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	<updated>2026-05-03T08:59:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Prophet_Missile_Array_(Apocalypse)&amp;diff=87991</id>
		<title>Prophet Missile Array (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Prophet_Missile_Array_(Apocalypse)&amp;diff=87991"/>
		<updated>2018-09-29T16:42:55Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Prophet_Array_Apoc.png|frame|The Prophet Missile Array, image from the UFOpaedia]]&lt;br /&gt;
&lt;br /&gt;
The Prophet Missile Array is missile launcher similar to the [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]]. It differs by having more powerful missiles that track targets better. &lt;br /&gt;
&lt;br /&gt;
The Prophet Missile Array&#039;s main shortcomings is its limited ammunition capacity. While the Janitor Missile Array has a sufficiently large number of missiles, the smaller number of rounds in the Prophet Missile Array preclude it from being useful in long air skirmishes. Higher capacity weapons will be needed to tackle large UFOs.&lt;br /&gt;
&lt;br /&gt;
The Prophet Missile array therefore works best against single light enemy aircraft.  Or to make up for the limited ammunition, it can be used in large quantities on multiple aircraft such as a swarm of [[Hoverbike (Apocalypse)| Hoverbikes]] and [[Pheonix Hovercar (Apocalypse) | Hovercars]] for taking down larger enemy ships. Take advantage of its longer range to keep slower ships away from enemy fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
* Size: 1 × 3&lt;br /&gt;
* Weight: 70&lt;br /&gt;
* Damage: 26&lt;br /&gt;
* Accuracy: 76%&lt;br /&gt;
* Firing Arc: 270 degrees&lt;br /&gt;
* Range: 350m&lt;br /&gt;
* Fire Rate: 0.86 r/s&lt;br /&gt;
* Projectile Speed: 18&lt;br /&gt;
* Base Price: $1500&lt;br /&gt;
* Minimum Weekly Stock: 5&lt;br /&gt;
* Maximum Weekly Stock: 16&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
*&#039;&#039;&#039;Ammo: Prophet Missile&#039;&#039;&#039;&lt;br /&gt;
** Turn Rate: 32&lt;br /&gt;
** Ammo Capacity: 8&lt;br /&gt;
** Ammo Base Price: $200&lt;br /&gt;
** Minimum Weekly Stock: 40&lt;br /&gt;
** Maximum Weekly Stock: 200&lt;br /&gt;
** Manufacturer: [[Marsec]]&lt;br /&gt;
&amp;quot;&#039;&#039;The Prophet system is more effective than the Janitor missiles against faster moving targets. Its guidance systems are much more accurate, but the array only has a limited missile capacity.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Marsec]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ Vehicle Equipment (Apocalypse) Navbar }} &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Weapons (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Terror_Mission&amp;diff=87227</id>
		<title>Talk:Terror Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Terror_Mission&amp;diff=87227"/>
		<updated>2018-07-14T16:08:01Z</updated>

		<summary type="html">&lt;p&gt;AMX: /* Mention that the spawn points may be quenched? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= TODO List =&lt;br /&gt;
&lt;br /&gt;
* Redo section&lt;br /&gt;
* Notes on the penalties of ignoring a terror site vs. visiting but aborting the terror site&lt;br /&gt;
&lt;br /&gt;
= General Discussion = &lt;br /&gt;
I removed the old discussion pertaining to mind controlling as it has been resolved through [[User:MikeTheRed|MikeTheRed&#039;s]] experience testing. Below you will find some text from a page called &amp;quot;Terror attacks&amp;quot;. I&#039;m deleting that page as that one obviously meant to be called &amp;quot;Terror Mission&amp;quot; *ahem*. Anyhow, I didn&#039;t want to delete the page outright as some of the info could/might be used here. Feel free to incorporate as much/little of this text as you want into the article. Anyone can remove this comment. --[[User:Zombie|Zombie]] 17:44, 12 March 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Lovely debriefing.&amp;quot;...the crater where the gas station is used to be&amp;quot; made me laugh.--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 11:01, 22 April 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Terror attack text ==&lt;br /&gt;
Upon noticing the threat posed to them by X-Com, aliens will scout out desirable cities, then attack the city using a large team of foot soldiers and the [[Terror Units|terror weapons]] associated with them.&lt;br /&gt;
&lt;br /&gt;
The mission involves various smaller UFOs, which search for potential targets. When an area has been selected, a [[Terror ship|Terror Ship]] will drop off a strike force at a city, then take off directly into space.&lt;br /&gt;
&lt;br /&gt;
Aliens have little to gain from carrying out these terror missions, but they know X-Com has much to lose. The purpose of these missions is to discredit X-Com. If a terror mission goes well for the aliens, nearby countries that fund X-Com are likely to lower funding, and pull out of the project altogether of an [[Alien Missions#Alien Infiltration|Alien Infiltration]] mission succeeds shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
The best way to deal with terror attacks is to shoot down the [[Terror ship|Terror Ship]] before it can land. When this is done, the aliens have to start the whole mission again, starting with the scouting UFOs.&lt;br /&gt;
&lt;br /&gt;
== Re: Debriefing ==&lt;br /&gt;
&lt;br /&gt;
Since the debriefing is some gibberish I wrote up in a long forgotten post ages ago, I don&#039;t really see that it needs to remain in the main section. It was fine at the start, but I think we&#039;ve advanced the wiki enough that we can move it out to the field manual or even remove it entirely. Any thoughts? -[[User:NKF|NKF]] 00:41, 5 October 2009 (EDT)&lt;br /&gt;
: The Field Manual seems to me right now a mismatch of articles and my own material there seems almost useless. How about if the debriefing was moved to a separate page and a link added to it on the See Also section of this page? [[User:Hobbes|Hobbes]] 00:55, 5 October 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Moving it here for now. -[[User:NKF|NKF]] 01:53, 3 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==A Debriefing==&lt;br /&gt;
An excerpt from a soldier&#039;s journal who shall remain nameless: &lt;br /&gt;
&lt;br /&gt;
&#039;-- it&#039;s very strange. The aliens don&#039;t appear to want to kill the poor citizens they&#039;re terrorising. At least not at first. They won&#039;t hesitate in the least and will immediately open fire on the civilians the very moment our dropship lands in the area and lowers its access ramp . If we ignore the terror alert for a few hours, they&#039;ll kill the townsfolk anyway. &lt;br /&gt;
&lt;br /&gt;
They appear to know when one of our ships is en route to the site, and will patiently wait for us to arrive. I wonder if we have any moles in the organisation, or if the aliens just have awfully powerful scanners? They just know. I guess that&#039;s all there is to say about it. &lt;br /&gt;
&lt;br /&gt;
Sgt. Mikhail Okabe says it all boils down to psychological warfare. They want to break our morale by making us watch helplessly as they slaughter the people we&#039;re sworn to protect. If we arrived and all the civilians were dead, we&#039;d probably not think twice about it, or at least not as much if we were to watch them being murdered before our very eyes, or having to listen to their tormented screams. Or maybe it is to hamper our firepower, similiar to a hostage situation? Just the other week, Captain Jason Smith spotted a cyberdisk... several feet away from 2 civilians! Though it pained him to do so, he had no choice but to give the order to fire the Rocket Launchers at it, killing cyberdisk and civilians together. I have known some officers try to save/spare civilian lives, and cause the death of their entire squads. In the end, we are at war with the aliens, and in every war, there is collateral damage.&lt;br /&gt;
&lt;br /&gt;
The aliens also seem to do something to the civilians before we arrive. At every terror site I&#039;ve been to, the locals always appeared to be in a rather addle minded state, and walked about as if they&#039;re in a dream. They&#039;ll merrily walk through a hail of flying lead just to let the aliens get a better shot at them, and yet they won&#039;t seek shelter in nearby buildings or the relative safety of our dropship. &lt;br /&gt;
&lt;br /&gt;
The third time they attacked Novosibirsk, I remember trying to protect an old woman from one of those furry bipedal aliens that was chasing after her. Instead of getting behind me for protection, she stared at me with a vacant smile, turned around and walked towards the alien and... That happened only a week ago, but every time I try to rest, my sleep is plagued with the same nightmare. If this keeps up, the base commander&#039;s going to need to find a new firearms instructor, and I&#039;m going to be sporting a new jacket with very long sleeves. &lt;br /&gt;
&lt;br /&gt;
But I think that&#039;s not the worst of it. If we knock out any civilians during the battle with our shock sticks, they just change. I don&#039;t really know how to describe it, except that they become someone.. no something else. . I&#039;ve a feeling these people, who are in a very weakened mental state, are holding onto their minds for their dear lives. Any interference on our part just causes them to lose concentration and are thus defenceless against whatever it is that enters their heads and practically kicks them out so that it can then make itself at home. &lt;br /&gt;
&lt;br /&gt;
These posessed civilians are harmless when awake, but we are still required to deal with them somehow. No matter how we decide to do that, our Damage Control specialists jump in and &#039;vanish&#039; any of the affected persons. It&#039;s a very hush-hush matter. Even the inspection team from the UN who come around to assess the damage aren&#039;t made aware of the posessed civilians, so we are not credited or discredited for this little mistake of ours. &lt;br /&gt;
&lt;br /&gt;
After the aliens have been dealt with, the rest of the civilians seem to recover after a few hours, and have no recollection of what had just happened to them. This is rather convenient and saves having to lug all the brainwashing equipment out there. But one does have to wonder how Damage Control is going to explain the big crater where the old gas station should be, or what&#039;s up with that inside-out vege-mart. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[User:NKF]] pasted by [[User:JellyfishGreen|JellyfishGreen]] 13:18, 25 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
== What To Bring To A Terror Site ==&lt;br /&gt;
&lt;br /&gt;
I would say that if you show up at any kind of terror mission apart from Floater/Reaper without at least having laser weapons, you are in big trouble. The best you can do is pack as many Rocket Launchers and Lg Rockets as you can carry. Forget the civilians. Attack the Cyberdisks/Chryssalids/Zombies with direct attacks by Lg Rockets using multiple shooters per target. Level the place. Take the hit on the civilians. Don&#039;t worry about blast overlaps, take the hit on lost loot and bodies. You&#039;re just trying to survive here.&lt;br /&gt;
&lt;br /&gt;
Of course arming everyone with a launcher and copious amounts of Lg Rockets is not a great situation when also encountering Psionic aliens for the first time. &lt;br /&gt;
&lt;br /&gt;
Once you have lasers or better, you should be fine, lasers or plasma weapons are general-purpose for any mission, you don&#039;t need to bring along additional heavy weapons unless you want to. Except for Ethereal/Sectopod terror missions where you should bring Heavy Lasers, Laser Tanks, or Stun Launchers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 15:49, 5 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mention that the spawn points may be quenched? ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I just did my first Terror Site of a new Iron Man Superhuman run, and got 4 Reapers + 12 Floaters. That&#039;s 2 Reapers less than listed as the minimum in &amp;quot;Alien Deployment&amp;quot;. And no, I didn&#039;t fall prey to the difficulty bug; I checked with a hex editor afterward to make sure and in any case according to that selfsame table 12 Floaters can only happen on Superhuman.&lt;br /&gt;
&lt;br /&gt;
I suspect what happened was that it ran out of large-unit spawn points for the Reapers, as there were a great number of small houses and no big garden or petrol station. Do you think it merits a mention that there may be less on any given mission due to spawn-point quench?&lt;br /&gt;
&lt;br /&gt;
(It&#039;s unlikely to occur on actual Terror Ship missions, because the UFO has half a dozen large-unit spawns inside it - probably for this exact reason.) [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:53, 20 April 2016 (UTC)&lt;br /&gt;
:Same thing happened with my second terror mission (only 3 Cyberdiscs). So it&#039;s at least reasonably common. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:58, 30 April 2016 (UTC)&lt;br /&gt;
::The link to Large Units is broken, because the page is actually Large units (no capital U) - what&#039;s the cleanest way to fix that? Just change the link? Create a redirect page? Move the page to Large Units, for consistency? [[User:AMX|AMX]] ([[User talk:AMX|talk]])&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Barracuda&amp;diff=87148</id>
		<title>Talk:Barracuda</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Barracuda&amp;diff=87148"/>
		<updated>2018-07-09T16:10:18Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps some of the comments on the [[Interceptor]] would come handy, what do you say about that?--[[User:Trotsky|Trotsky]] 04:22, 9 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Barracuda is a magical craft that runs on the hopes and dreams of mankind. This allows it to transcend human physics and travel at supersonic speeds underwater. In the hands of non Xcom parties, the craft refuses to use any of it&#039;s magical powers and is thus limited to speeds of around 50 kts, which is still faster than any modern submarines. &lt;br /&gt;
&lt;br /&gt;
Still, this is sufficient for it to outrun most torpedoes (US Navy&#039;s Mark 48 torpedo has a maximum speed of 55 knots. This is the fastest torpedo in the US inventory...The Russian Shkval utilizes an encapsulating rocket to shield the torpedo behind a jet of hot gas from the drag effects of the ocean. Rocket nozzles on the nose point backwards to shroud the torpedo, while the thrust comes from the main engine at the stern. Run distance is in excess of 10km. Top speed is over 200kts, but both run distance and speed depend on depth, salinity, and water temperature. Guidance is claimed but no acoustic quidance would be possible at that speed due to self-noise.)&lt;br /&gt;
&lt;br /&gt;
The Barracuda also extends it&#039;s magical powers to any weapons it fires, a torpedo to actually catch up to and hit a target submersible craft travelling at supersonic speeds.&lt;br /&gt;
&lt;br /&gt;
All hail the magic of Xcom!&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 07:09, 7 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I noticed that the TFTD Notebook (pdf available at xcomufo) has some more info about the Barracuda, including this bit:&lt;br /&gt;
&amp;quot;... the Barracuda is able to surface fly, or dive to 12,000 ft at 150 kts...&amp;quot;&lt;br /&gt;
IMO that suggests the in-game speed is only airborne speed, and submerged speed is a less unreasonable 150kts.&lt;br /&gt;
[[User:AMX|AMX]] ([[User talk:AMX|talk]]) 18:10, 9 July 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Superdynamics&amp;diff=72015</id>
		<title>Superdynamics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Superdynamics&amp;diff=72015"/>
		<updated>2016-05-01T14:56:42Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_sd_pedia.png|Superdynamics UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_sd_icon.png|left|50 px|]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The refinement of [[Elerium (Apocalypse)|Elerium]] powered anti-grav propulsion units has created a new industry for ecologically friendly power sources.  Superdynamics has developed sophisticated plants for producing power units of all sizes as well as a variety of airborne anti-grav vehicles. The cost of manufacture is high and Elerium is also in short supply.  This means that privately owned vehicles are rare, but Superdynamics developed and installed the anti-grav system for the [[People Tube (Apocalypse)|People Tubes]].  These safe and efficient tube ways rapidly became the mass transit system for [[Mega-Primus]] in direct competition to the road network.&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
Superdynamics manufactures several essential pieces of equipment, including Cargo Modules, Fusion Powerfuel, and all of the aircraft engines. All is not lost if you get on their bad side, however, as all of these components come standard on one or another of the road or air vehicles, which are mostly manufactured by [[Marsec]].&lt;br /&gt;
&lt;br /&gt;
=== Buildings Owned ===&lt;br /&gt;
* [[Corporate HQ (Apocalypse)|Corporate HQ]]&lt;br /&gt;
* [[Offices (Apocalypse)|Offices]]&lt;br /&gt;
* [[Warehouse (Apocalypse)|Warehouse]]s&lt;br /&gt;
* [[Flyer Factory (Apocalypse)|Flyer Factory]]&lt;br /&gt;
* [[Large Flyer Factory (Apocalypse)|Large Flyer Factory]]&lt;br /&gt;
* [[Appliances Factory (Apocalypse)|Appliances Factory]]&lt;br /&gt;
&lt;br /&gt;
=== Product Listing ===&lt;br /&gt;
* Vehicle Equipment&lt;br /&gt;
** Fusion Powerfuel&lt;br /&gt;
** [[SD Standard (Apocalypse)|SD Standard]]&lt;br /&gt;
** [[SD Deluxe (Apocalypse)|SD Deluxe]]&lt;br /&gt;
** [[SD Sports (Apocalypse)|SD Sports]]&lt;br /&gt;
** [[SD Turbo (Apocalypse)|SD Turbo]]&lt;br /&gt;
** [[SD Elite (Apocalypse)|SD Elite]]&lt;br /&gt;
** [[SD Special (Apocalypse)|SD Special]]&lt;br /&gt;
** [[Cargo Module (Apocalypse)|Cargo Module]]&lt;br /&gt;
&lt;br /&gt;
=== Initial Attitude ===&lt;br /&gt;
==== Unfriendly/Hostile To====&lt;br /&gt;
* [[Image:Apoc_gm.png]] [[General Metro]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Organizations]]&lt;br /&gt;
*[[Relations (Apocalypse)|Relations]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Organizations]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Passenger_Module_(Apocalypse)&amp;diff=72014</id>
		<title>Passenger Module (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Passenger_Module_(Apocalypse)&amp;diff=72014"/>
		<updated>2016-05-01T14:55:44Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Passenger Module is a standard 2&amp;amp;times;2 sized upgrade module that increases the passenger capacity of the vehicle by an additional 4 seats. &lt;br /&gt;
&lt;br /&gt;
While not ultimately necessary for standard city missions, extra seating in vehicles allow you to bring in larger squads while cutting down the number of vehicles needed to transport them. This is very important for recovering UFOs that have been shot down as only 1 airborne troop transport is allowed to enter the battle. Vehicles with low seating capacity such as the [[Bio-Trans]] also benefit greatly from expanded seating. &lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[General Metro]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Passenger_Module_(Apocalypse)&amp;diff=72013</id>
		<title>Talk:Passenger Module (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Passenger_Module_(Apocalypse)&amp;diff=72013"/>
		<updated>2016-05-01T14:55:03Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m still wondering how the module is fitted to the &#039;&#039;&#039;trunk&#039;&#039;&#039; of a [[Phoenix Hovercar (Apocalypse)|Phoenix Hovercar]] after seeing the picture in the games Ufopaedia; the back section of a [[Wolfhound APC (Apocalypse)|Wolfhound APC]] is pretty much filled by the passenger module.&lt;br /&gt;
&lt;br /&gt;
I guess the agents travel in the trunk somehow... what a way to treat humanitys last defenders.&lt;br /&gt;
&lt;br /&gt;
--[[User:Karpatius|Karp]] 04:43, 18 August 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Who builds it? ==&lt;br /&gt;
&lt;br /&gt;
Both the General Metro and Superdynamics articles claim that they build the Passenger Module. What&#039;s going on here? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:49, 14 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Looks like a simple mixup - Superdynamics makes the Cargo Module, not the Passenger Module.&lt;br /&gt;
I&#039;m gonna go fix that... [[User:AMX|AMX]] ([[User talk:AMX|talk]]) 14:55, 1 May 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:EXALT_(EU2012)&amp;diff=71767</id>
		<title>Template:EXALT (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:EXALT_(EU2012)&amp;diff=71767"/>
		<updated>2016-04-11T17:19:26Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;60%&amp;quot; {{stdTable}} cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr {{stdTable Sub_Heading}}&amp;gt;&amp;lt;td colspan =&amp;quot;2&amp;quot;&amp;gt;[[File:EXALT Insignia (EU2012).png|30px]] &amp;lt;b&amp;gt;[[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]:&amp;lt;/b&amp;gt; [[EXALT (EU2012)|EXALT]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;90&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[Covert Operations (EU2012)|Covert Operations]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Covert Operative (EU2012)|Covert Operative]] &amp;amp;bull; [[Covert Data Recovery (EU2012)|Covert Data Recovery]] &amp;amp;bull; [[Covert Extraction (EU2012)|Covert Extraction]] &amp;amp;bull; [[EXALT Base Raid (EU2012)|EXALT Base Raid]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[EXALT Units (EU2012)|EXALT Units]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[EXALT Sniper (EU2012)|EXALT Sniper ]] &amp;amp;bull; [[EXALT Heavy (EU2012)|EXALT Heavy]] &amp;amp;bull; [[EXALT Operative (EU2012)|EXALT Operative]] &amp;amp;bull; [[EXALT Medic (EU2012)|EXALT Medic]] &amp;lt;br&amp;gt; [[EXALT Elite Sniper (EU2012)|EXALT Elite Sniper]] &amp;amp;bull; [[EXALT Elite Heavy (EU2012)|EXALT Elite Heavy]] &amp;amp;bull; [[EXALT Elite Operative (EU2012)|EXALT Elite Operative]] &amp;amp;bull; [[EXALT Elite Medic (EU2012)|EXALT Elite Medic]] &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;[[EXALT Weapons|EXALT Weapons]]:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[EXALT Assault Rifle (EU2012)|EXALT Assault Rifle]] &amp;amp;bull; [[EXALT Sniper Rifle (EU2012)|EXALT Sniper Rifle]] &amp;amp;bull; [[EXALT LMG (EU2012)|EXALT LMG]] &amp;amp;bull; [[EXALT Rocket Launcher (EU2012)|EXALT Rocket Launcher]] &amp;amp;bull; [[EXALT Laser Rifle (EU2012)|EXALT Laser Rifle]] &amp;amp;bull; [[EXALT Laser Sniper Rifle (EU2012)|EXALT Laser Sniper Rifle]] &amp;amp;bull; [[EXALT Heavy Laser (EU2012)|EXALT Heavy Laser]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;80&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Other:&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Recovered Art (EU2012)|Recovered Art]] &amp;amp;bull; [[EXALT Artifact (EU2012)|EXALT Artifact]] &amp;amp;bull; [[EXALT Technology (EU2012)|EXALT Technology]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Templates (EU2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)|EXALT Table]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
[[Category: EXALT (EU2012)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=63969</id>
		<title>User talk:Morgan525</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Morgan525&amp;diff=63969"/>
		<updated>2015-04-12T17:18:30Z</updated>

		<summary type="html">&lt;p&gt;AMX: /* Zrbite spawn locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions&amp;amp;Feedback=&lt;br /&gt;
Any questions or feedback one may have.... (please be sure to leave a signature: &amp;quot;~&amp;quot; three times in a row, four to time-and-date stamp it.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI: I&#039;ve created a new [[UFOextender|UFO Extender page]]. If you are having a problem on this, please use the discussion page located there.  If your message is about UFO Extender, you can leave it here but I may start copying it to the UFO page and leaving my reply there.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Decompiled accuracy algorithm? ==&lt;br /&gt;
Hi Morgan/Tycho&lt;br /&gt;
&lt;br /&gt;
Is the algorithm you describe above, what you have decompiled from the standard game? Or is it a variant for UFOExtender? Great news if you have decompiled what the game actually uses - I will need to check some of my firepower calculations to make sure they are still in line with the algorithm.&lt;br /&gt;
&lt;br /&gt;
cheers,&lt;br /&gt;
[[User:Spike|Spike]] 09:37, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is an extender version of the original formula if one chooses to enable it. The original is the one that has been noted already: [1+(3/UFOsize)]/2 * Weapon Accuracy ... UFO sizes going from 5 for very small to 1 for very large. The calculation starts at offset 0x446DCD of the CE version.   The original UFO accuracy algorithm is a flat 60% chance to hit despite the difficulty level (and no penalty for the Xcraft being in cautious mode.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[User:Morgan525|Tycho]] 19:23, 30 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Source ==&lt;br /&gt;
&lt;br /&gt;
Hi Tycho&lt;br /&gt;
&lt;br /&gt;
Do you make the source code for TFTD Extender and UFO Extender available somewhere? I&#039;m interested in seeing if I can help to hunt down bugs / develop new features. Cheers, [[User:Spike|Spike]] 08:23, 4 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I just uploaded a new version of the UFOExtender source files to Seb&#039;s list.- -&#039;&#039;[[User:Morgan525|Tycho]] 06:04, 6 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Source code for TFTDExtender is now available from my user page. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to start modifying the game code ==&lt;br /&gt;
&lt;br /&gt;
I like some of the changes made in the UFO extender but dislike others.  I&#039;m also running X-Com through DOSbox so it&#039;s a moot point anyway.  Essentially I&#039;d like to be able to make modifications to the game - like fixing the dismantled structure bug - myself.  Where should I start?  I have some experience with object oriented programming through languages like C# (most familiar) and Java. &lt;br /&gt;
&lt;br /&gt;
[[User:Juke|Juke]] 21:04, 16 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Your first step is going to be to become very familiar with Disassembly and Disassemblers.  Most people use IDA.  Then your going to have to be able to understand the language itself.  Take a look at the few examples on my page and see what it looks like.  That code comes from the CE version, the DOS version doesn&#039;t disassemble as well (at least with any free dissassembler that I&#039;ve found).  [[User:Morgan525|Tycho]] 23:24, 16 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I am running the game on steam with the DOSBox. Will I still be able to make changes to the source code?  Thanks for the info btw.&lt;br /&gt;
[[User:Juke|Juke]] 22:03, 28 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I started using the DOS version under DOSbox and making simple changes to the data points via a hex editor. However, it is really hard to do more than that.&lt;br /&gt;
:&#039;&#039;The problem is knowing where to make changes since no free program is able to disassemble the DOS version well.  For that reason, I switched to the Windows version.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shifting 5 shot laser mod to other weapons ==&lt;br /&gt;
&lt;br /&gt;
Is there any easy way to shift the 5 shot mod that&#039;s currently on the heavy laser on to other weapons?  I plan on getting the source code and working on it a bit (it&#039;s been years since I&#039;ve touched assembly, I mostly code in C# now), but it&#039;d be helpful to have a clue of where to start looking. I&#039;d love to contribute to the project as well.  [[User:KingMob4313|KingMob4313]] 09:27, 17 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;I&#039;m sure it can be done.  I focus on providing content that will enhance the challenge of the game from a somewhat logical viewpoint without making changes just to make the game harder.  The source code for Extender is available and mostly written in C++ so you shouldn&#039;t have much trouble understanding it.  You will need a disassembler, such as IDA, for the actual game executable and be familiar with how to decipher the tangled mess of assembly code that IDA provides.  For some features, I can write the code in C++ but, for a lot of fixes, I find writing in assembly much easier to insert into the proper subroutines. - [[User:Morgan525|Tycho]] 09:54, 17 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
::I should have just read some of the above responses, I am sorry.  I will take your advice and pick up the disassembler and try to familiarize myself with the code a bit.  Seems that everything works via a hook-system, where it waits for the calls to the subroutines and replaces it, correct?  In any case, I appreciate the quick answer.  [[User:KingMob4313|KingMob4313]] 12:30, 17 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;The hardest part of familiarizing youself with the code is that the subroutines and variables are just offsets with no identifiers.  If you take the time to match offsets to labels given in the xcom.h file (in the Extender source) you can manually transfer the labels yourself.  This will make analyzing the code much easier. - [[User:Morgan525|Tycho]] 20:07, 17 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== We&#039;re all... feeling... so... sleepy ==&lt;br /&gt;
&lt;br /&gt;
Hi Tycho&lt;br /&gt;
&lt;br /&gt;
Well, I was not expecting that! Your TSL-firing Hallucinoids just kicked my *ss on a Superhuman Colony Assault. They kept firing their TSL-like built in weapons - in fact it looks like it&#039;s an auto burst TSL? - right into the transport door. And I kept popping another guy out of the door to grab the bodies outside and take out the Tasoth with a TSL I presumed was out there. I could never see the Tasoth, just some stupid Hallucinoid floating around - and they&#039;re never a threat, right? Wrong!&lt;br /&gt;
&lt;br /&gt;
Brilliant, in one stroke you have breathed new life into a previously-ignored enemy, making it as frightening as it always should have been. I hope you don&#039;t mind me adding a slight spoiler to the Bug Fixes section - if you do, feel free to revert it so you can surprise others like you surprised me. :) Cheers, [[User:Spike|Spike]] 18:46, 21 October 2012 (EDT):&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Hehehe. &amp;gt;;) No, its not autofiring but the Hallucinoid has a high reaction score and the cost to fire their weapon is 33%. However, they don&#039;t often move so they always have most of their TUs. Now that they have a valid range weapon, they are extemely deadly in outdoor settings. Indoors, they tend to stun themselves too often.  I&#039;m thinking they might need to have their immunity to stun increased or build in an exception into the alien spawn routine that turns off their TSL attack indoors.-[[User:Morgan525|Tycho]] 19:53, 21 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
:: Ah, good explanation, thanks. Yes I think it would be a good idea to increase their Freeze resistance considerably. After all they are (now) the definitive freeze-using monster from the deep. As a four square unit they will take extra damage from their own attack, approaching 3-4x at point blank, so think it would be fine to give them a very high immunity, maybe take only 20% damage from Freeze. Or even 10% / completely immune. In fact it&#039;s probably simpler just to say they are immune (0%). [[User:Spike|Spike]] 20:50, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TFTD Mod Question ==&lt;br /&gt;
The site&#039;s article on the TFTD OBDATA.DAT explains exactly what needs to be changed in order to give a weapon infinite ammo (like lasers). To that end, is it possible to change a weapon&#039;s ammo type indexes (AKA offsets [26]-[28]) with the loader INI&#039;s OBDATA section? Because I don&#039;t see that option anywhere (maybe it was left out intentionally because you wouldn&#039;t know the indexes anyway without looking into OBDATA?). Additionally, the OBDATA page says grenades always default to HE damage type; is there a way for the loader to override that in order to, for example, have a sonic pulser that explodes normally but inflicts sonic damage instead of HE?--[[User:Amitakartok|amitakartok]] 10:29, 20 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The loader doesn&#039;t reference the ammo type indexes.  As you pointed out, that is an advanced level of modding and anyone interested in that should be able to do it directly in the OBDATA file since they would need to view it anyway to get the correct references. The subroutine for explosions only handles five types of damage ( HE, IN, smoke, STUN/THERMAL, and light.) It would require a large amount of rewriting and troubleshooting to the explosion code to use other types of explosion damage. I don&#039;t have that much time anymore to devote to this as I used to, so I won&#039;t be able to do such myself.  - [[User:Morgan525|Tycho]] 02:00, 1 May 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== EU and TFTD destination code ==&lt;br /&gt;
Here is the code that the game uses to determine the intermediate destination of a craft.&lt;br /&gt;
&lt;br /&gt;
 mov     ax, [ebp+10h] &amp;lt;------------------Destination/target&#039;s LOC.DAT reference number&lt;br /&gt;
 mov     ecx, pLoc_Dat_49AAB0&lt;br /&gt;
 mov     [esp+50h+destinationID], eax&lt;br /&gt;
 movsx   eax, ax&lt;br /&gt;
 lea     eax, [eax+eax*4]&lt;br /&gt;
 mov     di, [ecx+eax*4+2] &amp;lt;------------- Destination/target&#039;s current Horzontal Coordinate&lt;br /&gt;
 mov     dx, [ecx+eax*4+4] &amp;lt;-------------               current Vertical Coordinate&lt;br /&gt;
 lea     eax, [ecx+eax*4]&lt;br /&gt;
 xor     ecx, ecx&lt;br /&gt;
 mov     word ptr [esp+50h+DestVerticalCoord], dx&lt;br /&gt;
 mov     [esp+50h+DestHorzonCoord], edi&lt;br /&gt;
 mov     cl, [eax+1]       &amp;lt;------------- Target&#039;s CRAFT.DAT reference number &lt;br /&gt;
 mov     eax, ecx          &lt;br /&gt;
 mov     ecx, pCraftDat_49AB18&lt;br /&gt;
 lea     edx, [eax+eax*2]&lt;br /&gt;
 lea     eax, [eax+edx*4]&lt;br /&gt;
 mov     ax, [ecx+eax*8+0Ch]  &amp;lt;---------- altitude of target&lt;br /&gt;
 test    ax, ax&lt;br /&gt;
 mov     [ebp+0Ch], ax&lt;br /&gt;
 jnz     short loc_4577AA&lt;br /&gt;
&lt;br /&gt;
==Zrbite spawn locations==&lt;br /&gt;
&lt;br /&gt;
Do you have any proof that Zrbite was intended to always spawn within Ion Beam Accelerators? Not always spawning in IBAs is only a bug if it was intended to always spawn in IBAs. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:52, 3 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;zrbite=elerium(EU), Ion Beam Accelerators=Power Supply (EU).&#039;&#039;  &lt;br /&gt;
*&#039;&#039;In EU, elerium always spawns in the location of a PS.  That way if the PS explodes in a UFO crash the elerium is destroyed.  That is by design.  Why should is be any different in TFTD?  To be easier? No, since the developers were attempting to make a harder game. &#039;&#039; &lt;br /&gt;
*&#039;&#039;If the designers were putting zbrite in other locations besides the IBA, it should still be somewhere inside the ship.  On several USO, some zbrite spawns outside the ship.&#039;&#039;  &lt;br /&gt;
*&#039;&#039;When looking at the spawn database, many of the locations would have been almost correct, had the two middle bytes (x-pos and Y-pos) been switched.  Either the designers got their coordinates mixed when populating this table, and/or the USO designs where changed and this table was never updated.&#039;&#039;&lt;br /&gt;
*&#039;&#039;All this, in conjunction with all the other similar issues that are in the game, have led me to classify this as a development bug.&#039;&#039;[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 09:11, 5 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There are several parts of TFTD that are in fact easier than EU. There is less psi; Tasoths do not have all ranks psi-active like Ethereals do, and those aliens that are psi-active aren&#039;t nearly as good at it (even on Superhuman with TFTD&#039;s increased difficulty scaling). Tentaculats do not appear in Terror Missions, and cannot kill tanks the way Chryssalids can. And while there are more near-indestructible enemies, both kinds do have a &amp;quot;kryptonite&amp;quot; weakness that will instantly destroy them when applied (drills usually one-shot Lobster Men, and GC-HE rounds and Sonic Pulsers do the same to Triscenes), while EU&#039;s Sectopods have no such weakness (the Heavy Laser still has a 50%+ chance of doing 0 damage against a Sectopod&#039;s front and side armour, and they hold up better against Blasters than anything besides Mutons).&lt;br /&gt;
&lt;br /&gt;
:Is the spawn database you reference on this site somewhere? I&#039;d like to look at it myself.&lt;br /&gt;
&lt;br /&gt;
:In any case, I would suggest you at least correct your spelling of &amp;quot;Zrbite&amp;quot;. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:56, 5 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: FWIW, the Zrbite spawn location in the Cruiser (all the way in the &amp;quot;tail&amp;quot;) looks pretty deliberate IMO, but some of the others are just bugs. [[User:AMX|AMX]] ([[User talk:AMX|talk]]) 13:18, 12 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Unit_Navbar_(Apocalypse)&amp;diff=59755</id>
		<title>Template:Unit Navbar (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Unit_Navbar_(Apocalypse)&amp;diff=59755"/>
		<updated>2014-09-30T17:54:02Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  {{stdTable}} width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |{{Apoc Icon}}&#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]/Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Agents (Apocalypse)|X-COM]]&#039;&#039;&#039;:&lt;br /&gt;
| [[Humans (Apocalypse)|Humans]]• [[Hybrids (Apocalypse)|Hybrids]] • [[Androids (Apocalypse)|Androids]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Alien Life Forms (Apocalypse)|Aliens]]&#039;&#039;&#039;:&lt;br /&gt;
| &lt;br /&gt;
[[Brainsucker (Apocalypse)|Brainsucker]] •&lt;br /&gt;
[[Multiworm (Apocalypse)|Multiworm]] •&lt;br /&gt;
[[Multiworm Egg (Apocalypse)|Multiworm Egg]] •&lt;br /&gt;
[[Hyperworm (Apocalypse)|Hyperworm]] •&lt;br /&gt;
[[Chrysalis (Apocalypse)|Chrysalis]] •&lt;br /&gt;
[[Anthropod (Apocalypse)|Anthropod]] •&lt;br /&gt;
[[Psimorph (Apocalypse)|Psimorph]] •&lt;br /&gt;
[[Spitter (Apocalypse)|Spitter]] •&lt;br /&gt;
[[Megaspawn (Apocalypse)|Megaspawn]] •&lt;br /&gt;
[[Popper (Apocalypse)|Popper]] •&lt;br /&gt;
[[Skeletoid (Apocalypse)|Skeletoid]] •&lt;br /&gt;
[[Micronoid Aggregate (Apocalypse)|Micronoid Aggregate]] •&lt;br /&gt;
[[Queenspawn (Apocalypse)|Queenspawn]] •&lt;br /&gt;
[[Overspawn (Apocalypse)|Overspawn]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilians&#039;&#039;&#039;:&lt;br /&gt;
| [[Population (Apocalypse)| Population]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
| [[Agents Stats (Apocalypse)| Agents Stats]] • [[Alien_Stats_(Apocalypse) | Alien Stats]] • To do (Other relevant articles)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=59754</id>
		<title>Population (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Population_(Apocalypse)&amp;diff=59754"/>
		<updated>2014-09-30T17:47:07Z</updated>

		<summary type="html">&lt;p&gt;AMX: Added Unit Navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The population of [[Mega-Primus]] is very varied. Here is an overview of the different characters that X-COM may find and interact with in the [[Buildings (Apocalypse)|buildings]] and streets of the city. &lt;br /&gt;
&lt;br /&gt;
==Megapol Officer==&lt;br /&gt;
&lt;br /&gt;
[[Megapol]] police officers are responsible for enforcing law and order on the city. Since they are also well armed they would be of a great help during [[Battlescape Overview (Apocalypse)|Battlescape]] but unfortunately they will never be present when [[X-COM (Apocalypse)|X-COM]] is reacting to alien alerts at their [[Megapol#Buildings Owned|buildings]]. &lt;br /&gt;
&lt;br /&gt;
The only way to meet (and fight) officers in combat is if Megapol has turned hostile towards X-COM or if X-COM is conducting deliberate raids on their buildings.&lt;br /&gt;
&lt;br /&gt;
Megapol officers are among the best-armed human combatants (starting Tech Level 3) and have slightly higher Accuracy scores and Armour (note that they do not wear [[Megapol Armor]]) than other organizations&#039; troops. However, they are also more vulnerable to Psionic attacks. Finally, they tend to attack in large mobs (average number of troops is 16).&lt;br /&gt;
&lt;br /&gt;
==Cult Member==&lt;br /&gt;
&lt;br /&gt;
They appear during raids on their [[Temple of Sirius (Apocalypse)|temples]] and during their retaliations against [[Bases (Apocalypse)|X-COM&#039;s bases]]. Due to the [[Cult of Sirius|cult&#039;s]] general hostile attitude towards X-COM it will be very likely for both sides to engage in raids since raiding their temples can be very profitous (and dangerous) to X-COM. &lt;br /&gt;
&lt;br /&gt;
Cult members are moderately armed (starting Tech Level 2), but will improve over time. They are lightly armoured, but are more resistant to Psionic attacks than other humans. Cult members fight in groups of around 10.&lt;br /&gt;
&lt;br /&gt;
==Gang Member==&lt;br /&gt;
&lt;br /&gt;
These are the troops of [[Psyke]], [[Diablo]] and [[Osiron]] and will appear on missions on their [[Slums (Apocalypse)|Slums]] if the gang that owns the building is hostile to X-COM. They will also shown up on [[Base Defense (Apocalypse)|Base Defense]] missions.&lt;br /&gt;
&lt;br /&gt;
Like cultists, gang members are also dangerous. Their slums are packed with shock troopers equipped with the biggest weapons around (starting Tech Level 4) and they&#039;ll regularly engage in raids against other organizations. Gang members attack in groups of 8-20 - Osiron groups are the largest, Psyke groups are the smallest.&lt;br /&gt;
&lt;br /&gt;
==Security Guard==&lt;br /&gt;
&lt;br /&gt;
These compose the security forces employed by the [[Government]] and all major legal [[Organizations|corporations and organizations]]. Their armament and numbers depend on which organization employs them. In particular, the Government, [[Marsec]], [[Solmine]], [[Cyberweb]], [[S.E.L.F.]] and the [[Mutant Alliance]] use better-equipped and larger groups of guards.&lt;br /&gt;
&lt;br /&gt;
Security guards are not as weak as you might think, and their stats are only slightly lower than those of Megapol or Gang members. Starting Tech Level varies from 1 to 4 (although most organizations are at the lower end of the scale), and the average number of guards can range anywhere from 7 to 14.&lt;br /&gt;
&lt;br /&gt;
Some organizations may employ guards with different coloured uniforms. This difference is purely cosmetic, and has no effect on stats or equipment.  &lt;br /&gt;
&lt;br /&gt;
==Civilian==&lt;br /&gt;
&lt;br /&gt;
Civilians will be found on every Mega-Primus mission that involves an alien investigation on a building. They won&#039;t take cover, they will run as if in panic without a direction. &lt;br /&gt;
&lt;br /&gt;
Of particular note is that the aliens don&#039;t actively attack them. This is fortuitous for X-COM, however the various civilian deaths that do occur are frequently caused during a crossfire between X-COM and any hostile forces in the area. The best way to prevent civilian deaths is to move the battle away from the civilians. &lt;br /&gt;
&lt;br /&gt;
Civilians do not otherwise count towards the mission score.&lt;br /&gt;
&lt;br /&gt;
==X-COM Technical Personnel==&lt;br /&gt;
&lt;br /&gt;
During [[Base Defense (Apocalypse)|base defense]] missions any X-COM Scientists and Engineers assigned to the base will be vulnerable to hostile agression. X-COM personnel can be directed to move to any location but they will be unable to use any weapons or armour. They are also slower than X-com Agents, which makes them quite vulnerable.&lt;br /&gt;
&lt;br /&gt;
Survival of X-COM personnel is one of the highest priorities for X-COM Agents while repelling raids. Because technical staff can be assigned to armed personnel before the base raids begin, it is recommended that some armed agents accompany them and escort them to a place of safety in the base. &lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
&lt;br /&gt;
Only present in the Alien Dimension, X-COM&#039;s old enemies have become an alien delicacy, and some are being held captive in their [[Food Chamber]]. Rescuing them will give a huge boost to X-COM&#039;s relations with the [[Mutant Alliance]]. For all intents and purposes, the Sectiods in this game are treated exactly like civilians, and display similar behaviour. This also means the Aliens will not deliberately target them during the mission.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Organizations]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
* [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Life_Forms_(Apocalypse)&amp;diff=59753</id>
		<title>Talk:Alien Life Forms (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Life_Forms_(Apocalypse)&amp;diff=59753"/>
		<updated>2014-09-30T17:45:51Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just noticed that the &amp;quot;civilians&amp;quot; section in the navbar is still labeled &amp;quot;to do&amp;quot;, but the page does in fact exist - see [[Population (Apocalypse)]]. I&#039;d do it myself, but I don&#039;t know how to edit the navbar...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like this?&lt;br /&gt;
I think the original idea was to have individual links for each type of civilian, but there&#039;s only the single page right now :/ [[User:AMX|AMX]] ([[User talk:AMX|talk]]) 13:45, 30 September 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Unit_Navbar_(Apocalypse)&amp;diff=59752</id>
		<title>Template:Unit Navbar (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Unit_Navbar_(Apocalypse)&amp;diff=59752"/>
		<updated>2014-09-30T17:42:43Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|  {{stdTable}} width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
|- {{stdTable Sub_Heading}}&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |{{Apoc Icon}}&#039;&#039;&#039;[[Apoc_Table|X-COM: Apocalypse]]/Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Agents (Apocalypse)|X-COM]]&#039;&#039;&#039;:&lt;br /&gt;
| [[Humans (Apocalypse)|Humans]]• [[Hybrids (Apocalypse)|Hybrids]] • [[Androids (Apocalypse)|Androids]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Alien Life Forms (Apocalypse)|Aliens]]&#039;&#039;&#039;:&lt;br /&gt;
| &lt;br /&gt;
[[Brainsucker (Apocalypse)|Brainsucker]] •&lt;br /&gt;
[[Multiworm (Apocalypse)|Multiworm]] •&lt;br /&gt;
[[Multiworm Egg (Apocalypse)|Multiworm Egg]] •&lt;br /&gt;
[[Hyperworm (Apocalypse)|Hyperworm]] •&lt;br /&gt;
[[Chrysalis (Apocalypse)|Chrysalis]] •&lt;br /&gt;
[[Anthropod (Apocalypse)|Anthropod]] •&lt;br /&gt;
[[Psimorph (Apocalypse)|Psimorph]] •&lt;br /&gt;
[[Spitter (Apocalypse)|Spitter]] •&lt;br /&gt;
[[Megaspawn (Apocalypse)|Megaspawn]] •&lt;br /&gt;
[[Popper (Apocalypse)|Popper]] •&lt;br /&gt;
[[Skeletoid (Apocalypse)|Skeletoid]] •&lt;br /&gt;
[[Micronoid Aggregate (Apocalypse)|Micronoid Aggregate]] •&lt;br /&gt;
[[Queenspawn (Apocalypse)|Queenspawn]] •&lt;br /&gt;
[[Overspawn (Apocalypse)|Overspawn]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Civilians&#039;&#039;&#039;:&lt;br /&gt;
| [[Population (Apocalypse)| Population]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
| [[Agents Stats (Apocalypse)| Agents Stats]]  • To do (Other relevant articles)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Craft_(Apocalypse)&amp;diff=58339</id>
		<title>Alien Craft (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Craft_(Apocalypse)&amp;diff=58339"/>
		<updated>2014-08-01T13:57:17Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The alien craft encountered in &#039;&#039;[[Apocalypse]]&#039;&#039; are organic ships that are grown rather than constructed like the more angular and metallic &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; (the [[UFOs]]) or of &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; (the [[Alien Subs]]). As the buildings in the [[Alien Dimension (Apocalypse) | Alien Dimension]] are studied, it is revealed that the enemy ships in Apocalypse are essentially giant mushrooms that are grown and are outfitted with a variety of alien technologies that allow them to fly and travel through the Dimension Gates to cause havoc in [[Mega Primus]]. &lt;br /&gt;
&lt;br /&gt;
There are 10 alien ships that you will encounter during the course of the game. These have been listed below. While better equipped than X-COM initially, each ship that is shot down and recovered will provide all the necessary information and spare equipment for X-COM to produce and outfit [[X-COM Hybrid Aircraft (Apocalypse)|advanced aircraft]] to counter them as well as a variety of useful squad and vehicle level defensive equipment.  &lt;br /&gt;
&lt;br /&gt;
==Alien Ships==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;UFO&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Armor&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Constitution&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Top Speed&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weapon Power&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Weapon Range&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Primary Role(s)&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo1_icon.png|UFO Type 1]] [[Alien Probe (Apocalypse)|Probe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Escort/Subversion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo2_icon.png|UFO Type 2]] [[Alien Scout Ship (Apocalypse)|Scout Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration/Subversion/Escort&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo3_icon.png|UFO Type 3]] [[Alien Transporter (Apocalypse)|Transporter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo4_icon.png|UFO Type 4]] [[Alien Fast-Attack Ship (Apocalypse)|Fast-Attack Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;57&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Escort/Attack/Subversion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo5_icon.png|UFO Type 5]] [[Alien Destroyer (Apocalypse)|Destroyer]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;94&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;450&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration/Subversion/Attack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo6_icon.png|UFO Type 6]] [[Alien Assault Ship (Apocalypse)|Assault Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;850&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo7_icon.png|UFO Type 7]] [[Alien Bomber (Apocalypse)|Bomber]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;98/20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250/150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Attack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo8_icon.png|UFO Type 8]] [[Alien Escort Ship (Apocalypse)|Escort Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Escort&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo9_icon.png|UFO Type 9]] [[Alien Battleship (Apocalypse)|Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80/94&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600/450&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration/Subversion/Attack/Escort&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_ufo10_icon.png|UFO Type 10]] [[Alien Mothership (Apocalypse)|Mothership]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;102&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80/98/--&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600/250/250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Infiltration/Subversion/Attack/Overspawn Attack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recovery of Alien Ships== &lt;br /&gt;
A UFO can only be recovered if it has been sufficiently damaged to disable it and is not destroyed completely. Once disabled, the UFO will float down to the nearest clear space and crash land. &lt;br /&gt;
&lt;br /&gt;
Only air vehicles can be sent in to recover a UFO, and only one vehicle can be sent in at a time. The aircraft must be manned for the recovery to suceed. &lt;br /&gt;
&lt;br /&gt;
If the UFO is unmanned, the recovery will be instantaneous. If it is a medium or large ship, it will have an armed crew for your troops to contend with. Because only one troop transport can be sent in to recover the UFO, be sure to prepare and arm your squad accordingly before starting the battle. &lt;br /&gt;
&lt;br /&gt;
Once in battle with the UFO crew, the UFO will be recovered if the crew is defeated or has fled from the battle. If the recovery squad is defeated by the crew, then the recovery is a failure and the crash site disappears. The site will also disappear if the entire recovery team flees from the battle. &lt;br /&gt;
&lt;br /&gt;
If the crash site is ignored, the site will also disappear after a short while. &lt;br /&gt;
&lt;br /&gt;
==Alien Ship Components==&lt;br /&gt;
&lt;br /&gt;
When you shoot down and recover a manned UFO you will be able to bring back the following components:&lt;br /&gt;
&lt;br /&gt;
* [[Alien Control System (Apocalypse)|Alien Control System]]&lt;br /&gt;
* [[Alien Energy Source (Apocalypse)|Alien Energy Source]]&lt;br /&gt;
* [[Alien Propulsion System (Apocalypse)|Alien Propulsion System]]&lt;br /&gt;
&lt;br /&gt;
Research into all of those components is essential to develop the [[Dimension Probe]], the first step to [[X-COM Hybrid Aircraft (Apocalypse)|X-COM Advanced Craft]].&lt;br /&gt;
&lt;br /&gt;
==Other Recoverable Components== &lt;br /&gt;
&lt;br /&gt;
Recovery of many manned UFOs will often yield one instance of the vehicle weapon that the UFO specializes in. &lt;br /&gt;
&lt;br /&gt;
As time goes on, UFOs will start equipping a variety of defensive equipment such as shields, cloaking (missile jamming) devices and emergency teleportation devices. Depending on the UFO type, you will also begin to recover one of these items for each UFO that you recover. &lt;br /&gt;
&lt;br /&gt;
X-COM Quantum Physicists can reverse engineer these technologies for use. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
* [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
* [[Research (Apocalypse)|Research]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldier_(Alien_Rank)&amp;diff=57825</id>
		<title>Soldier (Alien Rank)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldier_(Alien_Rank)&amp;diff=57825"/>
		<updated>2014-07-08T18:57:11Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Soldier&#039;&#039;&#039; is the lowest [[Alien Ranks|Alien Rank]], and is the one most commonly found in all mission profiles. Their role on board is to keep the [[UFO]] or [[Alien Base|Base]] secure and also to perform any general work they are ordered to do. In most missions they will be the first opponents encountered.&lt;br /&gt;
&lt;br /&gt;
In combat a Soldier is only the equal of other ranks at best, and has the lowest intelligence. In terms of equipment they may have slightly more powerful weapons than some higher ranks such as [[Medic (Alien Rank)|Medics]], but not always. Aside from that they are generally the easiest opponents you will run into on any given mission, although if the mission is with [[Ethereal]]s that isn&#039;t much consolation.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Small Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Medium Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Large Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Abductor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Harvester]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Supply ship|Supply Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Terror ship|Terror Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Base]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terror From the Deep==&lt;br /&gt;
&lt;br /&gt;
Soldiers in TFTD have the same role as in EU.&lt;br /&gt;
&lt;br /&gt;
==TFTD Deployment==&lt;br /&gt;
&lt;br /&gt;
Note that, since some races do not use certain ranks (e.g. Tasoths don&#039;t have Medics), subs piloted by these races will have a somewhat greater number of Soldiers on board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Type&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Survey Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Escort]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hunter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Heavy Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Fleet Supply Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Dreadnought]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Colony Assault|Alien Colony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Artefact Site]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TO DO: check game files for info on Alien Colonies and Artefact Sites.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alien Ranks]]&lt;br /&gt;
*[[Alien Stats]]&lt;br /&gt;
*[[Alien Stats (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Ranks]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldier_(Alien_Rank)&amp;diff=57821</id>
		<title>Soldier (Alien Rank)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldier_(Alien_Rank)&amp;diff=57821"/>
		<updated>2014-07-08T14:52:48Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Soldier&#039;&#039;&#039; is the lowest [[Alien Ranks]], and is one the most commonly found in all mission profiles. Their role on board is to keep the [[UFO]] or [[Alien Base|Base]] secure and also to perform any general work they are ordered to do. In most missions they will be the first opponents encountered.&lt;br /&gt;
&lt;br /&gt;
In combat a Soldier is only the equal of other ranks at best, and has the lowest intelligence. In terms of equipment they may have slightly more powerful weapons than some higher ranks such as [[Medic (Alien Rank)|Medics]], but not always. Aside from that they are generally the easiest opponents you will run into on any given mission, although if the mission is with [[Ethereal]]s that isn&#039;t much consolation.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Small Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Medium Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Large Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Abductor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Harvester]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Supply ship|Supply Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Terror ship|Terror Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Base]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Terror From the Deep==&lt;br /&gt;
&lt;br /&gt;
Soldiers in TFTD have the same role as in EU.&lt;br /&gt;
&lt;br /&gt;
==TFTD Deployment==&lt;br /&gt;
&lt;br /&gt;
Note that, since some races do not use certain ranks (e.g. Tasoths don&#039;t have Medics), subs piloted by these races will have a somewhat greater number of Soldiers on board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Type&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Survey Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Escort]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hunter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Heavy Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Fleet Supply Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-11&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-13&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Dreadnought]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Colony Assault|Alien Colony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Artefact Site]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TO DO: check game files for info on Alien Colonies and Artefact Sites.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Alien Ranks]]&lt;br /&gt;
*[[Alien Stats]]&lt;br /&gt;
*[[Alien Stats (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Ranks]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Alien_Rank)&amp;diff=57820</id>
		<title>Medic (Alien Rank)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Alien_Rank)&amp;diff=57820"/>
		<updated>2014-07-08T14:51:31Z</updated>

		<summary type="html">&lt;p&gt;AMX: /* Terror From the Deep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Medic&#039;&#039;&#039; is one of the middle tier [[Alien Ranks]], and is not particularly commonly found even on the larger [[UFOs]]. Their role on board is presumably to support other Aliens and heal them when they get injured, in practise they do not seem to fill this task very well, if at all.&lt;br /&gt;
&lt;br /&gt;
In combat a Medic is the only the equal of most other ranks in combat,  with reasonable intelligence, but lowered aggression. In terms of equipment they may well be using less powerful weapons that some other ranks, but not always. They are among the easiest opponents you will run into on any given mission, although only [[Sectoid]]s and [[Floater]]s bring Medics along on their missions.&lt;br /&gt;
&lt;br /&gt;
They are the MOST likely of any given rank to carry [[Small Launcher]]s and [[Stun Bomb]]s. Later on, Medics will carry Small Launchers almost exclusively.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;UFO Type&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Small Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Medium Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Large Scout]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Abductor]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Harvester]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Supply ship|Supply Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Terror ship|Terror Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Base]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Captured Medics==&lt;br /&gt;
Interrogating a captured medic will provide details of one of the 11 [[Research#Alien species|Alien species]].&lt;br /&gt;
&lt;br /&gt;
==Terror From the Deep==&lt;br /&gt;
&lt;br /&gt;
Medics in TFTD have similar roles and equipment to their EU equivalents. Aquatoids are the only race that deploys them, and they have almost identical stats to the Soldiers, save for higher intelligence, and slightly higher health and M.C. Strength.&lt;br /&gt;
&lt;br /&gt;
Interrogating a Medic will reveal information about a random unknown type of Alien. However, note that getting info on, say, a Deep One corpse in this way is not the same thing as researching an actual Deep One corpse in your Lab, and will not unlock [[Aqua Plastics]]. See the [[TRTBAG|Bug Avoidance Guide]] for more info.&lt;br /&gt;
&lt;br /&gt;
==TFTD Deployment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Alien Sub Type&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Survey Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Escort]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2-3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hunter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Heavy Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Fleet Supply Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Dreadnought]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Alien Colony Assault|Alien Colony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Artefact Site]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TO DO: check game files for info on Alien Colonies and Artefact Sites.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ranks]]&lt;br /&gt;
* [[Alien Stats]]&lt;br /&gt;
* [[Alien Stats (TFTD)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Ranks]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;br /&gt;
[[Category:TFTD]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stun_Raid&amp;diff=46341</id>
		<title>Stun Raid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun_Raid&amp;diff=46341"/>
		<updated>2013-05-08T22:41:43Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stun Grapple Raids =&lt;br /&gt;
A stun grapple raid is where your agents are armed ONLY with [[Megapol Stun Grapple|Megapol Stun Grapples]] for the intent of looting (raiding) an organisation of available personal armaments &#039;&#039;&#039;WITHOUT KILLING ANYONE&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== How? ====&lt;br /&gt;
*Remove &#039;&#039;&#039;all&#039;&#039;&#039; armour (yes, that&#039;s correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each (medikit is optional). Equip a Valkyrie Interceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you don&#039;t need two). Assign your 12 agents to the craft as you would normally do.&lt;br /&gt;
IMPORTANT: Browse your Corporation Tabs and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s) unless you want a fire fight. Aliens will be present if that company is under Alien control. Don&#039;t forget the bio-transport module if you want to recover aliens.&lt;br /&gt;
*Find a corporation that is neutral or better (gang based slums are the best) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have chosen. Don&#039;t attack the building with you craft, just land there! Once it lands, click on the building and you&#039;ll find four buttons on the top right of the screen with your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (the second button down).&lt;br /&gt;
*Why 12 agents? Usually, the tactical battles are generated from tilesets particular to the type of building. The battlescape may be larger if you use more than 12 agents, although its entirely your choice how many to use. Since the Slum maps don&#039;t use tilesets but one whole map by itself, sometimes you&#039;ll find that the map has generated two slums, instead of the usual singular one. The &#039;&#039;&#039;Railway Station&#039;&#039;&#039; slum building is typical of this.&lt;br /&gt;
&lt;br /&gt;
==== Starting the Tactical Raid ====&lt;br /&gt;
Typically against slum buildings, but you can raid ANYONE if you want (including the government).&lt;br /&gt;
&lt;br /&gt;
*REAL TIME works best.&lt;br /&gt;
*IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.&lt;br /&gt;
*Save your game.&lt;br /&gt;
*Slum buildings will have only three main exit points. You MUST cover these points if you want you raid to be worthwhile. However, there will be five exit points if it&#039;s a double size map.&lt;br /&gt;
*Set all your agents&#039; attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.&lt;br /&gt;
*Switch to overhead view and then run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don&#039;t exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map. (obviously if double size map appears, then place two agents at each middle exit point).&lt;br /&gt;
*Place you agents against the very edge of the map. It will help to space them apart just enough so that they cannot shoot each other, yet the range of the stun grapples slightly overlaps. (stun range = 6, so place the guys approx 9 cells apart)&lt;br /&gt;
&lt;br /&gt;
==== Fighting with Stun Grapples ====&lt;br /&gt;
*When an &#039;enemy&#039; approaches the exit point they will be knocked unconscious. Don&#039;t move your agent from the position, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.&lt;br /&gt;
*IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack. You can disable an agent&#039;s Fire At Will command by clicking the cross if you have no choice but to carry a weapon (typically Heavy Launcher) in their hands, but this leaves them unable to fire the Stun Grapple as well. Spread your loot around if you want to spread the weight.&lt;br /&gt;
*As you can now understand, you&#039;re stunning the enemy to steal their stuff. Use your agents which are not in position guarding the exits to run around the map and stun enemy agents with wild abandon. If you simultaneously stun all enemy units (or the only conscious ones flee), the mission will end automatically (note: this will accumulate score very fast, see section 2 of this article for more on score). if you cannot do so, pick up the stuff they dropped.&lt;br /&gt;
*If your agent is full of loot, just swap the guarding agents with the fully laden agent and continue your stunning. (walk the heavy troop back to the exit - but don&#039;t exit - THEN swap agents. Don&#039;t leave a gap for enemy agents to escape). It&#039;s preferred you don&#039;t remove the overburdened agent from the map since an enemy does not know if they have a valid Fire At Will (aimed, snap etc.) The enemy combatants will just stand around and watch you. Leaving a gap gives them reason to approach the exit.&lt;br /&gt;
&lt;br /&gt;
==== Loaded Down With Loot - What Now? ====&lt;br /&gt;
*If the tactical battle does not end because all hostiles have been neutralised, you&#039;ll need to exit the battle manually. Just make all your troops walk over the blue exit tiles to end the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.&lt;br /&gt;
*Pressing the &#039;&#039;escape&#039;&#039; key gives you an option to exit as well. This isn&#039;t the prefered method because if your agents aren&#039;t near the exits, the game will count as some troops as MIA.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Tactics ====&lt;br /&gt;
*If you raid a slum often, you&#039;ll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground which you can pick up. Common items are Psiclones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.&lt;br /&gt;
*Slum layouts are identical for positions of items to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.&lt;br /&gt;
*If you decide to cut away a staircase, just be sure not to kill anyone from the fall.&lt;br /&gt;
*In preparation for stun raiding in the late part of the game: Hoard a reasonable supply of stun grenades and start developing a small team of psionic troopers. Guards armed with personal disruptor shields are immune to stun grapples, but not to stun gas or psionic stun and mind control attacks. Once the shields have been physically removed, you can return to the grapples. &lt;br /&gt;
*See &amp;quot;FAQ in General&amp;quot; below for more.&lt;br /&gt;
&lt;br /&gt;
==== Quirks ====&lt;br /&gt;
*You&#039;ll probably see enemy agents playing a game of &amp;quot;Pass the Parcel&amp;quot; ... with a live prox-mine!&lt;br /&gt;
*Random rocket firings can sometimes happen when the gang members get itchy trigger fingers.&lt;br /&gt;
*Hostiles do like to throw AC-AP clips as well.&lt;br /&gt;
&lt;br /&gt;
=Minimizing Score During Stun Raids=&lt;br /&gt;
As seen in the [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]] article, accumulating score through stun grapple raids can lead to aliens wielding highly advanced technology prematurely, making gameplay much more difficult. In addition, alien tech levels do not seem to consider penalties to score, such as for damaging city property or losing equipment. Therefore, controlling score accumulated through stun grapple raids may be necessary to avoid being overwhelmed by devastator cannons on week 1. &lt;br /&gt;
&lt;br /&gt;
====The Cardinal Rule====&lt;br /&gt;
To keep score down, it is critical that you &#039;&#039;&#039;flee rather than complete stun raiding missions&#039;&#039;&#039;. If all enemy units are dead, unconscious, or have fled the area, the mission will immediately end in victory and you will receive a combat rating and a leadership bonus, both of which contribute heavily to a positive score. Agents&#039; abilities will still improve if they are forced to retreat from combat, so there is no need for this substantial score increase while stun raiding.&lt;br /&gt;
&lt;br /&gt;
====Matters of Profit and Supply====&lt;br /&gt;
*If you&#039;re raiding simply for money, the [[Psiclone]] should be your target item. These small objects serve no in-game purpose, sell for a base price of $4500 and incur a score of 3 per unit. For those who are not able to trade with Psyke, the [[Elerium (Apocalypse)|Elerium Pod]] is a possible second, containing (at base price) $3000 worth of Elerium fuel for the same 3 score per unit. Note that Elerium pods are converted to cargo at the end of missions, so the vehicle used for raiding must have a non-zero cargo capacity. Both items are fairly common spawns in gang-run slums (see slums section of this article).&lt;br /&gt;
&lt;br /&gt;
*Weapons which can be purchased at the game&#039;s outset ([[Megapol Lawpistol|Lawpistols]], [[Marsec M4000 Machine Gun|M4000s]], [[Megapol Laser Sniper Gun|Laser Sniper Guns]], [[Megapol Auto Cannon|Auto Cannons]] and [[Megapol Stun Grapple|Stun Grapples]]) should be purchased rather than raided for, if more of them are needed at all. However, the ammunition clips for these weapons are not worth score, so they can be harvested through raids if you prefer to full auto everything and the initial market supply of ammunition doesn&#039;t last. &lt;br /&gt;
&lt;br /&gt;
*A few other pieces of gear are worth taking while raiding, even if they aren&#039;t profitable. The torso portion of [[Marsec Armor]], for example, grants the wearer flight, which is helpful in evading [[Boomeroid|Boomeroids]] and [[Hyperworm|Hyperworms]]. [[Mind Shield|Mind Shields]] can never be purchased and have a fantastic permanent effect. [[Power Sword|Power Swords]] may also be useful for making improvised doors or tunnels in a controlled manner. &lt;br /&gt;
&lt;br /&gt;
*Other gear can be a toss-up, since it may be obsolete by the time it becomes available for sale in weeks 2 and 3. Insisting on having 30 [[Marsec Heavy Launcher|Heavy Launchers]] and hundreds of missles will needlessly inflate score, while insisting on not using the more sophisticated human weapons may make battle more complicated. The rule of thumb is to loot only what you intend to use and not to think about it much more than that.&lt;br /&gt;
&lt;br /&gt;
=Slum Building Item Spawn Spots=&lt;br /&gt;
There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each square of the map is called a cell. A cell is a square/diamond which makes up the map at the most smallest part. One cell is the size of the cursor (only the base of the rectangular box, actually).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
HINT: The items &#039;&#039;&#039;will&#039;&#039;&#039; appear. If they are missing from their spawn location, then you are either using too many agents (over 28) for that map or they have been picked up by a hostile.&lt;br /&gt;
&lt;br /&gt;
NOTE: directions are given as absolute north of the map, being &#039;&#039;&#039;Cell 1,1&#039;&#039;&#039;.&lt;br /&gt;
*eg: &#039;&#039;&#039;Lev 05 - 23SW, 18SE&#039;&#039;&#039; means that the item is on Level 5 of the map and is how many cells you must count in that compass direction from the most northern cell.&lt;br /&gt;
*Elevator = Gravlift.&lt;br /&gt;
&lt;br /&gt;
SPECIAL NOTE: Raid the gangs for the best money making stuff. Raid the Marsec Arms Factory for Mind Shields and to get Power Swords early. Forget raiding a Mutant Alliance slum, and forget about Cult of Sirius!&lt;br /&gt;
&lt;br /&gt;
====Grasslands====&lt;br /&gt;
A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).&lt;br /&gt;
*Lev 01 - 20SW,16SE - on ground next to I-beam rubble.&lt;br /&gt;
&lt;br /&gt;
====The Bridge====&lt;br /&gt;
A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.&lt;br /&gt;
*Lev 01 - 25SW,10SE - on ground near blue arcade machine.&lt;br /&gt;
&lt;br /&gt;
====Drug Plantation====&lt;br /&gt;
A map that contains a plantation of trees near the west corner. There is a large multistorey building which has an elevator shaft external to the main superstructure.&lt;br /&gt;
*Lev 01 - 26SW,14SE - on floor inside the garden shed inside the plantation.&lt;br /&gt;
*Lev 01 - 28SW,25SE - on floor inside the garden shed, inside the rubble area, opposite the plantation.&lt;br /&gt;
*Lev 02 - 14SW,21SE - on floor beside coffee table.&lt;br /&gt;
*Lev 02 - 13SW, 9SE - on floor beside table.&lt;br /&gt;
&lt;br /&gt;
====Graveyard Castle====&lt;br /&gt;
A map that has a cemetary with names of the game makers. There also is a large building with a heli-pad on the roof.&lt;br /&gt;
*Lev 01 - 11SW,32SE - on floor inside the garden shed situated inside the cemetary.&lt;br /&gt;
*Lev 01 - 12SW,27SE - on ground, on top of the dirt mound of grave owner, Andy Greene.&lt;br /&gt;
*Lev 08 - 19SW, 7SE - on ground, on top of the castle tower which is on the right when exiting the door.&lt;br /&gt;
*Lev 08 - 31SW, 7SE - on ground, on top of the castle tower which is on the left when exiting the door.&lt;br /&gt;
 &lt;br /&gt;
====U-shaped Hotel====&lt;br /&gt;
A map that has a typical hotel look to it. There is a car parking area in the middle section of the U shape. This building does not have a roof!&lt;br /&gt;
*Lev 02 -  6SW,34SE - on floor near oval table.&lt;br /&gt;
*Lev 02 - 13SW,10SE - on floor at far wall.&lt;br /&gt;
*Lev 04 - 28SW,16SE - on floor at middle of room.&lt;br /&gt;
*Lev 02 - 28SE,23SE - on chair next to door.&lt;br /&gt;
*Lev 04 - 28SW,21SE - in hand basin left of door.&lt;br /&gt;
*Lev 04 - 29SW,27SE - on floor near wall.&lt;br /&gt;
*Lev 02 - 28SW,34SE - on coffee table.&lt;br /&gt;
&lt;br /&gt;
====Central Elevator====&lt;br /&gt;
A map with a large square shape building. The building has eight large foundations and an external fire escape. There is an elevator inside the core of the middle foundation.&lt;br /&gt;
*Lev 04 - 28SW,27SE - on large table against near wall.&lt;br /&gt;
*Lev 04 - 28SW, 5SE - on cupboard against external wall.&lt;br /&gt;
*Lev 04 - 34SW,10SE - on cupboard closer to windows.&lt;br /&gt;
*Lev 04 - 26SW,12SE - on floor between beds.&lt;br /&gt;
*Lev 06 - 12SW, 5SE - on coffee table near external wall.&lt;br /&gt;
*Lev 06 -  5SW,32SE - on box next to window.&lt;br /&gt;
*Lev 06 - 12SW,30SE - on bed.&lt;br /&gt;
*Lev 06 - 12SW,21SE - in air (!) just inside doorway&lt;br /&gt;
*Lev 06 -  8SW,21SE - on cupboard next to chair.&lt;br /&gt;
&lt;br /&gt;
====The Railway Station====&lt;br /&gt;
A dedicated double sized map. It will sometimes appear if there are many (usually over 20) Xcom agents present in a mission. It is a rare map to play!&lt;br /&gt;
*Lev 01 -  2SW,16SE - in hand basin just left of door.&lt;br /&gt;
*Lev 04 - 54SW,10SE - on elevated rail line between the two rail track pairs.&lt;br /&gt;
*Lev 01 - 86SW,32SE - inside carpark ticket booth at far wall.&lt;br /&gt;
&lt;br /&gt;
=FAQ for Slum Designs=&lt;br /&gt;
*Do I have to count the cells each time I start a new raid?&lt;br /&gt;
** NO! Due to the static shape of the slum buildings, each and every type of building will be the same with regards to where the spawn loactions are situated. Once you know where the spawn is located after counting out the map cells for just one time, you&#039;ll won&#039;t need to do it again (unless you forget!).&lt;br /&gt;
&lt;br /&gt;
*How do I do multiple raids in quick succession?&lt;br /&gt;
** If you use an air vehicle, immediately after a mission, you can click on the building and find that the craft is not yet airbourne. Within this very short time frame, you can raid (or search) the organisation again. Also, this means that you do not need to go back to base after every single mission. Obviously if you troops inventory if full of loot, then it may be wise to offload back at base once every third mission, or so. This does not work with ground vehicles or walking troops unless you redirect them back towards the building after every mission.&lt;br /&gt;
&lt;br /&gt;
*Why do you think slums are better than Cult of Sirius raids?&lt;br /&gt;
** (1) The only items that will spawn in a &#039;&#039;&#039;gang&#039;&#039;&#039; slum are: Psiclones, Marsec armour, weapons (&#039;&#039;&#039;only&#039;&#039;&#039; M4000, Laser, Autocannon) and Elerium. You will NEVER get AP-grenades, Hi-Ex, stun grenades, or other ordinary low level junk. Also, the gang members never carry rubbish like the lawpistol. Mutant alliance and SELF are not gangs, but do have Psiclone spawning within their slums (and possibly their HQ or office buidling).&lt;br /&gt;
** (2) The buildings are easily defendable (exit points will be EXACTLY in the same spot - no guessing!). The slum shape is indentical each time (no dynamic generating of the map grid). It means that as soon as the map loads you&#039;ll know immediately where the items are situated for that given slum shape.&lt;br /&gt;
** (3) The gangs are NEVER hostile at the start of a new game. Cultists can be. If there are hostile, then CoS stun raiding is now DEADLY and absolutely pointless.&lt;br /&gt;
** (4) Gang slums usually generate psiclones at an approximate 50% to 75% quantity versus available spawn quantity. If a building has 9 spawn spots then many spawn spots will contain a Psiclone. If a building has one spawn spot, then it will usually be a Psiclone.&lt;br /&gt;
&lt;br /&gt;
==An Example And Result==&lt;br /&gt;
A new superhuman game using 12 agents + 12 stun grapples raiding a Diablo slum (always and only: &#039;&#039;&#039;Central Elevator&#039;&#039;&#039;). Realtime gameplay.&lt;br /&gt;
&lt;br /&gt;
After 10 raids one after the other in the &#039;&#039;&#039;first 2 minutes of a new game&#039;&#039;&#039; (90 spawn spots in total):&lt;br /&gt;
&lt;br /&gt;
* 11 x Marsec chest&lt;br /&gt;
* 3 x Marsec helmet&lt;br /&gt;
* 20 x Elerium pods (equals 3000 elerium)&lt;br /&gt;
* 48 x psiclones&lt;br /&gt;
&lt;br /&gt;
TOTAL = 82. leaving only 8 spawn spots for unloaded weapons.&lt;br /&gt;
&lt;br /&gt;
This above example has a Psiclone ratio of 53%. If you keep doing stun-raids regularly throughout the whole game (although you should (will) taper off since your score will be something you&#039;d like to limit) you will notice the ratio will slowly start to change so that Psiclones may become more frequent (and enemy agents carrying alien technology such as Disruptor Shields). This is due to Xcom starting to use alien weaponry for craft loadouts and not Elerium based weapons which fall out of favour, hence, the value of Elerium to a player diminishes.&lt;br /&gt;
&lt;br /&gt;
Extra: To get the particular map to spawn each and every time, remove the other map-series from the maps folder (&#039;&#039;&#039;only&#039;&#039;&#039; do this for slums).&lt;br /&gt;
&amp;lt;br&amp;gt;EG: &amp;quot;Central Elevator&amp;quot; map is the &#039;&#039;&#039;01&#039;&#039;&#039; series (eg: &#039;&#039;28sec01&#039;&#039;) contained within &#039;&#039;maps\28slums&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
= FAQ in General =&lt;br /&gt;
* If I raid a non gang building, will I get more Elerium Pods spawning since Psiclones are not spawned?&lt;br /&gt;
Sometimes, however, the spawn spots will be taken up by the complete range within the arsenal. You will have AP-Grenades, Stun Grenades, Law Pistol (unloaded), Hi-Ex, etc. included with the staples which are the Laser Rifle, M4000 etc. Doing enough raids will give you the indication that Elerium Pods will roughly be the same quantity across the cityscape when raiding any building you choose. You will also start getting Alien items the further you progress through the game. It may be quite helpful to visit once in a while with a backpack full of Stun Grenades once Disruptor Shields are common (but your running low).&lt;br /&gt;
* What other buildings give items other than typical spawns?&lt;br /&gt;
You can raid every single building in the game although some are not really worth the effort. Marsec buildings will spawn the rare and much valued Mind Shield. Power Swords and Marsec Armour are typical inside the weapon/arms factories whereas a slight increase in Elerium will spawn within Megapol or Marsec Flyer Factory. Raiding a Megapol building will generate Megapol armour pieces instead of Marsec armour. Stun Grapples will spawn at a Megapol Police Station. Warehouse buildings can spawn Psiclones if the building is owned by gangs. Sometimes this gets messed up and a legal corporation will have Psiclones. Experiment by visiting each and every bulding in the game.&lt;br /&gt;
* Why guard the exits?&lt;br /&gt;
Money! The reason you are making a raid against someone is to either cause damage (which is utterly pointless in Battlescape since it can make a company hostile by accidently killing someone) or to make money. You can acquire weapons by killing the guards and increasing hostility (and injury or death versus experience) or you can exploit a weakness in the game by stunning (and still get experience). The reason to guard exits is to limit your money and equipment loss. The enemy agent will often make a dash for freedom and you position your squad to stop that (although it&#039;s not their preferred action since they need to defend the building). As already mentioned, the easiest map to guard are Slum buildings since they are static in shape. Unless you are willing to allow someone to escape with that Minilauncher or Plasma Pistol (and three clips) then block and stun (and steal).&lt;br /&gt;
* It&#039;s tedious to pick up all the items. Is there a quicker or easier way?&lt;br /&gt;
You could use the overhead map to find items to save time since they show up as purple markers and you could scoot a lone agent quickly around the map on overhead to pick up the stuff, however, you still are filling up your inventory. The preferred method is to neutralise everyone which then causes a Mission Complete (which recovers all items automatically). Stunning everyone can be easily achieved if you bait the combatants into coming within range of your Stun Grapples by using a piece of equipment as a lure. If you have a stunned enemy first off, you won&#039;t need to use the bait method since defenders will come to his location to help out their &#039;fallen&#039; friend. Once you have a pile of snoring agents at your feet, cue Mission Complete.&lt;br /&gt;
&amp;lt;br&amp;gt;NOTE: The items appear to use ownership flags to an agent. If you knock someone out, the defender usually won&#039;t pick up their friend&#039;s stuff (although they may help themselves to an item or three). When that guy does eventually wake up he can re-equip. If you use you own equipment as a lure you may see the enemy throw a grenade into the (your ownership item) pile. To make the best trap, you&#039;d knockout a lone agent and eventually you&#039;ll get the enemy to swarm nearby. If you happen to knock the same agent out, he sometimes forget what he was carrying. His items now act as a bait trap.&lt;br /&gt;
* Help! I don&#039;t have enough agents in the mission to guard all the exits. What can I do to maximise profits?&lt;br /&gt;
If you stun someone you can stand on their body (you cannot pick up a body) to prevent them ever getting up. Using an Agressive setting will stop the agent moving (unless it&#039;s gas or fire). Dual wielding Stun Grapples will give you rapid fire speed if you have one agent stunning a bunch of enemy next to him since you don&#039;t have enough guys to stand on each body. You could also use a staircase to good effect since tight corners and single file walkways limit the spread of the enemy. Cutting away parts of a building (with explosives or other) is a valid tactic to imprison the enemy if you are desperate since this angers the corp. through buidling damage and has the very real possibility that you may kill someone (or yourself) when the section(s) collapse. &lt;br /&gt;
* I got killed by a Prox Mine. Why?&lt;br /&gt;
The enemy do that sometimes. Amusement factor? The occasional problem when stun raiding is that since you don&#039;t need to wear armour (no combat!) when you do set off an explosive you&#039;ll merely drop dead or be heavily injured with many critical wounds. If you didn&#039;t bother carrying a medkit (you brought to the mission with your trusty &#039;&#039;money-maker&#039;&#039;! ) your only option is to remove the agent from current play by making them exit the map. Typically since prox mines are so deadly, the agent dies mid step before getting anywhere and may be a problem if over encumbered. If you only use the overhead map to run your agents around, you cannot discern what that purple dot actually is until you look at it in isometic view. Do this before you approach an unknown placement. (see above of spawn item locations so that you know what should be where).&lt;br /&gt;
* Whoa!! Aliens kill me quick on in second week. Why?&lt;br /&gt;
Score. You have aquired a high score from many stun raids and depending on the difficulty level of your game, the game scales the enemy strength on how many points you have at the end of the week, thus, this will influence the enemy loadout and ship type for the new week! What?? You think stun raid was cheating? Mess with the bull and you&#039;ll get the horn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Layouts_(Apocalypse)&amp;diff=45722</id>
		<title>Base Layouts (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Layouts_(Apocalypse)&amp;diff=45722"/>
		<updated>2013-04-18T15:11:50Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Base Layout&#039;&#039;&#039; is one of the most important factors in a base since it will determine where additional [[Facilities (Apocalypse)|base modules]] can be built and will also impact the  [[Battlescape Overview (Apocalypse)|Battlescape]] layout during [[Base Defense (Apocalypse)|Base Defense]] missions. &lt;br /&gt;
&lt;br /&gt;
The type and number of base layouts available depend on the difficulty level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Layout&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Area&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Difficulty Level&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Notes&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base1.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;br&amp;gt;Easy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base2.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base3.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;br&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base4.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;29&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;br&amp;gt;Medium&amp;lt;br&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;This layout allows for cheap base defense, provided you don&#039;t need a [[Vehicle Repair Bay (Apocalypse)|Vehicle Bay]], since it is only necessary to place 2 [[Security Station (Apocalypse)|Security Stations]] at each side of the Access Lift. It is possible to have up to 4 advanced research/manufacturing facilities with plenty of additional space for 1x1 modules. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base5.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Novice&amp;lt;br&amp;gt;Medium&amp;lt;br&amp;gt;Hard&amp;lt;br&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base6.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base7.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;br&amp;gt;Hard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base8.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;br&amp;gt;Hard&amp;lt;br&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base9.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;br&amp;gt;Medium&amp;lt;br&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Another easy defendable layout. Stick one Security Station right next to the lift. The Vehicle Bay can be on either one of the 2x2 spaces up and below the central area, with 2 Security Stations right next to it.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base10.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Easy&amp;lt;br&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base11.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base12.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;br&amp;gt;Hard&amp;lt;br&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base13.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hard Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base14.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base15.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_base16.png|left|100 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Superhuman&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
* [[Base Locations (Apocalypse)|Base Locations]] &lt;br /&gt;
* [[Facilities (Apocalypse)|Base Facilities]] &lt;br /&gt;
* [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Bases (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hammerhead&amp;diff=45721</id>
		<title>Hammerhead</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hammerhead&amp;diff=45721"/>
		<updated>2013-04-18T12:44:02Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
A transport and intercept craft. A replication of magnetic array systems in an X-COM ship. Although small, its design is a breathtaking technical achievement.&lt;br /&gt;
&lt;br /&gt;
The Hammerhead, a dwarfed [[Leviathan]] in appearance, is a &#039;Jack of all trades&#039; submarine that combines a transport with an attack craft. It provides a fairly decent balance of its two roles, though does not excel at either. Its dual role makes it an excellent backup fighter/transport at a base with multiple sub pens. &lt;br /&gt;
&lt;br /&gt;
As an interceptor, it has better mobility than the [[Manta]] thanks to its larger fuel capacity, and can easily outdistance the Manta when you need to reach a remote target or venue. Having only one weapon pod is a minor issue once you have access to [[Sonic Oscillator]]s. By virtue of their high range and virtually infinite supply of ammo, one Sonic Oscillator is all that is required to safely shoot down any type of enemy sub but the dreaded [[Dreadnought|Dreadnought]].&lt;br /&gt;
&lt;br /&gt;
As a transport, its speed and interception ability make it an excellent quick response transport, allowing quick deployment of elite squads to nearby alien activity. One feature that is entirely unique to the Hammerhead is its South facing exit. &lt;br /&gt;
&lt;br /&gt;
Depending on the commander&#039;s preferences for the heavy weapons platforms, the Hammerhead&#039;s lack of SWS storage space may prove to be one of the major deciding factors on whether or not this ship is ever used. &lt;br /&gt;
&lt;br /&gt;
This craft appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Lightning]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;175&amp;quot;&amp;gt;&lt;br /&gt;
Image:HAMMER-L0.PNG|Hammerhead Level 0&lt;br /&gt;
Image:HAMMER-L1.PNG|Hammerhead Level 1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Zrbite for Fuel ==&lt;br /&gt;
&lt;br /&gt;
Fuel-wise, the Hammerhead sits in the middle of the three Zrbite based submarines. It uses more Zrbite to fuel than the Manta, but this grants it much better reach. It uses less fuel than the Leviathan, though this shortens its reach it potentially makes it more economical to operate if you need to attend frequent sorties within a short space of time. &lt;br /&gt;
&lt;br /&gt;
The problem faced by all Zrbite-powered craft is that they always burn fuel at the same rate, regardless of whether they are patrolling or going full speed. They will also override their orders and return to base as soon as the fuel meter drops below 50%, even if right next to their home base. On top of that, they carry only small amounts of Zrbite so have limited flight times. It&#039;s therefore impractical to tail alien craft until it lands on its own accord, as your vessel will frequently run out of fuel before it lands. In situations such as this, it is better to employ conventional fuel based ships like the Barracuda or Triton. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,030&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;960&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Submersible Weapons Systems|SWS]] Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Subs Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Research (TFTD)]][[Category:X-COM Craft (TFTD)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45173</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=45173"/>
		<updated>2013-03-18T09:21:56Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the Extender.&lt;br /&gt;
*&#039;&#039;&#039;If you want to suggest a change for something in the base game. Please post your suggestion on the [[Wish List |Wish List page]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;If you have an error to report, please check the [[Known_Bugs | list of already reports problems]], and post there if the problem is in the base game (if not already reported). Please only post problems caused by the Extender on this page.&#039;&#039;&#039;&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
Are there any bitrate limitations to what MP3s the game can play?--[[User:Amitakartok|amitakartok]] 14:49, 13 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;There shouldn&#039;t be any limitations. With the mod enabled, the game has nothing to do with mp3 playback except telling the BASS system which file to play.  I checked their website[http://www.un4seen.com/] and no limitations are mentioned.- [[User:Morgan525|Tycho]] 23:16, 13 March 2013 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*Initial alien bases bug: I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
*Alien Bleeding: If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Clip cursor behavior:I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet. Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
::In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;&#039;v1.30 implements the clip cursor on all screens in Full Screen mode.  For Windowed mode, cursor clipping is implemented once a game starts, at the earliest, or whenever the battlescape starts, depending on the option selected, by design. It is still possible to break the cursor clipping, if one intentionally tries. -[[User:Morgan525|Tycho]] 00:25, 23 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::I observed that the battlescape can completely lose mouse clipping for that session if the game window loses focus due to things like an overzealous ESET firewall&#039;s always-on-top window asking every fucking hour whether Adobe Flash Player&#039;s updater is allowed internet access. The game automatically regains clipping at the start of the next battlescape session but it&#039;s still very annoying.--[[User:Amitakartok|amitakartok]] 17:18, 16 March 2013 (EDT)&lt;br /&gt;
:&#039;&#039;With Tarvis&#039; addtions, this should be fixed in a new version. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Suggestions=&lt;br /&gt;
&lt;br /&gt;
==Tarvis==&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;Version 1.3 incorporates Tarvis&#039; scaler option.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
::I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Amitakok==&lt;br /&gt;
* An INI option for modifying how many times can the medkit&#039;s various features be used. According to the site, it&#039;s not stored in OBDATA but inside the executable.&lt;br /&gt;
* Rudimentary IFF recognition in proximity grenades, ie. it checks the unit ownership variable (the same one that gets flipped during mind control and used to cause the Hostile Civilians bug) of everyone who wanders into its sensor range and only explodes if it doesn&#039;t match the ownership of the unit that threw it. Naturally, it would be fooled by mind control and would also blow up civilians but it would minimize mine-related friendly fire...&lt;br /&gt;
** ...which makes me wonder: if a proxy kills a friendly unit, does it count as friendly fire caused by the guy who planted the proxy? If not, would you make it so, just for the hell of it?&lt;br /&gt;
* After buying the first cannon or rocket tank, that particular HWP becomes available for manufacture. Accordingly, either must be available for manufacture before laser tanks can be built (the chassis design has to come from &#039;&#039;somewhere&#039;&#039;).&lt;br /&gt;
* Depending on the aliens&#039; intelligence stat, they can deliberately blast away cover with autofire if they saw any of your soldiers taking cover behind it. They already sort-of do this with grenades but not with other weapons.&lt;br /&gt;
* Aliens actively using [[Scouting#Scout/Sniper Tactics|sniper-spotter tactics]], taking the high ground whenever possible.&lt;br /&gt;
* X-Com bases only being able to be built within the borders of the Funding Nations.&lt;br /&gt;
* Invasion Mod&lt;br /&gt;
** If any UFO passes within a certain distance to a base without a Mind Shield, the base is immediately discovered. It doesn&#039;t matter what mission it is on, not having a Mind Shield means instant detection. Accordingly, later retaliation missions do NOT send scouts but go for the battleship immediately. The outcome depends on what kind of defenses the base has:&lt;br /&gt;
*** No Grav Shield - Battleship gets through defensive fire: Base Defense mission. If the attack is repulsed, the aliens send another battleship next month.&lt;br /&gt;
*** No Grav Shield - Battleship shot down by defensive fire: the aliens send another battleship next month.&lt;br /&gt;
*** Grav Shield - Battleship gets through defensive fire: the battleship finds itself unable to land so it simply blasts the base into ashes. Entire base and all its contents are lost, no Base Defense mission possible.&lt;br /&gt;
*** Grav Shield - Battleship shot down by defensive fire: aliens decide the base is too heavily fortified and back down. Retaliation mission ends (until X-Com provokes another one, that is).&lt;br /&gt;
** Countries with an alien base sitting on their soil for more than a month are automatically infiltrated.&lt;br /&gt;
** Aliens deliberately targeting the country with the lowest X-Com activity with infiltration instead of choosing randomly.&lt;br /&gt;
** More severe consequences for alien infiltration: if a country signs a pact, X-Com is banned from that country.&lt;br /&gt;
*** All X-Com assets (bases, craft, personnel, items in storage) within the country&#039;s borders are automatically and permanently confiscated at the turn of the month the pact is made.&lt;br /&gt;
*** X-Com operations inside that country suffer a massive score penalty as they&#039;re technically violating the country&#039;s borders and airspace, causing international tension between the country (who feel the Council does not respect the charter that allows countries to withdraw from the project) and the Council (who never agreed to withdrawing X-Com&#039;s services from quitter countries in the first place).&lt;br /&gt;
** No matter how well the player actually performs, funding WILL keep dropping in the long-term as the sponsors become dissatisfied with X-Com. In fact, funding from all nations will eventually drop into the negative as the sponsors try to pressure X-Com into disbanding (well, that and ongoing rumors of X-Com self-financing through arms dealing causing them to try and get their share of the profits).&lt;br /&gt;
Hope this sounds interesting.--[[User:Amitakartok|amitakartok]] 14:50, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes. &lt;br /&gt;
*2) editable HWP stats of chassis and their weapons.&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage. &lt;br /&gt;
*4) editable fatal wound system.&lt;br /&gt;
*5) a critical hit chance system.&lt;br /&gt;
*6) option to chose % chance of aliens having a weapon over another.&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Thanks for the suggestions. Most of these suggestion essentially are to incorporate mods that allow players to edit the various databases (like Seb did for OBDATA). This can be done but would require a lot of coding and since OpenXcom is nearly complete and seems to allow this level of control (and more!) over the game, I don&#039;t feel it&#039;s necessary to reinvent that wheel. -- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Hidden Movement speed === &lt;br /&gt;
Could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest right now: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
::Tycho&#039;s right, the problem is that there are no animations at all during Hidden Movement, so there isn&#039;t really a good or consistent place to inject delays into. It&#039;s not something as simple as &#039;turning on the FPS limiter,&#039; since all that really does is add a delay every time the screen updates.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
:&#039;&#039;If it&#039;s just the time for units dying is too fast, I could write a time delay to occur after a unit&#039;s death scream on the alien turn.  This wouldn&#039;t affect the alien turn code but rather the code that handles a unit taking damage and being killed. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Tank issues ==&lt;br /&gt;
&lt;br /&gt;
While using the loader, I intermittently had problems regarding berserk HWPs. Most of the time, it behaves like a normal unit (randomly fires off everything and loses all TUs); just after switching to 1.30 however, I had a floater chuck a grenade into the middle of a four-man fireteam without armor, killing them all. My turn starts, I receive &amp;quot;Tank/Laser Cannon has gone berserk&amp;quot; and BANG! &#039;&#039;XCOM crashed at 0x41F7D8 with error 0xC0000005 trying to access 0x00000000&#039;&#039; AKA an access violation error. My guess is, the loader broke something regarding HWPs being immune to morale and 1.30 made the problem even worse: older versions never crashed on me.--[[User:Amitakartok|amitakartok]] 16:31, 16 March 2013 (EDT)&lt;br /&gt;
:Not long after writing the above, I had a tank panic (not berserk)... and the game didn&#039;t crash. Weird.--[[User:Amitakartok|amitakartok]] 19:59, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Known_Bugs#Berserk_HWP_crashes_the_game]]. I may have a fix for this: change the code to prevent the Berzerk option from being assigned to units with a turret weapon (Probably a little more relevant to TFTD). - [[User:Morgan525|Tycho]] 23:02, 16 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know about the bug; the problem here is that this site states they only lose morale from friendly fire (which itself is probably a programming oversight, as they aren&#039;t supposed to be affected by morale whatsoever). While the suggested solution sounds good, a better one would be a hack that makes large units always pass morale checks and thus not panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But not all large units in the game are robotic (especially in TFTD).  I&#039;ll see about an exclusion for the tank/cyberdisc/Sectoid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Other stuff:&lt;br /&gt;
* Nowhere does the Improved Laser Tank&#039;s readme description states that the tank&#039;s cannon has to be manufactured separately. Also, doesn&#039;t really make sense: the same weapon can pierce UFO hulls when mounted on aircraft but cannot when mounted on a tank? I know the aircraft is bigger but I don&#039;t think it has a bigger power source; it&#039;d be too heavy.&lt;br /&gt;
&#039;&#039;In the Battlescape, if a HE pack can&#039;t breach a UFO hull, how does the Stingray/Avalanche?  The missiles wouldn&#039;t have a subtantially larger explosive charge in them than a HE pack (if not a smaller charge). I think this is the #1 inconsistancy in XCOM. The Gallops spent a lot longer tweaking the Battlescape (for which they had all the experience and code from the Rebelstar games to utilize) than they did for the Geoscape, which was pretty much thrown together at the demand of Microprose/Spectrum Holobyte so in comparing weapons between Geoscape and Battlescape, I&#039;m inclined to view the ones in the Battlescape as the rule and consider the aircraft weapons to have some quasi-mystical damage increase that allows XCOM to shoot down UFOs (which provides the answer to another mystery of XCOM: why is the first human-made plasma weapon so superior to the alien&#039;s?).&lt;br /&gt;
:&#039;&#039;As for the tank/laser (or hovercraft/plasma,) since you can&#039;t manufacture it until after you research the corresponding craft weapon, it seems logical that the weapons are the same.  You don&#039;t see it with the hovertank/plasma because the Gallops choose to keep manufacturing requirements to only alloy/elerium/ufo parts and the cost of the weapon is included in the manufacturing requirements. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Uh, Tycho, you may want to read up on the warhead weight of some common air-to-air missiles. Many of the larger ones are to heavy to carry, let alone throw around like the HE pack can be. [[User:AMX|AMX]] 05:21, 18 March 2013 (EDT)&lt;br /&gt;
* The improved tank needs alien alloys, yet it does not need alien alloys to be researched first. Was that intentional or did you forget to set the research prerequisite?&lt;br /&gt;
&#039;&#039;Intentional: The idea is that the base frame is the same but that alien alloys are cut and attached, which doesn&#039;t require knowledge of their manufacture.  The process is probably very wasteful but since there is usually a huge surplus by the time one can make the tanks, who cares? Also, the same thing occurs with XComUtil&#039;s heavy laser mod, and no one seemed have a problem with it so I followed the same idea.  If you want inconsistancy, the Craft Laser Cannon flavor text mentions that it runs on an antimatter reactor but E-115, Alloys, nor UFO Power Source are prerequisites for it. Further inconsitancy: Aliens just show up and suddenly humans can produce laser weapons with ample, portable power sources that aren&#039;t based on alien technology??&#039;&#039;&lt;br /&gt;
* Are tanks supposed to lose firing accuracy if they take severe damage (as in, laser tank&#039;s accuracy dropping from 60 to 17 after losing 79 out of 90 health)? Shouldn&#039;t they lose, I don&#039;t know, TU regeneration rate instead?&lt;br /&gt;
--[[User:Amitakartok|amitakartok]] 13:01, 17 March 2013 (EDT)&lt;br /&gt;
&#039;&#039;In regards to health and accuracy, they follow the same rules as other units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=44696</id>
		<title>Talk:UFOextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:UFOextender&amp;diff=44696"/>
		<updated>2013-02-17T11:06:28Z</updated>

		<summary type="html">&lt;p&gt;AMX: /* Hidden Movement speed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to report any problems or comments you have on the program.&lt;br /&gt;
=Feedback=&lt;br /&gt;
&lt;br /&gt;
== Using Extender in Steam (seamlessly) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
Do you know of any way for me to use your XCOM extender through Steam, without using a separate executable? My games are on Steam precisely for ease of use (double-click on game, game loads), and digging through executables is the thing I&#039;d like to avoid. (Nor is &amp;quot;add the extended executable to Steam&amp;quot; acceptable.) [[User:Rampancy|Rampancy]] 00:01, 17 January 2012 (EST)&lt;br /&gt;
: Steam now gives you the option to run the CE version as an alternative to the DOSBox version. The easiest way to use TFTD Extender and UFOExtender with the Steam distributions is just to unpack them into the TFD and XCOM folders (respectively) and directly invoke the TFTD Loader or UFO Loader. There is no need to use or run Steam in order to run these games. Steam is only required for installation. You can create normal Windows shortcuts to run the games directly, and/or to run them via their respective Extender Loaders.  The installed game folders can usually be found under C:\Program Files\Steam\steamapps\common. [[User:Spike|Spike]] 06:33, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Initial alien bases bug ==&lt;br /&gt;
I have a bit of a problem. I use Steam version of UFO with most recent UFO Extender. Every time I start a new game on superhuman difficulty (I didn&#039;t test other difficulties) I get alien base directly on my base (with initial alien bases enabled). So far, I started 5 new games, where first three (1st Europe, 2nd North America, 3rd Island in the middle of Pacific Ocean) all had Alien Base 3 directly on it. 4th game (Madagascar) didn&#039;t, while 5th (Europe again) has two alien bases directly on it (I have save from this game for you if you want to check this out). I don&#039;t think this was intended?&lt;br /&gt;
&lt;br /&gt;
== Music problems==&lt;br /&gt;
===MP3 fails to play or crashes the game===&lt;br /&gt;
I seem to have an issue with the music patch. When I originally installed the loader months ago, everything worked flawlessly. Now however, the game crashes upon entering the main menu. To track down the problem, I enabled first the intro then the language selector screen; no problems with either. In the process, I discovered that the problem is with the music: if I disable it, the game loads properly. If enabled, the loader exits without an error message upon entering the main menu. I did a full reinstall of the game, didn&#039;t work. The only other thing I&#039;ve changed away from the fully working configuration is an upgrade from WinXP to Win7 (VC++2010 is installed).&lt;br /&gt;
&lt;br /&gt;
All the files exist and all settings here unchanged from the time they worked. I have NO idea what&#039;s going on. Additionally, if the patch is disabled, the game only has music in the main menu and nowhere else until Alt-Tabbed out and back at least once.--[[User:Amitakartok|amitakartok]] 12:53, 22 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There is MIDI music but it only starts to play after I Alt-Tab out of the game; it stops again during the next Geoscape/Battlescape transition. Without the loader, I get no graphic output whatsoever and it gives up after a few seconds, producing the generic Windows error message about the executable having stopped working. Also, tried your lines above, didn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
::One more thing: I read it elsewhere on the net that the patch works with OGG files too, once the INI file is edited with proper filenames; it allegedly fixes some music-related crashes as well. I&#039;m trying it out now.--[[User:Amitakartok|amitakartok]] 08:06, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Alright, tried out the OGGs and the loader now crashes at 0x754CD36F with error 0x406D1388. So much for that.--[[User:Amitakartok|amitakartok]] 09:21, 23 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wasn&#039;t able to find any solution to this. I want to use PSX mp3s but game crashes every time I put apply=1 to music section of the config. I tried converting them to ogg files and it&#039;s the same thing.&lt;br /&gt;
Is there any solution to this? --[[User:OpT1mUs|OpT1mUs]] 15:21, 26 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hello! I&#039;ve had the same problem, so I dug into the source to try and investigate what&#039;s going wrong. The problem is indeed with my machine and NOT with the application, though I believe it might be more stable if the source wasn&#039;t using MCI to play MP3&#039;s. UFOLoader works fine on two copies of windows I have handy, but not another, bombing out when hitting the main menu when MP3 music is enabled. Yes, you&#039;re right, the problem is with some sort of codec setup, as things work fine if I convert the music to wma files. However, this also requires altering the code in music.cpp to change the call to mciSendStringA to omit &amp;quot;type mpegvideo&amp;quot;. This works fine on my machine, though it&#039;s by no means a sensible solution, just a work around for me. I&#039;ve only done this because I&#039;ve no idea where to start debugging MCI codec issues, as this is a really antiquated way of actually playing an MP3 (though easy).&lt;br /&gt;
&lt;br /&gt;
::Anyway, for your info, the code bombs out at line 165 in music.cpp, in the method PlayMP3MusicFile. The call to mciSendStringA (with the command to open a given MP3) fails with an MCI 263 error, which translates to MCIERR_INVALID_DEVICE_NAME.&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, this won&#039;t help you debug your (or my) codec issue, but it&#039;s at least confirmation that it&#039;s an issue on your side and not a problem in the source. I suspect a minor rewrite to use DirectX calls to play the music would cause this problem to go away. I&#039;ll be happy to do this, is the latest version of the source available (IE for UFOLoader built on 27th Sept 2012)? [[User:landofcake|DaveG]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Someone on Steam developed a good method to help isolate and resolve codec conflicts that keep Extender from playing MP3s.  See [[TFTDextender#FAQs| TFTDextender FAQs]]&lt;br /&gt;
&lt;br /&gt;
I looked into that article but didn&#039;t help: neither of the splitters are present on my system. Also, I tentatively added UFODefense.exe to ffdshow&#039;s list of programs not to load for; now it loads into the main menu but there&#039;s no music whatsoever and the game crashes if I leave the menu and try to enter the game itself.--[[User:Amitakartok|amitakartok]] 18:21, 4 November 2012 (EST)&lt;br /&gt;
:&#039;&#039;The only suggestion I have now is for you to remove the current version of UFOextender. Download the last version the Seb posted and try that.  If the game works, try the next release, until the problem reoccurs. If not, your probably going to have to &amp;quot;shotgun&amp;quot; troubleshoot this by uninstalling anything and everything that deals with sound or video (aside from drivers) from your system and then try the game.  I had the crash problem on my system and after uninstalling about 10 different programs (converters, codec paks, alternate sound players, etc), MP3s play fine now. -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::I&#039;ve been using Seb&#039;s version to begin with.--[[User:Amitakartok|amitakartok]] 08:57, 16 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Video Problems ==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XCOM Crashed at 0x45E6A5 with error ...&amp;quot;===&lt;br /&gt;
Usually this occurs with the split exe that you get after installing XcomUtil.  One part that gets altered conflicts with the Extender&#039;s option to skip the intro.  Disabling this option will stop the error.&lt;br /&gt;
&lt;br /&gt;
===Adjusting animation speed===&lt;br /&gt;
Is it possible to adjust or change the animation speed of other objects such as internal objects and alien numbering marks in bottom-right side of screen?--[[User:Xcomplayer|Xcomplayer]]&lt;br /&gt;
:I have the same issue, I&#039;m quite fond of arctic bases but the water animation speed is hilarious. -- [[User:Splicer|Splicer]] &lt;br /&gt;
:&#039;&#039;Try adjusting the MaxFPS in the INI to something like 60~75.  I found that this fixes a lot of the speed issues without the need for the other patches. -- [[User:Morgan525|Tycho]] May 2012&#039;&#039;&lt;br /&gt;
:&#039;&#039;Version 1.29 introduces an option to set the base battlescape speed which will slow down scrolling and animations. -[[User:Morgan525|Tycho]] 23:47, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General Store Capacity ==&lt;br /&gt;
&lt;br /&gt;
I have an odd issue where a new base I just built (second base of the game) has 1 total storage capacity when I have the &amp;quot;General Store Capacity&amp;quot; mod on (set to 1).  The main base can only transfer a total of 1 storage space&#039;s worth of items before it says I must build more stores.  However I can transfer goods back just fine (with the main based having over 50 total storage used).&lt;br /&gt;
:&#039;&#039;The value after the INI entry is not an &#039;Enable(1)/Disable(0)&#039; option but the maximum space that you want each storage facility to have.  Since you set the value to one, each storage facility will only have one space.  The initial base seems to hold more only because the stuff in storage is set when the base is first created. I&#039;ve change the code now so that any value below 51 is ignored by the Extender and it uses the game&#039;s default value.-[[User:Morgan525|Tycho]] 23:42, 1 January 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Where is UFOLoader.exe? ==&lt;br /&gt;
I tried downloading the Zip in the link, but it only had a file called Patcher.dll.&lt;br /&gt;
Where is the rest of it?&lt;br /&gt;
Thanks, Herbert West.&lt;br /&gt;
&lt;br /&gt;
:The minor versions / patches only include an update to the patcher.dll. For the other files you need to download the most recent major version. So right now you would get major version 1.28, and then get patch/minor version 1.28p3. If you look at the page for the zip file, you will see the current version, which (at the time of writing) is 1.28p3, and then beneath that you will see a table that has links to all the previous versions, with the version number listed in the comments field. [[User:Spike|Spike]] 14:59, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No DosBox ==&lt;br /&gt;
&lt;br /&gt;
The only executable file in the download is an .exe file. .exe files don&#039;t work with dosbox and with X-com being a 16-bit program it doesn&#039;t work on 64-bit system either. Is there any way of getting this mod running on a 64-bit windows? Is there a workaround or am I just being stupid?&lt;br /&gt;
:The first paragraph of the main page of the article does say:&lt;br /&gt;
&lt;br /&gt;
 This program only works with the Windows version and will not work through DOSbox. &lt;br /&gt;
 Furthermore, a version compatible with DOS will not be created due to difference in memory management used.&lt;br /&gt;
&lt;br /&gt;
:Workaround - can you boot under a 32 bit Windows instead? [[User:Spike|Spike]] 18:27, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
i hope to be posting in the right section for this.. otherwise excuse me, please.&lt;br /&gt;
&lt;br /&gt;
Here are some features UFOextender currently lacks that I would love to see integrated in a future version:&lt;br /&gt;
*1)editable starting soldiers attributes (cuttently UFOextender only allows you to set the maximum caps of those STATs, yet for those that, like me, don&#039;t like the idea of soldier&#039;s health raising much through experience, this could be useful).&lt;br /&gt;
*2) editable HWP stats of chassis and their weapons (currently possible with XcomED only for the first part, yet is not possible to change the damage dished out by HWP weapons)&lt;br /&gt;
*3) editable fire/stun damage of equipment that does this type of damage(currently the stun damage of things like smoke bombs is so low that it&#039;s almost of no strategic consideration.. it would be cooler if stun bombs had an higher stun per turn value, in order to make them more complicated to use and also extend the value of equipment that gives soldiers stun immunity. I&#039;ve tried increasing the stun damage of granades with Xcom ED, but this only makes a wider smoke cloud with stun damage per turn remaining the same.. tweaking with fire damage maybe could allow thins like flamethrowers to be moddable!).&lt;br /&gt;
*4) editable fatal wound system (current system basically gives you 3 fatal wounds anytime a soldier is damaged by 10+ hits.. I would love that to be tweakable to something like 1 fatal wound for every 10 hp lost, maybe with some added random factor). It would also be cool if part of those fatal wounds could be in stun damage, making the need to rescue with a medikit collapsed soldiers even more frequent (something which however already happens due to the fact that frequently weapon damage gives also a bit of stun damage if I recall right).&lt;br /&gt;
*5)a critical hit chance system (without this - unless you want to bring soldier HP to something like 100 and retweak all the weapons around that value - it&#039;s hard to regulate weapon power against armor and HP since, unless you plan that some weaker guns like plasma pistols CAN&#039;T oneshot a soldier in heavy armor, you&#039;ll later have to give more powerfull weapons even more punch, risking to make them having a very high oneshot rate, especially if you have original HP values ffor your soldiers. If a crit chance could be added like a % random factor that allows a bigger multiplier than usual to be applied to te base damage, even a low damage weapon could happen to oneshot or cause severe wounds albeith that wouldn&#039;t be possible - and thus, rare - due to it&#039;s base damage).&lt;br /&gt;
*6)option to chose % chance of aliens having a weapon over another (currently, later on in the game it seems alien only carry heavy plasma and, occasionally, blaster bombs.. that&#039;s quite boring. I would love instead to be able to choose which weapon they use and mod those weapons, in order to differentiate more the various aliens: e.g. by making the light plasma some sort of sniper rifle with low snap shot accuracy but high on aimed, and maybe making some sort of heavy plasma cannon with good autofire rate but not of great accuracy)&lt;br /&gt;
&lt;br /&gt;
Thanks for the attention, and the great job done with UFOextender to keep alive a game that, even with the release of a fun 2012 XCOM, still shines as the best of the series IMHO.&lt;br /&gt;
&lt;br /&gt;
===Tarvis&#039; Suggestions===&lt;br /&gt;
12/24/12&lt;br /&gt;
&lt;br /&gt;
I have to say, the UFO Extender is a great leg up from the DOS version! The stats on loadout screen is my favorite feature. I only have a couple minor gripes/observations, and some of them don&#039;t necessarily apply to UFO Extender:&lt;br /&gt;
&lt;br /&gt;
*XCOM CE&#039;s Sound effect volume is excruciatingly high (about 5x) compared to DOS version. This means that, at least for me, music is relatively quiet. At least it is so on Windows 7. I&#039;m using modified SAMPLE/SAMPLE2.CAT files to compensate for it, but it would be great if there was an option to adjust this. Maybe this isn&#039;t an issue on Windows XP.&lt;br /&gt;
::&#039;&#039;There problem here is that there is nothing in the program to manage aspects of sounds/music.  The game selects the music entry or SFX and then dumps the data string directly into the OS&#039;s sound mixer. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
**After some investigating, the DOS version&#039;s 1.4 SAMPLE/SAMPLE2.CAT audio is the same volume as the CE .CATs, yet is played in-game at a much lower volume than the CE version. Perhaps there is some sort of volume adjustment going on in-game, which isn&#039;t being performed in the CE version, or not on Windows 7 at least. The fact that the audio data in the DOS 1.0/1.2 SOUND1/SOUND2.CAT files is a lower volume than the 1.4 sounds (yet still played at the same volume in-game) seems to suggest this.&lt;br /&gt;
**This is also another minor gripe, but it seems some weapons (namely the Heavy Cannon) use the wrong sounds (for example the Heavy Cannon HE rounds firing and hit sounds both use the explosion sound ,and it definitely isn&#039;t this way in DOS. Is this a SAMPLE2.CAT problem or is this defined elsewhere in the game files?&lt;br /&gt;
::&#039;&#039;The music is playing as a MIDI channel (usually via the OS&#039;s built-in SW Synth), whereas the SFX is all handled as standard wave channel. In anything earlier then Vista, Windows let you change the volume on those two channels separately (along with whatever other output channels your system had). From Vista on, you can now adjust volume on a per-program level (which is good), but you lose the ability to do so on a per-output-device level (which is bad). I&#039;m not aware of any workarounds. -&#039;&#039;[[user:Bomb_Bloke|Bomb Bloke]]&lt;br /&gt;
::&#039;&#039;The Windows version did change the sound. Check out my user page for a lot of information on how sound EFX play in the game.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
*Geoscape dialog animation speed (window opening animation) is very slow compared to the rest of the game. If I lock the game to 30FPS then the Geoscape and Battlescape animations are perfect, but windows in Geoscape take about a second each to open. Perhaps an option could be added to change the window animation speed?&lt;br /&gt;
::&#039;&#039;This is a direct result of having the FPS too low.&#039;&#039;&lt;br /&gt;
*It would be great if a fullscreen resolution option was added instead of forcing the desktop resolution. This would be useful because I think XCOM looks best when scaled partly by nearest neighbor, and partly bilinearly. If I could set the game resolution to 640x400, I could get the exact same effect I want, but right now the only way to do that is to disable D3D which does not sit well with Win7.&lt;br /&gt;
**Another alternative is to add more scaling methods: nearest (current), bilinear, Half n&#039; Half (First pixel-doubled to 640x400 and then scaled from there with bilinear), HQ4X and more&lt;br /&gt;
::&#039;&#039;It will be a long while before something like this might be possible, unless someone with experience in this were to help.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I don&#039;t know about the scaler options, but I&#039;ll see if I can get a resolution option added. It looks simple enough; the code for using a different resolution is already there, but it&#039;s simply fed the current width &amp;amp; height from the primary display. I&#039;ll make it read from an INI option instead. Of course, I&#039;ll use 0x0 to represent the current resolution, just like DOSBOX, and that can be the default. -Tarvis&lt;br /&gt;
*On Windows 7 it seems that the D3D Window Position width and height options correspond to the entire window with borders and not the actual game screen area. Is this an oversight or is this the intended behavior?&lt;br /&gt;
*&amp;lt;s&amp;gt;Sometimes when firing or moving soldiers, you can notice that a bit of the background moves with them. This only seems to happen some of the time, so I can&#039;t seem replicate it exactly. If I do though, I&#039;ll post a save file. It&#039;s most evident when firing shots through smoke tiles.&amp;lt;/s&amp;gt;&lt;br /&gt;
**This seems to have been fixed with Extender v1.29. Probably has to do with hiding the mouse during shooting/moving. Nice!&lt;br /&gt;
*It seems that you can click during soldier moving or shooting, and then the soldier will execute that command as soon as the action is completed. Has it always been this way? I remember that if you did this in the DOS version then nothing happens. This has resulted in a lot of mis-commanding and I&#039;m not too keen on using double-click (too used to single-clicking!)&lt;br /&gt;
::&#039;&#039;I&#039;m not sure of the specifics but I think Windows is buffering the input and allowing it to be executed it at the next opportunity.  I think DOSbox eliminates this in some way directly or indirectly.  The only solution is to use the double-click mod.&#039;&#039;&lt;br /&gt;
*The mouse can leave the screen in full-screen mode in dual-monitor setups, but only if D3D is enabled. Also, turning off mouse scaling (providing the best mouse speed) means the mouse can also go lower and to the right of the game. Perhaps the mouse-clipping modes used in the windowed mode could be applied to fix this?&lt;br /&gt;
::&#039;&#039;Scale mouse was created to fix the issue that mouse-clipping can&#039;t be used in full-screen mode.&#039;&#039;&lt;br /&gt;
:::This does fix the mouse going too far down &amp;amp; right in-game, but even with mouse-clipping on it still leaves the game and still goes to the other monitor. -Tarvis&lt;br /&gt;
:::&#039;&#039;Oops! My mistake (I&#039;ve been working with TFTD for so long I just defaulted to that program). Try this string: 68 CC F2 02 10 6A 00 68 04 F3 02 10 68 14 F3 02 10 FF 15 10 F0 02 10 85 C0 0F 84 90 00 00 00. Use a hex editor. Search the Patcher.dll file for the string and change all the bytes to 90. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Works great, in battlescape and geoscape! Thanks a bunch. Just for the record, it doesn&#039;t work in Geoscape with mouse scaling off, but that should be turned on when the game is fullscreen anyhow.&lt;br /&gt;
:::&#039;&#039;Great!  That tells me enough that I know what to change to resolve that problem.  Thanks for your feedback!-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I tested it in the new patch, and just realize it can still leave the window in the main menu.&lt;br /&gt;
:::&#039;&#039;That is intentional. Last chance to resize the window or access the sound mixer to adjust volume before starting a game.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::I see. When is the source going up for 1.29? I&#039;ve finished the scaler/resolution features and I want to add them to the most recent version.&lt;br /&gt;
:::&#039;&#039;I&#039;ll have it up right away.  Are you about finished with the new resolution? That was fast!  &amp;lt;s&amp;gt;I&#039;m not sure how Seb managed other people&#039;s contributions.&amp;lt;/s&amp;gt; Looking at his talk page, it seems Seb had contributers upload or email him the new files: I guess you could zip up the new cpp files, upload them to the site, and then add a link to it on your user page. I&#039;ll then be able to put them into an offical release. Does that sound OK?- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:::Thanks. I updated my page with the info. Zip contains a built patcher.dll too if you want to try it out (see new INI options first) - [[User:Tarvis|Tarvis]]&lt;br /&gt;
The following is definitely wishful thinking, but would be wonderful if it could be done&lt;br /&gt;
*Replace MCI MP3 handling with DirectX calls. This would make codec issues that cause crashes much less unpredictable.&lt;br /&gt;
::&#039;&#039;It may be a long time before this, too, could be implemented, unless someone experienced with modding in Direct-X were to help.- [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::Not sure if you saw this or not, but someone on [http://www.xcomufo.com/forums/index.php?showtopic=242035284#entry191604 the forums] made a patch to use BASS.dll for music instead of MCI. - [[User:Tarvis|Tarvis]]&lt;br /&gt;
:::&#039;&#039;Thanks for the information.  I played around with it and it works. Niklata, the creator, did a great job. I&#039;ve already incorporated the changes into the music.cpp file -[[User:Morgan525|Tycho]] 23:25, 29 December 2012 (EST)&#039;&#039;&lt;br /&gt;
**I would like this mainly because MP3 playing works fine on my Windows 7 64 bit machine but not at all on my Windows 7 32 bit machine, and I can&#039;t figure out why. Both are configured to use the Windows default MPEG splitter and MP3 DMO Decoder, yet using MP3s crashes on the 32 bit machine every time.&lt;br /&gt;
::&#039;&#039;Check out the reference on the TFTD Extender page about problem with playing MP3s.&#039;&#039;&lt;br /&gt;
::I&#039;ve tried all that and couldn&#039;t get it to work, but I&#039;m able to use AbraM&#039;s FMOD patch for UFO Defense.exe with UFO Extender just fine so that&#039;ll work. I wonder though, if I wanted the game to play GMMARS instead of GMSTORY during debriefings, what should I change? CE by default seems to use GMSTORY instead, and Abram&#039;s Fmod patch uses the game&#039;s default music mapping instead of letting you define one.&lt;br /&gt;
:&#039;&#039;check my user page. At the bottom, I&#039;ve listed the addresses for all the events that call a sound.  You&#039;ll need a disassembler like IDA.  The list will help you locate the hex address that you&#039;ll need to change to call a different sound entry.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Geoscape Speed possible bug - CONFIRMED! ==&lt;br /&gt;
&lt;br /&gt;
Hi Tycho&lt;br /&gt;
&lt;br /&gt;
I have &amp;lt;s&amp;gt;probably&amp;lt;/s&amp;gt; found some bug in new version of the UFOLoader. - LAST TEST and MODS CONFIRMED THAT BUG!&lt;br /&gt;
&lt;br /&gt;
It is very nice that the geoscape works fluently now with the Geoscape speed set to 1 but I think this &#039;&#039;&#039;CAUSE PROBLEM WITH THE GAME SPEED&#039;&#039;&#039; at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I tried to compare the game played with this speed settings on and off and I have noticed that there are less detections of UFOs with the settings on then with off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The other not good behavior happend to zoom by mouse - with ON it is very slow if you have 5 seconds mode, in 1 Day mode it is fluent.&lt;br /&gt;
I think - this could also moddifies the game heart speed so the first ufo is detected after few more days (it is very complicated to confirm that behavior, but you can try DOSBox UFO and see the difference and also it works better if you turn the Geoscape speed setting off.&lt;br /&gt;
&lt;br /&gt;
The other thing is that the mouse affecting the speed of animations when is moving (but it does also in all previous versions) - it could be seen on the radar lines in the interception screen.&lt;br /&gt;
&lt;br /&gt;
Can you please check the speed and the detection of UFOs? It seems to me that because of the speed modification the detection notification doesn´t appears so often and happening randomly.   &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The test I made confirmed that the UFOs are not detected. It is caused of the POP instruction in the GEOSCAPE SPEED code inside the patcher.dll&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The test I made:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
.100237D8: 68980B0310                     push        010030B98 ;&#039;Slow Geoscape&lt;br /&gt;
.100237DD: 6814030310                     push        010030314 ;&#039;Video&#039;&lt;br /&gt;
.100237E2: FF1510000310                   call        GetPrivateProfileIntA&lt;br /&gt;
.100237E8: 83F801                         cmp         eax,1&lt;br /&gt;
.100237EB: 7510                           jnz        .0100237FD&lt;br /&gt;
.100237ED: 58                             pop         eax&lt;br /&gt;
.100237EE: 90909090                       nop&lt;br /&gt;
.100237F2: 8B0DD0240310                   mov         ecx,[0100324D0]&lt;br /&gt;
.100237F8: 668901                         mov         [ecx],ax&lt;br /&gt;
.100237FB: EB0E                           jmps       .01002380B&lt;br /&gt;
.100237FD: 58                             pop         eax&lt;br /&gt;
.100237FE: 90909090                       nop&lt;br /&gt;
.10023802: 8B0DD0240310                   mov         ecx,[0100324D0]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I have moddified the code and similar under like as on address 237ED and under, if you do so the detection will be very rare. This code affects the detection directly.&lt;br /&gt;
Can you implement something simillar to the code in the UFO ET version? There the geoscape speed is also slowed down but it doesn´t have these problems... [[User:ElfKaa|ElfKaa]]  18 January 2013&lt;br /&gt;
:I was successfully able to use 1.28.3 along with the following modified exe to have the Geoscape clock work perfectly. (Obviously using 1.28.x means the geoscape speed change is not enabled, since it is not present). The exe is available at http://www.xcomufo.com/forums/index.php?showtopic=242035086 , and is allegedly includes only the geoscape time fix from MOK&#039;s 2xSAI patched exe. The exe still works UFOExtender just fine.  The result ticks at the same rate as stock steam dosbox, and running it for a few minutes makes it look like UFO detection has not been reduced.&lt;br /&gt;
:Perhaps UFOextender should simply apply exactly the same changes as that exe provides. [[User:Tacvek|Tacvek]] 19:29, 20 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The above code is for the shortcuts that change the time-reference.  If you don&#039;t use shortcuts, the code will not be placed into game memory.--[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
: Now that I have looked closer at the code, the code shown above is part of &amp;lt;code&amp;gt;ApplyPatches()&amp;lt;/code&amp;gt;. That portion is completely compiler generated, single-run code, and therefore is simply correct. I&#039;m not sure why you thought it was related to the shortcuts, but it is not.&lt;br /&gt;
:&#039;&#039;Almost everything in the Extender is part of &#039;ApplyPatches&#039;.  I recognized the code and its part of the HookSpeed() routine which is called from Shortcuts().  The code for the new lines matches the code for the original shortcut routine, the only difference is that it checks to see if the Clock mod is enabled and send the appropriate value to the Geoscape_time variable according to the button pressed.~~&#039;&#039;&lt;br /&gt;
: On the other hand the exe I posted is still interesting, because for me at least it better matches the original game than the &#039;Slow Geoscape&#039; option (the original game is , and it is simpler code than is used in 1.29, because it does not actually change the &amp;lt;code&amp;gt;geo_timeSpeed&amp;lt;/code&amp;gt; variable so no need to patch in a new set of values for it.&lt;br /&gt;
:  Here is what the posted exe does:  At &amp;lt;code&amp;gt;0x00440ef0&amp;lt;/code&amp;gt; &amp;quot;&amp;lt;code&amp;gt;2b44 2410 83f8 107d 10&amp;lt;/code&amp;gt;&amp;quot; is changed to &amp;quot;&amp;lt;code&amp;gt;e9f8 7f02 0090 9090 90&amp;lt;/code&amp;gt;&amp;quot;.  Then a new chunk of code is added at &amp;lt;code&amp;gt;0x00468eed&amp;lt;/code&amp;gt; (i.e. right after the end of the &amp;lt;code&amp;gt;.text&amp;lt;/code&amp;gt; segment executable segment).&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
:Disassembling it shows that the first change has the effect off changing&lt;br /&gt;
    1000:00440eeb e800d70100           call   _timeGetTime        &lt;br /&gt;
    1000:00440ef0 2b442410             sub    eax, [esp+10h]      ;CHANGED&lt;br /&gt;
    1000:00440ef4 83f810               cmp    eax, 10h            ;CHANGED&lt;br /&gt;
    1000:00440ef7 7d10                 jge    loc_00440f09        ;CHANGED&lt;br /&gt;
    1000:00440ef9 ba10000000           mov    edx, 10h&lt;br /&gt;
    1000:00440efe 2bd0                 sub    edx, eax&lt;br /&gt;
    1000:00440f00 52                   push   edx&lt;br /&gt;
    1000:00440f01 e8fad60100           call   loc_0045e600&lt;br /&gt;
    1000:00440f06 83c404               add    esp, 04h&lt;br /&gt;
    1000:00440f09                  loc_00440f09:&lt;br /&gt;
:(shown with context) into &lt;br /&gt;
    1000:00440eeb e800d70100           call   _timeGetTime   &lt;br /&gt;
    1000:00440ef0 e9f87f0200           jmp    loc_00468eed        ;CHANGED&lt;br /&gt;
    1000:00440ef5 90 90 90 90          nop nop nop nop            ;CHANGED&lt;br /&gt;
    1000:00440ef9 ba10000000           mov    edx, 10h            ;Unreachable code&lt;br /&gt;
    1000:00440efe 2bd0                 sub    edx, eax            ;Unreachable code&lt;br /&gt;
    1000:00440f00 52                   push   edx                 ;Unreachable code&lt;br /&gt;
    1000:00440f01 e8fad60100           call   loc_0045e600        ;Unreachable code&lt;br /&gt;
    1000:00440f06 83c404               add    esp, 04h            ;Unreachable code&lt;br /&gt;
    1000:00440f09                  loc_00440f09:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The new procedure is as follows: &lt;br /&gt;
    1000:00468eed                   loc_00468eed:&lt;br /&gt;
    1000:00468eed 89c2                 mov    edx, eax&lt;br /&gt;
    1000:00468eef 2b1554c24900         sub    edx, dword ptr [loc_0049c254]&lt;br /&gt;
    1000:00468ef5 81fa80000000         cmp    edx, 80h&lt;br /&gt;
    1000:00468efb 7325                 jnc    loc_00468f22&lt;br /&gt;
    1000:00468efd 66c705e0b849000000   mov    word ptr [loc_0049b8e0], 00h&lt;br /&gt;
    1000:00468f06 90                   nop    &lt;br /&gt;
    1000:00468f07                   loc_00468f07:&lt;br /&gt;
    1000:00468f07 2b442410             sub    eax, [esp+10h]&lt;br /&gt;
    1000:00468f0b ba20000000           mov    edx, 20h&lt;br /&gt;
    1000:00468f10 29c2                 sub    edx, eax&lt;br /&gt;
    1000:00468f12 7e09                 jle    loc_00468f1d&lt;br /&gt;
    1000:00468f14 52                   push   edx&lt;br /&gt;
    1000:00468f15 e8e656ffff           call   loc_0045e600&lt;br /&gt;
    1000:00468f1a 83c404               add    esp, 04h&lt;br /&gt;
    1000:00468f1d                   loc_00468f1d:&lt;br /&gt;
    1000:00468f1d e9e77ffdff           jmp    loc_00440f09&lt;br /&gt;
    1000:00468f22                   loc_00468f22:&lt;br /&gt;
    1000:00468f22 a354c24900           mov    dword ptr [loc_0049c254], eax&lt;br /&gt;
    1000:00468f27 ebde                 jmp    loc_00468f07&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: It would be pretty straight-forward to incorporate that into the patcher.dll [[User:Tacvek|Tacvek]] 14:55, 21 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think I&#039;ve narrowed down the issue here.  It&#039;s not detection that is the real problem but how the geoscape loop determines when to update alien activity.  I believe that the check to run the updatealienactivity() routine is thrown off when I changed the based rate from each loop = 5 seconds to = 1 second.  The check is based on a calculation of the current time being evenly divisible by 10.  I changed the base rate back to = 5 seconds and it appears UFO are generated more frequently. I&#039;m trying to compare the average # and frequency to unaltered code now.&#039;&#039; &lt;br /&gt;
:&#039;&#039;I looked at MOK&#039;s code but it has the &#039;step&#039; problem at higher time rates that I am trying to avoid.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== UFOLoader ver. 1.29 Hot Grenades and Aliens Bleeding bugs ==&lt;br /&gt;
If you have Hot Grenades enabled, prime a grenade and end turn without throwing it, the item to explode won&#039;t necessarily be the primed grenade. I had my equipment in Skyranger explode while priming grenades in the field.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Seb&#039;s mod was just a quick omitting of the check to see if the grenade was being held to check if the timer limit had been reached.  The problem here is that the location of the item is not updated until thrown or dropped, so the location where to center the explosion was usually where the grenade was picked up (in the craft).  I have altered the idea of hot grenades to be like most grenades which have a short fuse that is lit when the grenade&#039;s safety is sprung and the grenade tossed. Hot Grenades mod now means that only the High Explosive will prompt a timer. All other grenades will just armed and will explode on impact at their destination. They will not explode as long as the soldier holds them to reflect that the safety mechanism is still in place. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have Aliens Bleeding enabled, your soldiers might randomly receive same injuries as aliens. Noticed that when I critically wounded a floater. He went down unconscious, and so did one of my soldiers (without being shot at). When the floater died, my soldier died, too.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The alien bleeding mod doesn&#039;t affect how units receive fatal wounds only which units with fatal wounds are damaged at the end of a turn. Originally, wounds only affected the Xcom faction.  The mod changes this check to the type of creature and skips the apply- wound-damage routine only for a select few unit types (tanks, cyberdisks, etc). -[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Random crashes on W7 64bit (but possibly all systems) ==&lt;br /&gt;
&lt;br /&gt;
I have random crashes of the game in the base deffense mission.&lt;br /&gt;
The addresses I have noticed are: &lt;br /&gt;
004035EE movsx eax,b,[ecx] (eax is probably 0 - causes illegal address access)&lt;br /&gt;
00422483 mov cl,[eax] (same problem - it looks that eax maybe 0)&lt;br /&gt;
and (I am not sure) (00402CDE) lea ecx,[eax][eax]*4[004] &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The two address are the offset where the program attempts to load data after it references the wrong variable when checking to see if an alien will attack the locations in a base.  This will be fixed in the next release. -[[User:Morgan525|Tycho]] 19:01, 3 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for the fix and all other improvements and fixes you actually did and the whole support of this great game!&lt;br /&gt;
Lukas&lt;br /&gt;
&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
I was trying to find the reason for the crash, as I was playing the mission with Etherals again and it has crashed again but at address 0x4A2CBE with error 0xC0000005 trying to access 0x00000000 - so I was looking at the address and it seems to me it maybe is not inside the UFO game code. It is the second time I played it after I tried to change the mp3patch I was using before by the one in this forum http://www.xcomufo.com/forums/index.php?showtopic=8576&amp;amp;#entry191093 in the post #28. It doesn´t crash at the first time so it seems to me it is random, so it shouldn´t be caused by the mp3play patch but even so it may be caused by mp3play patch then.&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; I think I&#039;ve narrowed a problem to part of the fix for the clip weight.  Specifically, the part that handles removing clip weight when a unit drops a weapon from panic. - [[User:Morgan525|Tycho]] 10:36, 11 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; I was correct.  The game would crash as described above whenever a unit would drop an item from Panic and the clip weight mod attempted to locate the clip in the weapon dropped.  A fix will be in the next release. - [[User:Morgan525|Tycho]] 00:00, 16 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Clip cursor behavior ===&lt;br /&gt;
I know that there are two different settings of clipping the cursor on screen, but the game Intro sequence and the menu is not clipping yet.&lt;br /&gt;
Can be possible to force the cursor to clip surely for the whole game at all e.g. as option three?&lt;br /&gt;
&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:In my upcoming changes patch I&#039;ve forced mouse clipping at all times in fullscreen mode. It should probably be ready by the next UFO Extender release. -[[User:Tarvis|Tarvis]]&lt;br /&gt;
&lt;br /&gt;
=== Graphical small distortion ===&lt;br /&gt;
Load of the saved game to geoscape or load geoscape after mission end causing small graphical distortion of the first screenline of the Terror message and other e.g. Build facility window choose. Can you fix it? It is not caused of the extender, it does the UFO Collectors Edition all versions to me even without extender. I also tried older extended UFO CE ET version and it also happenings in CE ET version even as it uses DirectDraw instead of D3D. I will make you screenshot if you will need them.&lt;br /&gt;
&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
===MP3 play feedback ===&lt;br /&gt;
I have tried all the MP3 patches I found and to me is the best the AbraM´s MP3play (new ufo_patch.dll).&lt;br /&gt;
The integrated one works great but it last long on music changes.&lt;br /&gt;
I have also tried your suggested niklata´s UFOExtenderMP3Fix-v2.zip but it is to me very complicated, you should have bass.dll and also installed VS2012 respectively msvcr110.dll. Also it is not good that it is integrated to the original ufoloader patcher.dll so it is not possible to use it with another version of the patcher. And the bass.dll itself is 4 times bigger then the AbraM´s whole patch at all. &lt;br /&gt;
The AbraM´s works great, it is small, only 25kB. It needs only slight moddiffication to the main app and only one dll and support all geoscape and tactical music if you add _(a number).mp3 after GMGEO1 or GMGEO2 or GMTACTIC or you should use the original MIDs if the MP3s doesn´t exists.[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;You only have to do all this to get that version to work because the author of the mp3 code was using vs2012.  I put his code into the Extender, compiled with VS2008, and it works without having to do anything extra, except to have base.dll in the folder of XCOM.  Since it will be included with the full version, there won&#039;t be any problems.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
I still prefer AbraM´s patch. Why you think it is good patch if its size is 259kb and also needs bass.dll 103kb comparing to AbraM´s working great! patch with 25kb(36kb) at all? :o) Has this one something special comparing to AbraM´s?&lt;br /&gt;
:&#039;&#039;I&#039;ve already incorporated all the code for BASE and I&#039;m not revisiting it unless it proves to cause some issues. I&#039;ve been using it as I&#039;ve been testing and have had no problems with MP3 music. I understand you prefer AbraM&#039;s but I&#039;m going to use BASE for now.&#039;&#039;&lt;br /&gt;
OK, I have nothing agains another music patch, but I am also using it because it also support MP3 music in Intro and is able to play MP3s using the same original files names instead of MID if they exists also in Intro. I made that files by myself moddifying the Lorcan´s MP3 intro music for - yet probably dead project - UFO: Cydonia&#039;s Fall&lt;br /&gt;
&lt;br /&gt;
== Hidden Movement speed ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
could you please slow down the battlescape Hidden Movement speed as well? It looses the magic of the hidden movement. Nowadays computers compute very fast and the inteligence of the game is now very fast too and you could not see or hear what is happenning e.g. if somewhere in the battlescape - in the dark where you couldn´t see - aliens kill two civilians, you will hear two screams together, not one after one. It is very fast and not readable yet and loosing the main meaning of the hidden movement part. &lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:This is a direct result of the game running fast on modern computers. Unfortunately I don&#039;t think there&#039;s anything that can be done about this without overhauling how the framerate limiter works, since the FPS limiting method only adds delays to calls to update the screen, which only some of the game timers wait on, and isn&#039;t called during the HIDDEN MOVEMENT screen. You could try lowering the game&#039;s processor priority, because that will have the most impact on overall game speed.-[[User:Tarvis|Tarvis]]&lt;br /&gt;
I believe that if Tycho is able to slow down all the animations correctly he will be able to call that slows also for the logic in hidden movement then :) Or - yes - limit frame rate when in hidden movement will maybe solve that problem.. Now to me the screen is only flashing if something is happening, so you can not recognize what was happened and where..&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;This is a lot more difficult than you would imagine and would require a lot more time than I&#039;m able to invest at this time: The alien turn routine doesn&#039;t follow an easy to understand path and the code has no capacity for time management as the Geoscape and the human tactical routines do. [[User:Morgan525|Tycho]] 10:24, 15 February 2013 (EST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I believe that understanding that piece of code is very complicated and - as I see it - it is the main reason why this game is still on the table even that many remakes was made, and also the main reason for that the game crashes mainly or only in this part because of that complexity. But I though that you yet understand it as you can mod the game that way you did, but never mind, I know this consumes very very much time that anyone can have for the no money making project like this even it is this interesting stuff.&lt;br /&gt;
&lt;br /&gt;
Then I have an idea. If you know, where the part begin and where it ends, (when the Hidden movement screen is shown) isn´t it possible to make some hook inside the extender that will be activated and slowdown the processor speed at all when in Hidden movement part and revert back the speed to original when the part will end up? This will maybe solve this problem and should not be so difficult...&lt;br /&gt;
--[[User:ElfKaa|ElfKaa]] 11:28, 15 February 2013 (EST)&lt;br /&gt;
:&#039;&#039;Luckas, I appreciate your help and feedback in testing the Extender.  However, I don&#039;t appreciate advice from people who are ignorant of the topic on which they are discussing.  Your suggestion, while in a spirit of helpfulness, is slightly insulting, whether or not you intended it to be so.  If the solution were as simple, as you suggest, do you not think that it would have already been implemented or that I would NOT have pointed out the complexity and time that would be involved in such an endeavor?&lt;br /&gt;
:&#039;&#039;I and many other moders use the Interactive Dissassembler/Assemblier (IDA). It is free and fairly easy to use. Try it, look at the pure code, and then you&#039;ll begin to understand the complexity of the problem. Also realize that there are huge areas of the game code that are still undocumented and mostly unknown.  Just yesterday, I finally unraveled a section of the sound file initilization routine which allowed me to write the ultimate fix for the special movement sounds in the battlescape, something that I first worked almost a year ago. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Don´t be anger to me Tycho, I am not coder and I can not read the code, I just trying to understand using trial and error method :) And then - if I have another chance to write you I will not be using this discussion to contact and share ideas.. :) Please, let it left or delete it if it is out of the topic. Yes, I don´t know what you can imagine and what is possible and what is not.. If it is some nonsense do like I never told it :) Thank you for the message, then I will better not write any idea because I in fact don´t understand how it works and also this discussion. I will enjoy your next update and will be still watching and testing it.&lt;br /&gt;
&lt;br /&gt;
[[User:ElfKaa|ElfKaa]] 03:33, 17 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I suppose you could try using [http://mion.faireal.net/BES/ BES] to slow the game down.&lt;br /&gt;
--[[User:AMX|AMX]] 06:06, 17 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wrong name of Cryssalid EFX patch in the v1.29 patcher ==&lt;br /&gt;
Hi Tycho,&lt;br /&gt;
the UFOExtender_INI-readme.txt of the package UFOLoader contain an option Enhanced Chryssalid EFX=1 but the patcher is looking for Enhanced Chrysallid EFX - with double l and single s. [[User:ElfKaa|ElfKaa]]&lt;br /&gt;
:&#039;&#039;&#039;The fix will be in the next release.  Thanks for your feedback. - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
: I am glad if I could help you! But I am not a coder, I only test things and trying to understand.. :) Lukas&lt;br /&gt;
[[User:ElfKaa|ElfKaa]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Enemy_Unknown_(1994)_Extended&amp;diff=44617</id>
		<title>Enemy Unknown (1994) Extended</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Enemy_Unknown_(1994)_Extended&amp;diff=44617"/>
		<updated>2013-02-07T11:07:06Z</updated>

		<summary type="html">&lt;p&gt;AMX: Pointed link to subheader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Follow these instructions to easily setup X-COM: Enemy Unknown with a set of the best mods for fixing bugs, improving audio and video quality, and enhancing the game without losing the original feel. The core mod in this set is the excellent [[UFOextender|UFO Extender]] mod.&lt;br /&gt;
&lt;br /&gt;
This should work with any Windows version of X-COM, which is included in the GamersGate and Steam distributions. If you have a &amp;quot;UFO Defense.exe&amp;quot; in your X-COM installation directory, you should be good.&lt;br /&gt;
&lt;br /&gt;
== Install X-COM: Enemy Unknown ==&lt;br /&gt;
&lt;br /&gt;
However you do it, figure out where the X-COM installation directory of the Windows version is. &lt;br /&gt;
&lt;br /&gt;
For Steam, it is at C:\Program Files\Steam\steamapps\common\XCom UFO Defense\XCOM&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
# Create an &amp;quot;xcom&amp;quot; folder on your desktop.&lt;br /&gt;
# Download the following into this folder:&lt;br /&gt;
## [http://www.strategycore.co.uk/files/index.php?dlid=677 Combo Patch (Developer-Intended Map Fixes)]&lt;br /&gt;
## [http://www.strategycore.co.uk/files/index.php?dlid=647 Voices Patch NEW Version (Better Sounds From Older X-COM Version)]&lt;br /&gt;
## [http://www.ufopaedia.org/index.php?title=Image:UFOLoader.zip UFO Extender Mod (Bug Fixes &amp;amp; Improvements, Download Most Recent File)] &lt;br /&gt;
## [http://www.ufopaedia.org/index.php?title=Image:EUExtendedINI.txt UFO Extender Config File (Download Most Recent File)]&lt;br /&gt;
# Create an &amp;quot;mp3&amp;quot; folder inside the &amp;quot;xcom&amp;quot; folder you created and download [http://www.xcomufo.com/x1music.html all these music files] into it. This is better music from the PlayStation Port of X-COM. Note that you must have Windows Media Player for these to play in-game.&lt;br /&gt;
&lt;br /&gt;
== Verify ==&lt;br /&gt;
&lt;br /&gt;
You should now have the following in the &amp;quot;xcom&amp;quot; folder you created on your desktop:&lt;br /&gt;
&lt;br /&gt;
* Combo_Patch.zip&lt;br /&gt;
* mp3/*.mp3 (multiple files)&lt;br /&gt;
* EUExtendedINI.txt&lt;br /&gt;
* UFO_Voices_patch_new_version.zip&lt;br /&gt;
* UFOLoader.zip&lt;br /&gt;
&lt;br /&gt;
== Modify ==&lt;br /&gt;
&lt;br /&gt;
# Move the Combo_Patch.zip file into the X-COM install folder and extract it. Say yes when it asks you to overwrite files. This fixes simple data bugs in various files that shipped with the original version of X-COM. NOTE: Extracting may just make a folder called x-com_combo_patch, the folders inside THAT folder need to be placed in the X-COM install folder, overwriting the folders with the same names. If someone with more experience than I could correct this step to make things more accurate for beginners, please do.&lt;br /&gt;
# Extract UFO_Voices_patch_new_version.zip wherever you like, then:&lt;br /&gt;
## Copy all the files in the SOUND subdirectory of the extracted folder over the files in the X-COM install folder SOUND subdirectory. This improves many of the sounds you will hear in game.&lt;br /&gt;
## Do not do anything with the mp3play.dll file or the UFO Defense.exe in the extracted folder. The UFO Extender mod handles MP3 playback.&lt;br /&gt;
# Extract all the files in UFOLoader.zip into the X-COM folder. This installs the UFO Extender mod.&lt;br /&gt;
# Rename the &amp;quot;EUExtendedINI.txt&amp;quot; file you downloaded in your &amp;quot;xcom&amp;quot; directory to &amp;quot;UFOExtender.ini&amp;quot; and copy it into the X-COM install folder, overwriting the file that is there. This configures UFO Extender to fix bugs and improve game play without departing from original feel.&lt;br /&gt;
# Copy the &amp;quot;mp3&amp;quot; folder you created and filled with MP3s into the X-COM install folder. This gives you the best music.&lt;br /&gt;
&lt;br /&gt;
== Make Shortcut ==&lt;br /&gt;
&lt;br /&gt;
You will now launch X-COM using the UFOLoader.exe that came with the UFOLoader.zip file. Drag the UFOLoader.exe file to your desktop while holding down Alt (make sure you see the little arrow shortcut icon) and release.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
Double-click on the UFOLoader shortcut on your desktop.&lt;br /&gt;
&lt;br /&gt;
== Discuss ==&lt;br /&gt;
&lt;br /&gt;
The config file you copy into your game folder includes all bug fixes and some improvements from UFO Extender that, according to community consensus, form a good starting point for new or returning players. By all means, take a look at this file, and edit it in your XCOM folder if you want to enable or disable different options (see [[User:seb76|UFO Extender]] page for description of options). Please join the [[Talk:Enemy Unknown Extended|discussion]] to discuss bugs and changes to the standard config file.&lt;br /&gt;
&lt;br /&gt;
== DLL Errors ==&lt;br /&gt;
&lt;br /&gt;
You may need to install the [http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&amp;amp;displaylang=en Visual C++ 2008 Redistributable Package] if UFOLoader.exe will not start because it cannot find a DLL. Simply download and double click on vcredist_x86.exe and try launching UFOLoader.exe again.&lt;br /&gt;
&lt;br /&gt;
==Enemy Unknown Extended + XcomUtil + Steam==&lt;br /&gt;
See [[XcomUtil#XcomUtil + UFO Extender|XcomUtil]].&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=41237</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=41237"/>
		<updated>2012-11-13T18:19:37Z</updated>

		<summary type="html">&lt;p&gt;AMX: T&amp;#039;Leth Animation Bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;If the latest release is a patch, meaning there are no new additions to the INI file,  I usually don&#039;t include it with the patch release so that those who already have the prior release won&#039;t have their current INI overwritten.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
&lt;br /&gt;
=== Crash when starting a landed/crashed USO battle ===&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I&#039;ve reported before]] (before TFTD Extender even existed), so it&#039;s not specific to TFTDExtender / UFOExtender. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think the problem is that there is no database to reference what type of terrain to load.  EU would reference this based on map coordinates. Since USO aren&#039;t usually engaged over land, the map generator can&#039;t get an appropriate tileset for the location in these cases.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Cannot get to T&#039;Leth ===&lt;br /&gt;
&lt;br /&gt;
When I try to send any Leviathan to T&#039;Leth (on april 2041), immediate crash: &amp;quot;XCOM crashed at 0x458822 with error 0xC0000005 trying to access 0xFA6C8304.&amp;quot;. This also happens when starting new game and hex-editing T&#039;Leth and Leviathan to be available on day 2. Using TFTD Extender 105p3.2. [[User:Ruthless_Reuban|Ruthless Reuban]] 14:52, November 2, 2012&lt;br /&gt;
:&#039;&#039;can you give me some more information about your system and game configuration?  OS, other mods applied, any changes made to DAT files by hand or editors? - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::TFTD Collectors Edition fresh install. Windows 7 64-bit, no other mods than TFTD Extender latest. On this april 2014 case I modified craft.dat (to overcome Leviathan manufacturing problem that has been fixed now) and also TFTD Extender settings. I also continued previous save to manufacture Leviathan (no craft.dat hex edit) and same happens. Game runs just fine until T&#039;Leth btw.&lt;br /&gt;
&lt;br /&gt;
::Same thing when starting new game with latest TFTD extender and settings all default except following:&lt;br /&gt;
&lt;br /&gt;
::[Video]&lt;br /&gt;
::Video Pitch=1&lt;br /&gt;
::HQ4x=0&lt;br /&gt;
::D3D=1&lt;br /&gt;
::D3D Windowed=1&lt;br /&gt;
&lt;br /&gt;
::and modifying just craft.dat and project.dat to get T&#039;Leth immediately.&lt;br /&gt;
&lt;br /&gt;
::When going to T&#039;Leth, game should show some animation. Right? Could this missing or corrupt animation  be reason? This version does not have video animations, just static screens and text. Game over screens seem to work. - [[User:Ruthless_Reuban|Ruthless Reuban]]&lt;br /&gt;
:&#039;&#039;There might be a problem in the English.dat file when the program attempts to access the strings for the final mission brief. Try this: Backup your ENGLISH.DAT file. Hex Edit ENGLISH.DAT.  Goto offset 0xD090 and see if you have two null spaces in a row: 00 00. If so, delete one of them, save the file, and run the game again. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There was double 00 near that offset, 0xD089 and 0xD08A. I deleted one of them but same problem. Crash when going T&#039;Leth and same error. I also tried to delete both 00 and replace 00 with 20 like elsewhere on file. Not working still. Changing to deutsch language doesn&#039;t help either.&lt;br /&gt;
&lt;br /&gt;
::Maybe we should wait if anybody else has same problem. Or somebody can confirm that T&#039;Leth works. If it works, then there is something wrong in my game. Thanks for help anyway. - [[User:Ruthless_Reuban|Ruthless Reuban]]&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been able to reproduce the bug - it happens when the CE version doesn&#039;t find the RISE animation.&lt;br /&gt;
&lt;br /&gt;
Specifically, it needs ANIMS\RISE.IDX and ANIMS\RISE.VID - If RISE.IDX is missing, it crashes with the error code above, if RISE.VID is missing, it crashes with another error.&lt;br /&gt;
&lt;br /&gt;
Some experimenting suggests that RISE.VID can be any valid .VID file, while RISE.IDX can either be empty (producing a black screen that can be skipped by clicking) or the &amp;quot;appropriate&amp;quot; .IDX for the used .VID&lt;br /&gt;
[[User:AMX|AMX]] 13:19, 13 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minor Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
==== Crewed Flying Sub Lost on Abort ====&lt;br /&gt;
&lt;br /&gt;
Aborting [https://dl.dropbox.com/u/23157535/FlyingSubLost.zip this mission] will lead to loss of the craft, despite 3 soldiers still being in the Triton. --[[User:Player701|Player701]] 10:39, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Presumably the 3 aquanauts in the craft were not stunned or mind controlled on the Abort turn? [[User:Spike|Spike]] 16:37, 21 October 2012 (EDT)&lt;br /&gt;
:Right, they are not stunned (or dead) and they are under your control. And they are definitely in the sub. OK this is similar to a minor bug I have seen  before - see [[#Supernumary MIA on Abort|preceding item]]. On your pre-abort confirmation screen it says &amp;quot;3 units in craft, 9 units outside&amp;quot;. I&#039;ve had a similar issue before. It&#039;s double counting your aquanauts as being both inside and outside the craft on the confirm screen, since you only have 9 units (8 and 1 tank) in total. On actual abort you incorrectly get 9 MIAs (including the tank presumably) and I guess that&#039;s why you lose the sub. Interestingly, the 3 affected aquanauts look like they never moved from their original positions, is that true? I believe when I&#039;ve had similar problems before, it related to aquanauts who had never left the sub / never left their initial positions. We will have to see if Tycho can get to the bottom of this one. [[User:Spike|Spike]] 16:51, 21 October 2012 (EDT)&lt;br /&gt;
::Yes, that&#039;s true - those 3 haven&#039;t moved from their original positions. --[[User:Player701|Player701]] 17:19, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I found the nature of the issue here:  On one hand, all parts of the tank are being counted separately but then the End of Battle routine calculates the correct number of units but when it goes to locate the units on the battlefield, the three other parts of the tank are being tallied and thus the last three aquanauts are not checked since the 4 areas of the tank are first in the UNITPOS.DAT file.-[[User:Morgan525|Tycho]] 09:47, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Supernumary MIA on Abort =====&lt;br /&gt;
&lt;br /&gt;
I Abort a mission with 8 Aquanauts and get the confirmation message &amp;quot;8 Aquanauts inside craft, 2 outside&amp;quot;. No one has been stunned or MCd. I did have two aquanauts, only, outside, but they have moved back inside the transport. Very odd. Saved Equipment was enabled. [[User:Spike|Spike]] 11:06, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;How many Aquanauts did you have in total?- -&#039;&#039;[[User:Morgan525|Tycho]] 02:54, 11 October 2012 (EDT)&lt;br /&gt;
:: I started the mission with only 8 Aquanauts and they all survived. Only two had even been outside the transport (quite an unusual situation). However I can&#039;t reproduce this bug, so please ignore it unless/until I can reproduce it. :) [[User:Spike|Spike]] 06:48, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Stunned Carried Aquanauts MIA on Abort ====&lt;br /&gt;
&lt;br /&gt;
While you are looking the EOB script, I noticed one more anomaly. I&#039;m not sure if this is an original bug or an Extender bug. If you are carrying a stunned Aquanaut in the transport at the time of Abort, the stunned Aquanaut is lost (MIA). You have to drop the stunned Aquanaut on the floor. Probably this is because the position of the Aquanaut has not been updated and is still pointing to where they were stunned, not to the location of the carrying Aquanaut. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This would be an original bug that was hidden beneath the general bug of stunned units MIA on abort.  At least it is manageable: Just be sure to drop all creatures carried before calling for an abort.-  -&#039;&#039;[[User:Morgan525|Tycho]] 02:51, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
&lt;br /&gt;
=Resolved Problems=&lt;br /&gt;
===&amp;lt;s&amp;gt; Save Equipment not working&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;Save Equipment&amp;quot; option enabled, the soldiers&#039; loadout at first was always like this: grenade in leg slot, clip in backpack - and it didn&#039;t change on the next mission, despite the fact that I re-equipped the soldiers correctly (grenades and clips on the belt). When I manufactured Gauss Rifles and issued them to my soldiers, it got even worse - none of the soldiers got clips, and two of the rifles were unloaded. Next I upgraded to Sonic-Blasta Rifles and now nothing, except some grenades (still in leg slots), is issued to the soldiers at all. &amp;quot;Save Equipment&amp;quot; was known to work in UFOExtender, did something get broken? --[[User:Player701|Player701]] 09:18, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Yes. Something is broken but not by the Extender. I haven&#039;t modified anything in the save equipment code, except datapoints and offsets that were necessary to match it to the executable and changes in the DAT files. Many subroutines, their order of execution, or the variables were modified in the TFTD game code.  Problems resulting from this are difficult to resolve since it requires finding what changed in the game code and then determining what changes are needed to get the UFOextender code to work. I believe that TFTD has its own form of autoequip and part of the solution will probably require that I disable it. Something similar happened to the &amp;quot;stunned units are KIA&amp;quot; mod from UFOextender: TFTD has its own version that conflicted but, since it worked well, I only needed to add code to update the unit&#039;s location so the corpse would appear in the right place.-[[User:Morgan525|Tycho]] 22:38, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: I just did a few tests in raw TFTD (Steam CE) and the auto equip function is pretty basic: Give everyone a loaded weapon in what is probably reverse OBDATA.DAT order, then dish out any extra clips, grenades etc. Are you thinking that the Save Equipment efforts of TFTDextender are then being overwritten or partly overwritten by the existing TFTD auto equip function? I guess that would make sense. [[User:Spike|Spike]] 11:01, 25 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Weightless Ammo Bug &amp;lt;/s&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I found the source of the problem: None of the subroutines for inventory consider the clips in weapons so their entries in OBPOS.DAT are never updated. So when clips are autoloaded at the beginning of each battle, they have no owner.  I&#039;ve got the code to sync the ownership of clips with the weapon they are loaded into at the beginning of each battle and to update the clips when changed in inventory management.-&#039;&#039;[[User:Morgan525|Tycho]] 19:00, 19 October 2012 (EDT)&lt;br /&gt;
:: That is just awesome! :D [[User:Spike|Spike]] 22:36, 19 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;s&amp;gt; Weight issues&amp;lt;/s&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Tycho, while playing TFD with TFD extender (v. 1.05 patch 1.1) I&#039;ve noticed a stange thing: some soldiers have their weight &amp;gt; 0 (2-5) even when their inventory is empty! Bug?... [[User:PavelB|PavelB]] 05:17, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Save Equipment is currently disabled I believe. This Weight error is a side effect of an original game error that Seb never quite fixed. Removing clips from a Soldier or Aquanaut does not remove the clips&#039; weight. This is because the clips are not correctly assigned to the Soldier or Aquanaut in the first place. See [[Talk:TFTDextender#Weightless Ammo Bug]]. [[User:Spike|Spike]] 07:10, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: If you drop a loaded weapon, even if you loaded it manually, the weight of the ammo still stays with the Aquanaut. Workaround: unload each weapon manually before dropping it. If you forget (and if you notice) it&#039;s possible to pick the weapon up again, unload it, and correctly lose the weight by dropping the weapon and clip separately. It&#039;s possible to build up huge amounts of phantom weight on a Soldier by repeatedly loading, and then dropping, different weapons. It&#039;s also possible to move lots of weapons with weightless clips to one Soldier, increasing the amount of &#039;free&#039; weight that one Soldier gets. Both of these effects are probably aspects of the original bug, not anything that UFOExtender has done. [[User:Spike|Spike]] 11:15, 27 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;Thanks for the explanation, Spike! - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
::::Thanks Spike, it works! :-) [[User:PavelB|PavelB]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Items on transport floor lost on Abort&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
I went in to a mission with ten Sonic Cannons and came back with 3, despite retrieving them from the battlefield and dumping them on the transport floor. I only had 3 aquanauts on the transport armed with Sonic Cannon at the time of abort. The rest were stunned or unarmed. I also dumped half a dozen corpses and some alien items on the transport floor and I don&#039;t think those made it back to my base either. The transport was operating from base 2 rather than base 1, in case that&#039;s a factor. This may be an original bug of course. I just read through the multiplayer TFTD LP on StrategyCore, and they reported missing equipment on a lot of missions. I can go back and check if the missing equipment was on abort missions rather than victory missions. Sorry not to provide more specifics at this time but it was a hard mission and not exactly a controlled experiment. ;) [[User:Spike|Spike]] 21:35, 23 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Coelacanth/Gauss mutates into Coelacanth/G.C.&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
In my current game (using the Steam version) I observed it twice that, when a Coelacanth/Gauss is removed from a sub due to lack of ammo, it turns into a Coelacanth/Gas Cannon.&lt;br /&gt;
Note that I&#039;m using only the Gauss Tank Ammo Fix, but not the Gauss Tank Turret Stats Fix, nor the Improved Gauss Tank mod.&lt;br /&gt;
[[User:AMX|AMX]] 09:09, 1 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fixed in 1.05p4 - [[User:Morgan525|Tycho]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I was able to replicate Pavel&#039;s problem and found the problem: the Leviathan is the only item that its tech hours exceed 0x8000. If you use the wrong command to pass the value between registers, the program handles the value as though it were negative.  The problem is fixed with patch 3.2. Confirmed by an independent source. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Executable directive &amp;lt;/s&amp;gt;===&lt;br /&gt;
&#039;&#039;I found the problem: In the program file for the loader, the INI file name that is was expecting was TFTDloader.INI. A simple name change, recompile, and it works as it should. This will be available in the next full release-&#039;&#039;[[User:Morgan525|Tycho]] 10:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Extra Artefacts Reported&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&#039;&#039;After some tests, I know the exact nature of the problem: clips loaded into weapons for any killed aliens (including those killed before mission starts as a result of a downed USO) are being allocated to the player when they abort a mission. This is not a bug from Extender this is in the original CE.-&#039;&#039;[[User:Morgan525|Tycho]] 20:27, 5 October 2012 (EDT)&lt;br /&gt;
:Fixed in the patch 3.1-&#039;&#039;[[User:Morgan525|Tycho]] 03:00, 13 October 2012 (EDT)&lt;br /&gt;
: Confirmed fixed. Killed aliens&#039; clips are not allocated to XCOM on Abort. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;OK. Changed the output to display &amp;quot;$unlimited$&amp;quot;.[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. &lt;br /&gt;
::&#039;&#039;I now have the code in place to uncontrol any creature that has been rendered unconscious. Available in patch 3.1- -&#039;&#039;[[User:Morgan525|Tycho]] 02:47, 11 October 2012 (EDT)&lt;br /&gt;
This would also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt; ===&lt;br /&gt;
:&#039;&#039;I removed the reference in the INI since it&#039;s unnecessary.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;===&lt;br /&gt;
:&#039;&#039;&#039;I reproduced the issue thanks to the instructions that Spike provided and I found the problem.  A few minor tweaks and now things are working as they should. - [[User:Morgan525|Tycho]] 08:33, 17 October 2012 (EDT)&#039;&#039;&#039;&lt;br /&gt;
:: I can confirm this is fixed and all is working correctly - great job, thanks Tycho. [[User:Spike|Spike]] 15:22, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; OBDATA / Dye Grenade mod not working? &amp;lt;/s&amp;gt;===&lt;br /&gt;
:&#039;&#039;OK. I was right. Enemy Unknown only loads the OBDATA once when the game loads. TFTD loads it twice - once whenever it generates a battle. I needed a second hook for the mod in this case.  I tested it and it now works as it should. -&#039;&#039;[[User:Morgan525|Tycho]] 20:24, 5 October 2012 (EDT)&lt;br /&gt;
:: Confirmed fixed. Thanks again. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Displacer/Sonic damage fix&amp;lt;/s&amp;gt;  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; I changed the damage to be 130, same as the UFOpaedia entry.-&#039;&#039;[[User:Morgan525|Tycho]] 03:52, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Added ability for users to added their own language by copying lines from Extender&#039;s page under the equipment section to the same section in their INI, alter the text as specified, and save the INI&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
= Feature Requests and Suggestions =&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
:I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine:  Most direct fire damage is 0-200%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;.  If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-100% for that lucky shot. With autopsy done, the game reverts back to the usual 0-200% on any hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. [[User:Spike|Spike]] 10:35, 15 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All Units Can &amp;quot;Fly&amp;quot; In Water ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s very illogical that most units are stuck on the seabed in underwater missions. Please provide the option to set all units (X-Com and alien) to have &amp;quot;flying&amp;quot; (i.e. swimming) ability when underwater. This is unlikely to cause an outbreak of 3D combat, since there is no cover except at seabed level, so anyone swimming excessively or incautiously is going to get shot. It might disadvantage the aliens if their tactical map waypoints are all set on the surface. But as some of them can &amp;quot;fly&amp;quot;, there is hopefully a mechanism to deal with that in the code already. For me it will just solve the frustration of being unable to swim over small obstacles or swim up a level, and being stuck or tactically limited for no sensible reason. Mag-Ion Armour remains useful as an important step in Sub Research and (if using the Everything Works on Land mod) for land use. [[User:Spike|Spike]] 11:36, 9 September 2012 (EDT)&lt;br /&gt;
: This requires setting [[UNITREF.DAT]] byte 0x78 bit 2 for the unit (e.g. for all units on both sides). Or the in-memory equivalent of UNITREF.DAT. [[User:Spike|Spike]] 10:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aliens Pick Up Weapons ==&lt;br /&gt;
&lt;br /&gt;
Related to Improved Alien AI. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots. The existing (but unused) routine looks pretty smart and not immediately exploitable to ambush aliens using weapons as traps. &lt;br /&gt;
&lt;br /&gt;
: I noticed the UFO Extender source code has a &#039;get&#039; keyword under the OBDATA.DAT directive that populates this field 0x2D. Is that working? [[User:Spike|Spike]] 21:03, 16 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It should be.  I haven&#039;t tested it out but it should work like any other OBDATA change, in theory. As long as the code in the AI routine handles this byte, it should work.  I believe someone mentioned under the Geoscape.exe page that the AI routine ignores any value under 5.-[[User:Morgan525|Tycho]] 00:58, 25 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Use Melee Attacks and Psi/MC on Mind Controlled Aliens ==&lt;br /&gt;
&lt;br /&gt;
Hook the right and left weapon menus on mind controlled aliens to add in actions for their built in melee attacks (if they have them) and built in Psi/MC attacks (if they have Psi/MC Skill). Ideally add these actions to the menu, and pop up a menu, even if the alien isn&#039;t holding any weapons.&lt;br /&gt;
&lt;br /&gt;
This would make playing Multiplayer XCOM (via XComUtil) way, way nicer.&lt;br /&gt;
&lt;br /&gt;
== Fix Interception and Navigation Course Algorithms ==&lt;br /&gt;
&lt;br /&gt;
Or just find the algorithms and I volunteer to fix them!&lt;br /&gt;
&lt;br /&gt;
=== Use Great Circle Routes ===&lt;br /&gt;
&lt;br /&gt;
Travel toward the target on the shortest Great Circle, rather than always travelling along lines of latitude first (like they are some kind of main bus route!). &lt;br /&gt;
&lt;br /&gt;
=== Use Predictive Interception ===&lt;br /&gt;
&lt;br /&gt;
For a moving target, don&#039;t head towards where it is &#039;&#039;now&#039;&#039;, head towards where it&#039;s &#039;&#039;going to be when you get there&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Show Degree Headings ===&lt;br /&gt;
&lt;br /&gt;
The game only ever reports alien headings as North, South, East, West, but clearly alien craft move in other directions than just these four, and clearly XCOM detection equipment is capable of resolving these finer-grained headings, since the crafts&#039; tracks are shown correctly in the Geoscope. &lt;br /&gt;
As a first step towards predictive interceptions, it would be great to display the alien craft&#039;s heading in degrees, eg 135 degrees for South-East. Maybe rounded to the nearest 5 or 10 degrees.&lt;br /&gt;
&lt;br /&gt;
== Interception Craft vs Touched Down Alien Craft == &lt;br /&gt;
&lt;br /&gt;
If an alien craft is touched down and an XCOM interception craft (not touched down) is at the same X/Y position, if the alien craft begins to move, immediately open the Interception window at minimum range (8km/nm), presumably with the alien attempting to get away / break off. Currently the Interception window only happens if the XCom craft is faster, which is dumb, &#039;&#039;even if&#039;&#039; the alien craft could accelerate instantly to its maximum speed. &lt;br /&gt;
&lt;br /&gt;
For TFTD, only open the window if the alien craft is touched down at a depth that the XCOM craft can reach. &lt;br /&gt;
&lt;br /&gt;
== Fun, not Funky, Fire ==&lt;br /&gt;
&lt;br /&gt;
An alternative option for incendiaries/phosphorous damage processing: Do process the so called &#039;impact&#039; damage of an incendiary on every shot, not just at the end of the turn. But only apply it to those in the area of affect of this specific shell burst, not to all units who are standing in smoke or fire anywhere on the map. This will please fans of incendiaries/phosphorous. It&#039;s probably a balancing, rather than unbalancing, change in the relative strengths of the ammo types. Makes incendiaries/phosphorous useful for more than just illumination or desperation. Gives some use to the research topics that advise use of incendiaries/phosphorous, and the damage modifiers aliens have been assigned.&lt;br /&gt;
&lt;br /&gt;
== Rearming Rates ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [[Known_Bugs_(TFTD)#Geoscape_Bugs]]:&lt;br /&gt;
&lt;br /&gt;
=== Craft Gauss Cannon Rearming Rate ===&lt;br /&gt;
&lt;br /&gt;
This weapon rearms at 10/hr but probably should be 50/hr or at least 25/hr, otherwise it is far slower to rearm than any other cannon weapon in either game. In fact it&#039;s the second slowest weapon system to rearm, slower only than AJAX...&lt;br /&gt;
&lt;br /&gt;
=== AJAX Rearming Rate ===&lt;br /&gt;
&lt;br /&gt;
An AJAX system takes twice as long to fully reload as a D.U.P. system, as a result AJAX-armed Craft have much worse operational tempo and readiness than D.U.P. armed Craft. Like we needed yet another reason to always use D.U.Ps. This is probably a design error rather than a bug, but it would be good to fix it - anything to give a more balanced set of craft weapon choices. The rearming rate should be raised from 1/hr to 2/hr. The AJAX system will then have the same operational tempo as the D.U.P. system. &lt;br /&gt;
&lt;br /&gt;
Could also be applied to Stingray missiles in EU 1994, as the same analysis applies to Stingray vs Avalanche.&lt;br /&gt;
&lt;br /&gt;
== Retaliate for Colony Assault ==&lt;br /&gt;
&lt;br /&gt;
See this discussion [[Talk:Alien_Retaliation#Retaliation_Triggers]]. Colony raids are a good way for the alien to lose badly, so it would be a good balancing move to create severe consequences for raiding. It is at least as sensible as retaliation for USO Assaults.&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=41090</id>
		<title>Torpedo Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torpedo_Launcher&amp;diff=41090"/>
		<updated>2012-11-09T19:19:03Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Torpedo Launcher}}&lt;br /&gt;
&amp;quot;A real heavyweight, this large launcher fires three types of torpedo, each with its own propulsion unit. A devastating weapon, with only manual loading being its drawback. Ammunition types available include large or small high explosive and phosphor tipped torpedoes, all for submerged use only.&lt;br /&gt;
{{Ref Close | source = Terror From The Deep Ufopaedia}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =Torpedo Launcher&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 2&lt;br /&gt;
| weight =&lt;br /&gt;
| grip = Two Handed&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| weaponimage = [[Image:TorpedoLauncher.gif]]&lt;br /&gt;
| acc_auto = -&lt;br /&gt;
| acc_snap = 50&lt;br /&gt;
| acc_aim = 110&lt;br /&gt;
| fcost_auto = -&lt;br /&gt;
| fcost_snap = 40&lt;br /&gt;
| fcost_aim = 80&lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|4000}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Torpedo Launcher&lt;br /&gt;
| ammo = Small Torpedo&lt;br /&gt;
| weight = 5&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 80 High Explosive&lt;br /&gt;
| capacity =1 &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|600}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Torpedo Launcher&lt;br /&gt;
| ammo = Large Torpedo&lt;br /&gt;
| weight = 8&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 90 High Explosive&lt;br /&gt;
| capacity =1 &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|900}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon = Torpedo Launcher&lt;br /&gt;
| ammo = Phosphorous Torpedo&lt;br /&gt;
| weight = 8&lt;br /&gt;
| height = 3&lt;br /&gt;
| width = 1&lt;br /&gt;
| damagethreshold =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = 80 High Explosive&lt;br /&gt;
| capacity =1 &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research =&lt;br /&gt;
| acquisition ={{Purchasing|1200}}&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
{| {{StdCenterTable}} align = &amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; {{StdDescTable_Heading}}|&#039;&#039;&#039;Key Features&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|colspan = &amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;| &lt;br /&gt;
* Variable Ammo &lt;br /&gt;
|-&lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
|{{StdDescTable_Heading}} width = &amp;quot;50%&amp;quot; |&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* High power &lt;br /&gt;
* High Accuracy&lt;br /&gt;
| align = &amp;quot;left&amp;quot; valign = &amp;quot;top&amp;quot;|&lt;br /&gt;
* Underwater-only&lt;br /&gt;
* Heavy&lt;br /&gt;
* Bulky&lt;br /&gt;
* Slow &lt;br /&gt;
* Very Low Ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Torpedo Launcher is a man-portable torpedo launcher. It only functions underwater.  &lt;br /&gt;
&lt;br /&gt;
Similar to the [[Gas Cannon]], the Torpedo Launcher specializes in arming variable ammunition types. It takes two flavours of high explosive torpedoes: the &#039;&#039;&#039;Small Torpedo&#039;&#039;&#039; and &#039;&#039;&#039;Large Torpedo&#039;&#039;&#039; as well as a special &#039;&#039;&#039;Phosphor Torpedo&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Small Torpedo&#039;&#039;&#039; is a lightweight torpedo that can be easily transported by weaker aquanauts while still delivering a reasonably high punch. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Large Torpedo&#039;&#039;&#039; is the heaviest and most powerful of the man-made torpedoes, with a small increase in power over the Small Torpedo.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Phosphor Torpedo&#039;&#039;&#039; is a specialized torpedo that quickly and briefly illuminates a large area. It is also used for burning enemies and terrain. &lt;br /&gt;
&lt;br /&gt;
Of the initial 5 ranged weapons, the Torpedo Launcher is the heaviest, slowest and has the least ammo. It does offer the greatest accuracy for aimed shots. Accuracy is reduced for snap shots, though this can be mitigated by the area-effect nature of the torpedoes and clever use of terrain. &lt;br /&gt;
&lt;br /&gt;
Despite its many limitations such as its underwater restriction, the Torpedo Launcher is well suited for precision long range bombardment of strong targets, groups or large enemies. It can even be used to quickly clear terrain that is not easy to navigate, such as coral and debris from shipwrecks. It does require a plentiful supply of Torpedoes for prolonged use.  &lt;br /&gt;
&lt;br /&gt;
As the game progresses, the aliens will start using their variant of the Torpedo Launcher: The [[Disruptor Pulse Launcher]].&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;. For the &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039; equivalent, refer to the [[Rocket Launcher]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Statistics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torpedo Launcher&#039;&#039;&#039;&lt;br /&gt;
* Size: 3 high x 2 wide&lt;br /&gt;
* Firing Accuracy:&lt;br /&gt;
** 50% Snapshot&lt;br /&gt;
** 110% Aimed&lt;br /&gt;
* Firing Cost:&lt;br /&gt;
** 40% Snapshot&lt;br /&gt;
** 80% Aimed&lt;br /&gt;
* Buy Cost: $4,000&lt;br /&gt;
&lt;br /&gt;
==Ammo Statistics==&lt;br /&gt;
&lt;br /&gt;
* Size: 3 high x 1 wide (all types)&lt;br /&gt;
* Ammo Capacity: 1 (single shot, all types)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (Small)&#039;&#039;&#039;&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Buy Cost: $600&lt;br /&gt;
* Weight: 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Explosive (Large)&#039;&#039;&#039;&lt;br /&gt;
* Damage: 90&lt;br /&gt;
* Buy Cost: $900&lt;br /&gt;
* Weight: 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phosphorous&#039;&#039;&#039;&lt;br /&gt;
* Damage: 80&lt;br /&gt;
* Buy Cost: $1,200&lt;br /&gt;
* Weight: 8&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Like the [[Hydro-Jet Cannon]], the Torpedoes can be launched on land through highly sophisticated fiddling (to be blunt - by way of reaction-fire). This is potentially very hazardous! &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Gas Cannon vs Torpedo Launcher]] (argument proposing the Gas Cannon in favour of the Torpedo Launcher) &lt;br /&gt;
* [[Rocket Launcher vs Torpedo Launcher]]&lt;br /&gt;
* [[Weapons (TFTD)|Weapons]]&lt;br /&gt;
* [[Disruptor Pulse Launcher]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Equipment (TFTD) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment (TFTD)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:AMX&amp;diff=41021</id>
		<title>User:AMX</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:AMX&amp;diff=41021"/>
		<updated>2012-11-08T21:21:46Z</updated>

		<summary type="html">&lt;p&gt;AMX: Created page with &amp;quot;A fan of X-COM in general, and TFTD in particular.  Unfortunately I am incredibly, horribly bad at it.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A fan of X-COM in general, and TFTD in particular.&lt;br /&gt;
&lt;br /&gt;
Unfortunately I am incredibly, horribly bad at it.&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Mothership_(Apocalypse)&amp;diff=41020</id>
		<title>Alien Mothership (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Mothership_(Apocalypse)&amp;diff=41020"/>
		<updated>2012-11-08T20:28:48Z</updated>

		<summary type="html">&lt;p&gt;AMX: Removed duplicate navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_mothership_pedia.png|Alien Mothership UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_ufo10_icon.png|left|50 px|Mothership]]&lt;br /&gt;
The &#039;&#039;&#039;Alien Mothership&#039;&#039;&#039; (UFO Type 10) is the ultimate alien craft, armed to the teeth with weapons and being the toughest UFO by its capacity to take damage. Motherships will engage on [[Alien Infiltration (Apocalypse)|infiltration and subversion]] missions besides conducting aerial [[Cityscape Fighting (Apocalypse)#Retaliation|attacks]] by targetting organizations or simply dropping an [[Overspawn]] on the city.&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
&lt;br /&gt;
Motherships are very dangerous UFOs. They carry both a [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] and a [[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]]. They are also equipped with a [[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] to immobilize their targets before killing them with their primary weapons. &lt;br /&gt;
&lt;br /&gt;
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;84&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]]/[[Disruptor Multi-Bomb Launcher (Apocalypse)|Disruptor Multi-Bomb Launcher]]/[[Stasis Bomb Launcher (Apocalypse)|Stasis Bomb Launcher]] &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80/98/--&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600/250/250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]/[[Teleporter (Apocalypse)|Teleporter]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Crew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 [[Anthropod (Apocalypse)|Anthropods]], 2 [[Megaspawn (Apocalypse)|Megaspawns]], 5 [[Popper (Apocalypse)|Poppers]], 2 [[Psimorph (Apocalypse)|Psimorphs]], 9 [[Skeletoid (Apocalypse)|Skeletoids]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Infiltration Force&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 [[Multiworm Egg (Apocalypse)|Multiworm Eggs]], 4 [[Anthropod (Apocalypse)|Anthropods]], 5 [[Popper (Apocalypse)|Poppers]], 6 [[Skeletoid (Apocalypse)|Skeletoids]], 4 [[Spitter (Apocalypse)|Spitters]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Battleship_(Apocalypse)&amp;diff=41019</id>
		<title>Alien Battleship (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Battleship_(Apocalypse)&amp;diff=41019"/>
		<updated>2012-11-08T20:27:25Z</updated>

		<summary type="html">&lt;p&gt;AMX: Removed duplicate navbar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_battleship_pedia.png|Alien Battleship UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_ufo9_icon.png|left|50 px|Battleship]]&lt;br /&gt;
During the late stages of the game the &#039;&#039;&#039;Alien Battleship&#039;&#039;&#039; (UFO Type 9) will be the primary alien craft responsible for infiltration, subversion, attack missions, and will act later as an escort for [[Alien Mothership (Apocalypse)|Motherships]]. &lt;br /&gt;
&lt;br /&gt;
Capture of a downed Battleship is of paramount important since it is a required [[Research (Apocalypse)|research]] precondition for research of X-COM&#039;s ultimate craft, the [[Annihilator]].&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
&lt;br /&gt;
The Battleship is heavily armed and protected, carrying both a [[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]] as its primary weapon and a [[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]] to supplement it. &lt;br /&gt;
&lt;br /&gt;
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == &lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Statistics&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Value&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Armor&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;102&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Constitution&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Top Speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Heavy Disruptor Beam (Apocalypse)|Heavy Disruptor Beam]]/[[Disruptor Bomb Launcher (Apocalypse)|Disruptor Bomb Launcher]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Power&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80/94&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Weapon Range&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;600/450&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Equipment&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Large Disruption Shield (Apocalypse)|Large Disruption Shield]]/[[Teleporter (Apocalypse)|Teleporter]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Crew&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 [[Anthropod (Apocalypse)|Anthropods]], 3 [[Megaspawn (Apocalypse)|Megaspawns]], 5 [[Popper (Apocalypse)|Poppers]], 5 [[Skeletoid (Apocalypse)|Skeletoids]], 5 [[Spitter (Apocalypse)|Spitters]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Infiltration Force&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 [[Multiworm Egg (Apocalypse)|Multiworm Eggs]], 4 [[Anthropod (Apocalypse)|Anthropods]], 2 [[Popper (Apocalypse)|Poppers]], 5 [[Skeletoid (Apocalypse)|Skeletoids]], 4 [[Spitter (Apocalypse)|Spitters]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
* [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Vehicles (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: UFOs (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=40736</id>
		<title>Talk:TFTDextender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTDextender&amp;diff=40736"/>
		<updated>2012-11-01T13:09:33Z</updated>

		<summary type="html">&lt;p&gt;AMX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions or Comments=&lt;br /&gt;
&#039;&#039;&#039;A place to provide feedback or ask questions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The zip archive does not seem to include an .ini file. Where do I get the .ini file from? &lt;br /&gt;
:: Oh hang on. It looks like the latest version of the zip file does not include the .ini file. When I go back to the previous version of the zip file, I can see the .ini file. [[User:Spike|Spike]] 17:45, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;The latest release is a patch, which means there are no new additions to the INI.  I don&#039;t include it in patches usually so that those who already have the prior release don&#039;t have to reconfigure their current INI.  It may not seem like a big deal now but earlier, I was releasing fixes almost on a weekly basis and so I still continue with that idea.&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
== Bug Reports ==&lt;br /&gt;
&lt;br /&gt;
=== Crash when starting a landed/crashed USO battle ===&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;XCOM crashed at 0x7C82A5CD with error 0xC0000005 trying to access 0xFFE00B30.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Interesting.  I had someone report a similar thing when they were starting their first instance of the battlescape on a new install of the game.  I looked into it and the game generated some bad data. When he let the UFO take off and land again, the battle started with no problems..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:It&#039;s [[Known_Bugs_(TFTD)#Geoscape_Bugs|a bug I&#039;ve reported before]] (before TFTD Extender even existed), so it&#039;s not specific to TFTDExtender / UFOExtender. What is happening is the Alien Sub is landing on land, and the Triton is also attempting to land on land. Probably the game crashes when it fails to generate the appropriate terrain type? So the GEOSCAPE map/terrain data must be corrupted. I&#039;ve seen three examples of this. In a couple of cases the landing site is clearly inland, by hundreds of kilometres. In some cases it&#039;s right on the sea/land boundary and hard to tell. I have two save games that reproduce the bug now. From memory, the previous cases all happened around North Africa, like these present cases. [[User:Spike|Spike]] 08:31, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I think the problem is that there is no database to reference what type of terrain to load.  EU would reference this based on map coordinates. Since USO aren&#039;t usually engaged over land, the map generator can&#039;t get an appropriate tileset for the location in these cases.-[[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Save Equipment not working ===&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;Save Equipment&amp;quot; option enabled, the soldiers&#039; loadout at first was always like this: grenade in leg slot, clip in backpack - and it didn&#039;t change on the next mission, despite the fact that I re-equipped the soldiers correctly (grenades and clips on the belt). When I manufactured Gauss Rifles and issued them to my soldiers, it got even worse - none of the soldiers got clips, and two of the rifles were unloaded. Next I upgraded to Sonic-Blasta Rifles and now nothing, except some grenades (still in leg slots), is issued to the soldiers at all. &amp;quot;Save Equipment&amp;quot; was known to work in UFOExtender, did something get broken? --[[User:Player701|Player701]] 09:18, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Yes. Something is broken but not by the Extender. I haven&#039;t modified anything in the save equipment code, except datapoints and offsets that were necessary to match it to the executable and changes in the DAT files. Many subroutines, their order of execution, or the variables were modified in the TFTD game code.  Problems resulting from this are difficult to resolve since it requires finding what changed in the game code and then determining what changes are needed to get the UFOextender code to work.  See the discussion on problems with the OBDATA mod about the final source of the problem and its solution.-[[User:Morgan525|Tycho]] 20:03, 21 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: Would you suggest that everyone disables Save Equipment for the time being, in TFTDextender? [[User:Spike|Spike]] 07:44, 24 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;It couldn&#039;t hurt.  I believe that TFTD has its own form of autoequip and part of the solution will probably require that I disable it. Something similar happened to the &amp;quot;stunned units are KIA&amp;quot; mod from UFOextender: TFTD has its own version that conflicted but, since it worked well, I only needed to add code to update the unit&#039;s location so the corpse would appear in the right place.-[[User:Morgan525|Tycho]] 22:38, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:: I just did a few tests in raw TFTD (Steam CE) and the auto equip function is pretty basic: Give everyone a loaded weapon in what is probably reverse OBDATA.DAT order, then dish out any extra clips, grenades etc. Are you thinking that the Save Equipment efforts of TFTDextender are then being overwritten or partly overwritten by the existing TFTD auto equip function? I guess that would make sense. [[User:Spike|Spike]] 11:01, 25 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Minor Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Weightless Ammo Bug ===&lt;br /&gt;
&lt;br /&gt;
Do you think you could fix this bug? [[Known_Bugs#Equip_Phase_Ammo_Load_Error]]. Seb76 had a look at it, and diagnosed the cause, but he did not get around to fixing it. It&#039;s only mildly annoying and, some probably consider it to be useful as a very minor exploit. For me, it just really bugs me! (No pun intended). [[User:Spike|Spike]] 22:55, 6 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I found the source of the problem: None of the subroutines for inventory consider the clips in weapons so their entries in OBPOS.DAT are never updated. So when clips are autoloaded at the beginning of each battle, they have no owner.  I&#039;ve got the code to sync the ownership of clips with the weapon they are loaded into at the beginning of each battle and to update the clips when changed in inventory management.-&#039;&#039;[[User:Morgan525|Tycho]] 19:00, 19 October 2012 (EDT)&lt;br /&gt;
:: That is just awesome! :D [[User:Spike|Spike]] 22:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== MIA Bugs ===&lt;br /&gt;
&lt;br /&gt;
==== Crewed Flying Sub Lost on Abort ====&lt;br /&gt;
&lt;br /&gt;
Aborting [https://dl.dropbox.com/u/23157535/FlyingSubLost.zip this mission] will lead to loss of the craft, despite 3 soldiers still being in the Triton. --[[User:Player701|Player701]] 10:39, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Presumably the 3 aquanauts in the craft were not stunned or mind controlled on the Abort turn? [[User:Spike|Spike]] 16:37, 21 October 2012 (EDT)&lt;br /&gt;
:Right, they are not stunned (or dead) and they are under your control. And they are definitely in the sub. OK this is similar to a minor bug I have seen  before - see [[#Supernumary MIA on Abort|preceding item]]. On your pre-abort confirmation screen it says &amp;quot;3 units in craft, 9 units outside&amp;quot;. I&#039;ve had a similar issue before. It&#039;s double counting your aquanauts as being both inside and outside the craft on the confirm screen, since you only have 9 units (8 and 1 tank) in total. On actual abort you incorrectly get 9 MIAs (including the tank presumably) and I guess that&#039;s why you lose the sub. Interestingly, the 3 affected aquanauts look like they never moved from their original positions, is that true? I believe when I&#039;ve had similar problems before, it related to aquanauts who had never left the sub / never left their initial positions. We will have to see if Tycho can get to the bottom of this one. [[User:Spike|Spike]] 16:51, 21 October 2012 (EDT)&lt;br /&gt;
::Yes, that&#039;s true - those 3 haven&#039;t moved from their original positions. --[[User:Player701|Player701]] 17:19, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I found the nature of the issue here:  On one hand, all parts of the tank are being counted separately but then the End of Battle routine calculates the correct number of units but when it goes to locate the units on the battlefield, the three other parts of the tank are being tallied and thus the last three aquanauts are not checked since the 4 areas of the tank are first in the UNITPOS.DAT file.-[[User:Morgan525|Tycho]] 09:47, 24 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Supernumary MIA on Abort =====&lt;br /&gt;
&lt;br /&gt;
I Abort a mission with 8 Aquanauts and get the confirmation message &amp;quot;8 Aquanauts inside craft, 2 outside&amp;quot;. No one has been stunned or MCd. I did have two aquanauts, only, outside, but they have moved back inside the transport. Very odd. Saved Equipment was enabled. [[User:Spike|Spike]] 11:06, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;How many Aquanauts did you have in total?- -&#039;&#039;[[User:Morgan525|Tycho]] 02:54, 11 October 2012 (EDT)&lt;br /&gt;
:: I started the mission with only 8 Aquanauts and they all survived. Only two had even been outside the transport (quite an unusual situation). However I can&#039;t reproduce this bug, so please ignore it unless/until I can reproduce it. :) [[User:Spike|Spike]] 06:48, 17 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Stunned Carried Aquanauts MIA on Abort ====&lt;br /&gt;
&lt;br /&gt;
While you are looking the EOB script, I noticed one more anomaly. I&#039;m not sure if this is an original bug or an Extender bug. If you are carrying a stunned Aquanaut in the transport at the time of Abort, the stunned Aquanaut is lost (MIA). You have to drop the stunned Aquanaut on the floor. Probably this is because the position of the Aquanaut has not been updated and is still pointing to where they were stunned, not to the location of the carrying Aquanaut. [[User:Spike|Spike]] 04:49, 27 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This would be an original bug that was hidden beneath the general bug of stunned units MIA on abort.  At least it is manageable: Just be sure to drop all creatures carried before calling for an abort.-  -&#039;&#039;[[User:Morgan525|Tycho]] 02:51, 11 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Items on transport floor lost on Abort ===&lt;br /&gt;
&lt;br /&gt;
I went in to a mission with ten Sonic Cannons and came back with 3, despite retrieving them from the battlefield and dumping them on the transport floor. I only had 3 aquanauts on the transport armed with Sonic Cannon at the time of abort. The rest were stunned or unarmed. I also dumped half a dozen corpses and some alien items on the transport floor and I don&#039;t think those made it back to my base either. The transport was operating from base 2 rather than base 1, in case that&#039;s a factor. This may be an original bug of course. I just read through the multiplayer TFTD LP on StrategyCore, and they reported missing equipment on a lot of missions. I can go back and check if the missing equipment was on abort missions rather than victory missions. Sorry not to provide more specifics at this time but it was a hard mission and not exactly a controlled experiment. ;) [[User:Spike|Spike]] 21:35, 23 October 2012 (EDT)&lt;br /&gt;
: I tried to reproduce this in the unmodified game without success, controlling for aquanauts being stunned/not stunned, inside/outside transport, stunned inside/outside transport. I didn&#039;t control for reloading the game, that sometimes causes glitches. I will retry with the Extender next and see if that reproduces anything. [[User:Spike|Spike]] 21:06, 24 October 2012 (EDT)&lt;br /&gt;
Here&#039;s another thought. The problematic game was a Colony Assault which has a lot of objects in the object table. As the missing objects were created (corpses) or dropped (weapons) after the game started, they could be a long way down the object table. Now, doesn&#039;t TFTD have a bigger object table than EU? Maybe the TFTDextender is only recovering items from a sub-section of the TFTD object table? [[User:Spike|Spike]] 17:13, 26 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Coelacanth/Gauss mutates into Coelacanth/G.C. ===&lt;br /&gt;
&lt;br /&gt;
In my current game (using the Steam version) I observed it twice that, when a Coelacanth/Gauss is removed from a sub due to lack of ammo, it turns into a Coelacanth/Gas Cannon.&lt;br /&gt;
Note that I&#039;m using only the Gauss Tank Ammo Fix, but not the Gauss Tank Turret Stats Fix, nor the Improved Gauss Tank mod.&lt;br /&gt;
[[User:AMX|AMX]] 09:09, 1 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Resolved Problems=&lt;br /&gt;
===&amp;lt;s&amp;gt; Cannot build Leviathan &amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Hi Tycho. I&#039;ve just researched Leviathan in my TFDExtender game but cannot manufacture it! I have enough resources (Plastics, IBA, ManNav), 3 workshops, more than 100 technicans and one empty sub pen. But when starting the Leviathan manufacture task I cannot assign any technicans to it. I press the &amp;quot;up&amp;quot; button, and there are no reaction to this. I can build Manta, but not Leviathan. Don&#039;t you know what is it? [[User:PavelB|PavelB]] 06:55, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I was able to replicate Pavel&#039;s problem and found the problem: the Leviathan is the only item that its tech hours exceed 0x8000. If you use the wrong command to pass the value between registers, the program handles the value as though it were negative.  A simple change and the problem is fixed with patch 3.2 and confirmed by an independent source. - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Executable directive &amp;lt;/s&amp;gt;===&lt;br /&gt;
&#039;&#039;I found the problem: In the program file for the loader, the INI file name that is was expecting was TFTDloader.INI. A simple name change, recompile, and it works as it should. This will be available in the next full release-&#039;&#039;[[User:Morgan525|Tycho]] 10:24, 4 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Extra Artefacts Reported&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&#039;&#039;After some tests, I know the exact nature of the problem: clips loaded into weapons for any killed aliens (including those killed before mission starts as a result of a downed USO) are being allocated to the player when they abort a mission. This is not a bug from Extender this is in the original CE.-&#039;&#039;[[User:Morgan525|Tycho]] 20:27, 5 October 2012 (EDT)&lt;br /&gt;
&#039;&#039;This will be fixed in the next release.-&#039;&#039;[[User:Morgan525|Tycho]] 03:00, 13 October 2012 (EDT)&lt;br /&gt;
: Confirmed fixed. Killed aliens&#039; clips are not allocated to XCOM on Abort. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Manufacturing Projects Minimum Production&amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, if you have a manufacturing project underway, you can&#039;t reduce the quantity below the level that have been built or are in production now (the number that have been built, plus 1). With the autosell and autobuild features turned on, you need to be able to cursor down below zero, so the quantity cursor no longer stops when you reduce to this minimum. This may have some unintended effects, like changing a manufacturing project to produce less units than it has already reduced. On the other hand there may be no impact at all other than losing the built-in stop on the quantity cursor that reminds you how many units of that type you have already built or started to build. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It would be interesting to experiment to see what the effects of doing this are, if any: What happens if you reduce the number desired for an item below what has already been produced?  What happens if you create an order for a set number of items and later change it to auto-produce? [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: OK I will take a look at this and report back. Unless some bugs/glitches are being introduced, the only loss of existing functionality is that you can currently use the down arrow keys in the unmodified version to in effect say &amp;quot;stop production after completion of the next unit&amp;quot;, which avoids the wasted cost and effort of hitting the Stop Production button. [[User:Spike|Spike]] 04:45, 25 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tested - If I reduce the production quantity of a current production run to less than what as already been produced, the display completion time changes (incorrectly) to &#039;Indefinite&#039;, but production ends after completion of the next unit. So if I start by producing 10 units, wait until I have produced 2, then reduce the quantity to 2 (or probably 1), production stops after 3 units. Thies basically replicates the pre-existing behaviour when using the down arrow on the Quantity, so there has been no loss of functionality with your Mod. Also, Autosell and Autoproduce work normally when applied as changes to an existing production run. The only thing is I can&#039;t distinguish them on the Manufacturing display - both say &#039;unlimited&#039; quantity and &#039;indefinite&#039; period - is that intended? I suppose it makes sense, but it would be good to be able to tell which kind of production it is, *** Autoproduce or $$$ Autosell. [[User:Spike|Spike]] 08:57, 2 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Autosell should report &#039;unlimited $&#039; like the pic on the information page. I could change this to &#039;$unlimited$&#039; - [[User:Morgan525|Tycho]]&#039;&#039;&lt;br /&gt;
:: I think that extra &#039;$&#039; would be helpful. Also, maybe when production is reduced to equal-to or below the already-completed quantity, could you change the quantity display to &#039;halting&#039; instead of &#039;indefinite&#039;? [[User:Spike|Spike]] 09:46, 5 October 2012 (EDT)&lt;br /&gt;
:::&#039;&#039;OK. Changed the output to display &amp;quot;$unlimited$&amp;quot;.[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Stunned MC&#039;d Aquanauts MIA on Abort &amp;lt;/s&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
This is a subset of MC&#039;d Aquanauts go MIA [[Known_Bugs#Mind_Controlled_Soldiers_go_MIA]]. In this case Aquanauts are MC&#039;d by the aliens, then stunned (by friendlies), then the mission is Aborted with the stunned X-Com Aquanauts aboard the transport. The Aquanauts then disappear from the roster forever. I&#039;m not sure if it&#039;s due to Abort rather than Victory, or due to them being stunned first. &lt;br /&gt;
::&#039;&#039;I now have the code in place to uncontrol any creature that has been rendered unconscious. - -&#039;&#039;[[User:Morgan525|Tycho]] 02:47, 11 October 2012 (EDT)&lt;br /&gt;
This would also apply to UFO Extender. [[User:Spike|Spike]] 22:06, 21 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Grenade Resistance in INI file &amp;lt;/s&amp;gt; ===&lt;br /&gt;
:&#039;&#039;I removed the reference in the INI since it&#039;s unnecessary.-&#039;&#039;[[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; Materials deducted from wrong base &amp;lt;/s&amp;gt;===&lt;br /&gt;
:&#039;&#039;&#039;I reproduced the issue thanks to the instructions that Spike provided and I found the problem.  A few minor tweaks and now things are working as they should. - [[User:Morgan525|Tycho]] 08:33, 17 October 2012 (EDT)&#039;&#039;&#039;&lt;br /&gt;
:: I can confirm this is fixed and all is working correctly - great job, thanks Tycho. [[User:Spike|Spike]] 15:22, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt; OBDATA / Dye Grenade mod not working? &amp;lt;/s&amp;gt;===&lt;br /&gt;
:&#039;&#039;OK. I was right. Enemy Unknown only loads the OBDATA once when the game loads. TFTD loads it twice - once whenever it generates a battle. I needed a second hook for the mod in this case.  I tested it and it now works as it should. -&#039;&#039;[[User:Morgan525|Tycho]] 20:24, 5 October 2012 (EDT)&lt;br /&gt;
:: Confirmed fixed. Thanks again. [[User:Spike|Spike]] 15:36, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Displacer/Sonic damage fix&amp;lt;/s&amp;gt;  ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; I changed the damage to be 130, same as the UFOpaedia entry.-&#039;&#039;[[User:Morgan525|Tycho]] 03:52, 13 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt; Weight Display in Inventory not Localised &amp;lt;/s&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
At least when I run the game in German, it comes up as &amp;quot;Weight&amp;quot; and not something like &amp;quot;Gewicht&amp;quot;. Reactions comes up ok as &amp;quot;Zeitwerte&amp;quot;. [[User:Spike|Spike]] 09:47, 9 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Added ability for users to added their own language by copying lines from Extender&#039;s page under the equipment section to the same section in their INI, alter the text as specified, and save the INI&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things that TFTDextender does not fix ==&lt;br /&gt;
&lt;br /&gt;
Just more or less as a note to the reader, TFTDextender does not fix some of the following things that are sometimes thought of as needing fixing (and this is probably deliberate?):&lt;br /&gt;
&lt;br /&gt;
* Does not fix the apparent swap of the ground map for the VERY SMALL Survey Ship (1 occupant) with the SMALL Escort (half-dozen or more occupants). So you get the VERY SMALL sub occupying about 25 squares of usable area on the Battlescape, and the supposedly larger SMALL sub occupying one square of usable area on the Battlescape, begging the question of how all those aliens got inside there in the first place. XcomUtil will fix this, as will the original patches that XcomUtil incorporates.&lt;br /&gt;
* Does not fix the incorrect pictures for the large USO in the interception window.  &lt;br /&gt;
:&#039;&#039;Both of the above issues have been corrected by Zombie, who swapped the USO map files and changed INTERCEPTION.DAT. You can get these updates from the StrategyCore file section.&#039;&#039;[http://www.strategycore.co.uk/files/x-com-terror-from-the-deep/patches/]&lt;br /&gt;
* Does not fix the Dart Gun to make it any less utterly useless. Though you can do this yourself via the OBDATA.DAT section of TFTDextender. (Suggestion: don&#039;t fix it. The useless Dart Gun is all part of the &amp;quot;oh no we&#039;re all gonna die&amp;quot; experience of the beginning of TFTD.)&lt;br /&gt;
* Does not improve the armour and effectiveness of the basic Aqua-Jet and Gas Cannon Coelecanths (it does upgrade the Coelecanth/Gauss). (Again, suggestion: this is a good thing - XCOM should start the game hopelessly outclassed, and scramble to catch up).&lt;br /&gt;
* Does not allow you to mount weapons on Tritons, or use Barracudas as transport subs. XComUtil can help you cheat in this way.&lt;br /&gt;
* Does not allow you to have 360 degree vision out of your sub before exiting it. (What kind of coward would want that?). XComUtil does this.&lt;br /&gt;
&lt;br /&gt;
= Feature Requests and Suggestions =&lt;br /&gt;
&lt;br /&gt;
== Useful alien species research ==&lt;br /&gt;
&lt;br /&gt;
Tycho, I really like this idea you proposed in the StrategyCore forum:&lt;br /&gt;
&lt;br /&gt;
:I&#039;m thinking about giving a hp bonus to all aliens until Xcom performs an autopsy on the species to learn the location of their vital organs (like in the movie &amp;quot;Battle of LA&amp;quot;). This would give more importance to performing autopsies rather than just as a stepping stone to new tech.&lt;br /&gt;
&lt;br /&gt;
Definite +1. It would be equally valid to add to UFO Extender. I suppose it could also be implemented using Vulnerabilities (no Vulnerabilities are in effect until the Autopsy is completed), or Resistances (across-the-board increased Resistances until Autopsy is completed). If that&#039;s easier. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The bonus to hp was an initial thought. Later, I decided against it since it would make aliens more resistant to HE and stun, which don&#039;t rely on hitting the right locations. Increasing resistances would be the most appropriate but the damage routine code is very tight and adding anything new that won&#039;t break the existing variable stack pointers is tough.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
::&#039;&#039;A new idea for this that I recently have been toying with, would be on the damage generation routine:  Most direct fire damage is 0-200%, with anything over 100% considered a &amp;quot;critical hit&amp;quot;.  If autopsy hasn&#039;t been preformed, then the base damage would be 0-100% and a small chance (maybe 25%) of another 0-100% for that lucky shot. With autopsy done, the game reverts back to the usual 0-200% on any hit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: That works. And it makes doing Alien Autopsies a no-brainer, as it should be. It is pretty much inconceivable that XCom wouldn&#039;t prioritise the autopsy of any newly encountered alien. And any player playing the game for the first time would do autopsies too. This mod will help experienced players to stop playing as if they&#039;ve &amp;quot;seen it all before&amp;quot;. [[User:Spike|Spike]] 10:35, 15 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Would it also be worth adding some kind of bonus for Live Alien research? Maybe the negation of some kind of Morale penalty and/or Psi penalty? Fear of the unknown, know your enemy, that kind of thing?&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;I thought about that but the game doesn&#039;t record live aliens that have been researched. When you finish research on a live alien, it only follows the routine to unlock the appropriate UFOpaedia articles and then checks to see if the finished research can unlock other topics.&#039;&#039; [[User:Morgan525|Tycho]]&lt;br /&gt;
&lt;br /&gt;
I had a further thought on this while trying to guess what your new pre-requisites are for the various armours. For now it&#039;s really cool to be guessing but once people have figured it out, well, it will be more logical but still will have &#039;replay fatigue&#039;. Would it be possible to randomise the pre-requisites for a lot of the key research topics, from out of a plausible list of items (or even randomise pre-requisite topics)? That would make every game fresh in terms of the research sequence, and make the research aspect of the game more challenging and less dry &amp;amp; predictable. As ever, just a suggestion. :) Cheers, [[User:Spike|Spike]] 16:01, 19 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All Units Can &amp;quot;Fly&amp;quot; In Water ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s very illogical that most units are stuck on the seabed in underwater missions. Please provide the option to set all units (X-Com and alien) to have &amp;quot;flying&amp;quot; (i.e. swimming) ability when underwater. This is unlikely to cause an outbreak of 3D combat, since there is no cover except at seabed level, so anyone swimming excessively or incautiously is going to get shot. It might disadvantage the aliens if their tactical map waypoints are all set on the surface. But as some of them can &amp;quot;fly&amp;quot;, there is hopefully a mechanism to deal with that in the code already. For me it will just solve the frustration of being unable to swim over small obstacles or swim up a level, and being stuck or tactically limited for no sensible reason. Mag-Ion Armour remains useful as an important step in Sub Research and (if using the Everything Works on Land mod) for land use. [[User:Spike|Spike]] 11:36, 9 September 2012 (EDT)&lt;br /&gt;
: This requires setting [[UNITREF.DAT]] byte 0x78 bit 2 for the unit (e.g. for all units on both sides). Or the in-memory equivalent of UNITREF.DAT. [[User:Spike|Spike]] 10:19, 5 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aliens Pick Up Weapons ==&lt;br /&gt;
&lt;br /&gt;
Related to Improved Alien AI. This makes the game tougher as stunned / panicked bipedal-type aliens are no longer permanently disarmed. This now seems to be possible due to research by Volutar. See [[Talk:OBDATA.DAT#Field_0x2D]]. A fix for this would be a very helpful rebalancing of both games that eliminates one of the aliens&#039; weak spots. The existing (but unused) routine looks pretty smart and not immediately exploitable to ambush aliens using weapons as traps. &lt;br /&gt;
&lt;br /&gt;
: I noticed the UFO Extender source code has a &#039;get&#039; keyword under the OBDATA.DAT directive that populates this field 0x2D. Is that working? [[User:Spike|Spike]] 21:03, 16 October 2012 (EDT)&lt;br /&gt;
:&#039;&#039;It should be.  I haven&#039;t tested it out but it should work like any other OBDATA change, in theory. As long as the code in the AI routine handles this byte, it should work.  I believe someone mentioned under the Geoscape.exe page that the AI routine ignores any value under 5.-[[User:Morgan525|Tycho]] 00:58, 25 October 2012 (EDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General Tank Modding ==&lt;br /&gt;
&lt;br /&gt;
I see you are interested in modding tanks (HWPs/SWPs) and that&#039;s partly what got you into updating UFO Extender. I made some suggestions for Tank Modding myself, including some of the mechanics required to make it work via a config file such as the UFO / TFD Extender config file. For example you could have cargo carrier / ambulance / casevac tanks, you could have demolition tanks, mine thrower tanks, and of course tanks with custom weapons including dual weapons. Could you have a look here: [[User:Spike#Tank_mods]] and see if any of that makes you feel like getting creative?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
[[User:Spike|Spike]] 10:46, 3 September 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Use Melee Attacks and Psi/MC on Mind Controlled Aliens ==&lt;br /&gt;
&lt;br /&gt;
Hook the right and left weapon menus on mind controlled aliens to add in actions for their built in melee attacks (if they have them) and built in Psi/MC attacks (if they have Psi/MC Skill). Ideally add these actions to the menu, and pop up a menu, even if the alien isn&#039;t holding any weapons.&lt;br /&gt;
&lt;br /&gt;
This would make playing Multiplayer XCOM (via XComUtil) way, way nicer.&lt;br /&gt;
&lt;br /&gt;
== Fix Interception and Navigation Course Algorithms ==&lt;br /&gt;
&lt;br /&gt;
Or just find the algorithms and I volunteer to fix them!&lt;br /&gt;
&lt;br /&gt;
=== Use Great Circle Routes ===&lt;br /&gt;
&lt;br /&gt;
Travel toward the target on the shortest Great Circle, rather than always travelling along lines of latitude first (like they are some kind of main bus route!). &lt;br /&gt;
&lt;br /&gt;
=== Use Predictive Interception ===&lt;br /&gt;
&lt;br /&gt;
For a moving target, don&#039;t head towards where it is &#039;&#039;now&#039;&#039;, head towards where it&#039;s &#039;&#039;going to be when you get there&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Show Degree Headings ===&lt;br /&gt;
&lt;br /&gt;
The game only ever reports alien headings as North, South, East, West, but clearly alien craft move in other directions than just these four, and clearly XCOM detection equipment is capable of resolving these finer-grained headings, since the crafts&#039; tracks are shown correctly in the Geoscope. &lt;br /&gt;
As a first step towards predictive interceptions, it would be great to display the alien craft&#039;s heading in degrees, eg 135 degrees for South-East. Maybe rounded to the nearest 5 or 10 degrees.&lt;br /&gt;
&lt;br /&gt;
== Interception Craft vs Touched Down Alien Craft == &lt;br /&gt;
&lt;br /&gt;
If an alien craft is touched down and an XCOM interception craft (not touched down) is at the same X/Y position, if the alien craft begins to move, immediately open the Interception window at minimum range (8km/nm), presumably with the alien attempting to get away / break off. Currently the Interception window only happens if the XCom craft is faster, which is dumb, &#039;&#039;even if&#039;&#039; the alien craft could accelerate instantly to its maximum speed. &lt;br /&gt;
&lt;br /&gt;
For TFTD, only open the window if the alien craft is touched down at a depth that the XCOM craft can reach. &lt;br /&gt;
&lt;br /&gt;
== Fun, not Funky, Fire ==&lt;br /&gt;
&lt;br /&gt;
An alternative option for incendiaries/phosphorous damage processing: Do process the so called &#039;impact&#039; damage of an incendiary on every shot, not just at the end of the turn. But only apply it to those in the area of affect of this specific shell burst, not to all units who are standing in smoke or fire anywhere on the map. This will please fans of incendiaries/phosphorous. It&#039;s probably a balancing, rather than unbalancing, change in the relative strengths of the ammo types. Makes incendiaries/phosphorous useful for more than just illumination or desperation. Gives some use to the research topics that advise use of incendiaries/phosphorous, and the damage modifiers aliens have been assigned.&lt;br /&gt;
&lt;br /&gt;
== Rearming Rates ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [[Known_Bugs_(TFTD)#Geoscape_Bugs]]:&lt;br /&gt;
&lt;br /&gt;
=== Craft Gauss Cannon Rearming Rate ===&lt;br /&gt;
&lt;br /&gt;
This weapon rearms at 10/hr but probably should be 50/hr or at least 25/hr, otherwise it is far slower to rearm than any other cannon weapon in either game. In fact it&#039;s the second slowest weapon system to rearm, slower only than AJAX...&lt;br /&gt;
&lt;br /&gt;
=== AJAX Rearming Rate ===&lt;br /&gt;
&lt;br /&gt;
An AJAX system takes twice as long to fully reload as a D.U.P. system, as a result AJAX-armed Craft have much worse operational tempo and readiness than D.U.P. armed Craft. Like we needed yet another reason to always use D.U.Ps. This is probably a design error rather than a bug, but it would be good to fix it - anything to give a more balanced set of craft weapon choices. The rearming rate should be raised from 1/hr to 2/hr. The AJAX system will then have the same operational tempo as the D.U.P. system. &lt;br /&gt;
&lt;br /&gt;
Could also be applied to Stingray missiles in EU 1994, as the same analysis applies to Stingray vs Avalanche.&lt;br /&gt;
&lt;br /&gt;
== Retaliate for Colony Assault ==&lt;br /&gt;
&lt;br /&gt;
See this discussion [[Talk:Alien_Retaliation#Retaliation_Triggers]]. Colony raids are a good way for the alien to lose badly, so it would be a good balancing move to create severe consequences for raiding. It is at least as sensible as retaliation for USO Assaults.&lt;/div&gt;</summary>
		<author><name>AMX</name></author>
	</entry>
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