<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cfailde</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=Cfailde"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Cfailde"/>
	<updated>2026-05-01T06:48:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=57446</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=57446"/>
		<updated>2014-06-22T16:24:23Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ alienContainmentLimitEnforced renamed to storageLimitsEnforced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcom options screen.gif|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved every ten Geoscape days and five Battlescape turns to dedicated slots.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosaveFrequency&#039;&#039;&#039;&lt;br /&gt;
| Autosaves the game every X amount of Battlescape turns.&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cursorInBlackBandsInFullscreen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInWindow&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInBorderlessWindow&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor can move into the black bands added by letterboxing.&lt;br /&gt;
|&lt;br /&gt;
false&amp;lt;br /&amp;gt;&lt;br /&gt;
true&amp;lt;br /&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work. See [[Hidden Features (OpenXcom)#Debug Mode|Debug Mode]].&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dragScrollTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of milliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dragScrollPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
| Limits the game to this many [[Wikipedia:Frame rate|frames per second]]. Doesn&#039;t apply when [[Wikipedia:Vsync|Vsync]] is used.&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode for typing in text boxes..&lt;br /&gt;
* 0 = No keyboard, use the arrow keys to type (arcade style).&lt;br /&gt;
* 1 = Use the system keyboard to type.&lt;br /&gt;
* 2 = Pops up a virtual keyboard to type (not implemented).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maximizeInfoScreens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, info screens are always shown at the original resolution instead of using the base resolution setting.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mousewheelSpeed&#039;&#039;&#039;&lt;br /&gt;
| Specifies the amount of lines scrolled by the mousewheel.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;newSeedOnLoad&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses a new seed for the random number generator instead of the one saved to a save file. The game saves the seed of its random number generator to the save files, so normally a shot&#039;s result is the same even if the saved game is reloaded. With a new seed the game re-randomises a shot&#039;s chance of success.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
| The Battlescape&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more at once.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
| The Geoscape&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more at once.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keepAspectRatio&#039;&#039;&#039;&lt;br /&gt;
| When enabled, letterboxes the display to maintain the original aspect ratio.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses [[Wikipedia:OpenGL|OpenGL]] hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which [[Wikipedia:GLSL|GLSL]] rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into [[Wikipedia:Vsync|vertical synchronisation]] mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicAlwaysLoop&#039;&#039;&#039;&lt;br /&gt;
| Forces every music track to loop, including the Main Menu and Win/Lose tracks.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;preferredMusic&#039;&#039;&#039;&lt;br /&gt;
| Preferred background music format:&lt;br /&gt;
* 0 = Auto - Picks the best available format in the following order:&lt;br /&gt;
* 1 = 1.4 Format&lt;br /&gt;
* 2 = 1.0 Format&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;preferredSound&#039;&#039;&#039;&lt;br /&gt;
| Preferred sound FX format.&lt;br /&gt;
* 0 = Auto - Picks the best available format in the following order:&lt;br /&gt;
* 1 = FLAC&lt;br /&gt;
* 2 = OGG&lt;br /&gt;
* 3 = MP3&lt;br /&gt;
* 4 = MOD&lt;br /&gt;
* 5 = WAV&lt;br /&gt;
* 6 = Adlib&lt;br /&gt;
* 7 = MIDI&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;uiVolume&#039;&#039;&#039;&lt;br /&gt;
| User interface volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsiStrengthImprovement&#039;&#039;&#039;&lt;br /&gt;
| When enabled, soldiers can improve their [[Psi Strength]] through practice and psi training.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;storageLimitsEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
| The animation speed of dogfights.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoscapeScale&#039;&#039;&#039;&lt;br /&gt;
| The base resolution to use for the Geoscape:&lt;br /&gt;
* 0 = Original = 320x200 resolution&lt;br /&gt;
* 1 = 1.5x Original = 480x300 resolution&lt;br /&gt;
* 2 = 2x Original = 640x400 resolution&lt;br /&gt;
* 3 = 1/3 Display Resolution&lt;br /&gt;
* 4 = 1/2 Display Resolution&lt;br /&gt;
* 5 = Full Display Resolution&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
| The speed of the Geoscape clock.&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoDragScrollButton&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down when Drag Scrolling the globe.&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoDragScrollInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the globe away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item removes it from stores and disassembles it, like in [[XCOM (2012)]], and researching a living alien returns a corpse to the stores.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storageLimitsEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility as well as general stores limits for recovered items.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienBleeding&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to inflict [[Fatal Wounds]] on aliens.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeScale&#039;&#039;&#039;&lt;br /&gt;
| The base resolution to use for the Battlescape:&lt;br /&gt;
* 0 = Original = 320x200 resolution&lt;br /&gt;
* 1 = 1.5x Original = 480x300 resolution&lt;br /&gt;
* 2 = 2x Original = 640x400 resolution&lt;br /&gt;
* 3 = 1/3 Display Resolution&lt;br /&gt;
* 4 = 1/2 Display Resolution&lt;br /&gt;
* 5 = Full Display Resolution&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleDragScrollButton&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleDragScrollInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Map edge scrolling mode.&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
| Changes soldier Battlescape sprites to match their inventory look.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy|UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fieldPromotions&#039;&#039;&#039;&lt;br /&gt;
| When enabled, only soldiers that were in the battle can get promoted.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;noAlienPanicMessages&#039;&#039;&#039;&lt;br /&gt;
| When enabled, doesn&#039;t show messages when an alien unit panics or goes berserk.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage like in [[TFTD]], as opposed to [[X-COM]]&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56514</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56514"/>
		<updated>2014-05-02T17:41:45Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ storageLimitsEnforced and autosave&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcom options screen.gif|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved every ten Geoscape days and five Battlescape turns to dedicated slots.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cursorInBlackBandsInFullscreen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInWindow&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInBorderlessWindow&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
false&amp;lt;br /&amp;gt;&lt;br /&gt;
true&amp;lt;br /&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dragScrollInvert&#039;&#039;&#039;&lt;br /&gt;
| Inverts the direction of drag-scrolling. When enabled, you must drag towards the target. When disabled, you drag away instead.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;newSeedOnLoad&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses a new seed for the random number generator instead of the one saved to a save file. The game saves the seed of its random number generator to the save files, so normally a shot’s result is the same even if the saved game is reloaded. With a new seed the game re-randomises a shot’s chance of success.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keepAspectRatio&#039;&#039;&#039;&lt;br /&gt;
| When enabled, letterboxes the display to maintain the original aspect ratio.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item removes it from stores and disassembles it, like in XCom 2012, and researching a living alien returns a corpse to the stores.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storageLimitsEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility and imposes general stores limits at all times.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
| Changes soldier Battlescape sprites to match their inventory look.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56342</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56342"/>
		<updated>2014-04-16T11:49:34Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ Update descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcom options screen.gif|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cursorInBlackBandsInFullscreen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInWindow&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInBorderlessWindow&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
false&amp;lt;br /&amp;gt;&lt;br /&gt;
true&amp;lt;br /&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dragScrollInvert&#039;&#039;&#039;&lt;br /&gt;
| Inverts the direction of drag-scrolling. When enabled, you must drag towards the target. When disabled, you drag away instead.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;newSeedOnLoad&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses a new seed for the random number generator instead of the one saved to a save file. The game saves the seed of its random number generator to the save files, so normally a shot’s result is the same even if the saved game is reloaded. With a new seed the game re-randomises a shot’s chance of success.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keepAspectRatio&#039;&#039;&#039;&lt;br /&gt;
| When enabled, letterboxes the display to maintain the original aspect ratio.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item removes it from stores and disassembles it, like in XCom 2012, and researching a living alien returns a corpse to the stores.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
| Changes soldier Battlescape sprites to match their inventory look.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56300</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56300"/>
		<updated>2014-04-10T14:50:41Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: Updated image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcom options screen.gif|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cursorInBlackBandsInFullscreen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInWindow&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInBorderlessWindow&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
false&amp;lt;br /&amp;gt;&lt;br /&gt;
true&amp;lt;br /&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;newSeedOnLoad&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses a new seed for the random number generator instead of the one saved to a save file. The game saves the seed of its random number generator to the save files, so normally a shot’s result is the same even if the saved game is reloaded. With a new seed the game re-randomises a shot’s chance of success.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keepAspectRatio&#039;&#039;&#039;&lt;br /&gt;
| When enabled, letterboxes the display to maintain the original aspect ratio.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:OpenXcom_options_screen.gif&amp;diff=56299</id>
		<title>File:OpenXcom options screen.gif</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:OpenXcom_options_screen.gif&amp;diff=56299"/>
		<updated>2014-04-10T14:49:45Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: OpenXcom &amp;quot;So… many… options…&amp;quot; options screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom &amp;quot;So… many… options…&amp;quot; options screen.&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56289</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56289"/>
		<updated>2014-04-08T19:27:07Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ aspect ratio and black band options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;cursorInBlackBandsInFullscreen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInWindow&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;cursorInBlackBandsInBorderlessWindow&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
false&amp;lt;br /&amp;gt;&lt;br /&gt;
true&amp;lt;br /&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;newSeedOnLoad&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses a new seed for the random number generator instead of the one saved to a save file. The game saves the seed of its random number generator to the save files, so normally a shot’s result is the same even if the saved game is reloaded. With a new seed the game re-randomises a shot’s chance of success.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keepAspectRatio&#039;&#039;&#039;&lt;br /&gt;
| When enabled, letterboxes the display to maintain the original aspect ratio.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56288</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56288"/>
		<updated>2014-04-08T19:04:11Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ newSeedOnLoad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;newSeedOnLoad&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses a new seed for the random number generator instead of the one saved to a save file. The game saves the seed of its random number generator to the save files, so normally a shot’s result is the same even if the saved game is reloaded. With a new seed the game re-randomises a shot’s chance of success.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56287</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56287"/>
		<updated>2014-04-08T16:28:47Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: Updated battleNewPreviewPath description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows: green - can move and fire; yellow - can move; red - cannot move.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display colored arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56286</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56286"/>
		<updated>2014-04-08T15:59:11Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ Updating battleNewPreviewPath and adding saveOrder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;saveOrder&#039;&#039;&#039;&lt;br /&gt;
| Controls the order in which saved games are displayed in the save/load game menus.&lt;br /&gt;
* 0 Ascending name order, i.e. A to Z.&lt;br /&gt;
* 1 Descending name order, i.e. Z to A.&lt;br /&gt;
* 2 Ascending date order, i.e. oldest saves first.&lt;br /&gt;
* 3 Descending date order, i.e. newest saves first.&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order. The amount the unit can move this turn (according to TUs) is highlighted in green, and the rest is highlighted in red.&lt;br /&gt;
* 0 No preview.&lt;br /&gt;
* 1 Display path taken with colored arrows.&lt;br /&gt;
* 2 Display the time units you will have remaining after moving to the destination.&lt;br /&gt;
* 3 Display arrows and time units remaining.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56281</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=56281"/>
		<updated>2014-04-08T13:30:19Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Options File */ Added missing options and updated existing ones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu. These options are global and affect any old or new savegame, and take effect instantly after pressing OK.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, use &#039;&#039;Restore Defaults&#039;&#039; or delete your &#039;&#039;options.cfg&#039;&#039; file (see below) to reset your settings.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (0 is mute, 1 is lowest, 4 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
== Display Filter ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom just resizes the screen to fit the resolution, maintaining pixel accuracy as in the original game, but a variety of [[:Wikipedia:Image scaling|image scaling]] filters can be applied to change the image quality or apply smoothing and emulation effects:&lt;br /&gt;
* &#039;&#039;&#039;Scale&#039;&#039;&#039;: Smooths out edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;HQX&#039;&#039;&#039;: Similar to &#039;&#039;&#039;Scale&#039;&#039;&#039;, but more accurate and high-quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
* &#039;&#039;&#039;CRT (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-interlaced (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;CRT-simple (OpenGL)&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;Curvature (OpenGL)&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
* &#039;&#039;&#039;dot_n_bloom (OpenGL)&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;heavybloom (OpenGL)&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
* &#039;&#039;&#039;HQ2X (OpenGL)&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of &#039;&#039;&#039;HQX&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Openxcom (OpenGL)&#039;&#039;&#039;: Smooths rough edges while maintaining a semi-pixellated feel similar to the original X-Com. (default)&lt;br /&gt;
* &#039;&#039;&#039;Phosphor-simple (OpenGL)&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
* &#039;&#039;&#039;Pixellate (OpenGL)&#039;&#039;&#039;: Default pixel-accurate behaviour, but using OpenGL.&lt;br /&gt;
* &#039;&#039;&#039;SABR (OpenGL)&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
* &#039;&#039;&#039;Scale4xHQ (OpenGL)&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;HQX&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
* &#039;&#039;&#039;simplebloom (OpenGL)&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Controls&#039;&#039; screen you can customize keyboard shortcuts for a variety of functions normally only accessible with the mouse. To change a control, left-click on it and press the new key. To erase a control, right-click it.&lt;br /&gt;
&lt;br /&gt;
Besides the controls listed on the screen, there are also these hardcoded shortcuts:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles between windowed and fullscreen mode.&lt;br /&gt;
*&#039;&#039;&#039;Right-Click&#039;&#039;&#039; - Automatically set the min/max on an increase/decrease arrow button.&lt;br /&gt;
*&#039;&#039;&#039;Scroll Wheel&#039;&#039;&#039; - Scroll lists / Zoom globe / Change Battlescape view level.&lt;br /&gt;
*&#039;&#039;&#039;Back/Forward Buttons&#039;&#039;&#039; - (if available) Switch between soldiers on the Battlescape.&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
By default OpenXcom is set up for vanilla behavior, but provides a variety of options that allow players to change gameplay features. In the &#039;&#039;Advanced Options&#039;&#039; screen you can customize the most-popular options to your preference, and further options can be found in the Options File described below.&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own. The game will look for the original gm.cat, delete (or rename to restore it later in case you change your mind) it before using custom music. The formats supported are MIDI, MP3, OGG, MOD and FLAC.  Just put it in the [[SOUND]] subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original&lt;br /&gt;
! PlayStation&lt;br /&gt;
! Cydonia&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| GMDEFEND&lt;br /&gt;
| Briefing1&lt;br /&gt;
| Defend Base&lt;br /&gt;
|-&lt;br /&gt;
| GMENBASE&lt;br /&gt;
| Briefing2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO1&lt;br /&gt;
| Geoscape1&lt;br /&gt;
| Geoscape (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO2&lt;br /&gt;
| Geoscape2&lt;br /&gt;
| Geoscape (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO3*&lt;br /&gt;
| Geoscape3&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMGEO4*&lt;br /&gt;
| Geoscape4&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMINTER&lt;br /&gt;
| Dogfight&lt;br /&gt;
| Interception&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO1&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part I)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO2&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part II)&lt;br /&gt;
|-&lt;br /&gt;
| GMINTRO3&lt;br /&gt;
| N/A&lt;br /&gt;
| Intro (Part III)&lt;br /&gt;
|-&lt;br /&gt;
| GMLOSE&lt;br /&gt;
| N/A&lt;br /&gt;
| Lose Game&lt;br /&gt;
|-&lt;br /&gt;
| GMMARS&lt;br /&gt;
| Debriefing&lt;br /&gt;
| Debriefing&lt;br /&gt;
|-&lt;br /&gt;
| GMNEWMAR&lt;br /&gt;
| Mission Accomplished&lt;br /&gt;
| Mars Briefing&lt;br /&gt;
|-&lt;br /&gt;
| GMSTORY&lt;br /&gt;
| Final Briefing&lt;br /&gt;
| The Story&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC&lt;br /&gt;
| Battlescape1&lt;br /&gt;
| Tactical Battle&lt;br /&gt;
|-&lt;br /&gt;
| GMTACTIC2*&lt;br /&gt;
| Battlescape2&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| GMWIN&lt;br /&gt;
| N/A&lt;br /&gt;
| Win Game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*not available in original&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; There are some bugs with the audio playback on MP3, primarily on Unix-like systems. If you start experiencing crashes after using custom music, switch to a different music format.&lt;br /&gt;
&lt;br /&gt;
== Options File ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the [[Installing (OpenXcom)#User Folder|User folder]], which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Default&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | General&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autosave&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is autosaved.&lt;br /&gt;
* 0 = disabled.&lt;br /&gt;
* 1 = quick save and quick load buttons are enabled.&lt;br /&gt;
* 2 = game automatically saves at 00:00 and all save and load buttons are disabled.&lt;br /&gt;
* 3 = same as 2, as well as automatically saving on exit of the game.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;captureMouse&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the mouse cursor is locked to the window.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;&lt;br /&gt;
| The amount to increase/decrease a value when scrolling the mouse wheel over increase/decrease buttons in lists.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debug&#039;&#039;&#039;&lt;br /&gt;
| When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;debugUi&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;FPS&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fpsCounter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows an FPS Counter on the top-left of the screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;language&#039;&#039;&#039;&lt;br /&gt;
| Filename of the language loaded at startup.&lt;br /&gt;
| en-US&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;keyboardMode&#039;&#039;&#039;&lt;br /&gt;
| Keyboard input mode.&lt;br /&gt;
* 0 = Keyboard enabled.&lt;br /&gt;
* 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;key*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the keyboard controls.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;NewBattle_*&#039;&#039;&#039;&lt;br /&gt;
| (...various options starting with this prefix) Stores the last-used settings in the &#039;&#039;New Battle&#039;&#039; screen.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;pauseMode&#039;&#039;&#039;&lt;br /&gt;
| Controls how the game behaves when it loses focus (eg. minimized or alt-tabbed).&lt;br /&gt;
* 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
* 2 = Slow down the game on loss of focus.&lt;br /&gt;
* 3 = Pause completely on loss of focus.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;playIntro&#039;&#039;&#039;&lt;br /&gt;
| When enabled, plays the intro cinematic on startup.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Display&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowResize&#039;&#039;&#039;&lt;br /&gt;
| When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;asyncBlit&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the display surface uses asynchronous updates. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXBattlescape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYBattlescape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXGeoscape&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYGeoscape&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;&lt;br /&gt;
| The game&#039;s base resolution in pixels, you can think of it as the &amp;quot;viewport&amp;quot;, so changing this would let you see more of the Geoscape/Battlescape at once.&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; This feature is experimental and can cause UI and performance problems, as the game is not designed for flexible resolutions.&lt;br /&gt;
| 320&lt;br /&gt;
200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;borderless&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game is displayed without a window frame when playing in windowed mode.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;displayWidth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;displayHeight&#039;&#039;&#039;&lt;br /&gt;
| Display resolution in pixels. The game will scale the base resolution to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039; x &#039;&#039;&#039;baseYResolution.&lt;br /&gt;
| 640&lt;br /&gt;
400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fullscreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The display might become distorted or clipped in fullscreen if your device doesn&#039;t support the specified resolution.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxFrameSkip&#039;&#039;&#039;&lt;br /&gt;
| Specifies the maximum amount of frames the game can skip rendering.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;windowedModePositionX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;windowedModePositionY&#039;&#039;&#039;&lt;br /&gt;
| When running in windowed mode, forces the game window to start in the specified position in pixels. Use -1 to have the OS decide the window position.&lt;br /&gt;
| -1&lt;br /&gt;
-1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;&lt;br /&gt;
| When enabled, passes the game through a software Scale2x filter. This option achieves similar results to &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039; but with less overhead and slightly less quality. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions, and &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; must be disabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, uses OpenGL hardware rendering and enables the following OpenGL options:&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;checkOpenGLErrors&#039;&#039;&#039;&lt;br /&gt;
| When enabled, logs all errors returned by OpenGL.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;&lt;br /&gt;
| Selects which GLSL rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom Data Folder as an argument. OpenXcom comes packaged with some filters in the &#039;&#039;data\Shaders&#039;&#039; folder which are described earlier in &#039;&#039;Display Filter&#039;&#039;.&lt;br /&gt;
| Shaders/Openxcom.OpenGL.shader&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the game will use linear interpolation instead of nearest-neighbour pixel scaling when no shader is specified.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;&lt;br /&gt;
| When enabled, puts OpenGL into vertical synchronisation mode, ensuring the FPS do not exceed your monitor&#039;s refresh rate, preventing tearing and excessive hardware demand, but may cause slower animations.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Sound&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;&lt;br /&gt;
| Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;&lt;br /&gt;
| Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
| 22050&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;musicVolume&#039;&#039;&#039;&lt;br /&gt;
| Background music volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soundVolume&#039;&#039;&#039;&lt;br /&gt;
| Sound FX volume (0-128).&lt;br /&gt;
| 128&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mute&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables all audio output. Automatically enabled if no audio hardware is detected.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Geoscape/Basescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggressiveRetaliation&#039;&#039;&#039;&lt;br /&gt;
| When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039;&lt;br /&gt;
| When enabled, enforces the limit of live aliens that can be held in each containment facility.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, players can automatically sell manufactured items by right-clicking the Up Arrow on the Quantity in the manufacture screen.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowBuildingQueue&#039;&#039;&#039;&lt;br /&gt;
| When enabled, unfinished facilities act as links to the access lift when new facilities are placed, thereby allowing facilities to be &amp;quot;queued&amp;quot; waiting for neighboring facilities to finish.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;anytimePsiTraining&#039;&#039;&#039;&lt;br /&gt;
| When enabled, psi training can be performed at any time, instead of waiting for the end of the month.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows manufacturing projects to produce more than one item per hour, if the amount of engineers is very large (like in [[TFTD]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;&lt;br /&gt;
| When enabled, captured aliens can be sold for cash in the same fashion as alien corpses. Recommended when &#039;&#039;&#039;alienContainmentLimitEnforced&#039;&#039;&#039; is enabled.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;canTransferCraftsWhileAirborne&#039;&#039;&#039;&lt;br /&gt;
| When enabled, crafts can be transferred between bases while they are OUT (as long as they have enough fuel).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allow crafts to take off without being READY.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;customInitialBase&#039;&#039;&#039;&lt;br /&gt;
| When enabled, allows the player to customize the facility placement of the starting base.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dogfightSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;geoClockSpeed&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;&lt;br /&gt;
| When enabled, all radar ranges will be shown when hovering a valid base location while building a new base.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeDetail&#039;&#039;&#039;&lt;br /&gt;
| When enabled, country and city details are shown when zoomed in on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeFlightPaths&lt;br /&gt;
| When enabled, shows craft flight paths on the globe.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeRadarLines&lt;br /&gt;
| When enabled, the radar ranges of player bases on the globe are shown.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollDragButton&#039;&#039;&#039;&lt;br /&gt;
| Scrolls the map when the specified mouse button is held down and dragged.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Left mouse button.&lt;br /&gt;
* 2 Middle mouse button.&lt;br /&gt;
* 3 Right mouse button.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeScrollSpeed&lt;br /&gt;
| The scrolling speed of the globe.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;globeSeasons&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the day/night cycle takes into account the Earth&#039;s [[:Wikipedia:Axial tilt|axial tilt]] for a more realistic projection of the light.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiStrengthEval&#039;&#039;&#039;&lt;br /&gt;
| When enabled, evaluates the psionic strength of all soldiers after the appropriate research has been completed.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spendResearchedItems&#039;&#039;&#039;&lt;br /&gt;
| When enabled, researching an item spends it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;&lt;br /&gt;
| When enabled, shows your available funds above the time/date on the Geoscape sidebar.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #CCCCCC&amp;quot; | Battlescape&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;allowPsionicCapture&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mind-controlling all the remaining enemy units results in a victory, and they count as live captures.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of alien / civilian units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleAutoEnd&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the turn is automatically ended when all friendly/enemy units are neutralized, therefore ending the mission.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleConfirmFireMode&#039;&#039;&#039;&lt;br /&gt;
| When enabled, a second click is required on the same tile to confirm fire orders.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleEdgeScroll&#039;&#039;&#039;&lt;br /&gt;
| Sets how to scroll the map.&lt;br /&gt;
* 0 None.&lt;br /&gt;
* 1 Trigger - scroll map when the left mouse button is held down on a screen edge. &lt;br /&gt;
* 2 Auto - scroll map when the cursor is over a screen edge.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;&lt;br /&gt;
| A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
* 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
* 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile).&lt;br /&gt;
* 2 = -10 damage units per level.&lt;br /&gt;
* 3 = -5 damage units per level.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of bullets after being fired in pixels per frame. Game setting * 2.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleHairBleach&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;&lt;br /&gt;
| When enabled, grenades are &amp;quot;hot&amp;quot;. This means that when primed to 0 turns, they simply explode on impact, instead of waiting for the end of the turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, displays a text notification when a soldier dies.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleNewPreviewPath&#039;&#039;&#039;&lt;br /&gt;
| When enabled, your first left-click displays the path the selected unit will take, and your second click confirms the move order. The amount the unit can move this turn (according to TUs) is highlighted in green, and the rest is highlighted in red.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleSmoothCamera&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the battlescape camera will remain centered on projectiles while in flight.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleUFOExtenderAccuracy&#039;&#039;&#039;&lt;br /&gt;
| When enabled, mimics [[UFOextender#Range_Based_Accuracy |UFO Extender&#039;s Range based accuracy]], except using stats taken from the weapon itself rather than global config options.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling speed.&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollType&#039;&#039;&#039;&lt;br /&gt;
| Map scrolling mode.&lt;br /&gt;
* 0 = Trigger Scroll: Hold down the LMB over the edges of the screen to scroll.&lt;br /&gt;
* 1 = Auto Scroll: Hover your mouse over the edges of the screen to scroll.&lt;br /&gt;
* 2 = Drag Scroll: Hold down MMB and drag to scroll. Recommended for playing windowed.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;&lt;br /&gt;
| Controls which mouse button is held down in Drag Scrolling&lt;br /&gt;
* 1 = Left Mouse Button.&lt;br /&gt;
* 2 = Middle Mouse Button.&lt;br /&gt;
* 3 = Right Mouse Button.&lt;br /&gt;
* 6... = Other Mouse Buttons.&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;&lt;br /&gt;
| When enabled, Drag Scrolling moves the camera away from your mouse, rather than moving towards it.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragTimeTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of miliseconds the mouse needs to be pressed to trigger a Drag Scroll.&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleScrollDragPixelTolerance&#039;&#039;&#039;&lt;br /&gt;
| Amount of pixels the mouse needs to be moved after pressing to trigger a Drag Scroll.&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleTooltips&#039;&#039;&#039;&lt;br /&gt;
| When enabled, hovering the Battlescape buttons displays a tooltip.&lt;br /&gt;
| true&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;&lt;br /&gt;
| Animation speed of X-COM units moving on the map.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;disableAutoEquip&#039;&#039;&#039;&lt;br /&gt;
| When enabled, disables auto-equipping of new soldiers before battle.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;skipNextTurnScreen&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the &amp;quot;Next Turn&amp;quot; screens during battle are advanced automatically after a short delay.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;&lt;br /&gt;
| When enabled, the inventory screen displays extra stats in the top-right corner, such as the weight of equipment the soldier is currently wearing/carrying and their maximum weight before TU reduction sets in, their firing accuracy, reactions and psi stats.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sneakyAI&#039;&#039;&#039;&lt;br /&gt;
| When enabled, AI avoids exposing themselves to player whenever possible.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strafe&#039;&#039;&#039;&lt;br /&gt;
| When enabled, holding CTRL allows soldiers to strafe and run, and allows tanks to rotate their turret independently of the chassis.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TFTDDamage&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons will do between 50% and 150% of their rated damage as opposed to UFO:Enemy Unknown&#039;s 0% to 200%. &lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;traceAI&#039;&#039;&#039;&lt;br /&gt;
| Debug feature. When enabled, highlights the paths that enemy units took after their turn.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weaponSelfDestruction&#039;&#039;&#039;&lt;br /&gt;
| When enabled, weapons dropped by aliens are destroyed unless they are captured alive (similar to the [[Enemy Unknown (EU2012)|new X-COM]]).&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing &#039;&#039;Ctrl-D&#039;&#039; in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game. Regional and Country borders will be displayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&amp;diff=48487</id>
		<title>Compiling with Make (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_Make_(OpenXcom)&amp;diff=48487"/>
		<updated>2013-08-31T11:17:29Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: proofread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Required packages ==&lt;br /&gt;
* [http://git-scm.com/ git] (git)&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2-dev)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2-dev)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2-dev)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2-dev), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp] (libyaml-cpp-dev), version &#039;&#039;&#039;0.5.1 or later&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check the library websites if you can&#039;t find them with your distribution&#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&lt;br /&gt;
# Open up a terminal.&lt;br /&gt;
# Type &#039;&#039;&#039;git clone &amp;lt;repository url&amp;gt;&#039;&#039;&#039; (the official one or your own fork) to get the latest code.&lt;br /&gt;
# Go into the &#039;&#039;&#039;src/&#039;&#039;&#039; folder inside the repository you just pulled and rename &#039;&#039;&#039;Makefile.simple&#039;&#039;&#039; to just &#039;&#039;&#039;Makefile&#039;&#039;&#039;.&lt;br /&gt;
# Edit the &#039;&#039;&#039;Makefile&#039;&#039;&#039; in case there are any settings you need to change for your particular platform.&lt;br /&gt;
# Type &#039;&#039;&#039;make&#039;&#039;&#039; to compile all the code.&lt;br /&gt;
# Go to the &#039;&#039;&#039;bin/&#039;&#039;&#039; folder and run &#039;&#039;&#039;./openxcom&#039;&#039;&#039;.&lt;br /&gt;
# In the future, you can stay up to date by using &#039;&#039;&#039;git pull&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=48486</id>
		<title>Compiling with CMake (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=48486"/>
		<updated>2013-08-31T11:11:38Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Before building ==&lt;br /&gt;
In addition to the OpenXcom [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.&lt;br /&gt;
&lt;br /&gt;
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.&lt;br /&gt;
&lt;br /&gt;
Note : Once a project has been generated, you don&#039;t need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.&lt;br /&gt;
&lt;br /&gt;
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the binary directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and binary directories can be the same, but it&#039;s generally recommended to separate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generate a build project ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake GUI tool&#039;&#039;&#039;&lt;br /&gt;
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.&lt;br /&gt;
*Then specify where the OpenXcom project should be generated.&lt;br /&gt;
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.&lt;br /&gt;
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake interactive command line tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ccmake is a command line tools which allows you to configure the build interactively. You can launch it with:&lt;br /&gt;
  cd &amp;quot;openxcom build dir&amp;quot; &amp;amp;&amp;amp;&lt;br /&gt;
  ccmake -G &#039;Generator name&#039; &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
Generator name, is the name of the build system you wish to use. You can see possible values with:&lt;br /&gt;
  cmake help&lt;br /&gt;
If omitted, cmake will default to &#039;Unix Makefile&#039;. Note that this needed only the first time you generate the project.&lt;br /&gt;
&lt;br /&gt;
As with the GUI, tweak the options as needed and then configure the project before generating it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake command line tools&#039;&#039;&#039;&lt;br /&gt;
  cd &amp;quot;openxcom build dir&amp;quot; &amp;amp;&amp;amp;&lt;br /&gt;
  cmake -G &#039;Generator name&#039; -DOPTION_NAME=OPTION_VALUE &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
You can check options value with:&lt;br /&gt;
  cmake -L&lt;br /&gt;
To change the value of an option:&lt;br /&gt;
  cmake -DOPTION_NAME=OPTION_VALUE &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the project is generated, you can use it as you would have done without using CMake.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=48478</id>
		<title>Compiling with CMake (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=48478"/>
		<updated>2013-08-31T08:11:15Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: proofread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Before building ==&lt;br /&gt;
In addition to the OpenXcom dependencies [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.&lt;br /&gt;
&lt;br /&gt;
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we currently have no way to make sure that they work. If broken, patches are welcome to make them work.&lt;br /&gt;
&lt;br /&gt;
Note : Once a project has been generated, you don&#039;t need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.&lt;br /&gt;
&lt;br /&gt;
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the binary directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and binary directories can be the same, but it&#039;s generally recommended to separate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generate a build project ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake GUI tool&#039;&#039;&#039;&lt;br /&gt;
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.&lt;br /&gt;
*Then specify where the OpenXcom project should be generated.&lt;br /&gt;
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.&lt;br /&gt;
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake interactive command line tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ccmake is a command line tools which allows you to configure the build interactively. You can launch it with:&lt;br /&gt;
  cd &amp;quot;openxcom build dir&amp;quot; &amp;amp;&amp;amp;&lt;br /&gt;
  ccmake -G &#039;Generator name&#039; &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
Generator name, is the name of the build system you wish to use. You can see possible values with:&lt;br /&gt;
  cmake help&lt;br /&gt;
If omitted, cmake will default to &#039;Unix Makefile&#039;. Note that this needed only the first time you generate the project.&lt;br /&gt;
&lt;br /&gt;
As with the GUI, tweak the options as needed and then configure the project before generating it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake command line tools&#039;&#039;&#039;&lt;br /&gt;
  cd &amp;quot;openxcom build dir&amp;quot; &amp;amp;&amp;amp;&lt;br /&gt;
  cmake -G &#039;Generator name&#039; -DOPTION_NAME=OPTION_VALUE &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
You can check options value with:&lt;br /&gt;
  cmake -L&lt;br /&gt;
To change the value of an option:&lt;br /&gt;
  cmake -DOPTION_NAME=OPTION_VALUE &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the project is generated, you can use it as you would have done without using CMake.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=48477</id>
		<title>Compiling with CMake (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_CMake_(OpenXcom)&amp;diff=48477"/>
		<updated>2013-08-31T08:07:01Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: proofread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Before building ==&lt;br /&gt;
In addition to the OpenXcom dependencies [[Compiling (OpenXcom)#Dependencies |dependencies]], you will need CMake version 2.8.0 or later.&lt;br /&gt;
&lt;br /&gt;
CMake can be used to build OpenXcom with differents tools. So far only the Makefile and Visual Studio have been tried. Other Generators (Xcode/Code blocks, ...) might work, but if you choose to use them, we have currently no way to make sure that they work. If broken, patches are welcome to make them work.&lt;br /&gt;
&lt;br /&gt;
Note : Once a project has been generated, you don&#039;t need to regenerate it after updating the source. CMake will automatically check for modifications and regenerate the project for you.&lt;br /&gt;
&lt;br /&gt;
Source dir/build dir: CMake allows you to separate the source directory (where the source resides) from the binary directory (where the project is generated). This allows you to always have a clean source directory (no clutter left from builds). The source and binary directories can be the same, but it&#039;s generally recommended to separate them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generate a build project ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake GUI tool&#039;&#039;&#039;&lt;br /&gt;
*Launch the CMake configuration tools. First specify the path to the OpenXcom source tree.&lt;br /&gt;
*Then specify where the OpenXcom project should be generated.&lt;br /&gt;
*Click on configure. The first time, CMake will ask you which kind of build tool you wish to use.&lt;br /&gt;
*Now CMake will analyze your system and once finished, you will be presented with a list of options. If all is fine for you, then click on generate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake interactive command line tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
ccmake is a command line tools which allows you to configure the build interactively. You can launch it with:&lt;br /&gt;
  cd &amp;quot;openxcom build dir&amp;quot; &amp;amp;&amp;amp;&lt;br /&gt;
  ccmake -G &#039;Generator name&#039; &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
Generator name, is the name of the build system you wish to use. You can see possible values with:&lt;br /&gt;
  cmake help&lt;br /&gt;
If omitted, cmake will default to &#039;Unix Makefile&#039;. Note that this needed only the first time you generate the project.&lt;br /&gt;
&lt;br /&gt;
As with the GUI, tweak the options as needed and then configure the project before generating it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using CMake command line tools&#039;&#039;&#039;&lt;br /&gt;
  cd &amp;quot;openxcom build dir&amp;quot; &amp;amp;&amp;amp;&lt;br /&gt;
  cmake -G &#039;Generator name&#039; -DOPTION_NAME=OPTION_VALUE &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
You can check options value with:&lt;br /&gt;
  cmake -L&lt;br /&gt;
To change the value of an option:&lt;br /&gt;
  cmake -DOPTION_NAME=OPTION_VALUE &amp;quot;path to openxcom source tree&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the project is generated, you can use it as you would have done without using CMake.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_with_MinGW_(OpenXcom)&amp;diff=48471</id>
		<title>Compiling with MinGW (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_with_MinGW_(OpenXcom)&amp;diff=48471"/>
		<updated>2013-08-30T10:40:42Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Set up yaml-cpp */ Proofread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Compiling on Ubuntu 12.10 or 12.04LTS ==&lt;br /&gt;
&lt;br /&gt;
=== Install the cross-compiler ===&lt;br /&gt;
&lt;br /&gt;
`apt-get install g++-mingw-w64-i686`&lt;br /&gt;
&lt;br /&gt;
This is the compiler targeting Win32/x86. If you want to build a 64-bit binary, you&#039;re on your own for libraries.&lt;br /&gt;
&lt;br /&gt;
=== Grab the source ===&lt;br /&gt;
&lt;br /&gt;
e.g., `git clone https://github.com/SupSuper/OpenXcom.git`&lt;br /&gt;
&lt;br /&gt;
Don&#039;t have git installed? Install it with `apt-get install git`.&lt;br /&gt;
&lt;br /&gt;
=== Download the prerequisite libraries ===&lt;br /&gt;
&lt;br /&gt;
Building all the prerequisites from source is a good way to waste a day of your life. Some of them are availalbe in the stock package repositries, such as libsdl and libogg, but the majority are not. I recommend downloading [http://bumba.net/~hmaon/oxc/OXC-mingw32-cross-tools.tar.xz the tarball of static libraries I&#039;ve compiled].&lt;br /&gt;
&lt;br /&gt;
Supposing that you&#039;ve downloaded the file to ~/Downloads, install the contents with the following commands: `cd / ; tar xvJf ~/Downloads/OXC-mingw32-cross-tools.tar.xz`. This will place a bunch of files in /usr/local/cross-tools/i386-mingw32.&lt;br /&gt;
&lt;br /&gt;
This fileset includes a 64-bit pkg-config binary. If you need a 32-bit one, build it with the following steps:&lt;br /&gt;
: apt-get source pkg-config&lt;br /&gt;
: cd pkg-config-*&lt;br /&gt;
: ./configure --prefix=/usr/local/cross-tools/i386-mingw32&lt;br /&gt;
: make&lt;br /&gt;
: sudo make install&lt;br /&gt;
&lt;br /&gt;
=== Get the Makefile and make ===&lt;br /&gt;
&lt;br /&gt;
[http://bumba.net/~hmaon/oxc/Makefile.mingw-hmaon Download my Makefile.] It&#039;s based on Makefile.simple and Michal&#039;s gitbuilder file. Place the file in OpenXcom/src and `make`! &lt;br /&gt;
&lt;br /&gt;
Note: -lws2_32 is only needed for ntohl(), used by the FLAC library iirc. &lt;br /&gt;
&lt;br /&gt;
== Compiling 32bits on Windows ==&lt;br /&gt;
&lt;br /&gt;
Here comes a way to build OpenXcom in a Windows environment having installed only MinGW (no MSYS, no bash, no sh, no Visual IDE or compiler). There could be others way to do, this is only an example. Some directories names will change to match the libraries versions, just adapt the paths.&lt;br /&gt;
&lt;br /&gt;
=== Install MinGW32 ===&lt;br /&gt;
&lt;br /&gt;
See the [http://www.mingw.org/wiki/InstallationHOWTOforMinGW MinGW website].&lt;br /&gt;
Install at least C compiler, C++ compiler and GNU make.&lt;br /&gt;
&lt;br /&gt;
=== Set up your project directory with SDL ===&lt;br /&gt;
&lt;br /&gt;
Choose your project directory. Let&#039;s call it &amp;lt;project&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
On [http://www.libsdl.org/index.php SDL website] download SDL 1.2 win32 development library for Mingw32.&lt;br /&gt;
Extract it in &amp;lt;project&amp;gt; keeping directory hierarchy, you should get it in a directory such as &amp;lt;project&amp;gt;\SDL-1.2.15.&lt;br /&gt;
&lt;br /&gt;
On [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer website] download SDL_mixer 1.2 source and SDL_mixer 1.2 Win32 32bits binaries. Extract the source in &amp;lt;project&amp;gt;, you should get it in a directory such as &amp;lt;project&amp;gt;\SDL_mixer-1.2.12. Create a &amp;lt;project&amp;gt;\SDL_mixer-1.2.12\bin directory and extract the binaries here.&lt;br /&gt;
&lt;br /&gt;
On [http://www.libsdl.org/projects/SDL_image/ SDL_image website] download SDL_image 1.2 source and SDL_image 1.2 Win32 32bits binaries. Extract the source in &amp;lt;project&amp;gt;, you should get it in a directory such as &amp;lt;project&amp;gt;\SDL_image-1.2.12. Create a &amp;lt;project&amp;gt;\SDL_image-1.2.12\bin directory and extract the binaries here.&lt;br /&gt;
&lt;br /&gt;
=== Set up SDL_gfx ===&lt;br /&gt;
&lt;br /&gt;
On [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx website] download last SDL_gfx source and extract it in &amp;lt;project&amp;gt;. You should get it in a directory such as &amp;lt;project&amp;gt;\SDL_gfx-2.0.24. Go to Other builds subdirectory and extract Makefile from mingw32.zip in the &amp;lt;project&amp;gt;\SDL_gfx-2.0.24 directory. Edit the Makefile to modify it to have:&lt;br /&gt;
&lt;br /&gt;
 CFLAGS = -O3 -march=athlon-xp -mmmx -msse -m3dnow -DBUILD_DLL -DWIN32 -I..\SDL-1.2.15\include\SDL&lt;br /&gt;
 LIBS = -L..\SDL-1.2.15\lib -lSDL&lt;br /&gt;
 &lt;br /&gt;
 OBJS = SDL_framerate.o SDL_gfxBlitFunc.o SDL_gfxPrimitives.o SDL_imageFilter.o SDL_rotozoom.o&lt;br /&gt;
&lt;br /&gt;
Then run in the &amp;lt;project&amp;gt;\SDL_gfx-2.0.24 directory:&lt;br /&gt;
&lt;br /&gt;
 mingw32-make SDL_gfx.dll&lt;br /&gt;
&lt;br /&gt;
You should get a &amp;lt;project&amp;gt;\SDL_gfx-2.0.24\SDL_gfx.dll file.&lt;br /&gt;
&lt;br /&gt;
=== Set up yaml-cpp ===&lt;br /&gt;
&lt;br /&gt;
From the [http://code.google.com/p/yaml-cpp/ yaml-cpp website] download a yaml-cpp source higher than 0.5.0, such as 0.5.1.&lt;br /&gt;
From the [http://www.cmake.org/ CMake website] download the CMake Windows zip binaries distribution.&lt;br /&gt;
From the [http://www.boost.org/ boost website] download the current release.&lt;br /&gt;
Extract the three archives in &amp;lt;project&amp;gt;; you should get directories such as &amp;lt;project&amp;gt;\yaml-cpp-0.5.1, &amp;lt;project&amp;gt;\cmake-2.8.11.2-win32-x86 and &amp;lt;project&amp;gt;\boost_1_54_0&lt;br /&gt;
&lt;br /&gt;
Go to the &amp;lt;project&amp;gt;\yaml-cpp-0.5.1 directory and run the following commands:&lt;br /&gt;
&lt;br /&gt;
 set Path=%Path%;&amp;lt;project&amp;gt;\cmake-2.8.11.2-win32-x86\bin&lt;br /&gt;
 mkdir build&lt;br /&gt;
 cd build&lt;br /&gt;
 cmake -G &amp;quot;MinGW Makefiles&amp;quot; -DBUILD_SHARED_LIBS=OFF -DBoost_INCLUDE_DIR=&amp;lt;project&amp;gt;\boost_1_54_0 ..&lt;br /&gt;
 mingw32-make&lt;br /&gt;
&lt;br /&gt;
This should build a static library &amp;lt;project&amp;gt;\yaml-cpp-0.5.1\build\libyaml-cpp.a.&lt;br /&gt;
There are problems [http://stackoverflow.com/questions/18390694/undefined-reference-linking-yaml-cpp-program-with-mingw-w64-cmake building a dynamix library] with the 0.5.1 version, but this could work with later versions.&lt;br /&gt;
&lt;br /&gt;
Thankfully yaml-cpp does not need boost to build (it only uses the header files) because boost does not support MinGW compiling.&lt;br /&gt;
&lt;br /&gt;
=== Build and run OpenXcom ===&lt;br /&gt;
&lt;br /&gt;
Download the last available source and extract it in &amp;lt;project&amp;gt; directory, you should get a &amp;lt;project&amp;gt;\OpenXcom-master directory.&lt;br /&gt;
Copy original game directories in &amp;lt;project&amp;gt;\OpenXcom-master\bin\data directory.&lt;br /&gt;
Create a &amp;lt;project&amp;gt;\OpenXcom-master\makefile such as this one:&lt;br /&gt;
&lt;br /&gt;
 PROG=OpenXCom&lt;br /&gt;
 &lt;br /&gt;
 MINGW=&lt;br /&gt;
 &lt;br /&gt;
 SRC=$(wildcard src/*.cpp src/*/*.cpp src/*/*/*.cpp)&lt;br /&gt;
 OBJRES=src\$(PROG)_res.o&lt;br /&gt;
 OBJ=$(OBJRES) $(SRC:.cpp=.o)&lt;br /&gt;
 BIN=bin\$(PROG).exe&lt;br /&gt;
 RES=src\$(PROG).rc src\resource.h src\version.h res\windows\openxcom.ico&lt;br /&gt;
 &lt;br /&gt;
 WINVER=0x0400&lt;br /&gt;
 CXX=$(MINGW)g++&lt;br /&gt;
 CXXFLAGS=-DWINVER=$(WINVER) -I..\SDL-1.2.15\include\SDL -I..\SDL_mixer-1.2.12 -I..\SDL_image-1.2.12 -I..\SDL_gfx-2.0.24&lt;br /&gt;
 -I..\yaml-cpp-0.5.1\include -I..\boost_1_54_0 -Wall -Wextra -Wno-unused-function -O2&lt;br /&gt;
 LDFLAGS=-L..\SDL-1.2.15\lib -L..\yaml-cpp-0.5.1\build -lshlwapi -lmingw32 -lopengl32 -lSDLmain ..\SDL-1.2.15\bin\SDL.dll&lt;br /&gt;
 ..\SDL_mixer-1.2.12\bin\SDL_mixer.dll ..\SDL_image-1.2.12\bin\SDL_image.dll ..\SDL_gfx-2.0.24\bin\SDL_gfx.dll -lyaml-cpp&lt;br /&gt;
 -mwindows&lt;br /&gt;
 RC=$(MINGW)windres&lt;br /&gt;
 RFLAGS=&lt;br /&gt;
 &lt;br /&gt;
 .PHONY:all compile depends mrproper clean rebuild&lt;br /&gt;
 &lt;br /&gt;
 all:compile&lt;br /&gt;
 &lt;br /&gt;
 compile:$(BIN)&lt;br /&gt;
 &lt;br /&gt;
 depends:&lt;br /&gt;
 	AppDep -n -l &amp;quot;# Dependencies&amp;quot; makefile&lt;br /&gt;
 	for %%i in ($(SRC:.cpp=)) do $(CXX) $(CXXFLAGS) -MM &amp;quot;%%i.cpp&amp;quot; -MT &amp;quot;%%i.o&amp;quot; &amp;gt;&amp;gt; makefile&lt;br /&gt;
 &lt;br /&gt;
 $(BIN):$(OBJ)&lt;br /&gt;
 	$(CXX) $(CXXFLAGS) -o $(BIN) $(OBJ) $(LDFLAGS)&lt;br /&gt;
 &lt;br /&gt;
 $(OBJRES):$(RES)&lt;br /&gt;
 	$(RC) $(RFLAGS) -o $@ $&amp;lt;&lt;br /&gt;
 &lt;br /&gt;
 %.o:%.cpp&lt;br /&gt;
 	$(CXX) $(CXXFLAGS) -o $@ -c $&amp;lt;&lt;br /&gt;
 &lt;br /&gt;
 mrproper:clean&lt;br /&gt;
 	for %%i in ($(BIN)) do if exist &amp;quot;%%~fi&amp;quot; del &amp;quot;%%~fi&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 clean:&lt;br /&gt;
 	for %%i in ($(OBJ)) do if exist &amp;quot;%%~fi&amp;quot; del &amp;quot;%%~fi&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 rebuild:mrproper all&lt;br /&gt;
&lt;br /&gt;
You can also try to produce your makefile with CMake rather than using this example.&lt;br /&gt;
&lt;br /&gt;
Fill MINGW variable if you have several MinGW instances (such as a 32bits one and a 64bits one).&lt;br /&gt;
Consider adding &amp;quot;-g -D_DEBUG&amp;quot; to CXXFLAGS variable to generate debug information.&lt;br /&gt;
&lt;br /&gt;
AppDep utility can be downloaded [http://julien.darthenay.free.fr/progcmingw.php here].&lt;br /&gt;
If you don&#039;t want to use it, just add a #Dependencies line at the end of your makefile, remove the AppDep call, and clear all lines after #Dependencies before using make depends.&lt;br /&gt;
&lt;br /&gt;
Go to &amp;lt;project&amp;gt;\OpenXcom-master and run:&lt;br /&gt;
&lt;br /&gt;
 mingw32-make depends&lt;br /&gt;
 mingw32-make all&lt;br /&gt;
&lt;br /&gt;
The file &amp;lt;project&amp;gt;\OpenXcom-master\bin\OpenXcom.exe should be produced.&lt;br /&gt;
If windres fails because of null characters, convert src\resource.h and src\OpenXcom.rc from UTF-16LE to ANSI.&lt;br /&gt;
&lt;br /&gt;
To run the game, use the following commands in the same directory:&lt;br /&gt;
&lt;br /&gt;
 set Path=%Path;&amp;lt;project&amp;gt;\SDL-1.2.15\bin;&amp;lt;project&amp;gt;\SDL_mixer-1.2.12\bin;&amp;lt;project&amp;gt;\SDL_image-1.2.12\bin;&amp;lt;project&amp;gt;\SDL_gfx-2.0.24\bin&lt;br /&gt;
 bin\OpenXcom.exe -user &amp;lt;your name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MXE ==&lt;br /&gt;
Michal uses a different setup for his own builds and gitbuilder, based on [http://mxe.cc/ MXE]. I haven&#039;t tried MXE myself but supposedly its compiler rejects the -msse2 flag. On the other hand, it looks like it&#039;ll build all the libraries for you!&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=48458</id>
		<title>Compiling (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Compiling_(OpenXcom)&amp;diff=48458"/>
		<updated>2013-08-28T20:23:21Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Dependencies */ updated YAML version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The OpenXcom codebase is hosted on [https://github.com/SupSuper/OpenXcom Github], and you can grab the latest source with any Git client from: &amp;lt;code&amp;gt;https://github.com/SupSuper/OpenXcom.git&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a Github user you might wanna [http://help.github.com/forking use a fork] instead so you can have your own remote repository (you can&#039;t push to the official OpenXcom repository without permission) and easily send in pull requests.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is a cross-platform game so it&#039;s possible to compile it on a variety of systems and project files for all the popular IDEs are included. There&#039;s also a [http://openxcom.org/docs/html/ Doxygen documentation] available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t forget to copy the X-Com resources to your &#039;&#039;bin&#039;&#039; folder as shown in [[Installing (OpenXcom)|Installing]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom requires the following libraries to compile:&lt;br /&gt;
&lt;br /&gt;
* [http://www.libsdl.org/ SDL] (libsdl1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_mixer/ SDL_mixer] (libsdl-mixer1.2)&lt;br /&gt;
* [http://www.libsdl.org/projects/SDL_image/ SDL_image] (libsdl-image1.2)&lt;br /&gt;
* [http://www.ferzkopp.net/joomla/content/view/19/14/ SDL_gfx] (libsdl-gfx1.2), version 2.0.22 or later&lt;br /&gt;
* [http://code.google.com/p/yaml-cpp/ yaml-cpp], version 0.5.1&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Microsoft Visual C++ (OpenXcom)|Compiling with Microsoft Visual C++]]&lt;br /&gt;
* [[Compiling with MinGW (OpenXcom)|Compiling with MinGW]]&lt;br /&gt;
* [[Compiling with Cygwin (OpenXcom)|Compiling with Cygwin]]&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Xcode (OpenXcom)|Compiling with Xcode]]&lt;br /&gt;
* [[Compiling with brew (OpenXcom)|Compiling with brew]]&lt;br /&gt;
&lt;br /&gt;
== Linux/BSD ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Make (OpenXcom)|Compiling with Make]]&lt;br /&gt;
* [[Compiling with Autotools (OpenXcom)|Compiling with Autotools]]&lt;br /&gt;
&lt;br /&gt;
== Misc. ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling with Code::Blocks (OpenXcom)|Compiling with Code::Blocks]]&lt;br /&gt;
* [[Compiling with Eclipse (OpenXcom)|Compiling with Eclipse]]&lt;br /&gt;
* [[Compiling with CMake (OpenXcom)|Compiling with CMake]]&lt;br /&gt;
* [[Compiling for Dingoo (OpenXcom)|Compiling for Dingoo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Exploiting_Mind_Control&amp;diff=48088</id>
		<title>Exploiting Mind Control</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Exploiting_Mind_Control&amp;diff=48088"/>
		<updated>2013-08-20T10:32:10Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Resurrect Zombified Agents */ it&amp;#039;s -&amp;gt; its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THIS PAGE IS UNDER CONSTRUCTION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Mind Control Madness=&lt;br /&gt;
==Civilian Traitors==&lt;br /&gt;
Whenever you mind control another unit, it automatically returns to the alien side at the end of the aliens&#039; turn. This is true even if you mind control a [[Civilian]]. &lt;br /&gt;
While saving civilians leads to higher scores, &amp;quot;removing&amp;quot; them from play in this way, then killing them off as aliens removes the risk of a score penalty that would result if the civilians were killed by the aliens.&lt;br /&gt;
&lt;br /&gt;
==Resurrect Zombified Agents==&lt;br /&gt;
also known as: &#039;&#039;&#039;Permanent Control of a Chryssalid/Tentaculat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To &#039;rescue&#039; your zombified agent you must [[mind control]]/[[molecular control]] its [[zombie]] form, then shoot it to make it hatch. &lt;br /&gt;
The chrysallid/tentaculat that just hatched will appear to be hostile, but don&#039;t kill it. Next turn, and for the rest of the mission, it will be controlled by you without additional psionic actions.  A chryssalid/tentaculat that is under your permanent control still gains experience as if it had never been zombified before this and you can do with it as a normal soldier. However, you may not look at its rank as this causes the game to crash. Sometimes the weapon it has will disappear but this can be solved by going into its inventory and picking it up and putting it back in the hand it was in.&lt;br /&gt;
&lt;br /&gt;
If one of your agents got zombified, and you use this trick, you can &#039;recover&#039; the agent if the chrysallid/tentaculat version of the soldier survives until the end of the mission. The resurrected agent will be back at base. You don&#039;t need to create new armor for a &#039;rescued&#039; agent even though they have been &#039;killed&#039;.&lt;br /&gt;
&lt;br /&gt;
If your pet chrysallid/tentaculat happens to get zombified, just repeat the steps to gaining permanent control. This action effectively regenerates your pet&#039;s health. &lt;br /&gt;
&lt;br /&gt;
However, each time this happens, you lose morale and the counter for the number of X-Com soldiers lost on that mission increases as if it were a different soldier being killed. So you may go in with 10 soldiers, but leave with 10 and -5 casualties. You could use this exploit to turn most of your troops into super soldiers but your morale will suffer so much that your psionic/molecular control troops may panic or go berserk if you push it too far. This could end up with you having very few troops under your control and more aliens that you could shake a stick at after you.&lt;br /&gt;
&lt;br /&gt;
This exploit can also be used when civilians get zombified. And, since the terror units have many TU, they make excellent scouts. You could give your pet alien a weapon, but they have terrible throwing and accuracy skills. They do, however, have incredible reactions which makes them deadly if you post them right at the side of a door to shoot anything that comes through. However, if you give your pet a primed high explosive and send them off to scout, they will drop it when they die resulting in an explosion that kills everything in the area (or at least knocks off a good chunk of their health). Zombified civilians cannot be &#039;drafted&#039; as new soldiers or replace any soldiers killed during the mission.&lt;br /&gt;
&lt;br /&gt;
IMHO, the BEST use of your pet is to use the Alien Inventory exploit and give it a Stun Rod or a Heavy Plasma with a Stun Rod in it. With its rather insane TU, it can pretty much run up to and stun or kill anything it can see, assuming it isn&#039;t killed in mid-sprint. Alternatively, give it a med-kit, since those use a fixed 10 TU per use, and your pet has a LOT of TU, it can become the best doctor in the game... provided your patient is on the ground and not on top of your ship.&lt;br /&gt;
&lt;br /&gt;
==My Pet Alien==&lt;br /&gt;
Any alien can be your agent&#039;s personal escort. Just remember to mind control the alien every turn. When there are large terrorists on a mission, you&#039;ll notice that they take up four squares. Each square has its own stats. If you mind control one quadrant, the other three quadrants still stay under alien control. &lt;br /&gt;
&lt;br /&gt;
If you move the large alien, there is a good chance that it will SHOOT ITSELF (if it can) via reaction fire! If the large alien does not shoot itself, you can use up its TU to fire on hostiles, or use it to scout. Once the TU are used up, mind control another quadrant to keep using this alien. You can do this four times. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can target the other quadrants of the alien and make the terror unit shoot itself. This is a worthwhile tactic to use on Cyberdiscs and Sectopods. &lt;br /&gt;
Cyberdiscs explode on death, while the Sectopod has a Laser Auto Shot which can dish out a maximum of 300 points of damage each shot.&lt;br /&gt;
&lt;br /&gt;
The best use of mind control: scout. If you see someone holding a [[Blaster Launcher]], mind control it and fire, then drop the weapon, rendering a bunch of aliens dead and one harmless if you&#039;re lucky.&lt;br /&gt;
&lt;br /&gt;
==Access the Alien Inventory Screen==&lt;br /&gt;
When an alien is mind controlled, you can&#039;t directly see their inventory by clicking the inventory button. However, if you switch to a human soldier, and check their inventory, you can use the arrows in the top corner to cycle through &#039;&#039;&#039;all&#039;&#039;&#039; units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039; There is a critical bug which is connected to this exploit. Read about it here: [[Known_Bugs#Alien_Inventory_Stacking_Bug| Alien Inventory Stacking Bug]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; Use this exploit to change their inventory. You can give them weapons (eg: for [[Reaction Training]]), live grenades, or anything else. Remember to mind control them each turn if you use them as mules.&lt;br /&gt;
&lt;br /&gt;
==Exponential Mind Control==&lt;br /&gt;
Any creature with psionic skill can use a [[Psi-Amp|psionic amplifier]]. &lt;br /&gt;
Therefore, you can take control of (e.g.) an Ethereal and then toss it a psi-amp, use the [[Exploits#Access_the_Alien_Inventory_Screen|alien inventory exploit]], and have him pick it up. &lt;br /&gt;
Then you can use the Ethereal&#039;s psionic talents to take over other aliens. With the right application of psi-amp relay tosses and mind control, this can have an exponential effect of complete control of all the aliens in the very first turn.&lt;br /&gt;
&lt;br /&gt;
It is even easier to use several high-level Psi troops (80+ Psi Strength &amp;amp; Skill), each with their own Psi-Amp, to create chains of aliens extending across the entire map; each new alien discovered and controlled becomes the forwardmost scout while your troops remain safely at the back of the chain (or even in the transport).  &lt;br /&gt;
This is easily the single most imbalancing tactic in the game, short of hacking the game files.&lt;br /&gt;
&lt;br /&gt;
==Zombie&#039;s Permanent Control of Aliens via Stunning==&lt;br /&gt;
&lt;br /&gt;
* Mindcontrol any 1x1-sized alien, except Zombies (as these can&#039;t be awakened once unconscious).&lt;br /&gt;
* Stun that alien. Stun Bombs from the Small Launcher are the preferred method, because the stun rod depends on alien status to function. (On Windows Version, you can´t use the Stun Rod on friendly units).&lt;br /&gt;
* Revive the alien. You can either wait until the alien recovers on it&#039;s own, or use stimulant shots from a Medi-Kit to speed things along.&lt;br /&gt;
* Wait until the start of your next round. After the alien wakes up, it will appear as alien, but this lasts just for your present turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That&#039;s it, the alien should now be under permanent X-COM control. You can do anything with an X-COM alien as you can with a normal soldier: Directly access the aliens inventory screen without scrolling through all your guys first. &lt;br /&gt;
Arm it and send it in as a advance scout into UFOs. In all practicality, they are yours to do with as you please.&lt;br /&gt;
&lt;br /&gt;
==Invincible Strategy &amp;amp; Four-quadrant Aliens==&lt;br /&gt;
Getting your first soldier with 90+ psionic strength and a Psi-Amp, pretty much guarantees a win even on superhuman difficulty.  Train this soldier in the Lab and by using all their TUs on mind control every tactical turn.  He/she will soon have seemingly 100% chance in controlling every kind of alien there is, at whatever difficulty level, at whatever distance.  As you gather more 90+ psi strength soldiers, the game becomes absurd.  You can control every single alien in an undamaged battleship/alien base in the same turn.  Just push alien pets forward to find more potential pets.  Make sure your &amp;quot;chain of command&amp;quot; won&#039;t break in next turn by having an alien around every corner to link up your extended line-of-sight next turn.&lt;br /&gt;
&lt;br /&gt;
Controlling four-square aliens requires special care.  The top quadrant grants main control, no matter which way it&#039;s facing.  For those without guns (reapers), the top quadrant is all you need to control.  For large terrorists with guns, controlling the top quadrant means the other three quadrants can still reaction fire on you, or reaction fire on itself.  However, they will not reaction fire on themselves if you turn them.  Of course, you can always kill them just by moving it around.&lt;br /&gt;
&lt;br /&gt;
When using these terrorists to train your firing accuracy, make sure you deplete the terrorists&#039; TUs AFTER you control all four quadrants.  You can then use them for firing practice safely.&lt;br /&gt;
&lt;br /&gt;
Mind controlling each additional quadrant also &amp;quot;re-fills&amp;quot; it&#039;s TUs.  For example, you can run the reaper halfway across the map, control another quadrant, and regain all it&#039;s spent TUs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;br /&gt;
[[Category:Enemy Unknown/UFO Defense]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Stun_Rod&amp;diff=46565</id>
		<title>Stun Rod</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Stun_Rod&amp;diff=46565"/>
		<updated>2013-06-17T20:14:19Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Tips */ it&amp;#039;s -&amp;gt; its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stun rod is a melee weapon used to shock enemies unconscious. It is the most reliable form of stunning enemies until the advent of the [[Small Launcher]]. The stun rod does not require ammunition and can be used as many times as necessary. &lt;br /&gt;
&lt;br /&gt;
To use a stun rod the soldier wielding it has to be adjacent to the alien and facing the target. It&#039;s very dangerous to use early in the game when you have low TU soldiers with bad armor. But it&#039;s the only practical means to capture an alien Navigator or Sectoid Leader/Commander as early as possible, so it is an important piece of equipment.&lt;br /&gt;
&lt;br /&gt;
This weapon appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Thermal Tazer]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:BIGOBS26.GIF|left|64 px]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
*Power: 65 Stun&lt;br /&gt;
*Size: 3 high x 1 wide&lt;br /&gt;
*Weight: 6&lt;br /&gt;
*TUs: &lt;br /&gt;
**Stun: 30% (Accuracy 100%)&lt;br /&gt;
*[[Buying/Selling/Transferring#Non-Manufacturable_Prices|Cost]]: $1,260&lt;br /&gt;
*Sell Price: $945&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While technically a two handed weapon, the stun rod is guaranteed to hit your target regardless as to whether the other hand is free so long as you are standing directly beside your enemy, and facing them.&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
Buy these the day before your alien containment facility is finished, then equip them en-masse to your recruits. The loss of a soldier or two is little compared to being able to unlock psionics or the hyperwave decoder. These stun-troopers work best in conjunction with a high-ranking rear commander to help lower losses. The mind probe is ultimately unnecessary for determining ranks for leaders tend to stay in the command room and navigators near the navigation systems; henchmen can easily be dealt with using spotter-sniper tactics until reaching the ufo itself, where near-suicidal waves of expendable troops work wonders. This weapon combines well with the laser pistol or grenades.&lt;br /&gt;
&lt;br /&gt;
== Usage notes == &lt;br /&gt;
The following lists how many times a soldier can fire the gun by shot type continuously in any given round and the remaining percentage of any left over TUs that cannot be spent as a shot.&lt;br /&gt;
&lt;br /&gt;
* Stun: 3 zaps, 10% Remaining TUs&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Remember aliens you [[stun]] for research purposes will die unless brought back to an [[Alien Containment]] facility (and you won&#039;t get score for &#039;aliens killed&#039; and &#039;alien corpses recovered&#039; for them neither!)&lt;br /&gt;
&lt;br /&gt;
* A Stun Rod will not work on X-COM-controlled units, so you cannot use them against soldiers which have gone berserk, alas.  They will also not work on aliens presently under X-COM [[Mind Control]] -- though they will work against X-COM soldiers under alien Mind Control.&lt;br /&gt;
&lt;br /&gt;
* Melee attacks will not attract opportunity fire - as long as you don&#039;t try to perform an action that will attract opportunity fire immediately afterwards while in full view of the alien you zapped. &lt;br /&gt;
&lt;br /&gt;
* Try to approach from behind. &lt;br /&gt;
&lt;br /&gt;
* Early in the game, put this weapon on your more expendable soldiers - there&#039;s a good chance they will die! It&#039;s a good idea to carry a pistol in the other hand as a backup. The pistol can also be used to slightly damage a unit before/after a capture attempt. &lt;br /&gt;
&lt;br /&gt;
* Aliens who have been in smoke for some time will not be any easier to stun, since enemy-controlled units do not take stun damage from smoke.&lt;br /&gt;
&lt;br /&gt;
* You can use stun rod as a support weapon for stronger soldiers who use HE ammo (with heavy cannon/auto cannon) - if you stumble upon an alien a square away while opening a door or falling down a hole, you&#039;d likely get yourself caught in splash damage of your explosive ammo if you shoot. Taking them out with the stun rod is way safer and thanks to minimal TU cost it&#039;s often preferred to all other weapons including pistols. (then you can kill the unconscious alien from a safe distance shooting at the ground.)&lt;br /&gt;
&lt;br /&gt;
* The easiest place to get a [[Navigator]] before you can use a [[Mind Probe]] is inside a [[Large Scout]]. Usually 1 or 2 hang around inside near the [[UFO Navigation]], and it&#039;s comparatively safe to go through a door and stun one. The alien inside the central room is normally an [[Engineer]] and carries a [[Small Launcher]] on higher difficulties / mid-game; this can be used to your advantage.&lt;br /&gt;
&lt;br /&gt;
* Setting an alien on fire can make capturing it slightly easier. It lowers their [[health]] and [[Firing Accuracy|firing accuracy]] each turn they BBQ, making them safer to approach and easier to stun. Finally, they tend to waste all their TUs running away from the fire. The fire will be put out when the alien falls unconscious. &lt;br /&gt;
&lt;br /&gt;
* Be very wary concerning stun rods and elevation. Even though you may look like you&#039;re almost level with the target, you may have to kneel on a slight slope in order to strike an alien that&#039;s on lower flat ground - sectoids, for example. &lt;br /&gt;
&lt;br /&gt;
* Terror missions: Civilians stunned by use of the stun rod (or any method) do not cause a plus or minus to points at the end of the mission.  If they wake up, they will [[Why civilians go rogue|appear as aliens]], but civilians have a victory point value of 0.  This is especially useful in Snakeman terror missions, because every stunned civilian is one less potential Chryssalid.&lt;br /&gt;
&lt;br /&gt;
* Stun is a useful tool to take down Cyberdiscs in close quarters as this terror unit will not go through its auto-destruct sequence if poked.&lt;br /&gt;
&lt;br /&gt;
* How much stun is applied with the Stun Rod relies on the armor rating on the target. Too much armor and the Stun Rod is rendered useless. This is especially true for non-Beginner [[Sectopod]]s whose front and side armor are too great. Pokes to the back plates still work, but only 30% of the time will the stun be high enough to penetrate.&lt;br /&gt;
&lt;br /&gt;
==Activating melee attacks for other items==&lt;br /&gt;
Every item in the game has a melee weapon rating, however the melee attack command has been disabled for all items but the stun rod. One unusual work-around is to stack the stun rod on top of another item in one of your hand slots. This has the effect of displaying the stun rod as the active weapon and hiding the ammo counter. However, when the attack menu is brought up, the stun command will now show that it requires 50% of your [[Time Units]] to use and you will also get the firing commands for the stacked weapon.&lt;br /&gt;
&lt;br /&gt;
Do not be fooled however by the now more expensive stun command as this new attack is deadly and will kill its target. The strength of the attack differs based on different objects, so you will have to experiment to find a good combination, as not all weapons have the same melee strength. Some do nothing, while others will kill a healthy [[superhuman]] [[sectopod]] in one hit. Try guns, grenades and even corpses if you&#039;re desperate.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Item Stacking Bug]] for instructions on item stacking.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Equipment (EU)]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger&amp;diff=45654</id>
		<title>Avenger</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger&amp;diff=45654"/>
		<updated>2013-04-15T21:57:15Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:UP001.gif|right|Avenger - Ultimate Craft]]&lt;br /&gt;
The &#039;&#039;&#039;Avenger&#039;&#039;&#039; is the ultimate replication of Alien technology.  It is both the best troop transporter and best interceptor available in the game. &lt;br /&gt;
&lt;br /&gt;
This craft appears in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. For the &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; equivalent, refer to the [[Leviathan]].&lt;br /&gt;
&lt;br /&gt;
==How to use it==&lt;br /&gt;
&lt;br /&gt;
The Avenger is the fastest craft available to [[X-COM]], capable of reaching any point on earth within three hours and intercepting any UFO. With enough fuel for ten hours of flight, it can still patrol a bit and/or follow UFOs around. It has a very large damage capacity. When armed with dual [[Plasma Beam]]s, the Avenger is the only craft available to X-COM that can reliably intercept an alien battleship single-handedly without risk of complete destruction - if necessary, though is not recommended as will become apparent shortly.&lt;br /&gt;
&lt;br /&gt;
It has sufficient room to carry 26 [[soldiers]] (or a mix of soldiers and up to four [[Heavy Weapons Platforms]]). Due to the 80 item limit, 26 soldiers will cause difficulties in inventory juggling. To get around this, bring some HWPs , don&#039;t fill the Avenger to full capacity, or get your unarmed troops to pick up weapons off fallen enemies.&lt;br /&gt;
&lt;br /&gt;
The Avenger is unfortunately expensive and takes a long time to build. Many players find it easier to employ cheaper or more readily available ships and have only a few Avengers to supplement them in times of great need. &lt;br /&gt;
&lt;br /&gt;
There is a common misconception that an Avenger will be in the repairshop for longer than other craft. This is mostly untrue. An Avenger that received 400 damage will take exactly the same time to repair as a Firestorm that takes 400 damage. Admittedly, if you Firestorm is destroyed, you do not have to repair it at all, but losing a ship and letting the battleship complete its mission seems silly, it would have been better not to engage it at all in that case.&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s high hit points frequently trick inexperienced commanders into making an Avenger solo a Battleship. A Plasma Beam armed Avenger will always beat a Battleship, since it has many more Health than a Firestorm. However, even though the damage might look small, it actually took the same amount of damage as a Firestorm would have, the only difference being the Firestorm might have been destroyed, but the Avenger always survives, albeit with several hundred damage received. Since damage is repaired at the same rate as other aircraft at 1 hitpoint per hour, a very badly damaged Avenger could be in repair for over a month.&lt;br /&gt;
&lt;br /&gt;
Therefore, when engaging a [[Battleship]], it is more or less imperative to send in multiple Avengers at once. The best is to ALWAYS send in four Avengers at once. Firstly,this will bring it down quicker. The faster it is shot down, the less return fire will be received. Every additional Avenger, or any other ship armed with plasma beams, that join the dogfight will potentially reduce the length of battle to one half, one third or one quarter of the length of a normal air skirmish respectively. Secondly, it has been unconfirmed that enemy UFOs have a fixed firing rate, which is distributed among all intercept craft. However, be warned that the UFOs will attempt to concentrate fire on your intercept craft one by one!!! To be precise, when clicking the Aggresive Attack button in order of Top Left, Top Right, Bottom Left, Bottom Right, the Battleship was observed to fire almost exclusively at the Top Left ship, once that was destroyed, the Top Right, then Bottom Left, then Bottom Right.&lt;br /&gt;
&lt;br /&gt;
To summarise, damage received seem to indicate an average result of:&lt;br /&gt;
1 Avenger, solo, receives 740 damage (1 free shot from Battleship as you close in + 7 more shots)&lt;br /&gt;
4 Avengers, simultaneous, receive damage distribution of 150, 60, 50, 0 based on which ship attacks first.&lt;br /&gt;
Where 1 point of damage = 1 hour being repaired.&lt;br /&gt;
&lt;br /&gt;
Note that intercepting with 4 avengers at once uses up 4 times as much Elerium as intercepting with 1 avenger.&lt;br /&gt;
Also note that, if you have a very large workshop base, it is faster to just send in 1 Avenger to solo, then decommission it upon return. Just replace the Plasma Beams with Stingray Launchers and sell your Avenger. Manufacture a new Avenger to replace it... this will take only 6.5 days using 250 engineers working in 6 workshops. Expensive (3.5 million per Avenger), but time saving.&lt;br /&gt;
&lt;br /&gt;
Due to its acceleration and speed, the Avenger is the most fuel efficient Hybrid craft. Despite its size, the Avenger uses Elerium fuel at the same 1 per 10 minute rate as the Firestorm and Lightning, however it will reach its destinations much faster and return faster, thus it uses less fuel overall. This acceleration and top speed also make it the best craft to hunt down and engage UFOs. &lt;br /&gt;
However, as with any elerium fueled aircraft, an Avenger has very limited fuel capacity, and shares the same [[Known Bugs#Elerium-fueled Craft Bug|design flaw]] as the [[Firestorm]] and the [[Lightning]] that forces it to return to base after depleting half of its fuel, cutting its air time even further.  This makes it unsuitable (and the fact that it uses Elerium as fuel makes it very costly) for general patrol or for hunting potential alien base locations. The Interceptor or Skyranger are better suited to this task.&lt;br /&gt;
&lt;br /&gt;
==Battlescape Graphics==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;175&amp;quot;&amp;gt;&lt;br /&gt;
Image:AVENGER-L0.PNG|Avenger Level 0&lt;br /&gt;
Image:AVENGER-L1.PNG|Avenger Level 1&lt;br /&gt;
Image:AVENGER-L2.PNG|Avenger Level 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Requirements ==&lt;br /&gt;
The &amp;quot;Avenger&amp;quot; craft is fueled by [[Elerium-115]]. Before [[manufacturing]] this craft, ensure that you have sufficient stocks of Elerium in your [[General_Stores|general stores]].&lt;br /&gt;
&lt;br /&gt;
While airborne, the Avenger consumes 1 fuel unit (1/5th unit of [[Elerium-115]], 1.66% total fuel) every ten minutes, regardless of the speed of the craft. The Avenger has a maximum (radial) range of 27,000 nautical miles, while being airborne for 5 hours. Its maximum (distance) range is 54,000 nautical miles for a total fly time of 10 hours. Patrolling has no effect on fuel consumption.&lt;br /&gt;
&lt;br /&gt;
One Avenger requires 12 units of Elerium for refueling. When refueling, the Avenger receives 8.33% more fuel (one unit of Elerium) every half hour, on the half hour. So it can take up to six hours to refuel, and will be finished fueling precisely on the turn of a half hour.&lt;br /&gt;
&lt;br /&gt;
If Plasma Beams have been fired, it will take 3 hours to re-arm, regardless of how many PB shots were used. At the turn of the first hour after refueling (measured by hour on the clock, straight up), your left Plasma Beam goes to 100 ammo. Turn of second hour, right one goes to 100. Turn of third hour: Craft drops out of REARMING status and is ready to fly. Even if your craft has not fired (ammo=100), it will still wait until the next hour (straight up) going through that last REARM phase after refueling.&lt;br /&gt;
&lt;br /&gt;
Avengers are repaired at the rate of 2% damage per day. Thus it can take e.g. THIRTY DAYS to fix a 60% damaged Avenger. A Firestorm would recover from 60% in just over 12 days (4.8%%/day). However, what&#039;s really happening here is that they both repair exactly the same &#039;&#039;Damage Capacity&#039;&#039; (i.e., &amp;quot;hit points&amp;quot;) per day... 2% of 1200 equals 24/day for Avenger, and 4.8% of 500 equals 24/day for Firestorm. In fact, 60% damage to an Avenger is 720 damage, which would have utterly destroyed a Firestorm, leaving nothing to repair. 60% damage for a Firestorm is only 300. So, comparing damage % between an Avenger and Firestorm is just being silly... UFOs do damage in damage capacity points, not in percentage terms. The correct analysis is to compare a Firestorm which receives 300 damage to an Avenger which receives 300 damage... and the result is that they both spend the exact same time in the workshop. The only difference is when a Battleship manages to inflict over 499 points of damage in which case the Avenger spends a long time being repaired, and in the Firestorm&#039;s case, you would have to manufacture a new Firestorm and 2 Plasma Beams.&lt;br /&gt;
&lt;br /&gt;
Service is done in this order: [[Repairs]], [[refueling]], [[rearming]]. If you transfer an Avenger between bases, it will still need refueling and rearming when it arrives even though 12+ hours have passed (if it needed them before it left).&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maximum Speed:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acceleration:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fuel Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weapon Pods:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Damage Capacity:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cargo Space:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[:Category:Heavy Weapons Platforms|HWP]] Capacity:&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&amp;gt;Work Space Required:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Craft Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Research (EU)]][[Category:X-COM Craft (EU)]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=44814</id>
		<title>Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=44814"/>
		<updated>2013-02-23T10:27:43Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;2E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;3E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;4E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;5E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;2M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;3M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;4M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;5M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;2L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;3L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;4L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;5L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Small Scout&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PPC&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Medium Scout&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Large Scout&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Harvester&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Abductor&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PRC&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Terror Ship&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Terrorist 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Battleship&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Supply Ship&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Base Missions&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;Terrorist 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Mars 1&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;Sect. Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sect. Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sect. Comm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cyberdiscs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Mars 2&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;Eth. Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Eth. Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Eth. Comm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Chryssalids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Silacoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Celatids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectopods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Table Key&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Red entries indicate an error in loadout.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;=Early&lt;br /&gt;
:&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;=Middle&lt;br /&gt;
:&amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt;=Late&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;PP&#039;&#039;&#039; = Plasma Pistol&lt;br /&gt;
:&#039;&#039;&#039;PPC&#039;&#039;&#039; = Plasma Pistol Clip&lt;br /&gt;
:&#039;&#039;&#039;PR&#039;&#039;&#039; = Plasma Rifle&lt;br /&gt;
:&#039;&#039;&#039;PRC&#039;&#039;&#039; = Plasma Rifle Clip&lt;br /&gt;
:&#039;&#039;&#039;HP&#039;&#039;&#039; = Heavy Plasma&lt;br /&gt;
:&#039;&#039;&#039;HPC&#039;&#039;&#039; = Heavy Plasma Clip&lt;br /&gt;
:&#039;&#039;&#039;SL&#039;&#039;&#039; = Small Launcher&lt;br /&gt;
:&#039;&#039;&#039;SB&#039;&#039;&#039; = Stun Bomb&lt;br /&gt;
:&#039;&#039;&#039;BL&#039;&#039;&#039; = Blaster Launcher&lt;br /&gt;
:&#039;&#039;&#039;BB&#039;&#039;&#039; = Blaster Bomb&lt;br /&gt;
:&#039;&#039;&#039;AG&#039;&#039;&#039; = Alien Grenade&lt;br /&gt;
:&#039;&#039;&#039;MP&#039;&#039;&#039; = Mind Probe&lt;br /&gt;
&lt;br /&gt;
(all weapons start loaded)&lt;br /&gt;
&lt;br /&gt;
DOS v1.4 data starts at byte 367014 in [[GEOSCAPE.EXE]]; entries are 21 bytes and correspond to the following (borrowed from [[User:Zombie|Zombie]]&#039;s post [http://www.strategycore.co.uk/forums/Alien-Loadouts-Of-Weapons-t6441.html&amp;amp;view=findpost&amp;amp;p=77795#entry77795 here]):&lt;br /&gt;
:&#039;&#039;&#039;00&#039;&#039;&#039;: Mission type (starts from 05 = Small Scout; goes to 15 (x0F) for Mars 2)&lt;br /&gt;
:&#039;&#039;&#039;01&#039;&#039;&#039;: Alien rank&lt;br /&gt;
:&#039;&#039;&#039;02&#039;&#039;&#039;: Base number of aliens on Beginner / Experienced&lt;br /&gt;
:&#039;&#039;&#039;03&#039;&#039;&#039;: Base number of aliens on Superhuman (Veteran / Genius is the average of these two)&lt;br /&gt;
:&#039;&#039;&#039;04&#039;&#039;&#039;: A random number from 0 to this number will be added to the above number of aliens&lt;br /&gt;
:&#039;&#039;&#039;05&#039;&#039;&#039;: Unknown&lt;br /&gt;
:&#039;&#039;&#039;06-10&#039;&#039;&#039; (x06-x0A): Early game loadout&lt;br /&gt;
:&#039;&#039;&#039;11-15&#039;&#039;&#039; (x0B-x0F): Mid game loadout&lt;br /&gt;
:&#039;&#039;&#039;16-20&#039;&#039;&#039; (x10-x14): Late game loadout&lt;br /&gt;
&lt;br /&gt;
NOTE!!! :  Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. What will happen is that the game assigns a certain number of each type of rank normally assigned to each UFO, based on difficulty. These aliens will then be outfitted based on this INITIAL rank... so a few mutons on a supply ship will be destinied to become medics, and will be equipped with Small Launchers. BUT, these medic wannabes are then demoted back to Soldier, but will hang onto the Medic loadout. (similiarly, those muton soldiers carrying blaster launchers used to be leader/commander material)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with its hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped its weapons is HIGHLY dangerous, since it has just finished panicking, has gained 15 morale and has nothing in its armament except for an alien grenade... BOOM.&lt;br /&gt;
&lt;br /&gt;
Also makes it much easier to capture that alien rank you were looking for! No more mind probing needed, just spot the alien carrying the Blaster Launcher!&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=44813</id>
		<title>Alien Weapon Loadouts</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Weapon_Loadouts&amp;diff=44813"/>
		<updated>2013-02-23T10:26:36Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;120&amp;quot;&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;2E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;3E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;4E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;5E&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;2M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;3M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;4M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;5M&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;2L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;3L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;4L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td width=&amp;quot;30&amp;quot;&amp;gt;&amp;lt;b&amp;gt;5L&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Small Scout&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PPC&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Medium Scout&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Large Scout&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;MP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Harvester&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Abductor&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PRC&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;PP&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Terror Ship&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Terrorist 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Battleship&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Supply Ship&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;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Base Missions&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;Terrorist 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorist 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SB&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;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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 {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Mars 1&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;Sect. Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sect. Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sect. Comm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PR&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;PRC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cyberdiscs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th colspan=&amp;quot;16&amp;quot;&amp;gt;Mars 2&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;Eth. Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;BB&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Eth. Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Eth. Comm.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;AG&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;HPC&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;Chryssalids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Silacoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Celatids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectopods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Table Key&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;div style=&amp;quot;color:red;&amp;quot;&amp;gt;Red entries indicate an error in loadout.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;=Early&lt;br /&gt;
:&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;=Middle&lt;br /&gt;
:&amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt;=Late&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;PP&#039;&#039;&#039; = Plasma Pistol&lt;br /&gt;
:&#039;&#039;&#039;PPC&#039;&#039;&#039; = Plasma Pistol Clip&lt;br /&gt;
:&#039;&#039;&#039;PR&#039;&#039;&#039; = Plasma Rifle&lt;br /&gt;
:&#039;&#039;&#039;PRC&#039;&#039;&#039; = Plasma Rifle Clip&lt;br /&gt;
:&#039;&#039;&#039;HP&#039;&#039;&#039; = Heavy Plasma&lt;br /&gt;
:&#039;&#039;&#039;HPC&#039;&#039;&#039; = Heavy Plasma Clip&lt;br /&gt;
:&#039;&#039;&#039;SL&#039;&#039;&#039; = Small Launcher&lt;br /&gt;
:&#039;&#039;&#039;SB&#039;&#039;&#039; = Stun Bomb&lt;br /&gt;
:&#039;&#039;&#039;BL&#039;&#039;&#039; = Blaster Launcher&lt;br /&gt;
:&#039;&#039;&#039;BB&#039;&#039;&#039; = Blaster Bomb&lt;br /&gt;
:&#039;&#039;&#039;AG&#039;&#039;&#039; = Alien Grenade&lt;br /&gt;
:&#039;&#039;&#039;MP&#039;&#039;&#039; = Mind Probe&lt;br /&gt;
&lt;br /&gt;
(all weapons start loaded)&lt;br /&gt;
&lt;br /&gt;
DOS v1.4 data starts at byte 367014 in [[GEOSCAPE.EXE]]; entries are 21 bytes and correspond to the following (borrowed from [[User:Zombie|Zombie]]&#039;s post [http://www.strategycore.co.uk/forums/Alien-Loadouts-Of-Weapons-t6441.html&amp;amp;view=findpost&amp;amp;p=77795#entry77795 here]):&lt;br /&gt;
:&#039;&#039;&#039;00&#039;&#039;&#039;: Mission type (starts from 05 = Small Scout; goes to 15 (x0F) for Mars 2)&lt;br /&gt;
:&#039;&#039;&#039;01&#039;&#039;&#039;: Alien rank&lt;br /&gt;
:&#039;&#039;&#039;02&#039;&#039;&#039;: Base number of aliens on Beginner / Experienced&lt;br /&gt;
:&#039;&#039;&#039;03&#039;&#039;&#039;: Base number of aliens on Superhuman (Veteran / Genius is the average of these two)&lt;br /&gt;
:&#039;&#039;&#039;04&#039;&#039;&#039;: A random number from 0 to this number will be added to the above number of aliens&lt;br /&gt;
:&#039;&#039;&#039;05&#039;&#039;&#039;: Unknown&lt;br /&gt;
:&#039;&#039;&#039;06-10&#039;&#039;&#039; (x06-x0A): Early game loadout&lt;br /&gt;
:&#039;&#039;&#039;11-15&#039;&#039;&#039; (x0B-x0F): Mid game loadout&lt;br /&gt;
:&#039;&#039;&#039;16-20&#039;&#039;&#039; (x10-x14): Late game loadout&lt;br /&gt;
&lt;br /&gt;
NOTE!!! :  Certain aliens are restricted from being certain ranks. For instance, Mutons are not allowed to be Medics, Leaders or Commanders. What will happen is that the game assigns a certain number of each type of rank normally assigned to each UFO, based on difficulty. These aliens will then be outfitted based on this INITIAL rank... so a few mutons on a supply ship will be destinied to become medics, and will be equipped with Small Launchers. BUT, these medic wannabes are then demoted back to Soldier, but will hang onto the Medic loadout. (similiarly, those muton soldiers carrying blaster launchers used to be leader/commander material)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These loadouts are useful to know, ESPECIALLY once you have psi, OR if you happen to get lucky and make the enemy forces panic... knowing which enemies can carry grenades, and which enemies do not carry grenades makes a lot of difference sometimes! An alien with its hands empty and standing on a Blaster Launcher or Small Launcher can be given low priority... shoot the more dangerous aliens first. However, a Heavy Plasma toting alien that dropped its weapons is HIGHLY dangerous, since it has just finished panicking, has gained 15 morale and has nothing in its armament except for an alien grenade... BOOM.&lt;br /&gt;
&lt;br /&gt;
Also makes it much easier to capture that alien rank you were looking for! No more mind probind needed, just spot the alien carrying the Blaster Launcher!&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=44812</id>
		<title>Rulesets (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=44812"/>
		<updated>2013-02-23T10:09:34Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: grammar and spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom exposes its inner workings to users and modders in the form of a YAML text file called a ruleset (*.rul). These text files contain &#039;rules&#039; that describe a wide variety of the game&#039;s behavior. Although rulesets can be edited with any text editor, such as Notepad, it is much easier to use a YAML editor.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==What is a ruleset?==&lt;br /&gt;
Naturally a ruleset is composed of rules, or groups of rules. Each rule describes a single thing about the game. A rule might describe what research projects become available after researching laser weapons, how much damage a pistol clip does, or the max flight speed of a Terror Ship. Rulesets are in YAML text files.&lt;br /&gt;
&lt;br /&gt;
==Viewing and Editing Rulesets (YAML)==&lt;br /&gt;
Editing YAML is about as hard as editing an *.ini config file, though slightly more involved.&lt;br /&gt;
&lt;br /&gt;
===Instructions for Nerds===&lt;br /&gt;
You can open any rulesets (or savegame files) in Notepad++ and select Language&amp;gt;YAML. Alternatively you could conjure up a Google search. There are YAML plugins for Visual Studio and Eclipse.&lt;br /&gt;
&lt;br /&gt;
===Instructions for Noobs===&lt;br /&gt;
* Install Notepad++ or if you are on a Mac then get TextWrangler. If you are on Linux and you cannot find a YAML editor...&lt;br /&gt;
* Go to OpenXcom\Data\Ruleset and open a/the *.rul file. That means a file that ends with .rul; you may have to unhide filename extensions.&lt;br /&gt;
* In Notepad++ click Language&amp;gt;YAML. Otherwise if your editor does not let you collapse sections of the ruleset, try renaming the file to something that ends with .yml, as your editor may not recognize it as YAML.&lt;br /&gt;
* It should be pretty obvious how to change stuff at this point. You may want to make a backup before editing anything though.&lt;br /&gt;
* For further information there are plenty of sites that help explain YAML files; just search for .yml or YAML instead of ruleset, as rulesets are specific to OpenXcom whereas YAML is much more widely used.&lt;br /&gt;
&lt;br /&gt;
====Note====&lt;br /&gt;
You should be able to use the vertical bar on the left of the editor to collapse regions of the rulesets file that you are not interested in. If not, then something is wrong. That is OK though if you do not mind scrolling past literally thousands of lines to get to the rules near the bottom.  &lt;br /&gt;
&lt;br /&gt;
====Your First Edit (Cheat)====&lt;br /&gt;
At the very top of the file you will see where the facilities list starts followed by a list of facilities and various attributes about them. Locate the living quarters facility and change the number next to &amp;quot;Personnel:&amp;quot; from 50 to however many people you think should actually be able to live in a living quarters (maybe 2000). Congratulations, you have just modded OpenXcom&#039;s living quarters to hold more people. Do not forget to save.&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Interface_Features_(OpenXcom)&amp;diff=44809</id>
		<title>Interface Features (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Interface_Features_(OpenXcom)&amp;diff=44809"/>
		<updated>2013-02-23T09:39:46Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom contains a whole lot of additional interface features, and more are being added all the time. This page is an attempt to list them all.&lt;br /&gt;
Eventually, most of these will be re-mappable via in-game menu or config file, but for now most are hardcoded. [[User:Moriarty|Moriarty]] 15:00, 7 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Geoscape ==&lt;br /&gt;
* mouse wheel: change zoom level&lt;br /&gt;
* radar range can be displayed for bases and craft. default toggle is &amp;quot;r&amp;quot; key&lt;br /&gt;
* in dogfight, craft weapons can be disabled/enabled by clicking on them&lt;br /&gt;
&lt;br /&gt;
== Battlescape ==&lt;br /&gt;
* pre-mission equip screen: right-click grenades to prime before combat&lt;br /&gt;
* mouse wheel forward/back: change viewing level up/down&lt;br /&gt;
* mouse forward/back buttons (where present): switch to next/previous soldier&lt;br /&gt;
* tab/shift: switch to next/previous soldier (also in equip screen and pre-mission equip screen)&lt;br /&gt;
* right-click on a door when standing in front of it opens the door (like in TFTD)&lt;br /&gt;
* right-click to cancel a unit walking&lt;br /&gt;
&amp;lt;!-- * &amp;quot;r&amp;quot; key automatically reloads the primary weapon, picking the correct ammo from the inventory (if possible) - is that actually implemented? I&#039;ll have to check it out --&amp;gt;&lt;br /&gt;
&amp;lt;!-- still to try out and add here: &amp;quot;strafe&amp;quot;, &amp;quot;run&amp;quot; etc. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- somebody mentioned adding &amp;quot;c&amp;quot; for &amp;quot;crouch&amp;quot; along with a whole lot of other key bindings... have to look if that has been added to main branch --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basescape ==&lt;br /&gt;
* when assigning personnel for research or manufacturing, right-click the up/down arrow to set amount to maximum/zero&lt;br /&gt;
* when manufacturing, right-click on &amp;quot;Total to Produce&amp;quot; up/down arrow to set amount to 999 or 1, respectively&lt;br /&gt;
* in the lists for &amp;quot;Transfer&amp;quot;, &amp;quot;Purchase/Recruit&amp;quot; and &amp;quot;Sell/Sack&amp;quot;, use mouse wheel to scroll through the list, and right-click up/down arrow to set amount to maximum/zero&lt;br /&gt;
* in the list of soldiers on a transport craft, you can re-arrange the soldiers by clicking on the arrows. if you right-click an arrow, the soldier is moved all the way to the extreme end of the list&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Base&amp;diff=30852</id>
		<title>Alien Base</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Base&amp;diff=30852"/>
		<updated>2010-09-12T13:55:51Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Notes */ it&amp;#039;s -&amp;gt; its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alien Base Mission.png|thumb|right|Alien Base mission type.]]Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense [[UFOs|UFO]] activity will occur as the base is being built. These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of Alien bases will generate a large amount of reported Alien activity without the presence of UFOs. In order to locate a base, an [[Craft|X-COM craft]] must patrol an area for a few hours to stand some chance of detection. An [[Alien Base Assault]] will remove the threat but should never be taken lightly.&lt;br /&gt;
&lt;br /&gt;
If successful the aliens will [[Scoring#Alien_Scoring|score]] 50 points, and an extra 5 points per day which is eventually subtracted from your score. Alien Bases add significantly to the Alien [[score]] when they are constructed and between that and the much higher UFO activity present will have neighbouring countries in particular very agitated, possibly leading to them reducing or withdrawing funding. As such Alien Bases in key areas will need to be dealt with somehow, while Bases in remote locations might well not be so critical to target for action immediately. &amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of alien bases that can be built, but there is a limit as to how many can exist on the globe at the same time. Only fifty Geoscape Tokens (bases, waypoints, ships, etc) that can exist on the globe at any given time, and because you have to share this space with pretty much everything that you can interact with on the Geoscape, you can only have as many Alien bases as there are unused slots.  &lt;br /&gt;
&lt;br /&gt;
Note: UFO flight pattern investigation has found that the base is placed as soon as the battleship arrives in the atmosphere, so if it shows, the aliens have a base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locating an Alien Base==&lt;br /&gt;
Alien bases do not show up on the Geoscape by default, they are hidden until you find them.  To locate one, an X-COM [[craft]] must patrol in its vicinity for a short time.  Also, X-COM agents may report a base location to you at the beginning of the month, but that shouldn&#039;t be relied upon.&lt;br /&gt;
&lt;br /&gt;
There are several clues that indicate the presence of an alien base:  &lt;br /&gt;
*A large UFO performing an Alien Base mission may indicate the creation of a base, or a preliminary scouting mission.  Several UFOS running alien base missions simultaneously indicate the construction of a base, and the base may be built even if you [[UFO Interception|interdict]] all of those UFOs.  See: [[Alien Missions]]&lt;br /&gt;
*An [[Alien Supply]] mission will always land directly on top of a base; patrol the location until you find it.  &lt;br /&gt;
*For each nation that the aliens enter a [[pact]] with, they will also build a base somewhere in that nation&#039;s region-- but not necessarily within that nation&#039;s borders.&lt;br /&gt;
*Check your graphs for UFO activity by region.  A spike of UFO activity in a given region probably indicates the construction of a base there.&lt;br /&gt;
*Alien bases are numbered by generation, not by detection. If you already have destroyed 3 alien bases before discovering &amp;quot;alien base 5&amp;quot; you should continue your search to find number 4.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
&lt;br /&gt;
There are 2 ways of destroying the base:&lt;br /&gt;
&lt;br /&gt;
* Destroying the contents of the room on the second floor of the Command Center renders the base destroyed for all intents of a base assault.  Specifically, you must destroy all 16 sections of the 4 purple octagonal tables (normally these are UFO Navigations).  A single [[Blaster Bomb]] to the upper level will usually set off a chain reaction: if you hear 16 explosions in a row, you&#039;re all set. If you abort the mission after destroying the Command Center, the mission will end and the base will be destroyed. Be sure to move all your troops onto the green tiles in the &amp;quot;exit areas&amp;quot; on the upper level.  Any troops not on a green tile (including those on the red lift tiles in the exit rooms) will be counted as MIA.&lt;br /&gt;
It is often much easier to infiltrate the Command Center by shooting through its walls (and ceiling) than by entering it via its doors and access lift.  See [[Destroying Terrain#UFO walls]] for more details.&lt;br /&gt;
&lt;br /&gt;
* Kill all the aliens. This method will of course give greater rewards, but is sometimes more difficult to achieve. Especially in the case of Chryssalids, Sectopods and Cyberdisks hiding in obscure distant closets, waiting to ambush your troops as you search for the last remaining stragglers.&lt;br /&gt;
&lt;br /&gt;
== Recoverable Components ==&lt;br /&gt;
&lt;br /&gt;
The components that can be recovered from an alien base varies, dependent on what modules are used in its layout (see [[Alien Base Terrain]]).  Most of the recovery value from an alien base assault will come from recovered alien armaments.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&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;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-11&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Navigators*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Medics* **&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Engineers*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Leaders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Commanders***&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Terrorists&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;12-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22-28&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;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Ethereals use Ethereal Leaders in place of Navigators, Medics, and Engineers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;Snakemen use Snakeman Soldiers in place of Medics.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;Mutons use Muton Soldiers in place of Leaders and Commanders.&lt;br /&gt;
&lt;br /&gt;
==Smash And Grab==&lt;br /&gt;
Alien bases can be a very quick and dirty (dangerous) way to get [[Elerium-115|Elerium]], using what we call the &amp;quot;smash and grab&amp;quot; mission. Raid them by seeking out the storage room with power units. Destroy the power units without using explosives, and pick up the purple Elerium canisters that were underneath.  Boogie back to the entry lift, and abort the mission. You get the Elerium and the base is not destroyed. This means you can raid as often as you dare. Consider grabbing a few pieces of alien equipment on your retreat to replenish any spent equipment during the raid, and perhaps if you are lucky enough to knock out a high ranking alien, drag it back to the entrance to have it abducted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Raiding the supply [[Supply ship]]s for a base rather then the base itself may be much more profitable. A base populated by docile aliens (floaters) in a convenient terrain (flat ice, flat desert) will have an easy to grab supply ships. The constant 150 - 900 elerium/month are well worth the 150 points penalty for letting the base exist.&lt;br /&gt;
&lt;br /&gt;
If you want to do repeated Smash And Grabs on the same base, you must not destroy the base Control Center, and you must leave at least one alien alive in the base. &lt;br /&gt;
&lt;br /&gt;
One tip is to knock out an alien, bring it somewhere safe where you can watch over it (such as the small storage rooms with the small grav-lift), then revive it with a [[Medi-Kit]]. Proceed to wipe out the rest of the aliens, but do not damage the command consoles in the command centre. As soon as the base is neutralized, initiate a recovery mission and gather as much equipment (and corpses, if you&#039;re really stretched for cash) in the green entrance pads before aborting the mission. Though this may seem time consuming, it does allow you to reap the rewards of a normal successful mission. &lt;br /&gt;
&lt;br /&gt;
The mission will be counted as a technical failure, but that&#039;s nothing to worry about, as the activity points, loot and experience will tell you otherwise.&lt;br /&gt;
&lt;br /&gt;
Many (or most?) alien bases will &#039;&#039;not&#039;&#039; have power units, or any Elerium.  Recent research has shown that attacking a base&#039;s [[Supply ship|Supply Ships]] is likely to be more profitable (and less dangerous) than attacking the base itself, and a more reliable source of Elerium.  See [[UFO Recovery Values#Alien Base Assaults]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Alien Base Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== Camper Strategy ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;camper&amp;quot; strategy exploits two quirks of the game: aliens cannot fire conventional weapons up or down through lift tiles, and will fall prey to the &amp;quot;[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical Waypoint Bug]]&amp;quot;.  When the aliens attempt to fire [[Blaster Bomb]]s up the lift shaft, this bug will cause the bomb to travel south, not up, keeping your troops safe on the upper level.  The vertical waypont bug only exists in the &amp;quot;Collector&#039;s Edition&amp;quot; (Windows) version of X-COM; the camper strategy cannot be safely used in any other version of the game.&lt;br /&gt;
&lt;br /&gt;
Note that when your starting point is in the far south of the map this is not entirely safe. The aliens have about 10-20 shots of blaster bombs. Those are able to destroy even the earth terrain behind the base walls made of alien alloys. After 2 shots the alloys at the south wall of the lower level of the starting point are destroyed and the aliens begin to &amp;quot;dig&amp;quot; a new hallway. If this hallway reaches the edge of the map the blaster bombs following will fly off the map and then reappear on their next waypoint, which is located on the unit blocking the north west tile of the elevator. The result is obviosly the death of almost all of your units in that area and the destruction of any items located there. If your other starting point is for some reason not suitable for camping strategy (for example because no aliens are passing it or being located in the far south, too) abort the mission and try again.&lt;br /&gt;
&lt;br /&gt;
To use the camper strategy, have all your troops retreat to the upper level of the access lifts (the green-tiled rooms).  Position a soldier on each square of the lift on the upper level so aliens cannot use the lift to come up (this requires a minimum of 8 [[soldiers]] or 2 [[HWP]]s).  The simplest thing to do is then wait until turn 20+, when all the aliens will exit their own encampments and mass on the lift squares below you.  You can then shoot them.  To reduce the chance of your troops accidentally shooting each other, have them only shoot at aliens located directly beneath them.&lt;br /&gt;
&lt;br /&gt;
Camper tactics can also be used on other lifts found within an alien base, with varying degrees of effectiveness.  Rooms which have only one entrance (including the control room) are best, as you do not have to guard your back.  However, these rooms are dangerous to approach and clear of aliens in the first place.&lt;br /&gt;
&lt;br /&gt;
Camping cannot be used in [[Sectoid]] or [[Ethereal]] bases unless your troops have extremely high [[Psionic Strength]] and are able to completely withstand [[Psionic]] attacks (especially [[Mind Control]]).&lt;br /&gt;
&lt;br /&gt;
==== Camp and Scout ====&lt;br /&gt;
&lt;br /&gt;
Instead of waiting, you can also choose to send a scout down the lift every turn.  Have the scout turn in place to survey the immediate area; if any aliens are spotted, you can send other troops down to shoot or grenade them.  Depending on how many [[TUs]] the alien(s) have left, your scout may get fired upon when descending the lift, or the other soldiers when firing upon the aliens.  Dropping a [[Smoke Grenade]] in the center of the lower lift room can reduce the number of aliens that can see your troops while they scout.&lt;br /&gt;
&lt;br /&gt;
If the coast is clear, you may wish to have soldiers retrieve nearby corpses or alien gear, so as to prevent them from being destroyed if a Blaster Bomb is set off in the room.  You may come under fire from aliens that were not initially visible, however, and it is easy to miscalculate how many TUs are needed to retrieve items and return to the upper room.&lt;br /&gt;
&lt;br /&gt;
==== Camp and Grab ====&lt;br /&gt;
&lt;br /&gt;
After killing several aliens, most of the surviving aliens will panic.  If you wish to use camper tactics during a &amp;quot;Smash and Grab&amp;quot; mission, it is easy to approach one of these survivors, stun him, drag him up the lift and use a [[Medi-Kit]] to revive him (don&#039;t use a [[Terror Units|Terror Unit]], as they have in-built weapons).  You can then kill any remaining aliens you see and collect Elerium and whatever other goodies you wish.&lt;br /&gt;
&lt;br /&gt;
==== The Perfect Base for Farming ====&lt;br /&gt;
&lt;br /&gt;
All of the above leads to the conclusion that alien bases can be used for farming to pursue several goals: Collecting aliens, weaponry or ammunition, earning money, getting elerium, improving the monthly rating or for training soldiers (especially psionics). &lt;br /&gt;
As mentioned above [[Sectoid]] or [[Ethereal]] bases are not suitable. &lt;br /&gt;
Since [[Chryssalid]]s are both annoying and dangerous, [[Snakeman]] bases should be avoided. &lt;br /&gt;
This leaves [[Floater]] and [[Muton]] bases. &lt;br /&gt;
Since Mutons are very vulnerable to [[Psionic]] attacks they should be preferred. &lt;br /&gt;
They have another vital advantage: Since Mutons do not have leaders or [[Commander (Alien Rank)|Commanders]] there will be no units spawning with [[Blaster Launcher]]s in the command center. This ensures the aliens will not destroy their base (and your precious farming ground with it) by themselves. &lt;br /&gt;
Additionally, Muton bases are home to [[Silacoid]]s, which are tailor-made for [[Silacoid#Reactions_Training|Reactions training]].&lt;br /&gt;
&lt;br /&gt;
Another point to consider is the location of the base on the [[Geoscape]]. One could easily think this is not important, but it is in fact. [[Alien Supply]] missions are ALWAYS within the same time window of the day. This means that raiding [[Supply ship|Supply Ships]] and getting all the weaponry and 150 units of [[Elerium]] from them is much easier when the base is located in an area where this time of the day brings daylight. &lt;br /&gt;
For [[UFO Ground Assault|UFO ground assaults]] the third factor is the kind of [[Terrain]] the base has been built in.&lt;br /&gt;
&lt;br /&gt;
Conclusion: The perfect alien base for farming is:&lt;br /&gt;
&lt;br /&gt;
- A [[Muton]] base&lt;br /&gt;
&lt;br /&gt;
- Located in the area east of Germany and west of or in New Zealand (in this area anywhere between Arctic and Antarctic)&lt;br /&gt;
&lt;br /&gt;
- Located in an area of your favourite [[Terrain]] for ground combat&lt;br /&gt;
&lt;br /&gt;
If you plan to raid the landing Supply Ships, [[Floater]] and [[Snakeman]] bases will be perfectly fine, since you do not have to worry about terror units.&lt;br /&gt;
&lt;br /&gt;
=== Mind Control Strategy ===&lt;br /&gt;
&lt;br /&gt;
Once you have a large number of psi-talented troops, it is easy to win all combats with ease:  Mind Control one alien, have it seek out others, then Mind Control any aliens it spots, and have them explore further.  Disarm them, then line them up for slaughter.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Somebody turned the lights out. Alien bases are dim, but your soldiers can still see pretty far without electroflares. &lt;br /&gt;
*Remember those [[Proximity Grenade]]s; you can&#039;t guard every intersection. (unfortunatly, a Chryssalid will almost unfailingly get blown up, shrug it off, and run up to perform its zombifying ways on your troops)&lt;br /&gt;
*The alien base will be staffed by the same race of aliens that ran the &amp;quot;alien base&amp;quot; or &amp;quot;alien infiltration&amp;quot; UFO mission that set the base up, and the aliens that run the &amp;quot;alien supply&amp;quot; missions to that base. See [[Alien Missions]] for more detail. They will have their associated terror units there.&lt;br /&gt;
*Alien bases populated with Snakemen deserve special caution.  The high mobility of the [[Chryssalid]] makes it especially dangerous here -- it can run around three corners and still have enough time to infect your troops.&lt;br /&gt;
*The Alien Base Commander and a couple leaders will usually -- but not always -- be hanging around the Control Center.  Expect some of them to have blaster launchers in the mid-to-late missions.&lt;br /&gt;
*Alien Engineers hang out around the Storage Loft sections.  Many of them will be armed with blasters as well.&lt;br /&gt;
*Don&#039;t linger long in the rooms beneath the access lifts, and stay spread out at all times.  There WILL be aliens with blaster bombs here, and they will be happy to use them on any clusters of your troops.&lt;br /&gt;
*If you are trying to capture a [[Commander]], be aware that before entering the inner door of the command center, if the commander and leaders are not killed or incapacitated before the end of the turn where the door is opened, they may fire their blaster launchers and kill themselves accidentally. Or, worse, they might fire their blaster launchers CORRECTLY, and kill off your entire squad. &lt;br /&gt;
*Also be aware that bases staffed by [[Muton]]s will never have a Commander; Mutons can only be Soldiers, Engineers, or Navigators. Just like the Battleship, you still have to contend with Engineers and Navigators armed with Blaster Launchers, though.&lt;br /&gt;
*Feel free to throw explosives around to open up the terrain, especially in those garden areas. It&#039;s your enemy&#039;s base, after all.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Alien Base Terrain]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mission Types Navbar}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Missions Navbar}}&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=30851</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=30851"/>
		<updated>2010-09-12T11:00:39Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Unconscious Units are items */ it&amp;#039;s -&amp;gt; its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Destroying Bugs ==&lt;br /&gt;
&lt;br /&gt;
These are the list of the worst bugs of them all, because they can render your entire game unplayable. Until a fix/ workaround is found, these bugs result in your entire X-com campaign being scuttled:&lt;br /&gt;
* [[Minimized interceptor bug]]&lt;br /&gt;
* [[Big text bug]]&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defense]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Floater Medic Research Bug===&lt;br /&gt;
Every single time a Floater Medic is found and researched, the game crashes after it is interrogated! I [[muton commander]] used a hack system to view the alien&#039;s profile, and it was a Commander with no race attached. This is probably the cause, but I have no explaination for why this situation occurs.&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defense mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in its right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into its magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for the cause of this bug, which is that each and every Incendiary explosion triggers &amp;quot;end of turn processing&amp;quot; for Smoke and Fire - including fire damage, stun damage from smoke, fire spreading checks, and possibly &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. &lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
Primed grenades will not explode when it&#039;s in your inventory when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the grenade will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. It could also be used against Chryssalids:&lt;br /&gt;
* Soldier is turned into a Zombie.&lt;br /&gt;
* Equipment is dropped to the ground.&lt;br /&gt;
* First grenade goes off, killing the Zombie (and the offending Chryssalid, if it&#039;s still around).&lt;br /&gt;
* Second grenade goes off, killing the newly hatched Chryssalid.  (&amp;lt;i&amp;gt;Zaimoni: assuming the second grenade is &amp;lt;b&amp;gt;around&amp;lt;/b&amp;gt; to explode.  Reportedly works better in TFTD.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
So when you enter an area with high risk of Chryssalid attacks (terror site or Terror ship/Battleship crash site), have every soldier arm a grenade which serves as a dead man&#039;s switch to eliminate Chryssalids. You lose a soldier or two, but the aliens don&#039;t gain anything and there&#039;s one less candidate for zombification (and, if you are lucky, one less Chryssalid if it was around the victim when the grenades exploded).&lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
===Mind Controlled Soldiers go MIA===&lt;br /&gt;
If you complete a mission while a [[soldier]] is currently [[Mind Control]]led he will be listed as MIA at the end of the combat. This is quite an easy bug to fall into as on any [[Sectoid]] or [[Ethereal]] mission the only, or most powerful, psionic aliens will usually be holed up in the bridge or command centre.&lt;br /&gt;
&lt;br /&gt;
===Mind Controlled Aliens Count as MIA if you Abort===&lt;br /&gt;
If you happen to abort a mission with any Mind-Controlled aliens under your control, who are NOT in the dropship, the computer tallies them up as &amp;quot;X-COM Operatives Missing In Action.&amp;quot;  Thus, every Mind Controlled alien left behind when you dust off is -20 points to your score!  If you&#039;re leaving anyways, avoid this by bringing them back to the ship or mowing them down on the way back to the ship.&lt;br /&gt;
&lt;br /&gt;
In the Playstation version of the game, any aliens under Mind Control at missions end are considered captured and hence, this bug is not a factor.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defense Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defense bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50 times.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them.&lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
===Weightless Loaded Ammo===&lt;br /&gt;
&lt;br /&gt;
Ammo that is already loaded into a weapon at the start of a mission does not count towards a soldier&#039;s Encumbrance. If the weapon is subsequently unloaded and reloaded during the mission, the soldiers encumbrance will increase. This would only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
=== Equip Phase Ammo Load Error ===&lt;br /&gt;
&lt;br /&gt;
It looks like the game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Probably the only impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. [[User:Spike|Spike]] 20:03, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. [[User:Spike|Spike]] 20:03, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== 80-item Limit ===&lt;br /&gt;
When loading up your Avenger for a massive UFO assault or arming soldiers for a [[Base Defense]] from your overflowing stores, you will likely hit this limit. &lt;br /&gt;
&lt;br /&gt;
You only get a max of 80 items, and you don&#039;t get to choose which ones, so you may end up with 80 clips and no rifles for the base defense. &lt;br /&gt;
&lt;br /&gt;
The solution is timely housekeeping. Sell off your spare personal equipment. See our handy [[Spring Cleaning Tips]], and also [[Managing the Item Limit]] for ideas.&lt;br /&gt;
&lt;br /&gt;
Another bug concerning this limit happens when there are unresearched (alien) items in your stores during a base defense mission. Even though the item cannot be used during the mission, the game still allows you to equip your soldiers with them. This rarely happens as the alien items are very low on the item list, but if your base is lean and mean with under 80 items total, everything will spawn regardless of research.&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Purchase Limit===&lt;br /&gt;
The purchase limit for any item you buy via the purchase screen is 255 per line item, because it is a one-byte field.  However, the impact of this bug is small, for if you have space remaining in your 100-item transfer queue, you can immediately order another 255 of said item as another line item.&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Limit ===&lt;br /&gt;
&lt;br /&gt;
There is a hard limit in the game of 250 X-COM soldiers in total across all bases (not 250 per base).&lt;br /&gt;
&lt;br /&gt;
The error message that pops up when you try to hire more is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;NO MORE SOLDIERS ALLOWED&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have already recruited the maximum number of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
=== Soldier Battlescape Limit ===&lt;br /&gt;
&lt;br /&gt;
In the Battlescape, there is a limit of 40 X-COM soldiers that can participate in any battle. Tanks/HWPs each count as 4 soldiers against this limit. Unless you use custom-modified aircraft, you will only see this limit in a Base Defence mission. In a Base Defence mission, all tanks/HWPs will be deployed first, in preference to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Cancel Manufacturing Bug ===&lt;br /&gt;
&lt;br /&gt;
If you start a project with 1 or more items to build, the required cash (and any materials) for the first item  will instantly be taken from you. If you cancel the project before the job is done, or reduce the number of items to produce, you will still not be refunded the initial costs of the first item. &lt;br /&gt;
&lt;br /&gt;
(Possibly this is exactly the behaviour the designers intended, and not a bug at all.)&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
Whenever research completes, you are given the opportunity to re-allocate your scientists&#039; efforts onto a new topic. If the new topic is after the topic that you have just completed  (further down toward the bottom of the screen), the new effort of the scientists you allocate is applied immediately, on the same day - even though they were just working on the previous project that completed. &lt;br /&gt;
&lt;br /&gt;
If you have enough scientists available to complete the new project in one day, this process can be repeated indefinitely, to complete multiple topics in one day. Each new research topic must be further down the list than the previous research topic, or the bug/exploit does not work. &lt;br /&gt;
&lt;br /&gt;
By the way, this means that you should not worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. The chances are you will gain more free research from this bug than you will lose from &amp;quot;wasted&amp;quot; research effort.&lt;br /&gt;
&lt;br /&gt;
=== TFTD Research Tree Bug Avoidance Guide === &lt;br /&gt;
TFTD&#039;s research problems are more of a logical design flaw than a true bug, caused by trying to make the research tree more complicated than X-Com UFO. &lt;br /&gt;
They can be a pain when you research the wrong thing at the wrong time.&lt;br /&gt;
&lt;br /&gt;
A variation of NKF&#039;s [[TRTBAG | TFTD Research Tree Bug Avoidance Guide]] will be forthcoming - free time permitting.&lt;br /&gt;
&lt;br /&gt;
For now:&lt;br /&gt;
&lt;br /&gt;
*ONLY research Deep One Terrorist AFTER you have completed Plastic Aqua Armor and Ion Beam Accelerators.&lt;br /&gt;
*You MUST have at least one &amp;quot;Sub Construction&amp;quot; in storage before completing research on Zrbite and/or Transmission Resolver.&lt;br /&gt;
*NEVER research the Tasoth Commander. There&#039;s no reason to - and as of the last patch, they should no longer appear on the research list. They can block the T&#039;Leth research.&lt;br /&gt;
*DO NOT research M.C. Lab unless you have AT LEAST one MC Reader in storage.&lt;br /&gt;
*NEVER sell all of your Sonic Pistol Clips before researching it first. If you were to research the Sonic Pistol, the aliens immediately stop using that weapon (and thus, clip) so you will be unable to continue in the Sonic line of research.&lt;br /&gt;
Any of the above (other than the MC reader) would make it impossible to finish the game.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Completion Time Display Bug===&lt;br /&gt;
&lt;br /&gt;
If you start a new manufacturing project at 00:01, and the screen displays a completion time of 5 hours, you might expect the work to complete at 05:00 or 05:01. In fact it will complete at 06:00, one hour longer than indicated. &lt;br /&gt;
&lt;br /&gt;
The reason for this bug is that the time left to complete a project is decremented by the game by one hour, every hour, on the hour(XX:00).&lt;br /&gt;
&lt;br /&gt;
This display behaviour is consistent with what is shown while manufacturing is in progress. For example, if time remaining is shown as 0 hours, the work will complete at the beginning of the &#039;&#039;next&#039;&#039; hour. In effect, the displayed number is the integer-truncated form of the real time remaining. In the first example given above, the real time to completion is 5 hrs 59 min, misleadingly truncated to 5 hrs.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Interruption Loss===&lt;br /&gt;
&lt;br /&gt;
In addition, as a result of integer truncation (see previous bug, Manufacturing Completion Time Display Bug), every time production stops, you lose an hour of manufacturing. Therefore, for most efficient production, manufacture in large batches (or increase batches while they are still in progress) to keep manufacturing as continuous as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Limit===&lt;br /&gt;
&lt;br /&gt;
There is a maximum production rate of one unit of any given type per hour per base. For example, though Alien Alloys / Aqua Plastics require 100 Engineer/Technician Hours per unit, even with 250 Engineers/Technicians you can only produce 1 unit per hour.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Limit Bug (TFTD)===&lt;br /&gt;
&lt;br /&gt;
In UFO Enemy Unknown, the Manufacturing Rate Limit is just an irritant. The game prevents you from allocating more Engineers than is useful. In Terror From The Deep, there is no such safeguard. If you allocate more Technicians than are required to produce 1 unit per hour, the excess effort is just silently wasted. The unproductive Technicians are no doubt wasting their time playing retro computer games on their engineering workstations.&lt;br /&gt;
&lt;br /&gt;
===HWP Fusion Bomb Ammo Cost Bug===&lt;br /&gt;
&lt;br /&gt;
The HWP Fusion Bomb ammunition type, and its TFTD equivalent the ammunition for the SWS PWT/Displacer, appear to have the wrong manufacturing costs. &lt;br /&gt;
The vehicle version is &#039;&#039;less&#039;&#039; portable and &#039;&#039;less&#039;&#039; powerful than the personal version (Blaster Bomb), &#039;&#039;less&#039;&#039; capable than the craft version (Fusion Bomb) - and costs &#039;&#039;more&#039;&#039; than either of the others in total cash and in materials. In particular, it makes no sense that the small missiles on the HWP/SWS use up &#039;&#039;more&#039;&#039; of both Elerium/Zrbite and Alien Alloys/Aqua Plastics than the Craft version. &lt;br /&gt;
&lt;br /&gt;
To correct this error, the craft round should have the higher base price, &#039;&#039;and&#039;&#039; the material requirements that are currently assigned to the SWS/HWP round. (It&#039;s debatable whether the SWS/HWP rounds should be more expensive than the man-carried rounds.) More discussion is on the talk page of this article.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version had a problem where no matter what difficulty level you chose, you were actually playing at &amp;quot;Beginner&amp;quot; level. Because of one or two incorrectly set bytes in all dos versions of the game( 1.0 through to 1.4), no matter what difficulty was selected, the difficulty bug would reset to beginner at the end of the first mission. [[XcomUtil]] corrects this problem, as does the Collectors Edition Windows port (also commonly known as UFO Gold or CE).&lt;br /&gt;
&lt;br /&gt;
[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes] page has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
=== UFOPaedia Craft Weapon Hit Probability Bug ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=30850</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=30850"/>
		<updated>2010-09-12T10:59:55Z</updated>

		<summary type="html">&lt;p&gt;Cfailde: /* Elerium-fueled Craft Bug */ it&amp;#039;s -&amp;gt; its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Destroying Bugs ==&lt;br /&gt;
&lt;br /&gt;
These are the list of the worst bugs of them all, because they can render your entire game unplayable. Until a fix/ workaround is found, these bugs result in your entire X-com campaign being scuttled:&lt;br /&gt;
* [[Minimized interceptor bug]]&lt;br /&gt;
* [[Big text bug]]&lt;br /&gt;
&lt;br /&gt;
== Base Construction Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Base Disjoint Bug ===&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defense]] missions. The dirt walls can be knocked down by Blaster Bombs or excessive amount of heavy plasma fire during combat but are otherwise unbreakable. &lt;br /&gt;
&lt;br /&gt;
[[image:bdb.gif|center|Base Disjoint Bug]]&lt;br /&gt;
&lt;br /&gt;
The walls marked in white are removed if there is an adjacent module. All green modules are not affected while the yellow modules are. The red module will be sealed off completely if anything smaller than a hangar is placed here at any given time. &lt;br /&gt;
&lt;br /&gt;
[[XcomUtil]] works around this problem by stripping out the walls entirely in all the base modules.&lt;br /&gt;
&lt;br /&gt;
The bug can be profitable if the hangars and the lift are accessible only through in these areas - you can gather and supply all your soldiers heavily without aliens interfering, then knock a hole in the wall and cover the area with explosives and blaster launcher fire.&lt;br /&gt;
&lt;br /&gt;
===Displayed Base Maintenance Costs===&lt;br /&gt;
Although X-COM charges the right monthly fees for base modules, the maintenance fee displayed &#039;&#039;in the base info screen&#039;&#039; is always wrong. The displayed number is actually based on the placement within the base grid, &#039;&#039;&#039;not&#039;&#039;&#039; the price displayed in the in-game UFOpaedia. However, at the end of the month, the right fee is deducted. For more information, see [[Base_Facilities#Displayed_Base_Maintenance_Cost_Bug]]. The Geo finance Graph shows a correct maintenance summary ([[LIGLOB.DAT]], updated once a month). Also see the next section.&lt;br /&gt;
&lt;br /&gt;
===Paying For Dirt===&lt;br /&gt;
If you take down any facility in any base that you own and leave bare dirt, then you will continue to pay maintenance on it. But not at the old rate of whatever the facility cost per month, filling the hole back with dirt means it needs special attention at all times by specialists. In fact for every square of dirt you have that used to be a facility you will pay 80k per month. Thats 320k per hangar you take down. There are only two known ways to stop paying this premium - if you completely dismantle the base you stop paying any money for it, or if you build over all the spaces that you have vacated. In fact as soon as you start building the new facility you stop paying the premium, as well as not having to pay the cost of the new facility until it is complete.&lt;br /&gt;
&lt;br /&gt;
If you start a facility and change your mind before it is complete, after the time when it would have completed you will start paying this 80k premium on that land as well.&lt;br /&gt;
&lt;br /&gt;
===Base Facility Dismantle-Construction Crash===&lt;br /&gt;
In the Collectors Edition version, dismantling a facility while its construction is in progress can cause a crash when a second facility on another base square completes its construction.  To work around this, dismantle a facility only after its construction is complete.  If you have already dismantled such a facility, build something like a general stores on the same square to avoid the crash.  It is not known if this crash happens intermittently or always, or if it happens on most versions of the game or just the Collectors Edition.&lt;br /&gt;
&lt;br /&gt;
===Radar Stacking===&lt;br /&gt;
Despite the &amp;quot;Short Range&amp;quot; and &amp;quot;Long Range&amp;quot; detection bars displayed on each base&#039;s Information screen, only one radar of each type will be used at each base. Building additional radars of the same type will have no effect. One short and one long are useful until the [[Hyper-wave Decoder|Hyper-Wave Decoder]] makes both of them obsolete.&lt;br /&gt;
&lt;br /&gt;
===Phantom Radar===&lt;br /&gt;
When you dismantle detection equipment such as a radar or hyperwave detector, the related detection ability of the base does not decrease until a new facility of some kind is built in that base. Until a new facility is completes building at that base, the base continues to use this &amp;quot;phantom radar&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This bug allows you to &amp;quot;upgrade in place&amp;quot;, for example building a new Hyper-Wave Decoder over the top of an existing Large Radar, and retaining the detection capability of the Large Radar until the Hyper-Wave Decoder completes building. (Unless something else completes building first).&lt;br /&gt;
&lt;br /&gt;
===Fixes for Base Construction Bugs===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[XcomUtil]] prevents the Base Disjoint bug (crudely). The [[User:Spike#Base_Fixer|BaseFixer]] utility corrects the Paying for Dirt, Phantom Radar, and Radar Stacking bugs. BaseFixer can be used manually on saved game files, or automatically via XcomUtil&#039;s hook mechanism.&lt;br /&gt;
&lt;br /&gt;
==Geoscape Bugs==&lt;br /&gt;
&lt;br /&gt;
===First Radar Detection Data bug===&lt;br /&gt;
When a UFO is detected by a radar, you get certain data on it depending on the type of radar that detected it.  If the UFO later enters the range of another radar while staying in the range of the first, you will continue to get the initial data given, even if the new radar is more powerful than the first!  So if you detect a craft with a [[Small Radar System]], then the UFO moves into the range of a [[Hyper-wave Decoder]], clicking on the UFO will only give you the data as if the Small Radar detected it, so long as it remains in the Small Radar range!  In effect, the data you get about a UFO is determined when you first detect it, and not changed after that until you lose detection on the craft with the radar that first detected it.&lt;br /&gt;
&lt;br /&gt;
This bug most commonly shows up when a UFO is first detected by a patrolling aircraft and then remains in the range of the aircraft while also entering the range of a Hyper-Wave Decoder.&lt;br /&gt;
&lt;br /&gt;
=== Minimized Interceptor Bug ===&lt;br /&gt;
One fairly consistent cause of crashes is saving the geoscape game during a UFO standoff, with a [[UFO Interception]] window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one. What it seems to do is zoom back out of the combat too far when the fight is over, eventually causing the crash once it has gone a couple of steps further than it normally allows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solution:&#039;&#039;&#039; Open up [[UIGLOB.DAT]] in a hex editor. Change hex offset 0x06 to 00. This will reset the number of minimized interceptor windows to zero. Your interceptor unit can be selected to either return to base or continue on to complete its ground assault mission. &#039;&#039;NOTE: Make sure to back up your save game before editing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor ([[Firestorm]]) to take over, which allowed my first interceptor ([[Avenger]]) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This happened to me also. I fixed it by replacing &amp;quot;[[UIGLOB.DAT]]&amp;quot; in the save folder with the same file from another saved game (from the same campaign a month earlier) [[User:bylund|bylund]] 00:15, January 12, 2007 (GMT+01)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interceptions: Last Shot Always Misses ===&lt;br /&gt;
When using Cautious attack when [[UFO Interception|intercepting a UFO]], your craft will stay at the maximum range of your longest-range weapon.  When using Standard attack, your craft will stay at the maximum range of your shortest-range weapon.  (Usually players use two weapons of the same type, so Cautious and Standard attack will behave the same in this regard.)&lt;br /&gt;
&lt;br /&gt;
As soon as the craft fires its last shot (expending all its ammo), it will drop back to &amp;quot;Standoff&amp;quot; range (70km).  This will make it appear that the UFO has backed away while the last missile(s) are in-flight, causing them to miss.  &lt;br /&gt;
&lt;br /&gt;
In order to hit a UFO with your last salvo of missiles (Stingrays, Avalanches, or Fusion Balls), you must switch to &amp;quot;Aggressive&amp;quot; attack before the last salvo reaches the UFO.  This will cause your craft to close in with the UFO, allowing the missiles to be in range when they reach the UFO.  However, Aggressive attacks will also bring you within range of the UFO&#039;s weapons, so you should hit the &amp;quot;Disengage&amp;quot; button as soon as the last salvo hits.&lt;br /&gt;
&lt;br /&gt;
===Elerium-fueled Craft Bug===&lt;br /&gt;
A [[Skyranger]] or [[Interceptor]], once dispatched, will return to base when its fuel supply has dropped to a level that it will only have just enough fuel to return to base.  Craft fueled by Elerium-115, however, will always report the &amp;quot;Low Fuel&amp;quot; message as soon at the fuel supply is 50% depleted, no matter where they are on the globe.  This significantly shortens the already minute time that a [[Firestorm]], [[Lightning]], or [[Avenger]] can be dispatched to patrol.&lt;br /&gt;
&lt;br /&gt;
===Floater Medic Research Bug===&lt;br /&gt;
Every single time a Floater Medic is found and researched, the game crashes after it is interrogated! I [[muton commander]] used a hack system to view the alien&#039;s profile, and it was a Commander with no race attached. This is probably the cause, but I have no explaination for why this situation occurs.&lt;br /&gt;
&lt;br /&gt;
== Battlescape Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Faulty Large Units ===&lt;br /&gt;
If you move a tank off a northward facing ledge, the rest of the tank will sink into a wall (if there is one), and cause the tank to get stuck. This won&#039;t happen if the tank moves off a south facing ledge as the primary quarter will fall after the rest of the tank. Aliens can also get stuck this way.&lt;br /&gt;
&lt;br /&gt;
Another, potentially annoying bug occurs when a large unit&#039;s graphics become messed up. During a base defense mission, a rocket tank may end up looking like 4 silacoids bunched together.&lt;br /&gt;
&lt;br /&gt;
===Unconscious Units are items===&lt;br /&gt;
This is actually an intentional programming choice... but it leads to several consequences which are bugs.&lt;br /&gt;
&lt;br /&gt;
Firstly, any unconscious unit can be killed instantly by even a weak explosion, like being nearby an exploding AC-HE shell... even a Muton with 125 Health or an X-com agent in Flying Armor whose high armor ratings normally make him immune to AC-HE damage.&lt;br /&gt;
Secondly, no experience is gained for killing enemies in this manner.&lt;br /&gt;
&lt;br /&gt;
You can prevent an unconscious unit&#039;s death from an explosion by picking it up... if a blaster bomb strikes the carrier and kills him, the unconscious unit will safely fall to the floor, unharmed.&lt;br /&gt;
&lt;br /&gt;
Unlike a conscious unit (not wearing x-com armor), an unconscious unit can laze about in the middle of a fire without taking damage, since a UNIT standing in fire takes damage, but an unconscious unit is an item, which all ignore fire.&lt;br /&gt;
&lt;br /&gt;
Forcing an MCed alien to pick up an unconscious X-com agent and carry him in it&#039;s right hand can cause weird things to occur when you release the mind control. I think the game might crash when the alien tries to shove the agent into it&#039;s magic pocket.&lt;br /&gt;
&lt;br /&gt;
If a non-flying unconscious unit wakes up while being carried by a flying unit, it will gain some sort of temporary hover ability. (I once placed an unconscious Chryssalid in my flying agent&#039;s backpack. A few turns later, some growls and screams were heard from overhead.)&lt;br /&gt;
&lt;br /&gt;
Save space! Each conscious unit takes up 1 tile (4 tiles for large units). An unconscious unit does not use up the tile... this might conceivably be useful if you wanted to abort a mission, but several panicked units were preventing other agents from boarding the skyranger...  &lt;br /&gt;
X-com agents refuse to ride piggyback or be picked up while conscious. So, if you want a non-flying unit to reach an 2nd floor place with no stairs or elevator, you will have to knock him out, then either throw him up, or have a flying unit pick him up and drop him... and presumably administer stimulant.&lt;br /&gt;
&lt;br /&gt;
This also leads to the INVISIBLE UNIT glitch. Frequently happens during Base Defence missions, since the item table is usually maxed out. Basically, the item table is so full that killed units do not leave corpses. However, this also means that unconscious units do not turn into  the Unconscious Unit item. The KOed unit will disappear from sight, but will still be visible as a red number and as a blue/yellow dot on overhead map. Since the unit is still a unit and not an item, you will be able to shoot it with projectile weapons and kill it. ALSO, this method enables you to raise any unit&#039;s stun bar all the way to 255, since you can still increase the stun meter, despite them already being unconscious.&lt;br /&gt;
&lt;br /&gt;
===Funky Fire===&lt;br /&gt;
If a unit (alien or friendly) is on fire or standing in flames, an [[Incendiary]] explosion &#039;&#039;anywhere else on the map&#039;&#039; will do a small amount of damage to it, even if you just shoot an IC round at a random patch of ground. &lt;br /&gt;
&lt;br /&gt;
Similarly, if a unit (friendly units only) is standing in smoke when an incendiary explodes, it will take stun damage. This makes the combination of incendiary munitions and smoke quite hazardous until such time as all troops are armored.&lt;br /&gt;
&lt;br /&gt;
There is a [[Talk:Incendiary#Incendiary_Bug|working hypothesis]] for the cause of this bug, which is that each and every Incendiary explosion triggers &amp;quot;end of turn processing&amp;quot; for Smoke and Fire - including fire damage, stun damage from smoke, fire spreading checks, and possibly &amp;quot;catch on fire&amp;quot; checks for units in fire.  &lt;br /&gt;
&lt;br /&gt;
Note that X-Com units wearing any kind of armor are immune to fire damage and IC-induced stun damage. Xcom HWPs are immune to stun, but take 40% damage from Incendiaries and WILL get killed quite efficiently by funky fire.&lt;br /&gt;
&lt;br /&gt;
=== Collectors Edition Blaster Bomb Bug ===&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. &lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disruptor Pulse Launcher]] in TFTD.&lt;br /&gt;
&lt;br /&gt;
===Blaster Launcher Dud Shells Bug===&lt;br /&gt;
&lt;br /&gt;
Shots which have only one waypoint, or explode before reaching their first waypoint, leave the Blaster Launcher showing 0 rounds, but still containing a dud shell which must be unloaded before the launcher can be reloaded. On earlier versions of the game (pre-Win CE) this also happens with reaction fire, and with 1-waypoint shots that fly off the map. &lt;br /&gt;
&lt;br /&gt;
=== The trouble with Mines in General === &lt;br /&gt;
&lt;br /&gt;
Proximity mines are strangely implemented in UFO and TFTD. While they behave as you would expect them to half of the time, the mines do not behave like conventional weapons. &lt;br /&gt;
&lt;br /&gt;
First, experience attribution is awarded to the person that sets off the mine. &lt;br /&gt;
&lt;br /&gt;
Secondly, the armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in save games. If a proximity grenade is primed, then the game is saved and reloaded, the grenade will not only not go off as it should, but the &amp;quot;Prime Grenade&amp;quot; action will still be absent, so it&#039;s impossible to re-arm it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grenade Timer Behaviour === &lt;br /&gt;
&lt;br /&gt;
Primed grenades will not explode when it&#039;s in your inventory when the timer runs out. It will only detonate when it&#039;s on the ground. If your soldier falls unconscious or gets killed, the grenade will be counted as being on the ground. Then it will blow up, likely taking out your gear and body. This &#039;feature&#039; allows for the hot potato or [[Grenade Relay]] strategy which is fairly unique to X-COM where a live grenade well past its use-by date can be passed from squad member to squad member. It could also be used against Chryssalids:&lt;br /&gt;
* Soldier is turned into a Zombie.&lt;br /&gt;
* Equipment is dropped to the ground.&lt;br /&gt;
* First grenade goes off, killing the Zombie (and the offending Chryssalid, if it&#039;s still around).&lt;br /&gt;
* Second grenade goes off, killing the newly hatched Chryssalid.  (&amp;lt;i&amp;gt;Zaimoni: assuming the second grenade is &amp;lt;b&amp;gt;around&amp;lt;/b&amp;gt; to explode.  Reportedly works better in TFTD.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
So when you enter an area with high risk of Chryssalid attacks (terror site or Terror ship/Battleship crash site), have every soldier arm a grenade which serves as a dead man&#039;s switch to eliminate Chryssalids. You lose a soldier or two, but the aliens don&#039;t gain anything and there&#039;s one less candidate for zombification (and, if you are lucky, one less Chryssalid if it was around the victim when the grenades exploded).&lt;br /&gt;
&lt;br /&gt;
For a more a detailed explanation on detonation conditions, see [[Understanding Grenades]].&lt;br /&gt;
&lt;br /&gt;
=== Mountain Map ===&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
=== What just exploded? ===&lt;br /&gt;
In some versions of the game, a bug allows an armed proximity mine to transfer its properties to some other item in the next mission, which then may explode unexpectedly.  (If the item is left on the floor of the XCOM craft, it will explode as you walk past it.)  This problem can be rectified by reloading the game -- as a precaution, save before you move your first soldier.&lt;br /&gt;
&lt;br /&gt;
=== Door jam ===&lt;br /&gt;
If a door is open when a game is saved on the Battlescape and that game is subsequently restored, the door will remain open for the remainder of that mission.&lt;br /&gt;
&lt;br /&gt;
===Mind Controlled Soldiers go MIA===&lt;br /&gt;
If you complete a mission while a [[soldier]] is currently [[Mind Control]]led he will be listed as MIA at the end of the combat. This is quite an easy bug to fall into as on any [[Sectoid]] or [[Ethereal]] mission the only, or most powerful, psionic aliens will usually be holed up in the bridge or command centre.&lt;br /&gt;
&lt;br /&gt;
===Mind Controlled Aliens Count as MIA if you Abort===&lt;br /&gt;
If you happen to abort a mission with any Mind-Controlled aliens under your control, who are NOT in the dropship, the computer tallies them up as &amp;quot;X-COM Operatives Missing In Action.&amp;quot;  Thus, every Mind Controlled alien left behind when you dust off is -20 points to your score!  If you&#039;re leaving anyways, avoid this by bringing them back to the ship or mowing them down on the way back to the ship.&lt;br /&gt;
&lt;br /&gt;
In the Playstation version of the game, any aliens under Mind Control at missions end are considered captured and hence, this bug is not a factor.&lt;br /&gt;
&lt;br /&gt;
===20 Proximity Grenade Limit===&lt;br /&gt;
&lt;br /&gt;
The array used to denote armed [[Proximity Grenade]]s is limited to 20 entries, meaning you are limited to 20 active mines at a time.  The 21st and subsequent Proximity grenades can be primed like normal and will give appropriate messages, but they will not detonate even when the normal trigger conditions are met.  Note that Proximity Mines that have detonated or otherwise been destroyed are removed from the array, freeing up positions; the limit is 20 ACTIVE Proximity Grenades at one time.  In normal gameplay, this is probably not a restriction, in light of the [[Known_Bugs#80-Item_Limit|80 Item Limit]], since you&#039;d need to have more than 1/4th of the cargo space in the dropship filled with Proximity Grenades.&lt;br /&gt;
&lt;br /&gt;
===Base Defense Elerium bug===&lt;br /&gt;
&lt;br /&gt;
On DOS versions of UFO Defense, Elerium pods may spawn as items from the base stockpile during a Base Defense bug.  Each pod represents 50 units of Elerium and will be normally collected after the mission, same as any other item such as Heavy Lasers or Blaster Bombs. HOWEVER. The program will potentially generate 1 elerium POD for every 1 UNIT of elerium in your inventory. Thus, if you had only 10 lasers and 50 Elerium listed in your Sell screen, you would see 10 lasers and 50 Elerium Crystals in your Soldier Equip Screen, which would translate to 50 Elerium pods and 10 lasers scattered around your base. This equals 2500 Elerium, BTW. You basically have the potential to multiply your elerium stocks by 50 times.&lt;br /&gt;
&lt;br /&gt;
===Berserk HWP crashes the game===&lt;br /&gt;
&lt;br /&gt;
Admittedly, this is unlikely to arise under normal play. But, anyhow, your HWPs can only lose morale by killing friendly units. Not much for each unit killed, either. Anyhow, a berserk HWP will crash the game. (except for the Hovertank/Launcher, which does not fire when it goes berserk.)&lt;br /&gt;
Likewise, if you MC a cyberdisc or Sectopod and have it kills lots of aliens, it&#039;ll go berserk and crash the game. The error happens because of an oversight from the developers: the built-in weapons of HWP are handled differently from handed weapons, no OBDATA.DAT entries exist for them. The berserk code will try to access the nonexistent entry, resulting in a crash. The Celatid has yet to be tested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Limited Unit Slots - Battlescape Crash===&lt;br /&gt;
&lt;br /&gt;
This tends to arise during Base Defence Missions. The game is was designed to be limited to 40 soldiers/hovertanks and XXXX aliens for a total of XXXX . Having a full complement of soldiers during a Superhuman difficulty base defence will max out these limits. Thus when either side starts playing around with mind control too much, something goes wrong causing the entire game to crash.&lt;br /&gt;
It might also be something to do with maximum items on the battlescape.&lt;br /&gt;
In any case, the workaround seems to be killing aliens and destroying items on the battlescape... doesn&#039;t always work, but it seems to help.&lt;br /&gt;
You might want to make several in-battle saves for these situations, even if you normally play Ironman mode.&lt;br /&gt;
&lt;br /&gt;
== Character Inventory Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Alien Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; When examining an Alien&#039;s inventory (via an Exploit), you will see that sometimes the alien will stack multiple items of equipment on the same slot - its right leg. It&#039;s not always obvious that there are multiple objects in the slot until you &#039;pick up&#039; the first object and can see other objects still in the slot. &lt;br /&gt;
Before you remove an item from the Alien&#039;s right leg, make sure you have enough time units to place it somewhere else. If you run out of time units, you will likely have to force a quit and cannot save your game. It &#039;&#039;&#039;may&#039;&#039;&#039; be possible to move the item to the left leg slot for 0 TUs, &#039;&#039;&#039;if&#039;&#039;&#039; the item will fit in that slot. If not, you will have to terminate the game. (Press ALT-TAB to get to any other window, then CTRL-ALT-DEL to bring up Task Manager, and then terminate the process that corresponds to the game).&lt;br /&gt;
&lt;br /&gt;
=== XComUtil Inventory Stacking Bug ===&lt;br /&gt;
&lt;br /&gt;
A problem similar to the Alien Inventory Stacking Bug can also occur for X-COM Soldiers, when using XComUtil.  The algorithm used to assign weapons in XComUtil MUST assign all weapons to troops, so if there are more weapons than soldiers, excess weapons are stacked onto the leg slot of the first soldier in the dropship.  This was a deliberate choice by Scott Jones to make this encumbrance obvious to the player.  This can be readily corrected in the &amp;quot;equip soldiers&amp;quot; screen before a mission.  Else, see &amp;quot;Alien Inventory Bug&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
=== Item-stacking Bug ===&lt;br /&gt;
It is possible to put more than one item in a given spot.  When an item is stacked with a [[Stun Rod]], this can make it possible for X-COM soldiers to perform &amp;quot;melee&amp;quot; attacks.  See [[Item Stacking Bug]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Carrying Unconscious Units===&lt;br /&gt;
If one of your soldiers is carrying an unconscious unit in their hands and the unit either wakes up from stun or dies, they will be removed from the Inventory display, but will still appear to be in the carrying soldier&#039;s hands in the Battlescape.  Clicking on the phantom body in the Battlescape will crash the game!&lt;br /&gt;
This error can be easily cleared by switching to the Inventory screen and moving another item into the hand that used to be carrying the body.  Even swapping the gun to the other hand will do.  Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
===Disappearing Ammo===&lt;br /&gt;
Partially-used clips in alien or X-COM weapons disappear at the end of a mission. This dictates that you should try to use clips that are not full.  However, in DOS versions of the game, you can unload used clips to recover them as full clips with the tradeoff of all loaded clips (used or otherwise) will count as spent and disappear (this shouldn&#039;t seem to be a problem, until you start using blasters and will find that you&#039;re running out of ammo fast).  You can also use [[XcomUtil]] to recover partially used clips.  Even when used clips are discarded, you will still get credit ([[Scoring|score]]) at the end of missions for recovering them.&lt;br /&gt;
&lt;br /&gt;
When aborting a mission, any full clips loaded in any alien weapons brought back to the transport/access lift will not be recovered unless the clips are unloaded first. This includes [[Blaster Bomb]]s and [[Stun Bomb]]s.&lt;br /&gt;
&lt;br /&gt;
===Weightless Loaded Ammo===&lt;br /&gt;
&lt;br /&gt;
Ammo that is already loaded into a weapon at the start of a mission does not count towards a soldier&#039;s Encumbrance. If the weapon is subsequently unloaded and reloaded during the mission, the soldiers encumbrance will increase. This would only be noticed if the unloaded clip was not discarded (e.g. because it was not fully empty). This is due to a bug in the game&#039;s weight calculation routine that was uncovered (but not caused) by Seb76&#039;s inventory screen improvements.&lt;br /&gt;
&lt;br /&gt;
=== Equip Phase Ammo Load Error ===&lt;br /&gt;
&lt;br /&gt;
It looks like the game routine for placing ammo into weapons at the beginning of the equip phase does not correctly set all values. It should set the ammo as loaded into the weapon, the weapon as being held by the soldier, and the map position of the weapon and the ammo as the same as the soldier. Looks like it does not do one or more of these things. Whatever values the game doesn&#039;t set, do get set if you manually load or reload the weapon, either during the equip phase, or during the game. &lt;br /&gt;
&lt;br /&gt;
Probably the only impact of this bug is that XComUtil can&#039;t detect the fact that the ammo is loaded into the weapon, for the purpose of AutoCombat. It might have other subtle effects on any utilities that deal with equipping soldiers. [[User:Spike|Spike]] 20:03, 11 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Specifically, the game&#039;s auto-equip functions at the beginning of the equip phase fail to set offset 0x04 of the [[OBPOS.DAT]] record to point to the soldier who owns the ammo. These functions leave the value = 0xff, which implies &amp;quot;on the ground&amp;quot;. They also leave the ammo location as being the equipment pile, rather than the location of the soldier. The other values are set correctly. Manually loading ammo into a weapon, during the equip phase or during combat, correctly sets all values. The ownership points to the soldier and the location to the soldier&#039;s location. [[User:Spike|Spike]] 20:03, 12 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Storage and Transfer Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== 80-item Limit ===&lt;br /&gt;
When loading up your Avenger for a massive UFO assault or arming soldiers for a [[Base Defense]] from your overflowing stores, you will likely hit this limit. &lt;br /&gt;
&lt;br /&gt;
You only get a max of 80 items, and you don&#039;t get to choose which ones, so you may end up with 80 clips and no rifles for the base defense. &lt;br /&gt;
&lt;br /&gt;
The solution is timely housekeeping. Sell off your spare personal equipment. See our handy [[Spring Cleaning Tips]], and also [[Managing the Item Limit]] for ideas.&lt;br /&gt;
&lt;br /&gt;
Another bug concerning this limit happens when there are unresearched (alien) items in your stores during a base defense mission. Even though the item cannot be used during the mission, the game still allows you to equip your soldiers with them. This rarely happens as the alien items are very low on the item list, but if your base is lean and mean with under 80 items total, everything will spawn regardless of research.&lt;br /&gt;
&lt;br /&gt;
===Sticky Craft Transfer Fee glitch===&lt;br /&gt;
As pointed out by [[User:Zombie|Zombie]] and [[User:Danial|Danial]], transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been called the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to transfer aircraft individually, and not transfer anything else while you do - assuming you aren&#039;t awash in money. (The bug will cost you in the low thousands of dollars per craft being transferred.)&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a canceled craft transfer.&lt;br /&gt;
&lt;br /&gt;
===Fuel dump on transfer===&lt;br /&gt;
Transferring a craft with 100% fuel will dump it somewhere along the way. &lt;br /&gt;
When it arrives at its destination, its fuel gauge will read empty (ie: 0% FUEL), but it will be listed as ready. If you launch your craft for a mission (any mission will do) its fuel gauge will still read empty. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This can be [[ExploitsA#Infinite_Fuel|exploited]], but it is very annoying if you want to quickly turn around a troop transport for another mission. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can force a refuel by sending out the craft and immediately recalling it back to base.&lt;br /&gt;
&lt;br /&gt;
===Transfer Limit cash eater===&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted. Bad if you&#039;re shuffling expensive aircraft. The extra cost isn&#039;t that bad. Recovering just one alien weapon will likely cover the money you will lose to this bug over the course of a game.&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} width = &amp;quot;80%&amp;quot; align = &amp;quot;center&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| Tip&lt;br /&gt;
|-&lt;br /&gt;
| To Clarify what constitutes an item in the transfer screen, think of them as batches of X amount. For example, if you transfer 200 alien alloys now, and then decide to transfer another 50 alloys later, this will count as two items in transit. Now, when you look at your transfers, you&#039;ll now have two items. Two batches of alien alloys, one with 200 units and the other with 50 units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Transfer crash ===&lt;br /&gt;
If you transfer something to another base the game crashes right after acknowledging the transfer price.&lt;br /&gt;
&lt;br /&gt;
Solution: Start UFO, select English language, finish your transfer, save game, restart with your normal language settings (http://www.xcomufo.com/x1faq.html)&lt;br /&gt;
&lt;br /&gt;
===Purchase Limit===&lt;br /&gt;
The purchase limit for any item you buy via the purchase screen is 255 per line item, because it is a one-byte field.  However, the impact of this bug is small, for if you have space remaining in your 100-item transfer queue, you can immediately order another 255 of said item as another line item.&lt;br /&gt;
&lt;br /&gt;
===Storage Limit===&lt;br /&gt;
You can not store more than 9,999 of any one item in the general stores at a specific base at one time.  However, this will likely only happen with [[Alien Alloys]] or [[Elerium-115]].  &lt;br /&gt;
Still, consider yourself warned.  If you&#039;re coming close to the limit, consider transferring the extra to other bases or even selling it, as any extra collected beyond the limit will &#039;disappear&#039; and be wasted.&lt;br /&gt;
&lt;br /&gt;
===Exceeding Storage Limits===&lt;br /&gt;
&lt;br /&gt;
The storage capacity of a base is normally limited by the capacity of the General Stores. However this can be exceeded in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* By exploiting some of the Base Storage Anomalies (see below)&lt;br /&gt;
* By storing surplus equipment in transport aircraft (up to the 80 item limit). Note that if both the aircraft and the base are full, you can no longer move equipment between the aircraft and base (in either direction). &lt;br /&gt;
* Anything manufactured at the base will be stored there regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
* Anything captured on a mission by an aircraft operating from the base will be stored at the base, regardless of the base&#039;s General Stores capacity. &lt;br /&gt;
&lt;br /&gt;
These could perhaps be considered minor exploits.&lt;br /&gt;
&lt;br /&gt;
===Base Storage Anomalies===&lt;br /&gt;
&lt;br /&gt;
There are some quirks in how the game calculates, and displays, base storage capacity used and available. These quirks are not all consistent with each other, which leads to some strange behaviour. A typical example would be moving a set of items out of Stores, immediately trying to put the exact same set of items back into Stores, and this failing due to &amp;quot;insufficient space&amp;quot;. A more detailed discussion is in [[Talk:Base Stores#Base Stores Anomalies]].&lt;br /&gt;
&lt;br /&gt;
== Soldier Limits and Recruiting Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Limit ===&lt;br /&gt;
&lt;br /&gt;
There is a hard limit in the game of 250 X-COM soldiers in total across all bases (not 250 per base).&lt;br /&gt;
&lt;br /&gt;
The error message that pops up when you try to hire more is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;NO MORE SOLDIERS ALLOWED&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have already recruited the maximum number of soldiers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Soldier Recruiting Bugs ===&lt;br /&gt;
&lt;br /&gt;
Also there are 3 bugs related to recruiting soldiers: &lt;br /&gt;
&lt;br /&gt;
* You still get charged for Soldiers you try to purchase above the No More Soldiers limit.&lt;br /&gt;
* The error message that appears when you hire too many soldiers must be dismissed (click OK) once for each soldier over the limit, i.e. up to 255 times. &lt;br /&gt;
* You get also charged for Soldiers you try to purchase above the Transfer Limit (100 at a time).&lt;br /&gt;
&lt;br /&gt;
=== Soldier Battlescape Limit ===&lt;br /&gt;
&lt;br /&gt;
In the Battlescape, there is a limit of 40 X-COM soldiers that can participate in any battle. Tanks/HWPs each count as 4 soldiers against this limit. Unless you use custom-modified aircraft, you will only see this limit in a Base Defence mission. In a Base Defence mission, all tanks/HWPs will be deployed first, in preference to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing and Research Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Cancel Manufacturing Bug ===&lt;br /&gt;
&lt;br /&gt;
If you start a project with 1 or more items to build, the required cash (and any materials) for the first item  will instantly be taken from you. If you cancel the project before the job is done, or reduce the number of items to produce, you will still not be refunded the initial costs of the first item. &lt;br /&gt;
&lt;br /&gt;
(Possibly this is exactly the behaviour the designers intended, and not a bug at all.)&lt;br /&gt;
&lt;br /&gt;
=== Zero Unit Manufacturing Exploit ===&lt;br /&gt;
&lt;br /&gt;
If you start a manufacturing project with zero items to build, close the screen, and then go back to assign staff and a non-zero build amount later, the first item is built for free. If you only build one item at a time, you can build them all for free. Obviously, this is cheating. It&#039;s also a bit tedious. It might be excusable if you&#039;re really short of money.&lt;br /&gt;
&lt;br /&gt;
=== Research Rollover ===&lt;br /&gt;
&lt;br /&gt;
Whenever research completes, you are given the opportunity to re-allocate your scientists&#039; efforts onto a new topic. If the new topic is after the topic that you have just completed  (further down toward the bottom of the screen), the new effort of the scientists you allocate is applied immediately, on the same day - even though they were just working on the previous project that completed. &lt;br /&gt;
&lt;br /&gt;
If you have enough scientists available to complete the new project in one day, this process can be repeated indefinitely, to complete multiple topics in one day. Each new research topic must be further down the list than the previous research topic, or the bug/exploit does not work. &lt;br /&gt;
&lt;br /&gt;
By the way, this means that you should not worry about &amp;quot;wasted&amp;quot; research effort due to allocating too many scientists to a project on its last day. The chances are you will gain more free research from this bug than you will lose from &amp;quot;wasted&amp;quot; research effort.&lt;br /&gt;
&lt;br /&gt;
=== TFTD Research Tree Bug Avoidance Guide === &lt;br /&gt;
TFTD&#039;s research problems are more of a logical design flaw than a true bug, caused by trying to make the research tree more complicated than X-Com UFO. &lt;br /&gt;
They can be a pain when you research the wrong thing at the wrong time.&lt;br /&gt;
&lt;br /&gt;
A variation of NKF&#039;s [[TRTBAG | TFTD Research Tree Bug Avoidance Guide]] will be forthcoming - free time permitting.&lt;br /&gt;
&lt;br /&gt;
For now:&lt;br /&gt;
&lt;br /&gt;
*ONLY research Deep One Terrorist AFTER you have completed Plastic Aqua Armor and Ion Beam Accelerators.&lt;br /&gt;
*You MUST have at least one &amp;quot;Sub Construction&amp;quot; in storage before completing research on Zrbite and/or Transmission Resolver.&lt;br /&gt;
*NEVER research the Tasoth Commander. There&#039;s no reason to - and as of the last patch, they should no longer appear on the research list. They can block the T&#039;Leth research.&lt;br /&gt;
*DO NOT research M.C. Lab unless you have AT LEAST one MC Reader in storage.&lt;br /&gt;
*NEVER sell all of your Sonic Pistol Clips before researching it first. If you were to research the Sonic Pistol, the aliens immediately stop using that weapon (and thus, clip) so you will be unable to continue in the Sonic line of research.&lt;br /&gt;
Any of the above (other than the MC reader) would make it impossible to finish the game.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowded Engineers And Scientists ===&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 257th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. &lt;br /&gt;
This bug also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;br /&gt;
&lt;br /&gt;
If you hire exactly 256 scientists or engineers, the total rolls over to zero. You pay zero salaries, and the resulting free Manufacturing / Research is limited only by the capacity of your Factories / Laboratories. Also works in TFTD.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: you need to make sure that not all of their projects finish at the same time.&lt;br /&gt;
Otherwise, you would be stuck with 0 &#039;available&#039; workers/scientists, i.e. unable to assign them to a new project.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Limit Bug===&lt;br /&gt;
The number of hours remaining on a [[Manufacturing_Profitability#Profit_tables|manufacturing project]] is stored in a two-byte integer.  If you build enough items that the total number of Engineer Hours required for construction is above 65535 hours, it will wrap around to 0 hours and display from there.  Typically this drastically understates the amount of time that will be spent working on the items, but strictly speaking, it only subtracts 65k hours (so a huge project like 120k hours would still show ~55k hours&#039; worth of Engineer time needed).&lt;br /&gt;
&lt;br /&gt;
This bug is not dependent on the number of engineers assigned to the project; it is a function of the number of engineer hours needed.  You will most likely run into it when trying to build 2 Avengers at the same time or when queuing up large orders of items in bulk, such as armor or Laser Cannons.  As a practical example, the number of Avengers needed to trigger the bug is 2.  The number of Laser Cannons is 219.  Toggle back and forth between 218 and 219 laser cannons at the beginning of a project to see the effects.&lt;br /&gt;
&lt;br /&gt;
It is known with certainty that this exists as a display issue - the screen will say you need less time than you should when you go over 65536 Engineer hours. [[User:Arrow Quivershaft|Arrow Quivershaft]] is also sure he&#039;s seen it eat an Avenger... he ordered two but only got one, even though it took the time, and cost the money, for two. He&#039;s tried to replicate this and hasn&#039;t been able to, however. So it clearly is at least a superficial display issue, and may be more than that ... possibly dependent on even something else. In any event, keep an eye on projects with more than 65k Engineer hours (and report back here!)... or just avoid going that high.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Completion Time Display Bug===&lt;br /&gt;
&lt;br /&gt;
If you start a new manufacturing project at 00:01, and the screen displays a completion time of 5 hours, you might expect the work to complete at 05:00 or 05:01. In fact it will complete at 06:00, one hour longer than indicated. &lt;br /&gt;
&lt;br /&gt;
The reason for this bug is that the time left to complete a project is decremented by the game by one hour, every hour, on the hour(XX:00).&lt;br /&gt;
&lt;br /&gt;
This display behaviour is consistent with what is shown while manufacturing is in progress. For example, if time remaining is shown as 0 hours, the work will complete at the beginning of the &#039;&#039;next&#039;&#039; hour. In effect, the displayed number is the integer-truncated form of the real time remaining. In the first example given above, the real time to completion is 5 hrs 59 min, misleadingly truncated to 5 hrs.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Interruption Loss===&lt;br /&gt;
&lt;br /&gt;
In addition, as a result of integer truncation (see previous bug, Manufacturing Completion Time Display Bug), every time production stops, you lose an hour of manufacturing. Therefore, for most efficient production, manufacture in large batches (or increase batches while they are still in progress) to keep manufacturing as continuous as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Limit===&lt;br /&gt;
&lt;br /&gt;
There is a maximum production rate of one unit of any given type per hour per base. For example, though Alien Alloys / Aqua Plastics require 100 Engineer/Technician Hours per unit, even with 250 Engineers/Technicians you can only produce 1 unit per hour.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Rate Limit Bug (TFTD)===&lt;br /&gt;
&lt;br /&gt;
In UFO Enemy Unknown, the Manufacturing Rate Limit is just an irritant. The game prevents you from allocating more Engineers than is useful. In Terror From The Deep, there is no such safeguard. If you allocate more Technicians than are required to produce 1 unit per hour, the excess effort is just silently wasted. The unproductive Technicians are no doubt wasting their time playing retro computer games on their engineering workstations.&lt;br /&gt;
&lt;br /&gt;
===HWP Fusion Bomb Ammo Cost Bug===&lt;br /&gt;
&lt;br /&gt;
The HWP Fusion Bomb ammunition type, and its TFTD equivalent the ammunition for the SWS PWT/Displacer, appear to have the wrong manufacturing costs. &lt;br /&gt;
The vehicle version is &#039;&#039;less&#039;&#039; portable and &#039;&#039;less&#039;&#039; powerful than the personal version (Blaster Bomb), &#039;&#039;less&#039;&#039; capable than the craft version (Fusion Bomb) - and costs &#039;&#039;more&#039;&#039; than either of the others in total cash and in materials. In particular, it makes no sense that the small missiles on the HWP/SWS use up &#039;&#039;more&#039;&#039; of both Elerium/Zrbite and Alien Alloys/Aqua Plastics than the Craft version. &lt;br /&gt;
&lt;br /&gt;
To correct this error, the craft round should have the higher base price, &#039;&#039;and&#039;&#039; the material requirements that are currently assigned to the SWS/HWP round. (It&#039;s debatable whether the SWS/HWP rounds should be more expensive than the man-carried rounds.) More discussion is on the talk page of this article.&lt;br /&gt;
&lt;br /&gt;
== Other Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty Bug ===&lt;br /&gt;
The DOS version had a problem where no matter what difficulty level you chose, you were actually playing at &amp;quot;Beginner&amp;quot; level. Because of one or two incorrectly set bytes in all dos versions of the game( 1.0 through to 1.4), no matter what difficulty was selected, the difficulty bug would reset to beginner at the end of the first mission. [[XcomUtil]] corrects this problem, as does the Collectors Edition Windows port (also commonly known as UFO Gold or CE).&lt;br /&gt;
&lt;br /&gt;
[http://tvtropes.org/pmwiki/pmwiki.php/Main/X-COM This TVTropes] page has been known to state that due to the bug, players asked the developers to increase game difficulty. The rumour goes that a new bug was supposedly introduced as a result, where TFTD&#039;s difficulty would reset to Superhuman instead of Beginner. The facts of the matter are that, while the overall difficulty of the game &#039;&#039;was&#039;&#039; increased, TFTD does manage to correctly keep track of which specific mode you&#039;re supposed to be playing in.&lt;br /&gt;
&lt;br /&gt;
=== Big Text Bug ===&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screen full of green 40-column text, essentially debug or memory dump information useless to you.&lt;br /&gt;
&lt;br /&gt;
You can also forced a crash by pressing CTRL-C at the start of a new game (DOS only). If you don&#039;t have any missions automatically saved within the [[Game_Files#Missdat_Files|MISSDAT]] folder, you will get this big text to appear. Typically it is green for Enemy Unknown, and blue for Terror From The Deep. Other colours have been observed such as pink, purple, brown and yellow.&lt;br /&gt;
&lt;br /&gt;
In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resolution) and the text colour is based off the changes to the palette that the game made.  The batch file coordinating the two main programs [[Geoscape]] and [[Battlescape]] often succeeds in soldiering on after a crash.  In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the [[XcomUtil]] split executable variant (which uses a batchfile).&lt;br /&gt;
&lt;br /&gt;
Some things which will tend to cause this problem:&lt;br /&gt;
* Overzealous use of Psi&lt;br /&gt;
&lt;br /&gt;
At least some of the instability crashes can be fixed by replacing the DOS/4GW dos extender with a later version from another DOS game. &lt;br /&gt;
&lt;br /&gt;
[http://syndicate.lubie.org/synd/html/synd_patches.php One of these], for example. Link to Syndicate fansite, instructions included.&lt;br /&gt;
&lt;br /&gt;
=== Cash Rollover Bug ===&lt;br /&gt;
&lt;br /&gt;
When your cash balance goes over $2,147,483,647, it will rollover and become  $-2,147,483,647. Which means your game is done for, unless you use an editor. Fortunately, by the time you accumulate this much cash, you have usually completed all necessary research to win the game.&lt;br /&gt;
&lt;br /&gt;
=== UFOPaedia Craft Weapon Hit Probability Bug ===&lt;br /&gt;
&lt;br /&gt;
There is a bug in the in-game UFOPaedia. It mistakenly reads the damage value field when reporting the hit chance for a craft weapon. Hence:&lt;br /&gt;
&lt;br /&gt;
* Cannon shows 10% not 25%&lt;br /&gt;
* Avalanche shows 100% not 80%&lt;br /&gt;
* Laser Cannon shows 70% not 35%&lt;br /&gt;
* Plasma Beam shows 140% not 50%&lt;br /&gt;
* Fusion Ball shows 230% (!!!) not 100%&lt;br /&gt;
&lt;br /&gt;
Possibly the reason this bug was missed during testing is that the first weapon in the data files, Stingray, actually does have Damage equal to its hit probability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Losing My Favourite Game ===&lt;br /&gt;
&lt;br /&gt;
There is a check whether the &amp;quot;Has X-com received a financial warning?&amp;quot; flag has been raised. If no, a warning is issued and the flag is raised. If yes, then the game ends, and the flag is lowered. HOWEVER, this flag is erronously not connected to any particular savegame, it is global across all savegames. This allows strange results when saving and loading games.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
=== [[Known Bugs (TFTD)]] ===&lt;br /&gt;
For bugs that &#039;&#039;&#039;only&#039;&#039;&#039; affect X-COM: Terror From The Deep.&lt;br /&gt;
&lt;br /&gt;
[[Category: Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Cfailde</name></author>
	</entry>
</feed>