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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bard</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=Bard"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Bard"/>
	<updated>2026-05-01T04:35:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=118181</id>
		<title>Cheat Codes (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=118181"/>
		<updated>2024-01-06T23:30:19Z</updated>

		<summary type="html">&lt;p&gt;Bard: Undo revision 115648 by EsTeR (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.&lt;br /&gt;
&lt;br /&gt;
These cheats no longer work in the final release, as they have been fully stripped off the UFO2p.exe and TACP.exe.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title=Disclaimer}}&lt;br /&gt;
These are for testing purposes only and are not to be published externally, this section of the document should be considered “confidential”, and for the eyes of Mythos and MPS only.&lt;br /&gt;
&lt;br /&gt;
NOTE: If any “cheats” are found that are not documented here then they should be considered “bugs”.&lt;br /&gt;
{{Ref Close | source = &amp;quot;Keys.doc&amp;quot;-document}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “UFO CHEAT”&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; from the main interface, if you mistype it or it doesn’t work, hold down ALT and press any key other than “U”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmode.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The space bar has to be pressed between UFO and CHEAT: &amp;quot;ALT + U F O SPACEBAR C H E A T&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + NUMPAD PLUS&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one more of all equipment&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;ALT + 0,1,2,3,4,5,6,7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flip dimension&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auto-save on / off&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;ALT + B&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Base mission&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;ALT + C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force UFOs to crash&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;ALT + D&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dimension map cheat on / off&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Build base facilities cheat on / off&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Test alien dimension&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;ALT + M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get $100000&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;ALT + N&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show no. of aliens in buildings&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + P&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finish project instantly on / off&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;ALT + Q&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all manufacture on / off&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;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all research on / off&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;ALT + S&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Overspawn&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force apocalypse (terror) mission&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;View all ufopaedia on /off&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;ALT + X&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one of each vehicle&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + Z&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show all people tube connections&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In the later Beta versions, where the alternative Dimensions got scrapped, only Alt+0 (Mega-Primus) and Alt+1 (Alien Dimension) will work.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These are shown on the citymap overview.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; The Overspawn will always spawn at the top left corner of the map.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This includes all craft available for purchase, all X-COM researchable craft, all civilian and police craft as well as one of each UFO and an Overspawn.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Cityscape)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cause Fatal Error&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “TAC CHEAT”&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if you mistype it or it doesn’t work, hold down ALT and press any key other than “T”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmodetac.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The space bar has to be pressed between TAC and CHEAT: &amp;quot;ALT + T A C SPACEBAR C H E A T&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Training mode on / off&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + H&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden terrain on / off&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden units on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill all hostile units&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;ALT + I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Invincibility on / off&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;ALT + W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weightlessness on / off&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase musical intensity&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Decrease musical intensity&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;ALT + U&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animation viewer&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This makes it so the AI takes over and controls your agents. It will cause the AI to be completely unlocked and use all available tactics. This mode was also used to train the decision matrix of the game over a test of roughly 8000 games.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Removes the fog of war.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Makes all hostile and neutral units visible, regardless of line of sight.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Disables the draining of Stamina as well as the slowdown of being overburdened.&lt;br /&gt;
: &amp;lt;sup&amp;gt;5 &amp;lt;/sup&amp;gt; Official tooltip: &amp;quot;you must have unit selected + on screen, ESCAPE exits, other keys given on screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Tactical)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show frame counter&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
[[Image:1ofeachvehicle.png|One of each vehicle cheat]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mapreveal.png|Map and Units revealed]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ptubealiens.png|People Tubes and Alien Numbers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Overspawns.png|Forcing Overspawns]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Betavsfinal.png|Left side Beta .exe&#039;s, right side final release .exe&#039;d]]&lt;br /&gt;
(You can open the UFO2P.exe and TACP.exe with a regular text editor, to reveal mostly scrambled data but also quite a lot of intact text, both used and unused)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=114702</id>
		<title>GEODATA</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=114702"/>
		<updated>2023-07-06T07:25:34Z</updated>

		<summary type="html">&lt;p&gt;Bard: Small fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;50%&amp;quot; {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BACKPALS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palettes used by some [[BACK01.SCR-BACK17.SCR|background images]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BIGLETS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Large text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[COS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated cosine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH.DAT]]&amp;amp;nbsp;[[ENGLISH.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH2.DAT]]&amp;amp;nbsp;[[ENGLISH2.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTERWIN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept screen and control panel.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;German Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;French Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOFTEMPS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-D Info on Map Objects&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBDATA.DAT]]&amp;amp;nbsp;[[OBDATA.DAT_(TFTD)|(TFTD)]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Object data.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PALETTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Color information used in the game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SCANG.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map graphics.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SINE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated sine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMALLSET.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Normal text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WORLD.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Global terrain/depth divisions.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Game Files]]&lt;br /&gt;
[[Category:Game Folders]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Forums&amp;diff=112624</id>
		<title>Forums</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Forums&amp;diff=112624"/>
		<updated>2022-12-06T17:29:52Z</updated>

		<summary type="html">&lt;p&gt;Bard: Nevermind, it does work again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because of the diverse international user base, the authors on this wiki hail from many different X-COM related forums on the web. The following is a directory of X-COM related forums that may be of interest.  &lt;br /&gt;
&lt;br /&gt;
Wiki authors: This list is small at the moment, but please feel free to add your &#039;home&#039; X-COM related web forum to this list. &lt;br /&gt;
&lt;br /&gt;
==English Forums==&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/forums/ strategycore.co.uk]&lt;br /&gt;
* [http://www.xcomufo.com/forums/ xcomufo.com]&lt;br /&gt;
* [http://forums.steampowered.com/forums/forumdisplay.php?f=225 Steam X-COM forum]&lt;br /&gt;
* [http://steamcommunity.com/app/7760/discussions/ Steam X-COM discussion hub]&lt;br /&gt;
* [http://openxcom.org/forum/ OpenXcom forum]&lt;br /&gt;
* [http://forums.2kgames.com/forumdisplay.php?76-XCOM-General-Discussion 2K Games forum - XCOM General Discussion]&lt;br /&gt;
&lt;br /&gt;
==Russian Forums==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.ag.ru/?board=fl_xcom ag.ru]&lt;br /&gt;
* [http://www.xcomrus.com/conference/ xcomrus.com]&lt;br /&gt;
&lt;br /&gt;
== Ufopaedia.org Official Forum ==&lt;br /&gt;
&lt;br /&gt;
* http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html&lt;br /&gt;
&lt;br /&gt;
Ufopaedia now has its own web forum, hosted on [http://strategycore.co.uk Strategycore]. &lt;br /&gt;
&lt;br /&gt;
What&#039;s it for? Here you can discuss pretty much anything about the wiki. From matters concerned the running of the wiki, the articles, or if you simply want to discuss matters off the wiki so you don&#039;t clutter the recent changes with minor discussions. It is also a good place to contact the administrators if the wiki is unreachable for whatever reason.&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=112623</id>
		<title>Cheat Codes (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=112623"/>
		<updated>2022-12-06T16:24:16Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.&lt;br /&gt;
&lt;br /&gt;
These cheats no longer work in the final release, as they have been fully stripped off the UFO2p.exe and TACP.exe.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title=Disclaimer}}&lt;br /&gt;
These are for testing purposes only and are not to be published externally, this section of the document should be considered “confidential”, and for the eyes of Mythos and MPS only.&lt;br /&gt;
&lt;br /&gt;
NOTE: If any “cheats” are found that are not documented here then they should be considered “bugs”.&lt;br /&gt;
{{Ref Close | source = &amp;quot;Keys.doc&amp;quot;-document}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “UFO CHEAT”&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; from the main interface, if you mistype it or it doesn’t work, hold down ALT and press any key other than “U”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmode.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The space bar has to be pressed between UFO and CHEAT: &amp;quot;ALT + U F O SPACEBAR C H E A T&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + NUMPAD PLUS&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one more of all equipment&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;ALT + 0,1,2,3,4,5,6,7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flip dimension&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auto-save on / off&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;ALT + B&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Base mission&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;ALT + C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force UFOs to crash&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;ALT + D&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dimension map cheat on / off&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Build base facilities cheat on / off&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Test alien dimension&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;ALT + M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get $100000&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;ALT + N&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show no. of aliens in buildings&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + P&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finish project instantly on / off&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;ALT + Q&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all manufacture on / off&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;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all research on / off&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;ALT + S&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Overspawn&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force apocalypse (terror) mission&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;View all ufopaedia on /off&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;ALT + X&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one of each vehicle&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + Z&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show all people tube connections&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In the later Beta versions, where the alternative Dimensions got scrapped, only Alt+0 (Mega-Primus) and Alt+1 (Alien Dimension) will work.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These are shown on the citymap overview.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; The Overspawn will always spawn at the top left corner of the map.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This includes all craft available for purchase, all X-COM researchable craft, all civilian and police craft as well as one of each UFO and an Overspawn.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Cityscape)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cause Fatal Error&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “TAC CHEAT”&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if you mistype it or it doesn’t work, hold down ALT and press any key other than “T”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmodetac.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The space bar has to be pressed between TAC and CHEAT: &amp;quot;ALT + T A C SPACEBAR C H E A T&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Training mode on / off&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + H&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden terrain on / off&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden units on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill all hostile units&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;ALT + I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Invincibility on / off&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;ALT + W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weightlessness on / off&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase musical intensity&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Decrease musical intensity&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;ALT + U&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animation viewer&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This makes it so the AI takes over and controls your agents. It will cause the AI to be completely unlocked and use all available tactics. This mode was also used to train the decision matrix of the game over a test of roughly 8000 games.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Removes the fog of war.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Makes all hostile and neutral units visible, regardless of line of sight.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Disables the draining of Stamina as well as the slowdown of being overburdened.&lt;br /&gt;
: &amp;lt;sup&amp;gt;5 &amp;lt;/sup&amp;gt; Official tooltip: &amp;quot;you must have unit selected + on screen, ESCAPE exits, other keys given on screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Tactical)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show frame counter&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
[[Image:1ofeachvehicle.png|One of each vehicle cheat]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mapreveal.png|Map and Units revealed]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ptubealiens.png|People Tubes and Alien Numbers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Overspawns.png|Forcing Overspawns]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Betavsfinal.png|Left side Beta .exe&#039;s, right side final release .exe&#039;d]]&lt;br /&gt;
(You can open the UFO2P.exe and TACP.exe with a regular text editor, to reveal mostly scrambled data but also quite a lot of intact text, both used and unused)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Forums&amp;diff=112618</id>
		<title>Forums</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Forums&amp;diff=112618"/>
		<updated>2022-12-02T17:11:19Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* English Forums */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because of the diverse international user base, the authors on this wiki hail from many different X-COM related forums on the web. The following is a directory of X-COM related forums that may be of interest.  &lt;br /&gt;
&lt;br /&gt;
Wiki authors: This list is small at the moment, but please feel free to add your &#039;home&#039; X-COM related web forum to this list. &lt;br /&gt;
&lt;br /&gt;
==English Forums==&lt;br /&gt;
&lt;br /&gt;
* [http://www.strategycore.co.uk/forums/ strategycore.co.uk] (registrations have been disabled for several years by now)&lt;br /&gt;
* [http://www.xcomufo.com/forums/ xcomufo.com]&lt;br /&gt;
* [http://forums.steampowered.com/forums/forumdisplay.php?f=225 Steam X-COM forum]&lt;br /&gt;
* [http://steamcommunity.com/app/7760/discussions/ Steam X-COM discussion hub]&lt;br /&gt;
* [http://openxcom.org/forum/ OpenXcom forum]&lt;br /&gt;
* [http://forums.2kgames.com/forumdisplay.php?76-XCOM-General-Discussion 2K Games forum - XCOM General Discussion]&lt;br /&gt;
&lt;br /&gt;
==Russian Forums==&lt;br /&gt;
&lt;br /&gt;
* [http://forums.ag.ru/?board=fl_xcom ag.ru]&lt;br /&gt;
* [http://www.xcomrus.com/conference/ xcomrus.com]&lt;br /&gt;
&lt;br /&gt;
== Ufopaedia.org Official Forum ==&lt;br /&gt;
&lt;br /&gt;
* http://www.strategycore.co.uk/forums/UFOPaediaorg-f96.html&lt;br /&gt;
&lt;br /&gt;
Ufopaedia now has its own web forum, hosted on [http://strategycore.co.uk Strategycore]. &lt;br /&gt;
&lt;br /&gt;
What&#039;s it for? Here you can discuss pretty much anything about the wiki. From matters concerned the running of the wiki, the articles, or if you simply want to discuss matters off the wiki so you don&#039;t clutter the recent changes with minor discussions. It is also a good place to contact the administrators if the wiki is unreachable for whatever reason.&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108606</id>
		<title>Cheat Codes (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108606"/>
		<updated>2022-06-16T02:17:27Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.&lt;br /&gt;
&lt;br /&gt;
These cheats no longer work in the final release, as they have been fully stripped off the UFO2p.exe and TACP.exe.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title=Disclaimer}}&lt;br /&gt;
These are for testing purposes only and are not to be published externally, this section of the document should be considered “confidential”, and for the eyes of Mythos and MPS only.&lt;br /&gt;
&lt;br /&gt;
NOTE: If any “cheats” are found that are not documented here then they should be considered “bugs”.&lt;br /&gt;
{{Ref Close | source = &amp;quot;Keys.doc&amp;quot;-document}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “UFO CHEAT” from the main interface, if you mistype it or it doesn’t work, hold down ALT and press any key other than “U”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmode.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + NUMPAD PLUS&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one more of all equipment&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;ALT + 0,1,2,3,4,5,6,7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flip dimension&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auto-save on / off&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;ALT + B&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Base mission&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;ALT + C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force UFOs to crash&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;ALT + D&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dimension map cheat on / off&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Build base facilities cheat on / off&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Test alien dimension&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;ALT + M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get $100000&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;ALT + N&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show no. of aliens in buildings&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + P&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finish project instantly on / off&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;ALT + Q&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all manufacture on / off&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;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all research on / off&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;ALT + S&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Overspawn&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force apocalypse (terror) mission&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;View all ufopaedia on /off&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;ALT + X&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one of each vehicle&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + Z&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show all people tube connections&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In the later Beta versions, where the alternative Dimensions got scrapped, only Alt+0 (Mega-Primus) and Alt+1 (Alien Dimension) will work.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These are shown on the citymap overview.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; The Overspawn will always spawn at the top left corner of the map.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This includes all craft available for purchase, all X-COM researchable craft, all civilian and police craft as well as one of each UFO and an Overspawn.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Cityscape)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cause Fatal Error&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “TAC CHEAT” if you mistype it or it doesn’t work, hold down ALT and press any key other than “T”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmodetac.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Training mode on / off&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + H&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden terrain on / off&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden units on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill all hostile units&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;ALT + I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Invincibility on / off&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;ALT + W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weightlessness on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase musical intensity&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Decrease musical intensity&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;ALT + U&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animation viewer&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This makes it so the AI takes over and controls your agents. It will cause the AI to be completely unlocked and use all available tactics. This mode was also used to train the decision matrix of the game over a test of roughly 8000 games.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Removes the fog of war.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Makes all hostile and neutral units visible, regardless of line of sight.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Disables the draining of Stamina as well as the slowdown of being overburdened.&lt;br /&gt;
: &amp;lt;sup&amp;gt;5 &amp;lt;/sup&amp;gt; Official tooltip: &amp;quot;you must have unit selected + on screen, ESCAPE exits, other keys given on screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Tactical)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show frame counter&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
[[Image:1ofeachvehicle.png|One of each vehicle cheat]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mapreveal.png|Map and Units revealed]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ptubealiens.png|People Tubes and Alien Numbers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Overspawns.png|Forcing Overspawns]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Betavsfinal.png|Left side Beta .exe&#039;s, right side final release .exe&#039;d]]&lt;br /&gt;
(You can open the UFO2P.exe and TACP.exe with a regular text editor, to reveal mostly scrambled data but also quite a lot of intact text, both used and unused)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Betavsfinal.png&amp;diff=108605</id>
		<title>File:Betavsfinal.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Betavsfinal.png&amp;diff=108605"/>
		<updated>2022-06-16T02:15:32Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108538</id>
		<title>Cheat Codes (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108538"/>
		<updated>2022-06-13T01:07:57Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.&lt;br /&gt;
&lt;br /&gt;
These cheats no longer work on the final release, however they can be re-enabled through a Hex-Editor.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title=Disclaimer}}&lt;br /&gt;
These are for testing purposes only and are not to be published externally, this section of the document should be considered “confidential”, and for the eyes of Mythos and MPS only.&lt;br /&gt;
&lt;br /&gt;
NOTE: If any “cheats” are found that are not documented here then they should be considered “bugs”.&lt;br /&gt;
{{Ref Close | source = &amp;quot;Keys.doc&amp;quot;-document}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “UFO CHEAT” from the main interface, if you mistype it or it doesn’t work, hold down ALT and press any key other than “U”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmode.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + NUMPAD PLUS&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one more of all equipment&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;ALT + 0,1,2,3,4,5,6,7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flip dimension&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auto-save on / off&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;ALT + B&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Base mission&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;ALT + C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force UFOs to crash&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;ALT + D&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dimension map cheat on / off&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Build base facilities cheat on / off&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Test alien dimension&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;ALT + M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get $100000&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;ALT + N&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show no. of aliens in buildings&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + P&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finish project instantly on / off&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;ALT + Q&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all manufacture on / off&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;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all research on / off&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;ALT + S&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Overspawn&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force apocalypse (terror) mission&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;View all ufopaedia on /off&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;ALT + X&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one of each vehicle&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + Z&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show all people tube connections&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In the later Beta versions, where the alternative Dimensions got scrapped, only Alt+0 (Mega-Primus) and Alt+1 (Alien Dimension) will work.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These are shown on the citymap overview.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; The Overspawn will always spawn at the top left corner of the map.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This includes all craft available for purchase, all X-COM researchable craft, all civilian and police craft as well as one of each UFO and an Overspawn.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Cityscape)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cause Fatal Error&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “TAC CHEAT” if you mistype it or it doesn’t work, hold down ALT and press any key other than “T”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmodetac.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Training mode on / off&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + H&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden terrain on / off&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden units on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill all hostile units&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;ALT + I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Invincibility on / off&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;ALT + W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weightlessness on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase musical intensity&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Decrease musical intensity&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;ALT + U&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animation viewer&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This makes it so the AI takes over and controls your agents. It will cause the AI to be completely unlocked and use all available tactics. This mode was also used to train the decision matrix of the game over a test of roughly 8000 games.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Removes the fog of war.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Makes all hostile and neutral units visible, regardless of line of sight.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Disables the draining of Stamina as well as the slowdown of being overburdened.&lt;br /&gt;
: &amp;lt;sup&amp;gt;5 &amp;lt;/sup&amp;gt; Official tooltip: &amp;quot;you must have unit selected + on screen, ESCAPE exits, other keys given on screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Tactical)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show frame counter&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
[[Image:1ofeachvehicle.png|One of each vehicle cheat]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mapreveal.png|Map and Units revealed]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ptubealiens.png|People Tubes and Alien Numbers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Overspawns.png|Forcing Overspawns]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Apoc_Table&amp;diff=108537</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=108537"/>
		<updated>2022-06-13T01:02:00Z</updated>

		<summary type="html">&lt;p&gt;Bard: &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;
|-&lt;br /&gt;
| [[OpenApoc|Open-Source Apocalypse]]&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;
| [[X-COM Timeline]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheat_Codes_(Apocalypse)|Cheat Codes]]&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 OpenApoc]]&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;
: [[Unit Stats (Apocalypse)|Unit 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;
|-&lt;br /&gt;
| [[Utilities (Apocalypse) | Utilities]]&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>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megaspawn_(Apocalypse)&amp;diff=108536</id>
		<title>Megaspawn (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megaspawn_(Apocalypse)&amp;diff=108536"/>
		<updated>2022-06-13T00:59:55Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Megaspawn}}&lt;br /&gt;
[[Image:Megaspawn_(Alive).jpg|right]]&lt;br /&gt;
It is difficult to disable the Megaspawn&#039;s weapon systems because they are an intrinsic part of its structure. One weapon uses energy beams while the other fires a powerful organic missile, which is generated by specialized organs. Our tests also conclude that the Megaspawn is protected from Psionic attacks. &lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Megaspawn Autopsy}}[[Image:Megaspawn_Autopsy.jpg|right]]&lt;br /&gt;
The Megaspawn is essentially a huge organic weapons platform. It has two distinct weapons systems grown into its body. Although these must be added artificially, the nervous system is directly connected to them, suggesting that the creature is solely a genetically engineered combat unit.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Apocalypse Statbox Module&lt;br /&gt;
| name = Megaspawn&lt;br /&gt;
| time_units = 50-58&lt;br /&gt;
| health = 260-301&lt;br /&gt;
| stamina = 27.5-31.5&lt;br /&gt;
| reactions = 15-17&lt;br /&gt;
| strength = 220&lt;br /&gt;
| bravery = 100&lt;br /&gt;
| psi_energy = 0&lt;br /&gt;
| psi_attack = 0&lt;br /&gt;
| psi_defense = 100&lt;br /&gt;
| accuracy = 50-58&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Hidden&lt;br /&gt;
| armor_head = 28-45&lt;br /&gt;
| armor_torso = 37-60 &lt;br /&gt;
| armor_arms = 30-49&lt;br /&gt;
| armor_legs = 34-55&lt;br /&gt;
| score = 30&lt;br /&gt;
| size_X = 70&lt;br /&gt;
| size_Y = 19&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Unique Stats&lt;br /&gt;
| damage_modifier_group = Megaspawn&lt;br /&gt;
| inventory = no&lt;br /&gt;
| innate_weapon = Disruptor &amp;amp;&amp;lt;br /&amp;gt; Launcher&lt;br /&gt;
| unique_attributes = none&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Megaspawn is a very large and heavily armed enemy that towers over X-COM Agents. Though they are called &amp;quot;weapons platforms&amp;quot; and could easily fit the [[Terror Units|terror unit]] classifications of the past wars, Megaspawn are primarily used as defenders on the most advanced UFOs and are found in many buildings in the [[Alien Dimension (Apocalypse)|Alien Dimension]]. They are never dropped during [[Alien Infiltration (Apocalypse)|infiltration]] missions, and will not be encountered in Mega-Primus before Week 7.&lt;br /&gt;
&lt;br /&gt;
Megaspawn have a lot of health and have two built-in modes of attack: a disruptor beam with identical effect to the [[Devastator Cannon]] (though a slower fire rate) and a missile launcher midway between the [[Marsec Heavy Launcher]] and [[Dimension Missile Launcher]] in power. The missile launcher is the main threat due to its long range, perfect accuracy (like all launchers) and splash damage, although [[X-COM Disruptor Armor|Disruptor Armor]] weathers the blasts well. Neither weapon will ever run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
The large size of the Megaspawn precludes them entering small spaces, and they appear to have some difficulty climbing slopes.&lt;br /&gt;
&lt;br /&gt;
Megaspawn make roaring noises when idle. Their footsteps are very loud and instantly recognizable.&lt;br /&gt;
&lt;br /&gt;
== Tactical Notes ==&lt;br /&gt;
&lt;br /&gt;
* Due to the Megaspawns&#039; high Armor and Health ratings, they should be engaged with heavy weapons such as the Devastator Cannon, [[Toxigun|Toxiguns]], or powerful explosives.&lt;br /&gt;
* It is generally unwise to fight them with Agents wearing only [[Megapol Armor|Megapol]] or [[Marsec Armor|Marsec Armor]]. Even [[Personal Disruptor Shield|Personal Disruptor Shields]] will not last long against the Megaspawns&#039; firepower.&lt;br /&gt;
* They are immune to Psionic attacks except Probe, which can be used to check their statistics and is useful for determining how much damage they must be dealt for a capture.&lt;br /&gt;
* Megaspawn attack in a predictable pattern. Upon sighting their target, they will lower their &amp;quot;arms&amp;quot; for a second before opening fire with their disruptor beam, presumably to charge/load the weapon. If their target is still standing and visible, they will lower their &amp;quot;arms&amp;quot; again and fire their dimension missile at the same target. This gives the player a few moments to move X-COM Agents out of sight before the missile is launched. Megaspawn follow the same attack pattern in Turn Based mode.&lt;br /&gt;
* Due to their size, Megaspawn will be hampered in narrow, enclosed spaces, as they will block other aliens&#039; line of fire, their missile attacks will usually be less effective.&lt;br /&gt;
* Like all enemies armed with missile launchers, a Megaspawn will &#039;&#039;sometimes&#039;&#039; move away if an X-COM Agent moves adjacent to it, presumably to avoid being caught in the explosion of its own missile. However, this is not a reliable tactic, as they will just as often happily fire a missile right into the Agent&#039;s face.&lt;br /&gt;
* A better approach is to use a [[Cloaking_Field_(Apocalypse)|Cloaking Field]] to attack the Megaspawn before it can see you, and then withdraw before it reacts.&lt;br /&gt;
* If this is impossible, you can try to employ hit-and-run tactics by hiding behind a corner and emerging only to fire a few shots before popping back in.&lt;br /&gt;
* [[Megapol_Smoke_Grenade|Smoke Grenades]] can be used, along with favorable terrain, to provide cover for your Agents to bum rush the Megaspawn with powerful, rapid-firing weapons such as Toxiguns or [[Power_Sword|Power Swords]].&lt;br /&gt;
* Another tactic is to find a bottleneck - such as the entrance to an UFO - and sprinkle the area with [[Vortex_Mine|Vortex Mines]]. Wait for the Megaspawn to move into the area, and set off a chain explosion using an explosive weapon.&lt;br /&gt;
* Despite their size and power, Megaspawn &#039;&#039;can&#039;&#039; panic, though only rarely.&lt;br /&gt;
* Megaspawn are notoriously difficult to capture. See [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]] for tips on how to accomplish this.&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
A Megaspawn may not be visible to an X-COM Agent if only a part of its body is hidden behind a terrain object, even when the object is obviously far too small to realistically hide the whole alien.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
During one of the early beta stages of the game, the Megaspawn was meant to be called Megatron instead:&lt;br /&gt;
[[Image:Megatron01.png|Live]]&lt;br /&gt;
[[Image:Megatron02.png|Autopsy]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[Innate_Weapons_(Apocalypse)|Innate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108535</id>
		<title>Cheat Codes (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108535"/>
		<updated>2022-06-13T00:58:37Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.&lt;br /&gt;
&lt;br /&gt;
These cheats no longer work on the final release, however they can be reenabled through a Hex-Editor.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title=Disclaimer}}&lt;br /&gt;
These are for testing purposes only and are not to be published externally, this section of the document should be considered “confidential”, and for the eyes of Mythos and MPS only.&lt;br /&gt;
&lt;br /&gt;
NOTE: If any “cheats” are found that are not documented here then they should be considered “bugs”.&lt;br /&gt;
{{Ref Close | source = &amp;quot;Keys.doc&amp;quot;-document}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “UFO CHEAT” from the main interface, if you mistype it or it doesn’t work, hold down ALT and press any key other than “U”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmode.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + NUMPAD PLUS&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one more of all equipment&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;ALT + 0,1,2,3,4,5,6,7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flip dimension&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auto-save on / off&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;ALT + B&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Base mission&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;ALT + C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force UFOs to crash&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;ALT + D&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dimension map cheat on / off&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Build base facilities cheat on / off&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Test alien dimension&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;ALT + M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get $100000&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;ALT + N&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show no. of aliens in buildings&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + P&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finish project instantly on / off&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;ALT + Q&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all manufacture on / off&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;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all research on / off&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;ALT + S&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Overspawn&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force apocalypse (terror) mission&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;View all ufopaedia on /off&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;ALT + X&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one of each vehicle&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + Z&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show all people tube connections&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In the later Beta versions, where the alternative Dimensions got scrapped, only Alt+0 (Mega-Primus) and Alt+1 (Alien Dimension) will work.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These are shown on the citymap overview.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; The Overspawn will always spawn at the top left corner of the map.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This includes all craft available for purchase, all X-COM researchable craft, all civilian and police craft as well as one of each UFO and an Overspawn.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Cityscape)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cause Fatal Error&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “TAC CHEAT” if you mistype it or it doesn’t work, hold down ALT and press any key other than “T”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmodetac.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Training mode on / off&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + H&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden terrain on / off&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden units on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill all hostile units&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;ALT + I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Invincibility on / off&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;ALT + W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weightlessness on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase musical intensity&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Decrease musical intensity&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;ALT + U&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animation viewer&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This makes it so the AI takes over and controls your agents. It will cause the AI to be completely unlocked and use all available tactics. This mode was also used to train the decision matrix of the game over a test of roughly 8000 games.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Removes the fog of war.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Makes all hostile and neutral units visible, regardless of line of sight.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Disables the draining of Stamina as well as the slowdown of being overburdened.&lt;br /&gt;
: &amp;lt;sup&amp;gt;5 &amp;lt;/sup&amp;gt; Official tooltip: &amp;quot;you must have unit selected + on screen, ESCAPE exits, other keys given on screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Tactical)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show frame counter&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
[[Image:1ofeachvehicle.png|One of each vehicle cheat]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mapreveal.png|Map and Units revealed]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ptubealiens.png|People Tubes and Alien Numbers]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Overspawns.png|Forcing Overspawns]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Ptubealiens.png&amp;diff=108534</id>
		<title>File:Ptubealiens.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Ptubealiens.png&amp;diff=108534"/>
		<updated>2022-06-13T00:57:46Z</updated>

		<summary type="html">&lt;p&gt;Bard: People Tubes connections and Alien Numbers in buildings visible.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
People Tubes connections and Alien Numbers in buildings visible.&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108533</id>
		<title>Cheat Codes (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cheat_Codes_(Apocalypse)&amp;diff=108533"/>
		<updated>2022-06-13T00:54:03Z</updated>

		<summary type="html">&lt;p&gt;Bard: Created page with &amp;quot;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.  These cheats no longer work on the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These Cheat Codes are taken from the official &amp;quot;Keys.doc&amp;quot;-document, that was shipped together with the DEBUG and BETA versions of the game.&lt;br /&gt;
&lt;br /&gt;
These cheats no longer work on the final release, however they can be reenabled through a Hex-Editor.&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title=Disclaimer}}&lt;br /&gt;
These are for testing purposes only and are not to be published externally, this section of the document should be considered “confidential”, and for the eyes of Mythos and MPS only.&lt;br /&gt;
&lt;br /&gt;
NOTE: If any “cheats” are found that are not documented here then they should be considered “bugs”.&lt;br /&gt;
{{Ref Close | source = &amp;quot;Keys.doc&amp;quot;-document}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “UFO CHEAT” from the main interface, if you mistype it or it doesn’t work, hold down ALT and press any key other than “U”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmode.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Cityscape=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + NUMPAD PLUS&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one more of all equipment&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;ALT + 0,1,2,3,4,5,6,7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flip dimension&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + A&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Auto-save on / off&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;ALT + B&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Base mission&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;ALT + C&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force UFOs to crash&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;ALT + D&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dimension map cheat on / off&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Build base facilities cheat on / off&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Test alien dimension&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;ALT + M&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get $100000&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;ALT + N&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show no. of aliens in buildings&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + P&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Finish project instantly on / off&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;ALT + Q&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all manufacture on / off&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;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allow all research on / off&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;ALT + S&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force Overspawn&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Force apocalypse (terror) mission&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;View all ufopaedia on /off&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;ALT + X&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Get one of each vehicle&amp;lt;sup&amp;gt;4&amp;lt;/sup&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;ALT + Z&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show all people tube connections&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In the later Beta versions, where the alternative Dimensions got scrapped, only Alt+0 (Mega-Primus) and Alt+1 (Alien Dimension) will work.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; These are shown on the citymap overview.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; The Overspawn will always spawn at the top left corner of the map.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; This includes all craft available for purchase, all X-COM researchable craft, all civilian and police craft as well as one of each UFO and an Overspawn.&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Cityscape)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + E&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cause Fatal Error&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Activating cheat mode for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
Hold down ALT and type “TAC CHEAT” if you mistype it or it doesn’t work, hold down ALT and press any key other than “T”, then try again.  You will get visual confirmation that the cheat mode has been activated on the message bar.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cheatmodetac.png|Cheat Mode Confirmation]]&lt;br /&gt;
&lt;br /&gt;
=Cheat codes for X-COM Apocalypse Tactical=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + ESCAPE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cancel cheat mode&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;ALT + T&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Training mode on / off&amp;lt;sup&amp;gt;1&amp;lt;/sup&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;ALT + H&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden terrain on / off&amp;lt;sup&amp;gt;2&amp;lt;/sup&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;ALT + V&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hidden units on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + K&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kill all hostile units&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;ALT + I&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Invincibility on / off&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;ALT + W&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weightlessness on / off&amp;lt;sup&amp;gt;3&amp;lt;/sup&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;ALT + F&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Increase musical intensity&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;ALT + G&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Decrease musical intensity&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;ALT + U&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Animation viewer&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This makes it so the AI takes over and controls your agents. It will cause the AI to be completely unlocked and use all available tactics. This mode was also used to train the decision matrix of the game over a test of roughly 8000 games.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Removes the fog of war.&lt;br /&gt;
: &amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Makes all hostile and neutral units visible, regardless of line of sight.&lt;br /&gt;
: &amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Disables the draining of Stamina as well as the slowdown of being overburdened.&lt;br /&gt;
: &amp;lt;sup&amp;gt;5 &amp;lt;/sup&amp;gt; Official tooltip: &amp;quot;you must have unit selected + on screen, ESCAPE exits, other keys given on screen&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=Cheat codes only available in the “DEBUG” version (Tactical)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Key Combination&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;ALT + R&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Show frame counter&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;ALT + SPACE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Do “TEST” routine&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
[[Image:1ofeachvehicle.png|One of each vehicle cheat]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mapreveal.png|Map and Units revealed]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Overspawns.png|Forcing Overspawns]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Overspawns.png&amp;diff=108532</id>
		<title>File:Overspawns.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Overspawns.png&amp;diff=108532"/>
		<updated>2022-06-13T00:52:27Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Mapreveal.png&amp;diff=108531</id>
		<title>File:Mapreveal.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Mapreveal.png&amp;diff=108531"/>
		<updated>2022-06-13T00:52:18Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:1ofeachvehicle.png&amp;diff=108530</id>
		<title>File:1ofeachvehicle.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:1ofeachvehicle.png&amp;diff=108530"/>
		<updated>2022-06-13T00:52:03Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Cheatmodetac.png&amp;diff=108529</id>
		<title>File:Cheatmodetac.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Cheatmodetac.png&amp;diff=108529"/>
		<updated>2022-06-13T00:51:06Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Cheatmode.png&amp;diff=108528</id>
		<title>File:Cheatmode.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Cheatmode.png&amp;diff=108528"/>
		<updated>2022-06-13T00:11:35Z</updated>

		<summary type="html">&lt;p&gt;Bard: Visual confirmation for Cityscape and Battlescape.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Visual confirmation for Cityscape and Battlescape.&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=108506</id>
		<title>Valkyrie Interceptor (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_Interceptor_(Apocalypse)&amp;diff=108506"/>
		<updated>2022-06-11T01:20:41Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Apoc_valkyrie_pedia.png|Valkyrie Interceptor UFOPedia picture|right|100 px]]&lt;br /&gt;
&lt;br /&gt;
== General Information == &lt;br /&gt;
[[Image:Apoc_valkyrie_icon.png|left|50 px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Official Entry:&#039;&#039;&#039;&#039;&#039; &amp;quot;The Valkyrie is the standard military vehicle manufactured by [[Marsec]]. Its sleek lines appear reminiscent of old rocket designs, but it is a fully capable anti-grav dependent craft with a variety of engine configurations. There is space for many types of armaments and equipment loads. It is capable of solar system travel and is feared by the criminal cartels when it is used to police the space lanes to [[Mars]] and beyond.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Cityscape (Apocalypse)|Cityscape]] Information == &lt;br /&gt;
The Valkyrie Interceptor is a troop transport with some combat capabilities. It offers two long weapon hardpoints capable of mounting the long-barreled [[Lancer 7000 Laser Gun (Apocalypse)|Lancer]] laser cannons. It provides three standard modules worth upgrade slots. Because it&#039;s much larger than the [[Phoenix Hovercar (Apocalypse)|Hovercar]] and has a slow turning rate, it makes for a poor combat vehicle on its own. It&#039;s best used in transportation roles and for providing medium support fire for [[Hoverbike (Apocalypse)|Hoverbike]] or hovercar squadrons.&lt;br /&gt;
&lt;br /&gt;
Both the Valkyrie and the [[Hawk Air Warrior]] can function as bomber craft as well. By outfitting them with the extremely long-range [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]] and hovering at maximum altitude, you can strike enemy buildings with pinpoint accuracy from a very long distance. This is useful if your sole purpose is to bankrupt a specific organization by destroying their buildings, as it&#039;s possible to fire the missiles from an extremely long distance, then turn back and dock at base before they can send out craft to intercept you.&lt;br /&gt;
&lt;br /&gt;
Note that the initial Valkyrie with which X-Com begins the game comes equipped with one [[Cargo Module (Apocalypse)|Cargo Module]] and one [[Passenger Module (Apocalypse)|Passenger Module]]. Purchased Valkyries do not arrive with these modules.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_valkyrie_large.png|right|80px]]&lt;br /&gt;
[[Image:Apoc_ValkyrieBlueprint.png‎|right|80px]]&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;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;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4/6/6/6/8/6&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;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3000&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;280&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;Engine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[SD Turbo (Apocalypse)|SD Turbo]]&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;Engine Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4x4&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;15 (using [[SD Special (Apocalypse)|SD Special]])&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;Acceleration&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 (using [[SD Special (Apocalypse)|SD Special]])&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;1 [[Lancer 7000 Laser Gun (Apocalypse)|Lancer 7000 Laser Gun]] 1  [[Janitor Missile Array (Apocalypse)|Janitor Missile Array]]&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 Slots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1x4 + 1x4&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 Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x6&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;Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75000&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;Passengers&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;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&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;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Armor is given as Top/Front/Left/Right/Rear/Bottom. The in-game Ufopedia rather misleadingly displays only a single armor value, the sum of the values on all six of the vehicle&#039;s facings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
The beta name of the Valkyrie Interceptor was &amp;quot;Starfire Interceptor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Marsec]]&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:Mega-Primus Craft (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megaspawn_(Apocalypse)&amp;diff=108503</id>
		<title>Megaspawn (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megaspawn_(Apocalypse)&amp;diff=108503"/>
		<updated>2022-06-10T19:45:07Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Megaspawn}}&lt;br /&gt;
[[Image:Megaspawn_(Alive).jpg|right]]&lt;br /&gt;
It is difficult to disable the Megaspawn&#039;s weapon systems because they are an intrinsic part of its structure. One weapon uses energy beams while the other fires a powerful organic missile, which is generated by specialized organs. Our tests also conclude that the Megaspawn is protected from Psionic attacks. &lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Megaspawn Autopsy}}[[Image:Megaspawn_Autopsy.jpg|right]]&lt;br /&gt;
The Megaspawn is essentially a huge organic weapons platform. It has two distinct weapons systems grown into its body. Although these must be added artificially, the nervous system is directly connected to them, suggesting that the creature is solely a genetically engineered combat unit.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Apocalypse Statbox Module&lt;br /&gt;
| name = Megaspawn&lt;br /&gt;
| time_units = 50-58&lt;br /&gt;
| health = 260-301&lt;br /&gt;
| stamina = 27.5-31.5&lt;br /&gt;
| reactions = 15-17&lt;br /&gt;
| strength = 220&lt;br /&gt;
| bravery = 100&lt;br /&gt;
| psi_energy = 0&lt;br /&gt;
| psi_attack = 0&lt;br /&gt;
| psi_defense = 100&lt;br /&gt;
| accuracy = 50-58&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Hidden&lt;br /&gt;
| armor_head = 28-45&lt;br /&gt;
| armor_torso = 37-60 &lt;br /&gt;
| armor_arms = 30-49&lt;br /&gt;
| armor_legs = 34-55&lt;br /&gt;
| score = 30&lt;br /&gt;
| size_X = 70&lt;br /&gt;
| size_Y = 19&lt;br /&gt;
}}&lt;br /&gt;
{{Apocalypse Statbox Module/Unique Stats&lt;br /&gt;
| damage_modifier_group = Megaspawn&lt;br /&gt;
| inventory = no&lt;br /&gt;
| innate_weapon = Disruptor &amp;amp;&amp;lt;br /&amp;gt; Launcher&lt;br /&gt;
| unique_attributes = none&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Megaspawn is a very large and heavily armed enemy that towers over X-COM Agents. Though they are called &amp;quot;weapons platforms&amp;quot; and could easily fit the [[Terror Units|terror unit]] classifications of the past wars, Megaspawn are primarily used as defenders on the most advanced UFOs and are found in many buildings in the [[Alien Dimension (Apocalypse)|Alien Dimension]]. They are never dropped during [[Alien Infiltration (Apocalypse)|infiltration]] missions, and will not be encountered in Mega-Primus before Week 7.&lt;br /&gt;
&lt;br /&gt;
Megaspawn have a lot of health and have two built-in modes of attack: a disruptor beam with identical effect to the [[Devastator Cannon]] (though a slower fire rate) and a missile launcher midway between the [[Marsec Heavy Launcher]] and [[Dimension Missile Launcher]] in power. The missile launcher is the main threat due to its long range, perfect accuracy (like all launchers) and splash damage, although [[X-COM Disruptor Armor|Disruptor Armor]] weathers the blasts well. Neither weapon will ever run out of ammunition.&lt;br /&gt;
&lt;br /&gt;
The large size of the Megaspawn precludes them entering small spaces, and they appear to have some difficulty climbing slopes.&lt;br /&gt;
&lt;br /&gt;
Megaspawn make roaring noises when idle. Their footsteps are very loud and instantly recognizable.&lt;br /&gt;
&lt;br /&gt;
== Tactical Notes ==&lt;br /&gt;
&lt;br /&gt;
* Due to the Megaspawns&#039; high Armor and Health ratings, they should be engaged with heavy weapons such as the Devastator Cannon, [[Toxigun|Toxiguns]], or powerful explosives.&lt;br /&gt;
* It is generally unwise to fight them with Agents wearing only [[Megapol Armor|Megapol]] or [[Marsec Armor|Marsec Armor]]. Even [[Personal Disruptor Shield|Personal Disruptor Shields]] will not last long against the Megaspawns&#039; firepower.&lt;br /&gt;
* They are immune to Psionic attacks except Probe, which can be used to check their statistics and is useful for determining how much damage they must be dealt for a capture.&lt;br /&gt;
* Megaspawn attack in a predictable pattern. Upon sighting their target, they will lower their &amp;quot;arms&amp;quot; for a second before opening fire with their disruptor beam, presumably to charge/load the weapon. If their target is still standing and visible, they will lower their &amp;quot;arms&amp;quot; again and fire their dimension missile at the same target. This gives the player a few moments to move X-COM Agents out of sight before the missile is launched. Megaspawn follow the same attack pattern in Turn Based mode.&lt;br /&gt;
* Due to their size, Megaspawn will be hampered in narrow, enclosed spaces, as they will block other aliens&#039; line of fire, their missile attacks will usually be less effective.&lt;br /&gt;
* Like all enemies armed with missile launchers, a Megaspawn will &#039;&#039;sometimes&#039;&#039; move away if an X-COM Agent moves adjacent to it, presumably to avoid being caught in the explosion of its own missile. However, this is not a reliable tactic, as they will just as often happily fire a missile right into the Agent&#039;s face.&lt;br /&gt;
* A better approach is to use a [[Cloaking_Field_(Apocalypse)|Cloaking Field]] to attack the Megaspawn before it can see you, and then withdraw before it reacts.&lt;br /&gt;
* If this is impossible, you can try to employ hit-and-run tactics by hiding behind a corner and emerging only to fire a few shots before popping back in.&lt;br /&gt;
* [[Megapol_Smoke_Grenade|Smoke Grenades]] can be used, along with favorable terrain, to provide cover for your Agents to bum rush the Megaspawn with powerful, rapid-firing weapons such as Toxiguns or [[Power_Sword|Power Swords]].&lt;br /&gt;
* Another tactic is to find a bottleneck - such as the entrance to an UFO - and sprinkle the area with [[Vortex_Mine|Vortex Mines]]. Wait for the Megaspawn to move into the area, and set off a chain explosion using an explosive weapon.&lt;br /&gt;
* Despite their size and power, Megaspawn &#039;&#039;can&#039;&#039; panic, though only rarely.&lt;br /&gt;
* Megaspawn are notoriously difficult to capture. See [[Capturing Live Aliens (Apocalypse)|Capturing Live Aliens]] for tips on how to accomplish this.&lt;br /&gt;
&lt;br /&gt;
== Bug ==&lt;br /&gt;
&lt;br /&gt;
A Megaspawn may not be visible to an X-COM Agent if only a part of its body is hidden behind a terrain object, even when the object is obviously far too small to realistically hide the whole alien.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
During one of the early beta stages of the game, the Megaspawn was meant to be called Megatron instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Megatron01.png|&lt;br /&gt;
Image:Megatron02.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]&lt;br /&gt;
* [[Innate_Weapons_(Apocalypse)|Innate Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unit Navbar (Apocalypse)}}&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Megatron02.png&amp;diff=108502</id>
		<title>File:Megatron02.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Megatron02.png&amp;diff=108502"/>
		<updated>2022-06-10T19:43:30Z</updated>

		<summary type="html">&lt;p&gt;Bard: Megaspawn Autopsy (Megatron) Beta UFOPaedia Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Megaspawn Autopsy (Megatron) Beta UFOPaedia Entry&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Megatron01.png&amp;diff=108501</id>
		<title>File:Megatron01.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Megatron01.png&amp;diff=108501"/>
		<updated>2022-06-10T19:41:36Z</updated>

		<summary type="html">&lt;p&gt;Bard: Bard uploaded a new version of File:Megatron01.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Megaspawn (Megatron) Beta UFOPaedia Entry&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Megatron01.png&amp;diff=108500</id>
		<title>File:Megatron01.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Megatron01.png&amp;diff=108500"/>
		<updated>2022-06-10T19:40:05Z</updated>

		<summary type="html">&lt;p&gt;Bard: Megaspawn (Megatron) Beta UFOPaedia Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Megaspawn (Megatron) Beta UFOPaedia Entry&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=107820</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=107820"/>
		<updated>2022-05-14T19:32:02Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Please Insert CD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;X-Com Apocalypse - Errors, Oddities, &amp;amp; Strange Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...also known as &#039;&#039;&#039;&amp;quot;Bugs&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Bugs=&lt;br /&gt;
Apocalypse bugs listed here are divided (loosely) into two main categories: &#039;&#039;Cityscape&#039;&#039; and &#039;&#039;Battlescape&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====When describing any new error:=====&lt;br /&gt;
* explain briefly what happened, or if you don&#039;t understand it, what you were doing. &lt;br /&gt;
* if you can repeat the bug, describe in concise detail how to make it appear so that others can test it, otherwise it might just be a random glitch.&lt;br /&gt;
* explain how or what &#039;&#039;you&#039;&#039; did to avoid, or fix, the bug since there may be multiple ways to prevent/fix it.&amp;lt;br&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;and if you can, explain your method on how to exploit it.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Extra Information=====&lt;br /&gt;
This may help others work on a solution, but is not necessary to include, and completely optional&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
* what game version (EU or US) of physical CD you used, or&lt;br /&gt;
* what digital version (GOG or Steam), or&lt;br /&gt;
* if it is some other version available (eg: game magazine CD, free complilation disk etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; due to privacy.&lt;br /&gt;
&lt;br /&gt;
=====What &#039;&#039;&#039;not&#039;&#039;&#039; to include:=====&lt;br /&gt;
* modified (modded) games.&lt;br /&gt;
* burned, illegal or pirated games of any sort whatsoever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Errors, Oddities, &amp;amp; Strange Behaviour=&lt;br /&gt;
&lt;br /&gt;
==Please Insert CD==&lt;br /&gt;
A transition from cityscape to battlescape may sometimes bring up this message.&amp;lt;br&amp;gt;&lt;br /&gt;
It is an uncommonly random occurrance and does not seem to be avoidable (a possible solution is [[Known_Bugs_(Apocalypse)#Please_Insert_CD_Bug|listed below]] which may work).&lt;br /&gt;
&lt;br /&gt;
To prevent losing your progress in your game, &#039;&#039;&#039;save your game&#039;&#039;&#039; just before you start any mission (base defense mission may start unexpectantly, so save often).&lt;br /&gt;
&lt;br /&gt;
So far the only solution to prevent this from happening (100% of the time) is to play X-COM Apocalypse through a Virtual Machine (i.e. Oracles VM VirtualBox) which has MS-DOS 6.22 and Windows 95 installed on it.&lt;br /&gt;
&lt;br /&gt;
==Cityscape==&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 ...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;
===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;
===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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
If you shoot down both battleships, the game counter will deduct 2 battleships from the existing 1, and you will get -1 (65535) battleships in the alien dimension. Fortunately, this doesn&#039;t crash the game, instead the next battleship generated will increase the count to 0, and the one after that back to 1.&lt;br /&gt;
&lt;br /&gt;
===Time Lapse===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
===No Music===&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
There are 4 ways of solving this:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&amp;lt;br&amp;gt;&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
===UFO Incursion: Battle Music===&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&amp;lt;br&amp;gt;&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
===Start Base: Vehicle Repair Bay Location===&lt;br /&gt;
&#039;&#039;&#039;CD Serials: MEG256T001-0001-0001-02&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Freeze After Midnight===&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&amp;lt;br&amp;gt;&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&lt;br /&gt;
===Research Lab Topic Swap===&lt;br /&gt;
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.&lt;br /&gt;
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be &#039;transferred&#039; to this base and the bio topic swapped to the quantum lab. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be &#039;&#039;&#039;exploited&#039;&#039;&#039; by swapping a topic and then starting &#039;&#039;new&#039;&#039; research in the lab that got is topic &#039;stolen&#039;. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.&lt;br /&gt;
To make things normal again, click back to the other base and &#039;start a new project&#039; in the lab which had its topic stolen, - don&#039;t select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Alien Module No Containment===&lt;br /&gt;
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt &amp;quot;Keep On Board&amp;quot; or &amp;quot;Destroy&amp;quot; will display. If choosing to &#039;keep on board&#039; and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). &#039;&#039;&#039;The bug:&#039;&#039;&#039; Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Unlimited Fuel Ghost Engine===&lt;br /&gt;
Give an air vehicle a &amp;quot;go to location&amp;quot; command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the &amp;quot;vehicle equippment&amp;quot; screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn&#039;t have an engine! Hello to Xcom1 and 2 infinite fuel bug!!&amp;lt;br&amp;gt;&lt;br /&gt;
but&amp;lt;br&amp;gt;&lt;br /&gt;
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a &#039;turret in the sky&#039; at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a &#039;go to location&#039; command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: &amp;quot;return to base&amp;quot; command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn&#039;t work with road vehicles, however. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug&#039;&#039;&#039;: the vehicle moving up the tube is not &#039;greyed-out&#039; in the vehicle equip screen once &#039;lifted off&#039;, allowing change to be made to he vehicle. This is similar to why multiple-raids-in-quick-succession is possible.&amp;lt;!-- DO NOT link stun raiding here, the link is obscure for a reason!! --&amp;gt; [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Teleporting Agent(s)===&lt;br /&gt;
Use the overhead cityscape view. Give an agent a &amp;quot;Go To Building&amp;quot; command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go &amp;lt;u&amp;gt;park/land&amp;lt;/u&amp;gt; at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the &#039;go to building&#039; command given earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; The agent icon will &#039;teleport&#039; back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don&#039;t know how this can be exploited. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Cargo Module Capers===&lt;br /&gt;
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will &#039;remember&#039; briefly what it was carrying (usually brainsucker launchers).&amp;lt;br&amp;gt;&lt;br /&gt;
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn&#039;t matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.&amp;lt;br&amp;gt;&lt;br /&gt;
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. &#039;&#039;&#039;The bug:&#039;&#039;&#039; They have been &#039;moved&#039; into the cargo module in a vehicle that was not at all involved with this first mission! To &#039;&#039;properly recover&#039;&#039; the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: &amp;quot;Items from tactical combat zone have arrived: Base 1&amp;quot; ...your brainsucker launchers! (it gets weird now) &amp;lt;br&amp;gt;&lt;br /&gt;
The vehicle with the cargo module has got the launchers &#039;stuck&#039; in it. You can move the module to another vehicle (save the game now to support this explanation) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are &#039;stuck&#039; somewhere in the cargo module and uses zero space!.&amp;lt;br&amp;gt;&lt;br /&gt;
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]&lt;br /&gt;
&lt;br /&gt;
=Battlescape=&lt;br /&gt;
===Psychotic Agents===&lt;br /&gt;
An armed agent that has been given a target (RMB on any hostile non-X-Com unit) and then given a [[Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire|Forced-Fire command]] to shoot something or someone else (but not the RMB target), the agent will not fire on your force-fire target, but will shoot at the RMB targeted unit instead if it is in line-of-sight ...and will not stop until the target is dead or the line of sight to the target is broken.&amp;lt;br&amp;gt;&lt;br /&gt;
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent, or any other agent, did not break line-of-sight at anytime during these drop weapon actions.&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).&amp;lt;br&amp;gt;&lt;br /&gt;
The agent will ignore any further &amp;quot;hold-fire&amp;quot; command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn&#039;t stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) to the RMB target. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Boomeroid Bouncer===&lt;br /&gt;
An armed Boomeroid will &#039;bounce&#039; on the spot when stuck in the &#039;grey blobs&#039; of building rubble.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A boomeroid which is thrown into, or has hopped into, the grey rubble piles found usually at Slum battlescapes will not be able to jump out! The proximity setting works and will explode as expected, but its movement towards a unit is blocked until the grey rubble is destroyed, setting it free to perform as normal until it jumps back into another pile...&amp;lt;br&amp;gt;&lt;br /&gt;
A trapped boomeroid will behave like a standard proximity mine if ignored; easily seen bouncing on the spot when it wants to hop!&amp;lt;br&amp;gt;&lt;br /&gt;
Note: some map features on any battlescape may block jumping in the same direction. (Dead trees outside of the Graveyard Castle, next to the road). Some may jump &#039;into&#039; a feature, get blocked, but are able to jump &#039;out&#039;, the same way they came in. Grey blob piles will block boomeroid movement from all directions. [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Boomeroid Heavy Shadows===&lt;br /&gt;
An armed Boomeroid will &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; &#039;bounce&#039; away if a flying unit&#039;s shadow can be seen directly over it, irrelevant how high that unit is above it!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The bug:&#039;&#039;&#039; A Boomeroid which has been armed and thrown, or dropped, and has landed on the ground does not move if any unit&#039;s shadow (from a flying unit) is moved and stopped over the device. The shadow prevents the boomeroid from jumping away, thus, making it ignore any movement from anyone.&amp;lt;br&amp;gt;&lt;br /&gt;
If an agent attempts to throw a boomeroid into the same cell as the shadow, the throw is denied (even from the adjacent cell).&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;no-jumper&amp;quot; boomeroid will behave like a standard proximity mine and will still obey its arming setting... but never move!&amp;lt;br&amp;gt;&lt;br /&gt;
This is a game-breaking bug.&amp;lt;br&amp;gt;&lt;br /&gt;
Boomeroids are rendered immobile by shadows... &#039;&#039;mind blown!&#039;&#039; [[User:EsTeR|EsTeR]]&lt;br /&gt;
===Pathway Indecision===&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;
===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;
===Unreliable People Tubes===&lt;br /&gt;
If Transtellar is hostile, technical personel (scientists and engineers, but not agents) will not be provided a vehicle for transport and are forced to walk to the X-Com base. Any people tubes destroyed between the start position (the building this new person is leaving to join X-Com) and the destination (the base), will halt their building-to-building movement. &#039;&#039;&#039;The bug:&#039;&#039;&#039; If the new person is forced to stop moving through at a building (no further progress since tube is missing), they will remain there and will not move (even with ultra-speed timescale) or with improved relations in the future with Transtellar.&amp;lt;br&amp;gt;&lt;br /&gt;
To avoid this error, prevent the new hire from being forced to stop at anythim during their foot journey: use ultra-fast time momentarily (spacebar = pause).&amp;lt;br&amp;gt;&lt;br /&gt;
Agents on foot who are stopped by missing people tubes may be picked up manually by vehicle.&lt;br /&gt;
===Visual Delays===&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;
===Unlimited Flying Stamina===&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;
===Visible Movements===&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;
===Invisible Large Aliens===&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;
===Personal Cloaking Field Accuracy===&lt;br /&gt;
The Personal Cloaking Field has a hidden property of making the target MUCH harder to hit, even when the cloak is revealed. Trained agents will start shooting worse than rookies when directed against a cloaked target, and aliens will make notably worse shots against cloaked agents as well -&amp;gt; Agents with 70 accuracy will have problems hitting cloaked targets even at point blank range, which is ridiculous considering that even 20 accuracy is usually good enough to reach 100% hitrate on autofire with a machinegun when at point blank range. One exploit around this is to shoot behind the target, which will use the agent&#039;s normal accuracy.&lt;br /&gt;
===Item Limits===&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;
===Unit Limit===&lt;br /&gt;
Similiarly, there is a limit on the number of units that can be on the battlefield at the same time. This causes some weird things, such as units or aliens not spawning, and brainpoppers sometimes &amp;quot;staying dormant&amp;quot; until enough units die for them to be allowed to spawn.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Consolidation===&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.&amp;lt;br&amp;gt;&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch.  &lt;br /&gt;
===Android Resistance===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turn-Based Game Freeze===&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&amp;lt;br&amp;gt;&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&amp;lt;br&amp;gt;&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
===Security Station Time Units===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
===Brainsuck Near A Door===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&amp;lt;br&amp;gt;&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&amp;lt;br&amp;gt;&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
===Aliens Non Spawn In Larger UFOs===&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&amp;lt;br&amp;gt;&lt;br /&gt;
This issue happens because of 2 reasons:&amp;lt;br&amp;gt;&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&amp;lt;br&amp;gt;&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
===Bleeding Impossible To Heal===&lt;br /&gt;
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an &amp;quot;Advanced Medi-Kit&amp;quot; item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the &amp;quot;Advanced Medi-Kit&amp;quot; would have to be used instead.&amp;lt;br&amp;gt;&lt;br /&gt;
However, while the &amp;quot;Advanced Medi-Kit&amp;quot; got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;Advanced Medi-Kit&amp;quot; was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut &amp;quot;Cells&amp;quot; base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.&lt;br /&gt;
===Marsec Dimension Probe===&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
=Cityscape Design=&lt;br /&gt;
====Recyclotorium Two====&lt;br /&gt;
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].&amp;lt;br&amp;gt;&lt;br /&gt;
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.&lt;br /&gt;
====Orphaned Launch Tube====&lt;br /&gt;
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.&lt;br /&gt;
====Road Over Tube====&lt;br /&gt;
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.&amp;lt;br&amp;gt;&lt;br /&gt;
====Unconnected People Tube====&lt;br /&gt;
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.&lt;br /&gt;
====Hotel California====&lt;br /&gt;
Superhuman: foot movement via connected people tube from S.E.L.F.:Angel Heart Heights northwards is not possile.&lt;br /&gt;
&lt;br /&gt;
=Learning A.I.=&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;br /&gt;
&lt;br /&gt;
=Old Intro=&lt;br /&gt;
In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=OpenApoc&amp;diff=106185</id>
		<title>OpenApoc</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=OpenApoc&amp;diff=106185"/>
		<updated>2022-02-09T19:45:56Z</updated>

		<summary type="html">&lt;p&gt;Bard: Adding GitHub Releases Page&lt;/p&gt;
&lt;hr /&gt;
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[[Image:Openapoc-contribute.jpg|center]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;border:1px solid #444;border-radius:5px;padding:5px 15px;&amp;quot;&amp;gt;This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenApoc. &lt;br /&gt;
Feel free to add new pages, edit the current ones and to use the [[Talk:OpenApoc|discussion tab]] to ask any questions. &#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;OpenApoc is an open-source re-implementation of the original [[Apocalypse|XCOM: Apocalypse]] that requires the original game files to run. &amp;lt;br&amp;gt;  &lt;br /&gt;
&#039;&#039;&#039;OpenApoc is under development, in Alpha state (this means playable but not all features implemented)&#039;&#039;&#039; Here [https://github.com/OpenApoc/OpenApoc/blob/master/README.md#whats-left whats left].&lt;br /&gt;
&lt;br /&gt;
* Porting to a new crossplatform open-source engine &lt;br /&gt;
* Porting the game to any platform you like (windows, linux, android etc)&lt;br /&gt;
* Unlimited modding capabilities, which was not possible in the original&lt;br /&gt;
* Unlimited possibilities for game finesse &lt;br /&gt;
* Added Skirmish module&lt;br /&gt;
* Added full debug system&lt;br /&gt;
* Added full hotkey system&lt;br /&gt;
* Added more than 40 improvements already&lt;br /&gt;
* Support for more modern screen resolutions&lt;br /&gt;
* In mods we can restore cut gameplay mechanics and Julian Gollop&#039;s ideas (creator of the X-Com series).&lt;br /&gt;
* The project has Mr. Gollop&#039;s support! &amp;lt;br&amp;gt; &lt;br /&gt;
We needs more programmers, so we finish the project faster. Help us bring more attention to OpenApoc! &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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* GitHub Page: [https://github.com/pmprog/OpenApoc Official GitHub page]&amp;lt;br&amp;gt; &lt;br /&gt;
* Download Link latest versions: [https://github.com/OpenApoc/OpenApoc/releases GitHub Releases]&lt;br /&gt;
* Forum: [http://OpenApoc.org official speak your self]&amp;lt;br&amp;gt; &lt;br /&gt;
* Bug Tracker: [https://github.com/openapoc/openapoc/issues help us find bugs]&amp;lt;br&amp;gt;&lt;br /&gt;
* Development milestones Page: [https://trello.com/b/lX5Y3DwR/openapoc official development milestone]&amp;lt;br&amp;gt;&lt;br /&gt;
* Translate OpenApoc: [https://www.transifex.com/x-com-apocalypse/apocalypse/ to your language]&amp;lt;br&amp;gt;&lt;br /&gt;
* IRC Web Chat Page: [http://webchat.freenode.net/?channels=openapoc official irc web chat page]&amp;lt;br&amp;gt;&lt;br /&gt;
* Slack Chat Page: [https://freeapoc.slack.com/messages slack chat]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Social pages (recent news)&lt;br /&gt;
* [https://discord.gg/zJQswtA Discord Chat]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://fb.com/OpenApoc Facebook Page]&amp;lt;br&amp;gt; &lt;br /&gt;
* [http://vk.com/OpenApoc Vkontakte Page]&amp;lt;br&amp;gt; &lt;br /&gt;
* [https://twitter.com/openapoc Twitter Page]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://reddit.com/r/OpenApoc Reddit Page]&amp;lt;br&amp;gt; &lt;br /&gt;
* [https://t.me/OpenApoc Telegram Channel]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://instagram.com/openapoc Instagram Page]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://www.youtube.com/channel/UCct_-oki35TGbYNPgqGmp6w Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;tr style=&amp;quot;font-weight: bolder;font-size:18px; color: white; &amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; [[Image:Openapoc_icon.png|link=OpenApoc|OpenApoc Badge]] &#039;&#039;&#039;OpenApoc - open-source remake of X-Com Apocalypse&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
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{| {{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;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ About OpenApoc&amp;lt;/b&amp;gt;]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Credits (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Credits&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Installing (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Installation&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Differences to X-COM (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Differences between OpenApoc and X-COM&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden Features (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Hidden Features&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unused Game Features (Apocalypse)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Unused Game Features&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
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{| {{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;Concept Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Game versions and builds (Apocalypse)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Game versions and builds&amp;lt;/b&amp;gt;]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Cut items and features (Apocalypse)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Cut items and features&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cut mechanics and behavior (Apocalypse)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Cut mechanics and behavior&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[What it should be. Design doc (Apocalypse)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ What it should be. Big Apoc Concept&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw Concepts (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Raw Concepts&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| [[Customizing (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Customizing&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Improvements (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Added improvements&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mods (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Mods&amp;lt;/b&amp;gt;]]&lt;br /&gt;
: [[Idea to spice up the alien dimension|&amp;lt;i style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Idea to spice up the alien dimension&amp;lt;/i&amp;gt;]]&lt;br /&gt;
: [[Psionics in Apocalypse|&amp;lt;i style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Psionics in Apocalypse&amp;lt;/i&amp;gt;]] &lt;br /&gt;
|- &lt;br /&gt;
| [[Translations (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Translations&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Personnel Names (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Personnel Names&amp;lt;/b&amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;width: 33%;color:#FFF; border: 5px outset #eee;background: #1a5aac;text-shadow: 1px 1px 0 #4c5054, -1px -1px 0 #4c5054, 1px -1px 0 #4c5054, -1px 1px 0 #4c5054;&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;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Compiling (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Compiling and code&amp;lt;/b&amp;gt;]]&lt;br /&gt;
: [[Coding Style (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Coding Style&amp;lt;/b&amp;gt;]]&lt;br /&gt;
: [https://github.com/OpenApoc/OpenApoc &amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ GitHub codebase&amp;lt;/b&amp;gt;]&lt;br /&gt;
: [https://github.com/openapoc/openapoc/issues &amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Report a Bug&amp;lt;/b&amp;gt;]&lt;br /&gt;
: [https://www.transifex.com/x-com-apocalypse/apocalypse/dashboard &amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Translate&amp;lt;/b&amp;gt;]&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Configuration&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Options (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Options&amp;lt;/b&amp;gt;]]&lt;br /&gt;
: [[Video Options (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Video&amp;lt;/b&amp;gt;]]&lt;br /&gt;
: [[Audio Options (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Audio&amp;lt;/b&amp;gt;]]&lt;br /&gt;
: [[Controls (OpenApoc)|&amp;lt;b style=&amp;quot;color:white!important;&amp;quot;&amp;gt;■ Controls&amp;lt;/b&amp;gt;]]&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenApoc]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=106177</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=106177"/>
		<updated>2022-02-08T21:33:32Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Tactical section bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In recent years it has come to light that, with the well documented end of development being so chaotic, and the shift from Microprose ownership, to Spectrum Holobyte and finally Hasbro, causing a multitude of problems in of itself, that multiple distributions, all with slight technical variations, of Apocalypse exist. For this reason, it is important to note the CD-ROM serial number from which the bug occurs to make this page more useful at tracking and listing Apocalypse related bugs.&lt;br /&gt;
&lt;br /&gt;
For digital distributions, there are a number of known issues. First, and foremost, they use DOSBox to emulate the CD-ROM drive and then mount either an ISO or CUE/BIN image. Sadly, as DOSBox emulation for CD Images as CD-ROM Drives is poor, even requiring special patching, exclusively for Apocalypse, [https://fossies.org/dox/dosbox-0.74-3/dos__mscdex_8cpp_source.html by the DOSBox Dev Team], use of DOSBox with a CD Image is known to create a host of problems. The NoCD error is often reported by users when using DOSBox with a CD-Image instead of the original Discs in a physical drive. Secondly, and less well known, the Learning AI (Decision Matrix) that controls faction and alien behaviour based on the recording of player performance and battlescape data will be broken from the outset. The learning AI files will update as the game progresses, but the Decision matrix fails to utilise that data when changing the &amp;quot;stance&amp;quot; of any given opponent and the associated behaviours, instead resorting to the defaults as specified in the &amp;quot;0&amp;quot; suffixed versions of the Learning AI files&lt;br /&gt;
&lt;br /&gt;
The GOG release of the game, since the Galaxy 2 update for both offline and galaxy installed versions of the game, has also had issues with the cross-naming of the two sets of executables in TACEXE and UFOEXE, this is covered in detail in the relevant section below. For users on GOG who have not &amp;quot;fixed&amp;quot; their installation manually, it can be assumed that any bug report is somewhat invalidated by the fact the distribution in itself is broken both on it&#039;s reliance on a CD Image and that GOG has created a custom DOSBox environment with mismatched core game executables.&lt;br /&gt;
&lt;br /&gt;
When Reporting Bugs, please list the serial number of which physical CD-ROM you were playing with next to the issue header. In the case of digital distributions, please add the issue under an appropriate, separate, heading until we can try to replicate it on a physical CD-ROM copy.&lt;br /&gt;
&lt;br /&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base (CD Serials: MEG256T001-0001-0001-02)===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
So far, this has only been replicated in Warehouse Nine of the Novice Difficulty City Map on the 1998 issue of the UK CD-ROM (MEG256T001-0001-0001-02). Efforts continue to replicate on other versions, though in more than 100 restarts on MP191 207 D01R, the UK Original, 1997, CD-ROM, this base was only selected 5 times and in all cases was built correctly with the Vehicle Repair Bay moving each time, but never out of bounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
=== Impossible to heal Fatal Wounds ===&lt;br /&gt;
&lt;br /&gt;
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an &amp;quot;Advanced Medi-Kit&amp;quot; item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the &amp;quot;Advanced Medi-Kit&amp;quot; would have to be used instead.&lt;br /&gt;
&lt;br /&gt;
However, while the &amp;quot;Advanced Medi-Kit&amp;quot; got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Advanced Medi-Kit&amp;quot; was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut &amp;quot;Cells&amp;quot; base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Saving the game or loading from a saved game / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Simply the action of going to save the game will break the decision matrix as recently discovered by Skin36 when reversing the code. If you want to play Apoc from start to end with the decision matrix working throughout, you cannot, at any point, save the game, let alone load one.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating no savegames as per the above point, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dimension_Probe&amp;diff=104983</id>
		<title>Dimension Probe</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dimension_Probe&amp;diff=104983"/>
		<updated>2021-12-05T00:15:55Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information == &lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title = Dimension Probe}}&lt;br /&gt;
[[Image:Apoc_dimension_probe_pedia.png|Dimension Probe UFOPedia picture|right|100 px]]&lt;br /&gt;
This unmanned automated probe is designed to explore the [[Alien Dimension (Apocalypse)|Alien Dimension]] and has minimal armaments and defenses. The Probe will enable [[X-COM (Apocalypse)|X-COM]] to test its new adaptation of the Aliens inter-dimensional technology. Exploration is a vital requirement for developing further knowledge of the Alien threat and the probe is just the first step.&lt;br /&gt;
{{Ref Close|source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_dimension_probe_icon.png|right|50 px|]]&lt;br /&gt;
This is the first X-COM-created craft. It is a test vehicle designed to be able travel through the [[Dimensional Gates|Dimensional Gates]], and is a springboard for development of further advanced [[Bio-Trans|aircraft]]. &lt;br /&gt;
&lt;br /&gt;
It carries an extensive sensor package for analysis of the Alien Dimension, allowing further progress in the [[Biochemistry]] lab. &lt;br /&gt;
&lt;br /&gt;
The Dimension Probe only has one 2 &amp;amp;times; 2 weapon slot. It can be equipped with weapons such as the [[Light Disruptor Beam (Apocalypse)|Light Disruptor Beam]] to harass invading alien craft or to support standard vehicles when not exploring. Fairly capable of dodging most attacks, it can be a nuisance to a foe, but not much more unless in sufficient numbers or as a back-up for other combat units.&lt;br /&gt;
&lt;br /&gt;
The Dimension Probe draws energy directly from the Alien Dimension and does not need to refuel. In addition to Dimension Gate travel, this is one of the hallmark features of all X-COM hybrid aircraft.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
[[Image:Apoc_dimension_probe_large.png|right|100 px]]&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;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;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8/8/8/8/8/8&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;Weight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&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;80&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;19&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;Acceleration&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Weapons Slot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2x2&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;Production Cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$6000&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;Sale Price&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;$10000&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;Manufacturer&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Marsec|MarSec]]&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;Labor Hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35000&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;Passengers&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;Score points&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&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;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Armor is given as Top/Front/Left/Right/Rear/Bottom. The in-game Ufopedia rather misleadingly displays only a single armor value, the sum of the values on all six of the vehicle&#039;s facings.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Falsely assigned to MarSec ingame. Normally, all equipment and craft that can be manufactured is assigned X-COM as manufacturer, this here seems to be an oversight from the Debug/Beta versions.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The use of this ship to explore the Alien Dimension for the first time is strictly optional. Any hybrid aircraft can be used for this role. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
* [[Research (Apocalypse)|Research]]&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:X-COM Craft (Apocalypse)]][[Category:Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104982</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=104982"/>
		<updated>2021-12-05T00:13:22Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Dimension Probe */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[Dimension_Probe|Dimension Probe]] is falsely assigned [[Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=104981</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=104981"/>
		<updated>2021-12-05T00:12:48Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Dimension Probe */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The [[https://www.ufopaedia.org/index.php/Dimension_Probe|Dimension Probe]] is falsely assigned [[https://www.ufopaedia.org/index.php/Marsec|MarSec]] as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Organizations&amp;diff=103587</id>
		<title>Organizations</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Organizations&amp;diff=103587"/>
		<updated>2021-10-15T14:33:05Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Services provided to X-COM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Organizations which operate in [[Mega-Primus]] consist of corporations, political groups, criminal gangs and the government.  All of them are at risk from Alien infiltration but some are more vulnerable than others.&lt;br /&gt;
&lt;br /&gt;
Organizations have their finances listed under each individual page in Apocalypse&#039;s in-game Ufopaedia. &lt;br /&gt;
&lt;br /&gt;
==Relations Overview==&lt;br /&gt;
&lt;br /&gt;
The table below lists the organizations and their attitude towards other organizations at the start of the game. A short description of them is available below the table. For more information into their activities and products check their individual pages and for a description of how they interact check [[Relations (Apocalypse)|Relations]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Friendly/Allied to&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Unfriendly/Hostile to&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&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_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]]&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_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]]&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_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]] [[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_marsec_icon.png]] [[Marsec]] [[Image:Apoc_ts_icon.png]] [[Transtellar]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&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_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_xcom_icon.png]] [[X-COM (Apocalypse)|X-COM]]&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_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]] [[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&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_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_gm_icon.png]] [[General Metro]]&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_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sd_icon.png]] [[Superdynamics]]&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_cyberweb_icon.png]] [[Cyberweb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&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_ts_icon.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_aliens_icon.png]] [[Aliens (Apocalypse)|Alien]] [[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&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_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_energen_icon.png]] [[Energen]]&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_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_lifetree_icon.png]] [[Lifetree]] [[Image:Apoc_gravball_icon.png]] [[Grav Ball League]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&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_lifetree_icon.png]] [[Lifetree]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]]&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_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_evonet_icon.png]] [[Evonet]]&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_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nutrivend_icon.png]] [[Nutrivend]]&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_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&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_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sanctuary_icon.png]] [[Sanctuary Clinic]]&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_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_solmine_icon.png]] [[Solmine]]&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_synthemesh_icon.png]] [[Synthemesh]]&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&amp;gt;[[Image:Apoc_gravball_icon.png]] [[Grav Ball League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&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_psyke_icon.png]] [[Psyke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]] [[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_gravball_icon.png]] [[Grav Ball League]] [[Image:Apoc_diablo_icon.png]] [[Diablo]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&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_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]] [[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_gravball_icon.png]] [[Grav Ball League]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_osiron_icon.png]] [[Osiron]]&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_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_megapol_icon.png]] [[Megapol]] [[Image:Apoc_sensovision_icon.png]] [[Sensovision]] [[Image:Apoc_psyke_icon.png]] [[Psyke]] [[Image:Apoc_diablo_icon.png]] [[Diablo]]&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_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&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_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]] [[Image:Apoc_megapol_icon.png]] [[Megapol]]&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_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_marsec_icon.png]] [[Marsec]] [[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_technocr_icon.png]] [[Technocrats]]&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_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Both the Mutant Alliance and S.E.L.F. are set to start slightly friendly to X-COM. However, due to the randomization that happens to every organization&#039;s value to another at start they might begin the game with a 0 or negative value towards X-COM.  &lt;br /&gt;
&lt;br /&gt;
==Guards Deployed by Organizations==&lt;br /&gt;
This table shows the average number and type of guards or henchmen (see [[Population_(Apocalypse)|Population]]) encountered when X-COM Agents raid or are raided by another organization, or when they investigate the building of a hostile organization. Also shown is their [[Alien_Tech_Levels_(Apocalypse)#Human_Tech_Levels|Tech Level]] at the beginning of a game. The actual number of guards deployed can vary by up to +/- 25 percent each mission, but can never be above 20 guards total. Note that all guards are Humans; no organization employs Androids or Hybrids as guards.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Guards deployed&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Tech Level &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 Building Security/Corporate Hoods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;[[Image:Apoc_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 Police&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;[[Image:Apoc_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Cultists&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;[[Image:Apoc_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14 Building Security/Corporate Hoods&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;[[Image:Apoc_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 Building Security/Corporate Hoods&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;[[Image:Apoc_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 Building Security/Corporate Hoods&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;[[Image:Apoc_cyberweb_icon.png]] [[Cyberweb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;11 Building Security/Corporate Hoods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;[[Image:Apoc_ts_icon.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 Building Security/Corporate Hoods&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;[[Image:Apoc_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 Building Security/Corporate Hoods&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;[[Image:Apoc_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_lifetree_icon.png]] [[Lifetree]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 Building Security/Corporate Hoods&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;[[Image:Apoc_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Building Security/Corporate Hoods&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;[[Image:Apoc_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_synthemesh_icon.png]] [[Synthemesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_gravball_icon.png]] [[Grav Ball League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_psyke_icon.png]] [[Psyke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Gangsters&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;[[Image:Apoc_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13 Gangsters&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;[[Image:Apoc_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 Gangsters&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;[[Image:Apoc_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Building Security/Corporate Hoods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;[[Image:Apoc_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 Building Security/Corporate Hoods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;[[Image:Apoc_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;[[Image:Apoc_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7 Building Security/Corporate Hoods&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;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Services provided to X-COM==&lt;br /&gt;
The following is an overview of the goods and services each Organization provides to X-COM, if it is not hostile. Those not listed here do not provide anything of use to X-COM, and are therefore of lower importance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Items sold to X-COM&amp;lt;th {{StdDescTable_Heading}}&amp;gt; Other services provided when unfriendly/neutral/friendly/allied&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;weekly funding&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_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;agent weapons &amp;amp; armor; vehicle weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Field more vehicles&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_sirius_icon.png]] [[Cult of Sirius]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none / unknown&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_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;ground &amp;amp; air vehicles; agent weapons, armor &amp;amp; equipment; vehicle weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Better equipment and vehicles available&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_sd_icon.png]] [[Superdynamics]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;air vehicle engines, vehicle fuel, vehicle cargo modules&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Faster aircraft repair and better engines&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_gm_icon.png]] [[General Metro]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;ground bike, ground vehicle engines, vehicle passenger modules&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More ground vehicle equipment and better engines&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_cyberweb_icon.png]] [[Cyberweb]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;vehicle targeting equipment &amp;amp; countermeasures&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More engineers and weapons control systems&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_ts_icon.png]] [[Transtellar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Can transfer between bases&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_solmine_icon.png]] [[Solmine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Elerium fuel for vehicle plasma weapons&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More elerium available&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_sensovision_icon.png]] [[Sensovision]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Scientists work faster&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_lifetree_icon.png]] [[Lifetree]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Agents train faster&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_nutrivend_icon.png]] [[Nutrivend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More biochemists and engineers available&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_evonet_icon.png]] [[Evonet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More biochemists&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_sanctuary_icon.png]] [[Sanctuary Clinic]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Agents will heal faster&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_nanotech_icon.png]] [[Nanotech]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medi-Kits&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Agents will heal faster&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_energen_icon.png]] [[Energen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More power units available/faster refuelling&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_synthemesh_icon.png]] [[Synthemesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;City and base damage repaired faster&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_gravball_icon.png]] [[Grav Ball League]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stronger agents available&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_psyke_icon.png]] [[Psyke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More agents available&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_diablo_icon.png]] [[Diablo]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;incendiary grenades&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More agents available&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_osiron_icon.png]] [[Osiron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More agents available&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_self_icon.png]] [[S.E.L.F.]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More android agents available&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_mutant_icon.png]] [[Mutant Alliance]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;More mutants available&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_extropians_icon.png]] [[Extropians]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large organizations stay friendlier&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_technocr_icon.png]] [[Technocrats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;none&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small organizations stay friendlier&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;sup&amp;gt;1&amp;lt;/sup&amp;gt; According to &amp;quot;PC Zone X-Com Apocalypse Tips Book&amp;quot;.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; It appears that none of Cyberweb&#039;s products work properly.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Buildings (Apocalypse)|Buildings]]&lt;br /&gt;
* [[Relations (Apocalypse)|Relations]]&lt;br /&gt;
* [[Trade (Apocalypse)|Trade]]&lt;br /&gt;
&lt;br /&gt;
==Back To==&lt;br /&gt;
[[Apocalypse]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Organizations Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category:Organizations]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Organizations&amp;diff=103586</id>
		<title>Talk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Organizations&amp;diff=103586"/>
		<updated>2021-10-15T11:51:02Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Suggestion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Raids ==&lt;br /&gt;
&lt;br /&gt;
Browsing around with Apoc&#039;d, I see that there are several types of &amp;quot;raid&amp;quot; actions that organizations can conduct against their enemies. I&#039;m looking for more concrete information on what the various types of raid actually mean. There exist:&lt;br /&gt;
:Raid - this is the typical base attack using agents.&lt;br /&gt;
:Attack - I have no idea what this is.&lt;br /&gt;
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.&lt;br /&gt;
:Storm - again, no idea what this is. Used only by Megapol and gangs.&lt;br /&gt;
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Attack = you get a &amp;quot;Organisation attacked:&amp;quot; message on the scrollbar (e.g. &amp;quot;Organisation attacked: Psyke   Attacked by: Megapol&amp;quot;). However, if X-COM is targetted nothing happens.&lt;br /&gt;
:Raid = similar message, but if X-COM is targetted you get a base defence.&lt;br /&gt;
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).&lt;br /&gt;
:Illegal flyer = &amp;quot;An illegal flyer has been detected&amp;quot;, and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I&#039;ve seen a single Valkyrie get used once, but these are pretty rare).&lt;br /&gt;
&lt;br /&gt;
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the &amp;quot;illegal flyer&amp;quot; possibility). When the Alien Takeover screen says &amp;quot;right and wrong no longer exists for these people&amp;quot; it&#039;s actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don&#039;t attack you with vehicles (unless infiltrated). As for the vehicle used, it&#039;s possible it&#039;s just a random dice roll with an equal chance of each vehicle in the organization&#039;s vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).&lt;br /&gt;
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn&#039;t get a &amp;quot;vehicle destroyed&amp;quot; message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)&lt;br /&gt;
:I don&#039;t know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I&#039;ve never seen military ground vehicles used apart from Megapol&#039;s Police Cars). Organisations can definitely buy new vehicle parks, although they can&#039;t do it instantly (it&#039;s possible to run an organisation out of vehicles, but if you come back a couple of hours later they&#039;ll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve done more testing regarding Illegal Flyers and here&#039;s what I&#039;ve concluded:&lt;br /&gt;
::1) Illegal Flyers are taken from an Org&#039;s &amp;quot;Vehicle Park&amp;quot;.&lt;br /&gt;
::2) The game will always try to assign two attacking vehicles.&lt;br /&gt;
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.&lt;br /&gt;
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building &amp;amp; repeat query. If no, go to the next type.&lt;br /&gt;
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.&lt;br /&gt;
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.&lt;br /&gt;
&lt;br /&gt;
::Regarding &#039;&#039;&#039;armed&#039;&#039;&#039; ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner&#039;s buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the &amp;quot;An illegal flyer has been detected&amp;quot; message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it&#039;ll go away. This would seem to be why illegal flyer attacks from Megapol don&#039;t show up very often - you&#039;re only stopped a few times a day.&lt;br /&gt;
&lt;br /&gt;
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid &amp;quot;naturally&amp;quot; (without using Apoc&#039;d to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they&#039;d gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: OK, thanks. Seems there isn&#039;t much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I&#039;m not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Megapol&#039;s Police Car and Police Hovercar patrols come out of their vehicle park; if you&#039;re hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you&#039;re right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that it may be better to replace the &amp;quot;Organizations Important to X-COM&amp;quot; section with a &amp;quot;Services Provided to X-COM&amp;quot; overview, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Services provided&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;weekly funding&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_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sells agent and vehicle equipment; limited assistance vs. Alien Craft&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_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sells ground and air vehicles, agent and vehicle equipment&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.&lt;br /&gt;
&lt;br /&gt;
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke &amp;quot;sells&amp;quot; Psiclone, but they never have any for sale unless you sold it to them first and it&#039;s useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::My recommendation - don&#039;t include Psyke, but do include Cyberweb, with a footnote explaining the latter&#039;s items don&#039;t work as intended.&lt;br /&gt;
::p.s. I&#039;m also not sure about Gravball League. I&#039;m inclined to believe it does not affect the number of recruits, but I don&#039;t have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just did a test of thirty days&#039; worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I&#039;m strongly inclined to think there&#039;s no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Don&#039;t forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve seen no evidence of anything you claim there; organisation personnel are not hired or equipped with bought equipment the way X-COM&#039;s are (they and their equipment are randomly generated when a mission is started), and the max humans seen with the GB league hostile and with it allied were both 3 (SELF and Mutant Alliance switch on and off the 0-1 android/hybrid, so a similar mechanism would produce a difference). Please don&#039;t supply urban legends as fact; it just confuses matters. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:40, 21 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Relations do matter, here is more info from the &amp;quot;PC Zone X-Com Apocalypse Tips Books&amp;quot;, though ingame already all of these are very obvious to observe: https://imgur.com/a/QJtmiaR [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 11:47, 15 October 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Organizations&amp;diff=103585</id>
		<title>Talk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Organizations&amp;diff=103585"/>
		<updated>2021-10-15T11:47:51Z</updated>

		<summary type="html">&lt;p&gt;Bard: Relations matter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Raids ==&lt;br /&gt;
&lt;br /&gt;
Browsing around with Apoc&#039;d, I see that there are several types of &amp;quot;raid&amp;quot; actions that organizations can conduct against their enemies. I&#039;m looking for more concrete information on what the various types of raid actually mean. There exist:&lt;br /&gt;
:Raid - this is the typical base attack using agents.&lt;br /&gt;
:Attack - I have no idea what this is.&lt;br /&gt;
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.&lt;br /&gt;
:Storm - again, no idea what this is. Used only by Megapol and gangs.&lt;br /&gt;
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Attack = you get a &amp;quot;Organisation attacked:&amp;quot; message on the scrollbar (e.g. &amp;quot;Organisation attacked: Psyke   Attacked by: Megapol&amp;quot;). However, if X-COM is targetted nothing happens.&lt;br /&gt;
:Raid = similar message, but if X-COM is targetted you get a base defence.&lt;br /&gt;
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).&lt;br /&gt;
:Illegal flyer = &amp;quot;An illegal flyer has been detected&amp;quot;, and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I&#039;ve seen a single Valkyrie get used once, but these are pretty rare).&lt;br /&gt;
&lt;br /&gt;
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the &amp;quot;illegal flyer&amp;quot; possibility). When the Alien Takeover screen says &amp;quot;right and wrong no longer exists for these people&amp;quot; it&#039;s actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don&#039;t attack you with vehicles (unless infiltrated). As for the vehicle used, it&#039;s possible it&#039;s just a random dice roll with an equal chance of each vehicle in the organization&#039;s vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).&lt;br /&gt;
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn&#039;t get a &amp;quot;vehicle destroyed&amp;quot; message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)&lt;br /&gt;
:I don&#039;t know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I&#039;ve never seen military ground vehicles used apart from Megapol&#039;s Police Cars). Organisations can definitely buy new vehicle parks, although they can&#039;t do it instantly (it&#039;s possible to run an organisation out of vehicles, but if you come back a couple of hours later they&#039;ll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve done more testing regarding Illegal Flyers and here&#039;s what I&#039;ve concluded:&lt;br /&gt;
::1) Illegal Flyers are taken from an Org&#039;s &amp;quot;Vehicle Park&amp;quot;.&lt;br /&gt;
::2) The game will always try to assign two attacking vehicles.&lt;br /&gt;
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.&lt;br /&gt;
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building &amp;amp; repeat query. If no, go to the next type.&lt;br /&gt;
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.&lt;br /&gt;
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.&lt;br /&gt;
&lt;br /&gt;
::Regarding &#039;&#039;&#039;armed&#039;&#039;&#039; ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner&#039;s buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the &amp;quot;An illegal flyer has been detected&amp;quot; message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it&#039;ll go away. This would seem to be why illegal flyer attacks from Megapol don&#039;t show up very often - you&#039;re only stopped a few times a day.&lt;br /&gt;
&lt;br /&gt;
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid &amp;quot;naturally&amp;quot; (without using Apoc&#039;d to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they&#039;d gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: OK, thanks. Seems there isn&#039;t much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I&#039;m not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Megapol&#039;s Police Car and Police Hovercar patrols come out of their vehicle park; if you&#039;re hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you&#039;re right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that it may be better to replace the &amp;quot;Organizations Important to X-COM&amp;quot; section with a &amp;quot;Services Provided to X-COM&amp;quot; overview, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Services provided&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;weekly funding&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_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sells agent and vehicle equipment; limited assistance vs. Alien Craft&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_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sells ground and air vehicles, agent and vehicle equipment&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.&lt;br /&gt;
&lt;br /&gt;
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke &amp;quot;sells&amp;quot; Psiclone, but they never have any for sale unless you sold it to them first and it&#039;s useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::My recommendation - don&#039;t include Psyke, but do include Cyberweb, with a footnote explaining the latter&#039;s items don&#039;t work as intended.&lt;br /&gt;
::p.s. I&#039;m also not sure about Gravball League. I&#039;m inclined to believe it does not affect the number of recruits, but I don&#039;t have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just did a test of thirty days&#039; worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I&#039;m strongly inclined to think there&#039;s no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Don&#039;t forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I&#039;ve seen no evidence of anything you claim there; organisation personnel are not hired or equipped with bought equipment the way X-COM&#039;s are (they and their equipment are randomly generated when a mission is started), and the max humans seen with the GB league hostile and with it allied were both 3 (SELF and Mutant Alliance switch on and off the 0-1 android/hybrid, so a similar mechanism would produce a difference). Please don&#039;t supply urban legends as fact; it just confuses matters. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:40, 21 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: Relations do matter, here is more infro from the &amp;quot;PC Zone X-Com Apocalypse Tips Books&amp;quot;, though ingame already all of these are very obvious to observer: https://imgur.com/a/QJtmiaR [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 11:47, 15 October 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=99880</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=99880"/>
		<updated>2021-02-18T06:22:21Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Design flaws */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dimension Probe ===&lt;br /&gt;
&lt;br /&gt;
The Dimension Probe is falsely assigned MarSec as its manufacturer even though all Research Technology that can be produced as well as recovered Alien Technology has X-COM as default manufacturer. This is probably a leftover from the Debug/Beta testing peroids of the game.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;diff=99774</id>
		<title>Engineering (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;diff=99774"/>
		<updated>2021-02-12T10:54:17Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The Workshop produces weapons and equipment for agents in the game, as well as equipment for ships. At the beginning of the game, you can only build a small Workshop that houses up to 5 Engineers. The Advanced Workshop becomes available once the 3 Alien Craft components have been researched, possible earlierst around week 3, this one can house up to 10 Engineers and allows the production of &amp;quot;Large&amp;quot;-requirement projects. Do not let Engineers idle without work, if no project is currently needed for yourself, let them manufacture anything to sell for profit on the market (i.e. Bio-Transport-Module, Disruptor Gun, Devastator Cannon, Boomeroids, etc.). The Engineers skill level ranges from a minimum of 60 to a maximum of 100 status points, the skill level cannot be improved over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title =Workshop}}&lt;br /&gt;
X-COM Engineers require the best facilities for the construction of new technology. The latest atomic replicators are installed which can accurately recreate most substances and micro-structures in the known universe. The facility can be used to create small pieces of equipment such as personal weaponry and armor. The workshop can accommodate five Engineers and each Workshop can be assigned to produce a specific item.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title =Advanced Workshop}}&lt;br /&gt;
Larger pieces of technology require more space and power to construct. The Advanced Workshop is designed for large construction projects such as new vehicles. The facility can accommodate up to ten Engineers.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engineers have a hard cap of 50 hireable units. Once the player has hired that many no new Engineers will appear for hire unless the number of hired Engineers falls below 50 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For best min/maxing it is recommended to juggle Engineers around for an average skill level of 450 for the small Workshops and 850-900 for the Advanced Workshops. As the random factor (time for research/manufacturing) of the previous 2 games has not been implemented in Apocalypse, you will always get the full skill level progress for each ingame hour passed, while the total skill level required for the project will also always stay the same. Therefore the highest &amp;quot;realistic&amp;quot; even skill number (450 / 850 / 900) per Workshop will allow for the fastest manufacturing of items/craft (as most projects have even total Skill Requirement numbers). The difference between 449 and 450 can already be 1 - 5 hours, depending on the project, while 450 to 490 will have none to only 1 hour difference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example for the most ideal Manufacturing base:&lt;br /&gt;
&lt;br /&gt;
[[File:WorkshopApocalypse.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features 4 Advanced Workshops, 2 small Workshops, for a total of 50 Engineers. 6 Living Quarters to also house a few Soldiers (preferably Androids) for Base Defence, 2 regular or Advanced Security Stations (still semi-useful in Turn Based as decoy), 1 Storage (plenty) and 1 Medical Bay. Nigh impenetrable when raided, while outputting the fastest possible manufacturing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This setup also allows for easy use of the alien craft Missile based weapons, as it will allow the player to quickly enough produce ammunition to have several Missiles spare even on heavy use.&lt;br /&gt;
&lt;br /&gt;
==Items Player can Produce==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [# test] (dead link)&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;diff=99773</id>
		<title>Engineering (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&amp;diff=99773"/>
		<updated>2021-02-12T10:35:11Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The Workshop produces weapons and equipment for agents in the game, as well as equipment for ships. At the beginning of the game, you can only build a small Workshop that houses up to 5 Engineers. The Advanced Workshop becomes available once the 3 Alien Craft components have been researched, possible earlierst around week 3, this one can house up to 10 Engineers and allows the production of &amp;quot;Large&amp;quot;-requirement projects. Do not let Engineers idle without work, if no project is currently needed for yourself, let them manufacture anything to sell for profit on the market (i.e. Bio-Transport-Module, Disruptor Gun, Devastator Cannon, Boomeroids, etc.). The Engineers skill level ranges from a minimum of 60 to a maximum of 100 status points, the skill level cannot be improved over time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title =Workshop}}&lt;br /&gt;
X-COM Engineers require the best facilities for the construction of new technology. The latest atomic replicators are installed which can accurately recreate most substances and micro-structures in the known universe. The facility can be used to create small pieces of equipment such as personal weaponry and armor. The workshop can accommodate five Engineers and each Workshop can be assigned to produce a specific item.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
{{Ref Open | title =Advanced Workshop}}&lt;br /&gt;
Larger pieces of technology require more space and power to construct. The Advanced Workshop is designed for large construction projects such as new vehicles. The facility can accommodate up to ten Engineers.&lt;br /&gt;
{{Ref Close | source = X-COM Apocalypse Ufopedia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engineers have a hard cap of 50 hireable units. Once the player has hired that many no new Engineers will appear for hire unless the number of hired Engineers falls below 50 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For best min/maxing it is recommended to juggle Engineers around for an average skill level of 450 for the small Workshops and 850-900 for the Advanced Workshops. As the random factor (time for research/manufacturing) of the previous 2 games has not been implemented in Apocalypse, you will always get the full skill level progress for each ingame hour passed, while the total skill level required for the project will also always stay the same. Therefore the highest &amp;quot;realistic&amp;quot; even skill number (450 / 850 /900) per Workshop will allow for the fastest manufacturing of items/craft (as most projects have even total Skill Requirement numbers). The difference between 449 and 450 can already be 1 - 5 hours, depending on the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example for the most ideal Manufacturing base:&lt;br /&gt;
&lt;br /&gt;
[[File:WorkshopApocalypse.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Features 4 Advanced Workshops, 2 small Workshops, for a total of 50 Engineers. 6 Living Quarters to also house a few Soldiers (preferably Androids) for Base Defence, 2 regular or Advanced Security Stations (still semi-useful in Turn Based as decoy), 1 Storage (plenty) and 1 Medical Bay. Nigh impenetrable when raided, while outputting the fastest possible manufacturing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This setup also allows for easy use of the alien craft Missile based weapons, as it will allow the player to quickly enough produce ammunition to have several Missiles spare even on heavy use.&lt;br /&gt;
&lt;br /&gt;
==Items Player can Produce==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [# test] (dead link)&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:WorkshopApocalypse.png&amp;diff=99772</id>
		<title>File:WorkshopApocalypse.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:WorkshopApocalypse.png&amp;diff=99772"/>
		<updated>2021-02-12T10:27:05Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=99765</id>
		<title>Advanced Control System (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Control_System_(Apocalypse)&amp;diff=99765"/>
		<updated>2021-02-11T07:39:59Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An X-COM developed accuracy module on (brain)steroids.&lt;br /&gt;
&lt;br /&gt;
A Weapon Control Module can give extra accuracy to guided projectiles. The space requirement for the advanced weapon control is 2x2, so it&#039;s best suited for large vehicles.&lt;br /&gt;
&lt;br /&gt;
This is the most effective control system available and outclasses all previous modules when stacked as well. It&#039;s the best one to use on the Hovercar and its limited slots.&lt;br /&gt;
&lt;br /&gt;
Weapon Control Modules are &amp;quot;less effective&amp;quot; with beam and projectile weapons as, even though the accuracy is increased, your craft will never aim ahead but always shoot at the current position of the UFO, therefore the shot will most of the time miss unless you position your craft correctly instead of just giving them the target command and letting them do their own thing.&lt;br /&gt;
&lt;br /&gt;
However, once in the correct position, the Weapon Control Module will be able to minimize stray shots that level the city, as long as you are not on the highest altitude shooting downwards. In combination with a Stasis Bomb this effect is immensly increased as well.&lt;br /&gt;
&lt;br /&gt;
It also makes the Manual Craft Control (press M) more accurate on the beam and projectile weapons, allowing you to destroy downed UFOs without missing a shot and hitting the ground or a nearby building, which would reduce relations to the organization owning the property. Or allow you to properly only destroy a certain building without a stray shot hitting a different organizations property.&lt;br /&gt;
&lt;br /&gt;
On missile weapons the effect is similar, by providing a more accurate initial shot it reduces the chance of the homing missile having to turn around to hit the UFO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value Stacking ==&lt;br /&gt;
&lt;br /&gt;
The abilities of the weapon control modules can be stacked, however every additional module will have its accuracy reduced incrementally more for every module that is installed. The N&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; module will have its power divided by N. This is known as a [https://en.wikipedia.org/wiki/Harmonic_series_(mathematics) Harmonic Series].&lt;br /&gt;
&lt;br /&gt;
For example: &lt;br /&gt;
&lt;br /&gt;
* 1st module: 30% (30% / 1)&lt;br /&gt;
* 2nd module: 15% (30% / 2) with both modules adding 45% accuracy to the vehicle&lt;br /&gt;
* 3rd module: 10% (30% / 3) with all three modules adding 55% accuracy to the vehicle&lt;br /&gt;
* 4th module: 7.5% (30% / 4) with all four module adding 62% (62.5% rounded down) accuracy to the vehicle&lt;br /&gt;
&lt;br /&gt;
The fractions are rounded down to an integer. If mixing weapon control sizes, the larger sizes are considered first in the formula.&lt;br /&gt;
&lt;br /&gt;
In short, the more modules of the same type that are installed beyond the first 2 reduce the overall effectiveness of the accuracy boost.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Equipment (Apocalypse)]]&lt;br /&gt;
[[Category: Vehicle Items (Apocalypse)]]&lt;br /&gt;
[[Category: Research (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=99136</id>
		<title>Mind Bender</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mind_Bender&amp;diff=99136"/>
		<updated>2021-01-10T09:22:28Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Usage Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Marsec]] has produced the mind bender as the modern day application of the old [[Psi-Amp]] that amplifies a user&#039;s latent psionic powers. &lt;br /&gt;
&lt;br /&gt;
Even so, psionic powers today are nowhere near as powerful as they used to be, and are now limited to strictly line of sight attacks. Gone are the days of nigh peerless dominance over your enemy forces with sheer willpower alone. &lt;br /&gt;
&lt;br /&gt;
In fact, latent psionic powers have watered down so much that only those spliced with [[Sectoid]] genes are even able to use them to any great effect. Ordinary humans at best can use it to probe enemies once in a blue moon. [[Androids (Apocalypse)|Androids]] can use the mind bender as a fancy paper weight. &lt;br /&gt;
&lt;br /&gt;
A highly skilled [[Hybrids (Apocalypse)|hybrid]] however can effectively direct the Mind Bender to practical use in combat. It can be used to &#039;&#039;probe&#039;&#039; an enemy&#039;s vital statistics, &#039;&#039;stun&#039;&#039; an alien by numbing its mind or even force it out of combat temporarily by making it &#039;&#039;panic&#039;&#039;. The more useful but most difficult attack is &#039;&#039;mind control&#039;&#039;, although this can only be done very briefly. &lt;br /&gt;
&lt;br /&gt;
Though the duration of a mind control session is short, a lot can be done. For example, in a few seconds you can instruct the victim to set all of its grenades timers and have it throw its Disruptor shield over to you before breaking the psionic link. Or just make it jump off the side of a building. &lt;br /&gt;
&lt;br /&gt;
One major disadvantage of the Mind Bender is that very few aliens are susceptible to psionic attacks. The only two that can be reliably affected by it are the [[Anthropod (Apocalypse)|Anthropod]] and [[Skeletoid (Apocalypse)|Skeletoid]]. All other aliens are either highly resistant to psi attacks ([[Multiworm]], [[Hyperworm]], [[Queenspawn]], [[Psimorph]], [[Micronoid Aggregate]]), or practically immune [[Spitter]], [[Brainsucker]], [[Multiworm Egg]], [[Chrysalis]], [[Popper]], [[Megaspawn]] (only probes work on these, and even then only one-fifth of the time). Human opponents, on the hand, are fair game. &lt;br /&gt;
&lt;br /&gt;
It&#039;s not an essential device to have in combat, as it does not have very immediate initial benefits. It does however pay off in the long run after you&#039;ve invested the time and money in training naturally powerful hybrids. It becomes indispensible for disarming humans and humanoid aliens of their Disruptor shields.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Marsec_Mind_Bender_(UFOpaedia).png|frame|Mind Bender]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Marsec_Mind_Bender.png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 2 x 2&lt;br /&gt;
* Weight: 3&lt;br /&gt;
* Manufacturer: [[Marsec]]&lt;br /&gt;
* Base Price: $1,200&lt;br /&gt;
* Minimum Weekly Stock: 3&lt;br /&gt;
* Maximum Weekly Stock: 12&lt;br /&gt;
* Battlescape Score: 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Psionic projection device for psionically trained Agents. This device must be used in order to initiate Psionic attacks in combat situations. The target needs to be within clear line of sight of the operator before an attack can begin. The Agent has a choice of four different attacks of increasing difficulty. Psionic Probe reveals information about the target, Psionic Panic reduces morale, Psionic Stun will render the target unconscious and psionic control will allow complete control of the target.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
= Usage Note =&lt;br /&gt;
&lt;br /&gt;
; Real Time notes&lt;br /&gt;
: When using the mind bender in real-time combat, in addition to the initial cost of each attack, as long as any psionic effect is in place, the user&#039;s psi energy will be drained to keep up the attack. This continues the attack, and the user continues to deal morale or stun damage to the target.&lt;br /&gt;
&lt;br /&gt;
:Psi-energy costs differ depending on the severity of the attack used. Once psi-energy is completely drained the attack ceases to take effect. Psi Energy recharges over time. It is recommended that the psi-link is maintained only for as long as necessary to conserve psi energy.&lt;br /&gt;
&lt;br /&gt;
; Turn based notes&lt;br /&gt;
: When using the mind bender in turn-based combat, there is no additional psi-energy cost as stun and panic are treated as a one-off attack against the target. Likewise, a successful mind control will only ever last until the end of the turn. Assuming they have enough PSI energy and TU, multiple psi attacks can be made by a single unit in one turn. Mind controlled units may only have a few TUs left, but since priming or dropping items does not have a TU cost it can still be a very effective tactic.&lt;br /&gt;
&lt;br /&gt;
:As in real-time combat, psi attacks have differing psi-energy costs. Psi-energy will slow recharge every turn. Stun and Panic attacks will affect the target immediately, the floating icon above the target is only an indication that it succeeded, there is no need to maintain further visibility nor does &amp;quot;breaking the link&amp;quot; with another action remove/decrease the effect.&lt;br /&gt;
&lt;br /&gt;
{{Equipment (Apocalypse) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents Equipment (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=99008</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=99008"/>
		<updated>2020-12-30T22:29:45Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Please Insert CD Bug */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur as often on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, regardless if you play using the original physical CD or the digital distribution, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=98888</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=98888"/>
		<updated>2020-12-18T20:42:34Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Tactical section bugs */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
=== Missing Aliens in the bigger UFOs ===&lt;br /&gt;
&lt;br /&gt;
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it&#039;s in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you&#039;d most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.&lt;br /&gt;
&lt;br /&gt;
This issue happens because of 2 reasons:&lt;br /&gt;
&lt;br /&gt;
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.&lt;br /&gt;
&lt;br /&gt;
2. In the Debug and Beta versions of Apocalypse, the game didn&#039;t have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn&#039;t get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=98643</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=98643"/>
		<updated>2020-11-21T12:15:13Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Cityscape bugs */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freeze after Midnight===&lt;br /&gt;
&lt;br /&gt;
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.&lt;br /&gt;
&lt;br /&gt;
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=98616</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=98616"/>
		<updated>2020-11-21T00:41:09Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Brainsucker Door Exploit */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=98615</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=98615"/>
		<updated>2020-11-21T00:38:55Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Tactical section bugs */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Brainsucker Door Exploit ===&lt;br /&gt;
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.&lt;br /&gt;
&lt;br /&gt;
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.&lt;br /&gt;
&lt;br /&gt;
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or tryint to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.&lt;br /&gt;
&lt;br /&gt;
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:657567.png|&lt;br /&gt;
Image:54353453.png|&lt;br /&gt;
Image:55454545.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.&lt;br /&gt;
&lt;br /&gt;
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.&lt;br /&gt;
&lt;br /&gt;
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.&lt;br /&gt;
&lt;br /&gt;
== Design flaws ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:54353453.png&amp;diff=98614</id>
		<title>File:54353453.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:54353453.png&amp;diff=98614"/>
		<updated>2020-11-21T00:30:37Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:55454545.png&amp;diff=98613</id>
		<title>File:55454545.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:55454545.png&amp;diff=98613"/>
		<updated>2020-11-21T00:28:53Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:657567.png&amp;diff=98612</id>
		<title>File:657567.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:657567.png&amp;diff=98612"/>
		<updated>2020-11-21T00:28:00Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Background_(Apocalypse)&amp;diff=98084</id>
		<title>Talk:Background (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Background_(Apocalypse)&amp;diff=98084"/>
		<updated>2020-10-21T23:41:59Z</updated>

		<summary type="html">&lt;p&gt;Bard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know what &amp;quot;MC Security&amp;quot; stands for? During the into video of the game it is being used several times but not mentioned in the background story of the games manual: https://www.youtube.com/watch?v=Xri57CnuZ1E&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I haven&#039;t found out what the &amp;quot;MC&amp;quot; stands for. In the German Version of the game it is called &amp;quot;MK-Sicherheitsdienst&amp;quot; the last word translating into &amp;quot;security service/agency&amp;quot;. Neither &amp;quot;MK&amp;quot; nor &amp;quot;MC&amp;quot; allow much for guessing its meaning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mega-Prime Command Security sounds kind of wrong and the German equivalent to it (M-P Kommando-Sicherheitsdienst) even more. Anyone got a guess what &amp;quot;MC&amp;quot; could stand for? [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 16:39, 27 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
:My suspicion is that it&#039;s a front company for X-Com, as the manual mentions that X-Com is operating covertly. MC could stand for &amp;quot;mega-city&amp;quot;, but it could also just be arbitrarily assigned. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:10, 28 August 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
::So a small update, the MC in MC Security stands for &amp;quot;Ministerial Council&amp;quot;, source: https://acronym24.com/mc-meaning-in-security/&lt;br /&gt;
::This would lead to the German MK being Ministeriums-Kommunalrat, if written out. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 23:41, 21 October 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&amp;diff=96801</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=96801"/>
		<updated>2020-09-08T15:15:56Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Design flaws */&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;
* Possibly not a bug since it appears that X-COM bases are located underground, i.e. in the basement levels of said buildings.&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;
=== Time Lapse ===&lt;br /&gt;
If too many vehicles are on the Cityscape at the same time, you cannot choose the &amp;quot;Ultra Fast&amp;quot; time control option. This usually happens on the biggest Mega-Prime map on Superhuman where, due to the way some roads are connected in a criss-cross pattern with eachother, sometimes vehicles get stuck moving in circles eternally or if in one of those criss-cross sections of the map one exit was destroyed during UFO fights the vehicles will be unable to pathfind another way out, as they seem to try and always go for the shortest path, even if that one is destroyed, and will never try to go for an alternate longer path, regardless if one is available or not. To solve this issue, you have to use an X-Com Craft to either directly destroy some of the vehicles or use the Manual Craft Control (&#039;&#039;&#039;M&#039;&#039;&#039; to activate, &#039;&#039;&#039;LMB&#039;&#039;&#039; to shoot) to destroy the road/bridge the vehicles are on (no reputation loss).&lt;br /&gt;
&lt;br /&gt;
===65535 Widget Bug===&lt;br /&gt;
You may sometimes find a store item with an unusually high count of 65535 or close to that amount. This bug occurs when the item count somehow goes into a negative value. Because item counters are instanced as unsigned integers, the negative will wrap back around to the highest value that it can hold. In this case, 65535.  &lt;br /&gt;
&lt;br /&gt;
One such example of how this could occur is when shifting an unresearched alien artefact that is instanced in both the air and ground transfer screens. If the item sliders are not locked and can be moved independently, you may be able to send more items than you physically own and put the store count into the negative. &lt;br /&gt;
&lt;br /&gt;
Note that the user interface will properly report the negative count before you commit the item transfer. &lt;br /&gt;
&lt;br /&gt;
With 65535 instances of any single item, this bug can easily be used as a money exploit. &lt;br /&gt;
&lt;br /&gt;
===Storage alchemy===&lt;br /&gt;
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn&#039;t always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.&lt;br /&gt;
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell all the light modules, the &#039;&#039;&#039;quantity amounts&#039;&#039;&#039; (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the &#039;&#039;&#039;repeatable&#039;&#039;&#039; bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again!&lt;br /&gt;
: Tested with a game around week four, multiple xcom bases, lots of mixed vehicles. Tested as such that it works exactly as mentioned. Others may find slight variations of this bug (which wouldn&#039;t be surprising).&lt;br /&gt;
: Not to be confused with the 65535 Widget bug which is seperate.&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;
=== No music bug ===&lt;br /&gt;
&lt;br /&gt;
Whenever you save a game or sometimes when you end a battlescape mission, the music seems to stop playing. However, all that happens is that the music volume gets set down to 1 during the post battle screen or when you save the game, and fails to set itself back to its previous value. (you can still hear the music if you listen closely)&lt;br /&gt;
&lt;br /&gt;
There are 4 ways of solving this:&lt;br /&gt;
&lt;br /&gt;
1. Enter the options screen and simply uncheck and check the master volume slider.&lt;br /&gt;
:(this will cause the current music track to get skipped or start from the beginning)&lt;br /&gt;
&lt;br /&gt;
2. Move the master volume slider a bit to the left/right and then back to your desired position.&lt;br /&gt;
:(this will prevent the track from being skipped / starting from the beginning)&lt;br /&gt;
&lt;br /&gt;
3. Wait until the next music track plays, the volume will be correct with the next track playing.&lt;br /&gt;
:(you might have to sit through 2-3 mins of silence)&lt;br /&gt;
&lt;br /&gt;
4. Playing with the original CD reduces but not fully removes this bug. During the CD access to play the next track the volume usually gets set back to its proper value.&lt;br /&gt;
&lt;br /&gt;
=== UFO Incursion - Battle Music ===&lt;br /&gt;
&lt;br /&gt;
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.&lt;br /&gt;
&lt;br /&gt;
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It&#039;ll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.&lt;br /&gt;
&lt;br /&gt;
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Repair Bay Placement in Starting Base===&lt;br /&gt;
&lt;br /&gt;
The starting base may have a bizarrely placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. In the case shown below, it also takes up the two &amp;quot;empty&amp;quot; squares to the lower-left of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocalypse_base_bug.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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;
=== 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;
One way to unlock the agents is to transfer them temporarily to another base, another is to order the agent to any nearby building and then send a vehicle to pick them up.&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;
=== Ammunition consolidation bug===&lt;br /&gt;
&lt;br /&gt;
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory. &lt;br /&gt;
&lt;br /&gt;
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons. &lt;br /&gt;
&lt;br /&gt;
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0. &lt;br /&gt;
&lt;br /&gt;
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one. &lt;br /&gt;
&lt;br /&gt;
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. &lt;br /&gt;
&lt;br /&gt;
Brainsucker Pods left with a count of 0 will not hatch. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Android Resistances ===&lt;br /&gt;
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage (&#039;&#039;&#039;IN&#039;&#039;&#039; Ammunition, Diablo Incendiary Grenade) instead of only 60%. &lt;br /&gt;
&lt;br /&gt;
Note that this &#039;&#039;&#039;cannot&#039;&#039;&#039; be fixed by using modding programs such as &amp;quot;&#039;&#039;&#039;Apoc&#039;d&#039;&#039;&#039;&amp;quot;, which can be found here: http://www.strategycore.co.uk/files/apocd/, and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the &amp;quot;X-COM Agents&amp;quot; role, as every soldier is (Humans as well as Hybrids). The &amp;quot;X-COM Agents&amp;quot; role however is assigned the &amp;quot;Human&amp;quot; Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the &amp;quot;Android&amp;quot; modifier with the &amp;quot;Human&amp;quot; modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Apocd android.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Soft Lock ===&lt;br /&gt;
&lt;br /&gt;
If you manage to open the inventory screen just as your soldier is dying, the game will softlock itself.&lt;br /&gt;
&lt;br /&gt;
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.&lt;br /&gt;
&lt;br /&gt;
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it&#039;ll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.&lt;br /&gt;
&lt;br /&gt;
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening.&lt;br /&gt;
&lt;br /&gt;
There is no known work-around. If this happens you will have to restart the game.&lt;br /&gt;
&lt;br /&gt;
===Security Station turret TU===&lt;br /&gt;
In turn-based mode, the TU of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com&#039;s or the aliens&#039; turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode.&lt;br /&gt;
&lt;br /&gt;
== Design flaws / Misc. Mechanics ==&lt;br /&gt;
=== X-COM Recyclotorium - Superhuman ===&lt;br /&gt;
&lt;br /&gt;
On the Superhuman map X-COM is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium]] Two.&lt;br /&gt;
&lt;br /&gt;
This is most likely an oversight by the map&#039;s creator. Recyclotoriums usually are only owned by [[Evonet]], while X-COM can only obtain ownership to base facilities.&lt;br /&gt;
&lt;br /&gt;
This decreases the difficulty on Superhuman immensely; during [[Cityscape_Fighting_(Apocalypse)#Retaliation|Alien Retaliation]] attacks the UFOs will frequently target the Recyclotorium building instead of actual X-COM bases, completely averting any threat to the player as there is no fear of your base collapsing and possibly killing all your personnel.&lt;br /&gt;
&lt;br /&gt;
The Recyclotorium can be reassigned to Evonet with modding programs such as Apoc&#039;d.&lt;br /&gt;
&lt;br /&gt;
=== 25% TU max. for reaction fire / Security Station reaction fire (Turn based only) ===&lt;br /&gt;
&lt;br /&gt;
Whenever the player ends a turn, all units get their Time Units divided by 4, this means a Soldier/Hostile Unit with 100 Time Units at the end of the turn will only get to use 25 Time Units to react instead of the full 100 TUs.&lt;br /&gt;
&lt;br /&gt;
Security Stations on top of that don&#039;t get their TUs replenished after Turn 1, which also happens to be the only turn they can reaction fire at. Reason for this is a function that fails to address the Security Station at the start of a new turn. More details can be found here: http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504&lt;br /&gt;
&lt;br /&gt;
=== Cannot rotate the view ===&lt;br /&gt;
Shorter aliens (Brainsuckers, eggs, multiworms, hyperworms) might be covered by taller structures, making them hard to see or tell apart.&lt;br /&gt;
Being able to rotate the view would fix this.&lt;br /&gt;
&lt;br /&gt;
== Learning AI Bugs ==&lt;br /&gt;
&lt;br /&gt;
The Learning AI is a fragile but amazingly cool feature of X-COM Apocalypse. Unfortunately it tends to easily break or not work at all with certain distributions of the game.&lt;br /&gt;
&lt;br /&gt;
=== Why it doesn&#039;t work with digital distributions (Steam/GoG/own (il)legal Copy) ===&lt;br /&gt;
&lt;br /&gt;
The Learning AI is dependent on the physical location of the Learning AI files on an original physical CD, as the CD is segmented into several physical sections visible with the eye. Digital distributions such as the Steam or GoG version use .iso/.bin .cue files that are directly mounted in DOSBox, hence making the important files all available on a single track without that physical separation which then prevents the Learning AI from functioning. The Learning AI files (EXPERIEN.DAT, BRAIN.DAT, WEAPEXP.DAT) will still update and adjust themselves according to your tactics (this counts for all distributions/localizations), however the Learning AI will fail to activate and make use of it. The same counts for mounting the file on a virtual drive and using that with DOSBox.&lt;br /&gt;
&lt;br /&gt;
Burning the .iso/.bin .cue files onto a CD will also not make it work, as the tracks will not be in the exact same location / read order the AI requires them to be in. This also means that certain official CD distributions of X-COM Apocalypse, such as certain localizations/versions/re-releases, also have the issue of the tracks being in an order that completely breaks the Learning AI.&lt;br /&gt;
&lt;br /&gt;
Additionally, only direct CD clones of the original CD with identical burn marks on the backside of the CD will have a working Learning AI. Self created .iso files (from a CD with working AI) or other burning methods other than a 1:1 clone will again result in a broken Learning AI.&lt;br /&gt;
&lt;br /&gt;
=== Confirmed functioning Learning AI ===&lt;br /&gt;
&lt;br /&gt;
Currently only 2 UK versions are confirmed to have a working Learning AI, these 2 versions carry following serial numbers:&lt;br /&gt;
&lt;br /&gt;
UK Original Release: &#039;&#039;&#039;MP191 207 D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UK Powerplus Release: &#039;&#039;&#039;PP191 207D01R&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fortunately, those serial numbers appear quite often on second hand sales, as they were the main version distributed in Europe in countries without their own localization, and will always work through DOSBox, as long as you own a CD/DVD Drive and have it mounted in DOSBox. The serial numbers are clearly visible in big letters on the CD itself.&lt;br /&gt;
&lt;br /&gt;
Additionally, the 1.03 North American version is said to also have a fully working Learning AI, unfortunately there are no more details like a serial number or actual confirmation of a working Learning AI about this version, as that version is relatively hard to find.&lt;br /&gt;
&lt;br /&gt;
=== What breaks the AI ===&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Stun raids&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They will scramble the data created in the WEAPEXP.DAT file.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Savegame loading / editing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Breaks the Learning AI by jumping values. Editing savegames, or starting a new savegame then returning to an old save will break the decision matrix, too.&lt;br /&gt;
&lt;br /&gt;
Therefore, stay with one savegame and do no reloading. This also counts for when you advance in the game (had battles) but end it without saving, close the game and start it again and reload the latest savegame.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Any general game exploit / unintended game mechanic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short: Play straight. No cheating, no cheesing, no reloading savegames, if you want to enjoy and experience the exciting Learning AI.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Virtual Drives / .iso / .bin .cue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general, anything that is not a physical CD will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
Currently there isn&#039;t enough testing done to detail what does and doesn&#039;t work. However, the Steam and GoG implementation of .iso / .bin .cue, directly mounted into DOSBox, will prevent the Learning AI from working.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Certain localizations / releases&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though no extensive information is available, it is assumed that the German/French/Italian/Russian/etc. localizations do not have a working AI due to the way the CD&#039;s data was written on them.&lt;br /&gt;
&lt;br /&gt;
Following releases are confirmed to have a &#039;&#039;&#039;NOT&#039;&#039;&#039; working AI, due to not being 1:1 clones, causing the Learning AI files to be on different tracks than in the original release:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UK Hasbro Interactive Release 1.00: 51747.331.DL (Disc 2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;US/NA 1.00 Release (Multiworm CD Cover) (No serial number available)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Installing the game from any other source other than the original CD through a physical CD/DVD Drive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes, the AI is that fragile.&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
=== Please Insert CD Bug ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; that many players suffer from on modern distributions (Steam/GoG), whenever they start a battlescape mission, is tightly tied to all this mess. It too is dependent on a physical CD and will not occur on official distributions as long as they are played with the original CD on a physical CD/DVD drive.&lt;br /&gt;
&lt;br /&gt;
The main reason for that happening with the Steam/GoG version is because both those versions use the minimal installation setting on top of having the image file directly mounted via DOSBox, as well as the data from the mounted image files being read too fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Please Insert CD Bug&amp;quot; cannot be completely mitigated, however you can cut down the frequency at which this happens:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simply copy the &amp;quot;&#039;&#039;&#039;XCOM3&#039;&#039;&#039;&amp;quot; folder from the &amp;quot;CD/.iso/.bin .cue&amp;quot; onto your PC.&lt;br /&gt;
&lt;br /&gt;
(whereever you have designated C:\ to be for DOSBox i.e. C:\Games\DOSBox\Games\&amp;quot;HERE&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Then rename the folder to &amp;quot;&#039;&#039;&#039;XCOMA&#039;&#039;&#039;&amp;quot; and then do a &#039;&#039;&#039;fresh install (200 MB optimal installation)&#039;&#039;&#039; on top of the folder.&lt;br /&gt;
&lt;br /&gt;
That way, even with a virtual drive / image file, the error message won&#039;t occur as often anymore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However, keep in mind that you should still save before starting ANY battlescape mission, i.e. UFO Recoveries, Investigations and Raids.&#039;&#039;&#039;&lt;br /&gt;
As this mitigation will only lower the frequency of that bug but not completely remove it, you do not want to lose an hour or two of progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also, directly mounting image files into DOSBox is not a good idea, as the integrated mounting system for image files is horrible and can lead to errors during gameplay.&lt;br /&gt;
&lt;br /&gt;
Instead just mount the image file with Windows and then mount the assigned CD Drive as cdrom in DOSBox, as example:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mount d f:\ -t cdrom -usecd NUMBER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;F:\&amp;quot; being the drive Windows 10 assignes the mounted image file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(to find out what number to put into &amp;quot;NUMBER&amp;quot;, type &amp;quot;mount -cd&amp;quot; into DOSBox and then enter the number that is shown left from the drive. I.e. &#039;&#039;&#039;0. E:\  1. F:\&#039;&#039;&#039;, in this case it should be &amp;quot;-usecd 1&amp;quot;.&lt;br /&gt;
DOSBox has to be started AFTER you have mounted the image file with Windows for it to show its drive letter.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GOG.com and other Funky Distributions / UFO2P.exe TAC2P.exe and UFO2P4.exe TAC2P4.exe ==&lt;br /&gt;
&lt;br /&gt;
THIS IS VERY MUCH A PROBLEM WITH THE GOG.COM RELEASES AND REMAINS UN-RESOLVED&lt;br /&gt;
FOR THE LATEST INFO PLEASE SEE: https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog&lt;br /&gt;
&lt;br /&gt;
When installing Apocalypse the installed &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files inside the &#039;&#039;&#039;UFOEXE&#039;&#039;&#039; and &#039;&#039;&#039;TACEXE&#039;&#039;&#039; folders are not the actual &#039;&#039;&#039;UFO2P.exe&#039;&#039;&#039; and &#039;&#039;&#039;TAC2P.exe&#039;&#039;&#039; files. Instead, the installation takes the UFO2P4.exe TAC2P4.exe files and renames them to UFO2P.exe and TAC2P.exe to be used instead.&lt;br /&gt;
&lt;br /&gt;
The UFO2P.exe and TAC2P.exe files were designed for pentium based computers while the UFO2P4.exe and TAC2P4.exe were designed for 486 systems with less performance and processing power. By cross-naming/installing these files it leads to incorrect data sharing between the two sets of executables and save corruption, relationship/diplomacy bugs, economy problems, agent hire/fire problems and a host of other nasties that can result in a CTD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All modding programmes (like Apoc&#039;d) as well as most game mechanics and formulas discovered are taken from the renamed UFO2P4.exe and TAC2P4.exe files. Therefore using Apoc&#039;d on the original UFO2P.exe and TAC2P.exe files will cause errors and weird bugs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To prevent any weird installation behaviours it is recommended to simply copy the &#039;&#039;&#039;XCOM3&#039;&#039;&#039; folder from the &#039;&#039;&#039;CD&#039;&#039;&#039; over to your games directory, rename the folder to &#039;&#039;&#039;XCOMA&#039;&#039;&#039; and then doing a fresh full installation on top of that. Optionally, also copy the &amp;quot;&#039;&#039;&#039;music&#039;&#039;&#039;&amp;quot; file from the CD over to where the &#039;&#039;&#039;XCOMA&#039;&#039;&#039; folder is located (not inside of it).&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Organizations&amp;diff=93754</id>
		<title>Talk:Organizations</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Organizations&amp;diff=93754"/>
		<updated>2020-07-20T17:29:53Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Suggestion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Raids ==&lt;br /&gt;
&lt;br /&gt;
Browsing around with Apoc&#039;d, I see that there are several types of &amp;quot;raid&amp;quot; actions that organizations can conduct against their enemies. I&#039;m looking for more concrete information on what the various types of raid actually mean. There exist:&lt;br /&gt;
:Raid - this is the typical base attack using agents.&lt;br /&gt;
:Attack - I have no idea what this is.&lt;br /&gt;
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.&lt;br /&gt;
:Storm - again, no idea what this is. Used only by Megapol and gangs.&lt;br /&gt;
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Attack = you get a &amp;quot;Organisation attacked:&amp;quot; message on the scrollbar (e.g. &amp;quot;Organisation attacked: Psyke   Attacked by: Megapol&amp;quot;). However, if X-COM is targetted nothing happens.&lt;br /&gt;
:Raid = similar message, but if X-COM is targetted you get a base defence.&lt;br /&gt;
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).&lt;br /&gt;
:Illegal flyer = &amp;quot;An illegal flyer has been detected&amp;quot;, and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I&#039;ve seen a single Valkyrie get used once, but these are pretty rare).&lt;br /&gt;
&lt;br /&gt;
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the &amp;quot;illegal flyer&amp;quot; possibility). When the Alien Takeover screen says &amp;quot;right and wrong no longer exists for these people&amp;quot; it&#039;s actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don&#039;t attack you with vehicles (unless infiltrated). As for the vehicle used, it&#039;s possible it&#039;s just a random dice roll with an equal chance of each vehicle in the organization&#039;s vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).&lt;br /&gt;
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn&#039;t get a &amp;quot;vehicle destroyed&amp;quot; message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)&lt;br /&gt;
:I don&#039;t know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I&#039;ve never seen military ground vehicles used apart from Megapol&#039;s Police Cars). Organisations can definitely buy new vehicle parks, although they can&#039;t do it instantly (it&#039;s possible to run an organisation out of vehicles, but if you come back a couple of hours later they&#039;ll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve done more testing regarding Illegal Flyers and here&#039;s what I&#039;ve concluded:&lt;br /&gt;
::1) Illegal Flyers are taken from an Org&#039;s &amp;quot;Vehicle Park&amp;quot;.&lt;br /&gt;
::2) The game will always try to assign two attacking vehicles.&lt;br /&gt;
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.&lt;br /&gt;
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building &amp;amp; repeat query. If no, go to the next type.&lt;br /&gt;
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.&lt;br /&gt;
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.&lt;br /&gt;
&lt;br /&gt;
::Regarding &#039;&#039;&#039;armed&#039;&#039;&#039; ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner&#039;s buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the &amp;quot;An illegal flyer has been detected&amp;quot; message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it&#039;ll go away. This would seem to be why illegal flyer attacks from Megapol don&#039;t show up very often - you&#039;re only stopped a few times a day.&lt;br /&gt;
&lt;br /&gt;
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid &amp;quot;naturally&amp;quot; (without using Apoc&#039;d to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they&#039;d gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: OK, thanks. Seems there isn&#039;t much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I&#039;m not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Megapol&#039;s Police Car and Police Hovercar patrols come out of their vehicle park; if you&#039;re hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you&#039;re right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that it may be better to replace the &amp;quot;Organizations Important to X-COM&amp;quot; section with a &amp;quot;Services Provided to X-COM&amp;quot; overview, e.g.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}} valign =&amp;quot;center&amp;quot;&amp;gt;Organization&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Services provided&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Image:Apoc_govt_icon.png]] [[Government]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;weekly funding&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_megapol_icon.png]] [[Megapol]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sells agent and vehicle equipment; limited assistance vs. Alien Craft&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_marsec_icon.png]] [[Marsec]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;sells ground and air vehicles, agent and vehicle equipment&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.&lt;br /&gt;
&lt;br /&gt;
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke &amp;quot;sells&amp;quot; Psiclone, but they never have any for sale unless you sold it to them first and it&#039;s useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::My recommendation - don&#039;t include Psyke, but do include Cyberweb, with a footnote explaining the latter&#039;s items don&#039;t work as intended.&lt;br /&gt;
::p.s. I&#039;m also not sure about Gravball League. I&#039;m inclined to believe it does not affect the number of recruits, but I don&#039;t have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just did a test of thirty days&#039; worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I&#039;m strongly inclined to think there&#039;s no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Don&#039;t forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_Levels_(Apocalypse)&amp;diff=93470</id>
		<title>Talk:Difficulty Levels (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_Levels_(Apocalypse)&amp;diff=93470"/>
		<updated>2020-07-18T19:07:34Z</updated>

		<summary type="html">&lt;p&gt;Bard: /* Difficulty Levels affect starting relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==On funding vs. score==&lt;br /&gt;
Termination from very low score does actually happen if you just sit around and don&#039;t do anything. I&#039;m guessing it&#039;s some sort of &amp;quot;X weeks with at least Y negative score&amp;quot;, like in the first two games. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:00, 19 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
Yeah, it&#039;s definitely not an instant &amp;quot;below X points and terminate&amp;quot;, and whatever the cutoff is it&#039;s well above -2400 on Superhuman. I did a &amp;quot;do nothing&amp;quot; test, got -1999 in week 3 and -1500-ish in week 4, and got terminated. If it were an instant thing then I should have either gotten terminated in week 3 or not terminated in week 4; it&#039;s definitely something that&#039;s accumulated. My assumption is either a very low &#039;&#039;total&#039;&#039; score, or some number (between 2 and 4) of weeks below some threshold. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:34, 19 August 2018 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Alien stats change with difficulty ==&lt;br /&gt;
&lt;br /&gt;
I have confirmed (via mind-controlling a few aliens) that alien stats do in fact increase on higher difficulties. I&#039;m not sure how it works, though, as I only have a few data points (I only have Novice and Superhuman saves, and mind-controlling anything except Anthropods and Skeletoids is highly non-trivial). I&#039;m going to remove the mention of them not changing (since it&#039;s clearly wrong) but I won&#039;t be able to add a description of what it actually does to their stats. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:48, 5 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Difficulty Levels affect starting relations ==&lt;br /&gt;
&lt;br /&gt;
From what I can tell, starting relations of Organisations towards X-COM are affected by difficulty level plus a random modifier. I&#039;m fairly sure the modifier is up to +/-10.&lt;br /&gt;
&lt;br /&gt;
The difficulty modifier is a bit more difficult to pin down, but my limited testing suggests that Organisations that have a default stance of 0 towards X-COM can start at anywhere from -10 to +10 on Novice, and from -20 to 0 on Superhuman. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:09, 18 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know the exact numbers either but I always thought it was obvious that it affects starting relations additionally to the random possible value you can get at the start. On top of that, Organizations get angry way faster on Superhuman. So a destroyed road / building part on the Cityscape or anything that gets destroyed during the Battlescape does deduct more from your relation level from that certain Organization. Another thing I&#039;m not too sure on is if the damage you deal to the Organziations budget is also affected by the difficulty level or remains static regardless. Each object that gets destroyed during a Battlescape mission for example causes $50 or $100 damage to the Organization, not exactly sure on the number here though. So either that number is static and the total damage caused gets somehow converted to negative relation or additionally to that the actual $ damage is different for each difficulty setting, maybe making raids more harmful to the Organizations at easier settings. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 19:07, 18 July 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Bard</name></author>
	</entry>
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