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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=83.94.127.236</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T07:25:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=3553</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=3553"/>
		<updated>2005-09-29T07:33:26Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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(Tftd)]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1058</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=1058"/>
		<updated>2005-09-29T07:33:11Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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;
[[:Aquanauts(Tftd)]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1057</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=1057"/>
		<updated>2005-09-29T07:33:01Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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;
[[Aquanauts(Tftd)]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1056</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=1056"/>
		<updated>2005-09-29T07:32:37Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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:]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1055</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=1055"/>
		<updated>2005-09-29T07:31:53Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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 (Tftd)]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1054</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=1054"/>
		<updated>2005-09-29T07:31:28Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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(Tftd)]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=M.C_Skill&amp;diff=1053</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=1053"/>
		<updated>2005-09-29T07:31:09Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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(Tftd)|Aquanauts]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Zombie&amp;diff=2205</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Zombie&amp;diff=2205"/>
		<updated>2005-09-28T19:43:09Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a [[Tentaculat]] or [[Chryssalid]] attacks, the victim will turn into a zombie that&lt;br /&gt;
becomes a new Tentaculat/Chryssalid after a few turns. It also turns into an alien if it&#039;s killed. &lt;br /&gt;
Zombies cannot be stunned or captured. &lt;br /&gt;
[[Data corruption]] can provide a zombie research topic which crashes the game however.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               40-47&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            84&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            110-128&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         40-47&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          84-98&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           110&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      80-93&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                84-98&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   14&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
[[Image:ZOMBIE.jpg|right|Zombie]] &lt;br /&gt;
The following are some miscellaneous notes on the Zombie:&lt;br /&gt;
* The Zombie takes 0.6x damage from AP ammunition.&lt;br /&gt;
* It takes 0.8x damage from High Explosives.&lt;br /&gt;
* It takes 0.7x damage from Laser and Plasma ammunitions.&lt;br /&gt;
* The Zombie&#039;s hit does 1.2x damage to un-armoured soldiers and civilans.&lt;br /&gt;
* It only does 0.9x damage to tanks and hovertanks.&lt;br /&gt;
* A Zombie cannot be stunned at all.&lt;br /&gt;
* If the killing shot is of an [[Incendiary]] nature, the chryssalid does not hatch. &lt;br /&gt;
* Zombies have a melee attack equal to its strength.&lt;br /&gt;
* Zombies are very slow, so they can be outrun.&lt;br /&gt;
* Zombies can be mind-controlled.&lt;br /&gt;
* If a zombie is under X-Com mind control and it is killed, the hatched Chryssalid will be considered to be under &#039;alien&#039; mind control that turn. When the turn ends, you will gain permanent control of the Chryssalid for the rest of the battle. &lt;br /&gt;
* Research seems to indicate (in X-COM) that if you &#039;&#039;don&#039;t&#039;&#039; shoot the zombies, they will never hatch on their own. This, however, is contrary to many eye-witness accounts.&lt;br /&gt;
*When you eventually kill it, make sure to have enough soldiers and TUs to kill the resulting chryssalid too.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Chryssalid]]&lt;br /&gt;
&lt;br /&gt;
[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
[[Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien life forms]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Community&amp;diff=1495</id>
		<title>Community</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Community&amp;diff=1495"/>
		<updated>2005-09-26T17:05:14Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Forums == &lt;br /&gt;
&lt;br /&gt;
*[[xcomufo.com forums]]&lt;br /&gt;
&lt;br /&gt;
== xcomufo.com forums memes ==&lt;br /&gt;
&lt;br /&gt;
*[[Commander Tommy]]&lt;br /&gt;
*[[Golden Toilet]]&lt;br /&gt;
*[[Turkish Bath]]&lt;br /&gt;
*[[Religions]]&lt;br /&gt;
&lt;br /&gt;
== xcomufo.com people ==&lt;br /&gt;
&lt;br /&gt;
Most of these people are also associated with [[Project Xenocide]] or [[Ufo2000]]. &lt;br /&gt;
&lt;br /&gt;
*[[Micah]]&lt;br /&gt;
*[[Gurluas]]&lt;br /&gt;
&lt;br /&gt;
== Special People ==&lt;br /&gt;
*[[NKF]]&lt;br /&gt;
*[[Quantifier]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Community&amp;diff=1049</id>
		<title>Community</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Community&amp;diff=1049"/>
		<updated>2005-09-26T17:05:00Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Forums == &lt;br /&gt;
&lt;br /&gt;
*[[xcomufo.com forums]]&lt;br /&gt;
&lt;br /&gt;
== xcomufo.com forums memes ==&lt;br /&gt;
&lt;br /&gt;
*[[Commander Tommy]]&lt;br /&gt;
*[[Golden Toilet]]&lt;br /&gt;
*[[Turkish Bath]]&lt;br /&gt;
*[[Religions]]&lt;br /&gt;
&lt;br /&gt;
== xcomufo.com people ==&lt;br /&gt;
&lt;br /&gt;
Most of these people are also associated with [[Project Xenocide]] or [[Ufo2000]]. &lt;br /&gt;
&lt;br /&gt;
*[[Micah]]&lt;br /&gt;
*[[Gurluas]]&lt;br /&gt;
&lt;br /&gt;
== Special People ==&lt;br /&gt;
[[NKF]]&lt;br /&gt;
[[Quantifier]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=3349</id>
		<title>Data corruption</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=3349"/>
		<updated>2005-09-26T17:03:08Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: /* New Info */  small fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data corruption happens when the game finds unused bytes in a savegame. &lt;br /&gt;
[[TFTD]] and [[UFO Enemy Unknown]] are nearly a clone but bytes are different, so weird things happen when files are placed in the wrong game.&lt;br /&gt;
&lt;br /&gt;
Here are a few tricks.&lt;br /&gt;
&lt;br /&gt;
== Base on land/water ==&lt;br /&gt;
Copy [[loc.dat]] from UFO and paste in into [[TFTD]] savegame to get a base on land - and vice versa, copy loc.dat from TFTD to UFO to get a base on water. &lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
This function still isn&#039;t researched very much. &lt;br /&gt;
In UFO, get an [[Avenger]] (&#039;&#039;not sure if it was Avenger, surely not [[Skyranger]] or [[Interceptor]]&#039;&#039;) then copy [[craft.dat]] and [[loc.dat]] to TFTD. &lt;br /&gt;
Then you can end up having 2 ships named ammunition-1 and ammunition-2, nicknamed Transformers.&lt;br /&gt;
These will have 255 [[coelacanth tank]]s and other things.&lt;br /&gt;
The most interesting thing is that these ships will disappear once an UFO is nearby and turn into those UFOs.&lt;br /&gt;
For example, a [[survey ship]] passes nearby your base. Your ammunition-1 will disappear and the UFO will be yours.&lt;br /&gt;
However, the game will crash once you click on it, since it isn&#039;t assigned to any base.&lt;br /&gt;
It may be possible to control alien ships, but it still is unknown how. &lt;br /&gt;
&lt;br /&gt;
== Unused Aliens or Items ==&lt;br /&gt;
It appears that when [[RESEARCH.DAT]] is copied from game to game, weird things can happen.&lt;br /&gt;
There were reports of seeing [[research item]]s like [[Zrbite Launcher]] or getting [[Tentaculat]] &lt;br /&gt;
[[Commander]]. This function is however not completely researched.&lt;br /&gt;
&lt;br /&gt;
== Glitch Ranks ==&lt;br /&gt;
Currently only Units in Target Exit and Units in Target Entrance is known.&lt;br /&gt;
Units in Target Exit is easily accesed by permanently control a [[Tentaculat]]&lt;br /&gt;
see also [[Glitch ranks]]&lt;br /&gt;
&lt;br /&gt;
== New Info ==&lt;br /&gt;
Currently we know the aliens are possible to control permanently all this thanks to [[Quantifier]].&lt;br /&gt;
By thoose permanent control test it is assumed that [[Glitch ranks]] are useful for reaction and other benefits.&lt;br /&gt;
as for alien control ship this is impossible since the alien ships lacks alot of data in [[TFTD]] in [[Ufo Enemy Unknown]] though it is actually assumed its possible to control a [[Battleship]] to an extent.&lt;br /&gt;
this was told in a topic where someone made move one around.&lt;br /&gt;
as for [[Glitch Craft Weapons]] the only one researched has no effect on its enemy and has a very short range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=1047</id>
		<title>Data corruption</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=1047"/>
		<updated>2005-09-26T17:01:33Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data corruption happens when the game finds unused bytes in a savegame. &lt;br /&gt;
[[TFTD]] and [[UFO Enemy Unknown]] are nearly a clone but bytes are different, so weird things happen when files are placed in the wrong game.&lt;br /&gt;
&lt;br /&gt;
Here are a few tricks.&lt;br /&gt;
&lt;br /&gt;
== Base on land/water ==&lt;br /&gt;
Copy [[loc.dat]] from UFO and paste in into [[TFTD]] savegame to get a base on land - and vice versa, copy loc.dat from TFTD to UFO to get a base on water. &lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
This function still isn&#039;t researched very much. &lt;br /&gt;
In UFO, get an [[Avenger]] (&#039;&#039;not sure if it was Avenger, surely not [[Skyranger]] or [[Interceptor]]&#039;&#039;) then copy [[craft.dat]] and [[loc.dat]] to TFTD. &lt;br /&gt;
Then you can end up having 2 ships named ammunition-1 and ammunition-2, nicknamed Transformers.&lt;br /&gt;
These will have 255 [[coelacanth tank]]s and other things.&lt;br /&gt;
The most interesting thing is that these ships will disappear once an UFO is nearby and turn into those UFOs.&lt;br /&gt;
For example, a [[survey ship]] passes nearby your base. Your ammunition-1 will disappear and the UFO will be yours.&lt;br /&gt;
However, the game will crash once you click on it, since it isn&#039;t assigned to any base.&lt;br /&gt;
It may be possible to control alien ships, but it still is unknown how. &lt;br /&gt;
&lt;br /&gt;
== Unused Aliens or Items ==&lt;br /&gt;
It appears that when [[RESEARCH.DAT]] is copied from game to game, weird things can happen.&lt;br /&gt;
There were reports of seeing [[research item]]s like [[Zrbite Launcher]] or getting [[Tentaculat]] &lt;br /&gt;
[[Commander]]. This function is however not completely researched.&lt;br /&gt;
&lt;br /&gt;
== Glitch Ranks ==&lt;br /&gt;
Currently only Units in Target Exit and Units in Target Entrance is known.&lt;br /&gt;
Units in Target Exit is easily accesed by permanently control a [[Tentaculat]]&lt;br /&gt;
see also [[Glitch ranks]]&lt;br /&gt;
&lt;br /&gt;
== New Info ==&lt;br /&gt;
Currently we know the aliens are possible to control permanently all this thanks to Quantifier.&lt;br /&gt;
By thoose permanent control test it is assumed that [[Glitch ranks]] are useful for reaction and other benefits.&lt;br /&gt;
as for alien control ship this is impossible since the alien ships lacks alot of data in [[TFTD]] in [[Ufo Enemy Unknown]] though it is actually assumed its possible to control a [[Battleship]] to an extent.&lt;br /&gt;
this was told in a topic where someone made move one around.&lt;br /&gt;
as for [[Glitch Craft Weapons]] the only one researched has no effect on its enemy and has a very short range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=3335</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=3335"/>
		<updated>2005-09-26T13:16:33Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
[[Chryssalid]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=1282</id>
		<title>Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=1282"/>
		<updated>2005-09-26T13:16:08Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
[[Image:chryssalid.gif|right|Chryssalid]]&lt;br /&gt;
Chryssalids are an alien [[Terror Unit]] accompanying [[Snakeman|Snakemen]]. As with all terror units, they can be encountered in the following mission types:&lt;br /&gt;
* [[Terror Mission]]&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[UFO Ground Assault]] ([[Terror Ship]] or [[Battleship]])&lt;br /&gt;
* [[Alien Base Assault]]&lt;br /&gt;
* [[Cydonia]]&lt;br /&gt;
&lt;br /&gt;
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.&lt;br /&gt;
&lt;br /&gt;
Note though that their lack of ranged attack or flying ability makes them easy meat once you have flying armor. Weak against explosives, says the UFOpedia entry below, but the USG says Chryssalid Damage Modifiers: Fire-80%, Stun-90%. AP works but you may want to skip the rifles and go straight to Autocannons or better.&lt;br /&gt;
&lt;br /&gt;
A HORRIBLE way to meet one is shooting a relatively harmless zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into cheese. Always bring [[Incendiary]] rounds to Snakemen sites to take out the Zombie, as this will prevent the Chrys hatching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Jasonred]]: Only works if the KILLING BLOW was Incendiary. Good luck hoping your reaction shots used Incindary ammo. ... In other words, while it&#039;s nice knowing about the Incendiarys not birthing Snakemen, I don&#039;t think it&#039;s actually all that useful. Chrys are in fact LESS dangerous than most aliens during X-com&#039;s turn, since they only have melee and can&#039;t reaction fire. If you have enough TU to kill a zombie with Incendiary, it&#039;s more practical to auto-shot him with Lasers or Plasma. ... Just don&#039;t kill Zombies with Grenades. During Aliens turn, reaction fired Incendiary&#039;s aren&#039;t a safe technique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               110-124&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            140-163&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         70-82&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          110-128&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           100&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                110-128&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   14&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Live Specimen==&lt;br /&gt;
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]&lt;br /&gt;
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Chryssalid:&lt;br /&gt;
*Chryssalids have 110TU, and each melee attack costs 14TU. This means they can be out of visual range at the beginning of the turn and cross the 21 intervening tiles and still attack you in the same turn!&lt;br /&gt;
* They can perform 7 attacks per turn max at Beginner difficulty and 9 at Superhuman difficulty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Snakeman]]&lt;br /&gt;
&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
[[Tentaculat]]&lt;br /&gt;
[[Category:Alien life forms]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=1040</id>
		<title>Chryssalid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Chryssalid&amp;diff=1040"/>
		<updated>2005-09-26T13:15:41Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
[[Image:chryssalid.gif|right|Chryssalid]]&lt;br /&gt;
Chryssalids are an alien [[Terror Unit]] accompanying [[Snakeman|Snakemen]]. As with all terror units, they can be encountered in the following mission types:&lt;br /&gt;
* [[Terror Mission]]&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[UFO Ground Assault]] ([[Terror Ship]] or [[Battleship]])&lt;br /&gt;
* [[Alien Base Assault]]&lt;br /&gt;
* [[Cydonia]]&lt;br /&gt;
&lt;br /&gt;
Nasty. Toothy. Very very fast. Able to implant an egg (that turns you into a [[Zombie]]) with little regard for body armor. The ability of single Chryssalids to multiply and wipe out entire squads makes them more feared than even the tougher [[Ethereal]]s.&lt;br /&gt;
&lt;br /&gt;
Note though that their lack of ranged attack or flying ability makes them easy meat once you have flying armor. Weak against explosives, says the UFOpedia entry below, but the USG says Chryssalid Damage Modifiers: Fire-80%, Stun-90%. AP works but you may want to skip the rifles and go straight to Autocannons or better.&lt;br /&gt;
&lt;br /&gt;
A HORRIBLE way to meet one is shooting a relatively harmless zombie with reaction fire as it shambles in for melee... then a Chryssalid pops out and SPRINTS at you, turning your squad into cheese. Always bring [[Incendiary]] rounds to Snakemen sites to take out the Zombie, as this will prevent the Chrys hatching.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Jasonred]]: Only works if the KILLING BLOW was Incendiary. Good luck hoping your reaction shots used Incindary ammo. ... In other words, while it&#039;s nice knowing about the Incendiarys not birthing Snakemen, I don&#039;t think it&#039;s actually all that useful. Chrys are in fact LESS dangerous than most aliens during X-com&#039;s turn, since they only have melee and can&#039;t reaction fire. If you have enough TU to kill a zombie with Incendiary, it&#039;s more practical to auto-shot him with Lasers or Plasma. ... Just don&#039;t kill Zombies with Grenades. During Aliens turn, reaction fired Incendiary&#039;s aren&#039;t a safe technique.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;               110-124&lt;br /&gt;
 &#039;&#039;&#039;Health:&#039;&#039;&#039;            96&lt;br /&gt;
 &#039;&#039;&#039;Energy:&#039;&#039;&#039;            140-163&lt;br /&gt;
 &#039;&#039;&#039;Reactions:&#039;&#039;&#039;         70-82&lt;br /&gt;
 &#039;&#039;&#039;Strength:&#039;&#039;&#039;          110-128&lt;br /&gt;
 &#039;&#039;&#039;Bravery:&#039;&#039;&#039;           100&lt;br /&gt;
 &#039;&#039;&#039;Psi Skill:&#039;&#039;&#039;         N/A&lt;br /&gt;
 &#039;&#039;&#039;Psi Strength:&#039;&#039;&#039;      50-58&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Damage:&#039;&#039;&#039;                110-128&lt;br /&gt;
 &#039;&#039;&#039;Close Combat Accuracy:&#039;&#039;&#039; 80%&lt;br /&gt;
 &#039;&#039;&#039;TUs:&#039;&#039;&#039;                   14&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Live Specimen==&lt;br /&gt;
The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking [[Zombie]]. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the [[Snakeman]] race.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
[[Image:chryssalidautopsy.gif|right|Chryssalid - Autopsy]]&lt;br /&gt;
The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective [[Terror Mission|terror weapon]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The following are some miscellaneous notes on the Chryssalid:&lt;br /&gt;
*Chryssalids have 110TU, and each melee attack costs 14TU. This means they can be out of visual range at the beginning of the turn and cross the 21 intervening tiles and still attack you in the same turn!&lt;br /&gt;
* They can perform 7 attacks per turn max at Beginner difficulty and 9 at Superhuman difficulty.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Snakeman]]&lt;br /&gt;
&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
[[Tentaculat&lt;br /&gt;
[[Category:Alien life forms]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=1041</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=1041"/>
		<updated>2005-09-26T13:15:16Z</updated>

		<summary type="html">&lt;p&gt;83.94.127.236: &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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
[[Tentaculat]]&lt;br /&gt;
[[Zombie]]&lt;br /&gt;
&lt;br /&gt;
[[Chryssalid]]&lt;/div&gt;</summary>
		<author><name>83.94.127.236</name></author>
	</entry>
</feed>