<?xml version="1.0"?>
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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=80.196.239.243</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=80.196.239.243"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/80.196.239.243"/>
	<updated>2026-05-01T08:54:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=X-COM&amp;diff=973</id>
		<title>X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=X-COM&amp;diff=973"/>
		<updated>2005-09-24T08:37:22Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In 1999, Unidentified Flying Objects (UFOs) started appearing with disturbing regularity in the night skies. Reports of violent human abductions and horrific experimentation struck terror into the hearts of millions. The mass public hysteria that ensued only served to expose Earth&#039;s impotence against a vastly superior technology.&lt;br /&gt;
&lt;br /&gt;
Many countries attempted to deal independently with the aliens. In August 1998, Japan established an anti-alien combat force; the Kiryu-Kai. Equipped with Japanese-made fighter aircraft, the Kiryu-Kai certainly looked like a powerful force. However, after 5 months of expensive operations they had yet to intercept their first UFO. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries.&lt;br /&gt;
&lt;br /&gt;
On December 11, 1998, representatives from the worlds most economically powerful countries gathered secretly in Geneva. After much debate, the decision was made to establish a covert independent body to combat, investigate and defeat the alien threat. This organization would be equipped with the worlds finest pilots, soldiers, scientists and engineers, working together as one multi-national force.&lt;br /&gt;
&lt;br /&gt;
This organization was named the E&#039;&#039;&#039;x&#039;&#039;&#039;traterrestrial &#039;&#039;&#039;Com&#039;&#039;&#039;bat Unit.&lt;br /&gt;
&lt;br /&gt;
However in 2040 X-Com was back on the road at the [[Second Alien War]]&lt;br /&gt;
against som underwater aliens. see [[TFTD]] for more info.&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=2011</id>
		<title>Base Facilities (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=2011"/>
		<updated>2005-09-24T08:13:29Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Facilities&lt;br /&gt;
&lt;br /&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 [[Airlock]], 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.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the Airlock. While you cannot dismantle a base facility that is in use or is linking other facilities to the Airlock, 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 Airlock will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
Initial Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[Airlock]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Researchable Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[M.C Lab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[Bomb Bloke]] and [[Tentaculat_Commander]] 15:41, 4 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=927</id>
		<title>Base Facilities (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=927"/>
		<updated>2005-09-24T08:12:47Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Facilities&lt;br /&gt;
&lt;br /&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 [[Airlock]], 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.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the Airlock. While you cannot dismantle a base facility that is in use or is linking other facilities to the Airlock, 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 Airlock will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
Initial Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[Airlock]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Researchable Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[M.C Lab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[Bomb Bloke]]and [[Tentaculat_Commander]] 15:41, 4 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=975</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=975"/>
		<updated>2005-09-24T08:10:28Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Notes =&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
In several places it uses Intel little-endian &amp;quot;Words&amp;quot;. These are two-byte values with the low byte first, high byte second. Thus they can count to values greater than 255 (to 65,536). Sometimes they are &amp;quot;signed&amp;quot; however (8000h, when the highest bit is set), which makes the maximum positive value 32,767. It&#039;s of no concern in an ordinary game, but may be to hackers. &amp;quot;Signed&amp;quot; is noted below where applicable.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
= Structure =&lt;br /&gt;
&amp;lt;b&amp;gt;1-2 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Word set to Rank or FFFF if soldier is dead (or slot not yet used). These values are actually pointers within a text file, so if you change it to 6 it will say &amp;quot;Units in Entrance&amp;quot; as your rank. Strange stuff. Ranks are:&lt;br /&gt;
 0 Recruit&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sargeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Units in Entrance&lt;br /&gt;
 7 Units in Target Exit&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 02&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference values from LOC.DAT. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7-8 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(FFFF)&amp;lt;/i&amp;gt;: Unknown. Presumed Word. Only ever seen to be FFFF.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;9-10 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of missions. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;11-12 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of kills. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;13-14 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;15-16 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Morale value (morale hit if this guy dies). Presumed to be a signed Word. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
  0  Recruit&lt;br /&gt;
  0? Squaddie (not yet tested)&lt;br /&gt;
  1  SGT&lt;br /&gt;
  3  CPT&lt;br /&gt;
  6  COL&lt;br /&gt;
 10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: Hex-editing Missions or Rank and performing a combat (while not touching this field) does not cause this field to reflect the edited values. This field simply adds 1 for each mission and a delta for rank bonus. IOW, although it uses the equation shown above, it&#039;s not actually &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions and Rank, per se.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;17-41 / 10-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: &amp;lt;b&amp;gt;Name&amp;lt;/B&amp;gt;, 25 characters long. Only approx. 21 characters can be entered when editing the field within the game&#039;s Soldier display, but longer names can be hex edited and will be seen in the game. Almost any keyboard character can be entered (including within the game) because they are stored directly instead of going through Windows objects. Remainders of names are retained if a new soldier in a slot has a shorter name than the previous soldier. The end of the current name is denoted by a null character (00).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the LOC.DAT value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; hirees on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, presumably via TRANSFER.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial TUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial Health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial Reaction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial Throwing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Melee / Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: Psi Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial Bravery. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is. Initial Bravery can be 10-60, and it only uses increments of 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105++)&amp;lt;/i&amp;gt;: Current Psi Skill. 0 = has not yet had any Psi Lab training. See Note 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-31)&amp;lt;/i&amp;gt;: Increase in TUs. (Max total TUs possible (initial+increase) is 81. See Note 2.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-36)&amp;lt;/i&amp;gt;: Increase in Health. (Max total 61)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-61)&amp;lt;/i&amp;gt;: Increase in Stamina. (Max total 101)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75?)&amp;lt;/i&amp;gt;: Increase in Reaction. (Max total 105?)&lt;br /&gt;
&#039;&#039;[ [[User:MikeTheRed|MikeTheRed]]- Reaction needs testing - it is not 80 (as the wiki says) and even increases at 90 - must be 100 or 120 - I&#039;ll test it when I can, if you don&#039;t beat me to it! ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-51)&amp;lt;/i&amp;gt;: Increase in Strength. (Max total 71) Note that very high (hacked) values can cause &amp;quot;unable to throw here&amp;quot;, presumably because the arc would intercept the &amp;quot;ceiling&amp;quot; of the battlescape. See [[Throwing_Accuracy#Throwing_Distance|throwing distance]] for more on Strength versus Throwing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-85)&amp;lt;/i&amp;gt;: Increase in Firing Accuracy. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75)&amp;lt;/i&amp;gt;: Increase in  Throwing Accuracy. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105)&amp;lt;/i&amp;gt;: Increase in Melee/Close Combat Accuracy. (Max total 125)&lt;br /&gt;
See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-10)&amp;lt;/i&amp;gt;: Increase in Bravery (multiply by 10). (Max total 10; 110 Bravery)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Armor, 3=Flying Suit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Can be hacked to:&amp;lt;/i&amp;gt; 4=Sectoid, 5=Snakeman, 6=Ethereal, 7=Muton, 8=Floater, 9=Celatid, 10=Silacoid, 11=Chryssalid. (Higher values are civilians and parts of big units.) NOTE: These are not real aliens, just skins... more research must be done e.g. on appearance and gender to make real aliens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24?)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female. 2=???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:MikeTheRed|MikeTheRed]] - Was that a joke? Who put the 2 in there, lol&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:Tentaculat_Commander|Gurluas]] - I did to encourage research.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African, 4=???.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
1) Melee a.k.a. Close Combat Accuracy is a somewhat abandoned skill. It does not appear in display screens, but Byte 61 &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; increase when the stun rod is used. Also, secondary skills will increase when you do this, as they do for other primary skills. Finally, it has a cap of 120 (Bytes 50+61). Given its placement in this file, then, it is presumed that this is a third &#039;accuracy&#039; skill related to stun-rod use, with Byte 50 being the initial value and Byte 61 being the increase.&lt;br /&gt;
&lt;br /&gt;
2) The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill, and got the max possible cap &#039;overflow&#039;. Primary skills can have up to five over the target cap (if the player gets +6 from a combat when at Cap-1), and secondary skills can have up to one over the target cap (if they get +2 when at Cap-1). Also, Psi Skill is not truly capped - although soldiers cease to get combat increases once at or above 100, it will continue to increase by 2-3 each month the soldier stays in Psi Training.&lt;br /&gt;
&lt;br /&gt;
3) Be careful of making total skill value (initial + increase) greater than 160 (A0h). This will make your skill bar wrap around the screen.&lt;br /&gt;
&lt;br /&gt;
4) As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
= For More Information =&lt;br /&gt;
&lt;br /&gt;
*Information on individual skills can be seen at [[Soldiers (UFO Defense) | Soldiers]].&lt;br /&gt;
*For more information on increasing skills, see [[Experience]].&lt;br /&gt;
*For more information on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Raw Recruit Statistical Likelihood]].&lt;br /&gt;
* A Hex Workshop Structure Library for editing this file can be found [[SOLDIER_DAT_HSL|here]].&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=925</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=925"/>
		<updated>2005-09-24T08:09:58Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Notes =&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
In several places it uses Intel little-endian &amp;quot;Words&amp;quot;. These are two-byte values with the low byte first, high byte second. Thus they can count to values greater than 255 (to 65,536). Sometimes they are &amp;quot;signed&amp;quot; however (8000h, when the highest bit is set), which makes the maximum positive value 32,767. It&#039;s of no concern in an ordinary game, but may be to hackers. &amp;quot;Signed&amp;quot; is noted below where applicable.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
= Structure =&lt;br /&gt;
&amp;lt;b&amp;gt;1-2 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Word set to Rank or FFFF if soldier is dead (or slot not yet used). These values are actually pointers within a text file, so if you change it to 6 it will say &amp;quot;Units in Entrance&amp;quot; as your rank. Strange stuff. Ranks are:&lt;br /&gt;
 0 Recruit&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sargeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Units in Entrance&lt;br /&gt;
 7 Units in Target Exit&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 02&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference values from LOC.DAT. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7-8 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(FFFF)&amp;lt;/i&amp;gt;: Unknown. Presumed Word. Only ever seen to be FFFF.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;9-10 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of missions. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;11-12 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of kills. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;13-14 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;15-16 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Morale value (morale hit if this guy dies). Presumed to be a signed Word. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
  0  Recruit&lt;br /&gt;
  0? Squaddie (not yet tested)&lt;br /&gt;
  1  SGT&lt;br /&gt;
  3  CPT&lt;br /&gt;
  6  COL&lt;br /&gt;
 10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: Hex-editing Missions or Rank and performing a combat (while not touching this field) does not cause this field to reflect the edited values. This field simply adds 1 for each mission and a delta for rank bonus. IOW, although it uses the equation shown above, it&#039;s not actually &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions and Rank, per se.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;17-41 / 10-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: &amp;lt;b&amp;gt;Name&amp;lt;/B&amp;gt;, 25 characters long. Only approx. 21 characters can be entered when editing the field within the game&#039;s Soldier display, but longer names can be hex edited and will be seen in the game. Almost any keyboard character can be entered (including within the game) because they are stored directly instead of going through Windows objects. Remainders of names are retained if a new soldier in a slot has a shorter name than the previous soldier. The end of the current name is denoted by a null character (00).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the LOC.DAT value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; hirees on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, presumably via TRANSFER.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial TUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial Health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial Reaction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial Throwing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Melee / Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: Psi Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial Bravery. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is. Initial Bravery can be 10-60, and it only uses increments of 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105++)&amp;lt;/i&amp;gt;: Current Psi Skill. 0 = has not yet had any Psi Lab training. See Note 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-31)&amp;lt;/i&amp;gt;: Increase in TUs. (Max total TUs possible (initial+increase) is 81. See Note 2.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-36)&amp;lt;/i&amp;gt;: Increase in Health. (Max total 61)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-61)&amp;lt;/i&amp;gt;: Increase in Stamina. (Max total 101)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75?)&amp;lt;/i&amp;gt;: Increase in Reaction. (Max total 105?)&lt;br /&gt;
&#039;&#039;[ [[User:MikeTheRed|MikeTheRed]]- Reaction needs testing - it is not 80 (as the wiki says) and even increases at 90 - must be 100 or 120 - I&#039;ll test it when I can, if you don&#039;t beat me to it! ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-51)&amp;lt;/i&amp;gt;: Increase in Strength. (Max total 71) Note that very high (hacked) values can cause &amp;quot;unable to throw here&amp;quot;, presumably because the arc would intercept the &amp;quot;ceiling&amp;quot; of the battlescape. See [[Throwing_Accuracy#Throwing_Distance|throwing distance]] for more on Strength versus Throwing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-85)&amp;lt;/i&amp;gt;: Increase in Firing Accuracy. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75)&amp;lt;/i&amp;gt;: Increase in  Throwing Accuracy. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105)&amp;lt;/i&amp;gt;: Increase in Melee/Close Combat Accuracy. (Max total 125)&lt;br /&gt;
See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-10)&amp;lt;/i&amp;gt;: Increase in Bravery (multiply by 10). (Max total 10; 110 Bravery)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Armor, 3=Flying Suit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Can be hacked to:&amp;lt;/i&amp;gt; 4=Sectoid, 5=Snakeman, 6=Ethereal, 7=Muton, 8=Floater, 9=Celatid, 10=Silacoid, 11=Chryssalid. (Higher values are civilians and parts of big units.) NOTE: These are not real aliens, just skins... more research must be done e.g. on appearance and gender to make real aliens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24?)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female. 2=???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:MikeTheRed|MikeTheRed]] - Was that a joke? Who put the 2 in there, lol&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:Tenculat_Commander|Gurluas]] - I did to encourage research.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African, 4=???.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
1) Melee a.k.a. Close Combat Accuracy is a somewhat abandoned skill. It does not appear in display screens, but Byte 61 &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; increase when the stun rod is used. Also, secondary skills will increase when you do this, as they do for other primary skills. Finally, it has a cap of 120 (Bytes 50+61). Given its placement in this file, then, it is presumed that this is a third &#039;accuracy&#039; skill related to stun-rod use, with Byte 50 being the initial value and Byte 61 being the increase.&lt;br /&gt;
&lt;br /&gt;
2) The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill, and got the max possible cap &#039;overflow&#039;. Primary skills can have up to five over the target cap (if the player gets +6 from a combat when at Cap-1), and secondary skills can have up to one over the target cap (if they get +2 when at Cap-1). Also, Psi Skill is not truly capped - although soldiers cease to get combat increases once at or above 100, it will continue to increase by 2-3 each month the soldier stays in Psi Training.&lt;br /&gt;
&lt;br /&gt;
3) Be careful of making total skill value (initial + increase) greater than 160 (A0h). This will make your skill bar wrap around the screen.&lt;br /&gt;
&lt;br /&gt;
4) As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
= For More Information =&lt;br /&gt;
&lt;br /&gt;
*Information on individual skills can be seen at [[Soldiers (UFO Defense) | Soldiers]].&lt;br /&gt;
*For more information on increasing skills, see [[Experience]].&lt;br /&gt;
*For more information on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Raw Recruit Statistical Likelihood]].&lt;br /&gt;
* A Hex Workshop Structure Library for editing this file can be found [[SOLDIER_DAT_HSL|here]].&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=924</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=924"/>
		<updated>2005-09-24T08:09:21Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Notes =&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
In several places it uses Intel little-endian &amp;quot;Words&amp;quot;. These are two-byte values with the low byte first, high byte second. Thus they can count to values greater than 255 (to 65,536). Sometimes they are &amp;quot;signed&amp;quot; however (8000h, when the highest bit is set), which makes the maximum positive value 32,767. It&#039;s of no concern in an ordinary game, but may be to hackers. &amp;quot;Signed&amp;quot; is noted below where applicable.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
= Structure =&lt;br /&gt;
&amp;lt;b&amp;gt;1-2 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Word set to Rank or FFFF if soldier is dead (or slot not yet used). These values are actually pointers within a text file, so if you change it to 6 it will say &amp;quot;Units in Entrance&amp;quot; as your rank. Strange stuff. Ranks are:&lt;br /&gt;
 0 Recruit&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sargeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Units in Entrance&lt;br /&gt;
 7 Units in Target Exit&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 02&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference values from LOC.DAT. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7-8 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(FFFF)&amp;lt;/i&amp;gt;: Unknown. Presumed Word. Only ever seen to be FFFF.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;9-10 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of missions. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;11-12 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of kills. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;13-14 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;15-16 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Morale value (morale hit if this guy dies). Presumed to be a signed Word. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
  0  Recruit&lt;br /&gt;
  0? Squaddie (not yet tested)&lt;br /&gt;
  1  SGT&lt;br /&gt;
  3  CPT&lt;br /&gt;
  6  COL&lt;br /&gt;
 10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: Hex-editing Missions or Rank and performing a combat (while not touching this field) does not cause this field to reflect the edited values. This field simply adds 1 for each mission and a delta for rank bonus. IOW, although it uses the equation shown above, it&#039;s not actually &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions and Rank, per se.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;17-41 / 10-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: &amp;lt;b&amp;gt;Name&amp;lt;/B&amp;gt;, 25 characters long. Only approx. 21 characters can be entered when editing the field within the game&#039;s Soldier display, but longer names can be hex edited and will be seen in the game. Almost any keyboard character can be entered (including within the game) because they are stored directly instead of going through Windows objects. Remainders of names are retained if a new soldier in a slot has a shorter name than the previous soldier. The end of the current name is denoted by a null character (00).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(various)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the LOC.DAT value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; hirees on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, presumably via TRANSFER.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial TUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial Health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial Reaction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial Throwing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Melee / Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: Psi Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial Bravery. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is. Initial Bravery can be 10-60, and it only uses increments of 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105++)&amp;lt;/i&amp;gt;: Current Psi Skill. 0 = has not yet had any Psi Lab training. See Note 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-31)&amp;lt;/i&amp;gt;: Increase in TUs. (Max total TUs possible (initial+increase) is 81. See Note 2.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-36)&amp;lt;/i&amp;gt;: Increase in Health. (Max total 61)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-61)&amp;lt;/i&amp;gt;: Increase in Stamina. (Max total 101)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75?)&amp;lt;/i&amp;gt;: Increase in Reaction. (Max total 105?)&lt;br /&gt;
&#039;&#039;[ [[User:MikeTheRed|MikeTheRed]]- Reaction needs testing - it is not 80 (as the wiki says) and even increases at 90 - must be 100 or 120 - I&#039;ll test it when I can, if you don&#039;t beat me to it! ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-51)&amp;lt;/i&amp;gt;: Increase in Strength. (Max total 71) Note that very high (hacked) values can cause &amp;quot;unable to throw here&amp;quot;, presumably because the arc would intercept the &amp;quot;ceiling&amp;quot; of the battlescape. See [[Throwing_Accuracy#Throwing_Distance|throwing distance]] for more on Strength versus Throwing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-85)&amp;lt;/i&amp;gt;: Increase in Firing Accuracy. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-75)&amp;lt;/i&amp;gt;: Increase in  Throwing Accuracy. (Max total 125)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-105)&amp;lt;/i&amp;gt;: Increase in Melee/Close Combat Accuracy. (Max total 125)&lt;br /&gt;
See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-10)&amp;lt;/i&amp;gt;: Increase in Bravery (multiply by 10). (Max total 10; 110 Bravery)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Armor, 3=Flying Suit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Can be hacked to:&amp;lt;/i&amp;gt; 4=Sectoid, 5=Snakeman, 6=Ethereal, 7=Muton, 8=Floater, 9=Celatid, 10=Silacoid, 11=Chryssalid. (Higher values are civilians and parts of big units.) NOTE: These are not real aliens, just skins... more research must be done e.g. on appearance and gender to make real aliens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24?)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female. 2=???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:MikeTheRed|MikeTheRed]] - Was that a joke? Who put the 2 in there, lol&#039;&#039;&lt;br /&gt;
&#039;&#039;[[User:Tenculat_Commander|Gurluas]] - I did to encourage research.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African, 4=???.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
1) Melee a.k.a. Close Combat Accuracy is a somewhat abandoned skill. It does not appear in display screens, but Byte 61 &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; increase when the stun rod is used. Also, secondary skills will increase when you do this, as they do for other primary skills. Finally, it has a cap of 120 (Bytes 50+61). Given its placement in this file, then, it is presumed that this is a third &#039;accuracy&#039; skill related to stun-rod use, with Byte 50 being the initial value and Byte 61 being the increase.&lt;br /&gt;
&lt;br /&gt;
2) The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill, and got the max possible cap &#039;overflow&#039;. Primary skills can have up to five over the target cap (if the player gets +6 from a combat when at Cap-1), and secondary skills can have up to one over the target cap (if they get +2 when at Cap-1). Also, Psi Skill is not truly capped - although soldiers cease to get combat increases once at or above 100, it will continue to increase by 2-3 each month the soldier stays in Psi Training.&lt;br /&gt;
&lt;br /&gt;
3) Be careful of making total skill value (initial + increase) greater than 160 (A0h). This will make your skill bar wrap around the screen.&lt;br /&gt;
&lt;br /&gt;
4) As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
= For More Information =&lt;br /&gt;
&lt;br /&gt;
*Information on individual skills can be seen at [[Soldiers (UFO Defense) | Soldiers]].&lt;br /&gt;
*For more information on increasing skills, see [[Experience]].&lt;br /&gt;
*For more information on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Raw Recruit Statistical Likelihood]].&lt;br /&gt;
* A Hex Workshop Structure Library for editing this file can be found [[SOLDIER_DAT_HSL|here]].&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=1038</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=1038"/>
		<updated>2005-09-23T17:42:28Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com. Even if one of the victims is killed, somehow, they are transformed into another Tentaculat.&lt;br /&gt;
&lt;br /&gt;
Then Tentaculat is nearly always spotted on alien colonies, artefact (or artifact) sites and T&#039;leth.&lt;br /&gt;
*&lt;br /&gt;
There is ALWAYS a Tentaculat somewhere onboard/near a Dreadnaught. Beware!&lt;br /&gt;
&lt;br /&gt;
Basically a flying [[Chryssalid]], but with less armor.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=907</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=907"/>
		<updated>2005-09-23T17:42:23Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com. Even if one of the victims is killed, somehow, they are transformed into another Tentaculat.&lt;br /&gt;
&lt;br /&gt;
Then Tentaculat is nearly always spotted on alien colonies, artefact (or artifact) sites and T&#039;leth.&lt;br /&gt;
*&lt;br /&gt;
There is ALWAYS a Tentaculant somewhere onboard/near a Dreadnaught. Beware!&lt;br /&gt;
&lt;br /&gt;
Basically a flying [[Chryssalid]], but with less armor.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=926</id>
		<title>Base Facilities (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=926"/>
		<updated>2005-09-23T17:19:38Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Facilities&lt;br /&gt;
&lt;br /&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 [[Airlock]], 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.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the Airlock. While you cannot dismantle a base facility that is in use or is linking other facilities to the Airlock, 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 Airlock will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
Initial Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[Airlock]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Researchable Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[M.C Lab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--Bomb Bloke 15:41, 4 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=900</id>
		<title>Base Facilities (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Facilities_(TFTD)&amp;diff=900"/>
		<updated>2005-09-23T17:18:01Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Facilities (TFTD)&lt;br /&gt;
From UFOpaedia&lt;br /&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 Airlock, 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.&lt;br /&gt;
&lt;br /&gt;
All base facilities must be linked, either directly or via other base facilities, to the Airlock. While you cannot dismantle a base facility that is in use or is linking other facilities to the Airlock, 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 Airlock will also be destroyed. Any pieces of equipment, craft, or personal will, however, remain in the base (despite the lack of room).&lt;br /&gt;
&lt;br /&gt;
Initial Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[Airlock]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Researchable Base Facilities: &lt;br /&gt;
&lt;br /&gt;
[[M.C Lab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--Bomb Bloke 15:41, 4 Mar 2005 (GMT)&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1052</id>
		<title>M.C Skill</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1052"/>
		<updated>2005-09-23T17:13:16Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;M.C Skill is a rating of the effectiveness with which the aquanaut can use his inherent M.C ability.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 16 and 24. This is awarded upon completion of first month&#039;s [[M.C_Lab|M.C Lab]] training.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM aquanaut&#039;s M.C Skill has a combat increase cap at 100, but can continue to grow past that through M.C Lab training.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Is increased through use of M.C on the battlefield, and through M.C Lab training. Both successful and unsuccessful psi attempts during combat result in improvement.&lt;br /&gt;
&lt;br /&gt;
Unlike any other skills, M.C Skill is not truly capped. Although you will cease to get any more combat increases once you reach 100, you will still get approx. 2-3 skill points per month as long as you stay in Psi training. (Not that it matters... you&#039;ll never fail a mind control with a Skill of 100, if your Psi Strength is fairly high.)&lt;br /&gt;
&lt;br /&gt;
Also note that M.C Lab training (for a given month) is lost if the soldier is transferred to another base, even if the destination base has M.C Lab space available.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aquanauts]]&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=899</id>
		<title>M.C Skill</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=899"/>
		<updated>2005-09-23T17:12:27Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;M.C Skill is a rating of the effectiveness with which the aquanaut can use his inherent m.c ability.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 16 and 24. This is awarded upon completion of first month&#039;s [[M.C_Lab|M.C Lab]] training.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM aquanaut&#039;s M.C Skill has a combat increase cap at 100, but can continue to grow past that through M.C Lab training.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Is increased through use of M.C on the battlefield, and through M.C Lab training. Both successful and unsuccessful psi attempts during combat result in improvement.&lt;br /&gt;
&lt;br /&gt;
Unlike any other skills, M.C Skill is not truly capped. Although you will cease to get any more combat increases once you reach 100, you will still get approx. 2-3 skill points per month as long as you stay in Psi training. (Not that it matters... you&#039;ll never fail a mind control with a Skill of 100, if your Psi Strength is fairly high.)&lt;br /&gt;
&lt;br /&gt;
Also note that M.C Lab training (for a given month) is lost if the soldier is transferred to another base, even if the destination base has M.C Lab space available.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aquanauts]]&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=898</id>
		<title>M.C Skill</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=898"/>
		<updated>2005-09-23T17:11:21Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;M.C Skill is a rating of the effectiveness with which the aquanaut can use his inherent m.c ability.&lt;br /&gt;
&lt;br /&gt;
==Starting Values==&lt;br /&gt;
New recruits will always begin with a value between 16 and 24. This is awarded upon completion of first month&#039;s [[M.C_Lab|M.C Lab]] training.&lt;br /&gt;
&lt;br /&gt;
==Maximum Caps==&lt;br /&gt;
An X-COM aquanaut&#039;s M.C Skill has a combat increase cap at 100, but can continue to grow past that through Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
==Improvement==&lt;br /&gt;
Is increased through use of M.C on the battlefield, and through M.C Lab training. Both successful and unsuccessful psi attempts during combat result in improvement.&lt;br /&gt;
&lt;br /&gt;
Unlike any other skills, M.C Skill is not truly capped. Although you will cease to get any more combat increases once you reach 100, you will still get approx. 2-3 skill points per month as long as you stay in Psi training. (Not that it matters... you&#039;ll never fail a mind control with a Skill of 100, if your Psi Strength is fairly high.)&lt;br /&gt;
&lt;br /&gt;
Also note that M.C Lab training (for a given month) is lost if the soldier is transferred to another base, even if the destination base has M.C Lab space available.&lt;br /&gt;
&lt;br /&gt;
[[Category:Aquanauts]]&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Aquanauts&amp;diff=3552</id>
		<title>Aquanauts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Aquanauts&amp;diff=3552"/>
		<updated>2005-09-23T17:03:26Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information regarding aquanauts.&lt;br /&gt;
# [[Hiring/firing]]&lt;br /&gt;
# Stats:&lt;br /&gt;
#*[[TU|Time Units]]&lt;br /&gt;
#*[[Energy]]&lt;br /&gt;
#*[[Health]]&lt;br /&gt;
#*[[Fatal Wounds]]&lt;br /&gt;
#*[[Bravery]]&lt;br /&gt;
#*[[Morale]]&lt;br /&gt;
#*[[Reactions]]&lt;br /&gt;
#*[[Firing Accuracy]]&lt;br /&gt;
#*[[Throwing Accuracy]]&lt;br /&gt;
#*[[Strength]]&lt;br /&gt;
#* [[Molecular Control]]&lt;br /&gt;
#** [[M.C Skill]]&lt;br /&gt;
#** [[M.C Strength]] &lt;br /&gt;
# How [[Experience]] is earned.&lt;br /&gt;
# [[Recovery time]] after being injured in battle&lt;br /&gt;
# [[Raw recruit statistical likelihood]]&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=1171</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=1171"/>
		<updated>2005-09-23T17:00:53Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: /* Terror from the Deep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to UFOpaedia.&lt;br /&gt;
&lt;br /&gt;
This site has been created to serve as the ultimate resource for information based around the Extra Terrestrial Combat Unit (X-COM) and its encounters with the alien invaders.&lt;br /&gt;
&lt;br /&gt;
Information about all previous encounters with the alien menace will be recorded here along with helpful strategic guides for new Commanding Officers. &lt;br /&gt;
&lt;br /&gt;
For new authors:&lt;br /&gt;
# [[Help:Getting Started | Getting Started]]&lt;br /&gt;
# [[Guidelines to writing articles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM: Main UFOpaedia Entries =&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
=== UFO Defense ===&lt;br /&gt;
*[[Base Facilities (UFO Defense)|Base Facilities]]&lt;br /&gt;
*[[Crafts (UFO Defense)|X-COM Crafts]]&lt;br /&gt;
**[[Craft Armaments (UFO Defense)|Craft Armaments]]&lt;br /&gt;
*[[Heavy Weapons Platforms (UFO Defense)|Heavy Weapons Platforms]]&lt;br /&gt;
*[[Equipment (UFO Defense)|Equipment]]&lt;br /&gt;
**[[Weapons (UFO Defense)|Weapons]]&lt;br /&gt;
*[[Alien Life Forms (UFO Defense)|Alien Life Forms]]&lt;br /&gt;
*[[Research (UFO Defense)|Research]]&lt;br /&gt;
**[[Alien Artefacts (UFO Defense)|Alien Artefacts]]&lt;br /&gt;
*[[UFO (UFO Defense)|Unidentified Flying Objects]]&lt;br /&gt;
**[[UFO Components (UFO Defense)|UFO Components]]&lt;br /&gt;
*[[Soldiers (UFO Defense) | Soldiers]]&lt;br /&gt;
*[[Missions (UFO Defense) | Missions]]&lt;br /&gt;
*[[Scoring (UFO Defense)|Scoring]]&lt;br /&gt;
-----&lt;br /&gt;
=== Supplementary Reference ===&lt;br /&gt;
* [[Item Weight]]s&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terror from the Deep ===&lt;br /&gt;
&lt;br /&gt;
*[[Base Facilities (Tftd)|Base Facilities]]&lt;br /&gt;
*[[Subs (Tftd)|X-COM Subs]]&lt;br /&gt;
**[[Sub Armaments (Tftd)|Sub Armaments]]&lt;br /&gt;
*[[Heavy Weapons Platforms (Tftd)|Heavy Weapons Platforms]]&lt;br /&gt;
*[[Equipment (Tftd)|Equipment]]&lt;br /&gt;
**[[Weapons (Tftd)|Weapons]]&lt;br /&gt;
*[[Alien Life Forms (Tftd)|Alien Life Forms]]&lt;br /&gt;
*[[Alien Research (Tftd)|Alien Research]]&lt;br /&gt;
**[[Alien Artefacts (Tftd)|Alien Artefacts]]&lt;br /&gt;
*[[USO (Tftd)|Unidentified Submerging Objects]]&lt;br /&gt;
**[[Sub Components (Tftd)|USO Components]]&lt;br /&gt;
*[[Aquanauts(Tftd)|Aquanauts]] &lt;br /&gt;
*[[Missions(Tftd)|Missions]]&lt;br /&gt;
*[[Scoring (Tftd)|Scoring]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse ===&lt;br /&gt;
&amp;lt;!-- Note to editors: The following list for Apocalypse is only a guideline and not necessarily the final sections that we will be using. They&#039;re just the result of a quick brainstorm session and will require proper and easy to remember link names. -NKF --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mega Primus]] &lt;br /&gt;
** [[Base Locations]] &lt;br /&gt;
** [[Firms, companies, collectives]]&lt;br /&gt;
** [[Relations]] &lt;br /&gt;
** [[Trade]] &lt;br /&gt;
* [[Bases]] &lt;br /&gt;
** [[Facilities]]&lt;br /&gt;
** [[Layouts]]&lt;br /&gt;
* [[Personnel]]&lt;br /&gt;
**[[Agents]]&lt;br /&gt;
**[[Research and Development]]&lt;br /&gt;
* [[Personnel Equipment]]&lt;br /&gt;
** [[Market]]&lt;br /&gt;
** [[X-COM Proprietary Goods]]&lt;br /&gt;
** [[Alien Artifacts]] &lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
** [[Roadcars and Tanks]]  &lt;br /&gt;
** [[Air Vehicles]]&lt;br /&gt;
** [[X-COM Hybrid Aircraft]]&lt;br /&gt;
** [[UFOs]]&lt;br /&gt;
* [[Vehicle Equipment]]&lt;br /&gt;
** [[Common]]&lt;br /&gt;
** [[Road]] &lt;br /&gt;
** [[Air]] &lt;br /&gt;
** [[Alien Artifacts]] &lt;br /&gt;
* [[Research: Lab Reports]] &lt;br /&gt;
** [[Biochemistry]]&lt;br /&gt;
** [[Quantum Physics]] &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Interceptor ===&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
=== X-COM: Genesis ===&lt;br /&gt;
* [[Info(Genesis)]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alliance ===&lt;br /&gt;
* [[Info(Alliance)]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
This section contains articles that have yet to be classified. For now, everything that doesn&#039;t seem to go anywhere will go here and will later be moved where ever they will fit in. &lt;br /&gt;
&lt;br /&gt;
* [[Under The Hood]] - General odds and ends regarding UFO and TFTD.&lt;br /&gt;
* [[Tricks, Tips and Hints]] - Information.. &amp;quot;acquired&amp;quot; from experienced X-COM players, full of tips that can help you fight the alien menace.&lt;br /&gt;
* [[Exploits]] - Ever wanted to get a little upper hand on the aliens? Enter and find some help.&lt;br /&gt;
* [[Known Bugs]] - Beware, all you need to know about bugs with X-COM and TFTD are contained here. These will help you avoid making a fool of yourself.&lt;br /&gt;
* [[Background]] - Game design notes, backstory, real-life equivalents.&lt;br /&gt;
* [[Community]] - People in the community, memes, etc. &lt;br /&gt;
* [[Fiction]] - Tasty links to inspired authors.&lt;br /&gt;
* [[Links]] - The, y&#039;know, rest of the Internet.&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=897</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Main_Page&amp;diff=897"/>
		<updated>2005-09-23T16:57:55Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to UFOpaedia.&lt;br /&gt;
&lt;br /&gt;
This site has been created to serve as the ultimate resource for information based around the Extra Terrestrial Combat Unit (X-COM) and its encounters with the alien invaders.&lt;br /&gt;
&lt;br /&gt;
Information about all previous encounters with the alien menace will be recorded here along with helpful strategic guides for new Commanding Officers. &lt;br /&gt;
&lt;br /&gt;
For new authors:&lt;br /&gt;
# [[Help:Getting Started | Getting Started]]&lt;br /&gt;
# [[Guidelines to writing articles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= X-COM: Main UFOpaedia Entries =&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
=== UFO Defense ===&lt;br /&gt;
*[[Base Facilities (UFO Defense)|Base Facilities]]&lt;br /&gt;
*[[Crafts (UFO Defense)|X-COM Crafts]]&lt;br /&gt;
**[[Craft Armaments (UFO Defense)|Craft Armaments]]&lt;br /&gt;
*[[Heavy Weapons Platforms (UFO Defense)|Heavy Weapons Platforms]]&lt;br /&gt;
*[[Equipment (UFO Defense)|Equipment]]&lt;br /&gt;
**[[Weapons (UFO Defense)|Weapons]]&lt;br /&gt;
*[[Alien Life Forms (UFO Defense)|Alien Life Forms]]&lt;br /&gt;
*[[Research (UFO Defense)|Research]]&lt;br /&gt;
**[[Alien Artefacts (UFO Defense)|Alien Artefacts]]&lt;br /&gt;
*[[UFO (UFO Defense)|Unidentified Flying Objects]]&lt;br /&gt;
**[[UFO Components (UFO Defense)|UFO Components]]&lt;br /&gt;
*[[Soldiers (UFO Defense) | Soldiers]]&lt;br /&gt;
*[[Missions (UFO Defense) | Missions]]&lt;br /&gt;
*[[Scoring (UFO Defense)|Scoring]]&lt;br /&gt;
-----&lt;br /&gt;
=== Supplementary Reference ===&lt;br /&gt;
* [[Item Weight]]s&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Terror from the Deep ===&lt;br /&gt;
&lt;br /&gt;
*[[Base Facilities (Tftd)|Base Facilities]]&lt;br /&gt;
*[[Subs (Tftd)|X-COM Subs]]&lt;br /&gt;
**[[Sub Armaments (Tftd)|Sub Armaments]]&lt;br /&gt;
*[[Heavy Weapons Platforms (Tftd)|Heavy Weapons Platforms]]&lt;br /&gt;
*[[Equipment (Tftd)|Equipment]]&lt;br /&gt;
**[[Weapons (Tftd)|Weapons]]&lt;br /&gt;
*[[Alien Life Forms (Tftd)|Alien Life Forms]]&lt;br /&gt;
*[[Alien Research (Tftd)|Alien Research]]&lt;br /&gt;
**[[Alien Artefacts (Tftd)|Alien Artefacts]]&lt;br /&gt;
*[[USO (Tftd)|Unidentified Submerging Objects]]&lt;br /&gt;
**[[Sub Components (Tftd)|USO Components]]&lt;br /&gt;
*[[Missions(Tftd)|Missions]]&lt;br /&gt;
*[[Scoring (Tftd)|Scoring]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Apocalypse ===&lt;br /&gt;
&amp;lt;!-- Note to editors: The following list for Apocalypse is only a guideline and not necessarily the final sections that we will be using. They&#039;re just the result of a quick brainstorm session and will require proper and easy to remember link names. -NKF --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Mega Primus]] &lt;br /&gt;
** [[Base Locations]] &lt;br /&gt;
** [[Firms, companies, collectives]]&lt;br /&gt;
** [[Relations]] &lt;br /&gt;
** [[Trade]] &lt;br /&gt;
* [[Bases]] &lt;br /&gt;
** [[Facilities]]&lt;br /&gt;
** [[Layouts]]&lt;br /&gt;
* [[Personnel]]&lt;br /&gt;
**[[Agents]]&lt;br /&gt;
**[[Research and Development]]&lt;br /&gt;
* [[Personnel Equipment]]&lt;br /&gt;
** [[Market]]&lt;br /&gt;
** [[X-COM Proprietary Goods]]&lt;br /&gt;
** [[Alien Artifacts]] &lt;br /&gt;
* [[Vehicles]]&lt;br /&gt;
** [[Roadcars and Tanks]]  &lt;br /&gt;
** [[Air Vehicles]]&lt;br /&gt;
** [[X-COM Hybrid Aircraft]]&lt;br /&gt;
** [[UFOs]]&lt;br /&gt;
* [[Vehicle Equipment]]&lt;br /&gt;
** [[Common]]&lt;br /&gt;
** [[Road]] &lt;br /&gt;
** [[Air]] &lt;br /&gt;
** [[Alien Artifacts]] &lt;br /&gt;
* [[Research: Lab Reports]] &lt;br /&gt;
** [[Biochemistry]]&lt;br /&gt;
** [[Quantum Physics]] &lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Interceptor ===&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
=== X-COM: Genesis ===&lt;br /&gt;
* [[Info(Genesis)]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33%;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Alliance ===&lt;br /&gt;
* [[Info(Alliance)]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
This section contains articles that have yet to be classified. For now, everything that doesn&#039;t seem to go anywhere will go here and will later be moved where ever they will fit in. &lt;br /&gt;
&lt;br /&gt;
* [[Under The Hood]] - General odds and ends regarding UFO and TFTD.&lt;br /&gt;
* [[Tricks, Tips and Hints]] - Information.. &amp;quot;acquired&amp;quot; from experienced X-COM players, full of tips that can help you fight the alien menace.&lt;br /&gt;
* [[Exploits]] - Ever wanted to get a little upper hand on the aliens? Enter and find some help.&lt;br /&gt;
* [[Known Bugs]] - Beware, all you need to know about bugs with X-COM and TFTD are contained here. These will help you avoid making a fool of yourself.&lt;br /&gt;
* [[Background]] - Game design notes, backstory, real-life equivalents.&lt;br /&gt;
* [[Community]] - People in the community, memes, etc. &lt;br /&gt;
* [[Fiction]] - Tasty links to inspired authors.&lt;br /&gt;
* [[Links]] - The, y&#039;know, rest of the Internet.&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Interceptor)&amp;diff=3353</id>
		<title>Research (Interceptor)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Interceptor)&amp;diff=3353"/>
		<updated>2005-09-23T16:51:46Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is the Technologies from [[The Frontier]].&lt;br /&gt;
&lt;br /&gt;
* [[Second Alien War]]&lt;br /&gt;
* [[First Alien War]]&lt;br /&gt;
* [[The Frontier]]&lt;br /&gt;
* [[Mega Primus]]&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=916</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=916"/>
		<updated>2005-09-21T14:57:48Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Notes =&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
In several places it uses Intel little-endian &amp;quot;Words&amp;quot;. These are two bytes values with the low byte first, high byte second. Thus they can count over 255 (to 65,536). Sometimes they are &amp;quot;signed&amp;quot; however (8000h, when the highest bit is set), which makes the maximum positive value 32,767. It&#039;s of no concern in an ordinary game, but may be to hackers. &amp;quot;Signed&amp;quot; is noted below where applicable.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
= Structure =&lt;br /&gt;
&amp;lt;b&amp;gt;1-2 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Word set to Rank or FFFF if soldier is dead (or slot not yet used). These values are actually pointers within a text file, so if you change it to 7 it will say &amp;quot;SPACE AVAILABLE&amp;quot; as your rank. Strange stuff. Ranks are:&lt;br /&gt;
&lt;br /&gt;
 0 Recruit&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sargeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Units in Entrance&lt;br /&gt;
 7 Units in Target Exit&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 02&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference numbers from LOC.DAT. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7-8 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(FFFF)&amp;lt;/i&amp;gt;: Unknown. Presumed Word. Only ever seen to be FFFF.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;9-10 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of missions. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;11-12 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of kills. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;13-14 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;15-16 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Death Penalty (morale hit if this guy dies). Presumably a signed Word. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
  0  Recruit&lt;br /&gt;
  0? Squaddie (not yet tested)&lt;br /&gt;
  1  SGT&lt;br /&gt;
  3  CPT&lt;br /&gt;
  6  COL&lt;br /&gt;
 10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: A test of hex-editing Missions and performing a combat (while not touching this field) did not cause this field to reflect the edited Missions value. This field simply added 1, as it normally would. So it doesn&#039;t appear to be &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions; instead, both Missions and this field have a 1 added at the end of each mission. Presumably then, directly editing Rank would likewise not cause this to change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;17-37 / 10-24&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: Name, 21 characters long. Note that players can enter almost any keyboard character (unlike in Windows programs) because they are directly stored here instead of going through any Windows objects. Also FWIW, the &#039;ends&#039; of player names are still kept here, if a new soldier in a slot has a shorter name than the previous soldier. The end of the current name is denoted by a null character (ASCII 00).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;38-41 / 25-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0)&amp;lt;/i&amp;gt;: Unknown. Four bytes that have only ever been seen to be 0, 0, 0, 0. Two unused Words?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the LOC.DAT value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; hirees on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, presumably via TRANSFER.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial TUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial Health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial Reaction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial Throwing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Melee / Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: Psi Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial Bravery. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is. Initial Bravery can be 10-60. Bravery always works in units of 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100+)&amp;lt;/i&amp;gt;: Current Psi Skill. 0 = has not yet had any Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-30+)&amp;lt;/i&amp;gt;: Increase in TUs. (Max total TUs possible (initial+increase) is approximately 80. See Note 2.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-35+)&amp;lt;/i&amp;gt;: Increase in Health. (Max total approx. 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-60+)&amp;lt;/i&amp;gt;: Increase in Stamina. (Max total approx. 100)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-60+)&amp;lt;/i&amp;gt;: Increase in Reaction. (Max total approx. 90)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-50+)&amp;lt;/i&amp;gt;: Increase in Strength. (Max total approx. 70). Note that more than 64 here will make you unable to throw anything. Possibly the [[Throwing_Accuracy#Throwing_Distance|throwing distance]] function only checks the lowest 6(?) bits of current strength, or a high value otherwise pushes the XCOM equation out of allowable bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-80+)&amp;lt;/i&amp;gt;: Increase in Firing Accuracy. (Max total approx. 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-70?)&amp;lt;/i&amp;gt;: Increase in  Throwing Accuracy. (Max total approx. 120?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-?)&amp;lt;/i&amp;gt;: Increase in Melee/Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-1?)&amp;lt;/i&amp;gt;: Increase in Bravery (multiply by 10).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Armor, 3=Flying Suit, 4=Sectoid 5=Snakeman, 6=Ethereal, 7=Muton, 8=Floater, 9=Celatid, 10=Silacoid, 11=Chryssalid. (the rest is just parts of the big units and civilians)NOTE: theese are not real aliens... just skins... more research must be taken about skins... like the appearance... or gender to find real aliens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24?)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female, 2=???.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African, 4=???.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
1) Melee or Close Combat Accuracy is a somewhat abandoned skill. It does not appear in display screens, but Byte 61 &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; increase when the stun rod is used. Also, secondary skills will increase when you do this, as they do for other primary skills. Given their placement in this file, then, it is presumed that this is a third &#039;accuracy&#039; skill related to stun-rod use, with Byte 50 being the initial value and Byte 61 being the increase.&lt;br /&gt;
&lt;br /&gt;
2) The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill.&lt;br /&gt;
&lt;br /&gt;
3) Be careful of making total skill value (initial + increase) greater than 160 (A0h). This will make your skill bar wrap around the screen.&lt;br /&gt;
&lt;br /&gt;
4) As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
5) This work was done by [http://www.stonepool.com/xcom/hacking/soldier.html hatfarm] and [[User:MikeTheRed|MikeTheRed]]. More info welcomed!&lt;br /&gt;
&lt;br /&gt;
= For More Information =&lt;br /&gt;
&lt;br /&gt;
*Information on individual skills can be seen at [[Soldiers (UFO Defense) | Soldiers]].&lt;br /&gt;
*For more information on increasing skills, see [[Experience]].&lt;br /&gt;
*For more information on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Raw Recruit Statistical Likelihood]].&lt;br /&gt;
&lt;br /&gt;
= Addendum: Hex Workshop Structure Library =&lt;br /&gt;
&lt;br /&gt;
The following can be used to make an XCOMUFO.hsl file that will work with Hex Workshop (v4.23) available from [http://www.bpsoft.com www.BPSoft.com]. This allows one to overlay a structure while viewing/editing SOLDIER.DAT and work in a more organized fashion. Tip: Set the data view window to 34 bytes wide, and each SOLDIER record will take exactly two display lines. (It won&#039;t let you set it to higher than 64, unfortunately.)&lt;br /&gt;
&lt;br /&gt;
 /***********************************************************************************&lt;br /&gt;
  * XCOMUFO.hsl - Structure definitions for XCOM UFO DEFENSE v1.4&lt;br /&gt;
  *    This structure def last edited Sept. 16, 2005&lt;br /&gt;
  *    Mike Fay mikestar@speedfactory.net&lt;br /&gt;
  *    MikeTheRed on www.xcomufo.com forums&lt;br /&gt;
  *    Also see the SOLDIER.DAT wiki at www.ufopaedia.org/index.php?title=SOLDIER.DAT&lt;br /&gt;
  ***********************************************************************************&lt;br /&gt;
  * Revision History:&lt;br /&gt;
  *  09/26/05 - MF - Original&lt;br /&gt;
  */&lt;br /&gt;
 &lt;br /&gt;
 #include &amp;quot;standard-types.hsl&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 // SOLDIER.DAT&lt;br /&gt;
 struct SOLDIER_DAT &lt;br /&gt;
 {&lt;br /&gt;
    WORD Rank ;&lt;br /&gt;
    WORD BaseOrTransfer ;&lt;br /&gt;
    WORD Craft ;&lt;br /&gt;
    WORD UnknownFFFF;&lt;br /&gt;
    WORD Missions ;&lt;br /&gt;
    WORD Kills ;&lt;br /&gt;
    WORD WoundDays ;&lt;br /&gt;
    WORD DeathPenalty ;&lt;br /&gt;
    CHAR Name[21] ;&lt;br /&gt;
    WORD UnknownUnused1 ;&lt;br /&gt;
    WORD UnknownUnused2 ;&lt;br /&gt;
    UBYTE TransferBase ;&lt;br /&gt;
    UBYTE TUs_Init ;&lt;br /&gt;
    UBYTE Health_Init ;&lt;br /&gt;
    UBYTE Stam_Init ;&lt;br /&gt;
    UBYTE Rxns_Init ;&lt;br /&gt;
    UBYTE Str_Init ;&lt;br /&gt;
    UBYTE FAcc_Init ;&lt;br /&gt;
    UBYTE TAcc_Init ;&lt;br /&gt;
    UBYTE MAcc_Init ;&lt;br /&gt;
    UBYTE Psi_Str ;&lt;br /&gt;
    UBYTE Psi_Skill ;&lt;br /&gt;
    UBYTE Brave_Init ;&lt;br /&gt;
    UBYTE TUs_Inc ;&lt;br /&gt;
    UBYTE Health_Inc ;&lt;br /&gt;
    UBYTE Stam_Inc ;&lt;br /&gt;
    UBYTE Rxns_Inc ;&lt;br /&gt;
    UBYTE Str_Inc ;&lt;br /&gt;
    UBYTE FAcc_Inc ;&lt;br /&gt;
    UBYTE TAcc_Inc ;&lt;br /&gt;
    UBYTE MAcc_Inc ;&lt;br /&gt;
    UBYTE Brave_Inc ;&lt;br /&gt;
    UBYTE Armor ;&lt;br /&gt;
    UBYTE PsiLab_Inc ;&lt;br /&gt;
    UBYTE PsiLab_Flag ;&lt;br /&gt;
    UBYTE Promotion_Flag ;&lt;br /&gt;
    UBYTE Gender ;&lt;br /&gt;
    UBYTE Appearance ;&lt;br /&gt;
 } ;&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=874</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=874"/>
		<updated>2005-09-21T14:55:38Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Notes =&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
In several places it uses Intel little-endian &amp;quot;Words&amp;quot;. These are two bytes values with the low byte first, high byte second. Thus they can count over 255 (to 65,536). Sometimes they are &amp;quot;signed&amp;quot; however (8000h, when the highest bit is set), which makes the maximum positive value 32,767. It&#039;s of no concern in an ordinary game, but may be to hackers. &amp;quot;Signed&amp;quot; is noted below where applicable.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
= Structure =&lt;br /&gt;
&amp;lt;b&amp;gt;1-2 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Word set to Rank or FFFF if soldier is dead (or slot not yet used). These values are actually pointers within a text file, so if you change it to 7 it will say &amp;quot;SPACE AVAILABLE&amp;quot; as your rank. Strange stuff. Ranks are:&lt;br /&gt;
&lt;br /&gt;
 0 Recruit&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sargeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Units in Entrance&lt;br /&gt;
 7 Units in Target Exit&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 02&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference numbers from LOC.DAT. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7-8 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(FFFF)&amp;lt;/i&amp;gt;: Unknown. Presumed Word. Only ever seen to be FFFF.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;9-10 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of missions. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;11-12 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of kills. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;13-14 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;15-16 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Death Penalty (morale hit if this guy dies). Presumably a signed Word. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
  0  Recruit&lt;br /&gt;
  0? Squaddie (not yet tested)&lt;br /&gt;
  1  SGT&lt;br /&gt;
  3  CPT&lt;br /&gt;
  6  COL&lt;br /&gt;
 10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: A test of hex-editing Missions and performing a combat (while not touching this field) did not cause this field to reflect the edited Missions value. This field simply added 1, as it normally would. So it doesn&#039;t appear to be &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions; instead, both Missions and this field have a 1 added at the end of each mission. Presumably then, directly editing Rank would likewise not cause this to change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;17-37 / 10-24&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: Name, 21 characters long. Note that players can enter almost any keyboard character (unlike in Windows programs) because they are directly stored here instead of going through any Windows objects. Also FWIW, the &#039;ends&#039; of player names are still kept here, if a new soldier in a slot has a shorter name than the previous soldier. The end of the current name is denoted by a null character (ASCII 00).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;38-41 / 25-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0)&amp;lt;/i&amp;gt;: Unknown. Four bytes that have only ever been seen to be 0, 0, 0, 0. Two unused Words?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the LOC.DAT value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; hirees on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, presumably via TRANSFER.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial TUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial Health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial Reaction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial Throwing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Melee / Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: Psi Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial Bravery. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is. Initial Bravery can be 10-60. Bravery always works in units of 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100+)&amp;lt;/i&amp;gt;: Current Psi Skill. 0 = has not yet had any Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-30+)&amp;lt;/i&amp;gt;: Increase in TUs. (Max total TUs possible (initial+increase) is approximately 80. See Note 2.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-35+)&amp;lt;/i&amp;gt;: Increase in Health. (Max total approx. 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-60+)&amp;lt;/i&amp;gt;: Increase in Stamina. (Max total approx. 100)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-60+)&amp;lt;/i&amp;gt;: Increase in Reaction. (Max total approx. 90)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-50+)&amp;lt;/i&amp;gt;: Increase in Strength. (Max total approx. 70). Note that more than 64 here will make you unable to throw anything. Possibly the [[Throwing_Accuracy#Throwing_Distance|throwing distance]] function only checks the lowest 6(?) bits of current strength, or a high value otherwise pushes the XCOM equation out of allowable bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-80+)&amp;lt;/i&amp;gt;: Increase in Firing Accuracy. (Max total approx. 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-70?)&amp;lt;/i&amp;gt;: Increase in  Throwing Accuracy. (Max total approx. 120?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-?)&amp;lt;/i&amp;gt;: Increase in Melee/Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-1?)&amp;lt;/i&amp;gt;: Increase in Bravery (multiply by 10).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Armor, 3=Flying Suit, 4=Sectoid 5=Snakeman, 6=Ethereal, 7=Muton, 8=Floater, 9=Celatid, 10=Silacoid, 11=Chryssalid. (the rest is just parts of the big units and civilians)NOTE: theese are not real aliens... just skins... mor research must be taken about skinds... like the appearance... or gender to find real aliens&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24?)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female, 2=???.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African, 4=???.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
1) Melee or Close Combat Accuracy is a somewhat abandoned skill. It does not appear in display screens, but Byte 61 &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; increase when the stun rod is used. Also, secondary skills will increase when you do this, as they do for other primary skills. Given their placement in this file, then, it is presumed that this is a third &#039;accuracy&#039; skill related to stun-rod use, with Byte 50 being the initial value and Byte 61 being the increase.&lt;br /&gt;
&lt;br /&gt;
2) The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill.&lt;br /&gt;
&lt;br /&gt;
3) Be careful of making total skill value (initial + increase) greater than 160 (A0h). This will make your skill bar wrap around the screen.&lt;br /&gt;
&lt;br /&gt;
4) As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
5) This work was done by [http://www.stonepool.com/xcom/hacking/soldier.html hatfarm] and [[User:MikeTheRed|MikeTheRed]]. More info welcomed!&lt;br /&gt;
&lt;br /&gt;
= For More Information =&lt;br /&gt;
&lt;br /&gt;
*Information on individual skills can be seen at [[Soldiers (UFO Defense) | Soldiers]].&lt;br /&gt;
*For more information on increasing skills, see [[Experience]].&lt;br /&gt;
*For more information on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Raw Recruit Statistical Likelihood]].&lt;br /&gt;
&lt;br /&gt;
= Addendum: Hex Workshop Structure Library =&lt;br /&gt;
&lt;br /&gt;
The following can be used to make an XCOMUFO.hsl file that will work with Hex Workshop (v4.23) available from [http://www.bpsoft.com www.BPSoft.com]. This allows one to overlay a structure while viewing/editing SOLDIER.DAT and work in a more organized fashion. Tip: Set the data view window to 34 bytes wide, and each SOLDIER record will take exactly two display lines. (It won&#039;t let you set it to higher than 64, unfortunately.)&lt;br /&gt;
&lt;br /&gt;
 /***********************************************************************************&lt;br /&gt;
  * XCOMUFO.hsl - Structure definitions for XCOM UFO DEFENSE v1.4&lt;br /&gt;
  *    This structure def last edited Sept. 16, 2005&lt;br /&gt;
  *    Mike Fay mikestar@speedfactory.net&lt;br /&gt;
  *    MikeTheRed on www.xcomufo.com forums&lt;br /&gt;
  *    Also see the SOLDIER.DAT wiki at www.ufopaedia.org/index.php?title=SOLDIER.DAT&lt;br /&gt;
  ***********************************************************************************&lt;br /&gt;
  * Revision History:&lt;br /&gt;
  *  09/26/05 - MF - Original&lt;br /&gt;
  */&lt;br /&gt;
 &lt;br /&gt;
 #include &amp;quot;standard-types.hsl&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 // SOLDIER.DAT&lt;br /&gt;
 struct SOLDIER_DAT &lt;br /&gt;
 {&lt;br /&gt;
    WORD Rank ;&lt;br /&gt;
    WORD BaseOrTransfer ;&lt;br /&gt;
    WORD Craft ;&lt;br /&gt;
    WORD UnknownFFFF;&lt;br /&gt;
    WORD Missions ;&lt;br /&gt;
    WORD Kills ;&lt;br /&gt;
    WORD WoundDays ;&lt;br /&gt;
    WORD DeathPenalty ;&lt;br /&gt;
    CHAR Name[21] ;&lt;br /&gt;
    WORD UnknownUnused1 ;&lt;br /&gt;
    WORD UnknownUnused2 ;&lt;br /&gt;
    UBYTE TransferBase ;&lt;br /&gt;
    UBYTE TUs_Init ;&lt;br /&gt;
    UBYTE Health_Init ;&lt;br /&gt;
    UBYTE Stam_Init ;&lt;br /&gt;
    UBYTE Rxns_Init ;&lt;br /&gt;
    UBYTE Str_Init ;&lt;br /&gt;
    UBYTE FAcc_Init ;&lt;br /&gt;
    UBYTE TAcc_Init ;&lt;br /&gt;
    UBYTE MAcc_Init ;&lt;br /&gt;
    UBYTE Psi_Str ;&lt;br /&gt;
    UBYTE Psi_Skill ;&lt;br /&gt;
    UBYTE Brave_Init ;&lt;br /&gt;
    UBYTE TUs_Inc ;&lt;br /&gt;
    UBYTE Health_Inc ;&lt;br /&gt;
    UBYTE Stam_Inc ;&lt;br /&gt;
    UBYTE Rxns_Inc ;&lt;br /&gt;
    UBYTE Str_Inc ;&lt;br /&gt;
    UBYTE FAcc_Inc ;&lt;br /&gt;
    UBYTE TAcc_Inc ;&lt;br /&gt;
    UBYTE MAcc_Inc ;&lt;br /&gt;
    UBYTE Brave_Inc ;&lt;br /&gt;
    UBYTE Armor ;&lt;br /&gt;
    UBYTE PsiLab_Inc ;&lt;br /&gt;
    UBYTE PsiLab_Flag ;&lt;br /&gt;
    UBYTE Promotion_Flag ;&lt;br /&gt;
    UBYTE Gender ;&lt;br /&gt;
    UBYTE Appearance ;&lt;br /&gt;
 } ;&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=887</id>
		<title>Game Files</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Game_Files&amp;diff=887"/>
		<updated>2005-09-21T14:52:45Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[SOLDIER.DAT]]&lt;br /&gt;
*[[CRAFT.DAT]]&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=873</id>
		<title>SOLDIER.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SOLDIER.DAT&amp;diff=873"/>
		<updated>2005-09-21T14:47:56Z</updated>

		<summary type="html">&lt;p&gt;80.196.239.243: /* Structure */  added more info to data corruption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Notes =&lt;br /&gt;
SOLDIER.DAT has a fixed structure of 250 entries of 68 bytes each. (Only a maximum of 250 soldiers can be had.) Thus it is always 17,000 bytes long (250x68).&lt;br /&gt;
&lt;br /&gt;
In several places it uses Intel little-endian &amp;quot;Words&amp;quot;. These are two bytes values with the low byte first, high byte second. Thus they can count over 255 (to 65,536). Sometimes they are &amp;quot;signed&amp;quot; however (8000h, when the highest bit is set), which makes the maximum positive value 32,767. It&#039;s of no concern in an ordinary game, but may be to hackers. &amp;quot;Signed&amp;quot; is noted below where applicable.&lt;br /&gt;
&lt;br /&gt;
Values are presented according to byte count (1 to 68) followed by the equivalent hex offset (00 to 43) in &amp;lt;b&amp;gt;bold&amp;lt;/b&amp;gt;, followed by the normal (non-hacked) range of values in &amp;lt;i&amp;gt;italics&amp;lt;/i&amp;gt;. Most fields can be hacked up to FF, but sometimes it can make for weirdness!&lt;br /&gt;
&lt;br /&gt;
= Structure =&lt;br /&gt;
&amp;lt;b&amp;gt;1-2 / 00-01&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-5, FFFF)&amp;lt;/i&amp;gt;: Word set to Rank or FFFF if soldier is dead (or slot not yet used). These values are actually pointers within a text file, so if you change it to 7 it will say &amp;quot;SPACE AVAILABLE&amp;quot; as your rank. Strange stuff. Ranks are:&lt;br /&gt;
&lt;br /&gt;
 0 Recruit&lt;br /&gt;
 1 Squaddie&lt;br /&gt;
 2 Sargeant (SGT)&lt;br /&gt;
 3 Captain (CPT)&lt;br /&gt;
 4 Colonel (COL)&lt;br /&gt;
 5 Commander (CDR)&lt;br /&gt;
 6 Units in Entrance&lt;br /&gt;
 7 Units in Target Exit&lt;br /&gt;
&amp;lt;b&amp;gt;3 / 02&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies, FF)&amp;lt;/i&amp;gt;: Base the soldier is at, using reference numbers from LOC.DAT. First base is always 0 (first entry in LOC.DAT). Value of FF means the soldier is being transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5-6 / 04-05&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies, FFFF)&amp;lt;/i&amp;gt;: Craft soldier is assigned to, using values from LOC.DAT. FFFF means not assigned to a craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7-8 / 06-07&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(FFFF)&amp;lt;/i&amp;gt;: Unknown. Presumed Word. Only ever seen to be FFFF.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;9-10 / 08-09&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of missions. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;11-12 / 0A-0B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Number of kills. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;13-14 / 0C-0D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0+)&amp;lt;/i&amp;gt;: Wound recovery days. Signed Word.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;15-16 / 0E-0F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20+)&amp;lt;/i&amp;gt;: Death Penalty (morale hit if this guy dies). Presumably a signed Word. Is equal to 20 + Missions + Rank Bonus, as follows:&lt;br /&gt;
&lt;br /&gt;
  0  Recruit&lt;br /&gt;
  0? Squaddie (not yet tested)&lt;br /&gt;
  1  SGT&lt;br /&gt;
  3  CPT&lt;br /&gt;
  6  COL&lt;br /&gt;
 10  CDR&lt;br /&gt;
&lt;br /&gt;
Note: A test of hex-editing Missions and performing a combat (while not touching this field) did not cause this field to reflect the edited Missions value. This field simply added 1, as it normally would. So it doesn&#039;t appear to be &amp;lt;i&amp;gt;computed&amp;lt;/i&amp;gt; from Missions; instead, both Missions and this field have a 1 added at the end of each mission. Presumably then, directly editing Rank would likewise not cause this to change.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;17-37 / 10-24&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(Text)&amp;lt;/i&amp;gt;: Name, 21 characters long. Note that players can enter almost any keyboard character (unlike in Windows programs) because they are directly stored here instead of going through any Windows objects. Also FWIW, the &#039;ends&#039; of player names are still kept here, if a new soldier in a slot has a shorter name than the previous soldier. The end of the current name is denoted by a null character (ASCII 00).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;38-41 / 25-28&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0)&amp;lt;/i&amp;gt;: Unknown. Four bytes that have only ever been seen to be 0, 0, 0, 0. Two unused Words?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;42 / 29&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(varies)&amp;lt;/i&amp;gt;: Always 0 except for &amp;lt;i&amp;gt;existing&amp;lt;/i&amp;gt; soldiers being transferred, in which case it equals the LOC.DAT value for destination base. &amp;lt;i&amp;gt;New&amp;lt;/i&amp;gt; hirees on their way to a base will also have this set to 0, so if Byte 3 is set to FF and this byte is 0, you can&#039;t tell (from these two bytes alone) if it&#039;s an existing soldier going to your first base (LOC.DAT=0), or a new recruit going to any base. But the game knows where they&#039;re going, presumably via TRANSFER.DAT.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;43 / 2A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-60)&amp;lt;/i&amp;gt;: Initial TUs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;44 / 2B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(25-40)&amp;lt;/i&amp;gt;: Initial Health.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;45 / 2C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;46 / 2D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(30-60)&amp;lt;/i&amp;gt;: Initial Reaction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;47 / 2E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;48 / 2F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(40-70)&amp;lt;/i&amp;gt;: Initial Firing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;49 / 30&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(50-80)&amp;lt;/i&amp;gt;: Initial Throwing Accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;50 / 31&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(20-40)&amp;lt;/i&amp;gt;: Initial Melee / Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;51 / 32&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100)&amp;lt;/i&amp;gt;: Psi Strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;53 / 34&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(5-10)&amp;lt;/i&amp;gt;: Initial Bravery. Computed as 110-(10*ThisByte). E.g. if ThisByte=9, Bravery=20. So the lower this byte is, the better your Bravery is. Initial Bravery can be 10-60. Bravery always works in units of 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;52 / 33&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-100+)&amp;lt;/i&amp;gt;: Current Psi Skill. 0 = has not yet had any Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;54 / 35&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-30+)&amp;lt;/i&amp;gt;: Increase in TUs. (Max total TUs possible (initial+increase) is approximately 80. See Note 2.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;55 / 36&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-35+)&amp;lt;/i&amp;gt;: Increase in Health. (Max total approx. 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;56 / 37&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-60+)&amp;lt;/i&amp;gt;: Increase in Stamina. (Max total approx. 100)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;57 / 38&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-60+)&amp;lt;/i&amp;gt;: Increase in Reaction. (Max total approx. 90)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;58 / 39&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-50+)&amp;lt;/i&amp;gt;: Increase in Strength. (Max total approx. 70). Note that more than 64 here will make you unable to throw anything. Possibly the [[Throwing_Accuracy#Throwing_Distance|throwing distance]] function only checks the lowest 6(?) bits of current strength, or a high value otherwise pushes the XCOM equation out of allowable bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;59 / 3A&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-80+)&amp;lt;/i&amp;gt;: Increase in Firing Accuracy. (Max total approx. 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;60 / 3B&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-70?)&amp;lt;/i&amp;gt;: Increase in  Throwing Accuracy. (Max total approx. 120?)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;61 / 3C&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-?)&amp;lt;/i&amp;gt;: Increase in Melee/Close Combat Accuracy. See Note 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;62 / 3D&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-1?)&amp;lt;/i&amp;gt;: Increase in Bravery (multiply by 10).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;63 / 3E&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Armor. 0=None, 1=Personal Armor, 2=Power Armor, 3=Flying Suit 4=Sectoid 5=Snakeman&lt;br /&gt;
6=Ethereal 7=Muton 8=Floater 9=Celatid 10=Silacoid 11=Chryssalid (the rest is just parts of the big units and civilians)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;64 / 3F&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-24?)&amp;lt;/i&amp;gt;: Most-recent month&#039;s Psi Lab training increase. Largest values for newly trained (16-24).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;65 / 40&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: In Psi Lab training.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;66 / 41&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: Promotion flag (as of most recent combat). Reset as of next combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;67 / 42&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0,1)&amp;lt;/i&amp;gt;: 0=Male, 1=Female.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;68 / 43&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;(0-3)&amp;lt;/i&amp;gt;: Appearance (for loadout, no armor): 0=blonde, 1=brown hair, 2=Oriental, 3=African.&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
1) Melee or Close Combat Accuracy is a somewhat abandoned skill. It does not appear in display screens, but Byte 61 &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; increase when the stun rod is used. Also, secondary skills will increase when you do this, as they do for other primary skills. Given their placement in this file, then, it is presumed that this is a third &#039;accuracy&#039; skill related to stun-rod use, with Byte 50 being the initial value and Byte 61 being the increase.&lt;br /&gt;
&lt;br /&gt;
2) The possible values for skill increases (in a non-hacked game) depend both on the cap for each skill and on each soldiers&#039; initial value. Thus the max possible value shown in the &#039;increase&#039; range is for soldiers who started with the minimum initial skill.&lt;br /&gt;
&lt;br /&gt;
3) Be careful of making total skill value (initial + increase) greater than 160 (A0h). This will make your skill bar wrap around the screen.&lt;br /&gt;
&lt;br /&gt;
4) As can be seen, Armor is the only thing that &#039;stays with&#039; a soldier. Yes, it&#039;s lost if you fire someone wearing it!&lt;br /&gt;
&lt;br /&gt;
5) This work was done by [http://www.stonepool.com/xcom/hacking/soldier.html hatfarm] and [[User:MikeTheRed|MikeTheRed]]. More info welcomed!&lt;br /&gt;
&lt;br /&gt;
= For More Information =&lt;br /&gt;
&lt;br /&gt;
*Information on individual skills can be seen at [[Soldiers (UFO Defense) | Soldiers]].&lt;br /&gt;
*For more information on increasing skills, see [[Experience]].&lt;br /&gt;
*For more information on starting soldier stats, see [[Raw_recruit_statistical_likelihood|Raw Recruit Statistical Likelihood]].&lt;br /&gt;
&lt;br /&gt;
= Addendum: Hex Workshop Structure Library =&lt;br /&gt;
&lt;br /&gt;
The following can be used to make an XCOMUFO.hsl file that will work with Hex Workshop (v4.23) available from [http://www.bpsoft.com www.BPSoft.com]. This allows one to overlay a structure while viewing/editing SOLDIER.DAT and work in a more organized fashion. Tip: Set the data view window to 34 bytes wide, and each SOLDIER record will take exactly two display lines. (It won&#039;t let you set it to higher than 64, unfortunately.)&lt;br /&gt;
&lt;br /&gt;
 /***********************************************************************************&lt;br /&gt;
  * XCOMUFO.hsl - Structure definitions for XCOM UFO DEFENSE v1.4&lt;br /&gt;
  *    This structure def last edited Sept. 16, 2005&lt;br /&gt;
  *    Mike Fay mikestar@speedfactory.net&lt;br /&gt;
  *    MikeTheRed on www.xcomufo.com forums&lt;br /&gt;
  *    Also see the SOLDIER.DAT wiki at www.ufopaedia.org/index.php?title=SOLDIER.DAT&lt;br /&gt;
  ***********************************************************************************&lt;br /&gt;
  * Revision History:&lt;br /&gt;
  *  09/26/05 - MF - Original&lt;br /&gt;
  */&lt;br /&gt;
 &lt;br /&gt;
 #include &amp;quot;standard-types.hsl&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 // SOLDIER.DAT&lt;br /&gt;
 struct SOLDIER_DAT &lt;br /&gt;
 {&lt;br /&gt;
    WORD Rank ;&lt;br /&gt;
    WORD BaseOrTransfer ;&lt;br /&gt;
    WORD Craft ;&lt;br /&gt;
    WORD UnknownFFFF;&lt;br /&gt;
    WORD Missions ;&lt;br /&gt;
    WORD Kills ;&lt;br /&gt;
    WORD WoundDays ;&lt;br /&gt;
    WORD DeathPenalty ;&lt;br /&gt;
    CHAR Name[21] ;&lt;br /&gt;
    WORD UnknownUnused1 ;&lt;br /&gt;
    WORD UnknownUnused2 ;&lt;br /&gt;
    UBYTE TransferBase ;&lt;br /&gt;
    UBYTE TUs_Init ;&lt;br /&gt;
    UBYTE Health_Init ;&lt;br /&gt;
    UBYTE Stam_Init ;&lt;br /&gt;
    UBYTE Rxns_Init ;&lt;br /&gt;
    UBYTE Str_Init ;&lt;br /&gt;
    UBYTE FAcc_Init ;&lt;br /&gt;
    UBYTE TAcc_Init ;&lt;br /&gt;
    UBYTE MAcc_Init ;&lt;br /&gt;
    UBYTE Psi_Str ;&lt;br /&gt;
    UBYTE Psi_Skill ;&lt;br /&gt;
    UBYTE Brave_Init ;&lt;br /&gt;
    UBYTE TUs_Inc ;&lt;br /&gt;
    UBYTE Health_Inc ;&lt;br /&gt;
    UBYTE Stam_Inc ;&lt;br /&gt;
    UBYTE Rxns_Inc ;&lt;br /&gt;
    UBYTE Str_Inc ;&lt;br /&gt;
    UBYTE FAcc_Inc ;&lt;br /&gt;
    UBYTE TAcc_Inc ;&lt;br /&gt;
    UBYTE MAcc_Inc ;&lt;br /&gt;
    UBYTE Brave_Inc ;&lt;br /&gt;
    UBYTE Armor ;&lt;br /&gt;
    UBYTE PsiLab_Inc ;&lt;br /&gt;
    UBYTE PsiLab_Flag ;&lt;br /&gt;
    UBYTE Promotion_Flag ;&lt;br /&gt;
    UBYTE Gender ;&lt;br /&gt;
    UBYTE Appearance ;&lt;br /&gt;
 } ;&lt;/div&gt;</summary>
		<author><name>80.196.239.243</name></author>
	</entry>
</feed>