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		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=48875</id>
		<title>Rulesets (OpenXcom)</title>
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		<updated>2013-09-09T15:22:59Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Added blaster tech requirement removal step to Early Blaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In OpenXcom a ruleset is an easy to edit text file that contains settings (rules) that describe almost everything about how the game operates. Here are just some of the things that are in the ruleset: &lt;br /&gt;
*The costs, stats and characteristics of all items, units, facilities, X-COM craft and UFOs&lt;br /&gt;
*Dependencies and costs for research, manufacture and UFOpedia&lt;br /&gt;
*Your starting base&lt;br /&gt;
*The costs of personnel and transfer time.&lt;br /&gt;
*The stats of the funding countries and regions of the world.&lt;br /&gt;
&lt;br /&gt;
You can find the rulesets in your &#039;&#039;Data\Ruleset&#039;&#039; folder.&lt;br /&gt;
&lt;br /&gt;
==Editing Rulesets (YAML)==&lt;br /&gt;
[[Image:OpenXcomNotepadYaml.png|right|thumb|Notepad++ Settings for editing OpenXcom YAML files]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom exposes its inner workings to users and modders in the form of [[:Wikipedia:YAML|YAML]] text files. Although YAML can be edited with any text editor, such as Notepad, it is much easier to use a dedicated YAML editor. YAML has a special syntax so any incorrect whitespace or character can cause an error, but it&#039;s a simple human-readable format so you should be able to figure it out by looking at the existing rulesets.&lt;br /&gt;
&lt;br /&gt;
===Notepad++===&lt;br /&gt;
You can open any rulesets (or savegame files) in Notepad++ and select Language&amp;gt;YAML. This will help you keep the proper tabbing structure and also allow you to collapse large regions. You can set Notepad++ to recognize *.rul, *.sav and *.cfg files as YAML file extensions under preferences so that you don&#039;t have to set the language every time you edit one of OpenXcom&#039;s files.&lt;br /&gt;
&lt;br /&gt;
===Can&#039;t Notepad++?===&lt;br /&gt;
Alternatively you could conjure up a Google search and look for YAML editors that are compatible with your OS. There are YAML plugins for both Visual Studio and Eclipse. Yedit for Eclipse is popular.&lt;br /&gt;
&lt;br /&gt;
*Note: You should be able to collapse regions in whatever YAML editor you use. If not, you&#039;re in for a lot of scrolling as the files are quite large. &lt;br /&gt;
&lt;br /&gt;
==Your First Edit (Cheat)==&lt;br /&gt;
# Open the &#039;&#039;Data\Ruleset\Xcom1Ruleset.rul&#039;&#039; file in your YAML editor.&lt;br /&gt;
# Collapse everything (Alt-0 in Notepad++) and then open (uncollapse) the &amp;quot;facilities:&amp;quot; section.&lt;br /&gt;
# Open &amp;quot;- type: STR_LIVING_QUARTERS&amp;quot;&lt;br /&gt;
# change &amp;quot;personnel: 50&amp;quot; to &amp;quot;personnel: 500&amp;quot;&lt;br /&gt;
# Congratulations! You can now have 500 personal per living quarters.&lt;br /&gt;
&lt;br /&gt;
==A couple other examples==&lt;br /&gt;
1. Fusion Ball Launcher balance update: Let&#039;s make something other than plasma cannons useful&lt;br /&gt;
*change &amp;quot;craftWeapons:&amp;quot; -&amp;gt; &amp;quot;type: STR_FUSION_BALL_UC&amp;gt;&amp;quot; -&amp;gt; &amp;quot;ammoMax: 2&amp;quot; to &amp;quot;ammoMax: 6&amp;quot;&lt;br /&gt;
*change &amp;quot;craftWeapons:&amp;quot; -&amp;gt; &amp;quot;type: STR_PLASMA_BEAM_UC&amp;gt;&amp;quot; -&amp;gt; &amp;quot;range: 52&amp;quot; to &amp;quot;range: 40&amp;quot; (just inside a terror-ships range)&lt;br /&gt;
*set the range for Laser Cannons to 34 (same as large scout) and set Stingray and avalanche ranges even shorter&lt;br /&gt;
:Now there&#039;s a reason to build Fusion-Ball Launchers - &#039;&#039;shoot down Battleships and Terrorships&#039;&#039;, there&#039;s also a reason for Plasma Beams - &amp;lt;i&amp;gt;shoot down Supply Ships and Large Scouts without getting hit&amp;lt;/i&amp;gt;, and a reason for Laser Cannons - &#039;&#039;shoot down Harvesters or Abductors safely and shoot down Large Scouts at equal range&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Sectopod Buff: It&#039;s time to put the fear of Sectopod in those power-suit/hovertank squads that think Ethereal Terrorsites are some kind of joke!&lt;br /&gt;
* &amp;quot;units:&amp;quot; -&amp;gt; &amp;quot;- type: STR_SECTOPOD_TERRORIST&amp;quot; -&amp;gt; &amp;quot;stats:&amp;quot; set TUs to 110, stamina to 125, Firing Accuracy to 100, Psi-Strength to 160 and health to 135. &lt;br /&gt;
* Note the field &amp;quot;armor: SECTOPOD_ARMOR&amp;quot;. So close &amp;quot;units:&amp;quot; and open &amp;quot;armors:&amp;quot; -&amp;gt; &amp;quot;type: SECTOPOD_ARMOR&amp;quot;&lt;br /&gt;
* Set rear armor to 130 (a sectopod has a finely armored buttox, thankyou). &lt;br /&gt;
* Open &amp;quot;damageModifier:&amp;quot; (its part of the armor) and find a &amp;quot;- 1.5&amp;quot; and a &amp;quot;- 0.8&amp;quot; just below it. These are the values for how much damage a unit wearing sectopod armor takes from laser(1.5x) and plasma(0.8x). Increase the laser bonus to 1.8 and reduce the plasma further to 0.65 (it&#039;s now actually worth it to bring laser weapons just for the sectopods)&lt;br /&gt;
*Close &amp;quot;armors:&amp;quot; and open &amp;quot;items:&amp;quot; -&amp;gt; &amp;quot;type: SECTOPOD_WEAPON&amp;quot; and let&#039;s give it a good 145 weapon power. No need to adjust the weapon accuracy since we already increased the stat.&lt;br /&gt;
:Now you can go back to having nightmares about Sectopods, just like you did when you were a young child who got in trouble for playing X-COM on the family computer after bed-time when you hadn&#039;t even done your homework.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Early Blaster: The best time to have a Blaster Launcher is in the back of a Skyranger full of rookies.&lt;br /&gt;
* Go to &amp;quot;items:&amp;quot; and pick anything that&#039;s purchasable. Copy the line with &amp;quot;costBuy:&amp;quot; and a number. Make sure you copy the tabs before &amp;quot;costBuy:&amp;quot;. &#039;&#039;The best way to do this is to put the cursor at the end of the line above it, shift-down-arrow and shift-end to select the entire line and the line-break characters.&#039;&#039;&lt;br /&gt;
* Go to &amp;quot;type: STR_BLASTER_LAUNCHER&amp;quot; and add the &amp;quot;costBuy:&amp;quot; line. &#039;&#039;If the new line your adding doesn&#039;t look like the other lines in your YAML editor (like if it&#039;s red or black text instead of blue) then it&#039;s probably wrong and you probably have incorrect tab or line-break characters in it.&#039;&#039;&lt;br /&gt;
* Remove the section &amp;quot;required:&amp;quot;&lt;br /&gt;
* Do those last two things for Blaster Bombs as well.&lt;br /&gt;
* Open &amp;quot;startingBase:&amp;quot; -&amp;gt; &amp;quot;lon: 0.0&amp;quot; -&amp;gt; &amp;quot;items:&amp;quot; and replace &amp;quot;STR_CANNON&amp;quot; and &amp;quot;STR_CANNON_ROUNDS_X50&amp;quot; with &amp;quot;STR_BLASTER_BOMB&amp;quot; and &amp;quot;STR_BLASTER_LAUNCHER&amp;quot;&lt;br /&gt;
* Finally if you want to be able to equip blasters to your squad and use them you will have to remove the tech requirement. Go back to &amp;quot;items:&amp;quot; and completely remove the section for tech requirements from both blasters and bombs.&lt;br /&gt;
:Start a new game, load up blasters on your sky-ranger, and land by a medium scout. Now hit the side of the medium scout with one shot to make a hole, hit that silly glowy thing in the middle with the second shot. Voilà, that rookie killing death-trap is now just like a crash-site, except with even less live aliens inside.&lt;br /&gt;
&lt;br /&gt;
== Modular Rulesets ==&lt;br /&gt;
&lt;br /&gt;
However, editing the main &#039;&#039;Xcom1Ruleset.rul&#039;&#039; is bad practice, as your changes will be wiped by any new versions, and it makes it a pain to keep updating and combining different rulesets. Instead you should make it modular, by making your own ruleset file (saved in &#039;&#039;data\Ruleset&#039;&#039;) with only the changes it makes to the base game, for example a &#039;&#039;BiggerQuarters.rul&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
 facilities:&lt;br /&gt;
   - type: STR_LIVING_QUARTERS&lt;br /&gt;
     personnel: 500&lt;br /&gt;
&lt;br /&gt;
Then to load your extra ruleset into the game, you just go in your &#039;&#039;[[Customizing (OpenXcom)|options.cfg]]&#039;&#039; file and add it like so:&lt;br /&gt;
&lt;br /&gt;
 rulesets:&lt;br /&gt;
   - Xcom1Ruleset&lt;br /&gt;
   - BiggerQuarters&lt;br /&gt;
&lt;br /&gt;
Now when you start up the game, it&#039;ll automatically combine all the rulesets listed in the &#039;&#039;options.cfg&#039;&#039;. Note that the order is important, as subsequent rulesets will modify the contents of previous ones (if the &#039;&#039;&#039;type&#039;&#039;&#039; is the same), so in this case &#039;&#039;BiggerQuarters&#039;&#039; will modify the STR_LIVING_QUARTERS of &#039;&#039;Xcom1Ruleset&#039;&#039;, which is what you want. Normally you always want &#039;&#039;Xcom1Ruleset&#039;&#039; to come first.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/board,8.0.html Modding forum]&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
A reference of all the customizable values of everything in a ruleset. Some guidelines:&lt;br /&gt;
* If a value is omitted from the ruleset, the default is used. You cannot omit &#039;&#039;required&#039;&#039; values.&lt;br /&gt;
* Text strings (eg. names) are represented by string IDs from the [[Translations (OpenXcom)|language files]]&lt;br /&gt;
* Numerical IDs (used for sprites, sounds, etc.) start at 0, not 1.&lt;br /&gt;
* Boolean (yes/no) values are represented by true/false.&lt;br /&gt;
* World coordinates are represented in degrees (see [[WORLD.DAT]]).&lt;br /&gt;
* Money amounts (prices, costs, etc.) are represented in dollars.&lt;br /&gt;
&lt;br /&gt;
=== Countries ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Country Funding (EU)|funding nations]], listed in &#039;&#039;&amp;quot;countries:&amp;quot;&#039;&#039;. They&#039;re used for activity graphs and player scoring.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the country name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingBase&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s base funding, in thousands. The starting funding can be anywhere between 1x and 2x the base funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fundingCap&#039;&#039;&#039;&lt;br /&gt;
| Country&#039;s funding cap, in thousands. Once a country reaches this maximum, it will no longer increase its funding.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labelLon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;labelLat&#039;&#039;&#039;&lt;br /&gt;
| Longitude and latitude coordinates of the country&#039;s label on the globe. This label is only shown when the globe is zoomed in and &amp;quot;detail&amp;quot; is turned on.&lt;br /&gt;
| 0.0&lt;br /&gt;
0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as [&#039;&#039;lon1&#039;&#039; &#039;&#039;lat1&#039;&#039; &#039;&#039;lon2&#039;&#039; &#039;&#039;lat2&#039;&#039;]. Any activity within these areas counts towards the country&#039;s graph activity and affects their opinion of the player.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Geoscape (EU)#World Regions/Countries|world regions]], listed in &#039;&#039;&amp;quot;regions:&amp;quot;&#039;&#039;. They&#039;re used for base placement, activity graphs and mission spawning.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the region name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent building an X-COM base in this region (first base is free).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;areas&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; on the globe defined as &#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;. Any activity within these areas counts towards the region&#039;s graph activity.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cities&#039;&#039;&#039;&lt;br /&gt;
| List of cities belonging to this region. They will be displayed on the globe and used for terror site missions. Each city is defined by their &#039;&#039;&#039;lon&#039;&#039;&#039; and &#039;&#039;&#039;lat&#039;&#039;&#039; coordinates and a &#039;&#039;&#039;name&#039;&#039;&#039; string ID.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;regionWeight&#039;&#039;&#039;&lt;br /&gt;
| Weight of this region when selecting regions for alien missions.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionWeights&#039;&#039;&#039;&lt;br /&gt;
| Weighted list of the different mission types for this region (eg. &#039;&#039;STR_ALIEN_RESEARCH: 14&#039;&#039;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionZones&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;rectangles&amp;quot; (&#039;&#039;[lon1, lat1, lon2, lat2]&#039;&#039;) defining the mission zones for this region.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;missionRegion&#039;&#039;&#039;&lt;br /&gt;
| Spawn mission in this region instead (used for regions without land).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base Facilities ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Base Facilities (EU)|facilities]] that can be built in an X-COM base, listed in &#039;&#039;&amp;quot;facilities:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the facility name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this facility. If none are specified, this facility is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteShape&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s outer shape in the Basescape and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteFacility&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the facility&#039;s contents in the Basescape and UFOpaedia. Drawn on top of &#039;&#039;&#039;spriteShape&#039;&#039;&#039;.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lift&#039;&#039;&#039;&lt;br /&gt;
| Is this facility an [[Access Lift]]? All base facilities must be connected to the lift.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hyper&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Hyperwave Decoder]]? Displays extra information for detected UFOs. Only valid for radar facilities.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mind&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Mind Shield]]? Reduces the chance of UFOs finding your base. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;grav&#039;&#039;&#039;&lt;br /&gt;
| Is this facility a [[Grav Shield]]? Doubles the power of your base defenses. Does not stack.&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the facility, in grid units. Every facility is square, so a size of 1 means 1x1, 2 means 2x2, etc. Bigger facilities are made up of multiple sprites, for example a 2x2 facility will use 4 sprites for &#039;&#039;&#039;spriteShape&#039;&#039;&#039; and 4 sprites for &#039;&#039;&#039;spriteFacility&#039;&#039;&#039; (top-left, top-right, bottom-left, bottom-right).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent to build this facility in the base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;buildTime&#039;&#039;&#039;&lt;br /&gt;
| Amount of days it takes for this facility to be built.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;monthlyCost&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for the maintenance of this facility.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storage&#039;&#039;&#039;&lt;br /&gt;
| Amount of storage space (for items) this facility provides. See [[Base Stores]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;personnel&#039;&#039;&#039;&lt;br /&gt;
| Amount of personnel (soldiers, scientsts, engineers) these quarters can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aliens&#039;&#039;&#039;&lt;br /&gt;
| Amount of live aliens this facility can contain. Only checked if the &#039;&#039;alienContainmentLimitEnforced&#039;&#039; option is enabled.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;crafts&#039;&#039;&#039;&lt;br /&gt;
| Amount of X-COM craft this facility can contain.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;labs&#039;&#039;&#039;&lt;br /&gt;
| Amount of lab space this facility provides for research projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;workshops&#039;&#039;&#039;&lt;br /&gt;
| Amount of workshop space this facility provides for manufacture projects.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;psiLabs&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldier space this facility provides for psionic training.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum radar detection range of this facility, in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarChance&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of this radar detecting a UFO that enters its range.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;defense&#039;&#039;&#039;&lt;br /&gt;
| Offensive power provided by this base defense against attacking UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitRatio&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100) of the base defense hitting an attacking UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE.CAT|SAMPLE.CAT]] played when the base defense fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE.CAT|SAMPLE.CAT]] played when the base defense hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapName&#039;&#039;&#039;&lt;br /&gt;
| [[MAPS|Map]] associated to this facility in Battlescape base defenses.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft|X-COM crafts]] that go on interception missions, listed in &#039;&#039;&amp;quot;crafts:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the craft name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this craft. If none are specified, this craft is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw this craft in the Basescape and from [[INTICON.PCK]] used to draw the damage indicator in dogfights.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fuelMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of fuel this craft can carry. Crafts use up fuel based on their speed while travelling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this craft can take. If this amount is exceeded, the craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles. Crafts travel at max speed when flying and half speed when patrolling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapons&#039;&#039;&#039;&lt;br /&gt;
| Amount of craft weapons this craft can equip. The UI can only display a max of 2 weapons.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;soldiers&#039;&#039;&#039;&lt;br /&gt;
| Amount of soldiers this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vehicles&#039;&#039;&#039;&lt;br /&gt;
| Amount of vehicles this craft can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this craft. If set to 0, the craft will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costRent&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent monthly for renting this craft. If set to 0, the craft is not on rental and won&#039;t count towards base maintenance.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this craft.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelItem&#039;&#039;&#039;&lt;br /&gt;
| Item required for refuelling this craft. If no item is specified, the craft uses human fuel.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;repairRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage restored every hour while [[Repairs|Repairing]] in base.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;refuelRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of fuel restored every 30 mins while [[Refueling]] in base. If specified, a &#039;&#039;&#039;refuelItem&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;radarRange&#039;&#039;&#039;&lt;br /&gt;
| Detection range of the craft&#039;s radar in nautical miles. Every craft radar has a 100% detection chance.&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this craft to a base.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] lost when this craft is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spacecraft&#039;&#039;&#039;&lt;br /&gt;
| Can this craft go to [[Cydonia]]?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this craft in Battlescape missions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Craft Weapons ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[Craft Armaments|weapons]] equipped by X-COM craft for shooting down UFOs, listed in &#039;&#039;&amp;quot;craftWeapons:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BASEBITS.PCK]] used to draw the weapon in the Basescape and from [[INTICON.PCK]] used to draw the weapon in dogfights.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE.CAT|SAMPLE.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damage&#039;&#039;&#039;&lt;br /&gt;
| Amount of damage this weapon does to enemy UFOs.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accuracy&#039;&#039;&#039;&lt;br /&gt;
| Chance (0-100%) of each shot hitting the enemy UFO.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadCautious&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Cautious Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadStandard&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Standard Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reloadAggressive&#039;&#039;&#039;&lt;br /&gt;
| Time this weapon takes to fire between each shot in &#039;&#039;Aggressive Mode&#039;&#039;.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ammoMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of ammo this weapon can carry.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearmRate&#039;&#039;&#039;&lt;br /&gt;
| Amount of ammo restored every 30 mins while the craft is [[Rearming]] in base. If specified, a &#039;&#039;&#039;clip&#039;&#039;&#039; is spent each time.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileType&#039;&#039;&#039;&lt;br /&gt;
| Type of the weapon projectile, used for the projectile sprite in dogfights:&lt;br /&gt;
* 0 - [[Stingray]]&lt;br /&gt;
* 1 - [[Avalanche]]&lt;br /&gt;
* 2 - [[Cannon]]&lt;br /&gt;
* 3 - [[Fusion Ball]]&lt;br /&gt;
* 4 - [[Laser Cannon]]&lt;br /&gt;
* 5 - [[Plasma Beam]]&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;projectileSpeed&#039;&#039;&#039;&lt;br /&gt;
| Speed of the weapon projectile in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;launcher&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to equip this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clip&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] required to rearm this weapon.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Defines the Geoscape and Battlescape properties of an [[Equipment (EU)|item]] that can be stored in X-COM bases, listed in &#039;&#039;&amp;quot;items:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the internal item name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the displayed item name, for cases where it&#039;s different from the internal name. If omitted, &#039;&#039;&#039;type&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this item. If none are specified, this item is unlocked from the start. Soldiers can only use unlocked items in the Battlescape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Space occupied by this item in [[Base Stores]]. Can be a decimal value.&lt;br /&gt;
| 0.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costBuy&#039;&#039;&#039;&lt;br /&gt;
| Amount of money spent for purchasing this item. If set to 0, this item will not be available in the Purchase/Recruit screen.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costSell&#039;&#039;&#039;&lt;br /&gt;
| Amount of money gained for selling this item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;transferTime&#039;&#039;&#039;&lt;br /&gt;
| Number of hours it takes to purchase/transfer this item to a base.&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weight&#039;&#039;&#039;&lt;br /&gt;
| [[Item_Weight|Weight]] occupied by this item in a soldier&#039;s inventory.&lt;br /&gt;
| 999&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bigSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[BIGOBS.PCK]] used to draw this item in a soldier&#039;s inventory and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floorSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[FLOOROB.PCK]] used to draw this item on the floor of a Battlescape tile.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;handSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[HANDOB.PCK]] used to draw this item on a soldier&#039;s hand in the Battlescape.&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from &#039;&#039;BulletSprites.png&#039;&#039; used to draw this weapon&#039;s projectile on the Battlescape:&lt;br /&gt;
* 0 - [[Rocket Launcher]]&lt;br /&gt;
* 1 - [[Pistol]]&lt;br /&gt;
* 2 - [[Rifle]]&lt;br /&gt;
* 3 - [[Auto Cannon]]&lt;br /&gt;
* 4 - [[Heavy Cannon]]&lt;br /&gt;
* 5 - [[Laser Pistol]]&lt;br /&gt;
* 6 - [[Laser Rifle]]&lt;br /&gt;
* 7 - [[Heavy Laser]]&lt;br /&gt;
* 8 - [[Plasma Rifle|Plasma]]&lt;br /&gt;
* 9 - [[Small Launcher]]&lt;br /&gt;
* 10 - [[Blaster Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fireSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this weapon fires.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this weapon hits a target.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hitAnimation&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[SMOKE.PCK]] used to draw the weapon&#039;s &amp;quot;hit explosion&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Do not define this value for melee/psi weapons, they use [[HIT.PCK]] instead.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Average damage of the weapon, in most cases it will be +-50% this value.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;compatibleAmmo&#039;&#039;&#039;&lt;br /&gt;
| List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn&#039;t need ammo.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageType&#039;&#039;&#039;&lt;br /&gt;
| What type of [[damage]] does this weapon do:&lt;br /&gt;
* 0 - None&lt;br /&gt;
* 1 - Armor Piercing&lt;br /&gt;
* 2 - Incendiary&lt;br /&gt;
* 3 - High Explosive&lt;br /&gt;
* 4 - Laser&lt;br /&gt;
* 5 - Plasma&lt;br /&gt;
* 6 - Stun&lt;br /&gt;
* 7 - Melee&lt;br /&gt;
* 8 - Acid&lt;br /&gt;
* 9 - Smoke&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAuto&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAuto&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Auto Shot. If 0, the weapon does not have an Auto Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Auto Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuSnap&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracySnap&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire a Snap Shot. If 0, the weapon does not have a Snap Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing a Snap Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuAimed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyAimed&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to fire an Aimed Shot. If 0, the weapon does not have an Aimed Shot.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Firing Accuracy]] when firing an Aimed Shot.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuMelee&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;accuracyMelee&#039;&#039;&#039;&lt;br /&gt;
| The percentage (0-100%) of [[Time Units]] (from the soldier&#039;s total) required to do a melee attack (Hit). If 0, the weapon does not have a melee attack.&lt;br /&gt;
The base accuracy (0-100%) applied to a soldier&#039;s [[Melee Accuracy]] when doing a melee attack.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;clipSize&#039;&#039;&#039;&lt;br /&gt;
| The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battleType&#039;&#039;&#039;&lt;br /&gt;
| Defines the weapon&#039;s behavior in the Battlescape:&lt;br /&gt;
* 0 - None (Geoscape-only item)&lt;br /&gt;
* 1 - [[Weapons|Firearm]]&lt;br /&gt;
* 2 - Ammo&lt;br /&gt;
* 3 - Melee&lt;br /&gt;
* 4 - [[Grenade]]&lt;br /&gt;
* 5 - [[Proximity Grenade]]&lt;br /&gt;
* 6 - [[Medi-Kit (EU)|Medi-Kit]]&lt;br /&gt;
* 7 - [[Motion Scanner]]&lt;br /&gt;
* 8 - [[Mind Probe]]&lt;br /&gt;
* 9 - [[Electro-flare]]&lt;br /&gt;
* 10 - Corpse&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;twoHanded&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon two-handed? (incurs an accuracy penalty if used with both hands occupied)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoint&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon use waypoints? (eg. [[Blaster Launcher]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this weapon fixed? (it&#039;s part of a unit, eg. tanks and terrorist units)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invWidth&#039;&#039;&#039;&lt;br /&gt;
| Item width in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;invHeight&#039;&#039;&#039;&lt;br /&gt;
| Item height in a soldier&#039;s inventory (in grid units).&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;painKiller&#039;&#039;&#039;&lt;br /&gt;
| Amount of painkillers contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;heal&#039;&#039;&#039;&lt;br /&gt;
| Amount of heal&#039;s contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stimulant&#039;&#039;&#039;&lt;br /&gt;
| Amount of stimulants contained in a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;woundRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Fatal Wounds]] treated by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;healthRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Health]] recovered by each heal of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stunRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Stun]] removed by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;energyRecovery&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Energy]] recovered by each stimulant of a [[Medi-Kit (EU)|Medi-Kit]].&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;tuUse&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Time Units]] required to use this item (for non-offensive items). It&#039;s a flat rate if &#039;&#039;&#039;flatRate&#039;&#039;&#039; is true, otherwise it&#039;s a percentage (0-100%).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recoveryPoints&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained for recovering this alien artifact.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| How much damage is needed to destroy this item on the ground.&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;recover&#039;&#039;&#039;&lt;br /&gt;
| Is this item recoverable? (gets transported to the X-COM base on mission success)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;turretType&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[TANKS.PCK]] of the turret to assign to this tank:&lt;br /&gt;
* 0 - [[Tank/Cannon]]&lt;br /&gt;
* 1 - [[Tank/Rocket Launcher]]&lt;br /&gt;
* 2 - [[Tank/Laser Cannon]]&lt;br /&gt;
* 3 - [[Hovertank/Plasma]]&lt;br /&gt;
* 4 - [[Hovertank/Launcher]]&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;liveAlien&#039;&#039;&#039;&lt;br /&gt;
| Does this item represent a live alien? (counts towards [[Alien Containment]])&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;blastRadius&#039;&#039;&#039;&lt;br /&gt;
| Size of the projectile explosions. 0 for no explosion. -1 to automatically calculate based on weapon power and damage type.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;flatRate&#039;&#039;&#039;&lt;br /&gt;
| Is &#039;&#039;&#039;tuUse&#039;&#039;&#039; a flat rate (true) or a percentage (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;arcingShot&#039;&#039;&#039;&lt;br /&gt;
| Does this weapon fire in an arc?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;attraction&#039;&#039;&#039;&lt;br /&gt;
| Represents how likely an alien is to pick up this item. Values below 5 will be ignored (by design).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxRange&#039;&#039;&#039;&lt;br /&gt;
| Maximum range at which this weapon can operate (0 for infinite range).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;bulletSpeed&#039;&#039;&#039;&lt;br /&gt;
| How much faster (or slower, if you use a negative number) is a projectile fired from this weapon compared to the average.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;autoShots&#039;&#039;&#039;&lt;br /&gt;
| How many auto shots does this weapon fire.&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOs ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[UFOs]] that invade Earth, listed in &#039;&#039;&amp;quot;ufos:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFO size.&lt;br /&gt;
| STR_VERY_SMALL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sprite&#039;&#039;&#039;&lt;br /&gt;
| Sprite ID from [[INTERWIN.DAT]] used to draw this UFO in the dogfight view and UFOpaedia.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of damage this UFO can take. If the UFO takes 50% damage, it crash lands. If it takes 100% damage, it is destroyed.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;speedMax&#039;&#039;&#039;&lt;br /&gt;
| Maximum speed in nautical miles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;accel&#039;&#039;&#039;&lt;br /&gt;
| Aceeleration value shown in the UFOpaedia.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;power&#039;&#039;&#039;&lt;br /&gt;
| Damage power of this UFO&#039;s weapon in dogfights.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;range&#039;&#039;&#039;&lt;br /&gt;
| Maximum range of this UFO&#039;s weapon in dogfights (in meters).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;score&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] gained when this UFO is destroyed, or half this score if it crash lands.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;reload&#039;&#039;&#039;&lt;br /&gt;
| Time the UFO&#039;s weapon takes to fire between each shot.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;breakOffTime&#039;&#039;&#039;&lt;br /&gt;
| Minimum amount of time for the UFO to be able to break off of a dogfight.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;battlescapeTerrainData&#039;&#039;&#039;&lt;br /&gt;
| [[#Terrains|Terrain]] associated to this UFO in Battlescape missions.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Sections ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the sections of the [[Inventory TU Table|Battlescape inventory]] (eg. Backpack), listed in &#039;&#039;&amp;quot;invs:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the inventory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;x&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;y&#039;&#039;&#039;&lt;br /&gt;
| Pixel coordinates of this section on the inventory screen.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this section:&lt;br /&gt;
* 0 = Slot section, can contain as many items as will fit on the slots.&lt;br /&gt;
* 1 = Hand section, can only contain one item regardless of size.&lt;br /&gt;
* 2 = Ground section, can contain infinite items.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;slots&#039;&#039;&#039;&lt;br /&gt;
| List of the grid slots (&#039;&#039;[x, y]&#039;&#039;) that this section is composed of. For example, to make a 2x2 section, you would have &#039;&#039;[0, 0] [0, 1] [1, 0] [1, 1]&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;costs&#039;&#039;&#039;&lt;br /&gt;
| List of [[Time Units]] costs to move an item from this section to another one (eg. &#039;&#039;STR_BACKPACK: 16&#039;&#039; means it will cost 16 TUs to move an item from this section to the Backpack).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrains ===&lt;br /&gt;
&lt;br /&gt;
Defines one of the [[TERRAIN|terrains]] used to generate a Battlescape map, listed in &amp;quot;terrains:&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the terrain name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;largeBlockLimit&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of large blocks that can be used on map generation.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;textures&#039;&#039;&#039;&lt;br /&gt;
| List of [[TEXTURE.DAT|Geoscape textures]] that correspond to this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;hemisphere&#039;&#039;&#039;&lt;br /&gt;
| Geoscape hemisphere associated with this terrain:&lt;br /&gt;
* -1 - Northern hemisphere.&lt;br /&gt;
* 0 - Both hemispheres.&lt;br /&gt;
* 1 - Southern hemisphere.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapDataSets&#039;&#039;&#039;&lt;br /&gt;
| List of filenames (each with matching [[MCD]]/[[Image Formats#PCK|PCK/TAB]] files) that contain the tiles of this terrain.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;mapBlocks&#039;&#039;&#039;&lt;br /&gt;
| List of map blocks (see below) that are used for generating a map.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Map Blocks ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[MAPS|map]].&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of this map block in Battlescape grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Height of this map block in Battlescape grid units.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Type of this map block:&lt;br /&gt;
* -1 - Undefined&lt;br /&gt;
* 0 - Default&lt;br /&gt;
* 1 - Landing Zone (for placing X-COM / alien craft)&lt;br /&gt;
* 2 - E-W Road (for city maps)&lt;br /&gt;
* 3 - N-S Road (for city maps)&lt;br /&gt;
* 4 - Road Crossing (for city maps)&lt;br /&gt;
* 5 - Dirt (for filling empty base blocks)&lt;br /&gt;
* 6 - X-COM spawn point (for [[Alien Base]] / [[Cydonia]] missions)&lt;br /&gt;
* 7 - [[Alien Base]] Target&lt;br /&gt;
* 8 - [[Cydonia]] Target&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subType&#039;&#039;&#039;&lt;br /&gt;
| Sub-type of this map block (see &#039;&#039;&#039;type&#039;&#039;&#039;).&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frequency&#039;&#039;&#039;&lt;br /&gt;
| Frequency of this block in a map.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxCount&#039;&#039;&#039;&lt;br /&gt;
| Maximum amount of times this block can be used in a map. If -1 there is no limit.&lt;br /&gt;
| -1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape unit&#039;s [[armor]] as well as visual representation (so every unit has an armor), listed in &#039;&#039;&amp;quot;armors:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the armor name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;&lt;br /&gt;
| Sprite sheet from [[UNITS]] used to draw a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spriteInv&#039;&#039;&#039;&lt;br /&gt;
| Sprite used for the [[Inventory Backgrounds]] of a unit wearing this armor.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;corpseItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the corpse [[#Items|item]] generated when a unit wearing this armor is killed.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;storeItem&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Items|item]] that represents this armor in [[Base Stores]].&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;frontArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the front of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;sideArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the sides of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rearArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided on the rear of the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;underArmor&#039;&#039;&#039;&lt;br /&gt;
| Protection provided under the unit (eg. from explosions).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;drawingRoutine&#039;&#039;&#039;&lt;br /&gt;
| Drawing routine used to put together the body parts in the unit&#039;s &#039;&#039;&#039;spriteSheet&#039;&#039;&#039;:&lt;br /&gt;
* 0 = [[Soldier]], [[Sectoid]], [[Muton]]&lt;br /&gt;
* 1 = [[Floater]]&lt;br /&gt;
* 2 = [[HWP]]&lt;br /&gt;
* 3 = [[Cyberdisk]]&lt;br /&gt;
* 4 = [[Civilian]], [[Ethereal]]&lt;br /&gt;
* 5 = [[Sectopod]], [[Reaper]]&lt;br /&gt;
* 6 = [[Snakeman]]&lt;br /&gt;
* 7 = [[Chryssalid]]&lt;br /&gt;
* 8 = [[Silacoid]]&lt;br /&gt;
* 9 = [[Celatid]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;movementType&#039;&#039;&#039;&lt;br /&gt;
| Type of movement provided by this armor:&lt;br /&gt;
* 0 = Walking&lt;br /&gt;
* 1 = Flying&lt;br /&gt;
* 2 = Sliding (no walking animation)&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;damageModifier&#039;&#039;&#039;&lt;br /&gt;
| List of decimal damage modifiers (1.0 = 100%) this armor applies to each damage type (see [[#Items|Items section]]) received. Modifiers must be specified for all damage types, in this order:&lt;br /&gt;
* None &lt;br /&gt;
* Armor Piercing &lt;br /&gt;
* Incendiary &lt;br /&gt;
* High Explosive &lt;br /&gt;
* Laser &lt;br /&gt;
* Plasma &lt;br /&gt;
* Stun &lt;br /&gt;
* Melee &lt;br /&gt;
* Acid &lt;br /&gt;
* Smoke&lt;br /&gt;
| &lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&amp;lt;br&amp;gt;&lt;br /&gt;
- 1.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;size&#039;&#039;&#039;&lt;br /&gt;
| Size of the unit wearing this armor, in Battlescape grid units. Every unit is square, so a size of 2 means 2x2.&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;loftempsSet&#039;&#039;&#039;&lt;br /&gt;
| List of [[LOFTEMPS]] IDs (one per unit tile, so a 1x1 unit has 1, a 2x2 unit has 4, etc.) used to represent a unit wearing this armor in 3D space.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Player Units (Soldiers) ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[soldier]] recruited by X-COM, listed in &#039;&#039;&amp;quot;soldiers:&amp;quot;&#039;&#039;. Currently only one soldier unit type (&#039;&#039;XCOM&#039;&#039;) is supported.&lt;br /&gt;
&lt;br /&gt;
Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the soldier name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;minStats&#039;&#039;&#039;&lt;br /&gt;
| Minimum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the initial stat (not generated).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;maxStats&#039;&#039;&#039;&lt;br /&gt;
| Maximum values used to generate the soldier&#039;s [[Starting Stats]]. In this case, &#039;&#039;psiSkill&#039;&#039; is treated as the minimum value for the first month of psi training (actual value is 100%-150%).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;statCaps&#039;&#039;&#039;&lt;br /&gt;
| Maximum stats this soldier can gain through [[Experience]]. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; A stat will still go over the limit once, and then will no longer increase (see [[Experience#Regarding Caps|Regarding Caps]]).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this soldier uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;kneelHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this soldier when kneeling.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AI Units (Aliens/Civilians) ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Life Forms|alien]] (enemy) or [[civilian]] (neutral) unit, listed in &#039;&#039;&amp;quot;units:&amp;quot;&#039;&#039;. Every different alien rank is a different unit, since they have completely different stats. Unit stats are represented as follows:&lt;br /&gt;
* [[Time Units|tu]]&lt;br /&gt;
* [[Energy|stamina]]&lt;br /&gt;
* [[Health|health]]&lt;br /&gt;
* [[Bravery|bravery]] (always a multiple of 10)&lt;br /&gt;
* [[Reactions|reactions]]&lt;br /&gt;
* [[Firing Accuracy|firing]]&lt;br /&gt;
* [[Throwing Accuracy|throwing]]&lt;br /&gt;
* [[Strength|strength]]&lt;br /&gt;
* [[Psi Strength|psiStrength]]&lt;br /&gt;
* [[Psi Skill|psiSkill]]&lt;br /&gt;
* [[Melee Accuracy|melee]] (not visible)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;race&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit race (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rank&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit rank (for alien units).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;stats&#039;&#039;&#039;&lt;br /&gt;
| Battlescape stats of this unit.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;armor&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Armor|armor]] this unit uses by default.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;standHeight&#039;&#039;&#039;&lt;br /&gt;
| Height of this unit when standing.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;floatHeight&#039;&#039;&#039;&lt;br /&gt;
| Distance between the bottom of this unit and the ground.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;value&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] this unit is worth.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;deathSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this unit dies.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggroSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this unit aggros.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;moveSound&#039;&#039;&#039;&lt;br /&gt;
| Sound ID from [[SOUND#SAMPLE2.CAT|SAMPLE2.CAT]] played when this unit moves.&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;intelligence&#039;&#039;&#039;&lt;br /&gt;
| Intelligence of this unit&#039;s AI. The higher the value, the longer this unit remembers player troops.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;aggression&#039;&#039;&#039;&lt;br /&gt;
| Aggression of this unit&#039;s AI. The higher the value, the more ruthless the unit.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;specab&#039;&#039;&#039;&lt;br /&gt;
| Special ability of this unit:&lt;br /&gt;
* 0 = None&lt;br /&gt;
* 1 = [[Cyberdisc|Explodes on Death]]&lt;br /&gt;
* 2 = [[Bio-Drone|Burns Floor]]&lt;br /&gt;
* 3 = [[Zombie|Respawns on Death]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;zombieUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used for zombification (eg. [[Chrysallid]]s turn units into [[Zombie]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;spawnUnit&#039;&#039;&#039;&lt;br /&gt;
| String ID of the unit used to respawn on death (eg. [[Zombie]]s respawn as [[Chrysallid]]s).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;livingWeapon&#039;&#039;&#039;&lt;br /&gt;
| Is this unit a living weapon? (only attacks with a &#039;&#039;&#039;fixedWeapon&#039;&#039;&#039;)&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Races ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Alien Life Forms|race]] used in [[Alien Missions]], listed in &#039;&#039;&amp;quot;alienRaces:&amp;quot;&#039;&#039;. Heavily tied with deployment data.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the alien race name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;members&#039;&#039;&#039;&lt;br /&gt;
| Alien crew associated with this alien race (eg. race units + terrorist units), defined by a list of unit string IDs. Order here will define rank in terms of deployment. generally speaking the order is:&lt;br /&gt;
* 0 - Commander&lt;br /&gt;
* 1 - Leader&lt;br /&gt;
* 2 - Engineer&lt;br /&gt;
* 3 - Medic&lt;br /&gt;
* 4 - Navigator&lt;br /&gt;
* 5 - Soldier&lt;br /&gt;
* 6 - Terrorist 1&lt;br /&gt;
* 7 - Terrorist 2&lt;br /&gt;
but of course, not all races have all ranks, so the &amp;quot;fill in&amp;quot; rank would be listed multiple times (see ethereals).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Deployments ===&lt;br /&gt;
&lt;br /&gt;
Defines a Battlescape deployment data used in [[Alien Missions]] (such as alien and map configurations), listed in &#039;&#039;&amp;quot;alienDeployments:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the deployment name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
| Width of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;length&#039;&#039;&#039;&lt;br /&gt;
| Length of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Vertical height of the Battlescape map in grid units.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;civilians&#039;&#039;&#039;&lt;br /&gt;
| Amount of civilians to deploy.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;roadTypeOdds&#039;&#039;&#039;&lt;br /&gt;
| Odds as a % of generating each type of road (E-W Road, N-S Road, Crossing) odds for crossing are: 100 - EW - NS.&lt;br /&gt;
| [0 0]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;terrain&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#Terrains|terrain]] used to generate this map. This is not used for UFO sites where the terrain comes from the Geoscape.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;shade&#039;&#039;&#039;&lt;br /&gt;
| Shade of the map (0-15, where 0 is full daytime and 15 is full nighttime). This is not used for UFO sites where the shade comes from the Geoscape.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;nextStage&#039;&#039;&#039;&lt;br /&gt;
| String ID of the next deployment stage to use after this one, for multi-stage missions.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;data&#039;&#039;&#039;&lt;br /&gt;
| List of deployment data for each alien rank on this mission (see below).&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Deployment Data ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;alienRank&#039;&#039;&#039;&lt;br /&gt;
| [[Alien Rank|Rank]] associated with this deployment data, as defined by the order of the race in question (see above)&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lowQty&#039;&#039;&#039;&lt;br /&gt;
| Maximum quantity of aliens to spawn (beginner).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;highQty&#039;&#039;&#039;&lt;br /&gt;
| Maximum quantity of aliens to spawn (superhuman).&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dQty&#039;&#039;&#039;&lt;br /&gt;
| Minimum Desired Quantity of aliens to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;percentageOutsideUfo&#039;&#039;&#039;&lt;br /&gt;
| Percentage (0-100%) of aliens to spawn outside in UFO sites.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;itemSets&#039;&#039;&#039;&lt;br /&gt;
| Three lists (one for each alien technology level) of [[#Items|items]] (string IDs) for the aliens to equip.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Research ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Research|research topic]] that X-COM scientists can investigate, listed in &#039;&#039;&amp;quot;research:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s name (or item, if a &#039;&#039;&#039;lookup&#039;&#039;&#039; is defined).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;lookup&#039;&#039;&#039;&lt;br /&gt;
| String ID of the research project&#039;s display name and UFOPaedia article reference.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required to complete this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] earned for completing this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;needItem&#039;&#039;&#039;&lt;br /&gt;
| Does this project require an [[#Items|item]] of the same name?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;dependencies&#039;&#039;&#039;&lt;br /&gt;
| List of research projects that can unlock access to this one. If the full list is researched, or if one of the projects on the list &amp;quot;unlocks&amp;quot; this one,  it becomes available.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;unlocks&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unlocked, regardless of other dependencies, but not requirements, by completing this project (for example, any live alien unlocks &amp;quot;alien origins&amp;quot;).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of research projects unilaterally required before this project can be unlocked (for example, &amp;quot;the martian solution&amp;quot; will not even be considered for unlocking until AFTER &amp;quot;alien origins&amp;quot; is completed).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;getOneFree&#039;&#039;&#039;&lt;br /&gt;
| List of &amp;quot;bonus&amp;quot; research projects that may be granted when completing this project (for example, alien medics will give you information on other alien races).&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Manufacture ===&lt;br /&gt;
&lt;br /&gt;
Defines a [[Manufacture|manufacture project]] that X-COM engineers can produce, listed in &#039;&#039;&amp;quot;manufacture:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;name&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s name (and the item it produces).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;category&#039;&#039;&#039;&lt;br /&gt;
| String ID of the manufacturing project&#039;s category.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this project. If none are specified, this project is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;space&#039;&#039;&#039;&lt;br /&gt;
| Amount of [[Workshop]] space required to begin this project.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;time&#039;&#039;&#039;&lt;br /&gt;
| Number of man hours (on average) required per item.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;cost&#039;&#039;&#039;&lt;br /&gt;
| Monetary deduction per item manufactured.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requiredItems&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Items|items]] required and consumed per item manufactured.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFOpaedia Article ===&lt;br /&gt;
&lt;br /&gt;
Defines an article in the in-game [[UFOpaedia]], listed in &#039;&#039;&amp;quot;ufopaedia:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article name. This must match the ID of the object associated with this article, if applicable.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;title&#039;&#039;&#039;&lt;br /&gt;
| String ID of the article title. If omitted, the &#039;&#039;&#039;id&#039;&#039;&#039; is used.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type_id&#039;&#039;&#039;&lt;br /&gt;
| Type of this article:&lt;br /&gt;
* 0 = Unknown&lt;br /&gt;
* 1 = [[Craft]]&lt;br /&gt;
* 2 = [[Craft Armaments]]&lt;br /&gt;
* 3 = [[HWP]]&lt;br /&gt;
* 4 = [[Equipment (EU)|Equipment]]&lt;br /&gt;
* 5 = [[Armour]]&lt;br /&gt;
* 6 = [[Base Facilities]]&lt;br /&gt;
* 7 = Text &amp;amp; Image (eg. [[Alien Life Forms]], [[UFO Components]])&lt;br /&gt;
* 8 = Text (eg. [[Alien Research]])&lt;br /&gt;
* 9 = [[UFO]]&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;section&#039;&#039;&#039;&lt;br /&gt;
| String ID of the UFOpaedia section this article belongs in.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;requires&#039;&#039;&#039;&lt;br /&gt;
| List of [[#Research|topics]] (string IDs) that must be researched to unlock this article. If none are specified, this article is unlocked from the start.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;image_id&#039;&#039;&#039;&lt;br /&gt;
| Filename of the [[UP001.SPK-UP042.SPK|background image]] displayed on this article, if applicable.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text&#039;&#039;&#039;&lt;br /&gt;
| String ID of the description displayed on this article.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;text_width&#039;&#039;&#039;&lt;br /&gt;
| Maximum width of the text displayed, only applicable to &#039;&#039;Text &amp;amp; Image&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_stats&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the stats text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;rect_text&#039;&#039;&#039;&lt;br /&gt;
| Rectangle (&#039;&#039;&#039;x&#039;&#039;&#039;, &#039;&#039;&#039;y&#039;&#039;&#039;, &#039;&#039;&#039;width&#039;&#039;&#039;, &#039;&#039;&#039;height&#039;&#039;&#039;) of the description text on the screen, only applicable to &#039;&#039;Craft&#039;&#039; articles.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;weapon&#039;&#039;&#039;&lt;br /&gt;
| String ID of the weapon, only applicable to &#039;&#039;HWP&#039;&#039; articles.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== UFO Trajectories ===&lt;br /&gt;
&lt;br /&gt;
Defines a trajectory carried out by an UFO during an [[#Alien Missions|alien mission]], listed in &#039;&#039;&amp;quot;ufoTrajectories:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;id&#039;&#039;&#039;&lt;br /&gt;
| String ID of the trajectory name.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;groundTimer&#039;&#039;&#039;&lt;br /&gt;
| Amount of seconds for the UFO to spend on Ground waypoints.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waypoints&#039;&#039;&#039;&lt;br /&gt;
| List of waypoints for the UFO to traverse, defined as &#039;&#039;[zone, altitude, speed]&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;zone&#039;&#039;&#039;: Globe zone where the waypoint is located.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;altitude&#039;&#039;&#039;: UFO altitude after reaching this waypoint:&lt;br /&gt;
* 0 - Ground&lt;br /&gt;
* 1 - Very Low&lt;br /&gt;
* 2 - Low&lt;br /&gt;
* 3 - High&lt;br /&gt;
* 4 - Very High&lt;br /&gt;
&#039;&#039;&#039;speed&#039;&#039;&#039;: UFO speed after reaching this waypoint, as a percentage (0-100%) of its maximum speed.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Missions ===&lt;br /&gt;
&lt;br /&gt;
Defines an [[Alien Missions|alien mission]] carried out by UFOs on the Geoscape, listed in &#039;&#039;&amp;quot;alienMissions:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| String ID of the mission type.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;points&#039;&#039;&#039;&lt;br /&gt;
| [[Score]] allocated to aliens for successfully completing this mission.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;raceWeights&#039;&#039;&#039;&lt;br /&gt;
| List of alien races likely to carry out this mission, and the % chance of them being allocated to this mission, listed by &amp;quot;number of months after game beginning&amp;quot;.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;waves&#039;&#039;&#039;&lt;br /&gt;
| List of UFO waves to spawn as this mission progresses, as described below.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Waves ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ufo&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFOs|UFO]] to spawn.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;count&#039;&#039;&#039;&lt;br /&gt;
| Number of UFOs to spawn.&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;trajectory&#039;&#039;&#039;&lt;br /&gt;
| String ID of the [[#UFO Trajectories|trajectory]] for this UFO to use when entering Earth&#039;s atmosphere.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;timer&#039;&#039;&#039;&lt;br /&gt;
| How long after the previous wave should this wave arrive?&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alien Item Levels ===&lt;br /&gt;
&lt;br /&gt;
This is a list of item level probabilities, with a number between 0 and 2 representing an item level from plasma pistols to heavy plasmas, as defined in the deployments, expressing a 10% probability for that item level being used.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
[ 2, 0, 0, 0, 0, 0, 0, 1, 1, 1 ]&lt;br /&gt;
would represent a 60% chance for pistols, 30% rifles, and 10% heavy weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that the order does not matter, but the length DOES. each line MUST have 10 digits.&lt;br /&gt;
&lt;br /&gt;
Each line represents a month after the beginning of the game, and there is no limit to the number defined.&amp;lt;br&amp;gt;&lt;br /&gt;
OpenXCom will use the most recently available item level in the event the game goes on forever.&lt;br /&gt;
&lt;br /&gt;
=== Extra Sprites ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sprites in an existing [[Image Formats|X-COM image file]], listed in &#039;&#039;&amp;quot;extraSprites:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original/new image to modify.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;width&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;height&#039;&#039;&#039;&lt;br /&gt;
| Size of the sprite(s) in pixels.&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;singleImage&#039;&#039;&#039;&lt;br /&gt;
| Is the image file just a single sprite (true) or a spritesheet (false)?&lt;br /&gt;
| false&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;subX&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;subY&#039;&#039;&#039;&lt;br /&gt;
| Size of the subdivision in pixels. If a subdivision is specified, then the image file is divided into chunks to form the sprites (eg. spritesheets).&lt;br /&gt;
| 0&lt;br /&gt;
0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sprites to add/replace, listed as &#039;&#039;spriteID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: GIANTBUNNY.PCK&lt;br /&gt;
   width: 32&lt;br /&gt;
   height: 40&lt;br /&gt;
   files:&lt;br /&gt;
     0: Resources/Bunny/Bunny00.png&lt;br /&gt;
     1: Resources/Bunny/Bunny01.bmp&lt;br /&gt;
     2: Resources/Bunny/Bunny02.gif&lt;br /&gt;
&lt;br /&gt;
=== Extra Sounds ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces sounds in an existing [[SOUND|X-COM sound file]], listed in &#039;&#039;&amp;quot;extraSounds:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| ID of the original sound file to modify:&lt;br /&gt;
* BATTLE.CAT - Battlescape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (55 sounds).&lt;br /&gt;
* INTRO.CAT - Intro sounds, corresponds to &#039;&#039;INTRO.CAT&#039;&#039; or &#039;&#039;SAMPLE3.CAT&#039;&#039;, probably best not to mess with these.&lt;br /&gt;
* GEO.CAT - Geoscape sounds, corresponds to &#039;&#039;SOUND1.CAT&#039;&#039; or &#039;&#039;SAMPLE2.CAT&#039;&#039; (14 sounds).&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;files&#039;&#039;&#039;&lt;br /&gt;
| List of the new sounds to add/replace, listed as &#039;&#039;soundID: filename&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: BATTLE.CAT&lt;br /&gt;
   files:&lt;br /&gt;
     55: Resources/Sounds/sample.wav&lt;br /&gt;
&lt;br /&gt;
=== Extra Strings ===&lt;br /&gt;
&lt;br /&gt;
Adds or replaces text strings in an existing [[Translations (OpenXcom)|OpenXcom language file]], listed in &#039;&#039;&amp;quot;extraStrings:&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;150&amp;quot;| Value&lt;br /&gt;
! width=&amp;quot;*&amp;quot;  | Description&lt;br /&gt;
! width=&amp;quot;80&amp;quot; | Default&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;type&#039;&#039;&#039;&lt;br /&gt;
| Filename of the original language file to modify, sans extension.&lt;br /&gt;
| &#039;&#039;required&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;strings&#039;&#039;&#039;&lt;br /&gt;
| List of the new strings to add/replace, listed as &#039;&#039;stringID: text&#039;&#039;.&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 - type: English&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: EnglishUk&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Sniper Rifle&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Sniper Rifle Clip&lt;br /&gt;
 - type: German&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Scharfschützengewehr&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Scharfschützengewehrmunition&lt;br /&gt;
 - type: Russian&lt;br /&gt;
   strings:&lt;br /&gt;
     STR_SNIPER_RIFLE: Снайперская винтовка&lt;br /&gt;
     STR_SNIPER_RIFLE_CLIP: Магазин к снайп. винтовке&lt;br /&gt;
 &lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=OpenXcom&amp;diff=45902</id>
		<title>OpenXcom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=OpenXcom&amp;diff=45902"/>
		<updated>2013-04-24T01:39:42Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Removing link to beginners guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Openlogo.png|center]]&lt;br /&gt;
&#039;&#039;&#039;Welcome to the OpenXcom Wiki, a part of UFOpaedia.org. OpenXcom is a free open-source reimplementation of the original X-COM, written from scratch to provide all the fun with none of the limitations. You can find more details at the [http://openxcom.org official website].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenXcom. Feel free to add new pages, edit the current ones and to use the [[Talk:OpenXcom|discussion tab]] to ask any questions.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is still under development, so unless otherwise noted, all information in this wiki refers to the &#039;&#039;&#039;latest stable version: 0.4.5.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;OpenXcom Main Directory&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| [[Image:Openicon24.png|link=OpenXcom|OpenXcom Badge]] &#039;&#039;&#039;OpenXcom&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (OpenXcom)|About OpenXcom]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Development History (OpenXcom)|Development History]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Credits (OpenXcom)|Credits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Installing (OpenXcom)|Installing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Options (OpenXcom)|Options]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Differences to X-COM (OpenXcom)|Differences between OpenXcom and X-COM]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface Features (OpenXcom)| Additional Interface Features in OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Compiling (OpenXcom)|Compiling]]&lt;br /&gt;
: [[Coding Style (OpenXcom)|Coding Style]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding (OpenXcom)|Modding]]&lt;br /&gt;
: [[Translations (OpenXcom)|Translations]]&lt;br /&gt;
: [[Soldier Names (OpenXcom)|Soldier Names]]&lt;br /&gt;
: [[Rulesets (OpenXcom)|Rulesets]]&lt;br /&gt;
: [[Resource Packs (OpenXcom)|Resource Packs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:OpenXcom]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:OXC_n00b_Pick_Difficulty.png&amp;diff=45901</id>
		<title>File:OXC n00b Pick Difficulty.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:OXC_n00b_Pick_Difficulty.png&amp;diff=45901"/>
		<updated>2013-04-24T01:37:06Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Picking beginner difficulty in OpenXcom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picking beginner difficulty in OpenXcom.&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=45834</id>
		<title>Beginners Guide (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Beginners_Guide_(OpenXcom)&amp;diff=45834"/>
		<updated>2013-04-20T19:35:08Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: starting - will finish later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=THIS PAGE IS UNDER CONSTRUCTION - CHECK BACK LATER=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introductory guide assumes you have never seen an X-COM game before, but you can still do basic things like or open and close menus without having to be told how. If you get lost in the various interfaces - guess. It&#039;s OK.&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t a step-by-step tutorial, and you won&#039;t mess it up if you do something out of order. X-COM is all about open sandbox-style freedom.  &lt;br /&gt;
&lt;br /&gt;
==Stating a new game==&lt;br /&gt;
Start a new game and choose your difficulty, choose beginner. &lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
You can either pan the globe around with the controls in the box at the bottom right, by using arrow-keys, or by right-clicking anywhere on the globe to center on that location.&lt;br /&gt;
&lt;br /&gt;
Now you pick where you want your first base. Look at the Radar coverage circles and the landmass within them - it&#039;s good to start out covering countries that give X-COM a lot of funding so either US and Canada or Europe are good options. It&#039;s not really important however, you could even put your first base in Antarctica and that would be OK too. #images&lt;br /&gt;
&lt;br /&gt;
You can name your base whatever you want, or even no name at all, as long as it fits in the box. You can also change the name as often as you like. &lt;br /&gt;
&lt;br /&gt;
==Geoscape Intro==&lt;br /&gt;
&#039;&#039;&#039;Interception&#039;&#039;&#039; brings up a list of crafts you control. Selecting a craft will allow you to give that craft orders - more on that later. You can also select craft by clicking on their home base.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bases&#039;&#039;&#039; is covered in the next section. If you&#039;ve turned on the &#039;custom base layout&#039; option then you would already be here, placing your base facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphs&#039;&#039;&#039; provide a lot of statistical information that might look completely meaningless to you, don&#039;t worry about it. It&#039;s there for when you want it later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ufopedia&#039;&#039;&#039; might sound familiar, www.ufopaedia.org is not a coincidence. It&#039;s an in-game encyclopedia that will grow as you experience more of the game. Feel free to browse but don&#039;t be surprised if you don&#039;t understand the purpose of anything in there yet.&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=OpenXcom&amp;diff=45805</id>
		<title>OpenXcom</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=OpenXcom&amp;diff=45805"/>
		<updated>2013-04-20T18:20:58Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Added beginners guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Openlogo.png|center]]&lt;br /&gt;
&#039;&#039;&#039;Welcome to the OpenXcom Wiki, a part of UFOpaedia.org. OpenXcom is a free open-source reimplementation of the original X-COM, written from scratch to provide all the fun with none of the limitations. You can find more details at the [http://openxcom.org official website].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Wiki is a work in progress - all contributions to it are welcome as long as they are related with OpenXcom. Feel free to add new pages, edit the current ones and to use the [[Talk:OpenXcom|discussion tab]] to ask any questions.&lt;br /&gt;
&lt;br /&gt;
OpenXcom is still under development, so unless otherwise noted, all information in this wiki refers to the &#039;&#039;&#039;latest stable version: 0.4.5.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 100%;&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td colspan = &amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} title = &amp;quot;OpenXcom Main Directory&amp;quot; width = &amp;quot;100%&amp;quot; &lt;br /&gt;
|- {{stdTable Heading}}&lt;br /&gt;
| colspan = &amp;quot;2&amp;quot;| [[Image:Openicon24.png|link=OpenXcom|OpenXcom Badge]] &#039;&#039;&#039;OpenXcom&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}}&lt;br /&gt;
| &#039;&#039;&#039;Overview&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| [[Info (OpenXcom)|About OpenXcom]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Beginners Guide (OpenXcom)|Beginners Guide]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Development History (OpenXcom)|Development History]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Credits (OpenXcom)|Credits]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Installing (OpenXcom)|Installing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Options (OpenXcom)|Options]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Differences to X-COM (OpenXcom)|Differences between OpenXcom and X-COM]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Interface Features (OpenXcom)| Additional Interface Features in OpenXcom]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 25%; border:1px gray solid;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{stdTable}} width=&amp;quot;100%&amp;quot; style=&amp;quot;border:none;&amp;quot;&lt;br /&gt;
|- {{stdTable Sub Heading}} &lt;br /&gt;
| &#039;&#039;&#039;Technical Information&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Compiling (OpenXcom)|Compiling]]&lt;br /&gt;
: [[Coding Style (OpenXcom)|Coding Style]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding (OpenXcom)|Modding]]&lt;br /&gt;
: [[Translations (OpenXcom)|Translations]]&lt;br /&gt;
: [[Soldier Names (OpenXcom)|Soldier Names]]&lt;br /&gt;
: [[Rulesets (OpenXcom)|Rulesets]]&lt;br /&gt;
: [[Resource Packs (OpenXcom)|Resource Packs]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:OpenXcom]]&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=45752</id>
		<title>Rulesets (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=45752"/>
		<updated>2013-04-20T04:30:04Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Full re-write of article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In OpenXcom a ruleset is an easy to edit text file that contains settings (rules) that describe almost everything about how the game operates. Here are just some of the things that are in the ruleset: &lt;br /&gt;
*The costs, stats and characteristics of all items, units, facilities, x-com craft and UFOs&lt;br /&gt;
*Dependencies and costs for research and manufacture&lt;br /&gt;
*What you have in your first base when you create a new game&lt;br /&gt;
*The time it takes for purchased personnel to arrive&lt;br /&gt;
*The starting funding of different countries&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Editing Rulesets (YAML)==&lt;br /&gt;
OpenXcom exposes its inner workings to users and modders in the form of YAML text files(*.rul). Although YAML can be edited with any text editor, such as Notepad, it is much easier to use a dedicated YAML editor. &lt;br /&gt;
&lt;br /&gt;
===Notepad++===&lt;br /&gt;
You can open any rulesets (or savegame files) in Notepad++ and select Language&amp;gt;YAML. This will help you keep the proper tabbing structure and also allow you to collapse large regions. You can set Notepad++ to recognize *.rul, *.sav and *.cfg files as YAML file extensions under preferences so that you don&#039;t have to set the language every time you edit one of OpenXcoms files.&lt;br /&gt;
&lt;br /&gt;
===Can&#039;t Notepad++?===&lt;br /&gt;
Alternatively you could conjure up a Google search and look for YAML editors that are compatible with your OS. There are YAML plugins for both Visual Studio and Eclipse. Yedit for eclipse is popular.&lt;br /&gt;
&lt;br /&gt;
*Note: You should be able to collapse regions in whatever YAML editor you use. If not, you&#039;re in for a lot of scrolling as the files are quite large. &lt;br /&gt;
&lt;br /&gt;
==Your First Edit (Cheat)==&lt;br /&gt;
:1. Collapse everything (Alt-0 in Notepad++) and then open (uncollapse) the &amp;quot;facilities:&amp;quot; section.&lt;br /&gt;
:2. Open &amp;quot;- type: STR_LIVING_QUARTERS&amp;quot;&lt;br /&gt;
:3. change &amp;quot;personnel: 50&amp;quot; to &amp;quot;personnel: 500&amp;quot;&lt;br /&gt;
:4. Congratulations! You can now have 500 personal per living quarters.&lt;br /&gt;
&lt;br /&gt;
==A couple other examples==&lt;br /&gt;
1. Fusion Ball Launcher balance update: Let&#039;s make something other then plasma cannons useful&lt;br /&gt;
*change &amp;quot;craftWeapons:&amp;quot; -&amp;gt; &amp;quot;type: STR_FUSION_BALL_UC&amp;gt;&amp;quot; -&amp;gt; &amp;quot;ammoMax: 2&amp;quot; to &amp;quot;ammoMax: 6&amp;quot;&lt;br /&gt;
*change &amp;quot;craftWeapons:&amp;quot; -&amp;gt; &amp;quot;type: STR_PLASMA_BEAM_UC&amp;gt;&amp;quot; -&amp;gt; &amp;quot;range: 52&amp;quot; to &amp;quot;range: 40&amp;quot; (just inside a terror-ships range)&lt;br /&gt;
*set the range for Laser Cannons to 34 (same as large scout) and set Stingray and avalanche ranges even shorter&lt;br /&gt;
:Now there&#039;s a reason to build Fusion-Ball Launchers - &amp;lt;i&amp;gt;shoot down Battleships and Terrorships&amp;lt;/i&amp;gt;, there&#039;s also a reason for Plasma Beams - &amp;lt;i&amp;gt;shoot down Supply Ships and Large Scouts without getting hit&amp;lt;/i&amp;gt;, and a reason for Laser Cannons - &amp;lt;i&amp;gt;shoot down Harvesters or Abductors safetly and shoot down Large Scouts at equal range&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Sectopod Buff: It&#039;s time to put the fear of Sectopod in those power-suit/hovertank squads that think Ethereal Terrorsites are some kind of joke!&lt;br /&gt;
* &amp;quot;units:&amp;quot; -&amp;gt; &amp;quot;- type: STR_SECTOPOD_TERRORIST&amp;quot; -&amp;gt; &amp;quot;stats:&amp;quot; set TUs to 110, stamina to 125, Firing Accuracy to 100, Psi-Strength to 160 and health to 135. &lt;br /&gt;
* Note the field &amp;quot;armor: SECTOPOD_ARMOR&amp;quot;. So close &amp;quot;units:&amp;quot; and open &amp;quot;armors:&amp;quot; -&amp;gt; &amp;quot;type: SECTOPOD_ARMOR&amp;quot;&lt;br /&gt;
* Set rear armor to 130 (a sectopod has a finely armored buttox, thankyou). &lt;br /&gt;
* Open &amp;quot;damageModifier:&amp;quot; (it&#039;s part of the armor) and find a &amp;quot;- 1.5&amp;quot; and a &amp;quot;- 0.8&amp;quot; just below it. These are the values for how much damage a unit wearing sectopod armor takes from laser(1.5x) and plasma(0.8x). Increase the laser bonus to 1.8 and reduce the plasma further to 0.65 (it&#039;s now actually worth it to bring laser weapons just for the sectopods)&lt;br /&gt;
*Close &amp;quot;armors:&amp;quot; and open &amp;quot;items:&amp;quot; -&amp;gt; &amp;quot;type: SECTOPOD_WEAPON&amp;quot; and lets give it a good 145 weapon power. No need to adjust the weapon accuracy since we already increased the stat.&lt;br /&gt;
:Now you can go back to having nightmares about Sectopods, just like you did when you were a young child who got in trouble for playing X-COM on the family computer after bed-time when you hadn&#039;t even done you&#039;re homework.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Early Blaster: The best time to have a blaster launcher is in the back of a skyranger full of rookies.&lt;br /&gt;
* Go to &amp;quot;items:&amp;quot; and pick anything that&#039;s purchasable. Copy the line with &amp;quot;costBuy:&amp;quot; and a number. Make sure you copy the tabs before &amp;quot;costBuy:&amp;quot;. &amp;lt;i&amp;gt;The best way to do this is to put the cursor at the end of the line above it, shift-downarrow and shift-end to select the entire line and the line-break characters.&amp;lt;/i&amp;gt;&lt;br /&gt;
* Go to &amp;quot;type: STR_BLASTER_LAUNCHER&amp;quot; and add the &amp;quot;costBuy:&amp;quot; line. &amp;lt;i&amp;gt;If the new line your adding doesn&#039;t look like the other lines in your YAML editor (like if it&#039;s red or black text instead of blue) then it&#039;s probably wrong and you probably have incorrect tab or line-break characters in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
* Remove the section &amp;quot;required:&amp;quot;&lt;br /&gt;
* Do the last two things for Blaster Bombs as well.&lt;br /&gt;
* Open &amp;quot;startingBase:&amp;quot; -&amp;gt; &amp;quot;lon: 0.0&amp;quot; -&amp;gt; &amp;quot;items:&amp;quot; and replace &amp;quot;STR_CANNON&amp;quot; and &amp;quot;STR_CANNON_ROUNDS_X50&amp;quot; with &amp;quot;STR_BLASTER_BOMB&amp;quot; and &amp;quot;STR_BLASTER_LAUNCHER&amp;quot;&lt;br /&gt;
:Start a new game, load up blasters on your skyranger, and land by a medium scout. Now hit the side of the medium scout with one shot to make a hole, hit that silly glowy thing in the middle with the second shot. Voila, that rookie killing death-trap is now just like a crash-site, except with even less live aliens inside.&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=45751</id>
		<title>Rulesets (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=45751"/>
		<updated>2013-04-20T02:32:27Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* What is a ruleset? */  re-write&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;
&lt;br /&gt;
In OpenXcom a ruleset is an easy to edit text file that contains settings (rules) that describe almost everything about how the game operates. Here are just some of the things that are in the ruleset: &lt;br /&gt;
*The costs, stats and characteristics of all items, units, facilities, x-com craft and UFOs&lt;br /&gt;
*Dependencies and costs for research and manufacture&lt;br /&gt;
*What you have in your first base when you create a new game&lt;br /&gt;
*The time it takes for purchased personnel to arrive&lt;br /&gt;
*The starting funding of different countries&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>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45618</id>
		<title>The Mysteries of X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45618"/>
		<updated>2013-04-13T03:38:53Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* How fast can alien craft travel in space? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion page for some less clear aspects of the series&lt;br /&gt;
&lt;br /&gt;
==General issues==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;How fast can alien craft travel in space?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.&lt;br /&gt;
&lt;br /&gt;
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Really fast.  Consider that they don&#039;t need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots.  (Mars DOES have 2 moons, recall.)  Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it&#039;s simply that the command staff are at Cydonia.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Good article in last month&#039;s Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. &lt;br /&gt;
&lt;br /&gt;
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Also keep in mind that both Phobos and Deimos are tiny. They are basically captured asteroids. Neither would be useful in gravity assist. But yeah, the UFO&#039;s shouldn&#039;t need any assist anyway.[[User:Mannon|Mannon]] 11:35, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Consider that many of the same aliens as UFO/EU are in X-COM Intercepter, having necessarily had to break light speed. Consider that if outside any atmoshphere a battleship could reach 4800 knots(in-game top speed) within two minutes (which is about how long it appears to take in-game) then it is accelerateing at about 18m/s/s or almost 2Gs. In 24 hours it would reach 1,555km/s. At this speed (assuming it turned it&#039;s drive off after 24h) it would travel about 134,000,000km each day. The maximum distance between Earth and mars is about 401,000,000km. &lt;br /&gt;
:For simplicity, because we have room to work with here, even if a battleship were to accelerate for 24 hours while orbiting mars, and again had to decelerate for 24 hours in orbit after reaching earth, (all while a chrysalid inside balanced two apples on each of it&#039;s mandibles) it would still only take 5 days to reach earth when both planets are at opposite orbital positions. It seems that the Ethereals can wipe out your base and not have to miss Ladies Night, assuming the club is also on earth. &#039;&#039;Ethereal Mind-Trick: &amp;quot;You don&#039;t want to &#039;blow dis joint&#039;. You want to come back to the UFO for a little abduction mhmhmhmhhmm.&#039;&#039; [[User:Darkestaxe|Darkestaxe]] 23:38, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;What happens to the crashed UFO craft and its crew?&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?&lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* The UFO and its occupants are recovered by other humans.&lt;br /&gt;
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)&lt;br /&gt;
* The Aliens self-destruct the craft and kill themselves in the process, ensuring their remains will not be recovered by humans. (This is, in fact, the in-game explination. Read the mission briefing. [[User:Darkestaxe|Darkestaxe]] 23:38, 12 April 2013 (EDT))&lt;br /&gt;
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.&lt;br /&gt;
* The Aliens blow up the UFO and disappear into the countryside.&lt;br /&gt;
* Most likely answer, IMHO: The local government/ funding nations give X-COM a limited time window to launch any operation, similiar to what you see in covert ops movies: &amp;quot;Complete the mission within 36 hours, or we initiate Carpet Bombing of the area&amp;quot;. This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
: In the UFO TV show, it&#039;s stated that alien craft and bodies degrade quickly in Earth&#039;s atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: As Zombie said, doesn&#039;t Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Those are excellent suggestions.  One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft.  This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn&#039;t always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.)  Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
:::If there&#039;s a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::::Of course they do! Have you ever noticed how dumb your units can be? That&#039;s because the aliens can&#039;t live with too much nitrogen, so they turn some of it in their force field to oxygen, and excessive amounts of oxygen make you act weird. After a while, their power source runs out and the nitrogen returns, dissolving them into E-115. (What did you think it was made of?) AT least, that&#039;s what seemes logical to me, ad is a combination of many postulates here. 21:36, 18 March 2010 (EDT)&lt;br /&gt;
:::::That would require that the aliens&#039; biochemistry and the alien alloys used in the power sources reacted with nitrogen, which is a mostly inert gas on normal temperature and pressure and a . It&#039;s kinda of weird that the aliens didn&#039;t bothered with fixing that vulnerability with their craft and bodies during millions of years (what happens if the force field malfunctions while capturing cattle? ooops!) but ok. The increase in the amount of oxygen would probably also turn any kind of fire into large explosions throughtout the force field. [[User:Hobbes|Hobbes]] 21:24, 19 March 2010 (EDT)&lt;br /&gt;
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
*I&#039;d guess that the aliens would eventually mount their own rescue missions, especially once they realized that XCOM is farming their ships for resources (they must know we don&#039;t have ready access to their alloys and Elerium) and co-opting their technology. In the Firaxis game, when idling in the Situation Room screen, Central&#039;s (often amusing) radio chatter implies that there are many more UFO&#039;s and reports that don&#039;t go into the globe. Additionally: only 16 countries are covered, and there are over 150 countries on earth, plus all the oceans. After all, if we were shooting down every last ship, then the alien collective shouldn&#039;t be able to land so many aliens for Terror Missions. --[[User:Xuncu|Xuncu]] 02:48, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===How do the aliens carry their equipment?===&lt;br /&gt;
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.&lt;br /&gt;
&lt;br /&gt;
:Potentially a sticky gel-like area on the limb.  Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered.  Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands.  Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Are X-COM transport craft piloted?===&lt;br /&gt;
&lt;br /&gt;
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed.  It&#039;s entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that.  (The aliens could screw over the entire op by killing the pilot).  It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over.  Limiting this to having the tank inside is a rather good idea.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I recall that the various cutscenes in the PSX version had a pilot, most notably in the &amp;quot;Mission Failure&amp;quot; scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What sort of physical process is used to increase human stats over time?===&lt;br /&gt;
&lt;br /&gt;
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn&#039;t easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. &lt;br /&gt;
&lt;br /&gt;
:Lifting weights will increase strength.  Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster.  I see no reason natural increase doesn&#039;t work.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
What I don&#039;t get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn&#039;t they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24&lt;br /&gt;
&lt;br /&gt;
:There&#039;s been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project.  If the latter, it would easily explain their rather poor early stats.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: I know what you mean... if this were Jagged Alliance, it&#039;d be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Health isn&#039;t gained from getting shot. But as for the &amp;quot;ludicrously low stats&amp;quot; issue, maybe they&#039;re being selected on some other basis, or there&#039;s a real shortage of volunteers. [[User:Magic9mushroom|Magic9mushroom]] 04:56, 25 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think that the X-COM&#039;s soldiers have big responsibilities, can&#039;t have children. They are sworn in and only then go to the field - if someone can&#039;t be trusted to keep a secret, he&#039;s getting sacked, given a shitty job (ever wondered who maintained the General Stores?) or worse. - n, 16:47, 16 August 2010 (GMT+2)&lt;br /&gt;
&lt;br /&gt;
In Hotpoint&#039;s [http://www.tthfanfic.org/Story-16092/Hotpoint+XSGCOM+Goa+uld+Defence.htm| XSGCOM: Goa&#039;uld Defense], his explanation is that after a few missions of watching their fellow newbies die, the survivors give in and volunteer for an experimental regimen of performance-enhancing drugs. IRL, steroids and such don&#039;t result in instant strength enhancement, they just encourage accelerated development of muscles. [[User:Kalaong|Kalaong]] 03:16, 28 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
Heh: http://www.nerfnow.com/comic/901 --[[User:Xuncu|Xuncu]] 02:52, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
==Enemy Unknown/UFO Defence issues==&lt;br /&gt;
===&#039;&#039;&#039;Why isn&#039;t Earth overrun by Snakeman/Chryssalids?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
According to the UFOPaedia, Snakemen&#039;s &amp;quot;Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time&amp;quot; adding the ominious conclusion: &amp;quot;Left to its own devices this species would be a severe threat to life on earth.&amp;quot;&lt;br /&gt;
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. &lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. &lt;br /&gt;
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth&#039;s atmosphere, which would limit their lifespan in earth&#039;s atmosphere, also making egg-laying pointless, since the offspring wouldn&#039;t be able to breathe or survive.  It has also been suggested that Chryssalids have a very rapid metabolism.  Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool.  When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government&#039;s cooperation.  Or even further, it&#039;s possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth&#039;s atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it&#039;s likely this would be one of the first things that they would &#039;correct&#039;.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
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===What is the propose of the &#039;disco balls&#039; found inside some UFOs?===&lt;br /&gt;
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:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems.  They could also be circuit breakers or electrical junction boxes, or even a component of the UFO&#039;s particle beam they use to fry X-COM Interception craft.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
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:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:Presumably [[Alien Entertainment]] is psionic in some way, maybe they&#039;re Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]&lt;br /&gt;
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::&#039;Disco balls&#039; = Alien &#039;LSD&#039; emitters. Travelling through space to go on almost-suicide missions force aliens to develop POWERFUL relaxing devices to entertain themselves and not go insane :P. --[[User:Nekrocow|Nekrocow]] 20:10, 24 June 2012 (EDT)&lt;br /&gt;
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===Who buys those alien bodies/equipment from X-COM?===&lt;br /&gt;
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:Equipment likely goes to the funding nations or the international black market.  No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it&#039;d just be cash-and-carry.  Similarly, scientists would likely be interested in looking at much of this stuff for their own research.  This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge.  The money on corpses could also be an &amp;quot;Alien Bounty&amp;quot; paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed.  Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
From the USO (Kasey Chang): XARQUID SUSHI.&lt;br /&gt;
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===How did the aliens got to Mars?===&lt;br /&gt;
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There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?&lt;br /&gt;
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:The UFOs are mission craft, used for the legwork.  The fighters; we never see the carriers.  Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger &amp;quot;Carrier&amp;quot; ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: One word: TFTD. The entire city of T&#039;leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.&lt;br /&gt;
::: T&#039;Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::... there are no indications that the UFOs are INcapable of FTL... I don&#039;t think you would want to perform FTL travel within Earth&#039;s planetary atmosphere!&lt;br /&gt;
::: There are no indications that they are capable as well. And X-COM scientists don&#039;t seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)&lt;br /&gt;
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)&lt;br /&gt;
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can&#039;t remember if it&#039;s canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.&lt;br /&gt;
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I&#039;m pretty certain the technology is Elerium based. It&#039;s not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.&lt;br /&gt;
Though I&#039;m a bit puzzled why all T&#039;leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
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:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate.  As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM&#039;s resources, and then they blew it all without learning anything more than the original X-COM scientists.  And yes, Earth clearly gets FTL after TFTD but before Interceptor.  The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater.  Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them.  Zrbite functions similar to Elerium, being gold mixed with alien bio-material.  Unfortunately, Zrbite only works when supported by a massive energy grid created by T&#039;leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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OK... take the UNIT of elerium out of the equation... let&#039;s say that Earth had 5000 units of elerium, so 6 units get&#039;s an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.&lt;br /&gt;
2065 On October the 27th, the probe &#039;Tombstone 1&#039; returns reports to Earth. It&#039;s data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet&#039;s within the probe&#039;s scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.&lt;br /&gt;
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they&#039;ve got non-Elerium based space travel and FTL, and more powerful weapons too, what&#039;s the big deal about Elerium in the Frontier? Does mankind even need it anymore?&lt;br /&gt;
As for T&#039;leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T&#039;leth on aqua plastics and Zrbite when T&#039;lth was first constructed? Or did T&#039;leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?&lt;br /&gt;
...&lt;br /&gt;
Actually, come to think of it, it&#039;s obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)&lt;br /&gt;
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:It&#039;s implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth&#039;s technology forward at least a few decades...which really is entirely reasonable.  Much of the technology can be replicated on earth, and the principles and designs can be reapplied.&lt;br /&gt;
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:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.&lt;br /&gt;
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:And was there anywhere that specifically said that T&#039;Leth was made of Aqua Plastics?  I don&#039;t recall.  Yes, the rest of their subs are made of aqua plastics, but I&#039;m wondering if something the size of a medium city might perhaps be made of something a bit more durable.  PS: Thanks for signing your post!  :D  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)&lt;br /&gt;
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It&#039;s not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there&#039;s gold here. Therefore it&#039;s obvious why they used Zrbite. Also, there&#039;s the fact that it was an Aquatoid colony mission, intended to produce an &amp;quot;aquatic paradise&amp;quot;, so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]&lt;br /&gt;
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:I think that the use of Aqua Plastics instead of Alien Alloys is perfectly justified by the fact that T&#039;leth crashed million of years ago while the aliens that came to take a shot or two at earth were two million years ahead technologically. So Aqua plastics was some plastic that was used by aliens before they&#039;ve got the Alloys. You might argue - it&#039;s Aqua Plastics, so Aqua =/= Space. Well, Aliens weren&#039;t calling them aqua, and there wasn&#039;t anything saying that Aqua Plastics is not suitable for Space Travel. --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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... I think Alien Alloys alone would catapult earth&#039;s technology forward a decade, and there&#039;s no reason humanity can&#039;t use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.&lt;br /&gt;
By the time of Interceptor, Elerium weapons aren&#039;t that powerful. Good point about power generation though.&lt;br /&gt;
I would assume that T&#039;leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.&lt;br /&gt;
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::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.&lt;br /&gt;
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::Question: How long does it take the Avenger to reach Mars from Earth?  [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
:::No longer than a week, in my opinion.  Probably less than 2 days.  Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds.  (You could choose to burn 40% of the Elerium in one blast to get to high speed.  Or you could burn even more and refuel while it&#039;s landed...or it could be a mission with no guaranteed escape for the crew.  The lives of the many over those of the few and all that, especially since the war hinges on the mission.)  In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)&lt;br /&gt;
:::If you&#039;d burn that much fuel to accelerate the craft then you&#039;d have to use as much again to decelerate it and attain a planetary orbit, otherwise you&#039;ll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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::: UFO drives are non-Newtonian so those sort of rocket equations don&#039;t necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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::: Well, they could put a mini mind shield on the Avenger, shoot down a UFO roughly their size, and then fly to Cydonia when the UFO they shot down was supposed to return based on the instructions found by the hyper-wave decoder. Basically taking the place of the UFO. Shouldn&#039;t be too hard since the UFO&#039;s are pretty common by the time you research Cydonia or Bust. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] 14 February 2010 (MST)&lt;br /&gt;
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::That would leave 20% of the fuel to take off the Avenger and land it.  Not really that unreasonable.  While they&#039;re landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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Perhaps Elerium-based drives are a bit like Ramjet engines, where they&#039;re actually useless or inefficient &#039;&#039;below&#039;&#039; a certain threshold speed? --[[User:Xuncu|Xuncu]] 03:02, 26 January 2013 (EST)&lt;br /&gt;
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===What happened to Mars and the alien civilization there?===&lt;br /&gt;
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According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. &lt;br /&gt;
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:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field.  As the atmosphere dissipated, the aliens left or died off.  It&#039;s also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth&#039;s resources.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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===Where are the human-alien hybrids referred to on the UFOPaedia?===&lt;br /&gt;
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:For the ones on earth, probably in hiding or in laboratories for research.  For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks.  Cloning is alot easier than making genetic hybrids and there&#039;s nothing that says their first-generation experiments would be suitable for combat.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: They are babies at the time of X-com, and few in number. Their aren&#039;t even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
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:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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===Why did the aliens only activate T&#039;Leth after they were defeated?===&lt;br /&gt;
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On TFTD T&#039;Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. &lt;br /&gt;
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:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them.  Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole.  This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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T&#039;Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.&lt;br /&gt;
In fact, looking at the timelines, it takes 40 years for T&#039;leth to wake up from it&#039;s slumber... that&#039;s one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]&lt;br /&gt;
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Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T&#039;leth, and there was no way of seeing whether the T&#039;leth-based invasion in TFTD would even work - from their perspective it&#039;s possible that getting T&#039;leth to bootstrap itself could have caused a catastrophe (they don&#039;t know whether or how badly it&#039;s damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T&#039;leth expedition in the first place. [[User:magic9mushroom]]&lt;br /&gt;
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T&#039;Leth was a coleny ship sent by the Sectoid/Aquatoid&#039;s millions of years earlier. This is why the Aquatoids use electronics to augment there control over other creatures, while there progeny are genetically modified to gain the same control. In TFTD it&#039;s implied that the T&#039;Leth had been partialy active for a long time. Thawing out aliens in small groups but never going in full production. UFO aliens may have not intended to start the full awakening cycle until they had a chance to prepare the planet. &lt;br /&gt;
OR, given the Ultimate Alien was aquatoid in origin by his looks and there was no other races from the first game involved. And the fact that Sectoid/Aqutoid&#039;s are not the top of the food chain with the Ethereal and Brain being more powerful it&#039;s possible the brain had decided that the Ultimate Alien was a threat to it&#039;s power. It was not until it&#039;s death that they tried send the signal. --[[User:BladeFireLight|BladeFireLight]] 17:19, 22 March 2010 (EDT)&lt;br /&gt;
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===Why did the aliens use limited force during the First Alien War?===&lt;br /&gt;
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Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don&#039;t the aliens watch sci-fi movies to see how it should be done?&lt;br /&gt;
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:Perhaps they don&#039;t have the standing forces to do so, and are in the process of building up the forces needed to do so.  Perhaps they don&#039;t want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild.  Perhaps they&#039;re too condescending to think that humanity ever really has a chance; they&#039;ve probably conquered thousands of other planets without anyone ever successfully resisting them.  Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it.  Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they&#039;re all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
::The most plausible explanation seems to be the one employed in the Worldwar series, by Harry Turtledove, but that does not seem to mesh with what the Brain says about having been on Mars for a while, since then they could watch the Earthlings perpetually. Of course, what it says is probably a bunch of lies. Thinking about what it says for too long also raises the question of why the aliens attacked when they did, of course... [[User:Vizzydix1|Vizzydix1]] 21:52, 18 March 2010 (EDT)&lt;br /&gt;
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The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.&lt;br /&gt;
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...&lt;br /&gt;
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth&#039;s. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.&lt;br /&gt;
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...&lt;br /&gt;
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]&lt;br /&gt;
* Nope, the aliens could just invoke John&#039;s Law and blow up the planet with a kamikaze battleship at .9c. Even failing that, the alien battlefleet could come in numbers sufficent to blot out the sun.--[[User:(name here)|(name here)]] 14:39, 8 November 2009 (EST)&lt;br /&gt;
** Lest we forget, X-Com is essentially the Spartans to the aliens&#039; Persian Empire. So they&#039;d just fight in the shade (which would be a blessing in desert missions). --[[User:Guido Talbot|Guido Talbot]] 13:58, 16 July 2010 (EDT)&lt;br /&gt;
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Aliens first began with smal scouting missions, so maybe all we expirience in X-Com is initial attacks by aliens, maybe the whole base was begining scouting and waiting for the invasion fleet? Aliens problably could be in sense dumber than humans, humans are adaptable and thinking, our technology advances fast, and we are fast and smart enough to stop the invasion before it begins. Aliens problably were not used to it so they thought  &amp;quot;oh well, another invasion...&amp;quot;.  --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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Mankind, as a whole, is incredibly cunning and full of guile.  We are also incredibly aggressive.  A trait that the most of the Aliens can barely concieve.  Though we are weaker physically, mentally, etc, we are overly developed when it comes to strategem and war.  The aliens are, in essence, have come to an inverse of Flatland.  Though they are advanced, it is they who are 2D to our 3D approach to fighting.  They return to earth, and through extensive research and testing, determine that inferior are strategically to humans.  So...they use their advances to what they percieve as the most full advantage, and call for reinforcements over the initial months of the First Alien War.  For eons, only the Sectoid make arrivals to earth.  When the Brain finally realizes the situation, that mankind has woke up and is dealing with them most directly, it begins to get desperate, it sends reinforcements, but only incrementally.  (Its always focused on peak efficiency).  The concept of overwhelming force is illogical and some how, disdainful, to it.  It prefers nuance, interogation, politics, and assessment.  The Brain determine that its more effective to eliminate allies of XCOM than to face it directly.  The concept of obliterating anything from orbit is reprehensible.  Everything must be examined, especially the dead creatures you leave behind.  Over time, it would learn man&#039;s tactics and assimilate.  In fact, each race called in is an example of the Brain adapting.  The Floaters bring forth an extra dimension to combat.  The snakemen aggressiveness and accuracy.  Mutons a culmination of superior warrior breeding, raw physical power, and determination not unlike the so called human soul.  Finally, the Ethereals enter, with capacity to bring overwhelming force.  In time, as they do on Mars base, they might begin joint force attacks with Mutons backed by Ethereals, supported by a mix of terror weapons.  Fortunately, the First Alien War is ended before they fully develop such cunning.  Hence the desperate act of T&#039;Leth.  The Brain has learned the power of anger fueled by vengeance and desperation.&lt;br /&gt;
--[[User:BlackLibrary|BlackLibrary]] 11:10, 29 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve always viewed it as primarily a lack of resources. Even if you get a UFO every single day and shoot them all down so that there&#039;s no possible chance of any of them being the same UFO that&#039;s still only several hundred to perhaps a thousand or few UFO&#039;s over the course of several years. And most of those are quite small and not too difficult to take out with regular old interceptors and human armaments. If used all at once it might be enough to achieve air superiority, particularly if the Battleships do all the heavy lifting. But it also might not. It certainly would NOT provide enough soldiers to mount a worldwide ground offensive. The crews on those ships aren&#039;t all that big. There&#039;s also no reason to assume that all those craft, weapons, soldiers, and more importantly... elerium are all available at the same time. It&#039;s quite likely that the aliens are cloning new soldiers, building new weapons and UFO&#039;s, and possibly receiving supplies (particularly of elerium) from deep space. Elerium is needed to manufacture a lot of their stuff as well, and we already know it&#039;s a limited resource in our solar system. Consider on top of that how much get&#039;s used up as fuel every time a UFO visits Earth. If they sent all their UFO&#039;s they would use up their reserves of Elerium all at once for a 1 day attack that ultimately would fail. Instead of conquering the Earth wholesale they are trying to influence governments into signing secret pacts with them so that they can control the population of the Earth rather than wipe us out. They do this by using terrorism to intimidate the public and inserting clones to infiltrate governments while holding secret negotiations. A steady stream of UFO missions keeps up the pressure until governments break. Lucky for us they never expected us to bring the fight to the command center on mars. Just imagine if they had built base defenses like we can for our bases. heh Lord would it be aggravating building up a crew of top notch soldiers, constructing an Avenger from scratch, scrapping together all the gear, sending it to Mars, and then watching it get blown to bits before it even lands... O,o Also consider that their UFO&#039;s have operated with relative impunity for a very long time. Presumably XCom is the first organization to shoot down a UFO? As for Earth ramping up for a full scale war, it&#039;d be unlikely that we could really produce enough alien technology in any reasonable timescale to actually outfit whole nations armies, especially with limited Elerium. Perhaps the tech that doesn&#039;t require Elerium, but then again shifting an entire army from one weapon system to another is not as simple as merely producing all the weapons. It&#039;s an extremely long, arcane, and baffling process. Getting just the branches of the US military to switch to laser weapons would probably take at least a decade. I think that limited resources and the intent to control and dominate rather than eliminate the population of the Earth explain it. For that matter they would see the human population it-self as a resource. Hence the use of small scale terrorism rather than attempting to use any weapons of mass destruction. A bunch of aliens walking around shooting people is still pretty damn scary stuff.[[User:Mannon|Mannon]] 13:12, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would have thought that the simplest answer here is best. The aliens are manifestly unable to survive outside containment or bases for prolonged periods. Further, their clearest technological advantage over the humans (at least, prior to X-Com research) is mind control. Therefore, their primary method of offence is not to get bogged down in a ground war, but to engage in the overthrow of governments by infiltration, coercion, corruption and bribery, and achieve complaisance by terrorisation of the general populace. It is for this reason that standard combat tactics involving large hierarchies are ineffectual against the aliens (when the government/command can be mind controlled and the theatre can be defined by a mobile alien force). A decentralised, partly cellular, covert approach like X-Com is preferable, but unable to win an outright ground war either (being composed of, at maximum, 250 soldiers). Of course in reality, the irony is that the aliens/bourgeoisie/Fox network have Mind Controlled you, the X-Com commander into wasting your time with retro video games instead of doing anything about their societal control!&lt;br /&gt;
--[[User:Oogleshay|Oogleshay]] 16:16, 18 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
My theory is that the aliens are deliberately trying to be low-key because they know once the UN can no longer keep the invasion a secret, they will have no reason to pull their punches at defending Earth. The aliens want to make it so that once humanity at large fully realizes what&#039;s going on, it&#039;s already too late - they&#039;re poking the sleeping giant but take care not to awaken it before amputating all limbs to make it unable to defend itself once awake.--[[User:Amitakartok|amitakartok]] 06:33, 14 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==TFTD issues==&lt;br /&gt;
===What was the relationship between the aliens from the 1st and 2nd wars?===&lt;br /&gt;
&lt;br /&gt;
Quoting from the UFOPaedia regarding Alien Origins: &#039;Deep in the oceans there lie ancient&lt;br /&gt;
sites used by the Aliens to contact their stellar cousins.&#039; This also has some implications regarding the issue of why T&#039;Leth was only activated when the Sectoids were defeated. &lt;br /&gt;
&lt;br /&gt;
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.&lt;br /&gt;
&lt;br /&gt;
Aquatoids are the ancestors of the Sectoids. The colony ship was sent out slowing than light hundreds of millions of years ago. Sectoids are a more genetically advanced race. The rest of UFO aliens were picked up after that point. The Brain and Ethereals probably conquered the Sectoids and don&#039;t regard them highly. While the Aquatoids that were thawed over the years created, conquered (Gill Man) or manufactured the rest of the allies over time. I picture the Tasoth as probably something they brought with them and have been working on. Since most of the Aquatoids come from suspended animation they have not tinkered with genes much. Instead modifying and using electronics (MC Chip) to control. --[[User:BladeFireLight|BladeFireLight]] 17:28, 22 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What kind of materials were &#039;synomium&#039; and &#039;adamantium&#039;?===&lt;br /&gt;
&lt;br /&gt;
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T&#039;Leth is destroyed: &#039;he twisting hugeness of T&#039;leth begins to rupture.&lt;br /&gt;
Flames and smoke spew from its gleaming spires and adamantium halls.&#039;&lt;br /&gt;
&lt;br /&gt;
:Synomium is probably a special material used in the comm. devices, like Stargate&#039;s naquadah (universal stuff), naquadria (unstable power source), trinium (hull material) and neutronium (superdense metal). Adamantium is a legendary material in ancient literature that is said to be indestructible, similarly to mithril.--[[User:Amitakartok|amitakartok]] 10:55, 3 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Adamantium is said to be one of the strongest elements in many books and films such as X-men. --[[User:St.froppelie|St.froppelie]] 19:45, 23 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
*See also Wikipedia article on Adamantium: [http://en.wikipedia.org/wiki/Adamantium]&lt;br /&gt;
&lt;br /&gt;
===How deep were X-COM bases located on the seas?===&lt;br /&gt;
&lt;br /&gt;
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. &lt;br /&gt;
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)&lt;br /&gt;
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as unstable areas (underwater volcanoes, prone to seaquakes, rock avalanches, etc.) and depths.&lt;br /&gt;
*Given that the Alien Retaliation missions in TFTD are called &amp;quot;Floating Base Attack&amp;quot;, I&#039;d say floating. Also remember that your starting sonar can&#039;t see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]&lt;br /&gt;
** Floating doesn&#039;t always happen on the surface. The surface has to deal with large waves ad bobbing up and down, submerged only has the currents it could be stabilized easier. --[[User:BladeFireLight|BladeFireLight]] 11:57, 14 January 2010 (EST)&lt;br /&gt;
* I was recently researching how far you have to be down to not be effected by surface conditions. You have to be submerged 1/2 of a waves lenght (measured crest to crest) Best I can find is that the average wave is 150 yards accross. To not be effected by the waves you have to be 75 Yards below. This is way below the depth needed to not be effected by the bends when surfaceing. I figure they are probably right at the limit of what can be safe for quick surfacing and well anchored to avoid getting [http://www.youtube.com/watch?v=LwKXfc_a4Ag tossed in a storm].  --[[User:BladeFireLight|BladeFireLight]] 17:37, 22 March 2010 (EDT) &lt;br /&gt;
**Something else to consider - these &#039;floating bases&#039; could be large modular submarines/submersibles. If memory serves, submarines basically maintain sea-level pressure regardless of the depth, so that could explain why they&#039;d be able to be 75+ feet below sea level and not suffer the bends when surfacing.&lt;br /&gt;
::(Or, y&#039;know, we could just say &amp;quot;a wizard did it&amp;quot;.) --[[User:Guido Talbot|Guido Talbot]] 14:13, 16 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XCOM: Enemy Unknown (2012) issues==&lt;br /&gt;
===Motives behind the invasion===&lt;br /&gt;
Now, the UberEtherial pretty much spells out the whole point of the invasion, as well as of their use &amp;amp; control of all the other aliens: they &#039;&#039;wanted&#039;&#039; humanity to evolve and become powerful, because they needed a species that was both high in physical prowess, and a powerful psychic warrior. He (presuming gender) freely admits that their bodies suck (and that the other races suck in body and/or mind even more), and the 1st-3rd-1st person pronoun switch in ONE sentence (&amp;quot;We who failed to ascend as &#039;&#039;they&#039;&#039; thought we would&amp;quot;) and &amp;quot;preparation for what lies ahead&amp;quot;, as well as his descriptions of the other alien races in the Temple Ship imply a number of things:&lt;br /&gt;
*The other races are enslaved races, perhaps from earlier invasions (possibly starting with Sectoids and Etherials being different castes of the same species?), themselves having been enhanced by their own resistances, before becoming enslaved on the degree of being puppets.&lt;br /&gt;
*The whole point of the invasion is enslavement of humans, not extermination, for the perfect warrior-- any Metroid fans can think of the Chozo also becoming masters of Psionics and energy manipulation, at the cost of becoming physically frail and infertile, and entrusting the Power Suit -- and their legacy -- to Samus.&lt;br /&gt;
*The alien surgeries (which greatly resemble Sensory Deprivation tanks-- you can even zoom in to see captive humans twitch sporadically) are their version of XCOM&#039;s Psi Lab (which &#039;&#039;also&#039;&#039; greatly resemble Sensory Deprivation tanks): they are &#039;farming&#039; humans for Psi potential, similar to how us, the player, may farm soldiers for our own Psi Squad&lt;br /&gt;
*Which then makes XCOM almost as much the &#039;&#039;Etherial&#039;s&#039;&#039; project as it is the Council&#039;s (hence why they do not invade or attack XCOM HQ or Interceptor bases)&lt;br /&gt;
*Someone/thing &#039;&#039;else&#039;&#039; is involved, someone the Etherials are in some way subservient to: notice in the Temple Ship and in the Overseer UFO, the strange, Cathedral-like &amp;quot;Stained Glass Windows&amp;quot;. To me, there appear to be &#039;&#039;two&#039;&#039; figures in each: the much more visible 4-armed Etherial silhouette, and in a transparent, but slightly darker shade of lavender, some other 6-8 limbed creature, with a larger body and a very different head-shape behind the first.&lt;br /&gt;
*&amp;quot;What lies ahead&amp;quot; may mean some coming disaster, or merely a challenge and testing from this sequel-hook of &amp;quot;They&amp;quot;&lt;br /&gt;
*Additionaly: the description of the Hyperwave device implies contact with an alternate dimension. The organic-metallic (silicon based, perhaps?) form of the Outsiders (as opposed to the rather obvious &amp;quot;manufactured and machined parts grafted onto flesh&amp;quot; Cyborg attachments of both Floater varieties), and their absence (especially from the Temple Ship) after the device&#039;s capture, as well as released screenshots of the upcoming FPS XCOM game (mentioning Outsiders AND being placed several decades ago)-- all this suggests alternate timelines as well as alternate dimensions (in quantum physics, these are practically the same thing anyways), as well as some species native to this &#039;&#039;Outside&#039;&#039; dimension that are the ones, this &amp;quot;They&amp;quot;, whom are actually calling the shots.&lt;br /&gt;
--[[User:Xuncu|Xuncu]] 03:56, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===How is it possible for Psionic soldiers to exist?===&lt;br /&gt;
After capturing a Psi-capable enemy and dissecting it: does XCOM reverse-engineer the implants and insert them into troops (whether they test positive (capable of using them) or not)? Or, is the testing just digging for a Psi signal that &#039;&#039;is already there&#039;&#039;? In which case, it&#039;s a human-evolved trait, but from where, and why wasn&#039;t it found before? Vahlen&#039;s reasearch implies similar genetic struture between aliens and humans: do humans and Etherials/Sectoids have a common Psi-capable ancestor, or have the Etherials been interfereing with human evolution for at least 20-30 years (or however old troopers tend to be, with Shaojie Zhang and his advanced age, equally possible to have Psi-Abilites), if no longer? At least in Apocalypse, there&#039;s the excuse of Sectoid/Human Hybrids. How do humans use a power just discovered that year, and only a few months of practice, end up with the capacity to potentially mind-control Etherials, each of which who have several thousand years of personal experience with Psi abilites? --[[User:Xuncu|Xuncu]] 05:28, 11 April 2013 (EDT)&lt;br /&gt;
:It&#039;s implied that humans were always latent psionics (it&#039;s possible that if we weren&#039;t, the Ethereals would never have bothered us at all). The cutscene where your first psionic is found suggests the testee is immersed in some sort of purple gas, which presumably causes some physiological change to make them operant psionics. As for how human psionics get so good so quickly, good question, though bear in mind that psionic humans are implied to be an Ethereal&#039;s equal in raw power, but while an Ethereal has to expend psionic power all the time just to stay alive and standing, a human can devote it all to his psionic attacks. This could explain why humans are on an equal footing with Ethereals despite having comparatively little practice. More simply, it could just be that humans are badass compared to aliens; we certainly seem to be able to reverse engineer their technology in record time AND then make improvements to it, suggesting we&#039;re frankly just &amp;quot;better&amp;quot; than them. [[User:Binkyuk|Binkyuk]] 09:07, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45617</id>
		<title>The Mysteries of X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45617"/>
		<updated>2013-04-13T03:38:27Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* What happens to the crashed UFO craft and its crew? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion page for some less clear aspects of the series&lt;br /&gt;
&lt;br /&gt;
==General issues==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;How fast can alien craft travel in space?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.&lt;br /&gt;
&lt;br /&gt;
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Really fast.  Consider that they don&#039;t need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots.  (Mars DOES have 2 moons, recall.)  Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it&#039;s simply that the command staff are at Cydonia.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Good article in last month&#039;s Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. &lt;br /&gt;
&lt;br /&gt;
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Also keep in mind that both Phobos and Deimos are tiny. They are basically captured asteroids. Neither would be useful in gravity assist. But yeah, the UFO&#039;s shouldn&#039;t need any assist anyway.[[User:Mannon|Mannon]] 11:35, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Consider that many of the same aliens as UFO/EU are in X-COM Intercepter, having necessarily had to break light speed. Consider that if outside any atmoshphere a battleship could reach 4800 knots(in-game top speed) within two minutes (which is about how long it appears to take in-game) then it is accelerateing at about 18m/s/s or almost 2Gs. In 24 hours it would reach 1,555km/s. At this speed (assuming it turned it&#039;s drive off after 24h) it would travel about 134,000,000km each day. The maximum distance between Earth and mars is about 401,000,000km. &lt;br /&gt;
:For simplicity, because we have room to work with here, even if a battleship were to accelerate for 24 hours while orbiting mars, and again had to decelerate for 24 hours in orbit after reaching earth, (all while a chrysalid inside balanced two apples on each of it&#039;s mandibles) it would still only take 5 days to reach earth when both planets are at opposite orbital positions. It seems that the Ethereals can wipe out your base and not have to miss Ladies Night, assuming the club is also on earth. &#039;&#039;Ethereal Mind-Trick: &amp;quot;You don&#039;t want to &#039;blow dis joint&#039;. You want to come back to the UFO for a little abduction mhmhmhmhhmm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;What happens to the crashed UFO craft and its crew?&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?&lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* The UFO and its occupants are recovered by other humans.&lt;br /&gt;
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)&lt;br /&gt;
* The Aliens self-destruct the craft and kill themselves in the process, ensuring their remains will not be recovered by humans. (This is, in fact, the in-game explination. Read the mission briefing. [[User:Darkestaxe|Darkestaxe]] 23:38, 12 April 2013 (EDT))&lt;br /&gt;
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.&lt;br /&gt;
* The Aliens blow up the UFO and disappear into the countryside.&lt;br /&gt;
* Most likely answer, IMHO: The local government/ funding nations give X-COM a limited time window to launch any operation, similiar to what you see in covert ops movies: &amp;quot;Complete the mission within 36 hours, or we initiate Carpet Bombing of the area&amp;quot;. This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
: In the UFO TV show, it&#039;s stated that alien craft and bodies degrade quickly in Earth&#039;s atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: As Zombie said, doesn&#039;t Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Those are excellent suggestions.  One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft.  This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn&#039;t always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.)  Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
:::If there&#039;s a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::::Of course they do! Have you ever noticed how dumb your units can be? That&#039;s because the aliens can&#039;t live with too much nitrogen, so they turn some of it in their force field to oxygen, and excessive amounts of oxygen make you act weird. After a while, their power source runs out and the nitrogen returns, dissolving them into E-115. (What did you think it was made of?) AT least, that&#039;s what seemes logical to me, ad is a combination of many postulates here. 21:36, 18 March 2010 (EDT)&lt;br /&gt;
:::::That would require that the aliens&#039; biochemistry and the alien alloys used in the power sources reacted with nitrogen, which is a mostly inert gas on normal temperature and pressure and a . It&#039;s kinda of weird that the aliens didn&#039;t bothered with fixing that vulnerability with their craft and bodies during millions of years (what happens if the force field malfunctions while capturing cattle? ooops!) but ok. The increase in the amount of oxygen would probably also turn any kind of fire into large explosions throughtout the force field. [[User:Hobbes|Hobbes]] 21:24, 19 March 2010 (EDT)&lt;br /&gt;
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
*I&#039;d guess that the aliens would eventually mount their own rescue missions, especially once they realized that XCOM is farming their ships for resources (they must know we don&#039;t have ready access to their alloys and Elerium) and co-opting their technology. In the Firaxis game, when idling in the Situation Room screen, Central&#039;s (often amusing) radio chatter implies that there are many more UFO&#039;s and reports that don&#039;t go into the globe. Additionally: only 16 countries are covered, and there are over 150 countries on earth, plus all the oceans. After all, if we were shooting down every last ship, then the alien collective shouldn&#039;t be able to land so many aliens for Terror Missions. --[[User:Xuncu|Xuncu]] 02:48, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===How do the aliens carry their equipment?===&lt;br /&gt;
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.&lt;br /&gt;
&lt;br /&gt;
:Potentially a sticky gel-like area on the limb.  Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered.  Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands.  Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Are X-COM transport craft piloted?===&lt;br /&gt;
&lt;br /&gt;
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed.  It&#039;s entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that.  (The aliens could screw over the entire op by killing the pilot).  It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over.  Limiting this to having the tank inside is a rather good idea.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I recall that the various cutscenes in the PSX version had a pilot, most notably in the &amp;quot;Mission Failure&amp;quot; scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What sort of physical process is used to increase human stats over time?===&lt;br /&gt;
&lt;br /&gt;
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn&#039;t easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. &lt;br /&gt;
&lt;br /&gt;
:Lifting weights will increase strength.  Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster.  I see no reason natural increase doesn&#039;t work.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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What I don&#039;t get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn&#039;t they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24&lt;br /&gt;
&lt;br /&gt;
:There&#039;s been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project.  If the latter, it would easily explain their rather poor early stats.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:: I know what you mean... if this were Jagged Alliance, it&#039;d be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]&lt;br /&gt;
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:Health isn&#039;t gained from getting shot. But as for the &amp;quot;ludicrously low stats&amp;quot; issue, maybe they&#039;re being selected on some other basis, or there&#039;s a real shortage of volunteers. [[User:Magic9mushroom|Magic9mushroom]] 04:56, 25 September 2009 (EDT)&lt;br /&gt;
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:: I think that the X-COM&#039;s soldiers have big responsibilities, can&#039;t have children. They are sworn in and only then go to the field - if someone can&#039;t be trusted to keep a secret, he&#039;s getting sacked, given a shitty job (ever wondered who maintained the General Stores?) or worse. - n, 16:47, 16 August 2010 (GMT+2)&lt;br /&gt;
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In Hotpoint&#039;s [http://www.tthfanfic.org/Story-16092/Hotpoint+XSGCOM+Goa+uld+Defence.htm| XSGCOM: Goa&#039;uld Defense], his explanation is that after a few missions of watching their fellow newbies die, the survivors give in and volunteer for an experimental regimen of performance-enhancing drugs. IRL, steroids and such don&#039;t result in instant strength enhancement, they just encourage accelerated development of muscles. [[User:Kalaong|Kalaong]] 03:16, 28 March 2011 (EDT)&lt;br /&gt;
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Heh: http://www.nerfnow.com/comic/901 --[[User:Xuncu|Xuncu]] 02:52, 26 January 2013 (EST)&lt;br /&gt;
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==Enemy Unknown/UFO Defence issues==&lt;br /&gt;
===&#039;&#039;&#039;Why isn&#039;t Earth overrun by Snakeman/Chryssalids?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
According to the UFOPaedia, Snakemen&#039;s &amp;quot;Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time&amp;quot; adding the ominious conclusion: &amp;quot;Left to its own devices this species would be a severe threat to life on earth.&amp;quot;&lt;br /&gt;
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. &lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. &lt;br /&gt;
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth&#039;s atmosphere, which would limit their lifespan in earth&#039;s atmosphere, also making egg-laying pointless, since the offspring wouldn&#039;t be able to breathe or survive.  It has also been suggested that Chryssalids have a very rapid metabolism.  Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool.  When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government&#039;s cooperation.  Or even further, it&#039;s possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]&lt;br /&gt;
&lt;br /&gt;
::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth&#039;s atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it&#039;s likely this would be one of the first things that they would &#039;correct&#039;.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
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===What is the propose of the &#039;disco balls&#039; found inside some UFOs?===&lt;br /&gt;
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:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems.  They could also be circuit breakers or electrical junction boxes, or even a component of the UFO&#039;s particle beam they use to fry X-COM Interception craft.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
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:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Presumably [[Alien Entertainment]] is psionic in some way, maybe they&#039;re Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
::&#039;Disco balls&#039; = Alien &#039;LSD&#039; emitters. Travelling through space to go on almost-suicide missions force aliens to develop POWERFUL relaxing devices to entertain themselves and not go insane :P. --[[User:Nekrocow|Nekrocow]] 20:10, 24 June 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Who buys those alien bodies/equipment from X-COM?===&lt;br /&gt;
&lt;br /&gt;
:Equipment likely goes to the funding nations or the international black market.  No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it&#039;d just be cash-and-carry.  Similarly, scientists would likely be interested in looking at much of this stuff for their own research.  This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge.  The money on corpses could also be an &amp;quot;Alien Bounty&amp;quot; paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed.  Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
From the USO (Kasey Chang): XARQUID SUSHI.&lt;br /&gt;
&lt;br /&gt;
===How did the aliens got to Mars?===&lt;br /&gt;
&lt;br /&gt;
There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?&lt;br /&gt;
&lt;br /&gt;
:The UFOs are mission craft, used for the legwork.  The fighters; we never see the carriers.  Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger &amp;quot;Carrier&amp;quot; ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: One word: TFTD. The entire city of T&#039;leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.&lt;br /&gt;
::: T&#039;Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::... there are no indications that the UFOs are INcapable of FTL... I don&#039;t think you would want to perform FTL travel within Earth&#039;s planetary atmosphere!&lt;br /&gt;
::: There are no indications that they are capable as well. And X-COM scientists don&#039;t seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)&lt;br /&gt;
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)&lt;br /&gt;
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can&#039;t remember if it&#039;s canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.&lt;br /&gt;
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I&#039;m pretty certain the technology is Elerium based. It&#039;s not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.&lt;br /&gt;
Though I&#039;m a bit puzzled why all T&#039;leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate.  As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM&#039;s resources, and then they blew it all without learning anything more than the original X-COM scientists.  And yes, Earth clearly gets FTL after TFTD but before Interceptor.  The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater.  Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them.  Zrbite functions similar to Elerium, being gold mixed with alien bio-material.  Unfortunately, Zrbite only works when supported by a massive energy grid created by T&#039;leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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OK... take the UNIT of elerium out of the equation... let&#039;s say that Earth had 5000 units of elerium, so 6 units get&#039;s an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.&lt;br /&gt;
2065 On October the 27th, the probe &#039;Tombstone 1&#039; returns reports to Earth. It&#039;s data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet&#039;s within the probe&#039;s scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.&lt;br /&gt;
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they&#039;ve got non-Elerium based space travel and FTL, and more powerful weapons too, what&#039;s the big deal about Elerium in the Frontier? Does mankind even need it anymore?&lt;br /&gt;
As for T&#039;leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T&#039;leth on aqua plastics and Zrbite when T&#039;lth was first constructed? Or did T&#039;leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?&lt;br /&gt;
...&lt;br /&gt;
Actually, come to think of it, it&#039;s obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)&lt;br /&gt;
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:It&#039;s implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth&#039;s technology forward at least a few decades...which really is entirely reasonable.  Much of the technology can be replicated on earth, and the principles and designs can be reapplied.&lt;br /&gt;
&lt;br /&gt;
:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.&lt;br /&gt;
&lt;br /&gt;
:And was there anywhere that specifically said that T&#039;Leth was made of Aqua Plastics?  I don&#039;t recall.  Yes, the rest of their subs are made of aqua plastics, but I&#039;m wondering if something the size of a medium city might perhaps be made of something a bit more durable.  PS: Thanks for signing your post!  :D  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)&lt;br /&gt;
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It&#039;s not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there&#039;s gold here. Therefore it&#039;s obvious why they used Zrbite. Also, there&#039;s the fact that it was an Aquatoid colony mission, intended to produce an &amp;quot;aquatic paradise&amp;quot;, so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]&lt;br /&gt;
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:I think that the use of Aqua Plastics instead of Alien Alloys is perfectly justified by the fact that T&#039;leth crashed million of years ago while the aliens that came to take a shot or two at earth were two million years ahead technologically. So Aqua plastics was some plastic that was used by aliens before they&#039;ve got the Alloys. You might argue - it&#039;s Aqua Plastics, so Aqua =/= Space. Well, Aliens weren&#039;t calling them aqua, and there wasn&#039;t anything saying that Aqua Plastics is not suitable for Space Travel. --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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... I think Alien Alloys alone would catapult earth&#039;s technology forward a decade, and there&#039;s no reason humanity can&#039;t use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.&lt;br /&gt;
By the time of Interceptor, Elerium weapons aren&#039;t that powerful. Good point about power generation though.&lt;br /&gt;
I would assume that T&#039;leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.&lt;br /&gt;
&lt;br /&gt;
::Question: How long does it take the Avenger to reach Mars from Earth?  [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
:::No longer than a week, in my opinion.  Probably less than 2 days.  Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds.  (You could choose to burn 40% of the Elerium in one blast to get to high speed.  Or you could burn even more and refuel while it&#039;s landed...or it could be a mission with no guaranteed escape for the crew.  The lives of the many over those of the few and all that, especially since the war hinges on the mission.)  In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)&lt;br /&gt;
:::If you&#039;d burn that much fuel to accelerate the craft then you&#039;d have to use as much again to decelerate it and attain a planetary orbit, otherwise you&#039;ll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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::: UFO drives are non-Newtonian so those sort of rocket equations don&#039;t necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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::: Well, they could put a mini mind shield on the Avenger, shoot down a UFO roughly their size, and then fly to Cydonia when the UFO they shot down was supposed to return based on the instructions found by the hyper-wave decoder. Basically taking the place of the UFO. Shouldn&#039;t be too hard since the UFO&#039;s are pretty common by the time you research Cydonia or Bust. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] 14 February 2010 (MST)&lt;br /&gt;
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::That would leave 20% of the fuel to take off the Avenger and land it.  Not really that unreasonable.  While they&#039;re landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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Perhaps Elerium-based drives are a bit like Ramjet engines, where they&#039;re actually useless or inefficient &#039;&#039;below&#039;&#039; a certain threshold speed? --[[User:Xuncu|Xuncu]] 03:02, 26 January 2013 (EST)&lt;br /&gt;
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===What happened to Mars and the alien civilization there?===&lt;br /&gt;
&lt;br /&gt;
According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. &lt;br /&gt;
&lt;br /&gt;
:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field.  As the atmosphere dissipated, the aliens left or died off.  It&#039;s also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth&#039;s resources.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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===Where are the human-alien hybrids referred to on the UFOPaedia?===&lt;br /&gt;
&lt;br /&gt;
:For the ones on earth, probably in hiding or in laboratories for research.  For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks.  Cloning is alot easier than making genetic hybrids and there&#039;s nothing that says their first-generation experiments would be suitable for combat.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: They are babies at the time of X-com, and few in number. Their aren&#039;t even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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===Why did the aliens only activate T&#039;Leth after they were defeated?===&lt;br /&gt;
&lt;br /&gt;
On TFTD T&#039;Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. &lt;br /&gt;
&lt;br /&gt;
:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them.  Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole.  This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
T&#039;Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.&lt;br /&gt;
In fact, looking at the timelines, it takes 40 years for T&#039;leth to wake up from it&#039;s slumber... that&#039;s one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]&lt;br /&gt;
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Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T&#039;leth, and there was no way of seeing whether the T&#039;leth-based invasion in TFTD would even work - from their perspective it&#039;s possible that getting T&#039;leth to bootstrap itself could have caused a catastrophe (they don&#039;t know whether or how badly it&#039;s damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T&#039;leth expedition in the first place. [[User:magic9mushroom]]&lt;br /&gt;
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T&#039;Leth was a coleny ship sent by the Sectoid/Aquatoid&#039;s millions of years earlier. This is why the Aquatoids use electronics to augment there control over other creatures, while there progeny are genetically modified to gain the same control. In TFTD it&#039;s implied that the T&#039;Leth had been partialy active for a long time. Thawing out aliens in small groups but never going in full production. UFO aliens may have not intended to start the full awakening cycle until they had a chance to prepare the planet. &lt;br /&gt;
OR, given the Ultimate Alien was aquatoid in origin by his looks and there was no other races from the first game involved. And the fact that Sectoid/Aqutoid&#039;s are not the top of the food chain with the Ethereal and Brain being more powerful it&#039;s possible the brain had decided that the Ultimate Alien was a threat to it&#039;s power. It was not until it&#039;s death that they tried send the signal. --[[User:BladeFireLight|BladeFireLight]] 17:19, 22 March 2010 (EDT)&lt;br /&gt;
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===Why did the aliens use limited force during the First Alien War?===&lt;br /&gt;
&lt;br /&gt;
Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don&#039;t the aliens watch sci-fi movies to see how it should be done?&lt;br /&gt;
&lt;br /&gt;
:Perhaps they don&#039;t have the standing forces to do so, and are in the process of building up the forces needed to do so.  Perhaps they don&#039;t want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild.  Perhaps they&#039;re too condescending to think that humanity ever really has a chance; they&#039;ve probably conquered thousands of other planets without anyone ever successfully resisting them.  Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it.  Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they&#039;re all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
::The most plausible explanation seems to be the one employed in the Worldwar series, by Harry Turtledove, but that does not seem to mesh with what the Brain says about having been on Mars for a while, since then they could watch the Earthlings perpetually. Of course, what it says is probably a bunch of lies. Thinking about what it says for too long also raises the question of why the aliens attacked when they did, of course... [[User:Vizzydix1|Vizzydix1]] 21:52, 18 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.&lt;br /&gt;
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...&lt;br /&gt;
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth&#039;s. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.&lt;br /&gt;
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...&lt;br /&gt;
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]&lt;br /&gt;
* Nope, the aliens could just invoke John&#039;s Law and blow up the planet with a kamikaze battleship at .9c. Even failing that, the alien battlefleet could come in numbers sufficent to blot out the sun.--[[User:(name here)|(name here)]] 14:39, 8 November 2009 (EST)&lt;br /&gt;
** Lest we forget, X-Com is essentially the Spartans to the aliens&#039; Persian Empire. So they&#039;d just fight in the shade (which would be a blessing in desert missions). --[[User:Guido Talbot|Guido Talbot]] 13:58, 16 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Aliens first began with smal scouting missions, so maybe all we expirience in X-Com is initial attacks by aliens, maybe the whole base was begining scouting and waiting for the invasion fleet? Aliens problably could be in sense dumber than humans, humans are adaptable and thinking, our technology advances fast, and we are fast and smart enough to stop the invasion before it begins. Aliens problably were not used to it so they thought  &amp;quot;oh well, another invasion...&amp;quot;.  --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mankind, as a whole, is incredibly cunning and full of guile.  We are also incredibly aggressive.  A trait that the most of the Aliens can barely concieve.  Though we are weaker physically, mentally, etc, we are overly developed when it comes to strategem and war.  The aliens are, in essence, have come to an inverse of Flatland.  Though they are advanced, it is they who are 2D to our 3D approach to fighting.  They return to earth, and through extensive research and testing, determine that inferior are strategically to humans.  So...they use their advances to what they percieve as the most full advantage, and call for reinforcements over the initial months of the First Alien War.  For eons, only the Sectoid make arrivals to earth.  When the Brain finally realizes the situation, that mankind has woke up and is dealing with them most directly, it begins to get desperate, it sends reinforcements, but only incrementally.  (Its always focused on peak efficiency).  The concept of overwhelming force is illogical and some how, disdainful, to it.  It prefers nuance, interogation, politics, and assessment.  The Brain determine that its more effective to eliminate allies of XCOM than to face it directly.  The concept of obliterating anything from orbit is reprehensible.  Everything must be examined, especially the dead creatures you leave behind.  Over time, it would learn man&#039;s tactics and assimilate.  In fact, each race called in is an example of the Brain adapting.  The Floaters bring forth an extra dimension to combat.  The snakemen aggressiveness and accuracy.  Mutons a culmination of superior warrior breeding, raw physical power, and determination not unlike the so called human soul.  Finally, the Ethereals enter, with capacity to bring overwhelming force.  In time, as they do on Mars base, they might begin joint force attacks with Mutons backed by Ethereals, supported by a mix of terror weapons.  Fortunately, the First Alien War is ended before they fully develop such cunning.  Hence the desperate act of T&#039;Leth.  The Brain has learned the power of anger fueled by vengeance and desperation.&lt;br /&gt;
--[[User:BlackLibrary|BlackLibrary]] 11:10, 29 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve always viewed it as primarily a lack of resources. Even if you get a UFO every single day and shoot them all down so that there&#039;s no possible chance of any of them being the same UFO that&#039;s still only several hundred to perhaps a thousand or few UFO&#039;s over the course of several years. And most of those are quite small and not too difficult to take out with regular old interceptors and human armaments. If used all at once it might be enough to achieve air superiority, particularly if the Battleships do all the heavy lifting. But it also might not. It certainly would NOT provide enough soldiers to mount a worldwide ground offensive. The crews on those ships aren&#039;t all that big. There&#039;s also no reason to assume that all those craft, weapons, soldiers, and more importantly... elerium are all available at the same time. It&#039;s quite likely that the aliens are cloning new soldiers, building new weapons and UFO&#039;s, and possibly receiving supplies (particularly of elerium) from deep space. Elerium is needed to manufacture a lot of their stuff as well, and we already know it&#039;s a limited resource in our solar system. Consider on top of that how much get&#039;s used up as fuel every time a UFO visits Earth. If they sent all their UFO&#039;s they would use up their reserves of Elerium all at once for a 1 day attack that ultimately would fail. Instead of conquering the Earth wholesale they are trying to influence governments into signing secret pacts with them so that they can control the population of the Earth rather than wipe us out. They do this by using terrorism to intimidate the public and inserting clones to infiltrate governments while holding secret negotiations. A steady stream of UFO missions keeps up the pressure until governments break. Lucky for us they never expected us to bring the fight to the command center on mars. Just imagine if they had built base defenses like we can for our bases. heh Lord would it be aggravating building up a crew of top notch soldiers, constructing an Avenger from scratch, scrapping together all the gear, sending it to Mars, and then watching it get blown to bits before it even lands... O,o Also consider that their UFO&#039;s have operated with relative impunity for a very long time. Presumably XCom is the first organization to shoot down a UFO? As for Earth ramping up for a full scale war, it&#039;d be unlikely that we could really produce enough alien technology in any reasonable timescale to actually outfit whole nations armies, especially with limited Elerium. Perhaps the tech that doesn&#039;t require Elerium, but then again shifting an entire army from one weapon system to another is not as simple as merely producing all the weapons. It&#039;s an extremely long, arcane, and baffling process. Getting just the branches of the US military to switch to laser weapons would probably take at least a decade. I think that limited resources and the intent to control and dominate rather than eliminate the population of the Earth explain it. For that matter they would see the human population it-self as a resource. Hence the use of small scale terrorism rather than attempting to use any weapons of mass destruction. A bunch of aliens walking around shooting people is still pretty damn scary stuff.[[User:Mannon|Mannon]] 13:12, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would have thought that the simplest answer here is best. The aliens are manifestly unable to survive outside containment or bases for prolonged periods. Further, their clearest technological advantage over the humans (at least, prior to X-Com research) is mind control. Therefore, their primary method of offence is not to get bogged down in a ground war, but to engage in the overthrow of governments by infiltration, coercion, corruption and bribery, and achieve complaisance by terrorisation of the general populace. It is for this reason that standard combat tactics involving large hierarchies are ineffectual against the aliens (when the government/command can be mind controlled and the theatre can be defined by a mobile alien force). A decentralised, partly cellular, covert approach like X-Com is preferable, but unable to win an outright ground war either (being composed of, at maximum, 250 soldiers). Of course in reality, the irony is that the aliens/bourgeoisie/Fox network have Mind Controlled you, the X-Com commander into wasting your time with retro video games instead of doing anything about their societal control!&lt;br /&gt;
--[[User:Oogleshay|Oogleshay]] 16:16, 18 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
My theory is that the aliens are deliberately trying to be low-key because they know once the UN can no longer keep the invasion a secret, they will have no reason to pull their punches at defending Earth. The aliens want to make it so that once humanity at large fully realizes what&#039;s going on, it&#039;s already too late - they&#039;re poking the sleeping giant but take care not to awaken it before amputating all limbs to make it unable to defend itself once awake.--[[User:Amitakartok|amitakartok]] 06:33, 14 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==TFTD issues==&lt;br /&gt;
===What was the relationship between the aliens from the 1st and 2nd wars?===&lt;br /&gt;
&lt;br /&gt;
Quoting from the UFOPaedia regarding Alien Origins: &#039;Deep in the oceans there lie ancient&lt;br /&gt;
sites used by the Aliens to contact their stellar cousins.&#039; This also has some implications regarding the issue of why T&#039;Leth was only activated when the Sectoids were defeated. &lt;br /&gt;
&lt;br /&gt;
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.&lt;br /&gt;
&lt;br /&gt;
Aquatoids are the ancestors of the Sectoids. The colony ship was sent out slowing than light hundreds of millions of years ago. Sectoids are a more genetically advanced race. The rest of UFO aliens were picked up after that point. The Brain and Ethereals probably conquered the Sectoids and don&#039;t regard them highly. While the Aquatoids that were thawed over the years created, conquered (Gill Man) or manufactured the rest of the allies over time. I picture the Tasoth as probably something they brought with them and have been working on. Since most of the Aquatoids come from suspended animation they have not tinkered with genes much. Instead modifying and using electronics (MC Chip) to control. --[[User:BladeFireLight|BladeFireLight]] 17:28, 22 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What kind of materials were &#039;synomium&#039; and &#039;adamantium&#039;?===&lt;br /&gt;
&lt;br /&gt;
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T&#039;Leth is destroyed: &#039;he twisting hugeness of T&#039;leth begins to rupture.&lt;br /&gt;
Flames and smoke spew from its gleaming spires and adamantium halls.&#039;&lt;br /&gt;
&lt;br /&gt;
:Synomium is probably a special material used in the comm. devices, like Stargate&#039;s naquadah (universal stuff), naquadria (unstable power source), trinium (hull material) and neutronium (superdense metal). Adamantium is a legendary material in ancient literature that is said to be indestructible, similarly to mithril.--[[User:Amitakartok|amitakartok]] 10:55, 3 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Adamantium is said to be one of the strongest elements in many books and films such as X-men. --[[User:St.froppelie|St.froppelie]] 19:45, 23 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
*See also Wikipedia article on Adamantium: [http://en.wikipedia.org/wiki/Adamantium]&lt;br /&gt;
&lt;br /&gt;
===How deep were X-COM bases located on the seas?===&lt;br /&gt;
&lt;br /&gt;
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. &lt;br /&gt;
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)&lt;br /&gt;
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as unstable areas (underwater volcanoes, prone to seaquakes, rock avalanches, etc.) and depths.&lt;br /&gt;
*Given that the Alien Retaliation missions in TFTD are called &amp;quot;Floating Base Attack&amp;quot;, I&#039;d say floating. Also remember that your starting sonar can&#039;t see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]&lt;br /&gt;
** Floating doesn&#039;t always happen on the surface. The surface has to deal with large waves ad bobbing up and down, submerged only has the currents it could be stabilized easier. --[[User:BladeFireLight|BladeFireLight]] 11:57, 14 January 2010 (EST)&lt;br /&gt;
* I was recently researching how far you have to be down to not be effected by surface conditions. You have to be submerged 1/2 of a waves lenght (measured crest to crest) Best I can find is that the average wave is 150 yards accross. To not be effected by the waves you have to be 75 Yards below. This is way below the depth needed to not be effected by the bends when surfaceing. I figure they are probably right at the limit of what can be safe for quick surfacing and well anchored to avoid getting [http://www.youtube.com/watch?v=LwKXfc_a4Ag tossed in a storm].  --[[User:BladeFireLight|BladeFireLight]] 17:37, 22 March 2010 (EDT) &lt;br /&gt;
**Something else to consider - these &#039;floating bases&#039; could be large modular submarines/submersibles. If memory serves, submarines basically maintain sea-level pressure regardless of the depth, so that could explain why they&#039;d be able to be 75+ feet below sea level and not suffer the bends when surfacing.&lt;br /&gt;
::(Or, y&#039;know, we could just say &amp;quot;a wizard did it&amp;quot;.) --[[User:Guido Talbot|Guido Talbot]] 14:13, 16 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XCOM: Enemy Unknown (2012) issues==&lt;br /&gt;
===Motives behind the invasion===&lt;br /&gt;
Now, the UberEtherial pretty much spells out the whole point of the invasion, as well as of their use &amp;amp; control of all the other aliens: they &#039;&#039;wanted&#039;&#039; humanity to evolve and become powerful, because they needed a species that was both high in physical prowess, and a powerful psychic warrior. He (presuming gender) freely admits that their bodies suck (and that the other races suck in body and/or mind even more), and the 1st-3rd-1st person pronoun switch in ONE sentence (&amp;quot;We who failed to ascend as &#039;&#039;they&#039;&#039; thought we would&amp;quot;) and &amp;quot;preparation for what lies ahead&amp;quot;, as well as his descriptions of the other alien races in the Temple Ship imply a number of things:&lt;br /&gt;
*The other races are enslaved races, perhaps from earlier invasions (possibly starting with Sectoids and Etherials being different castes of the same species?), themselves having been enhanced by their own resistances, before becoming enslaved on the degree of being puppets.&lt;br /&gt;
*The whole point of the invasion is enslavement of humans, not extermination, for the perfect warrior-- any Metroid fans can think of the Chozo also becoming masters of Psionics and energy manipulation, at the cost of becoming physically frail and infertile, and entrusting the Power Suit -- and their legacy -- to Samus.&lt;br /&gt;
*The alien surgeries (which greatly resemble Sensory Deprivation tanks-- you can even zoom in to see captive humans twitch sporadically) are their version of XCOM&#039;s Psi Lab (which &#039;&#039;also&#039;&#039; greatly resemble Sensory Deprivation tanks): they are &#039;farming&#039; humans for Psi potential, similar to how us, the player, may farm soldiers for our own Psi Squad&lt;br /&gt;
*Which then makes XCOM almost as much the &#039;&#039;Etherial&#039;s&#039;&#039; project as it is the Council&#039;s (hence why they do not invade or attack XCOM HQ or Interceptor bases)&lt;br /&gt;
*Someone/thing &#039;&#039;else&#039;&#039; is involved, someone the Etherials are in some way subservient to: notice in the Temple Ship and in the Overseer UFO, the strange, Cathedral-like &amp;quot;Stained Glass Windows&amp;quot;. To me, there appear to be &#039;&#039;two&#039;&#039; figures in each: the much more visible 4-armed Etherial silhouette, and in a transparent, but slightly darker shade of lavender, some other 6-8 limbed creature, with a larger body and a very different head-shape behind the first.&lt;br /&gt;
*&amp;quot;What lies ahead&amp;quot; may mean some coming disaster, or merely a challenge and testing from this sequel-hook of &amp;quot;They&amp;quot;&lt;br /&gt;
*Additionaly: the description of the Hyperwave device implies contact with an alternate dimension. The organic-metallic (silicon based, perhaps?) form of the Outsiders (as opposed to the rather obvious &amp;quot;manufactured and machined parts grafted onto flesh&amp;quot; Cyborg attachments of both Floater varieties), and their absence (especially from the Temple Ship) after the device&#039;s capture, as well as released screenshots of the upcoming FPS XCOM game (mentioning Outsiders AND being placed several decades ago)-- all this suggests alternate timelines as well as alternate dimensions (in quantum physics, these are practically the same thing anyways), as well as some species native to this &#039;&#039;Outside&#039;&#039; dimension that are the ones, this &amp;quot;They&amp;quot;, whom are actually calling the shots.&lt;br /&gt;
--[[User:Xuncu|Xuncu]] 03:56, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===How is it possible for Psionic soldiers to exist?===&lt;br /&gt;
After capturing a Psi-capable enemy and dissecting it: does XCOM reverse-engineer the implants and insert them into troops (whether they test positive (capable of using them) or not)? Or, is the testing just digging for a Psi signal that &#039;&#039;is already there&#039;&#039;? In which case, it&#039;s a human-evolved trait, but from where, and why wasn&#039;t it found before? Vahlen&#039;s reasearch implies similar genetic struture between aliens and humans: do humans and Etherials/Sectoids have a common Psi-capable ancestor, or have the Etherials been interfereing with human evolution for at least 20-30 years (or however old troopers tend to be, with Shaojie Zhang and his advanced age, equally possible to have Psi-Abilites), if no longer? At least in Apocalypse, there&#039;s the excuse of Sectoid/Human Hybrids. How do humans use a power just discovered that year, and only a few months of practice, end up with the capacity to potentially mind-control Etherials, each of which who have several thousand years of personal experience with Psi abilites? --[[User:Xuncu|Xuncu]] 05:28, 11 April 2013 (EDT)&lt;br /&gt;
:It&#039;s implied that humans were always latent psionics (it&#039;s possible that if we weren&#039;t, the Ethereals would never have bothered us at all). The cutscene where your first psionic is found suggests the testee is immersed in some sort of purple gas, which presumably causes some physiological change to make them operant psionics. As for how human psionics get so good so quickly, good question, though bear in mind that psionic humans are implied to be an Ethereal&#039;s equal in raw power, but while an Ethereal has to expend psionic power all the time just to stay alive and standing, a human can devote it all to his psionic attacks. This could explain why humans are on an equal footing with Ethereals despite having comparatively little practice. More simply, it could just be that humans are badass compared to aliens; we certainly seem to be able to reverse engineer their technology in record time AND then make improvements to it, suggesting we&#039;re frankly just &amp;quot;better&amp;quot; than them. [[User:Binkyuk|Binkyuk]] 09:07, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45616</id>
		<title>The Mysteries of X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45616"/>
		<updated>2013-04-13T03:23:43Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* How fast can alien craft travel in space? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion page for some less clear aspects of the series&lt;br /&gt;
&lt;br /&gt;
==General issues==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;How fast can alien craft travel in space?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.&lt;br /&gt;
&lt;br /&gt;
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Really fast.  Consider that they don&#039;t need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots.  (Mars DOES have 2 moons, recall.)  Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it&#039;s simply that the command staff are at Cydonia.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Good article in last month&#039;s Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. &lt;br /&gt;
&lt;br /&gt;
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Also keep in mind that both Phobos and Deimos are tiny. They are basically captured asteroids. Neither would be useful in gravity assist. But yeah, the UFO&#039;s shouldn&#039;t need any assist anyway.[[User:Mannon|Mannon]] 11:35, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Consider that many of the same aliens as UFO/EU are in X-COM Intercepter, having necessarily had to break light speed. Consider that if outside any atmoshphere a battleship could reach 4800 knots(in-game top speed) within two minutes (which is about how long it appears to take in-game) then it is accelerateing at about 18m/s/s or almost 2Gs. In 24 hours it would reach 1,555km/s. At this speed (assuming it turned it&#039;s drive off after 24h) it would travel about 134,000,000km each day. The maximum distance between Earth and mars is about 401,000,000km. &lt;br /&gt;
:For simplicity, because we have room to work with here, even if a battleship were to accelerate for 24 hours while orbiting mars, and again had to decelerate for 24 hours in orbit after reaching earth, (all while a chrysalid inside balanced two apples on each of it&#039;s mandibles) it would still only take 5 days to reach earth when both planets are at opposite orbital positions. It seems that the Ethereals can wipe out your base and not have to miss Ladies Night, assuming the club is also on earth. &#039;&#039;Ethereal Mind-Trick: &amp;quot;You don&#039;t want to &#039;blow dis joint&#039;. You want to come back to the UFO for a little abduction mhmhmhmhhmm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;What happens to the crashed UFO craft and its crew?&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?&lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* The UFO and its occupants are recovered by other humans.&lt;br /&gt;
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)&lt;br /&gt;
* The Aliens self-destruct the craft and kill themselves in the process, ensuring their remains will not be recovered by humans. &lt;br /&gt;
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.&lt;br /&gt;
* The Aliens blow up the UFO and disappear into the countryside.&lt;br /&gt;
* Most likely answer, IMHO: The local government/ funding nations give X-COM a limited time window to launch any operation, similiar to what you see in covert ops movies: &amp;quot;Complete the mission within 36 hours, or we initiate Carpet Bombing of the area&amp;quot;. This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
: In the UFO TV show, it&#039;s stated that alien craft and bodies degrade quickly in Earth&#039;s atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: As Zombie said, doesn&#039;t Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Those are excellent suggestions.  One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft.  This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn&#039;t always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.)  Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
:::If there&#039;s a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::::Of course they do! Have you ever noticed how dumb your units can be? That&#039;s because the aliens can&#039;t live with too much nitrogen, so they turn some of it in their force field to oxygen, and excessive amounts of oxygen make you act weird. After a while, their power source runs out and the nitrogen returns, dissolving them into E-115. (What did you think it was made of?) AT least, that&#039;s what seemes logical to me, ad is a combination of many postulates here. 21:36, 18 March 2010 (EDT)&lt;br /&gt;
:::::That would require that the aliens&#039; biochemistry and the alien alloys used in the power sources reacted with nitrogen, which is a mostly inert gas on normal temperature and pressure and a . It&#039;s kinda of weird that the aliens didn&#039;t bothered with fixing that vulnerability with their craft and bodies during millions of years (what happens if the force field malfunctions while capturing cattle? ooops!) but ok. The increase in the amount of oxygen would probably also turn any kind of fire into large explosions throughtout the force field. [[User:Hobbes|Hobbes]] 21:24, 19 March 2010 (EDT)&lt;br /&gt;
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
*I&#039;d guess that the aliens would eventually mount their own rescue missions, especially once they realized that XCOM is farming their ships for resources (they must know we don&#039;t have ready access to their alloys and Elerium) and co-opting their technology. In the Firaxis game, when idling in the Situation Room screen, Central&#039;s (often amusing) radio chatter implies that there are many more UFO&#039;s and reports that don&#039;t go into the globe. Additionally: only 16 countries are covered, and there are over 150 countries on earth, plus all the oceans. After all, if we were shooting down every last ship, then the alien collective shouldn&#039;t be able to land so many aliens for Terror Missions. --[[User:Xuncu|Xuncu]] 02:48, 26 January 2013 (EST)&lt;br /&gt;
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===How do the aliens carry their equipment?===&lt;br /&gt;
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.&lt;br /&gt;
&lt;br /&gt;
:Potentially a sticky gel-like area on the limb.  Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered.  Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands.  Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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===Are X-COM transport craft piloted?===&lt;br /&gt;
&lt;br /&gt;
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed.  It&#039;s entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that.  (The aliens could screw over the entire op by killing the pilot).  It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over.  Limiting this to having the tank inside is a rather good idea.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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:I recall that the various cutscenes in the PSX version had a pilot, most notably in the &amp;quot;Mission Failure&amp;quot; scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)&lt;br /&gt;
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===What sort of physical process is used to increase human stats over time?===&lt;br /&gt;
&lt;br /&gt;
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn&#039;t easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. &lt;br /&gt;
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:Lifting weights will increase strength.  Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster.  I see no reason natural increase doesn&#039;t work.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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What I don&#039;t get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn&#039;t they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24&lt;br /&gt;
&lt;br /&gt;
:There&#039;s been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project.  If the latter, it would easily explain their rather poor early stats.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:: I know what you mean... if this were Jagged Alliance, it&#039;d be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]&lt;br /&gt;
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:Health isn&#039;t gained from getting shot. But as for the &amp;quot;ludicrously low stats&amp;quot; issue, maybe they&#039;re being selected on some other basis, or there&#039;s a real shortage of volunteers. [[User:Magic9mushroom|Magic9mushroom]] 04:56, 25 September 2009 (EDT)&lt;br /&gt;
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:: I think that the X-COM&#039;s soldiers have big responsibilities, can&#039;t have children. They are sworn in and only then go to the field - if someone can&#039;t be trusted to keep a secret, he&#039;s getting sacked, given a shitty job (ever wondered who maintained the General Stores?) or worse. - n, 16:47, 16 August 2010 (GMT+2)&lt;br /&gt;
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In Hotpoint&#039;s [http://www.tthfanfic.org/Story-16092/Hotpoint+XSGCOM+Goa+uld+Defence.htm| XSGCOM: Goa&#039;uld Defense], his explanation is that after a few missions of watching their fellow newbies die, the survivors give in and volunteer for an experimental regimen of performance-enhancing drugs. IRL, steroids and such don&#039;t result in instant strength enhancement, they just encourage accelerated development of muscles. [[User:Kalaong|Kalaong]] 03:16, 28 March 2011 (EDT)&lt;br /&gt;
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Heh: http://www.nerfnow.com/comic/901 --[[User:Xuncu|Xuncu]] 02:52, 26 January 2013 (EST)&lt;br /&gt;
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==Enemy Unknown/UFO Defence issues==&lt;br /&gt;
===&#039;&#039;&#039;Why isn&#039;t Earth overrun by Snakeman/Chryssalids?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
According to the UFOPaedia, Snakemen&#039;s &amp;quot;Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time&amp;quot; adding the ominious conclusion: &amp;quot;Left to its own devices this species would be a severe threat to life on earth.&amp;quot;&lt;br /&gt;
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. &lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. &lt;br /&gt;
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
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::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth&#039;s atmosphere, which would limit their lifespan in earth&#039;s atmosphere, also making egg-laying pointless, since the offspring wouldn&#039;t be able to breathe or survive.  It has also been suggested that Chryssalids have a very rapid metabolism.  Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool.  When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government&#039;s cooperation.  Or even further, it&#039;s possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth&#039;s atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it&#039;s likely this would be one of the first things that they would &#039;correct&#039;.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
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===What is the propose of the &#039;disco balls&#039; found inside some UFOs?===&lt;br /&gt;
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:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems.  They could also be circuit breakers or electrical junction boxes, or even a component of the UFO&#039;s particle beam they use to fry X-COM Interception craft.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
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:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:Presumably [[Alien Entertainment]] is psionic in some way, maybe they&#039;re Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]&lt;br /&gt;
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::&#039;Disco balls&#039; = Alien &#039;LSD&#039; emitters. Travelling through space to go on almost-suicide missions force aliens to develop POWERFUL relaxing devices to entertain themselves and not go insane :P. --[[User:Nekrocow|Nekrocow]] 20:10, 24 June 2012 (EDT)&lt;br /&gt;
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===Who buys those alien bodies/equipment from X-COM?===&lt;br /&gt;
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:Equipment likely goes to the funding nations or the international black market.  No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it&#039;d just be cash-and-carry.  Similarly, scientists would likely be interested in looking at much of this stuff for their own research.  This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge.  The money on corpses could also be an &amp;quot;Alien Bounty&amp;quot; paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed.  Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
From the USO (Kasey Chang): XARQUID SUSHI.&lt;br /&gt;
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===How did the aliens got to Mars?===&lt;br /&gt;
&lt;br /&gt;
There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?&lt;br /&gt;
&lt;br /&gt;
:The UFOs are mission craft, used for the legwork.  The fighters; we never see the carriers.  Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger &amp;quot;Carrier&amp;quot; ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: One word: TFTD. The entire city of T&#039;leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.&lt;br /&gt;
::: T&#039;Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::... there are no indications that the UFOs are INcapable of FTL... I don&#039;t think you would want to perform FTL travel within Earth&#039;s planetary atmosphere!&lt;br /&gt;
::: There are no indications that they are capable as well. And X-COM scientists don&#039;t seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)&lt;br /&gt;
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)&lt;br /&gt;
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can&#039;t remember if it&#039;s canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.&lt;br /&gt;
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I&#039;m pretty certain the technology is Elerium based. It&#039;s not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.&lt;br /&gt;
Though I&#039;m a bit puzzled why all T&#039;leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
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:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate.  As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM&#039;s resources, and then they blew it all without learning anything more than the original X-COM scientists.  And yes, Earth clearly gets FTL after TFTD but before Interceptor.  The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater.  Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them.  Zrbite functions similar to Elerium, being gold mixed with alien bio-material.  Unfortunately, Zrbite only works when supported by a massive energy grid created by T&#039;leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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OK... take the UNIT of elerium out of the equation... let&#039;s say that Earth had 5000 units of elerium, so 6 units get&#039;s an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.&lt;br /&gt;
2065 On October the 27th, the probe &#039;Tombstone 1&#039; returns reports to Earth. It&#039;s data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet&#039;s within the probe&#039;s scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.&lt;br /&gt;
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they&#039;ve got non-Elerium based space travel and FTL, and more powerful weapons too, what&#039;s the big deal about Elerium in the Frontier? Does mankind even need it anymore?&lt;br /&gt;
As for T&#039;leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T&#039;leth on aqua plastics and Zrbite when T&#039;lth was first constructed? Or did T&#039;leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?&lt;br /&gt;
...&lt;br /&gt;
Actually, come to think of it, it&#039;s obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)&lt;br /&gt;
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:It&#039;s implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth&#039;s technology forward at least a few decades...which really is entirely reasonable.  Much of the technology can be replicated on earth, and the principles and designs can be reapplied.&lt;br /&gt;
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:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.&lt;br /&gt;
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:And was there anywhere that specifically said that T&#039;Leth was made of Aqua Plastics?  I don&#039;t recall.  Yes, the rest of their subs are made of aqua plastics, but I&#039;m wondering if something the size of a medium city might perhaps be made of something a bit more durable.  PS: Thanks for signing your post!  :D  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)&lt;br /&gt;
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It&#039;s not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there&#039;s gold here. Therefore it&#039;s obvious why they used Zrbite. Also, there&#039;s the fact that it was an Aquatoid colony mission, intended to produce an &amp;quot;aquatic paradise&amp;quot;, so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]&lt;br /&gt;
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:I think that the use of Aqua Plastics instead of Alien Alloys is perfectly justified by the fact that T&#039;leth crashed million of years ago while the aliens that came to take a shot or two at earth were two million years ahead technologically. So Aqua plastics was some plastic that was used by aliens before they&#039;ve got the Alloys. You might argue - it&#039;s Aqua Plastics, so Aqua =/= Space. Well, Aliens weren&#039;t calling them aqua, and there wasn&#039;t anything saying that Aqua Plastics is not suitable for Space Travel. --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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... I think Alien Alloys alone would catapult earth&#039;s technology forward a decade, and there&#039;s no reason humanity can&#039;t use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.&lt;br /&gt;
By the time of Interceptor, Elerium weapons aren&#039;t that powerful. Good point about power generation though.&lt;br /&gt;
I would assume that T&#039;leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.&lt;br /&gt;
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&lt;br /&gt;
::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.&lt;br /&gt;
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::Question: How long does it take the Avenger to reach Mars from Earth?  [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
:::No longer than a week, in my opinion.  Probably less than 2 days.  Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds.  (You could choose to burn 40% of the Elerium in one blast to get to high speed.  Or you could burn even more and refuel while it&#039;s landed...or it could be a mission with no guaranteed escape for the crew.  The lives of the many over those of the few and all that, especially since the war hinges on the mission.)  In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)&lt;br /&gt;
:::If you&#039;d burn that much fuel to accelerate the craft then you&#039;d have to use as much again to decelerate it and attain a planetary orbit, otherwise you&#039;ll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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::: UFO drives are non-Newtonian so those sort of rocket equations don&#039;t necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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::: Well, they could put a mini mind shield on the Avenger, shoot down a UFO roughly their size, and then fly to Cydonia when the UFO they shot down was supposed to return based on the instructions found by the hyper-wave decoder. Basically taking the place of the UFO. Shouldn&#039;t be too hard since the UFO&#039;s are pretty common by the time you research Cydonia or Bust. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] 14 February 2010 (MST)&lt;br /&gt;
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::That would leave 20% of the fuel to take off the Avenger and land it.  Not really that unreasonable.  While they&#039;re landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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Perhaps Elerium-based drives are a bit like Ramjet engines, where they&#039;re actually useless or inefficient &#039;&#039;below&#039;&#039; a certain threshold speed? --[[User:Xuncu|Xuncu]] 03:02, 26 January 2013 (EST)&lt;br /&gt;
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===What happened to Mars and the alien civilization there?===&lt;br /&gt;
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According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. &lt;br /&gt;
&lt;br /&gt;
:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field.  As the atmosphere dissipated, the aliens left or died off.  It&#039;s also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth&#039;s resources.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Where are the human-alien hybrids referred to on the UFOPaedia?===&lt;br /&gt;
&lt;br /&gt;
:For the ones on earth, probably in hiding or in laboratories for research.  For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks.  Cloning is alot easier than making genetic hybrids and there&#039;s nothing that says their first-generation experiments would be suitable for combat.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: They are babies at the time of X-com, and few in number. Their aren&#039;t even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Why did the aliens only activate T&#039;Leth after they were defeated?===&lt;br /&gt;
&lt;br /&gt;
On TFTD T&#039;Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. &lt;br /&gt;
&lt;br /&gt;
:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them.  Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole.  This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
T&#039;Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.&lt;br /&gt;
In fact, looking at the timelines, it takes 40 years for T&#039;leth to wake up from it&#039;s slumber... that&#039;s one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]&lt;br /&gt;
&lt;br /&gt;
Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T&#039;leth, and there was no way of seeing whether the T&#039;leth-based invasion in TFTD would even work - from their perspective it&#039;s possible that getting T&#039;leth to bootstrap itself could have caused a catastrophe (they don&#039;t know whether or how badly it&#039;s damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T&#039;leth expedition in the first place. [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
T&#039;Leth was a coleny ship sent by the Sectoid/Aquatoid&#039;s millions of years earlier. This is why the Aquatoids use electronics to augment there control over other creatures, while there progeny are genetically modified to gain the same control. In TFTD it&#039;s implied that the T&#039;Leth had been partialy active for a long time. Thawing out aliens in small groups but never going in full production. UFO aliens may have not intended to start the full awakening cycle until they had a chance to prepare the planet. &lt;br /&gt;
OR, given the Ultimate Alien was aquatoid in origin by his looks and there was no other races from the first game involved. And the fact that Sectoid/Aqutoid&#039;s are not the top of the food chain with the Ethereal and Brain being more powerful it&#039;s possible the brain had decided that the Ultimate Alien was a threat to it&#039;s power. It was not until it&#039;s death that they tried send the signal. --[[User:BladeFireLight|BladeFireLight]] 17:19, 22 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Why did the aliens use limited force during the First Alien War?===&lt;br /&gt;
&lt;br /&gt;
Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don&#039;t the aliens watch sci-fi movies to see how it should be done?&lt;br /&gt;
&lt;br /&gt;
:Perhaps they don&#039;t have the standing forces to do so, and are in the process of building up the forces needed to do so.  Perhaps they don&#039;t want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild.  Perhaps they&#039;re too condescending to think that humanity ever really has a chance; they&#039;ve probably conquered thousands of other planets without anyone ever successfully resisting them.  Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it.  Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they&#039;re all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
::The most plausible explanation seems to be the one employed in the Worldwar series, by Harry Turtledove, but that does not seem to mesh with what the Brain says about having been on Mars for a while, since then they could watch the Earthlings perpetually. Of course, what it says is probably a bunch of lies. Thinking about what it says for too long also raises the question of why the aliens attacked when they did, of course... [[User:Vizzydix1|Vizzydix1]] 21:52, 18 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.&lt;br /&gt;
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...&lt;br /&gt;
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth&#039;s. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.&lt;br /&gt;
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...&lt;br /&gt;
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]&lt;br /&gt;
* Nope, the aliens could just invoke John&#039;s Law and blow up the planet with a kamikaze battleship at .9c. Even failing that, the alien battlefleet could come in numbers sufficent to blot out the sun.--[[User:(name here)|(name here)]] 14:39, 8 November 2009 (EST)&lt;br /&gt;
** Lest we forget, X-Com is essentially the Spartans to the aliens&#039; Persian Empire. So they&#039;d just fight in the shade (which would be a blessing in desert missions). --[[User:Guido Talbot|Guido Talbot]] 13:58, 16 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Aliens first began with smal scouting missions, so maybe all we expirience in X-Com is initial attacks by aliens, maybe the whole base was begining scouting and waiting for the invasion fleet? Aliens problably could be in sense dumber than humans, humans are adaptable and thinking, our technology advances fast, and we are fast and smart enough to stop the invasion before it begins. Aliens problably were not used to it so they thought  &amp;quot;oh well, another invasion...&amp;quot;.  --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mankind, as a whole, is incredibly cunning and full of guile.  We are also incredibly aggressive.  A trait that the most of the Aliens can barely concieve.  Though we are weaker physically, mentally, etc, we are overly developed when it comes to strategem and war.  The aliens are, in essence, have come to an inverse of Flatland.  Though they are advanced, it is they who are 2D to our 3D approach to fighting.  They return to earth, and through extensive research and testing, determine that inferior are strategically to humans.  So...they use their advances to what they percieve as the most full advantage, and call for reinforcements over the initial months of the First Alien War.  For eons, only the Sectoid make arrivals to earth.  When the Brain finally realizes the situation, that mankind has woke up and is dealing with them most directly, it begins to get desperate, it sends reinforcements, but only incrementally.  (Its always focused on peak efficiency).  The concept of overwhelming force is illogical and some how, disdainful, to it.  It prefers nuance, interogation, politics, and assessment.  The Brain determine that its more effective to eliminate allies of XCOM than to face it directly.  The concept of obliterating anything from orbit is reprehensible.  Everything must be examined, especially the dead creatures you leave behind.  Over time, it would learn man&#039;s tactics and assimilate.  In fact, each race called in is an example of the Brain adapting.  The Floaters bring forth an extra dimension to combat.  The snakemen aggressiveness and accuracy.  Mutons a culmination of superior warrior breeding, raw physical power, and determination not unlike the so called human soul.  Finally, the Ethereals enter, with capacity to bring overwhelming force.  In time, as they do on Mars base, they might begin joint force attacks with Mutons backed by Ethereals, supported by a mix of terror weapons.  Fortunately, the First Alien War is ended before they fully develop such cunning.  Hence the desperate act of T&#039;Leth.  The Brain has learned the power of anger fueled by vengeance and desperation.&lt;br /&gt;
--[[User:BlackLibrary|BlackLibrary]] 11:10, 29 May 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I&#039;ve always viewed it as primarily a lack of resources. Even if you get a UFO every single day and shoot them all down so that there&#039;s no possible chance of any of them being the same UFO that&#039;s still only several hundred to perhaps a thousand or few UFO&#039;s over the course of several years. And most of those are quite small and not too difficult to take out with regular old interceptors and human armaments. If used all at once it might be enough to achieve air superiority, particularly if the Battleships do all the heavy lifting. But it also might not. It certainly would NOT provide enough soldiers to mount a worldwide ground offensive. The crews on those ships aren&#039;t all that big. There&#039;s also no reason to assume that all those craft, weapons, soldiers, and more importantly... elerium are all available at the same time. It&#039;s quite likely that the aliens are cloning new soldiers, building new weapons and UFO&#039;s, and possibly receiving supplies (particularly of elerium) from deep space. Elerium is needed to manufacture a lot of their stuff as well, and we already know it&#039;s a limited resource in our solar system. Consider on top of that how much get&#039;s used up as fuel every time a UFO visits Earth. If they sent all their UFO&#039;s they would use up their reserves of Elerium all at once for a 1 day attack that ultimately would fail. Instead of conquering the Earth wholesale they are trying to influence governments into signing secret pacts with them so that they can control the population of the Earth rather than wipe us out. They do this by using terrorism to intimidate the public and inserting clones to infiltrate governments while holding secret negotiations. A steady stream of UFO missions keeps up the pressure until governments break. Lucky for us they never expected us to bring the fight to the command center on mars. Just imagine if they had built base defenses like we can for our bases. heh Lord would it be aggravating building up a crew of top notch soldiers, constructing an Avenger from scratch, scrapping together all the gear, sending it to Mars, and then watching it get blown to bits before it even lands... O,o Also consider that their UFO&#039;s have operated with relative impunity for a very long time. Presumably XCom is the first organization to shoot down a UFO? As for Earth ramping up for a full scale war, it&#039;d be unlikely that we could really produce enough alien technology in any reasonable timescale to actually outfit whole nations armies, especially with limited Elerium. Perhaps the tech that doesn&#039;t require Elerium, but then again shifting an entire army from one weapon system to another is not as simple as merely producing all the weapons. It&#039;s an extremely long, arcane, and baffling process. Getting just the branches of the US military to switch to laser weapons would probably take at least a decade. I think that limited resources and the intent to control and dominate rather than eliminate the population of the Earth explain it. For that matter they would see the human population it-self as a resource. Hence the use of small scale terrorism rather than attempting to use any weapons of mass destruction. A bunch of aliens walking around shooting people is still pretty damn scary stuff.[[User:Mannon|Mannon]] 13:12, 30 March 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would have thought that the simplest answer here is best. The aliens are manifestly unable to survive outside containment or bases for prolonged periods. Further, their clearest technological advantage over the humans (at least, prior to X-Com research) is mind control. Therefore, their primary method of offence is not to get bogged down in a ground war, but to engage in the overthrow of governments by infiltration, coercion, corruption and bribery, and achieve complaisance by terrorisation of the general populace. It is for this reason that standard combat tactics involving large hierarchies are ineffectual against the aliens (when the government/command can be mind controlled and the theatre can be defined by a mobile alien force). A decentralised, partly cellular, covert approach like X-Com is preferable, but unable to win an outright ground war either (being composed of, at maximum, 250 soldiers). Of course in reality, the irony is that the aliens/bourgeoisie/Fox network have Mind Controlled you, the X-Com commander into wasting your time with retro video games instead of doing anything about their societal control!&lt;br /&gt;
--[[User:Oogleshay|Oogleshay]] 16:16, 18 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
My theory is that the aliens are deliberately trying to be low-key because they know once the UN can no longer keep the invasion a secret, they will have no reason to pull their punches at defending Earth. The aliens want to make it so that once humanity at large fully realizes what&#039;s going on, it&#039;s already too late - they&#039;re poking the sleeping giant but take care not to awaken it before amputating all limbs to make it unable to defend itself once awake.--[[User:Amitakartok|amitakartok]] 06:33, 14 January 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
==TFTD issues==&lt;br /&gt;
===What was the relationship between the aliens from the 1st and 2nd wars?===&lt;br /&gt;
&lt;br /&gt;
Quoting from the UFOPaedia regarding Alien Origins: &#039;Deep in the oceans there lie ancient&lt;br /&gt;
sites used by the Aliens to contact their stellar cousins.&#039; This also has some implications regarding the issue of why T&#039;Leth was only activated when the Sectoids were defeated. &lt;br /&gt;
&lt;br /&gt;
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.&lt;br /&gt;
&lt;br /&gt;
Aquatoids are the ancestors of the Sectoids. The colony ship was sent out slowing than light hundreds of millions of years ago. Sectoids are a more genetically advanced race. The rest of UFO aliens were picked up after that point. The Brain and Ethereals probably conquered the Sectoids and don&#039;t regard them highly. While the Aquatoids that were thawed over the years created, conquered (Gill Man) or manufactured the rest of the allies over time. I picture the Tasoth as probably something they brought with them and have been working on. Since most of the Aquatoids come from suspended animation they have not tinkered with genes much. Instead modifying and using electronics (MC Chip) to control. --[[User:BladeFireLight|BladeFireLight]] 17:28, 22 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===What kind of materials were &#039;synomium&#039; and &#039;adamantium&#039;?===&lt;br /&gt;
&lt;br /&gt;
The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T&#039;Leth is destroyed: &#039;he twisting hugeness of T&#039;leth begins to rupture.&lt;br /&gt;
Flames and smoke spew from its gleaming spires and adamantium halls.&#039;&lt;br /&gt;
&lt;br /&gt;
:Synomium is probably a special material used in the comm. devices, like Stargate&#039;s naquadah (universal stuff), naquadria (unstable power source), trinium (hull material) and neutronium (superdense metal). Adamantium is a legendary material in ancient literature that is said to be indestructible, similarly to mithril.--[[User:Amitakartok|amitakartok]] 10:55, 3 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Adamantium is said to be one of the strongest elements in many books and films such as X-men. --[[User:St.froppelie|St.froppelie]] 19:45, 23 October 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
*See also Wikipedia article on Adamantium: [http://en.wikipedia.org/wiki/Adamantium]&lt;br /&gt;
&lt;br /&gt;
===How deep were X-COM bases located on the seas?===&lt;br /&gt;
&lt;br /&gt;
*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. &lt;br /&gt;
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)&lt;br /&gt;
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as unstable areas (underwater volcanoes, prone to seaquakes, rock avalanches, etc.) and depths.&lt;br /&gt;
*Given that the Alien Retaliation missions in TFTD are called &amp;quot;Floating Base Attack&amp;quot;, I&#039;d say floating. Also remember that your starting sonar can&#039;t see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]&lt;br /&gt;
** Floating doesn&#039;t always happen on the surface. The surface has to deal with large waves ad bobbing up and down, submerged only has the currents it could be stabilized easier. --[[User:BladeFireLight|BladeFireLight]] 11:57, 14 January 2010 (EST)&lt;br /&gt;
* I was recently researching how far you have to be down to not be effected by surface conditions. You have to be submerged 1/2 of a waves lenght (measured crest to crest) Best I can find is that the average wave is 150 yards accross. To not be effected by the waves you have to be 75 Yards below. This is way below the depth needed to not be effected by the bends when surfaceing. I figure they are probably right at the limit of what can be safe for quick surfacing and well anchored to avoid getting [http://www.youtube.com/watch?v=LwKXfc_a4Ag tossed in a storm].  --[[User:BladeFireLight|BladeFireLight]] 17:37, 22 March 2010 (EDT) &lt;br /&gt;
**Something else to consider - these &#039;floating bases&#039; could be large modular submarines/submersibles. If memory serves, submarines basically maintain sea-level pressure regardless of the depth, so that could explain why they&#039;d be able to be 75+ feet below sea level and not suffer the bends when surfacing.&lt;br /&gt;
::(Or, y&#039;know, we could just say &amp;quot;a wizard did it&amp;quot;.) --[[User:Guido Talbot|Guido Talbot]] 14:13, 16 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XCOM: Enemy Unknown (2012) issues==&lt;br /&gt;
===Motives behind the invasion===&lt;br /&gt;
Now, the UberEtherial pretty much spells out the whole point of the invasion, as well as of their use &amp;amp; control of all the other aliens: they &#039;&#039;wanted&#039;&#039; humanity to evolve and become powerful, because they needed a species that was both high in physical prowess, and a powerful psychic warrior. He (presuming gender) freely admits that their bodies suck (and that the other races suck in body and/or mind even more), and the 1st-3rd-1st person pronoun switch in ONE sentence (&amp;quot;We who failed to ascend as &#039;&#039;they&#039;&#039; thought we would&amp;quot;) and &amp;quot;preparation for what lies ahead&amp;quot;, as well as his descriptions of the other alien races in the Temple Ship imply a number of things:&lt;br /&gt;
*The other races are enslaved races, perhaps from earlier invasions (possibly starting with Sectoids and Etherials being different castes of the same species?), themselves having been enhanced by their own resistances, before becoming enslaved on the degree of being puppets.&lt;br /&gt;
*The whole point of the invasion is enslavement of humans, not extermination, for the perfect warrior-- any Metroid fans can think of the Chozo also becoming masters of Psionics and energy manipulation, at the cost of becoming physically frail and infertile, and entrusting the Power Suit -- and their legacy -- to Samus.&lt;br /&gt;
*The alien surgeries (which greatly resemble Sensory Deprivation tanks-- you can even zoom in to see captive humans twitch sporadically) are their version of XCOM&#039;s Psi Lab (which &#039;&#039;also&#039;&#039; greatly resemble Sensory Deprivation tanks): they are &#039;farming&#039; humans for Psi potential, similar to how us, the player, may farm soldiers for our own Psi Squad&lt;br /&gt;
*Which then makes XCOM almost as much the &#039;&#039;Etherial&#039;s&#039;&#039; project as it is the Council&#039;s (hence why they do not invade or attack XCOM HQ or Interceptor bases)&lt;br /&gt;
*Someone/thing &#039;&#039;else&#039;&#039; is involved, someone the Etherials are in some way subservient to: notice in the Temple Ship and in the Overseer UFO, the strange, Cathedral-like &amp;quot;Stained Glass Windows&amp;quot;. To me, there appear to be &#039;&#039;two&#039;&#039; figures in each: the much more visible 4-armed Etherial silhouette, and in a transparent, but slightly darker shade of lavender, some other 6-8 limbed creature, with a larger body and a very different head-shape behind the first.&lt;br /&gt;
*&amp;quot;What lies ahead&amp;quot; may mean some coming disaster, or merely a challenge and testing from this sequel-hook of &amp;quot;They&amp;quot;&lt;br /&gt;
*Additionaly: the description of the Hyperwave device implies contact with an alternate dimension. The organic-metallic (silicon based, perhaps?) form of the Outsiders (as opposed to the rather obvious &amp;quot;manufactured and machined parts grafted onto flesh&amp;quot; Cyborg attachments of both Floater varieties), and their absence (especially from the Temple Ship) after the device&#039;s capture, as well as released screenshots of the upcoming FPS XCOM game (mentioning Outsiders AND being placed several decades ago)-- all this suggests alternate timelines as well as alternate dimensions (in quantum physics, these are practically the same thing anyways), as well as some species native to this &#039;&#039;Outside&#039;&#039; dimension that are the ones, this &amp;quot;They&amp;quot;, whom are actually calling the shots.&lt;br /&gt;
--[[User:Xuncu|Xuncu]] 03:56, 26 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
===How is it possible for Psionic soldiers to exist?===&lt;br /&gt;
After capturing a Psi-capable enemy and dissecting it: does XCOM reverse-engineer the implants and insert them into troops (whether they test positive (capable of using them) or not)? Or, is the testing just digging for a Psi signal that &#039;&#039;is already there&#039;&#039;? In which case, it&#039;s a human-evolved trait, but from where, and why wasn&#039;t it found before? Vahlen&#039;s reasearch implies similar genetic struture between aliens and humans: do humans and Etherials/Sectoids have a common Psi-capable ancestor, or have the Etherials been interfereing with human evolution for at least 20-30 years (or however old troopers tend to be, with Shaojie Zhang and his advanced age, equally possible to have Psi-Abilites), if no longer? At least in Apocalypse, there&#039;s the excuse of Sectoid/Human Hybrids. How do humans use a power just discovered that year, and only a few months of practice, end up with the capacity to potentially mind-control Etherials, each of which who have several thousand years of personal experience with Psi abilites? --[[User:Xuncu|Xuncu]] 05:28, 11 April 2013 (EDT)&lt;br /&gt;
:It&#039;s implied that humans were always latent psionics (it&#039;s possible that if we weren&#039;t, the Ethereals would never have bothered us at all). The cutscene where your first psionic is found suggests the testee is immersed in some sort of purple gas, which presumably causes some physiological change to make them operant psionics. As for how human psionics get so good so quickly, good question, though bear in mind that psionic humans are implied to be an Ethereal&#039;s equal in raw power, but while an Ethereal has to expend psionic power all the time just to stay alive and standing, a human can devote it all to his psionic attacks. This could explain why humans are on an equal footing with Ethereals despite having comparatively little practice. More simply, it could just be that humans are badass compared to aliens; we certainly seem to be able to reverse engineer their technology in record time AND then make improvements to it, suggesting we&#039;re frankly just &amp;quot;better&amp;quot; than them. [[User:Binkyuk|Binkyuk]] 09:07, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45615</id>
		<title>The Mysteries of X-COM</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Mysteries_of_X-COM&amp;diff=45615"/>
		<updated>2013-04-13T03:22:24Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* How fast can alien craft travel in space? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion page for some less clear aspects of the series&lt;br /&gt;
&lt;br /&gt;
==General issues==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;How fast can alien craft travel in space?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Some alien missions (repeated attacks on X-COM bases, for instance) come daily. This seems to imply that alien craft are able to travel the distance from Mars to Earth in a matter of hours.&lt;br /&gt;
&lt;br /&gt;
: Or maybe, as you suggest in your novels, they have a staging area near Earth, such as the dark side of the Moon. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Really fast.  Consider that they don&#039;t need to push aside atmosphere, as well as the fact that momentum is conserved in space, so they can achieve very high speeds with gravity slingshots.  (Mars DOES have 2 moons, recall.)  Also note that they may be operating a bit closer to home(the far side of the moon, perhaps?) it&#039;s simply that the command staff are at Cydonia.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Good article in last month&#039;s Scientific American pointing out we only rely on gravity slingshots because we still use chemical rockets with pathetic delta-V. Once 2nd and 3rd generation plasma engines come on line (1st gen are in flight now) the gravity slingshot will become an irrelevance. No doubt UFO drives are at least as good as our (future) 3rd gen plasma drives, probably way better since they warp space. &lt;br /&gt;
&lt;br /&gt;
(Reminds me of the old Guild Navigator joke - I just warped space from Ix, and boy is my mind tired. Oh well, you had to be there)&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Also keep in mind that both Phobos and Deimos are tiny. They are basically captured asteroids. Neither would be useful in gravity assist. But yeah, the UFO&#039;s shouldn&#039;t need any assist anyway.[[User:Mannon|Mannon]] 11:35, 30 March 2011 (EDT)&lt;br /&gt;
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:Consider that many of the same aliens as UFO/EU are in X-COM Intercepter, having necessarily had to break light speed. Consider that if outside any atmoshphere a battleship could reach 4800 knots(in-game top speed) within two minutes (which is about how long it appears to take in-game) then it is accelerateing at about 18m/s/s or almost 2Gs. In 24 hours it would reach 1,555km/s. At this speed (assuming it turned it&#039;s drive off after 24h) it would travel about 134,000,000 each day. The maximum distance between Earth and mars is about 401,000,000km. &lt;br /&gt;
:For simplicity, because we have room to work with here, even if a battleship were to accelerate for 24 hours while orbiting mars, and again had to decelerate for 24 hours in orbit after reaching earth, (all while a chrysalid inside balanced two apples on each of it&#039;s mandibles) it would still only take 5 days to reach earth when both planets are at opposite orbital positions. It seems that the Ethereals can wipe out your base and not have to miss Ladies Night, assuming the club is also on earth. &#039;&#039;Ethereal Mind-Trick: &amp;quot;You don&#039;t want to &#039;blow dis joint&#039;. You want to come back to the UFO for a little abduction mhmhmhmhhmm.&#039;&#039;&lt;br /&gt;
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===&#039;&#039;&#039;What happens to the crashed UFO craft and its crew?&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
Downed alien craft disappear after a few days have passed. No explanation is given to this whatsoever, so what really happens to them?&lt;br /&gt;
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Possible answers:&lt;br /&gt;
* The UFO and its occupants are recovered by other humans.&lt;br /&gt;
* The Aliens manage to repair the craft and fly back to space. (unlikely, in the event that the power plant blew up and they have no Elerium)&lt;br /&gt;
* The Aliens self-destruct the craft and kill themselves in the process, ensuring their remains will not be recovered by humans. &lt;br /&gt;
* The UFO Powerplant eventually suffers a meltdown and explodes, eliminating any vestiges of alien presence.&lt;br /&gt;
* The Aliens blow up the UFO and disappear into the countryside.&lt;br /&gt;
* Most likely answer, IMHO: The local government/ funding nations give X-COM a limited time window to launch any operation, similiar to what you see in covert ops movies: &amp;quot;Complete the mission within 36 hours, or we initiate Carpet Bombing of the area&amp;quot;. This is very likely considering that each nation actually has jurisdiction, and X-com is operating each military op with permission and cooperation by local authorities. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
*Similiarly, I assume that nations which have signed a pact with the aliens launch a rescue operation and assist their alien friends. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
: In the UFO TV show, it&#039;s stated that alien craft and bodies degrade quickly in Earth&#039;s atmosphere, disappearing completely in hours or a few days. [[User:Spike|Spike]] 15:36, 25 February 2009 (CST)&lt;br /&gt;
:: If that was the case, then one of the gases present in the atmosphere would be very toxic to the aliens. They would be restricted on their activities outside their craft, not to mention they would have to terraform the planet to be able to live here. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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:: As Zombie said, doesn&#039;t Alien Containment support this idea? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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::Those are excellent suggestions.  One of the X-COM books detailed that aliens throw up a force field around crashed UFOs to give them time to repair the craft.  This would also explain the limited size of the Battlescape (the area of the force field...the field was thrown up before the crash, thus why the craft wasn&#039;t always centered in it) as well as why the Battlescape is devoid of human life(the aliens took care of that up front.)  Similarly, large scale bombing works as well, as does the local government going in to clean it up themselves. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
:::If there&#039;s a force field around the craft what is it supposed to repel? The atmosphere? Because humans have no problem entering the field and operating inside it. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::::Of course they do! Have you ever noticed how dumb your units can be? That&#039;s because the aliens can&#039;t live with too much nitrogen, so they turn some of it in their force field to oxygen, and excessive amounts of oxygen make you act weird. After a while, their power source runs out and the nitrogen returns, dissolving them into E-115. (What did you think it was made of?) AT least, that&#039;s what seemes logical to me, ad is a combination of many postulates here. 21:36, 18 March 2010 (EDT)&lt;br /&gt;
:::::That would require that the aliens&#039; biochemistry and the alien alloys used in the power sources reacted with nitrogen, which is a mostly inert gas on normal temperature and pressure and a . It&#039;s kinda of weird that the aliens didn&#039;t bothered with fixing that vulnerability with their craft and bodies during millions of years (what happens if the force field malfunctions while capturing cattle? ooops!) but ok. The increase in the amount of oxygen would probably also turn any kind of fire into large explosions throughtout the force field. [[User:Hobbes|Hobbes]] 21:24, 19 March 2010 (EDT)&lt;br /&gt;
::The force field was intended to keep humans out so the aliens were undisturbed. The first major hurdle X-COM had was figuring out a way to bypass those fields so they COULD get troops and aircraft inside. [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
*I&#039;d guess that the aliens would eventually mount their own rescue missions, especially once they realized that XCOM is farming their ships for resources (they must know we don&#039;t have ready access to their alloys and Elerium) and co-opting their technology. In the Firaxis game, when idling in the Situation Room screen, Central&#039;s (often amusing) radio chatter implies that there are many more UFO&#039;s and reports that don&#039;t go into the globe. Additionally: only 16 countries are covered, and there are over 150 countries on earth, plus all the oceans. After all, if we were shooting down every last ship, then the alien collective shouldn&#039;t be able to land so many aliens for Terror Missions. --[[User:Xuncu|Xuncu]] 02:48, 26 January 2013 (EST)&lt;br /&gt;
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===How do the aliens carry their equipment?===&lt;br /&gt;
Like human soldiers, aliens can carry weapons and equipment in locations like legs, belt, shoulders and backpack, regardless of the fact that some of their races even lack those anatomical features.&lt;br /&gt;
&lt;br /&gt;
:Potentially a sticky gel-like area on the limb.  Though really, since we were never intended to access alien inventories and the AI does all inventory management internally, this may simply be something that was never considered.  Speaking from a slightly different standard, most aliens do not carry excessive amounts of gear; often their equipment would be able to fit in both hands.  Also recall that Floaters and Ethereals have capes and robes(which may have inside pockets, or the Floaters could store them in the anti-grav/life support unit or inside surgically created body cavities during the installation, while Ethereals could support their excess gear with telekinesis), Mutons have armor(which may have external straps or adhesive areas), and Snakemen have an armor plate(which could have straps, adhesive, inside pockets, or even a backpack.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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:We already know the answer to this one - they cheat! ;) [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Are X-COM transport craft piloted?===&lt;br /&gt;
&lt;br /&gt;
:Almost certainly, since a remotely-piloted craft could be returned to base when the mission was aborted or failed.  It&#039;s entirely possible that all X-COM soldiers are qualified pilots of the appropriate craft, since it would make no sense for X-COM to waste space on the plane for a noncombatant, or to have a single-point of failure on the mission like that.  (The aliens could screw over the entire op by killing the pilot).  It also explains why the craft is lost when the mission fails or is aborted with no one inside(lacking a pilot, the aliens are able to easily destroy it.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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:: On the other hand, even a tank/hovertank is capable of getting the craft back to base. Perhaps there is an autopilot function. X-com craft are also infamous for choosing strange and bizarre intercept paths, based on latitude lines... almost as if they followed some a few simple lines of code from 1993 programming (bit of 4th wall breakage there...) -[[User:Jasonred|Jasonred]]&lt;br /&gt;
&lt;br /&gt;
:Of course, given the tanks seem to be remotely piloted from an X-COM base, its possible that the tank being in the craft allows the Tank pilot to reroute into the control systems for the dropship and take it over.  Limiting this to having the tank inside is a rather good idea.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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:I recall that the various cutscenes in the PSX version had a pilot, most notably in the &amp;quot;Mission Failure&amp;quot; scene, where it shows the pilot being killed. --[[User:Mabmoro|Mabmoro]] 16:06, 13 March 2009 (EDT)&lt;br /&gt;
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===What sort of physical process is used to increase human stats over time?===&lt;br /&gt;
&lt;br /&gt;
The increases in some stats are easy explained by experience gained on missions (firing abiility, reactions, etc.). However, in the cases of physical stats (TUs, stamina, strength) the increase must be augmented by an artificial process, since it isn&#039;t easily explainable that humans can significantly increase body mass/speed/endurance just by physical activity/exercise. &lt;br /&gt;
&lt;br /&gt;
:Lifting weights will increase strength.  Running and cardio exercise will increase endurance, and performing the same task multiple times will allow you to perform it faster.  I see no reason natural increase doesn&#039;t work.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
::I assume that it is possible to a human to use those methods to double its physical condition, but that being the case why are X-COM recruits so... undeveloped? Maybe this is a more intriguing aspect. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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What I don&#039;t get is that when someone gets blasted that they gain a lot of extra health. For crying out loud, the aliens are throwing around plasma and ridicoulously HUGE explosions. Shouldn&#039;t they be suffering from third-degree burns? I would expect them to at least have a major sore spot where they got hit. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] September 24&lt;br /&gt;
&lt;br /&gt;
:There&#039;s been arguments over whether the soldiers in X-COM are the Green Berets or equivalents of their various militaries, just average soldiers that volunteered for the job, or if the Council of Funding Nations is corrupt and is using this as an excuse to foist off their most useless soldiers onto the X-COM project.  If the latter, it would easily explain their rather poor early stats.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
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::Maybe the stat increases relate to the troops getting more comfortable performing all operations - lifting, running, combat actions - when the aliens no longer scare the cr*p out of them so much. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:: I know what you mean... if this were Jagged Alliance, it&#039;d be like trying to hire Mike and getting Gumpy instead... ouch! ... IMHO, it looks as if the COFN is being funny about this. Clearly, the troops assigned to X-com have had extensive weapons training... each and every one of them can use just about any standard weapon, including Rocket Launchers, incindieries, auto Cannons, etc. However, NONE of them have any combat experience, coming to you as fresh rookies. And their stats look as if they were selected based on a pot luck basis rather than screening among the elite troops... [[User:Jasonred]]&lt;br /&gt;
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:Health isn&#039;t gained from getting shot. But as for the &amp;quot;ludicrously low stats&amp;quot; issue, maybe they&#039;re being selected on some other basis, or there&#039;s a real shortage of volunteers. [[User:Magic9mushroom|Magic9mushroom]] 04:56, 25 September 2009 (EDT)&lt;br /&gt;
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:: I think that the X-COM&#039;s soldiers have big responsibilities, can&#039;t have children. They are sworn in and only then go to the field - if someone can&#039;t be trusted to keep a secret, he&#039;s getting sacked, given a shitty job (ever wondered who maintained the General Stores?) or worse. - n, 16:47, 16 August 2010 (GMT+2)&lt;br /&gt;
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In Hotpoint&#039;s [http://www.tthfanfic.org/Story-16092/Hotpoint+XSGCOM+Goa+uld+Defence.htm| XSGCOM: Goa&#039;uld Defense], his explanation is that after a few missions of watching their fellow newbies die, the survivors give in and volunteer for an experimental regimen of performance-enhancing drugs. IRL, steroids and such don&#039;t result in instant strength enhancement, they just encourage accelerated development of muscles. [[User:Kalaong|Kalaong]] 03:16, 28 March 2011 (EDT)&lt;br /&gt;
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Heh: http://www.nerfnow.com/comic/901 --[[User:Xuncu|Xuncu]] 02:52, 26 January 2013 (EST)&lt;br /&gt;
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==Enemy Unknown/UFO Defence issues==&lt;br /&gt;
===&#039;&#039;&#039;Why isn&#039;t Earth overrun by Snakeman/Chryssalids?&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
According to the UFOPaedia, Snakemen&#039;s &amp;quot;Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time&amp;quot; adding the ominious conclusion: &amp;quot;Left to its own devices this species would be a severe threat to life on earth.&amp;quot;&lt;br /&gt;
Moreover, this species is usually accompanied by the Chryssalids, which have a capacity to reproduce themselves very quickly using humans. So, any survivors of crash sites or terror attacks could start reproducing themselves hidden, resulting in large areas being overrun by those aliens later on. &lt;br /&gt;
&lt;br /&gt;
Possible answers:&lt;br /&gt;
* Both races have a self-destruct mechanism incorporated into their psysiology to prevent this. &lt;br /&gt;
* The entire area is purged by large scale bombing. [[User:Jasonred|Jasonred]] 13:42, 25 February 2009 (CST)&lt;br /&gt;
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::One thing suggested in fan data was that Snakemen have air tablets in their stomach...which may be different from earth&#039;s atmosphere, which would limit their lifespan in earth&#039;s atmosphere, also making egg-laying pointless, since the offspring wouldn&#039;t be able to breathe or survive.  It has also been suggested that Chryssalids have a very rapid metabolism.  Though Chryssalids are likely just as, if not more useful, as a threat or a bargaining tool.  When attempting to get a nation to capitulate to their demands, the aliens could threaten to employ Chryssalids en masse, or offer to remove a mass infestation in exchange for the government&#039;s cooperation.  Or even further, it&#039;s possible that Chryssalids are under Ethereal control and maintaining the control link at that distance is taxing, thus eliminating mass use of the creatures. [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Two words: [[Alien Containment]]. That answers everything except for the UFOPaedia articles for the aliens themselves which contradict it. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
: For captured aliens, yes. But what survivors of uninvestigated crash sites? [[User:Hobbes|Hobbes]]&lt;br /&gt;
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::Zombie is commenting that based on the need for an Alien Containment unit, the aliens cannot survive in earth&#039;s atmosphere for extended periods, needing special atmospheric blends and/or nutrient pools which earth is unable to provide naturally, thus limiting their operations outside of the craft. (If the aliens won the war, it&#039;s likely this would be one of the first things that they would &#039;correct&#039;.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 20:54, 26 February 2009 (CST)&lt;br /&gt;
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===What is the propose of the &#039;disco balls&#039; found inside some UFOs?===&lt;br /&gt;
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:Given that they explode, they could be storage reservoirs for coolant for the computers or other systems.  They could also be circuit breakers or electrical junction boxes, or even a component of the UFO&#039;s particle beam they use to fry X-COM Interception craft.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
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Here again, two words: [[Alien Entertainment]]. Even though the spheres are not set to Alien Entertainment in the MCD files, they are almost certainly related to the process somehow. --[[User:Zombie|Zombie]] 00:42, 26 February 2009 (CST)&lt;br /&gt;
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:Maybe they are for having discos? [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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:Presumably [[Alien Entertainment]] is psionic in some way, maybe they&#039;re Psi-Emitters or something? -[[User:magic9mushroom|magic9mushroom]]&lt;br /&gt;
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::&#039;Disco balls&#039; = Alien &#039;LSD&#039; emitters. Travelling through space to go on almost-suicide missions force aliens to develop POWERFUL relaxing devices to entertain themselves and not go insane :P. --[[User:Nekrocow|Nekrocow]] 20:10, 24 June 2012 (EDT)&lt;br /&gt;
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===Who buys those alien bodies/equipment from X-COM?===&lt;br /&gt;
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:Equipment likely goes to the funding nations or the international black market.  No rebel group is going to ask too many questions about being offered guns that can [[Heavy Plasma|slice through the hull of an MBT]] or [[Alien Grenade|grenades that can level a building]] or [[Blaster Launcher|man-portable guided missiles]]; it&#039;d just be cash-and-carry.  Similarly, scientists would likely be interested in looking at much of this stuff for their own research.  This would also explain the lack of market forces; the funding nations could have a set price for each item, or if X-COM is selling them under the table to rebels and rogue scientists, they can set the price and refuse to budge.  The money on corpses could also be an &amp;quot;Alien Bounty&amp;quot; paid by the Funding Nations, as a reward for each alien that X-COM can prove they killed.  Or it could be bought by other groups...rumor has it that some fast food restaurants have processes that can make ANY meat, no matter the source, look and taste the same, and a Muton would make a LOT of McBurgers.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:19, 26 February 2009 (CST)&lt;br /&gt;
From the USO (Kasey Chang): XARQUID SUSHI.&lt;br /&gt;
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===How did the aliens got to Mars?===&lt;br /&gt;
&lt;br /&gt;
There are no indications that UFOs are capable of faster than light speed. So how did they get to Mars in the first place?&lt;br /&gt;
&lt;br /&gt;
:The UFOs are mission craft, used for the legwork.  The fighters; we never see the carriers.  Given the aliens have been proven to be interstellar, they either Clone-A-Crew as needed when coming the long way to keep the UFOs crewed, or its far more likely that the aliens did have or still do have larger &amp;quot;Carrier&amp;quot; ships, which are capable of FTL travel, that were/are further out in the Solar System that store and dispatch UFOs to mission locations.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
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:: One word: TFTD. The entire city of T&#039;leth was put into cryogenic suspended animation? Or look at X-com Interceptor. X-com and the aliens show the ability to enter hyperspace or whatever it is.&lt;br /&gt;
::: T&#039;Leth is another mystery of its own. More to that later on :) [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
::... there are no indications that the UFOs are INcapable of FTL... I don&#039;t think you would want to perform FTL travel within Earth&#039;s planetary atmosphere!&lt;br /&gt;
::: There are no indications that they are capable as well. And X-COM scientists don&#039;t seem to detect any FTL capabilities in UFOs during their research. And after the war the Elerium stocks dwindled, and it would make sense to perform some sort of interstellar missions to detect and harvest Elerium, however none are mentioned. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
:::: Unless you count the events of X-com Interceptor? [[User:Jasonred]] [[User:Jasonred|Jasonred]] 21:15, 26 February 2009 (CST)&lt;br /&gt;
::::: I am refering to the events between Enemy Unknown and TFTD. There is clearly a big distinction between the alien craft on EU and those of Interceptor. [[User:Hobbes|Hobbes]] 09:38, 27 February 2009 (CST)&lt;br /&gt;
::::: Enemy Unknown is set in 1999, TFTD in 2040, Interceptor in 2067... looks entirely plausible that they DID begin research into space exploration immediately after the events of Enemy Unknown. These things take time you know. Remember that the universe is a huge place, and Earth had rather limited Elerium Reserves by the end of EU. It takes... what, 30 Elerium just to fly an Avenger halfway across Earth? They could hardly afford to fly around randomly in space HOPING to come across elerium, they had to figure out detections methods, then scan the galaxy sector by sector, possibly partially using non-Elerium based propulsion at times... I can&#039;t remember if it&#039;s canon or fanfic, but I remember reading that all Elerium on Earth was reserved for space exploration.&lt;br /&gt;
As for FTL, Earth does get it for sure sometime between 1999 and 2067. And I&#039;m pretty certain the technology is Elerium based. It&#039;s not a huge logic jump to assume that the aliens have access to FTL Elerium based tech.&lt;br /&gt;
Though I&#039;m a bit puzzled why all T&#039;leth technology is based on Zrbrite, when the aliens uniformly use Elerium, all the way from Earth to Cydonia to the far reaches of space. -[[User:Jasonred|Jasonred]]&lt;br /&gt;
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:It takes 12 Elerium to fuel an Avenger, though how much 1 Elerium is is an ongoing debate.  As for Elerium, it was reserved for propulsion research when the funding nations divvied up X-COM&#039;s resources, and then they blew it all without learning anything more than the original X-COM scientists.  And yes, Earth clearly gets FTL after TFTD but before Interceptor.  The reason Elerium is not used in TFTD is because Elerium becomes inert and useless upon contact with seawater.  Similarly, seawater aggressively corrodes Alien Alloys and eventually completely dissolves them.  Zrbite functions similar to Elerium, being gold mixed with alien bio-material.  Unfortunately, Zrbite only works when supported by a massive energy grid created by T&#039;leth and becomes inert upon its destruction. [[User:Arrow Quivershaft|Arrow Quivershaft]] 12:07, 27 February 2009 (CST)&lt;br /&gt;
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OK... take the UNIT of elerium out of the equation... let&#039;s say that Earth had 5000 units of elerium, so 6 units get&#039;s an Avenger halfway around the world, and 12 units is sufficient to reach Mars. Hardly enough fuel reserves for intergalactic travel then.&lt;br /&gt;
2065 On October the 27th, the probe &#039;Tombstone 1&#039; returns reports to Earth. It&#039;s data show that the globular star cluster where it rests, one hundred light-years from Earth, contains many life-supporting planets. Many of the planet&#039;s within the probe&#039;s scanning range also apparently possess great mineral wealth, including trace veins of elerium-115.&lt;br /&gt;
Hmm... So, mankind discovers FTL technology on their own in those 65 years? ah... come to think of it, if they&#039;ve got non-Elerium based space travel and FTL, and more powerful weapons too, what&#039;s the big deal about Elerium in the Frontier? Does mankind even need it anymore?&lt;br /&gt;
As for T&#039;leth, it is meant to be over 65 million years old, and CRASHLANDED on Earth due to a solar flare. Was the Ultimate Alien a prophet, thus chose to base T&#039;leth on aqua plastics and Zrbite when T&#039;lth was first constructed? Or did T&#039;leth crash land, followed by frenzied activity where the entire city was replaced part by part, the alien alloys swapped for Aqua Plastics?&lt;br /&gt;
...&lt;br /&gt;
Actually, come to think of it, it&#039;s obviously a massive plothole due to limited timeframe, no point in discussing too deeply. Sigh... [[User:Jasonred|Jasonred]] 13:50, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s implied that despite the loss of ability to use the alien technology from the First and Second alien wars, simply being able to see and examine their designs catapulted earth&#039;s technology forward at least a few decades...which really is entirely reasonable.  Much of the technology can be replicated on earth, and the principles and designs can be reapplied.&lt;br /&gt;
&lt;br /&gt;
:As for the deal with Elerium, its needed to power stronger weapons and is also wonderful for power generation; its efficiency in power generation is what allows Mega Primus to even exist.&lt;br /&gt;
&lt;br /&gt;
:And was there anywhere that specifically said that T&#039;Leth was made of Aqua Plastics?  I don&#039;t recall.  Yes, the rest of their subs are made of aqua plastics, but I&#039;m wondering if something the size of a medium city might perhaps be made of something a bit more durable.  PS: Thanks for signing your post!  :D  [[User:Arrow Quivershaft|Arrow Quivershaft]] 14:17, 27 February 2009 (CST)&lt;br /&gt;
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It&#039;s not a plothole at all. There is no Elerium on Earth, whereas the aliens can manufacture Zrbite on Earth, since there&#039;s gold here. Therefore it&#039;s obvious why they used Zrbite. Also, there&#039;s the fact that it was an Aquatoid colony mission, intended to produce an &amp;quot;aquatic paradise&amp;quot;, so using Aqua Plastics instead of Alien Alloys is perfectly justified. [[User:magic9mushroom]]&lt;br /&gt;
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:I think that the use of Aqua Plastics instead of Alien Alloys is perfectly justified by the fact that T&#039;leth crashed million of years ago while the aliens that came to take a shot or two at earth were two million years ahead technologically. So Aqua plastics was some plastic that was used by aliens before they&#039;ve got the Alloys. You might argue - it&#039;s Aqua Plastics, so Aqua =/= Space. Well, Aliens weren&#039;t calling them aqua, and there wasn&#039;t anything saying that Aqua Plastics is not suitable for Space Travel. --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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... I think Alien Alloys alone would catapult earth&#039;s technology forward a decade, and there&#039;s no reason humanity can&#039;t use those anymore, just not in water. According to timeline, some space pirates manage to make the decommisioned Avengers run on non-Elerium fuel... a large technological step.&lt;br /&gt;
By the time of Interceptor, Elerium weapons aren&#039;t that powerful. Good point about power generation though.&lt;br /&gt;
I would assume that T&#039;leth SHOULD have been constructed out of Alien Alloys, since it was originially an interplanetary vessel? Generally, everything in EU was made of Alien Alloys, everything in TFTD was made out of Aqua plastics. Both of which seemed plenty durable.&lt;br /&gt;
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::Have you noticed that the UFOs fly however their mission parameters tell them to? The UFOs pretty much IGNORE interceptions by X-com craft... if their mission tells them to make 3 passes, speed up, slow down, speed up... they will follow that pattern exactly, whether X-com craft are firing on them or not.&lt;br /&gt;
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::Question: How long does it take the Avenger to reach Mars from Earth?  [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
:::No longer than a week, in my opinion.  Probably less than 2 days.  Since canonically, the design of the Avenger had the Cydonia mission in mind, it would be capable of very high interplanetary speeds.  (You could choose to burn 40% of the Elerium in one blast to get to high speed.  Or you could burn even more and refuel while it&#039;s landed...or it could be a mission with no guaranteed escape for the crew.  The lives of the many over those of the few and all that, especially since the war hinges on the mission.)  In addition, you can fit a full complement of soldiers on board with no real excess room for supplies, and the longer it takes to get to Mars, the greater the chance the aliens will spot it coming for them and mount a serious defense.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:20, 26 February 2009 (CST)&lt;br /&gt;
:::If you&#039;d burn that much fuel to accelerate the craft then you&#039;d have to use as much again to decelerate it and attain a planetary orbit, otherwise you&#039;ll simply overshoot the planet and head towards outer space. This is also another aspect to take into account when thinking about the speed of UFOs. [[User:Hobbes|Hobbes]] 20:32, 26 February 2009 (CST)&lt;br /&gt;
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::: UFO drives are non-Newtonian so those sort of rocket equations don&#039;t necessarily apply. I think filling up a car with gas is a closer analogy. [[User:Spike|Spike]] 13:24, 27 February 2009 (CST)&lt;br /&gt;
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::: Well, they could put a mini mind shield on the Avenger, shoot down a UFO roughly their size, and then fly to Cydonia when the UFO they shot down was supposed to return based on the instructions found by the hyper-wave decoder. Basically taking the place of the UFO. Shouldn&#039;t be too hard since the UFO&#039;s are pretty common by the time you research Cydonia or Bust. [[User:Tsunamiatunzen1|Tsunamiatunzen1]] 14 February 2010 (MST)&lt;br /&gt;
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::That would leave 20% of the fuel to take off the Avenger and land it.  Not really that unreasonable.  While they&#039;re landed, they could potentially refuel the Avenger, or the mission might have been planned as a 1-way trip from the get-go.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Perhaps Elerium-based drives are a bit like Ramjet engines, where they&#039;re actually useless or inefficient &#039;&#039;below&#039;&#039; a certain threshold speed? --[[User:Xuncu|Xuncu]] 03:02, 26 January 2013 (EST)&lt;br /&gt;
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===What happened to Mars and the alien civilization there?===&lt;br /&gt;
&lt;br /&gt;
According to the Brain, Mars was blooming with life had a alien civilization millions of years ago. However, Mars nowadays is a barren world and the alien civilization seems reduced to the area on Cydonia. &lt;br /&gt;
&lt;br /&gt;
:That may well have been before Mars lost the majority of its atmosphere due to its weak magnetic field.  As the atmosphere dissipated, the aliens left or died off.  It&#039;s also possible that the aliens, shown in the game over to have little respect for planets other than as sites for slaves and resources, they strip-mined the planet dry(and the rust from the machines created the red coloring), and then seeded Earth so that the slave workforce would grow for future extraction of Earth&#039;s resources.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Where are the human-alien hybrids referred to on the UFOPaedia?===&lt;br /&gt;
&lt;br /&gt;
:For the ones on earth, probably in hiding or in laboratories for research.  For the ones the aliens have, potentially improving the Sectoid gene pool or being used as food or menial tasks.  Cloning is alot easier than making genetic hybrids and there&#039;s nothing that says their first-generation experiments would be suitable for combat.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:: They are babies at the time of X-com, and few in number. Their aren&#039;t even that many of them by the time of X-com Apocalypse. [[User:Jasonred]] [[User:Jasonred|Jasonred]] 19:12, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Not to mention the ones in X-COM: Apocalypse are less-than-fit for battle before extensive training. [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
===Why did the aliens only activate T&#039;Leth after they were defeated?===&lt;br /&gt;
&lt;br /&gt;
On TFTD T&#039;Leth is shown as an entity/city of major power that is capable of conducting a war on its own. But the aliens leave it dormant although they could have used it to speed the process of taking control of Earth. &lt;br /&gt;
&lt;br /&gt;
:Perhaps the Enemy Unknown aliens are legitimately scared of the TFTD aliens and are unsure how long they could trust them.  Evil is not monolithic; the TFTD aliens may be more interested in themselves than the alien empire, so they were kept as an ace-in-the-hole.  This is the same reason (canonically) that SKYNET did not originally send the T-1000 to assassinate Sarah Connor; SKYNET was scared of what the T-1000 could do and had only a bare minimum of control over it, so it only used it as an option when it had nothing left to lose.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
T&#039;Leth is in fact so powerful that all it has to do is surface, in order for X-com to be considered to have lost the war.&lt;br /&gt;
In fact, looking at the timelines, it takes 40 years for T&#039;leth to wake up from it&#039;s slumber... that&#039;s one good reason not to use it. By the time it activated, the war would already be over. [[User:Jasonred]]&lt;br /&gt;
&lt;br /&gt;
Because the whole purpose of the Enemy Unknown aliens was to rescue the TFTD aliens from T&#039;leth, and there was no way of seeing whether the T&#039;leth-based invasion in TFTD would even work - from their perspective it&#039;s possible that getting T&#039;leth to bootstrap itself could have caused a catastrophe (they don&#039;t know whether or how badly it&#039;s damaged). Presumably the aliens planned to mount a proper rescue operation after locking down Earth and readying it for the aquatic paradise that was the entire point of the T&#039;leth expedition in the first place. [[User:magic9mushroom]]&lt;br /&gt;
&lt;br /&gt;
T&#039;Leth was a coleny ship sent by the Sectoid/Aquatoid&#039;s millions of years earlier. This is why the Aquatoids use electronics to augment there control over other creatures, while there progeny are genetically modified to gain the same control. In TFTD it&#039;s implied that the T&#039;Leth had been partialy active for a long time. Thawing out aliens in small groups but never going in full production. UFO aliens may have not intended to start the full awakening cycle until they had a chance to prepare the planet. &lt;br /&gt;
OR, given the Ultimate Alien was aquatoid in origin by his looks and there was no other races from the first game involved. And the fact that Sectoid/Aqutoid&#039;s are not the top of the food chain with the Ethereal and Brain being more powerful it&#039;s possible the brain had decided that the Ultimate Alien was a threat to it&#039;s power. It was not until it&#039;s death that they tried send the signal. --[[User:BladeFireLight|BladeFireLight]] 17:19, 22 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Why did the aliens use limited force during the First Alien War?===&lt;br /&gt;
&lt;br /&gt;
Imagine Independence Day or War of the Worlds: UFO above the major Earth cities destroying the national leadership and any resistance. Or simply announce to Earth that they are now a part of their empire and resistence is futile. Instead, they go 1 mission each day, allowing humans to capture their craft, research their technology, discover their intentions and mount a successful defense. Don&#039;t the aliens watch sci-fi movies to see how it should be done?&lt;br /&gt;
&lt;br /&gt;
:Perhaps they don&#039;t have the standing forces to do so, and are in the process of building up the forces needed to do so.  Perhaps they don&#039;t want to wipe out the entire power structure too fast; they want to leave some pieces in place for when they rebuild.  Perhaps they&#039;re too condescending to think that humanity ever really has a chance; they&#039;ve probably conquered thousands of other planets without anyone ever successfully resisting them.  Perhaps they consider the X-COM project to be a rearguard action that, while a valiant effort and a credible threat, is ultimately doomed to failure because they simply cannot win in the end, which is why they undermine it.  Indeed, the reason you need to launch the Cydonia mission in order to win is because X-COM simply cannot stop the aliens in a ground war; the aliens have an effectively infinite supply line and standing forces(though nothing says they&#039;re all waiting to swamp the earth), and the only way to win is to kill the command staff(which the aliens believe X-COM will not be able to do, lacking both knowledge of where the Brain is and any practical means to get there.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:06, 26 February 2009 (CST)&lt;br /&gt;
::The most plausible explanation seems to be the one employed in the Worldwar series, by Harry Turtledove, but that does not seem to mesh with what the Brain says about having been on Mars for a while, since then they could watch the Earthlings perpetually. Of course, what it says is probably a bunch of lies. Thinking about what it says for too long also raises the question of why the aliens attacked when they did, of course... [[User:Vizzydix1|Vizzydix1]] 21:52, 18 March 2010 (EDT)&lt;br /&gt;
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The aliens are completely lacking in weapons of mass destruction. When you get right down to it, their aircraft are very fast, manuevarable and durable, but they have rotten firepower. Even the battleship is unable to bring down an Interceptor in 1 shot.&lt;br /&gt;
The terror missions and X-com Base Defences prove that the Aliens are unable to simply launch orbital bombardments... in fact, they appear to have no Air to Land weapons whatsoever...&lt;br /&gt;
When you get right down to it, the aliens are pretty stupid. Also, their scientists seem inferior to Earth&#039;s. Seems to me that they only had the advantage of Elerium deposits and thus elerium based research.&lt;br /&gt;
X-COM was unable to win in an all-out war with the aliens, but remember that X-com is a small little covert group with several dozen soldiers and a handful of aircraft. Can you imagine the result if the aliens had caused a joint war effort by the UN? You would have Lockheed factories converted to Avenger production, several platoons of soldiers outfitted with Flying Suits, Lasers, Heavy Plasma, thousands upon thousands of Laser Tanks...&lt;br /&gt;
I would say that keeping the fight to covert action on both sides was actually beneficial to the aliens, really. [[User:Jasonred]]&lt;br /&gt;
* Nope, the aliens could just invoke John&#039;s Law and blow up the planet with a kamikaze battleship at .9c. Even failing that, the alien battlefleet could come in numbers sufficent to blot out the sun.--[[User:(name here)|(name here)]] 14:39, 8 November 2009 (EST)&lt;br /&gt;
** Lest we forget, X-Com is essentially the Spartans to the aliens&#039; Persian Empire. So they&#039;d just fight in the shade (which would be a blessing in desert missions). --[[User:Guido Talbot|Guido Talbot]] 13:58, 16 July 2010 (EDT)&lt;br /&gt;
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Aliens first began with smal scouting missions, so maybe all we expirience in X-Com is initial attacks by aliens, maybe the whole base was begining scouting and waiting for the invasion fleet? Aliens problably could be in sense dumber than humans, humans are adaptable and thinking, our technology advances fast, and we are fast and smart enough to stop the invasion before it begins. Aliens problably were not used to it so they thought  &amp;quot;oh well, another invasion...&amp;quot;.  --[[User:Domenique|Domenique]] 11:10, 19 May 2010 (EDT)&lt;br /&gt;
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Mankind, as a whole, is incredibly cunning and full of guile.  We are also incredibly aggressive.  A trait that the most of the Aliens can barely concieve.  Though we are weaker physically, mentally, etc, we are overly developed when it comes to strategem and war.  The aliens are, in essence, have come to an inverse of Flatland.  Though they are advanced, it is they who are 2D to our 3D approach to fighting.  They return to earth, and through extensive research and testing, determine that inferior are strategically to humans.  So...they use their advances to what they percieve as the most full advantage, and call for reinforcements over the initial months of the First Alien War.  For eons, only the Sectoid make arrivals to earth.  When the Brain finally realizes the situation, that mankind has woke up and is dealing with them most directly, it begins to get desperate, it sends reinforcements, but only incrementally.  (Its always focused on peak efficiency).  The concept of overwhelming force is illogical and some how, disdainful, to it.  It prefers nuance, interogation, politics, and assessment.  The Brain determine that its more effective to eliminate allies of XCOM than to face it directly.  The concept of obliterating anything from orbit is reprehensible.  Everything must be examined, especially the dead creatures you leave behind.  Over time, it would learn man&#039;s tactics and assimilate.  In fact, each race called in is an example of the Brain adapting.  The Floaters bring forth an extra dimension to combat.  The snakemen aggressiveness and accuracy.  Mutons a culmination of superior warrior breeding, raw physical power, and determination not unlike the so called human soul.  Finally, the Ethereals enter, with capacity to bring overwhelming force.  In time, as they do on Mars base, they might begin joint force attacks with Mutons backed by Ethereals, supported by a mix of terror weapons.  Fortunately, the First Alien War is ended before they fully develop such cunning.  Hence the desperate act of T&#039;Leth.  The Brain has learned the power of anger fueled by vengeance and desperation.&lt;br /&gt;
--[[User:BlackLibrary|BlackLibrary]] 11:10, 29 May 2011 (EDT)&lt;br /&gt;
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:I&#039;ve always viewed it as primarily a lack of resources. Even if you get a UFO every single day and shoot them all down so that there&#039;s no possible chance of any of them being the same UFO that&#039;s still only several hundred to perhaps a thousand or few UFO&#039;s over the course of several years. And most of those are quite small and not too difficult to take out with regular old interceptors and human armaments. If used all at once it might be enough to achieve air superiority, particularly if the Battleships do all the heavy lifting. But it also might not. It certainly would NOT provide enough soldiers to mount a worldwide ground offensive. The crews on those ships aren&#039;t all that big. There&#039;s also no reason to assume that all those craft, weapons, soldiers, and more importantly... elerium are all available at the same time. It&#039;s quite likely that the aliens are cloning new soldiers, building new weapons and UFO&#039;s, and possibly receiving supplies (particularly of elerium) from deep space. Elerium is needed to manufacture a lot of their stuff as well, and we already know it&#039;s a limited resource in our solar system. Consider on top of that how much get&#039;s used up as fuel every time a UFO visits Earth. If they sent all their UFO&#039;s they would use up their reserves of Elerium all at once for a 1 day attack that ultimately would fail. Instead of conquering the Earth wholesale they are trying to influence governments into signing secret pacts with them so that they can control the population of the Earth rather than wipe us out. They do this by using terrorism to intimidate the public and inserting clones to infiltrate governments while holding secret negotiations. A steady stream of UFO missions keeps up the pressure until governments break. Lucky for us they never expected us to bring the fight to the command center on mars. Just imagine if they had built base defenses like we can for our bases. heh Lord would it be aggravating building up a crew of top notch soldiers, constructing an Avenger from scratch, scrapping together all the gear, sending it to Mars, and then watching it get blown to bits before it even lands... O,o Also consider that their UFO&#039;s have operated with relative impunity for a very long time. Presumably XCom is the first organization to shoot down a UFO? As for Earth ramping up for a full scale war, it&#039;d be unlikely that we could really produce enough alien technology in any reasonable timescale to actually outfit whole nations armies, especially with limited Elerium. Perhaps the tech that doesn&#039;t require Elerium, but then again shifting an entire army from one weapon system to another is not as simple as merely producing all the weapons. It&#039;s an extremely long, arcane, and baffling process. Getting just the branches of the US military to switch to laser weapons would probably take at least a decade. I think that limited resources and the intent to control and dominate rather than eliminate the population of the Earth explain it. For that matter they would see the human population it-self as a resource. Hence the use of small scale terrorism rather than attempting to use any weapons of mass destruction. A bunch of aliens walking around shooting people is still pretty damn scary stuff.[[User:Mannon|Mannon]] 13:12, 30 March 2011 (EDT)&lt;br /&gt;
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I would have thought that the simplest answer here is best. The aliens are manifestly unable to survive outside containment or bases for prolonged periods. Further, their clearest technological advantage over the humans (at least, prior to X-Com research) is mind control. Therefore, their primary method of offence is not to get bogged down in a ground war, but to engage in the overthrow of governments by infiltration, coercion, corruption and bribery, and achieve complaisance by terrorisation of the general populace. It is for this reason that standard combat tactics involving large hierarchies are ineffectual against the aliens (when the government/command can be mind controlled and the theatre can be defined by a mobile alien force). A decentralised, partly cellular, covert approach like X-Com is preferable, but unable to win an outright ground war either (being composed of, at maximum, 250 soldiers). Of course in reality, the irony is that the aliens/bourgeoisie/Fox network have Mind Controlled you, the X-Com commander into wasting your time with retro video games instead of doing anything about their societal control!&lt;br /&gt;
--[[User:Oogleshay|Oogleshay]] 16:16, 18 October 2011 (EDT)&lt;br /&gt;
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My theory is that the aliens are deliberately trying to be low-key because they know once the UN can no longer keep the invasion a secret, they will have no reason to pull their punches at defending Earth. The aliens want to make it so that once humanity at large fully realizes what&#039;s going on, it&#039;s already too late - they&#039;re poking the sleeping giant but take care not to awaken it before amputating all limbs to make it unable to defend itself once awake.--[[User:Amitakartok|amitakartok]] 06:33, 14 January 2012 (EST)&lt;br /&gt;
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==TFTD issues==&lt;br /&gt;
===What was the relationship between the aliens from the 1st and 2nd wars?===&lt;br /&gt;
&lt;br /&gt;
Quoting from the UFOPaedia regarding Alien Origins: &#039;Deep in the oceans there lie ancient&lt;br /&gt;
sites used by the Aliens to contact their stellar cousins.&#039; This also has some implications regarding the issue of why T&#039;Leth was only activated when the Sectoids were defeated. &lt;br /&gt;
&lt;br /&gt;
*Gill Men are coopted Terran creatures, Aquatoids are a differently-modified Sectoid breed, Lobstermen are machine soldiers that are manufactured, Tasoths are clone soldiers that are grown.&lt;br /&gt;
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Aquatoids are the ancestors of the Sectoids. The colony ship was sent out slowing than light hundreds of millions of years ago. Sectoids are a more genetically advanced race. The rest of UFO aliens were picked up after that point. The Brain and Ethereals probably conquered the Sectoids and don&#039;t regard them highly. While the Aquatoids that were thawed over the years created, conquered (Gill Man) or manufactured the rest of the allies over time. I picture the Tasoth as probably something they brought with them and have been working on. Since most of the Aquatoids come from suspended animation they have not tinkered with genes much. Instead modifying and using electronics (MC Chip) to control. --[[User:BladeFireLight|BladeFireLight]] 17:28, 22 March 2010 (EDT)&lt;br /&gt;
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===What kind of materials were &#039;synomium&#039; and &#039;adamantium&#039;?===&lt;br /&gt;
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The first one is mentioned on the name of the alien communication devices and the second one appears at the end when T&#039;Leth is destroyed: &#039;he twisting hugeness of T&#039;leth begins to rupture.&lt;br /&gt;
Flames and smoke spew from its gleaming spires and adamantium halls.&#039;&lt;br /&gt;
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:Synomium is probably a special material used in the comm. devices, like Stargate&#039;s naquadah (universal stuff), naquadria (unstable power source), trinium (hull material) and neutronium (superdense metal). Adamantium is a legendary material in ancient literature that is said to be indestructible, similarly to mithril.--[[User:Amitakartok|amitakartok]] 10:55, 3 November 2009 (EST)&lt;br /&gt;
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:Adamantium is said to be one of the strongest elements in many books and films such as X-men. --[[User:St.froppelie|St.froppelie]] 19:45, 23 October 2011 (GMT)&lt;br /&gt;
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*See also Wikipedia article on Adamantium: [http://en.wikipedia.org/wiki/Adamantium]&lt;br /&gt;
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===How deep were X-COM bases located on the seas?===&lt;br /&gt;
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*Floating bases would be easier to build, repair and supply. However they would have to be tethered to the ocean bed or possess some sort of propulsion to prevent them from drifing with the ocean currents. But it would also allow for easy redeployment of the base. &lt;br /&gt;
*Submersible bases could allow for better sonar detection. Same problems regarding ocean currents would apply. In case of hull breaches entire modules would be quickly flooded and any crew present would be crushed by water pressure or drown. Base could be built and then submerged (requires depth control)&lt;br /&gt;
*Seabed bases would be the hardest to build and supply. Several other factors could limit their deployment, such as unstable areas (underwater volcanoes, prone to seaquakes, rock avalanches, etc.) and depths.&lt;br /&gt;
*Given that the Alien Retaliation missions in TFTD are called &amp;quot;Floating Base Attack&amp;quot;, I&#039;d say floating. Also remember that your starting sonar can&#039;t see Very Deep, which rules out seabed bases. [[User:magic9mushroom]]&lt;br /&gt;
** Floating doesn&#039;t always happen on the surface. The surface has to deal with large waves ad bobbing up and down, submerged only has the currents it could be stabilized easier. --[[User:BladeFireLight|BladeFireLight]] 11:57, 14 January 2010 (EST)&lt;br /&gt;
* I was recently researching how far you have to be down to not be effected by surface conditions. You have to be submerged 1/2 of a waves lenght (measured crest to crest) Best I can find is that the average wave is 150 yards accross. To not be effected by the waves you have to be 75 Yards below. This is way below the depth needed to not be effected by the bends when surfaceing. I figure they are probably right at the limit of what can be safe for quick surfacing and well anchored to avoid getting [http://www.youtube.com/watch?v=LwKXfc_a4Ag tossed in a storm].  --[[User:BladeFireLight|BladeFireLight]] 17:37, 22 March 2010 (EDT) &lt;br /&gt;
**Something else to consider - these &#039;floating bases&#039; could be large modular submarines/submersibles. If memory serves, submarines basically maintain sea-level pressure regardless of the depth, so that could explain why they&#039;d be able to be 75+ feet below sea level and not suffer the bends when surfacing.&lt;br /&gt;
::(Or, y&#039;know, we could just say &amp;quot;a wizard did it&amp;quot;.) --[[User:Guido Talbot|Guido Talbot]] 14:13, 16 July 2010 (EDT)&lt;br /&gt;
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==XCOM: Enemy Unknown (2012) issues==&lt;br /&gt;
===Motives behind the invasion===&lt;br /&gt;
Now, the UberEtherial pretty much spells out the whole point of the invasion, as well as of their use &amp;amp; control of all the other aliens: they &#039;&#039;wanted&#039;&#039; humanity to evolve and become powerful, because they needed a species that was both high in physical prowess, and a powerful psychic warrior. He (presuming gender) freely admits that their bodies suck (and that the other races suck in body and/or mind even more), and the 1st-3rd-1st person pronoun switch in ONE sentence (&amp;quot;We who failed to ascend as &#039;&#039;they&#039;&#039; thought we would&amp;quot;) and &amp;quot;preparation for what lies ahead&amp;quot;, as well as his descriptions of the other alien races in the Temple Ship imply a number of things:&lt;br /&gt;
*The other races are enslaved races, perhaps from earlier invasions (possibly starting with Sectoids and Etherials being different castes of the same species?), themselves having been enhanced by their own resistances, before becoming enslaved on the degree of being puppets.&lt;br /&gt;
*The whole point of the invasion is enslavement of humans, not extermination, for the perfect warrior-- any Metroid fans can think of the Chozo also becoming masters of Psionics and energy manipulation, at the cost of becoming physically frail and infertile, and entrusting the Power Suit -- and their legacy -- to Samus.&lt;br /&gt;
*The alien surgeries (which greatly resemble Sensory Deprivation tanks-- you can even zoom in to see captive humans twitch sporadically) are their version of XCOM&#039;s Psi Lab (which &#039;&#039;also&#039;&#039; greatly resemble Sensory Deprivation tanks): they are &#039;farming&#039; humans for Psi potential, similar to how us, the player, may farm soldiers for our own Psi Squad&lt;br /&gt;
*Which then makes XCOM almost as much the &#039;&#039;Etherial&#039;s&#039;&#039; project as it is the Council&#039;s (hence why they do not invade or attack XCOM HQ or Interceptor bases)&lt;br /&gt;
*Someone/thing &#039;&#039;else&#039;&#039; is involved, someone the Etherials are in some way subservient to: notice in the Temple Ship and in the Overseer UFO, the strange, Cathedral-like &amp;quot;Stained Glass Windows&amp;quot;. To me, there appear to be &#039;&#039;two&#039;&#039; figures in each: the much more visible 4-armed Etherial silhouette, and in a transparent, but slightly darker shade of lavender, some other 6-8 limbed creature, with a larger body and a very different head-shape behind the first.&lt;br /&gt;
*&amp;quot;What lies ahead&amp;quot; may mean some coming disaster, or merely a challenge and testing from this sequel-hook of &amp;quot;They&amp;quot;&lt;br /&gt;
*Additionaly: the description of the Hyperwave device implies contact with an alternate dimension. The organic-metallic (silicon based, perhaps?) form of the Outsiders (as opposed to the rather obvious &amp;quot;manufactured and machined parts grafted onto flesh&amp;quot; Cyborg attachments of both Floater varieties), and their absence (especially from the Temple Ship) after the device&#039;s capture, as well as released screenshots of the upcoming FPS XCOM game (mentioning Outsiders AND being placed several decades ago)-- all this suggests alternate timelines as well as alternate dimensions (in quantum physics, these are practically the same thing anyways), as well as some species native to this &#039;&#039;Outside&#039;&#039; dimension that are the ones, this &amp;quot;They&amp;quot;, whom are actually calling the shots.&lt;br /&gt;
--[[User:Xuncu|Xuncu]] 03:56, 26 January 2013 (EST)&lt;br /&gt;
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===How is it possible for Psionic soldiers to exist?===&lt;br /&gt;
After capturing a Psi-capable enemy and dissecting it: does XCOM reverse-engineer the implants and insert them into troops (whether they test positive (capable of using them) or not)? Or, is the testing just digging for a Psi signal that &#039;&#039;is already there&#039;&#039;? In which case, it&#039;s a human-evolved trait, but from where, and why wasn&#039;t it found before? Vahlen&#039;s reasearch implies similar genetic struture between aliens and humans: do humans and Etherials/Sectoids have a common Psi-capable ancestor, or have the Etherials been interfereing with human evolution for at least 20-30 years (or however old troopers tend to be, with Shaojie Zhang and his advanced age, equally possible to have Psi-Abilites), if no longer? At least in Apocalypse, there&#039;s the excuse of Sectoid/Human Hybrids. How do humans use a power just discovered that year, and only a few months of practice, end up with the capacity to potentially mind-control Etherials, each of which who have several thousand years of personal experience with Psi abilites? --[[User:Xuncu|Xuncu]] 05:28, 11 April 2013 (EDT)&lt;br /&gt;
:It&#039;s implied that humans were always latent psionics (it&#039;s possible that if we weren&#039;t, the Ethereals would never have bothered us at all). The cutscene where your first psionic is found suggests the testee is immersed in some sort of purple gas, which presumably causes some physiological change to make them operant psionics. As for how human psionics get so good so quickly, good question, though bear in mind that psionic humans are implied to be an Ethereal&#039;s equal in raw power, but while an Ethereal has to expend psionic power all the time just to stay alive and standing, a human can devote it all to his psionic attacks. This could explain why humans are on an equal footing with Ethereals despite having comparatively little practice. More simply, it could just be that humans are badass compared to aliens; we certainly seem to be able to reverse engineer their technology in record time AND then make improvements to it, suggesting we&#039;re frankly just &amp;quot;better&amp;quot; than them. [[User:Binkyuk|Binkyuk]] 09:07, 12 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Category: Fiction]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=45614</id>
		<title>Under The Hood</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Under_The_Hood&amp;diff=45614"/>
		<updated>2013-04-13T02:28:29Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproducible game bugs or useful &#039;glitches&#039;. (Note this does &#039;&#039;not&#039;&#039; include technical bugs) &lt;br /&gt;
&lt;br /&gt;
As we don&#039;t have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time. &lt;br /&gt;
&lt;br /&gt;
Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.  &lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
*[[Base_Facilities#Single_Use_Facilities|Radars]] - how they work, and why build only one of each type. (Plus, the [[User_talk:NKF#Phantom_Radar|phantom radar]] &amp;quot;trick&amp;quot;) &lt;br /&gt;
*[[Craft Combat Mechanics]]&lt;br /&gt;
*Where do [[area-effect weapons]] harm you? &lt;br /&gt;
*[[Damage]] (Damage to units and terrain)&lt;br /&gt;
*Calculating [[recovery time]] for injured soldiers &lt;br /&gt;
*[[Accuracy formula]]&lt;br /&gt;
* Reaction Mechanics &lt;br /&gt;
**[[Reaction fire formula]]&lt;br /&gt;
**[[Reaction fire triggers]]&lt;br /&gt;
**[[Reaction Fire Weapon Preference]]&lt;br /&gt;
*[[Motion scanner blip sizes]]&lt;br /&gt;
*[[Psionics]] - How a psionic attack works &lt;br /&gt;
*[[Throwing_Accuracy#Throwing_Distance|Throwing distances]] &lt;br /&gt;
*[[Item_Weight|Item weights]] and how they correlate with [[Strength]]&lt;br /&gt;
*[[Weapon Summaries|Weapon comparison tables]]&lt;br /&gt;
*Unit spawn priorities &lt;br /&gt;
:: Unit spawn in the following order: HWPs, X-Com units, aliens, alien terror units, civilians. The player and the AI are allocated 40 slots respectively in the unit table. If there are too many units that precede later units, the order the units spawn will go according to the spawn priority above, and any later units will be dropped off the list. For example, if there are 8 HWPs and 10 soldiers, the HWPs will take up the first 32 of the 40 slots, leaving room for only 8 of the 10 soldiers. &lt;br /&gt;
*How much does it cost to [[Base_Defense#To_Surrender_or_Not_To_Surrender|lose a base]]&lt;br /&gt;
*The dire consequences of picking up [[unconscious]] units &lt;br /&gt;
*[[Alien movement patterns]]&lt;br /&gt;
*[[Alien Inventory Use|How the AI uses Inventory]]&lt;br /&gt;
*Secret but incomplete weapons and items such as Gatling Laser discovered in [[Item Weight]] table&lt;br /&gt;
*[[Destroying Terrain]]&lt;br /&gt;
*[[External UFO Windows]]&lt;br /&gt;
&lt;br /&gt;
== Useful Glitches, Workarounds or Just Plain Odd Stuff ==&lt;br /&gt;
See also [[Exploits]]&lt;br /&gt;
*Free Ammo for tanks on [[Base_Defense#Bugs|Base Defense]] missions &lt;br /&gt;
*Straight lines and the equator - getting a little more range from your ships with the [[Great Circle Route]]&lt;br /&gt;
*[[Item_Stacking_Bug|Stacking bug]] (UFO only) and Activating [[Melee Accuracy|Melee Attacks]] - see [[Stun Rod]] notes&lt;br /&gt;
*The [[Medi-Kit]] heal-through-wall trick &lt;br /&gt;
*Hitting multiple targets with [[incendiary]] effects&lt;br /&gt;
*The oddities of [[data corruption]]&lt;br /&gt;
*The oddities of mind control/molecular control&lt;br /&gt;
**[[Why civilians go rogue]]  &lt;br /&gt;
**[[Large units]] and [[Psionics]]&lt;br /&gt;
**[[Gaining permanent control of a Chryssalid/Tentaculat]]&lt;br /&gt;
** [[ExploitsB#Zombie.27s_Permanent_Control_of_Aliens_via_Stunning|Zombie&#039;s patented permanent mind control by stunning technique]]&lt;br /&gt;
* Spawn locations in [[Base Defense]] missions and how to make the ultimate &amp;quot;hands off&amp;quot; base.&lt;br /&gt;
&lt;br /&gt;
== Not so useful Glitches ==&lt;br /&gt;
&#039;&#039;See also [[Known Bugs]].&#039;&#039;&lt;br /&gt;
*Glitches with the Gauss SWS (TFTD only)&lt;br /&gt;
*[[Ufo Names in Tftd]] (TFTD only) &lt;br /&gt;
*[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical waypoint bug]] (Collectors Edition only) - Blaster bombs go south instead of straight down.&lt;br /&gt;
*[[Known_Bugs#What just exploded?|Proximity grenade bug]] - if an armed proximity mine does not explode, something else may explode in future missions.&lt;br /&gt;
*[[Known_Bugs#Disappearing_Ammo|Disappearing ammo bug]] - partly used clips are discarded. XCOMUTIL fixes.&lt;br /&gt;
*[[ExploitsA#Score_Points_For_Free|Ctrl+C]] - why it does what it does and why you shouldn&#039;t exploit it. (DOS versions only, where GEOSCAPE and BATTLESCAPE are separate programs connected by a batch file.)&lt;br /&gt;
*&amp;quot;My body is a weapon&amp;quot; - Corpses sometimes contain an ammo clip. This can happen when a weapon is destroyed which had ammo loaded into it. When a unit dies, the corpse created takes the now vacant item slot. The ammunition is still registered as being loaded into that item slot, however, and appears to be inside the newly created corpse. (Can clips in destroyed weapons be recovered at end of combat?)&lt;br /&gt;
*Unresearched alien weapons can not be thrown. (Items need a [[Item_Weight|weight]] to be thrown, and you don&#039;t know its weight until you research it.)&lt;br /&gt;
*February has 31 days in all years other then the first.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Saved Game Files|Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Development_History_(OpenXcom)&amp;diff=45490</id>
		<title>Development History (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Development_History_(OpenXcom)&amp;diff=45490"/>
		<updated>2013-04-01T14:53:35Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* Feature List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roadmap ==&lt;br /&gt;
&lt;br /&gt;
Planned features for each stable version of OpenXcom.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Release date !! Changes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.1&#039;&#039;&#039; || [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ October 17th, 2010] ||&lt;br /&gt;
* Engine&lt;br /&gt;
* Geoscape&lt;br /&gt;
* Basescape&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.2&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/01/version-0-2-is-out/ January 28th, 2011] ||&lt;br /&gt;
* Language strings&lt;br /&gt;
* Saved games&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terrain generation&lt;br /&gt;
** Basic units&lt;br /&gt;
** Basic pathfinding, fog of war, lighting&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;0.3&#039;&#039;&#039; || [http://openxcom.org/index.php/2011/09/holy-crap-its-version-0-3/ September 1st, 2011] ||&lt;br /&gt;
* Items&lt;br /&gt;
* Purchasing&lt;br /&gt;
* Selling&lt;br /&gt;
* Transferring&lt;br /&gt;
* Ufopaedia&lt;br /&gt;
* Options&lt;br /&gt;
* Platform-specific Folders&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Item equipping, firing, throwing&lt;br /&gt;
** Environment: fire, smoke, explosions, damage, kills&lt;br /&gt;
** Unit stats&lt;br /&gt;
** AI Phase 1 (patrol, aggro)&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;0.4&#039;&#039;&#039; || [http://openxcom.org/index.php/2012/08/incoming-version-0-4/ August 14th, 2012] ||&lt;br /&gt;
* Research&lt;br /&gt;
* Manufacture&lt;br /&gt;
* Rulesets&lt;br /&gt;
* Battlescape&lt;br /&gt;
** Terror sites&lt;br /&gt;
** Debriefing, scores, experience and skill ups&lt;br /&gt;
** Large units and other alien units&lt;br /&gt;
** Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind probe, blaster launcher, electroflare)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.45&#039;&#039;&#039; || [http://openxcom.org/index.php/2012/11/the-handymens-version/ November 5, 2012] ||&lt;br /&gt;
*Ufopaedia&lt;br /&gt;
*Modular rulesets&lt;br /&gt;
*New options&lt;br /&gt;
*Man page / command-line help&lt;br /&gt;
*Logging&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;0.5&#039;&#039;&#039; || (unreleased) ||&lt;br /&gt;
* Graphs&lt;br /&gt;
* Victory/Defeat&lt;br /&gt;
* Battlescape&lt;br /&gt;
** More alien units&lt;br /&gt;
** Alien base and X-Com base missions&lt;br /&gt;
** AI Phase 2 (grenades, blaster launcher, taking cover)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039; 1.0 &#039;&#039;&#039; || (unreleased) ||&lt;br /&gt;
* Resource Packs&lt;br /&gt;
* Intro/Outro&lt;br /&gt;
* Anything else missing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feature List ==&lt;br /&gt;
&lt;br /&gt;
List of every X-Com feature and whether it&#039;s supported in the latest stable &lt;br /&gt;
&lt;br /&gt;
OpenXcom version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;300&amp;quot; | Game timer&lt;br /&gt;
| width=&amp;quot;75&amp;quot; {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Game Over Conditions&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Resource Packs&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| Intro/Outro Movies&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Victory/Defeat Slideshows&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Globe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Ocean rendering&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Land rendering&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Rotation and zoom&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Lighting&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Object markers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Country names and details&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Cities&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Base placement&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Object selection&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Events&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Terror Site spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Base generation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Base Defenses&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Cydonia&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Favor point gain/loss&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Multi-UFO Alien Missions&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | AI/Progression&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Mission spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Race progression&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Frequency &amp;amp; type of missions&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Retaliation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Interceptions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft list&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Target selection&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Weapon firing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Dogfight modes&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;X-Com craft behavior&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO behavior&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage indicator&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO view&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Multiple dogfights&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Minimizing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battlescape After-Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Experience&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Score&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item recovery&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Wound recovery&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;KIA/MIA soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Promotions&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Mission impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Re-Equip Soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Graphs&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Options&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Load/Save&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Funding&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Basescape&lt;br /&gt;
|-&lt;br /&gt;
| View base layout&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| View base details&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| View multiple bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Build new bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Base information&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier management&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Craft management&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft equipment&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft armor&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Facility construction / removal&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Manufacture&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Purchase items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Sell items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Transfer items between bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Launch&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Site terrain creation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft/UFO terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Unit spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Tanks organized in craft&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item generation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equip Screen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit/armor portrait&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit inventory boxes&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  ground&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  items shown&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  move/equip items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Races&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  animations&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  racial attacks&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  all ranks&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Actions &amp;amp; Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  experience triggers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  select unit &lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  select unit (2x2)&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  movement &lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  movement (2x2)&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  shoot weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  shoot weapons at target unit&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  use items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  throw items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  aliens pick up items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  aliens use blaster launcher&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  aliens use mind control&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  TU penalties for weight&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  fire projectile with occlusion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  hit units&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  hit terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  damage to units&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  fatal wounds&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  stun damage&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  destroy/degenerate terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Night Mission Darkness&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  lighting from terrain lights&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  lighting from soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  items equipped to unit hands&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit built-in/racial items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  explosion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  smoke&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  smoke stun&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  ballistic weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Laser weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  plasma weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  small/rocket launcher&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  blaster launcher&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenades&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Psi-Amps&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  First Aid Kit&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  motion scanner&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  mind probe&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon effects/functions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenade prime state/timer&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenade explosion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  electro-flare&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  projectile launch&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  damage on impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  explode on impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  waypointed missle&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit moral&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  psi-panic&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  psi control&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  first aid&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  motion sensing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=40813</id>
		<title>Rulesets (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=40813"/>
		<updated>2012-11-03T03:55:55Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* Instructions for Noobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom exposes it&#039;s 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 games behavior. Although rulesets can be edited with any text editor (like notepad) but 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 your on a mac then get TextWrangler. If you&#039;re on linux and you can&#039;t 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 doesn&#039;t 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 where as 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 aren&#039;t interested in. If not, then something is wrong. That&#039;s OK though if you don&#039;t mind scrolling pas 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 off 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 OpenXcoms living quarters to hold more people, don&#039;t forget to save.&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=40812</id>
		<title>Rulesets (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=40812"/>
		<updated>2012-11-03T03:51:14Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: re-wrote the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom exposes it&#039;s 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 games behavior. Although rulesets can be edited with any text editor (like notepad) but 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 your on a mac then get TextWrangler. If you&#039;re on linux and you can&#039;t 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 doesn&#039;t 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;
&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 aren&#039;t interested in. If not, then something is wrong. That&#039;s OK though if you don&#039;t mind scrolling pas 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 off 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 OpenXcoms living quarters to hold more people, don&#039;t forget to save.&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Development_History_(OpenXcom)&amp;diff=40811</id>
		<title>Talk:Development History (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Development_History_(OpenXcom)&amp;diff=40811"/>
		<updated>2012-11-03T02:49:15Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Created page with &amp;quot;I added a metric fuck-ton of features to the feature list, half of which I don&amp;#039;t even know if they&amp;#039;re included or not because I haven&amp;#039;t played since before v0.4 (Sorry Super). I ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added a metric fuck-ton of features to the feature list, half of which I don&#039;t even know if they&#039;re included or not because I haven&#039;t played since before v0.4 (Sorry Super). I plan to come back and update the list to correctly show YES and NO for complete and incomplete items but if anyone already knows then by all means change IDK into yes or no, inside the double &#039;{&#039; and &#039;}&#039;. [[User:Darkestaxe|Darkestaxe]] 22:49, 2 November 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Development_History_(OpenXcom)&amp;diff=40810</id>
		<title>Development History (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Development_History_(OpenXcom)&amp;diff=40810"/>
		<updated>2012-11-03T02:38:14Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Expanded the feature list with 70+ish features, added IDK/Unknown template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roadmap ==&lt;br /&gt;
&lt;br /&gt;
Planned features for each stable version of OpenXcom.&lt;br /&gt;
&lt;br /&gt;
=== Version 0.1 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Released on [http://openxcom.org/index.php/2010/10/version-0-1-is-here/ &lt;br /&gt;
&lt;br /&gt;
October 17th, 2010]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Engine&lt;br /&gt;
* Geoscape&lt;br /&gt;
* Basescape&lt;br /&gt;
&lt;br /&gt;
=== Version 0.2 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Released on [http://openxcom.org/index.php/2011/01/version-0-2-is-out/ January &lt;br /&gt;
&lt;br /&gt;
28th, 2011]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Language strings&lt;br /&gt;
* Saved games&lt;br /&gt;
&lt;br /&gt;
Battlescape:&lt;br /&gt;
* Terrain generation&lt;br /&gt;
* Basic units&lt;br /&gt;
* Basic pathfinding, fog of war, lighting&lt;br /&gt;
&lt;br /&gt;
=== Version 0.3 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Released on [http://openxcom.org/index.php/2011/09/holy-crap-its-version-0-3/ &lt;br /&gt;
&lt;br /&gt;
September 1st, 2011]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Items&lt;br /&gt;
* Purchasing&lt;br /&gt;
* Selling&lt;br /&gt;
* Transferring&lt;br /&gt;
* Ufopaedia&lt;br /&gt;
* Options&lt;br /&gt;
* Platform-specific Folders&lt;br /&gt;
&lt;br /&gt;
Battlescape:&lt;br /&gt;
* Item equipping, firing, throwing&lt;br /&gt;
* Environment: fire, smoke, explosions, damage, kills&lt;br /&gt;
* Unit stats&lt;br /&gt;
* AI Phase 1 (patrol, aggro)&lt;br /&gt;
&lt;br /&gt;
=== Version 0.4 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Released on [http://openxcom.org/index.php/2012/08/incoming-version-0-4/ &lt;br /&gt;
&lt;br /&gt;
August 14th, 2012]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Research&lt;br /&gt;
* Manufacture&lt;br /&gt;
* Rulesets&lt;br /&gt;
&lt;br /&gt;
Battlescape:&lt;br /&gt;
* Terror sites&lt;br /&gt;
* Debriefing, scores, experience and skill ups&lt;br /&gt;
* Large units and other alien units&lt;br /&gt;
* Special items (medi-kit, motion sensor, proximity grenade, psi-amp, mind &lt;br /&gt;
&lt;br /&gt;
probe, blaster launcher, electroflare)&lt;br /&gt;
&lt;br /&gt;
=== Version 0.5 ===&lt;br /&gt;
* Geoscape AI (missions, UFO spawning, bases, scoring, funding, interceptions, &lt;br /&gt;
&lt;br /&gt;
etc.)&lt;br /&gt;
* Graphs&lt;br /&gt;
* Victory/Defeat&lt;br /&gt;
&lt;br /&gt;
Battlescape:&lt;br /&gt;
* More alien units&lt;br /&gt;
* Alien base and X-Com base missions&lt;br /&gt;
* AI Phase 2 (grenades, blaster launcher, taking cover)&lt;br /&gt;
&lt;br /&gt;
=== Version 1.0 ===&lt;br /&gt;
* Resource Packs&lt;br /&gt;
* Intro/Outro&lt;br /&gt;
* Anything else missing&lt;br /&gt;
&lt;br /&gt;
== Feature List ==&lt;br /&gt;
&lt;br /&gt;
List of every X-Com feature and whether it&#039;s supported in the latest stable &lt;br /&gt;
&lt;br /&gt;
OpenXcom version.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Geoscape&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;300&amp;quot; | Game timer&lt;br /&gt;
| width=&amp;quot;75&amp;quot; {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Globe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Ocean rendering&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Land rendering&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Rotation and zoom&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Lighting&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Object markers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Country names and details&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Cities&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Base placement&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Object selection&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Events&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Terror Site spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Favor point gain/loss&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Multi-UFO Alien Missions&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | AI/Progression&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Mission spawning&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Race progression&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Frequency &amp;amp; type of missions&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Interceptions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft list&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Target selection&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Weapon firing&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Dogfight modes&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;X-Com craft behavior&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO behavior&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Damage indicator&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;UFO view&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Multiple dogfights&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Minimizing&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Battlescape After-Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Experience&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Score&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item recovery&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Wound recovery&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;KIA/MIA soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Promotions&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Alien Mission impact&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Re-Equip Soldiers&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| Graphs&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| Options&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Load/Save&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Funding&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Basescape&lt;br /&gt;
|-&lt;br /&gt;
| View base layout&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| View base details&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| View multiple bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Build new bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Base information&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Soldier management&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Craft management&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft soldiers&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft equipment&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft armor&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Facility construction / removal&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Manufacture&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Purchase items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Sell items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| Transfer items between bases&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Battlescape&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Launch&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Site terrain creation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Craft/UFO terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Unit spawning&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Tanks organized in craft&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Item generation&lt;br /&gt;
| {{yes}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equip Screen&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit/armor portrait&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit inventory boxes&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  ground&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  items shown&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  move/equip items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Races&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  animations&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  racial attacks&lt;br /&gt;
| {{no}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  all ranks&lt;br /&gt;
| {{no}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | General Actions &amp;amp; Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  experience triggers&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  select unit &lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  select unit (2x2)&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  movement &lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  movement (2x2)&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  shoot weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  shoot weapons at target unit&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  use items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  throw items&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  fire projectile with occlusion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  hit units&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  hit terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  damage to units&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  fatal wounds&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  stun damage&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  destroy/degenerate terrain&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Night Mission Darkness&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  lighting from terrain lights&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  lighting from soldiers&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  items equipped to unit hands&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit built-in/racial items&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  explosion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  smoke&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  smoke stun&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  ballistic weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Laser weapons&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  plasma weapons&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  small/rocket launcher&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  blaster launcher&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenades&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  Psi-Amps&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  First Aid Kit&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  motion scanner&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  mind probe&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon effects/functions&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenade prime state/timer&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  grenade explosion&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  electro-flare&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  projectile launch&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  damage on impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  explode on impact&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  waypointed missle&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  unit moral&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  psy-panic&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  psy control&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  first aid&lt;br /&gt;
| {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;  motion sensing&lt;br /&gt;
| {{IDK}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:IDK&amp;diff=40809</id>
		<title>Template:IDK</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:IDK&amp;diff=40809"/>
		<updated>2012-11-03T02:32:09Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Created page with &amp;quot;style=&amp;quot;background:#9A9A9A; color:black; vertical-align: middle; text-align: center; &amp;quot; class=&amp;quot;table-no&amp;quot; | Unknown&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;style=&amp;quot;background:#9A9A9A; color:black; vertical-align: middle; text-align: center; &amp;quot; class=&amp;quot;table-no&amp;quot; | Unknown&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=35600</id>
		<title>Rulesets (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)&amp;diff=35600"/>
		<updated>2012-07-11T09:44:09Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Added a (crappy) article to introduce rulesets to noobs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rulesets are a way that OpenXcom exposes it&#039;s inner workings to users and modders in an easy to edit YAML text files. These text files have .rul or .dat extensions and contain &#039;rules&#039; that describe a wide variety of the games behavior. Although rulesets can be edited with any text editor (like notepad) it is easier to use a YAML editor like Notepad++ because the information in a ruleset file isn&#039;t formatted, making it difficult to find a specific rule you might want to edit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
Each rule describes a single item in a list and various attributes pertaining to that item. A list of these items is a ruleset. For example there is a ruleset containing a list of all the facilities in the game. Each facility has a type(what building it is), cost to build, time to build in days, and several other bits of information. The entry with the type STR_GENERAL_STORES has an amount of storage space as an attribute, and hypothetically if you were to copy that attribute and value combination and paste it into the list of attributes for the facility type STR_LIVING_QUARTERS then when you play OpenXcom Living Quarters should give you 50 storage space. As long as you didn&#039;t remove the part of the living quarters rule that says living quarters give 50 people a place to sleep, the living quarters facility would fulfill the functions of both facilities. &lt;br /&gt;
&lt;br /&gt;
==Viewing and Editing Rulesets (YAML)==&lt;br /&gt;
YAML is a data storage language designed to be very easy to read and edit both for a human with a text editor and for a computer. If you don&#039;t feel comfortable editing INI files you have almost no chance of editing a ruleset in something like notepad. Most code-literate people will prefere a YAML editor over notepad as well however.&lt;br /&gt;
&lt;br /&gt;
Assuming you&#039;re a nerd but haven&#039;t heard of YAML, just open any rulesets (or save files) in notepad++ and select Language&amp;gt;YAML. Or find another YAML editor (eclispe has a plugin). &lt;br /&gt;
&lt;br /&gt;
OK, now that those nerdy weirdos are gone, go google Notepad++ and download and install it. You have to be on windows to use it but if you a Linux user and you don&#039;t know how to use Google to find your own YAML editor then something is very very wrong.&lt;br /&gt;
&lt;br /&gt;
Now, once it&#039;s installed go into the folder where you have OpenXcom installed and find the ruleset file &#039;Xcom1Ruleset.rul&#039; in the Rulesets folder that&#039;s in the Data folder. Right click the file and select &#039;Edit with Notepad++&#039;. Once it&#039;s opened hold your breath and click the &#039;Language&#039; dropdown menu. It&#039;s OK, calm down, you don&#039;t need to worry about all those scary programing languages, just select the one at the bottom YAML.&lt;br /&gt;
&lt;br /&gt;
You can use the vertical bar on the left of the editor to collapse regions of the rulesets file that you aren&#039;t interested in. Just click the little grey triangle things by the names of stuff to expand or collapse a region. &lt;br /&gt;
&lt;br /&gt;
(this part may change) At the very top off 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 nest 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 200). Congratulations, you have just modded OpenXcoms living quarters to hold more people, don&#039;t forget to save.&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Darkestaxe&amp;diff=35599</id>
		<title>User talk:Darkestaxe</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Darkestaxe&amp;diff=35599"/>
		<updated>2012-07-11T07:57:01Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: /* Sub ordering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sub ordering ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t mean to step on your toes for reverting your change to the sub table. I agree that the supply ship is not up there as far as the threat level goes. However, the table isn&#039;t sorted by threat level, but rather it&#039;s sorted by the order they are ordered in the game, where the Supply ship is last in the chain. -[[User:NKF|NKF]] 04:29, 4 July 2012 (EDT)&lt;br /&gt;
:Sounds good, I assume you mean that&#039;s how they&#039;re ordered in the ingame Ufopedia. [[User:Darkestaxe|Darkestaxe]] 03:57, 11 July 2012 (EDT)&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Submarines&amp;diff=35533</id>
		<title>Alien Submarines</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Submarines&amp;diff=35533"/>
		<updated>2012-07-02T07:39:11Z</updated>

		<summary type="html">&lt;p&gt;Darkestaxe: Changed USO table to reflect my view that Supply Ship is more of a little sissy ship then Battleship or Dreadnaught.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Alien Submarines&#039;&#039;&#039; used by the aliens of &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039; are big, blocky, shapes which resemble sea creatures and lack most forms of aerodynamics. They are able to dive and fly at breakneck speeds through the power of [[Zrbite]] and the resiliency of [[Aqua Plastics]].  Alien Subs come in a variety of forms ranging from the tiny Survey Ships right up to the massive Dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
Alien Subs are the aliens&#039; sole method to move around Earth, and collect resources, so in theory, it would be possible to halt the alien advance if [[X-COM]] could maintain absolute naval superiority. Earth&#039;s forces do not initially have the resources required for such a task, and even if it becomes possible, the aliens have an vast resource supply and will not be set back by a war of attrition. In addition, alien undercover agents will continue to erode Earth&#039;s defenses from the inside.&lt;br /&gt;
&lt;br /&gt;
Despite this, commanders should still down as many Alien Subs as possible. At the very least, it may slow the aliens down some. &lt;br /&gt;
&lt;br /&gt;
[[UFOs]] are the equivalent in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. The third game in the series, &#039;&#039;[[Apocalypse]]&#039;&#039;, introduced [[Alien Ships (Apocalypse)|another fleet]].&lt;br /&gt;
&lt;br /&gt;
==Alien Submarine Overview==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;160&amp;quot;&amp;gt;Craft&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Max Speed&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Accel.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Weap. Power&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Weap. Range*&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Damage Cap.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Crashed Pnt.&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Destroyed Pnt.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Survey Ship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Escort]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;          &amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;         &amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Heavy Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;450&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Hunter]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;250&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Fleet Supply Cruiser]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;38&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2,000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Battleship (TFTD)|Battleship]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;[[Dreadnought]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Large&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4,800&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;700&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1,400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comments:&lt;br /&gt;
* Weapon Range: figures given in the in-game [[UFOpaedia]] are a factor of 8 too high. The values in this table have been corrected so they are comparable to [[Sub_Armaments|Sub Armament]] ranges.&lt;br /&gt;
&lt;br /&gt;
== Weapons vs. Alien Submarines ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Craft&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vmax&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Barracuda]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Manta]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hammerhead]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4030&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Leviathan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;80%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Armament&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Range (km)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Accuracy&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Reload Time (s)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Shots&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Craft Gas Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;AJAX&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;D.U.P. Head&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gauss Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sonic Oscillator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;P.W.T. Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;28&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
If your craft is faster, the Alien Sub cannot escape; if your weapons have a higher range than the sub&#039;s, you&#039;ll be entirely safe from return fire.&lt;br /&gt;
&lt;br /&gt;
* Sonic Oscillators can safely be used (even by Barracudas) against any Alien Submarines except Dreadnoughts.  Even against Dreadnoughts, Sonic Oscillators are better than P.W.T. Launchers because a minimum of &#039;&#039;four&#039;&#039; P.W.T.-armed craft are required to down a Dreadnought.&lt;br /&gt;
* Single craft with DUPs are sufficient to bring down any Medium or smaller Alien Subs. 3 craft with DUPs needed vs Fleet Supply Cruisers. DUPs cannot be safely used against Battleships, unlike Xcom&#039;s Avalanche vs Terror Ships.&lt;br /&gt;
&lt;br /&gt;
== X-Com Subs vs. Alien Subs ==&lt;br /&gt;
&lt;br /&gt;
* The Barracuda can always catch Survey Ships for the Barracuda is faster, but it often cannot dive deep enough to engage its target.&lt;br /&gt;
* The Manta is faster than all Alien Subs EXCEPT the Dreadnought.&lt;br /&gt;
* The Hammerhead can intercept all Alien Subs except the Hunter, the Battleship, and the Dreadnought, which must slow down in order for the Hammerhead to catch up.&lt;br /&gt;
* The Leviathan is 1000 speed units faster than even the mighty Dreadnought and can intercept all Alien Subs.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
&lt;br /&gt;
*The floor maps &amp;amp; schematic pictures of the Survey Ship and Escort are swapped with each other in the Battlescape, the Interception window and the UFOPaedia. &lt;br /&gt;
*The schematic pictures of the Battle Ship and the Fleet Supply Cruiser are also swapped in the UFOPaedia and Intercept window. The floorplan maps on the Battlescape are not affected.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Alien Sub Navbar}}&lt;br /&gt;
[[Category:Alien Submarines (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Darkestaxe</name></author>
	</entry>
</feed>