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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=60.241.75.186</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T12:20:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bravery&amp;diff=1150</id>
		<title>Bravery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bravery&amp;diff=1150"/>
		<updated>2005-10-08T13:24:14Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bravery stat is a measure how brave the soldier is in the face of danger. A higher bravery level results in higher [[morale]] on a mission, and therefore, less likelihood of panicking or going berserk during combat.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 10 and 60.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s bravery is capped at 100. (But aliens can have a Bravery of 110.)&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
You have a chance of +10 Bravery being awarded if your soldier loses control due to heavy morale loss. If your Bravery is improving, it can be due to several reasons. On the one hand, it could mean you&#039;re not doing very well and you&#039;re losing so many soldiers that the others are panicking. Getting hurt also drops morale. Or it could mean that the soldier isn&#039;t good at resisting psi attacks.&lt;br /&gt;
&lt;br /&gt;
More specifically, each time your soldier is panicked or mind controlled, his or her chance of a Bravery increase at the end of the combat mission increases by about 10%. At 10 panics and/or MCs, you have approx. a 90% chance, and at 11 mental breakdowns, the +10 Bravery increase is guaranteed. You can not get more than the lone +10 award in any one mission, even if you panic a hundred times.&lt;br /&gt;
&lt;br /&gt;
Also note that due to the way Bravery is stored in the data files, it can only have/increase in increments of 10.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Morale]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
&lt;br /&gt;
Extra Edit:  if a soldiers&#039;s morale drops below 50 and they don&#039;t panic coz of it, they will get +10 increase back at base&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;User:60.241.75.186 - Erm - But their panic experience counter won&#039;t be going up if they don&#039;t panic... Does it have some hidden check which, if they pass, their panic counter [[UNITREF.DAT]][085] increases? (You&#039;re sure you&#039;ve seen this? My guys hardly ever get wounded these days, so they&#039;re almost never at low morale... so I wouldn&#039;t know about this.) - [[User:MikeTheRed|MikeTheRed]]&#039;&#039;&lt;br /&gt;
User replies: pretty sure of it. i noiced that soldiers were rewarded for not panic-ing. A sort of brave &amp;quot;i&#039;m tough&amp;quot; reward. (good to see activity with such an old game BTW, plz edit freely to fit the theme of this whole site)&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Large_Radar_System&amp;diff=1173</id>
		<title>Large Radar System</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Large_Radar_System&amp;diff=1173"/>
		<updated>2005-10-08T13:15:24Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Radar is the best available until Hyper-Wawe Decoder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:NKF|NKF]]: Actually, they don&#039;t. Only one small radar and one large radar will be able to stack. Multiple radars of the same type do not - and only cost more money. The large radar awards 20 short and 20 long range scanning for the base, the small radar gives it 10 short range scanning. When building multiple large radars, your base&#039;s scanning ability is only improved by 20 short and 20 long. Adding a small radar boosts short range detection to 30. ]&#039;&#039;&lt;br /&gt;
{ok, never could actually get definitive proof, maybe the aliens were just increasing their UFO numbers, so it looked like better detection.}&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Warlord%27s_Foolproof_Plan&amp;diff=2339</id>
		<title>Warlord&#039;s Foolproof Plan</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Warlord%27s_Foolproof_Plan&amp;diff=2339"/>
		<updated>2005-10-08T01:38:15Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here&#039;s my foolproof plan for starting off.&lt;br /&gt;
&lt;br /&gt;
Sell all pistols, HC-AP ammo, the Autocannon and all ammo, the rocket launcher and ammo, and all craft cannons and ammo. (Keeping only rifles, grenades, and the [[Heavy Cannon]].)&lt;br /&gt;
&lt;br /&gt;
Sack all soldiers with bravery below 40 (30 might work if they have really awesome stats other than bravery).&lt;br /&gt;
&lt;br /&gt;
Buy a second [[Avalanche]] launcher and enough missiles to keep both interceptors armed. I like to keep 15 missiles in reserve.&lt;br /&gt;
&lt;br /&gt;
Also buy HE and IN ammo for the heavy cannons, extra grenades, prox grenades, and smoke grenades. Flares and HE packs are also a good idea.&lt;br /&gt;
&lt;br /&gt;
Recruit enough soldiers to get your squad up to 10 regulars. Then recruit 15 scientists and 5 engineers. That should max out your living quarters.&lt;br /&gt;
&lt;br /&gt;
If you have the cash left, buy a rocket launcher tank and about 16 rockets.&lt;br /&gt;
&lt;br /&gt;
I like to build two additional hangars on either side of the top one. I also build one living quarters at each side of the base, and a general stores and an alien containment between the two bottom hangars. Once the living quarters are built, I sell the one next to the lift, and once the hangars are built, I sell the two bottom ones. This has the net effect of making my base extremely defensible, as all aliens have to come through the lift module to get anywhere.&lt;br /&gt;
&lt;br /&gt;
Your primary goal in the &#039;&#039;&#039;first month&#039;&#039;&#039; is to complete [[Laser Rifle]] research, and acquire [[Alien Alloys]]. Researching the alloys and [[Personal Armor]] is desirable, but not always possible.&lt;br /&gt;
&lt;br /&gt;
As for the first terror site, I usually land, my soldiers shoot anything they can see from the back of the skyranger, and then I abort. You lose some points, but you can make them up in the second month. There&#039;s no point in getting your soldiers slaughtered at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
The trick to making money early on is sales of laser pistols. Yes, rifles sell for a bit more, but the pistols produce a lot faster. Farther along in the game, the aliens will build a base close to yours. It&#039;s almost guaranteed. At that point, you can start raiding [[Supply Ship]]s on the ground. You can make millions off of these every time.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;second month&#039;&#039;&#039;, you should concentrate on getting your scientist staff up to 50. I also build a large radar in the second month. That usually sucks up most of your cash. If you can afford it, recruit more engineers. You should also have your entire squad in personal armor before the end of the month. You are likely to see another terror site this month.&lt;br /&gt;
&lt;br /&gt;
After this, you can start expanding your garrison. Laser pistol production should be in full swing by now. By the end of the &#039;&#039;&#039;third month&#039;&#039;&#039;, you should have a total of 100 personnel at your base. 15 soldiers, 35 engineers, and 50 scientists. I like to focus on finishing out the Laser Weapons tree by the end of this month. The Laser Tank is a nice addition to your arsenal and is ideal for terror missions. Alternatively, you can concentrate on plasma weapons, but getting the plasma cannon this early is a bit premature, as Elerium 115 will still be in short supply.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;fourth, fifth, and sixth month&#039;&#039;&#039;, you should concentrate on getting flying armor, and building enough of an elerium supply to build ten sets of armor. 160 units of elerium is enough, if I remember correctly. This is another reason that I don&#039;t worry about plasma cannons early on. You should also begin research on new craft as well. I also usually build a second base during these months. Always build new bases close enough to be supported by other bases. My favorite locations are, near Moscow for base 1, deep in Siberia for base 2, north-central Africa for base 3, Australia for base 4, Central US for base 5, Central Brazil for base 6, and usually a radar base in Hawaii for 7, and a manufacturing and research base in the antarctic for base 8.&lt;br /&gt;
&lt;br /&gt;
I usually keep to one main combat base, although I have been known to station a Quick Reaction Force in the US base for terror missions. All the other bases are interception bases, and I maintain 6 interceptor craft at each one. Once my 8 bases are built, no UFO can escape me. I keep 4 Firestorms and 2 Interceptors at each base. For the US base I keep 4 Firestorms, 1 Lightning, and 1 Interceptor. At the main combat base, I keep 1 Avenger, 1 Lightning, and 1 Skyranger. On each of these is a specialized combat squad. The Avenger is the heavy duty veteran crew. It consists of 14 men, 3 hovertank plasmas, and one Hovertank Fusion. The Lightning is a QRF with 12 men with precision weapons and stun equipment. They are used for terror missions. The Skyranger is for rookie training. They get to go on all the small shootdowns. I keep a 10 man squad and 1 hovertank plasma there. Once a soldier has a few missions under his belt, I transfer him to a garrison squad. That way on a base defense, I have combat veterans available for defense.&lt;br /&gt;
&lt;br /&gt;
Sometime between months 3 and 6, I try to get a [[Sectoid]] commander so that I can research psi labs. Usually, you won&#039;t see ethereals that early, so they&#039;re not an option. I like to have Psi Labs before I start heavy recruitment. Once I&#039;m in full swing, I keep no less than a 10 soldier garrison at all bases, plus I have the 14 man combat team, the 2 12 man QRF&#039;s, and the 10 man training squad.I keep a minimum of 5 psi labs at my combat base, and do all recruitment and training there. After my manufacturing base is built, I sell all workshops and labs. I keep the two living quarters, the stores, and the alien containment. I don&#039;t bother with base defenses at the combat base due to the sheer numbers of soldiers there.&lt;br /&gt;
&lt;br /&gt;
This should get you well on your way to winning the game. Keep in mind that these strategies hinge on you being able to conduct tactical missions with minimal losses. If you can&#039;t do that, you should practice the tactical missions until you&#039;re good at them.&lt;br /&gt;
&lt;br /&gt;
[Warlord, Sept 25, 2002, in strategycore forums, pasted by --[[User:JellyfishGreen|JellyfishGreen]] 09:27, 4 May 2005 (BST)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discussion of Warlord&#039;s Plan:&lt;br /&gt;
&lt;br /&gt;
Let&#039;s discuss this, from the top to the bottom.&lt;br /&gt;
&lt;br /&gt;
First off, it has been argued that pistols have their uses. Personally, I never bothered with them, but...&lt;br /&gt;
I would keep the rocket launcher, actually. You might not need it urgently in the beginning, but by golly, there&#039;s a LOT of useful applications for the large rocket. Sell all Small Rockets, by all means.&lt;br /&gt;
You MIGHT want to hold onto that autocannon if you&#039;ve started with a very strong soldier. Send him onto elevated ground, with explosive ammo. Make sure all other soldiers are FAR away from intended targets. I also prefer one auto-cannon with incindieries over electro flares.&lt;br /&gt;
&lt;br /&gt;
I argue strongly with Warlord&#039;s hiring policy for soldiers. IF, as he says, he can get through battles with minimal losses, bravery ceases to be the most important issue. Instead, having a good sniper, one heavy weapons carrier, and 2 high reactions soldiers to ambush aliens coming through doorways should be more useful. Any sackings should be done just before the end of the month. If you&#039;re sure you don&#039;t want them, at least use them as cannon fodder... (send them thorugh doorways first, as scouts, etc).&lt;br /&gt;
&lt;br /&gt;
Your first terror site... if it&#039;s Snakemen, running might in fact be a very good idea! If it&#039;s floaters... eh, kill em. Who&#039;s afraid of some big dogs? And there&#039;s plenty of one square wide places to shoot them with impunity. I&#039;m sure you&#039;re used to sectoids, and as for cyberdisks... you know how I told you to hold onto those rocket launchers? Large rockets deal with them with ease...&lt;br /&gt;
&lt;br /&gt;
I would research Plasma Cannons as early as possible, actually. This is cause I *can* use tactics to beat superior firepower on ground battles, but AFAIK, the only thing that can beat a terror ship in the air is a craft with Plasma Cannons. Plus, even your puny interceptors can knock over anything short of a battleship at NO danger to itself, using Plasma Cannons. IMHO, there&#039;s little reason to build a single Lightning or Firestar. Interceptors with Plasma Cannons, Avengers with Plasma Cannons once you can make them, and a Skyranger for base detection.&lt;br /&gt;
&lt;br /&gt;
Warlord suggests building his FIFTH base in the USA??? ummm... AFAIK, there&#039;s a general concensus that US should either be 1st or second place to build your base. Maybe 3rd. But 5th? That&#039;s... mmm.&lt;br /&gt;
&lt;br /&gt;
Try to capture Sectoid Leaders or Commanders as early as possible. The minute you get one, forget all other research and dump as much as you can into Psi. Once you&#039;ve got Psi Amps and soldiers with strong Psi strength and skills, the game&#039;s a cakewalk. BTW, please fire all soldiers with less than 70/80 (depending on difficulty) psi strength at this point, please!&lt;br /&gt;
&lt;br /&gt;
And some more bit of info:&lt;br /&gt;
I try to get a second base building before the end of the month in USA, I usually start in Europe (coz it costs 1M for a base there). Build 1xalien cont, 2xliving, 1xstores, 1xL.radar. immediately, then 1xlab and 1xstores when cash allows. At second base, 1xL.radar and 1xhanger asap, then 1xliving and 1xstores. When ready, trans 1xInterceptor to second base. Before end of Jan, or asap, 3rd base at China (near coast) AND buy scientents as many as room allow on Jan 30th.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Tips&amp;diff=2250</id>
		<title>Research Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Tips&amp;diff=2250"/>
		<updated>2005-10-08T01:22:55Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Many heads are better than one ==&lt;br /&gt;
&lt;br /&gt;
(Note: the following is only a half guess at this point in time) &lt;br /&gt;
&lt;br /&gt;
Like manufacturing, each project has a specific amount of research hours needed for completion. Unfortunately, research hours are not as easy to ascertain as manufacturing hours. &lt;br /&gt;
&lt;br /&gt;
Each scientist allocated to a project is able to put in one research hour towards the completion of the project. Then for every hour of research time, each scientist contributes one hour towards research.&lt;br /&gt;
&lt;br /&gt;
Once all the research hours are put in, the project will be declared a success at the end of the hour. (Or was it day?) &lt;br /&gt;
&lt;br /&gt;
As research topics require many hours for completion, it is best to have large teams of scientists concentrate their efforts on one project at a time. &lt;br /&gt;
&lt;br /&gt;
== Start your projects == &lt;br /&gt;
&lt;br /&gt;
New projects appear on the new research schedule whenever their prerequisites are met. For most alien artefacts, this is merely to have a physical sample of the artefact in storage. &lt;br /&gt;
&lt;br /&gt;
A quartermaster may occasionally sell off the last remaining artefect by accident before the science team can extract enough data from the artefact to begin the reverse engineering process. &lt;br /&gt;
&lt;br /&gt;
In order to minimise the damage and prevent sending the assault team on a suicide mission to retrieve another artefact sample, scientists are able to extract all necessary data from any alien artefact at the commencement of every project. Therefore, it is advised that projects should always be started as soon as possible. Science personnel need not be assigned to the project for the data extraction and should continue to focus on topics of a higher priority. &lt;br /&gt;
&lt;br /&gt;
== Selective Alien Abduction==&lt;br /&gt;
(Or how to keep containment lean and mean)&lt;br /&gt;
&lt;br /&gt;
About the only few tips I have are these:&lt;br /&gt;
&lt;br /&gt;
Your alien containment is restricted to TYPES of aliens, not total numbers, AFAIK. Since there are only a limited number of types of aliens, you 1 alien containment in each of 3 bases is more than enough for all needs.&lt;br /&gt;
&lt;br /&gt;
Some aliens do not reappear if researchd. Ie the X-com command says &amp;quot;Well, we&#039;ve got enough of those, let&#039;s shoot them and sell the bodies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the case of live aliens, you might NOT want to start and not complete research projects, for the above reason.&lt;br /&gt;
&lt;br /&gt;
Build a dummy alien containment and send everything you don&#039;t want there. EVERYTHING. (suggest you only do things like this AFTER you&#039;ve finished researching Cydonia or Bust)&lt;br /&gt;
&lt;br /&gt;
Bring an autocannon with explosive ammo on every mission. Since you can check an alien&#039;s type by just standing on him and picking him up, you can just toss unwanted samples into a corner and get quick and easy kills.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The key to keeping your containment lean and mean is to be selective when capturing your aliens. This can be done through judicious use of the [[Mind Probe]] and by examining each unconcious alien for signs of their rank. Redundant aliens should immediately be eliminated through whatever means the field commander sees fit. Otherwise, scientists will have to waste time interrogating aliens in order to make space in containment. &lt;br /&gt;
&lt;br /&gt;
There are only several aliens of great importance. A random live alien, a &#039;&#039;&#039;navigator&#039;&#039;&#039;, a &#039;&#039;&#039;leader&#039;&#039;&#039; and a &#039;&#039;&#039;commander&#039;&#039;&#039;. Note that a commander can provide the same information as a leader. &lt;br /&gt;
&lt;br /&gt;
The navigator allows scientists to assist in further understanding hyperwave technology, and it can also be used in place of the random live alien if you have not captured one already to ascertain the [[alien origins]]. &lt;br /&gt;
&lt;br /&gt;
The leader and commander are required for assisting the scientists to locate the source of the alien invasion once the origins have been determined. Not before - &#039;&#039;&#039;after&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Additionally, to further research into the field of [[psionics]], scientists need a [[Sectoid]] leader or commander, or an [[Ethereal]] of any rank. To cut down on redundancy, it is recommended that the field commander attempt to abduct a leader, commander or navigator from either [[Sectoid]] or [[Ethereal]] crews. &lt;br /&gt;
&lt;br /&gt;
All other aliens can provide some information, but are otherwise of little importance - although they can provide interesting but not immediately useful information. Alien soldiers in particular are heavily redundant.&lt;br /&gt;
&lt;br /&gt;
== Research - the smart way, not the hard way==&lt;br /&gt;
(Discussion of the pros and cons of scientist by numbers (in groups of fifty))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary&#039;&#039;&#039; - Live Aliens:&lt;br /&gt;
&lt;br /&gt;
Soldier = useless except for &amp;quot;Alien Origins&amp;quot;   &lt;br /&gt;
Engineer = gives info on Alien Craft   &lt;br /&gt;
Navigator = gives info on Alien Mission Types (eg: Alien Harvest) and extra research (Hyperwave Decoder)   &lt;br /&gt;
Medic = gives autopsy info that you haven&#039;t got yet (broken in Xcom TFTD)   &lt;br /&gt;
Leader = late game info (plz fill in)   &lt;br /&gt;
Commander = late game info (plz fill in)&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_Tips&amp;diff=1136</id>
		<title>Research Tips</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_Tips&amp;diff=1136"/>
		<updated>2005-10-08T01:22:17Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Many heads are better than one ==&lt;br /&gt;
&lt;br /&gt;
(Note: the following is only a half guess at this point in time) &lt;br /&gt;
&lt;br /&gt;
Like manufacturing, each project has a specific amount of research hours needed for completion. Unfortunately, research hours are not as easy to ascertain as manufacturing hours. &lt;br /&gt;
&lt;br /&gt;
Each scientist allocated to a project is able to put in one research hour towards the completion of the project. Then for every hour of research time, each scientist contributes one hour towards research.&lt;br /&gt;
&lt;br /&gt;
Once all the research hours are put in, the project will be declared a success at the end of the hour. (Or was it day?) &lt;br /&gt;
&lt;br /&gt;
As research topics require many hours for completion, it is best to have large teams of scientists concentrate their efforts on one project at a time. &lt;br /&gt;
&lt;br /&gt;
== Start your projects == &lt;br /&gt;
&lt;br /&gt;
New projects appear on the new research schedule whenever their prerequisites are met. For most alien artefacts, this is merely to have a physical sample of the artefact in storage. &lt;br /&gt;
&lt;br /&gt;
A quartermaster may occasionally sell off the last remaining artefect by accident before the science team can extract enough data from the artefact to begin the reverse engineering process. &lt;br /&gt;
&lt;br /&gt;
In order to minimise the damage and prevent sending the assault team on a suicide mission to retrieve another artefact sample, scientists are able to extract all necessary data from any alien artefact at the commencement of every project. Therefore, it is advised that projects should always be started as soon as possible. Science personnel need not be assigned to the project for the data extraction and should continue to focus on topics of a higher priority. &lt;br /&gt;
&lt;br /&gt;
== Selective Alien Abduction==&lt;br /&gt;
(Or how to keep containment lean and mean)&lt;br /&gt;
&lt;br /&gt;
About the only few tips I have are these:&lt;br /&gt;
&lt;br /&gt;
Your alien containment is restricted to TYPES of aliens, not total numbers, AFAIK. Since there are only a limited number of types of aliens, you 1 alien containment in each of 3 bases is more than enough for all needs.&lt;br /&gt;
&lt;br /&gt;
Some aliens do not reappear if researchd. Ie the X-com command says &amp;quot;Well, we&#039;ve got enough of those, let&#039;s shoot them and sell the bodies&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the case of live aliens, you might NOT want to start and not complete research projects, for the above reason.&lt;br /&gt;
&lt;br /&gt;
Build a dummy alien containment and send everything you don&#039;t want there. EVERYTHING. (suggest you only do things like this AFTER you&#039;ve finished researching Cydonia or Bust)&lt;br /&gt;
&lt;br /&gt;
Bring an autocannon with explosive ammo on every mission. Since you can check an alien&#039;s type by just standing on him and picking him up, you can just toss unwanted samples into a corner and get quick and easy kills.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The key to keeping your containment lean and mean is to be selective when capturing your aliens. This can be done through judicious use of the [[Mind Probe]] and by examining each unconcious alien for signs of their rank. Redundant aliens should immediately be eliminated through whatever means the field commander sees fit. Otherwise, scientists will have to waste time interrogating aliens in order to make space in containment. &lt;br /&gt;
&lt;br /&gt;
There are only several aliens of great importance. A random live alien, a &#039;&#039;&#039;navigator&#039;&#039;&#039;, a &#039;&#039;&#039;leader&#039;&#039;&#039; and a &#039;&#039;&#039;commander&#039;&#039;&#039;. Note that a commander can provide the same information as a leader. &lt;br /&gt;
&lt;br /&gt;
The navigator allows scientists to assist in further understanding hyperwave technology, and it can also be used in place of the random live alien if you have not captured one already to ascertain the [[alien origins]]. &lt;br /&gt;
&lt;br /&gt;
The leader and commander are required for assisting the scientists to locate the source of the alien invasion once the origins have been determined. Not before - &#039;&#039;&#039;after&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Additionally, to further research into the field of [[psionics]], scientists need a [[Sectoid]] leader or commander, or an [[Ethereal]] of any rank. To cut down on redundancy, it is recommended that the field commander attempt to abduct a leader, commander or navigator from either [[Sectoid]] or [[Ethereal]] crews. &lt;br /&gt;
&lt;br /&gt;
All other aliens can provide some information, but are otherwise of little importance - although they can provide interesting but not immediately useful information. Alien soldiers in particular are heavily redundant.&lt;br /&gt;
&lt;br /&gt;
== Research - the smart way, not the hard way==&lt;br /&gt;
(Discussion of the pros and cons of scientist by numbers (in groups of fifty))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary&#039;&#039;&#039; - Live Aliens:&lt;br /&gt;
&lt;br /&gt;
Soldier = useless except for &amp;quot;Alien Origins&amp;quot;&lt;br /&gt;
Engineer = gives info on Alien Craft&lt;br /&gt;
Navigator = gives info on Alien Mission Types (eg: Alien Harvest) and extra research (Hyperwave Decoder)&lt;br /&gt;
Medic = gives autopsy info that you haven&#039;t got yet (broken in Xcom TFTD)&lt;br /&gt;
Leader = late game info (plz fill in)&lt;br /&gt;
Commander = late game info (plz fill in)&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=1968</id>
		<title>Relations (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=1968"/>
		<updated>2005-10-08T01:10:05Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a company likes aliens, they will hate you if you kill aliens.&lt;br /&gt;
&lt;br /&gt;
Company A hates Company B AND Company B hates Xcom (Company A could be not-useful-to-Xcom)? Then Raid, Burn, Kill, Main Company A and Company B will like you. (This is a MAJOR hint if Transtellar hates Xcom)&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Exploits&amp;diff=1463</id>
		<title>Exploits</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Exploits&amp;diff=1463"/>
		<updated>2005-10-08T00:58:21Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alien Inventory Screen ==&lt;br /&gt;
When controlling an alien through [[Psionics]], you can&#039;t directly see their inventory by clicking the inventory button. (Where DO Sectoids keep their grenades, anyway?) However if you switch to a human soldier, and check his inventory, you can use the arrows in the top corner to cycle through your units. The alien will appear as one of your units. Be careful though as the game will often stack all the equipment in one location which can lead to further bugs.&lt;br /&gt;
&lt;br /&gt;
== Throw through ceilings ==&lt;br /&gt;
&lt;br /&gt;
Most explosives (grenades, HE packs) can be chucked up through ceilings to land on the floor above. This is useful if you don&#039;t know where enemies are exactly, but you know where they are roughly. Use a big enough boomstick (HE rounds, pointed at ceiling) and you&#039;ll probably kill anyone in the vicinity of the blast.&lt;br /&gt;
&lt;br /&gt;
==Faulty Collision Detection==&lt;br /&gt;
&lt;br /&gt;
The mystical art of moving solid object through other solid objects. &lt;br /&gt;
&lt;br /&gt;
=== Corner Tile Tricks ===&lt;br /&gt;
&lt;br /&gt;
Diagonal exterior UFO tiles aren&#039;t a well-defined boundary. A grenade thrown onto the same square from outside will detonate inside the UFO. An unconscious volunteer thrown onto the same square from outside will awake inside the UFO. (Except if he&#039;s sharing the tile with a live grenade.) A Flying Suit can sometimes fly up into a UFO from beneath a diagonal overhang.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: This trick will also work with any wall that occupies the entire tile - i.e. any tile with a wall that you cannot walk into. Almost all the sides of most X-COM troop transports consist of these, and all outer walls along the West and Northern sides of UFOs are made of these as well. &lt;br /&gt;
&lt;br /&gt;
=== Walk through wall Trick ===&lt;br /&gt;
&lt;br /&gt;
This trick ties in with the corner tile trick, as it makes use of any wall that occupies an entire tile.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned, you can fly up into some walls. For soldiers that cannot fly, you can walk into these walls if your starting location is on a different elevation than the destination.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For example, if you&#039;re standing on the roof of a barn that&#039;s just to the West of a [[Large Scout]]. If you stay on the same level and move your movement cursor to a point that would walk your soldier (assuming you could walk on air) to a spot just above one of the UFO outer hull walls. Then walk. Your soldier will walk, drop and then step right into the wall. From here, you can either walk into or out of the UFO as you please - or you can throw a high explosive right into the ship and take one step away to get behind the safety of the hull. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Moving a Large Unit Up Stairs and Sinking it into A Wall === &lt;br /&gt;
Tanks are built up of four units, which make up each of the quarter. The primary quarter, the part that has all the vital statistics, is the upper left or north-west quarter when viewed from the overhead map, or the topmost when viewed in the battlescape. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When moving a tank up or down different elevations, mainly via stairs or dropping it off the edge of a wall, the game only uses the primary quarter for collision detection. So you can easily move a tank up narrow stairs (or through a narrow cave - but that&#039;s not related to this).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. &lt;br /&gt;
&lt;br /&gt;
== Infinite Fuel. == &lt;br /&gt;
&lt;br /&gt;
This trick is great for saving Elerium-115.  When you finish building a new ship, load it out with weapons (dual Plasma Cannons are recommended) and wait for it to have the &amp;quot;Ready&amp;quot; status.  Then, transfer it to another base.  Immediately after it arrives, tell it to go to a random point on the globe (preferably where you have no bases) and have it patrol in the area.  Clicking on it will show that its fuel tank is 0% full.  This ship will now have unlimited fuel until it returns to base.  This works best on Firestorms, as they have the same number of guns as the Avengers yet cost less.&lt;br /&gt;
&lt;br /&gt;
Note: After downing a UFO, this ship will automatically head back to base.  Be sure to send it on patrol again before reaching base, or you will lose the unlimited fuel feature.  Because of this, it helps to keep it patrolling as far away from its base as possible.&lt;br /&gt;
&lt;br /&gt;
== Free Manufacturing ==&lt;br /&gt;
&lt;br /&gt;
In the Workshop screen, choose an item to be manufactored, but assign no engineers to it.  Also, make sure it&#039;s set to produce 0 of the item.  Click OK, then go back and assign as many engineers as you want (preferably as many as possible).  This time, change the quantity to 1.  When the production is finished, you will have gotten one of the selected items--for free!  Doing this with tanks and then selling them works wonders on your finances.&lt;br /&gt;
&lt;br /&gt;
Note: Although it may be tempting to create fleets of free Avengers like this, you must still have adequate hangers, severely limiting your options.  Still very useful, though!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NKF Quick notes&#039;&#039;: &lt;br /&gt;
* It doesn&#039;t matter if you assign engineers to a 0 item build project, because the engineers will be taken off the project anyway. &lt;br /&gt;
* In a similar but completely opposite vein, if you start a project with a certain number of items to build, the required cash for the first item (and perhaps materials) will instantly be taken from you. And if you cancel the project before the job is done, you will not be refunded. It&#039;s mainly a loss if you&#039;re low on resources, otherwise most players won&#039;t even notice the fact that the resources for the first item were never refunded. This doesn&#039;t happen if you start a 0 item build project, and then assign staff and a build amount later. This in effect makes the first item in the build list free.&lt;br /&gt;
&lt;br /&gt;
== All Terror Missions During the Day ==&lt;br /&gt;
&lt;br /&gt;
During the night, the aliens have a severe visability advantage over your soldiers.  I&#039;m sure every X-Com player has fallen victim to a night-time terror mission at least once.  Those days are now over.  When a Terror Mission comes up, simply equip a Skyranger with all the manpower and firepower you&#039;ll need to defeat the aliens, and have it patrol just beside your base.  (Game) minutes before the hour changes (e.g. at 1:56), have the Skyranger target the Terror Site.  After the hour changes (e.g. at 2:03), have the Skyranger patrol in place again.  Repeat this before and after the hour changes until daylight.  You see, Terror Sites only disappear on the hour, and they won&#039;t disappear if they&#039;re targetted by a craft.  So if you make sure it&#039;s targeted as the hours change, you can stall for time until daylight!&lt;br /&gt;
&lt;br /&gt;
Note: Or, you could just use Scott T Jones&#039;s wonderful tool known as Xcomutil.  Running the RunXcomW.exe program allows you to make all missions in the light of day, regardless of actual game time.  A lot easier to use Util. . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grenades: Pass the Experience Trick ==&lt;br /&gt;
&#039;&#039;&#039;(Or who gets the experience when you &amp;quot;drop&amp;quot; a grenade)&#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Some commanders may have noticed that a soldier that drops a primed grenade rather than throwing it will often not get credited for the damage or killed enemies. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There is a very odd explanation for this. The game attaches an ownership to the grenades. It will rememeber who last threw the grenade so it can credit the right person with experience. Unfortunately, the game only assigns the ownership  to a grenade &#039;&#039;after&#039;&#039; it has been thrown, but not when it&#039;s dropped or picked up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So who gets the experience if its dropped? All X-COM owned grenades, at the very start of the mission, default to the very first soldier on the transport, or the very first armoured weapons platform if you have one. This means that if a grenade is dropped rather than thrown, all experience goes towards the very first soldier in the list, or the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Can we move the ownership around and pass the experience to soldiers of our choice? Definitely! Just have the person you want to get the experience throw the grenade, then get someone else to carry and drop it to where it can be useful. Just remember to not throw it again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The method of deployment for these grenades will be left as a practical exercise to the commander. Be creative, or be heartless - it&#039;s all up to you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The biggest advantage of this unusual pass-the-experience technique would be to provide training for frail soldiers that would prove to be more of a detriment in combat than out of it - yet another reason for commanders to not sieve troops based on poor combat statistics. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Mind Control Madness==&lt;br /&gt;
[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
===Just how does it work?===&lt;br /&gt;
NKF quick notes: &lt;br /&gt;
(I might be duplicating something here, but I&#039;m just jotting these down quickly before I forget) &lt;br /&gt;
&lt;br /&gt;
* Fire does two types of damage to units. Impact and damage over time. &lt;br /&gt;
** Damage Over time: Standing in fire or actually being on fire.&lt;br /&gt;
** Impact damage: The weirdest and most unusual damage of all. &lt;br /&gt;
*** Anyone standing in fire: Receives hit-point damage every time an incendiary shell explodes&lt;br /&gt;
*** Anyone standing in smoke: Same as above, but take stun damage instead of hit-point damage. &lt;br /&gt;
* Fire does a fixed amount of damage. The damage of an incendiary weapon only determines how large the spread of the fire will be. So an autocannon incendiary shell is just as powerful as an incendiary rocket -- the only difference is the blast area. &lt;br /&gt;
* Fire and Smoke use the same object table, and being limited, can get used up very quickly and attempts at producing more fire or smoke will not work. Incendiary impact damage will still work on any units in fire/smoke.&lt;br /&gt;
JFG adds: Please see my [[Incendiary]] topic&lt;br /&gt;
&lt;br /&gt;
===The numbers===&lt;br /&gt;
More on this later.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=New_Submersible_Technologies&amp;diff=3599</id>
		<title>New Submersible Technologies</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=New_Submersible_Technologies&amp;diff=3599"/>
		<updated>2005-10-08T00:04:21Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;on some floor plans when viewed in overhead map view, there are things on the ground in certain areas. Zrbite! Go pick it up&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bravery&amp;diff=1132</id>
		<title>Bravery</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bravery&amp;diff=1132"/>
		<updated>2005-10-08T00:02:20Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bravery stat is a measure how brave the soldier is in the face of danger. A higher bravery level results in higher [[morale]] on a mission, and therefore, less likelihood of panicking or going berserk during combat.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 10 and 60.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM soldier&#039;s bravery is capped at 100. (But aliens can have a Bravery of 110.)&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
You have a chance of +10 Bravery being awarded if your soldier loses control due to heavy morale loss. If your Bravery is improving, it can be due to several reasons. On the one hand, it could mean you&#039;re not doing very well and you&#039;re losing so many soldiers that the others are panicking. Getting hurt also drops morale. Or it could mean that the soldier isn&#039;t good at resisting psi attacks.&lt;br /&gt;
&lt;br /&gt;
More specifically, each time your soldier is panicked or mind controlled, his or her chance of a Bravery increase at the end of the combat mission increases by about 10%. At 10 panics and/or MCs, you have approx. a 90% chance, and at 11 mental breakdowns, the +10 Bravery increase is guaranteed. You can not get more than the lone +10 award in any one mission, even if you panic a hundred times.&lt;br /&gt;
&lt;br /&gt;
Also note that due to the way Bravery is stored in the data files, it can only have/increase in increments of 10.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Morale]]&lt;br /&gt;
*[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extra Edit:  if a soldiers&#039;s morale drops below 50 and they don&#039;t panic coz of it, they will get +10 increase back at base&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=3598</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=3598"/>
		<updated>2005-10-07T23:59:46Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mC controlled, do take it thorough, do thro flares like hot potatoes, do take 30!!!! don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have Thermis lance and MC knowledge, do edit this post!&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Vehicles_(Apocalypse)&amp;diff=2244</id>
		<title>Air Vehicles (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Vehicles_(Apocalypse)&amp;diff=2244"/>
		<updated>2005-10-07T23:53:48Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(edit plz)&lt;br /&gt;
&lt;br /&gt;
Swarm tactics = 20 hoverbikes vs 1 transporter!&lt;br /&gt;
&lt;br /&gt;
Accuracy Computers any good? - HELL YES!  Mount them on missile firing air vehicles only.&lt;br /&gt;
&lt;br /&gt;
Once you have equipped them for battle, send them out to the four corners of the cityscape and make them land in a building close-by. They use no fuel, and thus they can launch all at once, and be ready quickly&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Craft_Equipment_(Apocalypse)&amp;diff=2308</id>
		<title>Air Craft Equipment (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Craft_Equipment_(Apocalypse)&amp;diff=2308"/>
		<updated>2005-10-07T23:49:14Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hoverbikes&lt;br /&gt;
&lt;br /&gt;
Teams of three &lt;br /&gt;
&lt;br /&gt;
1.Plasma, 2. Laser, 3. Missiles&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM_Hybrid_Aircraft_(Apocalypse)&amp;diff=1857</id>
		<title>X-COM Hybrid Aircraft (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM_Hybrid_Aircraft_(Apocalypse)&amp;diff=1857"/>
		<updated>2005-10-07T23:45:47Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Troop Transport?  Use a biotrans&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Vehicles_(Apocalypse)&amp;diff=1129</id>
		<title>Air Vehicles (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Vehicles_(Apocalypse)&amp;diff=1129"/>
		<updated>2005-10-07T23:45:04Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(edit plz)&lt;br /&gt;
&lt;br /&gt;
Swarm tactics = 20 hoverbikes vs 1 transporter!&lt;br /&gt;
&lt;br /&gt;
Accuracy Computers any good? - HELL YES!  Mount them on missile firing air vehicles only.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Ground_Vehicles_(Apocalypse)&amp;diff=2247</id>
		<title>Ground Vehicles (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Ground_Vehicles_(Apocalypse)&amp;diff=2247"/>
		<updated>2005-10-07T23:43:03Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The road is weaker than your vehicle armour. Road blows up = dead car&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bases_(Apocalypse)&amp;diff=3580</id>
		<title>Bases (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bases_(Apocalypse)&amp;diff=3580"/>
		<updated>2005-10-07T23:31:38Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(please add to this)&lt;br /&gt;
&lt;br /&gt;
Bases can be bought for varing sums of cash. Different shapes and locations, including the exterior building govern your desisions when the need to expand. Floor plans are number one and extorier shape is number two for importance. A weak high rise slum can collaspe and destroy your base module, whereas a fortified wharehouse surreounded by high rise buildings can offer the best &amp;quot;projectile damage resistense&amp;quot; because its not easy to shoot at.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stingray&amp;diff=3261</id>
		<title>Stingray</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stingray&amp;diff=3261"/>
		<updated>2005-10-07T23:22:45Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Craft_Armaments]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:stingray.png|right|Stingray Missile]]&lt;br /&gt;
Like the [[Cannon]], the Stingray is considered to be a last resort by most Commanders. Whilst it offers an increased range and punch than the cannon, it takes a great deal longer to reload for the next shot and shots are limited.&lt;br /&gt;
&lt;br /&gt;
It is only suitable for the interception of very small and small UFOs, thus it cannot damage &#039;&#039;Large&#039;&#039; class UFOs.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Range:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 km&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Accuracy:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reload Time:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 seconds&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shots:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ammunition Used:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stingray Missile&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cannon&amp;diff=3260</id>
		<title>Cannon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cannon&amp;diff=3260"/>
		<updated>2005-10-07T23:21:39Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Craft_Armaments]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:cannon.png|right|Cannon]]&lt;br /&gt;
The cannon is considered to be the last resort for craft armament. It suffers from both a lack of power and a pitiful range, making it effectively useless against all but scout class UFOs.&lt;br /&gt;
&lt;br /&gt;
The cannon&#039;s main advantage is its huge ammunition magazine. Though the [[Stingray]] and [[Avalanche]] have greater range and power, the missiles do have a very limited ammunition supply. The cannon on the other hand, having 200 shells and a greater firing rate, has many chances of striking its target. What it lacks in power, it makes up in volume. &lt;br /&gt;
&lt;br /&gt;
The cannon&#039;s biggest problem is to actually get a UFO to enter its firing range. The best way of closing into a UFO quickly is to use an aggressive stance and to pray that the UFO does not flee. When a UFO finally manages to get within range, the next problem is to actually survive any return fire. &lt;br /&gt;
&lt;br /&gt;
Due to these limitations, Cannons are very quickly outclassed by the craft [[Laser Cannon]]s and [[Plasma Beam]]s. Cannons continue to remain useful to a small extent by the simple fact that they have a much greater chance of shooting down smaller UFOs without completely destroying them.&lt;br /&gt;
&lt;br /&gt;
They reload in 50 round lots.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Range:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 km&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Accuracy:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Reload Time:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 seconds&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shots:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ammunition Used:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cannon Rounds (x50)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=1641</id>
		<title>Lightning</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lightning&amp;diff=1641"/>
		<updated>2005-10-07T23:18:09Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Crafts]]&lt;br /&gt;
== General Information ==&lt;br /&gt;
[[Image:lightning.png|right|Lightning - New Fighter-Transporter]]The prototype X-Com fighter/transporter, the Lightning is the second UFO-based craft developed by R&amp;amp;D, with the emphasis on troop transport capabilities.&lt;br /&gt;
&lt;br /&gt;
The Lightning is your typical &#039;Jack of all trades, master of none&#039;. It neither excels at being an interceptor nor does it excel at being a troop transporter. Either role can be better filled with other aircraft, such as [[Interceptor]]s or [[Skyranger]]s, but the Lightning is a meld of both. &lt;br /&gt;
&lt;br /&gt;
As an interceptor, it fails by having a short range. As a transporter, it is unable to carry [[Heavy Weapons Platforms]]. These are the main reasons why a number of [[X-COM]] Commanders frown on the usage of the Lightning.&lt;br /&gt;
&lt;br /&gt;
However, unlike the [[Skyranger]] or the [[Avenger]], the Lightning does offer a completely unique experience when it comes to ground combat because of its peculiar octagonal design. Due to an unusual design flaw, troops are able to leave from four other locations apart from the official entrance. These additional exits are found on the corners of the ship. &lt;br /&gt;
&lt;br /&gt;
With a combination of well trained soldiers, adequate equipment and strategy, the ability to deploy from almost every direction can prove to be very advantageous in many different situations. However, as the Lightning lacks the ability to transport [[Heavy Weapons Platforms]], only [[X-COM]] Commanders that are confident in the abilities of their squads to survive without HWPs may wish to make use of the Lightning. &lt;br /&gt;
&lt;br /&gt;
As the Lightning is designed to carry troops, it lacks the acceleration of the [[Firestorm]]. This means that even though it can stay in the air for almost as long as a [[Firestorm]], it cannot fly very far. This does not necessarily render the Lightning useless. Though its range is limited, its acceleration still outclasses every other earth based aircraft available, making it excellent for rapid short range interceptions and ground assaults. &lt;br /&gt;
&lt;br /&gt;
Whilst its primary role is that of troop transporter, unlike the [[Skyranger]] it has a single aircraft weapons hardpoint.&lt;br /&gt;
&lt;br /&gt;
The Lightning also has much heavier armour and hull strength than the [[Firestorm]] and is second only to the [[Avenger]] in terms of its ability to sustain damage. Although it may not be destroyed completely by a single attack from a [[Battleship]], the odds of a lone Lightning surviving an attack against a [[Battleship]] are substantially smaller than that of the [[Avenger]]. &lt;br /&gt;
&lt;br /&gt;
The Lightning, for all its advantages and disadvantages, is best used as support for other ships with a more dedicated role rather to be relied on by itself. &#039;&#039;&#039;EXTRA&#039;&#039;&#039;: If you need rapid response times and don&#039;t have the Avenger, this craft can shuttle back and forth between all those landed alien craft who are building an Alien base. Grab that Elerium quick.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Lightning&amp;quot; craft is fuelled by [[Elerium-115]]. Before manufacturing this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
One Lightning requires 6 units of Elerium for refuelling. When refuelling, the Firestorm receives 16% more fuel (i.e., 1 Elerium) every half hour, on the half hour. So it can take up to three hours to refuel, and will be finished fuelling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
Lightnings are repaired at the rate of 3% damage per day.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Skyranger]] - Standard Troop Transporter&lt;br /&gt;
*[[Avenger]] - Ultimate Craft&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=1127</id>
		<title>Base Facilities (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(EU)&amp;diff=1127"/>
		<updated>2005-10-07T23:10:36Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of base facilities that you can place in your installations. Some of these are available from the beginning of the game, others are gained through research. With the exception of the [[Access Lift]], and the facilites you start the game with, all require an amount of time to be built and will charge you a monthly maintanance fee on top of the initial construction costs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the [[Access Lift]]. While you cannot dismantle a base facility that is in use or is linking other facilities to the [[Access Lift]], it can be destroyed in the process of a [[Base Defense]] mission. If a base facility is destroyed in this way, any other base facilities that were relying on that facility as a link to the [[Access Lift]] will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Initial Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Access Lift]]&lt;br /&gt;
* [[Living Quarters]]&lt;br /&gt;
* [[Laboratory]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[General Stores]]&lt;br /&gt;
* [[Alien Containment]]&lt;br /&gt;
* [[Hangar]]&lt;br /&gt;
* [[Small Radar]]&lt;br /&gt;
* [[Large Radar]]&lt;br /&gt;
* [[Missile Defences]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Researchable Base Facilities:&#039;&#039;&#039;&lt;br /&gt;
* [[Psionic Laboratory]]&lt;br /&gt;
* [[Hyper-Wave Decoder]]&lt;br /&gt;
* [[Laser Defences]]&lt;br /&gt;
* [[Plasma Defences]]&lt;br /&gt;
* [[Fusion Ball Defences]]&lt;br /&gt;
* [[Mind Shield]]&lt;br /&gt;
* [[Grav Shield]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Bomb Bloke|Bomb Bloke]] 15:41, 4 Mar 2005 (GMT)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Single Use Facilities == &lt;br /&gt;
There are various facilities that benefit the base in certain ways. Normally, the more you have, the more you are able to do with them. This is not so with a certain set of facilities. For these facilities, they will only provide one benefit to each base and no more.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These include: [[Small Radar]], [[Large Radar]], [[Hyperwave Decoder]], [[Grav Shield]] and the [[Mind Shield]].&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These facilities will work with every other facility, but any duplicate facility will not provide any functional benefits but will still cost maintenance. This is especially important for radars and the [[Grav Shield]]. For example, two [[Large Radars]] will not work, but a single [[Large Radar]] and a [[Small Radar]] will stack and combine their scanning abilities. The [[Grav Shield]] will only repel attackers once per base.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The only reason to build multiple facilities from the above list would be for strategic base defence reasons, as each module provides a different lower corridor layout.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: While the base information screen does list how many radars you have, that is all it does. It does not represent your base&#039;s actual scanning ability.&lt;br /&gt;
&lt;br /&gt;
== Base Construction Quick Notes ==&lt;br /&gt;
&amp;lt;!-- The base destruction notes could make up a whole new section! - NKF --&amp;gt;&lt;br /&gt;
* Destruction of base facilities through combat and the domino collapse effect - To Do &lt;br /&gt;
* What happens to equipment, vehicles and staff when facilities are destroyed - Help&lt;br /&gt;
* [[Base Disjoint Bug]] - in progress&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Large_Radar_System&amp;diff=1145</id>
		<title>Large Radar System</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Large_Radar_System&amp;diff=1145"/>
		<updated>2005-10-07T23:06:19Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Radar is the best available until Hyper-Wavwe Decoder. Build four (or more) in your base to increase the chance of detection (but not the range, it stays the same). Note: Some ppl claim that only one building will work, not multiples. After extensive testing, I found that detection is better, range stays the same. Multiple buildings work.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1128</id>
		<title>Hyper-wave Decoder</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1128"/>
		<updated>2005-10-07T22:39:23Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hyper-Wave Decoder is the ultimate scanning device. While scanning, it detects any ufo and it lets you know the ufo type, crew race, the mission, and its destination on the planet.&lt;br /&gt;
&lt;br /&gt;
You only need one at the base, and you can dismantel any other radar types, since these are now redundant. They also pick up &#039;&#039;&#039;every&#039;&#039;&#039; UFO that enters its scanning radius.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Workshop&amp;diff=1166</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Workshop&amp;diff=1166"/>
		<updated>2005-10-07T22:37:45Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshop = Manufacturing = Money. Never have idle engineers, have them make something (anything) so you can sell it, if you don&#039;t need it however. Just be careful of using raw alien materials. Elerium is precious and rare. Want the ultimate Manufacturing plant? Have six workshops and 255 engineers!&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=General_Stores&amp;diff=1167</id>
		<title>General Stores</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=General_Stores&amp;diff=1167"/>
		<updated>2005-10-07T22:33:42Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Storage! If you overload your base with too much stuff (usually after a mission, or five), you&#039;ll wont be able to place anything into storage until you make room. Transfer it out, or sell it. If you don&#039;t do anything about it, you won&#039;t loose anything, so don&#039;t panic.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Containment&amp;diff=1170</id>
		<title>Alien Containment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Containment&amp;diff=1170"/>
		<updated>2005-10-07T22:30:27Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Containment can hold ten &#039;&#039;&#039;different types&#039;&#039;&#039; of alien, not just ten aliens in quantity. Race and rank are classed as separate, thus count as two different types of alien.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Large_Radar_System&amp;diff=1121</id>
		<title>Large Radar System</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Large_Radar_System&amp;diff=1121"/>
		<updated>2005-10-07T22:27:26Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large Radar is the best available until Hyper-Wavwe Decoder. Build four (or more) in your base to increase the chance of detection (but not the range, it stays the same)&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missile_Defences&amp;diff=1146</id>
		<title>Missile Defences</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missile_Defences&amp;diff=1146"/>
		<updated>2005-10-07T22:25:11Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weak and almost useless. Build them only for dramatic effect.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_Laboratory&amp;diff=1126</id>
		<title>Psionic Laboratory</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_Laboratory&amp;diff=1126"/>
		<updated>2005-10-07T22:24:28Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Psionic Labs are the number one priority. Soldiers using this facility learn how to use their &amp;quot;mind-force&amp;quot; in comabt. Train ten at once and at the end of the month these soldiers will have a Psi stat. Above 80 is good, above 95 is excellent. Also, don&#039;t transfer these soldiers if they are using the Psi Lab. You can use these soldiers in combat whilst they are training, but if they die, you&#039;ll have an empty slot in your labs, which can&#039;t be filled until the following month.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1120</id>
		<title>Hyper-wave Decoder</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1120"/>
		<updated>2005-10-07T22:18:22Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hyper-Wave Decoder is the ultimate scanning device. While scanning, it detects any ufo and it lets you know the ufo type, crew race, the mission, and its dwestination on the planet.&lt;br /&gt;
&lt;br /&gt;
You only need one at the base, and you can dismantel any other radar types, since these are now redundant. They also pick up &#039;&#039;&#039;every&#039;&#039;&#039; UFO that enters its scanning radius.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Grav_Shield&amp;diff=1181</id>
		<title>Grav Shield</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Grav_Shield&amp;diff=1181"/>
		<updated>2005-10-07T22:15:15Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Grav Shield lets your base defenses shoot twice, instead of once. Build only one at the base.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Fusion_Ball_Defences&amp;diff=1218</id>
		<title>Fusion Ball Defences</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Fusion_Ball_Defences&amp;diff=1218"/>
		<updated>2005-10-07T22:13:05Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ultimate in base defense. Can knock out a battleship in two hits, but usually three. Best used in lots of five with a grav shield. Ten chances to hit usually garentees a dead battleship, and no more base defense missions.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1119</id>
		<title>Hyper-wave Decoder</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hyper-wave_Decoder&amp;diff=1119"/>
		<updated>2005-10-07T22:08:25Z</updated>

		<summary type="html">&lt;p&gt;60.241.75.186: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Hyper-Wave Decoder is the ultimate scanning device, while scanning any ufo orders it detects it lets you know the ufo type, crew race and the mission.&lt;br /&gt;
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You only need one at the base, and you can dismantel any other radar types, since these are now redundant. They also pick up every UFO that enters its scanning radius.&lt;/div&gt;</summary>
		<author><name>60.241.75.186</name></author>
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