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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=990</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=990"/>
		<updated>2005-09-23T10:22:22Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Panic Attacks */ bravery linkage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usually only relevant in bad situations, knowing how it works can thus be of help to a struggling X-COM commander.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
Morale is fixed at 100 and is reset at the start of each mission.&lt;br /&gt;
&lt;br /&gt;
== Actions Affecting Morale ==&lt;br /&gt;
* Own unit killed - squad loses 20 points, adjusted by bravery, leadership and rank of dead soldier&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses ?? points&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership, soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
&lt;br /&gt;
== Bravery ==&lt;br /&gt;
Base morale loss when a comrade dies is modified by [[Bravery]] as follows:&lt;br /&gt;
 Bravery  Morale loss&lt;br /&gt;
   10       -20&lt;br /&gt;
   20       -18&lt;br /&gt;
   30       -16&lt;br /&gt;
   40       -14&lt;br /&gt;
   50       -12&lt;br /&gt;
   60       -10&lt;br /&gt;
   70        -8&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Officers help in two ways - they reduce morale loss from negative events, and they increase morale gained from positive events. Current best leadership bonus is always used - so if a colonel is killed, and the next best thing on the mission is a sergeant, morale loss from the colonel&#039;s death is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
Morale loss is higher for an officer casualty, as seen below. Rookies, squaddies and tanks cause normal amounts.&lt;br /&gt;
&lt;br /&gt;
           Leadership    Death morale&lt;br /&gt;
             bonus          loss&lt;br /&gt;
 Sergeant     10%           x1.2&lt;br /&gt;
 Captain      15%           x1.3&lt;br /&gt;
 Colonel      20%           x1.5&lt;br /&gt;
 Commander    35%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, the two should never mix.&lt;br /&gt;
&lt;br /&gt;
Using XCOMUTIL you can automatically have your officers exit the craft last, and rookies first.&lt;br /&gt;
&lt;br /&gt;
Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a blaster launcher or mind-probe they can even provide some support. - see [[Rear Commander]] strategy note.&lt;br /&gt;
&lt;br /&gt;
It works both ways. Targeting the alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the aliens.&lt;br /&gt;
&lt;br /&gt;
== Panic Attacks ==&lt;br /&gt;
Of the two attacks available to an alien or human using [[psionics]], panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts &#039;&#039;&#039;(110 - [[Bravery]])&#039;&#039;&#039; points from your morale score. Usually repeated attacks are needed to bring the morale below 50, at which point the target might panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no TU&#039;s and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TU&#039;s. Either way you can&#039;t control them this turn.&lt;br /&gt;
&lt;br /&gt;
=== General Panic Chance ===&lt;br /&gt;
If a soldier&#039;s morale drops below 50, there is a chance that he will panic or go berserk on the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work by Hobbes at [http://www.xcomufo.com/forums/index.php?showtopic=5652&amp;amp;pid=99052&amp;amp;st=0&amp;amp;#entry99052 XcomUfo Forums]&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=893</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=893"/>
		<updated>2005-09-23T10:21:53Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Bravery */ linkage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usually only relevant in bad situations, knowing how it works can thus be of help to a struggling X-COM commander.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
Morale is fixed at 100 and is reset at the start of each mission.&lt;br /&gt;
&lt;br /&gt;
== Actions Affecting Morale ==&lt;br /&gt;
* Own unit killed - squad loses 20 points, adjusted by bravery, leadership and rank of dead soldier&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses ?? points&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership, soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
&lt;br /&gt;
== Bravery ==&lt;br /&gt;
Base morale loss when a comrade dies is modified by [[Bravery]] as follows:&lt;br /&gt;
 Bravery  Morale loss&lt;br /&gt;
   10       -20&lt;br /&gt;
   20       -18&lt;br /&gt;
   30       -16&lt;br /&gt;
   40       -14&lt;br /&gt;
   50       -12&lt;br /&gt;
   60       -10&lt;br /&gt;
   70        -8&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Officers help in two ways - they reduce morale loss from negative events, and they increase morale gained from positive events. Current best leadership bonus is always used - so if a colonel is killed, and the next best thing on the mission is a sergeant, morale loss from the colonel&#039;s death is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
Morale loss is higher for an officer casualty, as seen below. Rookies, squaddies and tanks cause normal amounts.&lt;br /&gt;
&lt;br /&gt;
           Leadership    Death morale&lt;br /&gt;
             bonus          loss&lt;br /&gt;
 Sergeant     10%           x1.2&lt;br /&gt;
 Captain      15%           x1.3&lt;br /&gt;
 Colonel      20%           x1.5&lt;br /&gt;
 Commander    35%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, the two should never mix.&lt;br /&gt;
&lt;br /&gt;
Using XCOMUTIL you can automatically have your officers exit the craft last, and rookies first.&lt;br /&gt;
&lt;br /&gt;
Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a blaster launcher or mind-probe they can even provide some support. - see [[Rear Commander]] strategy note.&lt;br /&gt;
&lt;br /&gt;
It works both ways. Targeting the alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the aliens.&lt;br /&gt;
&lt;br /&gt;
== Panic Attacks ==&lt;br /&gt;
Of the two attacks available to an alien or human using [[psionics]], panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts &#039;&#039;&#039;(110 - Bravery)&#039;&#039;&#039; points from your morale score. Usually repeated attacks are needed to bring the morale below 50, at which point the target might panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no TU&#039;s and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TU&#039;s. Either way you can&#039;t control them this turn.&lt;br /&gt;
&lt;br /&gt;
=== General Panic Chance ===&lt;br /&gt;
If a soldier&#039;s morale drops below 50, there is a chance that he will panic or go berserk on the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work by Hobbes at [http://www.xcomufo.com/forums/index.php?showtopic=5652&amp;amp;pid=99052&amp;amp;st=0&amp;amp;#entry99052 XcomUfo Forums]&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=892</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Morale&amp;diff=892"/>
		<updated>2005-09-23T10:16:10Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Panic Attacks */ adding Zombie&amp;#039;s formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usually only relevant in bad situations, knowing how it works can thus be of help to a struggling X-COM commander.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
Morale is fixed at 100 and is reset at the start of each mission.&lt;br /&gt;
&lt;br /&gt;
== Actions Affecting Morale ==&lt;br /&gt;
* Own unit killed - squad loses 20 points, adjusted by bravery, leadership and rank of dead soldier&lt;br /&gt;
* Own unit knocked unconscious - no effect on squad morale&lt;br /&gt;
* Own unit hurt - no effect on squad morale, unit hurt loses ?? points&lt;br /&gt;
* Friendly fire kill - squad loses normal amount, soldier loses 20 extra points adjusted only by leadership&lt;br /&gt;
* Friendly fire hit - no effect beyond injury morale loss in the soldier hit&lt;br /&gt;
* Alien hit/hurt - no effect on your morale&lt;br /&gt;
* Alien killed - squad gains 10 points, adjusted by squad leadership, soldier gains 20 extra points adjusted by squad leadership&lt;br /&gt;
* Panic/berserk - soldier gains 15 points flat&lt;br /&gt;
&lt;br /&gt;
== Bravery ==&lt;br /&gt;
Base morale loss when a comrade dies is as follows:&lt;br /&gt;
 Bravery  Morale loss&lt;br /&gt;
   10       -20&lt;br /&gt;
   20       -18&lt;br /&gt;
   30       -16&lt;br /&gt;
   40       -14&lt;br /&gt;
   50       -12&lt;br /&gt;
   60       -10&lt;br /&gt;
   70        -8&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
Officers help in two ways - they reduce morale loss from negative events, and they increase morale gained from positive events. Current best leadership bonus is always used - so if a colonel is killed, and the next best thing on the mission is a sergeant, morale loss from the colonel&#039;s death is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
Morale loss is higher for an officer casualty, as seen below. Rookies, squaddies and tanks cause normal amounts.&lt;br /&gt;
&lt;br /&gt;
           Leadership    Death morale&lt;br /&gt;
             bonus          loss&lt;br /&gt;
 Sergeant     10%           x1.2&lt;br /&gt;
 Captain      15%           x1.3&lt;br /&gt;
 Colonel      20%           x1.5&lt;br /&gt;
 Commander    35%           x1.75&lt;br /&gt;
&lt;br /&gt;
Morale loss on personnel death equals:&lt;br /&gt;
  Base morale loss x (100% - Leadership bonus) = adjusted morale loss (drop fractions)&lt;br /&gt;
  Adjusted morale loss x Rank modifier = final morale loss (drop fractions)&lt;br /&gt;
&lt;br /&gt;
=== Officer Tactics ===&lt;br /&gt;
Losing an officer (higher rank) has a greater effect on the whole squad&#039;s morale than losing a rookie. LZ&#039;s are notorious for ambushes and extreme risk. So logically, the two should never mix.&lt;br /&gt;
&lt;br /&gt;
Using XCOMUTIL you can automatically have your officers exit the craft last, and rookies first.&lt;br /&gt;
&lt;br /&gt;
Some people extend this tactic and keep the commanding officer in the Skyranger for the entire battle. They&#039;re safest there, and with a blaster launcher or mind-probe they can even provide some support. - see [[Rear Commander]] strategy note.&lt;br /&gt;
&lt;br /&gt;
It works both ways. Targeting the alien officers first (eg. with a [[Blaster Bomb]] to the UFO bridge) will help create widespread panic among the aliens.&lt;br /&gt;
&lt;br /&gt;
== Panic Attacks ==&lt;br /&gt;
Of the two attacks available to an alien or human using [[psionics]], panic attacks are more likely to succeed. A successful psionic panic attack immediately subtracts &#039;&#039;&#039;(110 - Bravery)&#039;&#039;&#039; points from your morale score. Usually repeated attacks are needed to bring the morale below 50, at which point the target might panic. Typical reactions are berserking or running away. A berserk soldier will fire wildly at any available target, leaving them with no TU&#039;s and possibly some friendly fire incidents; a soldier who runs away will drop anything in their hands (weapons, live explosives) and then run in an often unsafe direction, leaving them with no TU&#039;s. Either way you can&#039;t control them this turn.&lt;br /&gt;
&lt;br /&gt;
=== General Panic Chance ===&lt;br /&gt;
If a soldier&#039;s morale drops below 50, there is a chance that he will panic or go berserk on the next turn.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
 % Panic Chance = 100 - (2 x Morale)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If a soldier has a Morale rating of 40, they have a 20% chance of panicking on the next turn.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Work by Hobbes at [http://www.xcomufo.com/forums/index.php?showtopic=5652&amp;amp;pid=99052&amp;amp;st=0&amp;amp;#entry99052 XcomUfo Forums]&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=475</id>
		<title>Under The Hood</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=475"/>
		<updated>2005-06-29T11:46:11Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Useful Glitches, Workarounds or Just Plain Odd Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproduceable game bugs or useful &#039;glitches&#039;. (Note this does &#039;&#039;not&#039;&#039; include technical bugs) &lt;br /&gt;
&lt;br /&gt;
As we don&#039;t have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time. &lt;br /&gt;
&lt;br /&gt;
Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.  &lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
*Radars - how they work, and why only one of each type will ever function. (Plus, the phantom radar &amp;quot;trick&amp;quot;) &lt;br /&gt;
*How the grenade timer works &lt;br /&gt;
*Where do [[area-effect weapons]] harm you? &lt;br /&gt;
*[[Damage formula]] (Weapons vs Armor)&lt;br /&gt;
*Calculating [[recovery time]] for injured soldiers &lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
*[[Reaction fire formula]]&lt;br /&gt;
*[[Motion scanner blip sizes]]&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
**How a psionic attack works &lt;br /&gt;
*[[Throwing distances]] &lt;br /&gt;
*Item weights and how they correlate with Strength &lt;br /&gt;
*Why Strength does NOT improve with more weight. &lt;br /&gt;
*Weapon comparison tables&lt;br /&gt;
*Fire. Just how does it work? &lt;br /&gt;
*Unit spawn priorities &lt;br /&gt;
*How much does it cost to lose a base - And why you shouldn&#039;t put up a fight if there really is no hope of winning. (It&#039;s not as bad as it sounds. Really!) &lt;br /&gt;
*The dire consequences of picking up [[unconscious]] units &lt;br /&gt;
*[[Alien movement patterns]]&lt;br /&gt;
&lt;br /&gt;
== Useful Glitches, Workarounds or Just Plain Odd Stuff ==&lt;br /&gt;
See also [[Exploits]]&lt;br /&gt;
*Free Ammo for tanks on base defence missions &lt;br /&gt;
*Phantom Radar - How to get rid of the radar, but keep its abilities &lt;br /&gt;
*Straight lines and the equator - getting a little more range from your ships &lt;br /&gt;
*Stacking bug (UFO only) &lt;br /&gt;
**Activating Melee Attacks &lt;br /&gt;
*The Medikit heal-through-wall trick &lt;br /&gt;
*[[Exploits#Throwing through ceilings]] - Throwing items through the ceiling trick &lt;br /&gt;
*Consequences of firing explosives at the ceiling &lt;br /&gt;
*Hitting multiple targets with [[incendiary]] effects&lt;br /&gt;
*The oddeties of [[data corruption]]&lt;br /&gt;
*The oddeties of mind control/molecular control&lt;br /&gt;
**[[Why civilians go rogue]]  &lt;br /&gt;
**[[Large units]] &lt;br /&gt;
**[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
* On spawn locations in base defence missions and how to make the ultimate &amp;quot;hand&#039;s off&amp;quot; base.&lt;br /&gt;
&lt;br /&gt;
== Not so useful Glitches ==&lt;br /&gt;
*Glitches with the Gauss SWS (TFTD only)&lt;br /&gt;
*[[Ufo Names in Tftd]] (TFTD only) &lt;br /&gt;
*Exponential transfer costs &lt;br /&gt;
*[[Vertical waypoint bug]] (Collectors Edition only) &lt;br /&gt;
*[[Proximity mine bug]]&lt;br /&gt;
*[[Disappearing ammo bug]]&lt;br /&gt;
*Ctrl+C - why it does what it does and why you shouldn&#039;t exploit it. (Dos versions only)&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=684</id>
		<title>Time Units</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=684"/>
		<updated>2005-06-01T08:15:28Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: mentioning Stamina&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Time units (TUs) are one of several vital resources available to [[X-COM]] Soldiers. &lt;br /&gt;
&lt;br /&gt;
A single [[game turn]] is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on any given figure. It could be a minute, it could be 5 seconds. In any case, a [[game turn]] is merely the duration in which actions are taken by each side. &lt;br /&gt;
&lt;br /&gt;
The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with &#039;&#039;speed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that TUs are spent in two ways. In fixed amounts and in percentages.&lt;br /&gt;
&lt;br /&gt;
Actions such as walking, turning, moving equipment around, reloading weapons, using medicine and a variety of other actions all cost the same amount of TUs no matter the soldier. Soldiers with high TUs benefit the most from fixed TU actions more than soldiers with low TUs. Make these your scouts.&lt;br /&gt;
&lt;br /&gt;
Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier&#039;s overall Time Units to perform. This means that the amount of TUs has no bearing on how many times the action can be performed during any given turn. For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of the maximum amount of TUs. Give low-TU soldiers support fire roles.&lt;br /&gt;
&lt;br /&gt;
Heavy encumbrance will lower a soldiers available TUs, but as stated above, they will still have no change to how many times they can fire weapons. The lower cap for the base stat is 50 but encumbrance can reduce TU below this.&lt;br /&gt;
&lt;br /&gt;
Due to integer rounding, a solder autofiring heavy plasma (35% TU) will get 3 auto shots at some TU values but not others. Below 38 TU they will &#039;&#039;always&#039;&#039; get 3 shots.&lt;br /&gt;
&lt;br /&gt;
An [[X-COM]] soldier&#039;s TUs caps at 80, but integer rounding can cause still cause a soldier to receive a maximum of 81. Officially, it&#039;s 80. Older versions of [[X-COM]] did not have this cap and stats would reach 255 and then return to 0. &lt;br /&gt;
&lt;br /&gt;
What is not apparent is that Time Units heavily influences a unit&#039;s [[Reactions]]. See [[Reactions]] for more information.&lt;br /&gt;
&lt;br /&gt;
Associated with TUs is the [[Stamina]] stat. Moving a unit consumes both TUs and Stamina (energy) points, but reloading or opening doors consumes only TUs.&lt;br /&gt;
&lt;br /&gt;
See also: [[Inventory TU Table]]&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=454</id>
		<title>Time Units</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Time_Units&amp;diff=454"/>
		<updated>2005-05-30T10:25:50Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: note on encumbrance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Time units (TUs) are one of several vital resources available to [[X-COM]] Soldiers. &lt;br /&gt;
&lt;br /&gt;
A single [[game turn]] is an unspecified amount of time. There has been many arguments as to what duration of time this could be, but no one can agree on any given figure. It could be a minute, it could be 5 seconds. In any case, a [[game turn]] is merely the duration in which actions are taken by each side. &lt;br /&gt;
&lt;br /&gt;
The Time Unit is a fraction of this time. If a soldier has a maximum of 64 Time Units, then each TU is worth 1/64th of a turn. A soldier with 80 TUs uses 1/80th of the turn for every TU spent. This means that Time Units are synonymous with &#039;&#039;speed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that TUs are spent in two ways. In fixed amounts and in percentages.&lt;br /&gt;
&lt;br /&gt;
Actions such as walking, turning, moving equipment around, reloading weapons, using medicine and a variety of other actions all cost the same amount of TUs no matter the soldier. Soldiers with high TUs benefit the most from fixed TU actions more than soldiers with low TUs. Make these your scouts.&lt;br /&gt;
&lt;br /&gt;
Actions that cost a percentage, such as firing a gun or priming a grenade, will always take a percentage of the soldier&#039;s overall Time Units to perform. This means that the amount of TUs has no bearing on how many times the action can be performed during any given turn. For example, if a weapon costs 25% to fire, it can only be fired a maximum of 4 times a turn, for every soldier, regardless of the maximum amount of TUs. Give low-TU soldiers support fire roles.&lt;br /&gt;
&lt;br /&gt;
Heavy encumbrance will lower a soldiers available TUs, but as stated above, they will still have no change to how many times they can fire weapons. The lower cap for the base stat is 50 but encumbrance can reduce TU below this.&lt;br /&gt;
&lt;br /&gt;
Due to integer rounding, a solder autofiring heavy plasma (35% TU) will get 3 auto shots at some TU values but not others. Below 38 TU they will &#039;&#039;always&#039;&#039; get 3 shots.&lt;br /&gt;
&lt;br /&gt;
An [[X-COM]] soldier&#039;s TUs caps at 80, but integer rounding can cause still cause a soldier to receive a maximum of 81. Officially, it&#039;s 80. Older versions of [[X-COM]] did not have this cap and stats would reach 255 and then return to 0. &lt;br /&gt;
&lt;br /&gt;
What is not apparent is that Time Units heavily influences a unit&#039;s [[Reactions]]. See [[Reactions]] for more information.&lt;br /&gt;
&lt;br /&gt;
See also: [[Inventory TU Table]]&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers&amp;diff=499</id>
		<title>Soldiers</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers&amp;diff=499"/>
		<updated>2005-05-30T10:15:47Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: TU link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General Note: To contain any and all information regarding soldiers. Some topics to be covered:&lt;br /&gt;
&lt;br /&gt;
* Hiring/firing &lt;br /&gt;
**General information on Stats such as:&lt;br /&gt;
**[[Reactions]]&lt;br /&gt;
**[[TU]]s&lt;br /&gt;
* [[Psionics]] &lt;br /&gt;
* [[Experience]]&lt;br /&gt;
* Calculating rest time &lt;br /&gt;
&lt;br /&gt;
P. S: As all this relates to TFTD as well, this section may need to be shared between the two games.&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=512</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=512"/>
		<updated>2005-05-30T09:29:17Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: base disjoint bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Blaster Bomb Bug - CE ==&lt;br /&gt;
On the Gold/Collector&#039;s Edition of X-COM, you had to be damn careful - why? Because, for some reason, blaster bombs refuse to travel directly upwards. They don&#039;t mind moving diagonally upwards, but they -hate- moving straight up. So, with this in mind, you can now avoid blowing yourself up with blaster bombs! :)&lt;br /&gt;
&lt;br /&gt;
== 80-item Limit ==&lt;br /&gt;
When loading up your Avenger for a massive UFO assault or arming soldiers for a [[Base Defense]] from your overflowing stores, you will likely hit this limit. You only get a max of 80 items, and you don&#039;t get to choose which ones, so you may end up with 80 clips and no rifles for the base defense, or not be able to get your hands on that dropped blaster launcher during the UFO assault. The solution? Timely housekeeping. Sell off your spare personal equipment.&lt;br /&gt;
&lt;br /&gt;
== The trouble with Mines (general) == &lt;br /&gt;
The armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in savegames. More information to come.&lt;br /&gt;
&lt;br /&gt;
== TFTD Research Tree Bug Avoidance Guide == &lt;br /&gt;
TFTD&#039;s research problems are more of a serious oversight than a true bug. More of a pain, really. Nevertheless, a variation of NKF&#039;s [[TRTBAG | TFTD Research Tree Bug Avoidance Guide]], coming soon - free time permitting.&lt;br /&gt;
&lt;br /&gt;
[[Jasonred]]: I&#039;d say it CAN easily become a true bug. Tech items can literally become impossible to access and will never appear in your campaign. In some cases, making it impossible to complete the game.&lt;br /&gt;
&lt;br /&gt;
For now:&lt;br /&gt;
&lt;br /&gt;
*NEVER research the Tasoth Commander. There&#039;s no reason to, as far as I can tell.&lt;br /&gt;
*ONLY research Deep One Terrorist AFTER you have completed Plastic Aqua Armor and Ion Beam Accelerators.&lt;br /&gt;
*DO NOT research M.C. Lab unless you have AT LEAST one MC Reader in storage.&lt;br /&gt;
*You MUST have at least one &amp;quot;Sub Construction&amp;quot; in storage before completing research on Zrbite and/or Transmission Resolver.&lt;br /&gt;
&lt;br /&gt;
Other than the MC reader one, any of the above would make it impossible to finish the game.&lt;br /&gt;
&lt;br /&gt;
-compiled from NKF&#039;s guide.&lt;br /&gt;
&lt;br /&gt;
== Mountain Map ==&lt;br /&gt;
* Skyranger ramp can be damaged by explosives on this map.&lt;br /&gt;
* UFO hulls can be damaged by explosives on this map.&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug ==&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defense]] missions. The dirt walls can be knocked down by Blaster Bombs during combat but are otherwise unbreakable.&lt;br /&gt;
&lt;br /&gt;
NKF illustrates this in a [http://www.geocities.com/nkfarma/reference/bdb.html pretty picture] for you.  XCOMUTIL corrects this problem.&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medi-Kit_(EU)&amp;diff=409</id>
		<title>Medi-Kit (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medi-Kit_(EU)&amp;diff=409"/>
		<updated>2005-04-29T16:58:39Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: rough notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
The most important function of the Medi-Kit is stopping further health loss from critical wounds. Painkillers ([[morale]] boost) and stimulants (recovering stun damage) are of much lower priority and often ignored&lt;br /&gt;
&lt;br /&gt;
-must be facing soldier to work, or on same square as [[unconscious]] one&lt;br /&gt;
-uses 10TU per critical wound heal or injection&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* works on aliens too&lt;br /&gt;
* can operate through walls, thus usable as a 1-square alien detector &lt;br /&gt;
&lt;br /&gt;
== Manufacturing ==&lt;br /&gt;
The Medikit is roughly the third most profitable item to manufacture and sell, if you have spare engineers.&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Unconscious&amp;diff=371</id>
		<title>Unconscious</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Unconscious&amp;diff=371"/>
		<updated>2005-04-29T16:55:36Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: stun damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To knock any unit unconscious, its stun damage (grey inner bar) has to exceed its health (red outer bar). Thus a shortcut to unconsciousness is to have friends lightly wound the unit to reduce its health (eg with a few pistol rounds) before or after hitting it with your stun weapon. Tricky but it can save your life.&lt;br /&gt;
&lt;br /&gt;
== Stun damage weapons ==&lt;br /&gt;
* [[Stun Rod]], highly accurate hand-to-hand combat, although few soldiers will gladly accept the chance to poke a dangerous alien with a stick, and large aliens will take a few pokes.&lt;br /&gt;
* Smoke inhalation (does not affect sealed [[Power Suits]] or robots), approx 2 points/round&lt;br /&gt;
* [[Small Launcher]] firing the area-effect [{Stun Bombs]]&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
Stun damage fades slowly, approx 5 points/round. [[Medi-kit]] stimulants will counteract stun damage on application. To revive an unconscious unit, stand on the square where their body is lying and use the medikit until it can&#039;t find a target. The revived unit will be standing nearby without any equipment.&lt;br /&gt;
&lt;br /&gt;
== Unconscious Aliens ==&lt;br /&gt;
* could still wake up, but tend not to pick up weapons&lt;br /&gt;
* can be made unconscious if already half-stunned, by a small amount of damage that knocks their health below the stun level. Pistols suggested.&lt;br /&gt;
* attract other roaming aliens. Can be used as ambush bait eg if boxed into the Skyranger [Xeno]&lt;br /&gt;
&lt;br /&gt;
== Unconscious Soldiers ==&lt;br /&gt;
* can be revived by Medikit Stimulant (rate TBD)&lt;br /&gt;
* do recover on their own&lt;br /&gt;
* can be carried or thrown like objects&lt;br /&gt;
* can be thrown up or into inaccessible areas, see Grenades&lt;br /&gt;
* continue to suffer from fatal wounds&lt;br /&gt;
&lt;br /&gt;
Knocking a unit unconscious actually replaces it in the game with an &amp;quot;unconscious unit type item&amp;quot;. Rumored associated bugs include cloning a soldier where one clone awakens as the other dies, and extinguishing a soldier on fire by knocking him out.&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=448</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=448"/>
		<updated>2005-04-29T16:43:20Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Live Alien Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Tree ==&lt;br /&gt;
You are given Laser weapons, Medi-kits, and Motion Detectors as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores. (You can sell off the item from your stores once research has started, if you need the space.)&lt;br /&gt;
&lt;br /&gt;
=== Laser Weapons ===&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 Laser Cannon &lt;br /&gt;
 (Laser Tank)    &lt;br /&gt;
   | &lt;br /&gt;
 Laser Defense &lt;br /&gt;
&lt;br /&gt;
=== Plasma Weapons ===&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                     Plasma Cannon&lt;br /&gt;
               ([[Hovertank/Plasma]])*1&lt;br /&gt;
                             |&lt;br /&gt;
                    Plasma Defense&lt;br /&gt;
=== Fusion Weapons ===&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Ball&lt;br /&gt;
                 (Hovertank/Launcher)*2&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Defense&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
              [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft&lt;br /&gt;
       ([[Firestorm]]) *1 = [Hovertank / Plasma]&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 Grav              Ultimate Craft&lt;br /&gt;
 Shield               ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1  Need &amp;quot;New Fighter Craft&amp;quot; before you can build the plasma&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
*2 Need fusion ball launcher before you can build the fusion ball&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;br /&gt;
&lt;br /&gt;
== Live Alien Research ==&lt;br /&gt;
&lt;br /&gt;
Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the [[Mind Probe]] and [[Small Launcher]], although a well-applied [[Stun Rod]] early in the game can give your tech tree a big boost. Note you not only need to have an [[unconscious]] alien when you exit the Battlescape, you also need an [[Alien Containment]] module at the base your craft returns to, or they&#039;ll die before you get any useful info.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any Live Alien&lt;br /&gt;
**[[Alien Origins]]&lt;br /&gt;
*&#039;&#039;&#039;Alien Soldier&lt;br /&gt;
**[[Alien missions]] (harvest, base, etc)&lt;br /&gt;
*&#039;&#039;&#039;Alien Medic&lt;br /&gt;
**Species information *1&lt;br /&gt;
*&#039;&#039;&#039;Alien Navigator&lt;br /&gt;
**[[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Engineer&lt;br /&gt;
**UFO stats (of that UFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Leader (or Commander) &lt;br /&gt;
**The Martian Solution &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Commander&lt;br /&gt;
**Cydonia or Bust *2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any [[Ethereal]], or Sectoid Leader/Commander &lt;br /&gt;
**[[Psionics]] (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1:  Alien medics can give information on species other than their own&lt;br /&gt;
*2:  Commanders can be found in bases, or UFOs on Base missions, however, only a commander from a base can be researched. (Any species of alien commander will do - Cydonia or Bust requires The Martian Solution, and that in turn requires Alien Origins)&lt;br /&gt;
&lt;br /&gt;
=== [[Psionics]] ===&lt;br /&gt;
 Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psi Lab]]&lt;br /&gt;
   |_______&lt;br /&gt;
   |       |&lt;br /&gt;
 [[Psi-amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 Alien Origins&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 The Martian Solution  &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia or Bust&lt;br /&gt;
  |&lt;br /&gt;
  | Avenger&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia (mission)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=368</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=368"/>
		<updated>2005-04-29T16:38:36Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Live Alien Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Tree ==&lt;br /&gt;
You are given Laser weapons, Medi-kits, and Motion Detectors as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores. (You can sell off the item from your stores once research has started, if you need the space.)&lt;br /&gt;
&lt;br /&gt;
=== Laser Weapons ===&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 Laser Cannon &lt;br /&gt;
 (Laser Tank)    &lt;br /&gt;
   | &lt;br /&gt;
 Laser Defense &lt;br /&gt;
&lt;br /&gt;
=== Plasma Weapons ===&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                     Plasma Cannon&lt;br /&gt;
               ([[Hovertank/Plasma]])*1&lt;br /&gt;
                             |&lt;br /&gt;
                    Plasma Defense&lt;br /&gt;
=== Fusion Weapons ===&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Ball&lt;br /&gt;
                 (Hovertank/Launcher)*2&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Defense&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
              [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft&lt;br /&gt;
       ([[Firestorm]]) *1 = [Hovertank / Plasma]&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 Grav              Ultimate Craft&lt;br /&gt;
 Shield               ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1  Need &amp;quot;New Fighter Craft&amp;quot; before you can build the plasma&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
*2 Need fusion ball launcher before you can build the fusion ball&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;br /&gt;
&lt;br /&gt;
== Live Alien Research ==&lt;br /&gt;
&lt;br /&gt;
Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the [[Mind Probe]] and [[Small Launcher]], although a well-applied [[Stun Rod]] early in the game can give your tech tree a big boost. Note you not only need to have an [[unconscious]] alien when you exit the Battlescape, you also need an [[Alien Containment]] module at the base your craft returns to, or they&#039;ll die before you get any useful info.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any Live Alien&lt;br /&gt;
**[[Alien Origins]]&lt;br /&gt;
*&#039;&#039;&#039;Alien Soldier&lt;br /&gt;
**[[Alien missions]] (harvest, base, etc)&lt;br /&gt;
*&#039;&#039;&#039;Alien Medic&lt;br /&gt;
**Species information *1&lt;br /&gt;
*&#039;&#039;&#039;Alien Navigator&lt;br /&gt;
**[[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Engineer&lt;br /&gt;
**UFO stats (of that UFO)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Leader (or Commander) &lt;br /&gt;
**The Martian Solution &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alien Commander&lt;br /&gt;
**Cydonia or Bust *2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Any [[Ethereal]], or Sectoid Leader/Commander &lt;br /&gt;
**[[Psionics]] (see below)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1:  Alien medics can give information on species other than their own&lt;br /&gt;
*2:   Commanders can be found in bases, or UFOs on Base missions, however, only commander from a base can be researched. (Any species of alien commander will do - Cydonia or Bust requires The Martian Solution, and that in turn requires Alien Origins)&lt;br /&gt;
&lt;br /&gt;
=== [[Psionics]] ===&lt;br /&gt;
 Psionic Alien&lt;br /&gt;
   |&lt;br /&gt;
 [[Psi Lab]]&lt;br /&gt;
   |  \&lt;br /&gt;
 [[Psi-amp]] [[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 Alien Origins&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 The Martian Solution  &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia or Bust&lt;br /&gt;
  |&lt;br /&gt;
  | Avenger&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia (mission)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research&amp;diff=367</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research&amp;diff=367"/>
		<updated>2005-04-29T16:31:47Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Research Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Tree ==&lt;br /&gt;
You are given Laser weapons, Medi-kits, and Motion Detectors as research topics at the start of the game. Every subsequent research topic stems from a breakthrough in a previous research topic, or new technology picked up on the battlefield and brought back to your stores. (You can sell off the item from your stores once research has started, if you need the space.)&lt;br /&gt;
&lt;br /&gt;
=== Laser Weapons ===&lt;br /&gt;
 Laser Weapons  (tech breakthrough)&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Pistol]]&lt;br /&gt;
   |&lt;br /&gt;
 [[Laser Rifle]]&lt;br /&gt;
   |  &lt;br /&gt;
 [[Heavy Laser]]       &lt;br /&gt;
   |  &lt;br /&gt;
 Laser Cannon &lt;br /&gt;
 (Laser Tank)    &lt;br /&gt;
   | &lt;br /&gt;
 Laser Defense &lt;br /&gt;
&lt;br /&gt;
=== Plasma Weapons ===&lt;br /&gt;
     [[Heavy Plasma]]               [[Plasma Rifle]] &lt;br /&gt;
          |    Heavy Plasma Clip   |  Plasma Rifle Clip  &lt;br /&gt;
          |___________|            |__________|&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |                       |&lt;br /&gt;
                  |__________OR___________|&lt;br /&gt;
                             |&lt;br /&gt;
                     Plasma Cannon&lt;br /&gt;
               ([[Hovertank/Plasma]])*1&lt;br /&gt;
                             |&lt;br /&gt;
                    Plasma Defense&lt;br /&gt;
=== Fusion Weapons ===&lt;br /&gt;
  [[Blaster Launcher]]    [[Blaster Bomb]]&lt;br /&gt;
              |___________|&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Ball&lt;br /&gt;
                 (Hovertank/Launcher)*2&lt;br /&gt;
                   |&lt;br /&gt;
                 Fusion Defense&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
       [[Alien Alloys]]&lt;br /&gt;
               |  &lt;br /&gt;
 [[Elerium-115]]  [[Personal Armor]]  [[UFO Power Source]]      &lt;br /&gt;
 |_____________|_________________| &lt;br /&gt;
           | &lt;br /&gt;
           |     &lt;br /&gt;
      [[Power Suit]]      [[UFO Navigation]]  &lt;br /&gt;
           |_________________|   &lt;br /&gt;
                    |&lt;br /&gt;
              [[Flying Suit]] &lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
 Alien    Elerium        UFO            UFO&lt;br /&gt;
 Alloys      115     Power Source   Navigation&lt;br /&gt;
 |___________|___________|______________|&lt;br /&gt;
            |&lt;br /&gt;
    UFO Construction&lt;br /&gt;
            |&lt;br /&gt;
            |&lt;br /&gt;
    New Fighter Craft&lt;br /&gt;
       ([[Firestorm]]) *1 = [Hovertank / Plasma]&lt;br /&gt;
            |&lt;br /&gt;
 New Fighter-Transporter&lt;br /&gt;
       ([[Lightning]])&lt;br /&gt;
  __________|____________&lt;br /&gt;
  |                      |&lt;br /&gt;
 Grav              Ultimate Craft&lt;br /&gt;
 Shield               ([[Avenger]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1  Need &amp;quot;New Fighter Craft&amp;quot; before you can build the plasma&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
*2 Need fusion ball launcher before you can build the fusion ball&lt;br /&gt;
hovertank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;br /&gt;
&lt;br /&gt;
== Live Alien Research ==&lt;br /&gt;
&lt;br /&gt;
Researching live aliens gives different results depending on their rank. It is very important to take certain aliens alive to finish the game. Picking your aliens becomes easier with the [[Mind Probe]] and [[Small Launcher]], although a well-applied [[Stun Rod]] early in the game can give your tech tree a big boost.&lt;br /&gt;
&lt;br /&gt;
*Any Live Alien&lt;br /&gt;
**[[Alien Origins]]&lt;br /&gt;
*Alien Soldier&lt;br /&gt;
**[[Alien missions]] (harvest, base, etc)&lt;br /&gt;
*Alien Medic&lt;br /&gt;
**Species information *1&lt;br /&gt;
*Alien Navigator&lt;br /&gt;
**[[Hyper-Wave Decoder]]&lt;br /&gt;
&lt;br /&gt;
*Alien Engineer&lt;br /&gt;
**UFO stats (of that UFO)&lt;br /&gt;
&lt;br /&gt;
*Alien Leader (or Commander) &lt;br /&gt;
**The Martian Solution &lt;br /&gt;
&lt;br /&gt;
*Any [[Ethereal]], or Sectoid Leader/Commander &lt;br /&gt;
**[[Psionics]]/[[Psi Lab]], which leads to [[psi-amp]] and [[mind shield]]&lt;br /&gt;
&lt;br /&gt;
*Alien Commander&lt;br /&gt;
**Cydonia or Bust *2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&lt;br /&gt;
*1   alien medics can give information on species other than their own&lt;br /&gt;
*2   commander can be found in bases, or UFOs on Base missions, however, only commander from a base can be researched (Any alien commander will do - Cydonia or Bust requires The Martian Solution, and that in turn requires Alien Origins)&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
 Any Live Alien&lt;br /&gt;
  |&lt;br /&gt;
 Alien Origins&lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Leader&lt;br /&gt;
  | /&lt;br /&gt;
 The Martian Solution  &lt;br /&gt;
  |&lt;br /&gt;
  | Any Live Alien Commander&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia or Bust&lt;br /&gt;
  |&lt;br /&gt;
  | Avenger&lt;br /&gt;
  | /&lt;br /&gt;
 Cydonia (mission)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- from Kasey Chang&#039;s USG&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Background&amp;diff=519</id>
		<title>Background</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Background&amp;diff=519"/>
		<updated>2005-04-29T16:25:43Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Backstory */  (conspiracy links)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Game Design notes==&lt;br /&gt;
&lt;br /&gt;
Published in 1994 by Microprose, developed by Mythos Games, chief designers the Gollop brothers. &lt;br /&gt;
&lt;br /&gt;
Mythos preceded X-COM with Laser Squad and have recently produced [http://www.lasersquadnemesis.com/ Laser Squad Nemesis].&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Official Strategy Guide&#039;&#039; was published - details?&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
The Gollop brothers RIPPED the story of X-COM STRAIGHT from today&#039;s HEADLINES! ... Of the National Enquirer, that is.&lt;br /&gt;
&lt;br /&gt;
Links for the conspiratorially inclined. Warning, may contain elerium. CIA may be tracing your web-browsing...but you probably suspected that already. Could an alien war really be covered up? Search term: &amp;quot;Robert Lazar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
http://www.abovetopsecret.com/pages/ufos.html&lt;br /&gt;
&lt;br /&gt;
http://www.subversiveelement.com/SubversiveElement.html&lt;br /&gt;
&lt;br /&gt;
== Real life equivalents ==&lt;br /&gt;
&lt;br /&gt;
[[Equivalents]] surmised by [[User:JellyfishGreen|JellyfishGreen]] 11:54, 25 Apr 2005 (BST)&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Background&amp;diff=364</id>
		<title>Background</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Background&amp;diff=364"/>
		<updated>2005-04-29T16:12:22Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: /* Game Design notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Game Design notes==&lt;br /&gt;
&lt;br /&gt;
Published in 1994 by Microprose, developed by Mythos Games, chief designers the Gollop brothers. &lt;br /&gt;
&lt;br /&gt;
Mythos preceded X-COM with Laser Squad and have recently produced [http://www.lasersquadnemesis.com/ Laser Squad Nemesis].&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Official Strategy Guide&#039;&#039; was published - details?&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
== Real life equivalents ==&lt;br /&gt;
&lt;br /&gt;
[[Equivalents]] surmised by [[User:JellyfishGreen|JellyfishGreen]] 11:54, 25 Apr 2005 (BST)&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=363</id>
		<title>Sectopod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sectopod&amp;diff=363"/>
		<updated>2005-04-29T08:33:13Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: links &amp;amp; spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:sectopod.png|right|Sectopod]]&lt;br /&gt;
The Sectopod &amp;quot;Walker&amp;quot; is, perhaps, one of the most dangerous terror units X-COM has come up against. Their armour is nearly impervious to all weapons fire, but they appear to be vulnerable to [[Weapons (UFO Defense)|lasers]].&lt;br /&gt;
&lt;br /&gt;
Sectopods are seen in the company of [[Ethereal]]s in base defenses and terror missions. Beware, their weapon is a chin-mounted dual-[[Heavy Plasma]], which can make short work of any enemy of the Sectopod in seconds.&lt;br /&gt;
&lt;br /&gt;
Every Sectopod is nearly completely identical and is built not only for self-sufficient commands and operation, but also psychic/psionic manipulation - an Ethereal could potentially control a Sectopod as if it were it&#039;s own body, from millions of miles away.&lt;br /&gt;
&lt;br /&gt;
If X-COM ground forces encounter Sectopods on Earth, it will usually be during a [[Base Defense]] or [[Terror Mission]]. Terror attacks by [[Ethereal]]s are the most dangerous for both civilians and X-COM units - apart from having to deal with their psionic abilities, we also have to fight against Sectopods.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:sectopodautopsy.png|right|Sectopod, Disassembled]]&lt;br /&gt;
The Sectopod appears to be capable of self-sustained propulsion and attack. It&#039;s &amp;quot;brain&amp;quot;, whilst small compared to modern electronics, is incredibly powerful, anywhere from 5 to 10, to even 20 times as powerful as standard Earth processors. This may be a machine, but it is a machine with near sentience, it&#039;s intelligence supressed so that it does not start thinking of it&#039;s own accord.&lt;br /&gt;
&lt;br /&gt;
There are signs of specialised biomechanical components, which may be used to psionically remotely control the Sectopod. Unlike the Sectoid Cyberdisks, it&#039;s power module is far more robust and as such, despite our best attempts, the module cannot, and will not explode, except where immense amounts of energy are involved.&lt;br /&gt;
&lt;br /&gt;
Whilst it is nearly impervious to most damage types, it&#039;s &amp;quot;screen&amp;quot; has the &amp;quot;unfortunate&amp;quot; effect of amplifying lasers that strike, making them do considerable amounts of damage to the circuitry and mechanical &amp;quot;brain&amp;quot;. It is elerium powered.&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence&amp;diff=2003</id>
		<title>Talk:Base Defence</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence&amp;diff=2003"/>
		<updated>2005-04-29T08:24:48Z</updated>

		<summary type="html">&lt;p&gt;62.221.5.212: 80-item limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Base Disjoint Bug==&lt;br /&gt;
&lt;br /&gt;
Reference for the base disjoint bug is at: &lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/nkfarma/reference/bdb.html&lt;br /&gt;
&lt;br /&gt;
If anyone wants to remodel or redraw it in a more suitable form or make it easier to understand, then please feel free to do so. &lt;br /&gt;
&lt;br /&gt;
Other thoughts I might have is to give a rough indication of the layout of ground modules to allow players to plan ahead and perhaps even make use of the disjointed walls. &lt;br /&gt;
&lt;br /&gt;
(Also note - hangar and small radar are the safest modules to place in lower right)&lt;br /&gt;
&lt;br /&gt;
- NKF&lt;br /&gt;
&lt;br /&gt;
== 80-item limit ==&lt;br /&gt;
&lt;br /&gt;
This is listed in [[Known Bugs]]. [JFG]&lt;/div&gt;</summary>
		<author><name>62.221.5.212</name></author>
	</entry>
</feed>