
Zombie, could you post a list of what race has what ranks, please? (edit: or direct me to where I can find it)

Floater
- Soldier
- Navigator
- Medic
- Engineer
- Leader
- Commander
- Soldier
- Navigator
- Medic
- Engineer
- Leader
- Commander
- Soldier
- Navigator
- Engineer
- Leader
- Commander
- Soldier
- Leader
- Commander
- Soldier
- Navigator
- Engineer

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#31
Guest_Azrael_*
Posted 02 December 2005 - 10:28 AM
Thanks! this will be useful for the research schemaSure, I'll just type them here. (I have the list memorized).Hmm, that reminds me..
Zombie, could you post a list of what race has what ranks, please? (edit: or direct me to where I can find it)
FloaterSectoid
- Soldier
- Navigator
- Medic
- Engineer
- Leader
- Commander
Snakeman
- Soldier
- Navigator
- Medic
- Engineer
- Leader
- Commander
Ethereal
- Soldier
- Navigator
- Engineer
- Leader
- Commander
Muton
- Soldier
- Leader
- Commander
- Soldier
- Navigator
- Engineer

I'm a bit confused by that, could you explain?Note: For alien craft/missions which have Mutons, a Muton soldier is substituted for the ranks not shown. For alien craft/missions which have Ethereals, a Leader is substituted for the missing ranks (if needed). This means that even the Medium Scout can have Ethereal Leaders present. It also makes those missions more difficult to complete.
![]()
- Zombie
#32
Posted 02 December 2005 - 10:55 AM
8-12 Soldiers
2 Navigators
2 Engineers
2 Medics
3 Leaders
1 Commander
4-6 Terrorists
Because Mutons don't have all the ranks listed, they substitute soldiers in place of the other ranks:
8-12 Soldiers
2 Navigators
2 Engineers
2 Soldiers (as Medic replacements)
3 Soldiers (as Leader replacements)
1 Soldier (as Commander replacement)
4-6 Terrorists
Combined, the revised crew compliment for the Muton Battleship will look like this:
14-18 Soldiers
2 Navigators
2 Engineers
4-6 Terrorists
As a second example, let's look at a Superhuman Large Scout. Usually, it has the following crew compliment:
3-8 Soldiers
1-2 Navigators
2-3 Engineers
But Ethereals are different since they do not have Navigators or Engineers:
3-8 Soldiers
1-2 Leaders (as Navigator replacements)
2-3 Leaders (as Engineer replacements)
Revised loadout:
3-8 Soldiers
3-5 Leaders
See what I mean? The Large scout normally doesn't have Leaders present, but with Ethereals, you could see anywhere from 3-5!
If you want to see the crew loadouts for each UFO, see Danial's website here. Hope this helps.

- Zombie
Edited by Zombie, 02 December 2005 - 01:07 PM.
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#33
Guest_Azrael_*
Posted 02 December 2005 - 11:08 AM
That was much clearer, thanksSure. Let's say you pay a visit to a Superhuman Battleship. The usual crew compliment would look something like this:
8-12 Soldiers
2 Navigators
2 Engineers
2 Medics
3 Leaders
1 Commander
4-6 Terrorists
Because Mutons don't have all the ranks listed, they substitute soldiers in place of the other ranks:
8-12 Soldiers
2 Navigators
2 Engineers
2 Soldiers (as Medic replacements)
3 Soldiers (as Leader replacements)
1 Soldier (as Commander replacement)
4-6 Terrorists
Combined, the revised crew compliment for the Muton Battleship will look like this:
14-18 Soldiers
2 Navigators
2 Engineers
4-6 Terrorists
As a second example, let's look at a Superhuman Large Scout. Usually, it has the following crew compliment:
3-8 Soldiers
1-2 Navigators
2-3 Engineers
But an Ethereals are different since they do not have Navigators or Engineers:
3-8 Soldiers
1-2 Leaders (as Navigator replacements)
2-3 Leaders (as Engineer replacements)
Revised loadout:
3-8 Soldiers
3-5 Leaders
See what I mean? The Large scout normally doesn't have Leaders present, but with Ethereals, you could see anywhere from 3-5!
If you want to see the crew loadouts for each UFO, see Danial's website here. Hope this helps.![]()
- Zombie

#34
Guest_Azrael_*
Posted 02 December 2005 - 11:17 AM
If you, for example, research Sectoid Leader, and later on you capture a, say, Ethereal Leader, will you still have the topic "Ethereal Leader Interrogation" available or will it be "obsolete" since you've already gotten the possibility to research TMS from the Sectoid Leader?
#35
Posted 02 December 2005 - 12:58 PM
If you do capture an Ethereal Leader, it will show up as a viable research topic. You can research it if you want, and you may get Ethereal species info out of it, but you cannot get the research topic TMS again since that is already unlocked.
This brings up a good point. If you capture a ton of aliens with the same rank and species and stuff them all into the Alien Containment module, they will all be available to research. Say you capture 10 live Sectoid Soldiers. The first interrogation of "Sectoid Soldier" will only yield species info about the Sectoid (and possibly the option to research "Alien Origins"). After the successful completion of this topic, you can go back into the research screen and another Sectoid Soldier will be listed. You can research it, but it can't give any new information. And of course, when you finish that, there are 8 more Sectoid Soldiers waiting (usually only one shows up on the research screen at a time).
So you have to be careful when researching live aliens to make sure you don't start a project which will not yield any new results. That wastes valuabe research time, as well as part of the scientists salary. Though, I'm sure you guys have eliminated this unfortunate "bug" in Xenocide.

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#36
Guest_Azrael_*
Posted 02 December 2005 - 02:29 PM
We probably willSo you have to be careful when researching live aliens to make sure you don't start a project which will not yield any new results. That wastes valuabe research time, as well as part of the scientists salary. Though, I'm sure you guys have eliminated this unfortunate "bug" in Xenocide.
![]()
- Zombie

Thanks for the info


#37
Posted 02 December 2005 - 06:30 PM
Danial, if you ever find a place to put a listing of all those UFO stats on one wiki page (as opposed to all the different missions), much like your website, that'd be cool. Another thing that occurred to me is that I wish your nice stats had a "total aliens" column (even if it would be a range). Example: Medium Scout, Beg/Exp, would be 3-6 total. (Which actually brings up a question... is there a cap on the total number, or can one truly add all the maxima?)
Zombie, I know I've definitely seen the case that a player will hold on to a ton of aliens, just because they can all give you the one, same research topic. But I could swear that all the extra "ditto" aliens simply disappeared when you finally did research one of them. I thought wrong?
Otherwise, how would Containment modules ever get empty unless somebody only got exactly the aliens that they needed? I went kinda nuts in my recent game, stunning everybody for the fun of it, but Containment is entirely empty at all bases, now that all research is done. I can't recall not getting a topic from any of them (i.e., researching just to "clear containment of extras"). Maybe I wasn't paying attention and/or did actually capture pretty much on target?

#38
Posted 02 December 2005 - 07:19 PM
Well, I did something like that a while back. Right, its a post in the Ufo Stats topic here.Another thing that occurred to me is that I wish your nice stats had a "total aliens" column (even if it would be a range). Example: Medium Scout, Beg/Exp, would be 3-6 total. (Which actually brings up a question... is there a cap on the total number, or can one truly add all the maxima?)
Could be. But I always have "spares" clogging the AC module. There are only 2 ways to clean out these modules. First is to research all of them. That might take a while. The second method (which I concocted) is to transfer those "spares" to another base with an Alien Containment module. While those "spares" are in transit, dismantle the AC module at the target base. Voila! The aliens are permanently gone. Great way to rid you base of all those redundant aliens.Zombie, I know I've definitely seen the case that a player will hold on to a ton of aliens, just because they can all give you the one, same research topic. But I could swear that all the extra "ditto" aliens simply disappeared when you finally did research one of them. I thought wrong?
Otherwise, how would Containment modules ever get empty unless somebody only got exactly the aliens that they needed? I went kinda nuts in my recent game, stunning everybody for the fun of it, but Containment is entirely empty at all bases, now that all research is done. I can't recall not getting a topic from any of them (i.e., researching just to "clear containment of extras"). Maybe I wasn't paying attention and/or did actually capture pretty much on target?

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#39
Guest_Azrael_*
Posted 02 December 2005 - 07:20 PM
#40
Posted 02 December 2005 - 07:25 PM
That's correct, Azrael.
#41
Guest_Azrael_*
Posted 02 December 2005 - 07:56 PM
Did you need a navigator or an engineer to get Transmission Decoder?
#42
Posted 02 December 2005 - 08:00 PM

- Zombie
Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!
#43
Guest_Azrael_*
Posted 02 December 2005 - 08:22 PM
OopsYou need a live alien Navigator - any live alien navigator will do. And the structure is called a Hyperwave Decoder. The "Transmission Resolver" is the TFTD equivalent.
![]()
- Zombie

#44
Posted 03 December 2005 - 02:51 AM
#45
Posted 03 December 2005 - 05:20 AM
As for engineers, they only give ship information.
- NKF
Number of members: 1
#46
Posted 03 December 2005 - 12:04 PM
#47
Guest_Azrael_*
Posted 03 December 2005 - 12:06 PM
Come on Mike, you know 1000x times about X-Com than I do, I'll trust your knowledge over mine any dayAzrael, whatever I say, bet hard against it

#48
Posted 03 December 2005 - 01:01 PM
I fired up XCOM after having not played it in 10 years, and I have yet to finish the first game I started again, half a year ago. Got into analysis.
Real players regularly trample over my observations
Ok, enough of being maudlin

#49
Guest_Azrael_*
Posted 23 December 2005 - 09:31 AM
Is there a place where I could find the complete tech tree so I don't have to bug you all with my questions? Been looking for one but couldn't find one

Edited by Azrael, 23 December 2005 - 09:35 AM.
#50
Posted 23 December 2005 - 10:04 AM
Tech tree.pdf
A JPEG version of it, if you prefer.
I had tracked a complete version somewhere before... but where? <_< I'll have a look at it