<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ArivaldH</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ArivaldH"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/ArivaldH"/>
	<updated>2026-05-03T20:39:03Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=89565</id>
		<title>Template:Apoc Table</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=89565"/>
		<updated>2019-07-24T06:53:37Z</updated>

		<summary type="html">&lt;p&gt;ArivaldH: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table style=&amp;quot;width:100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;1&amp;quot;|  {{Apoc Icon}} &#039;&#039;&#039;X-COM: Apocalypse&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdApoc Heading}}&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Info (Apocalypse)|General Information]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Background (Apocalypse)|Background]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Known Bugs (Apocalypse)|Known Bugs]]&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Happenings in Mega-Primus&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Cityscape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape (Apocalypse)|Cityscape]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mega-Primus]] &lt;br /&gt;
: [[City Maps (Apocalypse)|City Maps]]&lt;br /&gt;
: [[Organizations]]&lt;br /&gt;
: [[Population_(Apocalypse)| Population]]&lt;br /&gt;
: [[Relations (Apocalypse)|Relations]] &lt;br /&gt;
: [[Trade (Apocalypse)|Trade]] &lt;br /&gt;
: [[Buildings (Apocalypse)|Buildings and Areas]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cityscape Fighting (Apocalypse)|Cityscape Fighting]]&lt;br /&gt;
: [[UFO Incursions (Apocalypse)|UFO Incursions]]&lt;br /&gt;
: [[Alien Ship Combat (Apocalypse)|Alien Ship Combat]]&lt;br /&gt;
: [[Alien Infiltration (Apocalypse)|Alien Infiltration]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;Close Quarter Skirmishes&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Battlescape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Battlescape Overview (Apocalypse)|Battlescape]]&lt;br /&gt;
: [[Mission Types (Apocalypse)|Mission Types]]&lt;br /&gt;
: [[Real-Time Combat (Apocalypse)| Real-Time Combat]]&lt;br /&gt;
: [[Turn-Based Combat (Apocalypse)| Turn-Based Combat]]&lt;br /&gt;
: [[Real-Time vs Turn-Based (Apocalypse)|Real-Time vs Turn-Based Analysis]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tactics (Apocalypse)|Tactics]]&lt;br /&gt;
: [[Starting a Mission (Apocalypse)|Starting a Mission]]&lt;br /&gt;
: [[Controls (Apocalypse)|Agent Automatic Reaction Controls]]&lt;br /&gt;
: [[Engaging the Enemy (Apocalypse)|Engaging the Enemy]]&lt;br /&gt;
: [[Strategies for Troops (Apocalypse)|Strategies for Troops]]&lt;br /&gt;
: [[Base Defense (Apocalypse)|Base Defense]]&lt;br /&gt;
: [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]]&lt;br /&gt;
: [[Psionics (Apocalypse)|Psionics]]&lt;br /&gt;
: [[Take Cover!]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;All Those Useful Items&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;X-COM&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bases (Apocalypse)|Bases]] &lt;br /&gt;
: [[Base Locations (Apocalypse)|Locations]]&lt;br /&gt;
: [[Base Layouts (Apocalypse)|Layouts]]&lt;br /&gt;
: [[Facilities (Apocalypse)|Facilities]]&lt;br /&gt;
: [[Research (Apocalypse)|Research]] &lt;br /&gt;
:: [[Biochemistry]]&lt;br /&gt;
:: [[Quantum Physics (Apocalypse)|Quantum Physics]]&lt;br /&gt;
: [[Engineering (Apocalypse)|Engineering]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Agents (Apocalypse)|Agents]]&lt;br /&gt;
: [[Agents Stats (Apocalypse)|Agents Stats]]&lt;br /&gt;
:: [[Agents Medals (Apocalypse)|Agents Medals]]&lt;br /&gt;
: [[Agents Equipment (Apocalypse)|Agents Equipment]]&lt;br /&gt;
: [[Agents Armor (Apocalypse)|Agents Armor]]&lt;br /&gt;
: [[Suggestions for Equipping Troops (Apocalypse)|Suggestions for Equipping Troops]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicles (Apocalypse)|Vehicles]]&lt;br /&gt;
: [[Vehicle Weapons (Apocalypse)|Vehicle Weapons]]&lt;br /&gt;
: [[Vehicle Engines (Apocalypse)|Vehicle Engines]]&lt;br /&gt;
: [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|- {{stdTable Sub Heading}} title = &amp;quot;The Interdimensional Aliens&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Aliens&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
: [[Alien Overview (Apocalypse)| Alien Overview]]&lt;br /&gt;
: [[Alien Artifacts (Apocalypse)|Alien Artifacts]]  &lt;br /&gt;
:: [[Alien Tech Levels (Apocalypse)|Alien Tech Levels]]&lt;br /&gt;
: [[Alien Ships (Apocalypse)|Alien Ships]]&lt;br /&gt;
: [[Alien Dimension (Apocalypse)| Alien Dimension]]&lt;br /&gt;
:: [[Dimension UFO Combat (Apocalypse)|UFO Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 33.3%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Miscellaneous Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Equipment Analysis (Apocalypse)|Weapon/Equipment Analysis]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Making the Game Harder (Apocalypse)|Making the Game Harder]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sightings in other fandoms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unused Game Features (Apocalypse)|Unused Game Features]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Concept Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Game versions and builds (Apocalypse)|Game versions and builds]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Cut items and features (Apocalypse)|Cut items and features]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cut mechanics and behavior (Apocalypse)|Cut mechanics and behavior]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What it should be. Design doc (Apocalypse)|What it should be. Design doc]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Difficulty Levels (Apocalypse)|Difficulty Levels]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Data tables|Data Tables]]&lt;br /&gt;
: [[Alien Stats (Apocalypse)|Alien Stats]]&lt;br /&gt;
: [[Damage Modifiers (Apocalypse) | Damage Modifiers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Game Files|Game Files]]&lt;br /&gt;
: [[Audio Formats (Apocalypse)|Audio File Formats]]&lt;br /&gt;
::[[Music player]]&lt;br /&gt;
: [[Image Formats (Apocalypse)|Image File Formats]]&lt;br /&gt;
: [[Cityscape Files (Apocalypse)|Cityscape Files]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Learning AI|Learning AI]]&lt;br /&gt;
: [[EXPERIEN.DAT (Apocalypse)|EXPERIEN.DAT]]&lt;br /&gt;
: [[BRAIN.DAT (Apocalypse)|BRAIN.DAT]]&lt;br /&gt;
: [[WEAPEXP.DAT (Apocalypse)|WEAPEXP.DAT]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Input Device Reference (Apocalypse) | Input Device Reference]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Mods, Utilities, Compilations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (Apocalypse) | Mods]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Guides&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[User Guides (Apocalypse) | User Guides ]]&lt;br /&gt;
: [[NKF&#039;s X-COM Apocalypse: Starter&#039;s Guide | NKF&#039;s Starter Guide]]&lt;br /&gt;
: [[AllOutWar&#039;s X-Com Apocalypse Guide | AllOutWar&#039;s Guide]]&lt;br /&gt;
: [[Defending Mega Primus from Evil Space Aliens, a Beginner&#039;s Guide|Captain Foo&#039;s Beginner Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArivaldH</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=89564</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=89564"/>
		<updated>2019-07-24T06:49:06Z</updated>

		<summary type="html">&lt;p&gt;ArivaldH: /* Firing Infatuated Agents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents (or biochemists, or engineers, or quantum physicists) assigned to single base.  Only the first twenty specialists are visible in the hire/fire interface. The others cannot be fired from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing specialist (agent, biochemist, engineer or physicist) #1 fires agent #21 (and engineer #21 if present, and quantum physicist #21 if present) as well.&lt;br /&gt;
Firing specialist #2 fires agent #22 (and engineer #22 if present, and quantum physicist #22 if present) as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
To fire &amp;gt;#20 specialists one needs to &amp;quot;transfer&amp;quot; some &amp;lt;#20 specialists to other base.&lt;br /&gt;
Then it&#039;s still only possible to fire only first 20 specialists, but those which were further down the line are now visible.&lt;br /&gt;
This can be done without unpausing - so it&#039;s possible to transfer those specialists back once proper guys/gals have been fired.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== No night missions! ===&lt;br /&gt;
Missions will always happen in the light, even if it is night and the mission takes place outside of any building.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
The only way to unlock is to transfer them temporarily to another base.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (roughly 500). If one takes a full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory some agents may not spawn and/or aliens (Anthropods and Skeletoids) may spawn without equipment. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
&lt;br /&gt;
=== Cannot choose men in base defense missions ===&lt;br /&gt;
When an enemy corporation attacks one of your bases you will be immediately engaged into a base defense mission.&lt;br /&gt;
The tactical screen limits to 35 the number of people that you can use in a mission.&lt;br /&gt;
If there are more than 35 people in the base, only 35 will be active in the mission and you are not given any choice which man to use.&lt;br /&gt;
You might find yourself fighting with injured agents or with poor agents that you were training.&lt;br /&gt;
Additionally in these missions you have no option to get any weapons from the stores in the base. &lt;br /&gt;
If you leave an agent bare handed in the base, you will fight with a bare handed agent!&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Lower aliens (Brainsuckers, kamikaze, hyperworms) might be covered from taller structures, making them complicate to identify.&lt;br /&gt;
The possibility to rotate the view was mandatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>ArivaldH</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=89464</id>
		<title>Known Bugs (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=89464"/>
		<updated>2019-07-04T20:13:40Z</updated>

		<summary type="html">&lt;p&gt;ArivaldH: New bug report.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cityscape bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Firing Infatuated Agents ===&lt;br /&gt;
This happens if you have more than twenty combat agents at (assigned to?) one base.  Only the first twenty agents are visible in the hire/fire interface.  The others can be fired, just not from the agent interface.&lt;br /&gt;
&lt;br /&gt;
Firing biochemist #1 fires agent #21 as well.&lt;br /&gt;
Firing biochemist #2 fires agent #22 as well.&lt;br /&gt;
&lt;br /&gt;
And so on.&lt;br /&gt;
&lt;br /&gt;
Whether it is possible to fire infatuated biochemists, quantum physicists, or engineers has not been verified yet.&lt;br /&gt;
&lt;br /&gt;
=== Rendor Plasma Shot Undercount ===&lt;br /&gt;
Per [[User:NKF|NKF]]&#039;s research ( http://www.xcomufo.com/forums/index.php?showtopic=242028127 ), the Rendor Plasma gun (an air vehicle weapon) actually has all 140 of the shots it used when loading up.  The game divides this by two, reporting 70 shots.&lt;br /&gt;
&lt;br /&gt;
=== Is that base yours ? ===&lt;br /&gt;
When aliens get to your base by spreading through the tubes, the game treats your base as if it was a building owned by the government.&lt;br /&gt;
Hence, the alien activity will start growing on the government, if aliens are spotted you will have an alarm, and if you start a mission, you will combat in a standard warehouse or slum scenario, rather than in your base.&lt;br /&gt;
&lt;br /&gt;
=== Battleship &#039;&#039;ex nihilo&#039;&#039; ===&lt;br /&gt;
One of the Infiltration fleets (#17 on the UFO Incursions page) consists of one Battleship that inserts aliens, one Escort Ship, and one Battleship that bombs a building. This is the only UFO fleet in the game that has the same UFO type performing two different missions, and as such it runs afoul of a bug in the spawn routine. See, when checking whether there are enough UFOs for a fleet, the game checks for the presence of each UFO group &#039;&#039;separately&#039;&#039;, and the two Battleships are in different groups. As such, the game checks for whether there is 1 Battleship, 1 Escort Ship and 1 Battleship, &#039;&#039;not&#039;&#039; whether there is 1 Escort Ship and 2 Battleships, and may erroneously spawn this fleet (with both Battleships) even if there is only one Battleship in the Alien Dimension.&lt;br /&gt;
&lt;br /&gt;
== Tactical section bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Poor pathway finding ===&lt;br /&gt;
The pathway finding algorithm will choose very poor paths when you move your men in the turn based version of the game.&lt;br /&gt;
The path chosen will be OK only if you your men can reach their destination following a straight path and there are no obstacles around. Otherwise it will pick very crazy routes. The behaviour of the algorithm is particularly crazy when you are using flying units and more complicate routes can be chosen. &lt;br /&gt;
Also, the path that your men follows when you move appears to be different from the one selected to predict the TUs left after the move, so that this prediction is often incorrect.&lt;br /&gt;
&lt;br /&gt;
=== Agents travelling in time ===&lt;br /&gt;
When you start a mission in turn based mode, the clock will advance by a few seconds after each turn.&lt;br /&gt;
But after that you have completed the mission it will get back to the time before mission started. The odd part is that the ship carrying the agents is ready to take off.&lt;br /&gt;
&lt;br /&gt;
=== No night missions! ===&lt;br /&gt;
Missions will always happen in the light, even if it is night and the mission takes place outside of any building.&lt;br /&gt;
&lt;br /&gt;
=== Crazy transportation ===&lt;br /&gt;
If you hire new men and the road to access your base is broken, your men will pick a car but will not be able to reach the base and will keep turning around and around. But as soon as you set the &amp;quot;ultratime&amp;quot; on he will get to the base regardless the road was repaired or not.&lt;br /&gt;
&lt;br /&gt;
=== Quarreling with Transtellar is dangerous! ===&lt;br /&gt;
If you happen to upset Transtellar your men will not be able to move using transtellar cars. &lt;br /&gt;
If you hire some men they will try to get to your base through the tubes, but they often will not be able to get to your base and remain stuck in another building. &lt;br /&gt;
At this point if you then succeed into getting a better relationship with Transtellar, your men will not immediately get to your base, and some of them might remain stuck into their positions even running the ultratime.&lt;br /&gt;
The only way to unlock is to transfer them temporarily to another base.&lt;br /&gt;
&lt;br /&gt;
=== Visual glitches ===&lt;br /&gt;
There are some glitches when you move your men flying very high, especially if tall structures are around.&lt;br /&gt;
You will see &amp;quot;shadows&amp;quot; to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.&lt;br /&gt;
&lt;br /&gt;
=== Resistance bug ===&lt;br /&gt;
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.&lt;br /&gt;
&lt;br /&gt;
=== Spying capabilities ===&lt;br /&gt;
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.&lt;br /&gt;
&lt;br /&gt;
=== Big aliens visibility bug ===&lt;br /&gt;
Big aliens (Megaspawn, psymorphs) might not be visible to your men if part of their body is hidden behind structures. Even if the alien is sitting in front of you and half of its body is in sight.&lt;br /&gt;
&lt;br /&gt;
=== Items limit in tactical combat ===&lt;br /&gt;
There seems to be a limit of items in tactical combat (256 - anyone can verify?). If one takes full contingent - 36 agents - to a combat, if there&#039;s too much equipment in their inventory enemies may run without any equipment at all. This *may* be a good exploit for dangerless tactical missions, but it will *not* give any points/credits for equipment that is missing - since it&#039;s not present.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
&lt;br /&gt;
=== Cannot choose men in base defense missions ===&lt;br /&gt;
When an enemy corporation attacks one of your bases you will be immediately engaged into a base defense mission.&lt;br /&gt;
The tactical screen limits to 35 the number of people that you can use in a mission.&lt;br /&gt;
If there are more than 35 people in the base, only 35 will be active in the mission and you are not given any choice which man to use.&lt;br /&gt;
You might find yourself fighting with injured agents or with poor agents that you were training.&lt;br /&gt;
Additionally in these missions you have no option to get any weapons from the stores in the base. &lt;br /&gt;
If you leave an agent bare handed in the base, you will fight with a bare handed agent!&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Lower aliens (Brainsuckers, kamikaze, hyperworms) might be covered from taller structures, making them complicate to identify.&lt;br /&gt;
The possibility to rotate the view was mandatory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;/div&gt;</summary>
		<author><name>ArivaldH</name></author>
	</entry>
</feed>