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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darkfred</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:36:06Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=User:Pi_Masta&amp;diff=12085</id>
		<title>User:Pi Masta</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pi_Masta&amp;diff=12085"/>
		<updated>2007-07-12T21:09:04Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: /* Files to be Decoded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alright I finally created this page. Tired of seeing so much red on the Recent Changes page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, I like computers and math (hence Pi) and of course XCOM or I wouldn&#039;t be here. Just something about the gameplay and concept of the game intrigues me.&lt;br /&gt;
&lt;br /&gt;
==PyXcom==&lt;br /&gt;
I&#039;m hoping to get a possible &#039;free-for-all&#039; editor going in python. I had success getting an old version of Python to work in DOSBox, though it&#039;s not very stable. I&#039;m working on a &#039;back-end&#039; (currently dubbed PyXcom) for all the saved game files so applications would just have to worry about what values to put in and not formatting the file correctly, giving it a more &#039;pythonic&#039; interface. Could still use work, but I have a simple class that can read and write .DAT files (really any fixed-length files), and is somewhat simple to add new fields as values in files are discovered.&lt;br /&gt;
&lt;br /&gt;
From this I could make a Tk/Tcl version that would require a much later version of Python to do editing on modern machines (including *nix, and probably Mac). This would probably do more in depth editing, of say the bases, stats of objects or soldiers, etc. &lt;br /&gt;
&lt;br /&gt;
Before that I think I&#039;ll make a DOS friendly version (aka command prompt, maybe keyboard selection) that could implement changes (I&#039;m thinking of making a better soldier equip screen that runs before going into tactical, downside is I don&#039;t it will be easy to display images). &lt;br /&gt;
&lt;br /&gt;
Another idea I have is to make a Monitoring program (PyXMon?) that can watch the save game and MISSDAT directories and apply patches to them automattically. The main use this would have is renaming soldiers since it is impossible to have an App, like XcomUtil,rename them after combat (GEOSCAPE updates the stats then), instead you could save your game, possibly wait a second or 2 and then reload it. The monitoring program will catch the new save game and apply the fix. This would also go with the &#039;Finished&#039; Dirt Modules bug, though handling that between battles would probably be enough. Another application would be for Data Miners to have the scripts automattically output data from files (in a more readable format) on saves, for instance Zombie&#039;s initial Funds data could have had a script written in python to automatically append a file with the data about the countries.&lt;br /&gt;
&lt;br /&gt;
I have too many ideas, and most likely I won&#039;t complete these projects, but I hope to get close. I&#039;m updating this Wiki for the most part on the files, and trying to crack some of the others.&lt;br /&gt;
&lt;br /&gt;
===Current Status===&lt;br /&gt;
I have almost all decoded files supported (with the exception of graphic files which I don&#039;t intend to directly load) and I&#039;ve started on making a layer on top of it. Namely BaseInfo, SoldierInfo, LocInfo, and CraftInfo that can all be connected together and I have made a &#039;master&#039; module to do this given a directory for it to load from. Let me give some examples:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t = Geoscape(&#039;missdat&#039;)&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t.base[0].name&lt;br /&gt;
 &#039;Main&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; for x in t.base[0].soldiers:&lt;br /&gt;
         print x&lt;br /&gt;
 D Likhachev (r)aBRst (Rookie)&lt;br /&gt;
 F Robinson (r)aRbr (Rookie)&lt;br /&gt;
 Evans TU (C)C-AC*ST* (Captain)&lt;br /&gt;
 .......&lt;br /&gt;
 Sarah Watson (r)arbrst (Rookie)&lt;br /&gt;
 Ed Kemp SACK (Rookie)&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; for x in t.loc.used:&lt;br /&gt;
         print x, &#039;:&#039;,  x.data	&lt;br /&gt;
 Loc[0] - XCOM Base : Base 0: Main&lt;br /&gt;
 Loc[1] - XCOM Ship : Skyranger-1&lt;br /&gt;
 Loc[2] - XCOM Ship : Interceptor-1&lt;br /&gt;
 Loc[3] - XCOM Ship : Interceptor-4&lt;br /&gt;
 Loc[4] - XCOM Base : Base 1: Asia&lt;br /&gt;
 Loc[5] - Crash Site : Large Scout-51&lt;br /&gt;
 Loc[6] - XCOM Base : Base 2: America&lt;br /&gt;
 Loc[7] - XCOM Ship : Interceptor-5&lt;br /&gt;
 ... &lt;br /&gt;
 Loc[15] - Alien Base : None&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t.loc[5].data.damage #The crashed large scout&lt;br /&gt;
 150&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; for x in t.loc[1].data.soldiers: #Skyranger 1&#039;s soldiers&lt;br /&gt;
         print x, &#039;;&#039;,	&lt;br /&gt;
 D Likhachev (r)aBRst (Rookie) ; F Robinson (r)aRbr (Rookie) ; Evans TU (C)C-AC*ST* (Captain) ; Robinson TU (Co)ACrbr*ST* (Colonel);&lt;br /&gt;
 C Dodge (S)*AC*Rbrst (Seargent) ; Yuzo Kojima SACK (Rookie) ; K Okamoto (r)W-ACr (Rookie) ; Yataka Shoji (r)C-st (Rookie) ; &lt;br /&gt;
 Austin King SACK (Rookie) ; Y Matsumara (r)C-W-ACR (Rookie) ;&lt;br /&gt;
&lt;br /&gt;
And now to show that you can chain these together. This one get&#039;s the second LOC.DAT entry (which is skyranger-1), grabs its data (the skyranger craft itself), gets the craft&#039;s second soldier (remember is all 0-based), then his/her base, that base&#039;s location, that location&#039;s data (which just goes back to the base), that base&#039;s last soldier, and then that soldier&#039;s name.&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t.loc[1].data.soldiers[1].base.loc.data.crafts[0].soldiers[-1].name&lt;br /&gt;
 &#039;Y Matsumara (r)C-W-ACR&#039;&lt;br /&gt;
&lt;br /&gt;
This is all just the tip of the iceberg!&lt;br /&gt;
&lt;br /&gt;
Right now I just have mostly Geoscape stuff made for use. The Tactical saves can be manipulated but there&#039;s no referencing other files or what not. So far there is no GUI. This is intentional as it is mean to run at the command prompt with XCOM if possible. I might whip up a generated GUI using tkinter, one that just makes fields based on the information from these class objects (read: not going to look pretty). But right now I think I&#039;m going to get on to the Tactical files (the main ones, OBREF, UNITREF, etc).&lt;br /&gt;
&lt;br /&gt;
Oh and I do have a stat string generator that is very customizeable, although probably not as simplistic.&lt;br /&gt;
&lt;br /&gt;
I also now have a simple graphical soldier equipment utility to possibly replace the ingame initial equipment screen.&lt;br /&gt;
&lt;br /&gt;
===As a tool===&lt;br /&gt;
I&#039;ve whipped up a handy file monitoring script that will run a function when a file is modified. With this I can have it automatically apply patches or fix issues whenever a game is saved. Also it could be possible with modification of the batch file that switches between Tactical and Geoscape to have it add or even replace parts of the game. (I&#039;m trying to get a soldier editor, but there&#039;s a few issues I have to work out)&lt;br /&gt;
&lt;br /&gt;
Mainly though, I can use this monitoring process to help figure out what certain bytes mean. For example when I was looking for what offset 12 does for [[OBPOS.DAT]], I simply monitored one of my save folder&#039;s obpos.dat file. Whenever it changed my script would parse the information and compare it to the last known information (rather quickly too might I add), it then printed to a seperate console the results as well as appending it to a log file. I even added more functionality by having it read the [[SAVEINFO.DAT]] file to get the save name, thus I could put some comments on what I did while I saved. Put this all together and I could see what happened to the files (or what parts I want to know about) as often as I saved, no need to alt-tab out and run a script.&lt;br /&gt;
&lt;br /&gt;
==[[LEASE.DAT]]==&lt;br /&gt;
some working notes on lease.dat&lt;br /&gt;
&lt;br /&gt;
fixed length of 180 bytes, prime factorization of 180:&lt;br /&gt;
 2^2 * 3^2 * 5, &lt;br /&gt;
&lt;br /&gt;
factors of 180: (probable line widths)&lt;br /&gt;
 2, 3, 4, 5, 6, 9, 10, 12, 15, 18, 20, 30, 36, 45, 60, 90, 180&lt;br /&gt;
&lt;br /&gt;
only offsets that seem to change (out of about 14 files) (&#039;&#039;compared from 1st to 14 others, but not 2nd or 3rd etc with the other 14 so could be more&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
 0-1,  5-17,  20-23,  26-28,  32-35,  38-41,  44-47,  50-53,  56-59,  62-65,  68-71,  74-77,  80-83,  86-89,  &lt;br /&gt;
 92-95,  98-101,  104-107,  110-113,  116-119,  122-125,  128-131,  134-137,  140-142,  146-149,  152-155,  &lt;br /&gt;
 158-161,  164-167,  170-173,&lt;br /&gt;
&lt;br /&gt;
There is a lot of symmetry in this format, lots of double 0&#039;s will line up at the line widths of the factors, with the exception of the very first byte, almost as if the first record is somehow different...&lt;br /&gt;
&lt;br /&gt;
* 13 Seems to be 0 for saves, 1 after combat and in missdat, 2 only for before combat, but I&#039;ve seen this number change in Geoscape saves, particularly when intercepting craft&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
LEASE as the name of this file makes me think of it pertaining to either:&lt;br /&gt;
* Purchased craft monthly (shouldn&#039;t need this much data)&lt;br /&gt;
* Base monthly costs&lt;br /&gt;
The &#039;orange&#039; set of values seems to be the most popular and &#039;simple&#039;.&lt;br /&gt;
&lt;br /&gt;
From tests using PyXCOM of over 70 saves, this file seems to change most often when a UFO is detected or an interceptor is launched at it. &lt;br /&gt;
&lt;br /&gt;
==Base Items store space==&lt;br /&gt;
I dug into GEOSCAPE.EXE and found the pattern of sizes like that listed on the stores page (offset 0x5DB34). However it different some areas, namely the HWP ammo was not with the actual HWPs. Also interesting was that there were gaps of 0&#039;s between some items, usually from the different groups like craft weapons, to agent weapons, to alien weapons, etc.&lt;br /&gt;
&lt;br /&gt;
I got to looking at [[PURCHASE.DAT]] as this seemed to be the only logical place for size information to be. Of particular interest was the so called &#039;sort&#039; order offset. I really doubted the programmers devoted a byte to help &#039;sort&#039; the information for display, but given what could be gleaned from that file alone it was a good guess. I&#039;m pretty sure it&#039;s an index (which technically does sort it) to at least one array (I surmise others below). I used some python scripts to read in a Purchase.dat file and a hex editor to find the pattern in geoscape.exe. &lt;br /&gt;
&lt;br /&gt;
Simply by placing the values in an array and having each item in purchase.dat use it&#039;s &#039;sort&#039; value to fetch the record in the array, everything matched up, well almost. The plasma beam and Fusion Ball Launcher were backwards (plasma had 20 space while fusion had 12). I almost gave up but then I thought what if the order is wrong? There isn&#039;t much info linking to what item a record is in that file, but I looked at the sell price. Turns out I was right, the sell price of the Fusion Ball Launcher is well known as it&#039;s the second runner up for [[Manufacturing Profitability]].&lt;br /&gt;
&lt;br /&gt;
===Other Possibilities===&lt;br /&gt;
These items have to index to English.dat somewhere (probably in the executable). My guess is that it is near the array that I found. There is probably other information such as the craft weapon statistics. The gaps between these indexes might make it possible to add new items to the game as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[INTER.DAT]]==&lt;br /&gt;
Took a stab at this file. I believe it deals with interceptions based on the name and that it changed whenever I attacked a UFO with an interceptor. However it is 568 bytes with a factorization of:&lt;br /&gt;
 2 * 2 * 2 * 71&lt;br /&gt;
Which baffles me because 71, 142, or 248 seem like weird lengths. I don&#039;t know of anything relating to these numbers in X-COM.&lt;br /&gt;
&lt;br /&gt;
I observed one set of changes that is interesting:&lt;br /&gt;
 0246: 000 ( 0) -&amp;gt; 008 ( 8)&lt;br /&gt;
 0248: 000 ( 0) -&amp;gt; 090 (5A)&lt;br /&gt;
 0388: 000 ( 0) -&amp;gt; 008 ( 8)&lt;br /&gt;
 0390: 000 ( 0) -&amp;gt; 090 (5A)&lt;br /&gt;
 0530: 000 ( 0) -&amp;gt; 008 ( 8)&lt;br /&gt;
 0532: 000 ( 0) -&amp;gt; 090 (5A)&lt;br /&gt;
&lt;br /&gt;
This appeared right after I downed a UFO in Brazil (Snakeman Large Scout on Retaliation) along with some other changes, but this set caught my eye because of the repetition, but more when I found that 388 - 246 = 142, and 530 - 388 = 142, with the significance of 142 being one of the factors of file size (2*71 = 142 -&amp;gt; 142 * 4 = 568)&lt;br /&gt;
&lt;br /&gt;
Also observed offsets 32 and 33 jump from 0&#039;s to 254 and 255 respectively and back. 30 and 31 changed somewhat but appears unrelated with the value of 32 and 33. So my guess is 4 sets of 142 bytes, with 71 2-byte values inside of each set. &lt;br /&gt;
&lt;br /&gt;
Perhaps this file is suppose to save the state of interceptions as they happen so they could be restored upon loading (which we all know crashes the game). Perhaps an adjustment could be made to this file to allow it to work, just like with the Difficulty bug and &lt;br /&gt;
&lt;br /&gt;
I might have to check this, but I think the maximum number of interceptions you can have minimized is 4, so possibly this file keeps track of each one.&lt;br /&gt;
[[IGLOB.DAT]].&lt;br /&gt;
&lt;br /&gt;
== Files to be Decoded ==&lt;br /&gt;
Here I&#039;m going to list some files that need values to be decoded. Some of them it might not be possible as a lot of the values are set to 0. Namely the MISDATA, MISSION, MISSION2 as they all use the same format but are used at different stages of the game.&lt;br /&gt;
&lt;br /&gt;
* [[MISDATA.DAT]] (and [[MISSION.DAT]], [[MISSION2.DAT]]) - probably should combine into 1 page with sections detailing what is and is not in each name&lt;br /&gt;
* [[GEODATA.DAT]] - 92 Bytes, but we only have about 10 of them decoded. I think this is what is used to generate new battlescapes, but I think it&#039;s GEOSCAPE that actually generates the [[MAP.DAT]] file - &amp;lt;i&amp;gt;Interestingly, the map only gets saved to disk if you manually save the game. Hence the GeoScape engine never touches it, though it &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; dictate where your craft ends up. - [[User:Bomb Bloke|Bomb Bloke]] 21:22, 9 June 2007 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[LOC.DAT]] - Some unknown values&lt;br /&gt;
* &#039;&#039;&#039;Little to nothing known&#039;&#039;&#039;&lt;br /&gt;
** [[XBASES.DAT]] - XCOM Base(s) targeted for retaliation possibly. On saves just before a base defense mission a single byte was set to 1, all other saves have nothing but 0&#039;s in them.&lt;br /&gt;
:::: Each entry is 4 bytes long, and consists of 2 seperate 2 byte values. What do they do, no idea. --[[User:Darkfred|Darkfred]] 08:23, 11 June 2007 (PDT)&lt;br /&gt;
** [[INTER.DAT]] - Stores info on interceptions? - Pretty sure on this&lt;br /&gt;
:::: 4 entries each 142 bytes. I think byte 0 of each is a boolean that closes the intercept window, need to test. --[[User:Darkfred|Darkfred]] 08:23, 11 June 2007 (PDT)&lt;br /&gt;
** [[AKNOW.DAT]] - Perhaps what the Aliens Know, as in which bases for retals&lt;br /&gt;
** [[LEASE.DAT]]&lt;br /&gt;
:::: My Guess, current position and zoom of the geoscape map ball. I remember testing this a while back and bytes 12-13 seemed to control zoom, but only if set to specific values. 120, 720 etc. --[[User:Darkfred|Darkfred]] 08:23, 11 June 2007 (PDT)&lt;br /&gt;
::::: Well that explains why the file seemed to change when a UFO was detected as I always centered on it and usually moved the globe to track it while it was flying around, lol. Still leaves many bytes unknown though... Thanks a lot for your help Darkfred! [[User:Pi Masta|Pi Masta]] 11:54, 9 July 2007 (PDT)&lt;br /&gt;
:::::: I have got this pretty much completely decoded now. Check out [[LEASE.DAT]], which has the preliminary results. I will update it will the full info soon. --[[User:Darkfred|Darkfred]] 14:09, 12 July 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11981</id>
		<title>LEASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11981"/>
		<updated>2007-06-14T15:55:46Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have some preliminary information on this file. Donno how accurate this is still testing. --[[User:Darkfred|Darkfred]] 08:08, 13 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
This file appears to store the current settings for the display of the 3D GeoGlobe. All of the entrys are in Degrees, stored using fixed point arithmetic in 13:3 format (divide by 8 to find the Real value). Oddly enough, even the zoom factor is store as an angle, which implies that this is a Field of View rather than a distance factor.&lt;br /&gt;
&lt;br /&gt;
 0-1 Y rotation of Geoglobe 0-2880&amp;lt;BR&amp;gt;&lt;br /&gt;
 2-3 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 6-7 X rotation of Geoglobe 0-2880&amp;lt;BR&amp;gt;&lt;br /&gt;
 ?&lt;br /&gt;
 12-13 Zoom of geoglobe 0, 180, 360, 720 (Field of View angle?)&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11963</id>
		<title>LEASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11963"/>
		<updated>2007-06-13T23:50:09Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have some preliminary information on this file. Donno how accurate this is still testing. --[[User:Darkfred|Darkfred]] 08:08, 13 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
This file appears to store the current settings for the display of the 3D GeoGlobe. All of the entrys are in Degrees, stored using fixed point arithmetic in 13:3 format (divide by 8 to find the Real value). Oddly enough, even the zoom factor is store as an angle, which implies that this is a Field of View rather than a distance factor.&lt;br /&gt;
&lt;br /&gt;
 0-1 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 2-3 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 6-7 X rotation of Geoglobe 0-2880&amp;lt;BR&amp;gt;&lt;br /&gt;
 ?&lt;br /&gt;
 12-13 Zoom of geoglobe 0, 180, 360, 720 (Field of View angle?)&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11962</id>
		<title>Talk:PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11962"/>
		<updated>2007-06-13T23:40:39Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for a bit of general --[[User:Darkfred|Darkfred]] 07:29, 13 June 2007 (PDT)information, it might be worth mentioning that some of the palette entries are used for colour cycling. For example the radar pings on the intercept console. That&#039;s achieved by shifting a whole block of palette entries to give the effect of movement. (Think KITT&#039;s chasing lights) The image doesn&#039;t change, but the colour that you see does. It results in a wave movement. If anyone remembers the shifting colours on ye olde Windows startup screens, this was achieved in the same way. &lt;br /&gt;
&lt;br /&gt;
Other palette swaps include the greyscale background bitmaps that are used in the Geoscape screens. They keep the same palette entry, and the game only needs to shift these entries to different shades to change the shades of the backgrounds. &lt;br /&gt;
&lt;br /&gt;
Come to think of it, anyone know what conditions change the normal backgrounds from red to purple? It seems to vary. &lt;br /&gt;
&lt;br /&gt;
Also another random technical tidbit, the game uses mode 13h for its display. In other words 320x200x256clr VGA mode. It used to come standard on all SVGA cards as a safe mode to revert to. The first fifteen colours after the transparency were probably left behind for use by the console. They appear to match the old text mode 16 colour palette. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
In the case of the background images, the palette swaps are pulled from [[BACKPALS.DAT]], but I never realised the intercept radar was a palette cycle, though it does make sense - I assume that&#039;s handled entirely by the executable.&lt;br /&gt;
&lt;br /&gt;
Oooh, I didn&#039;t know mode 13 was a *real* display mode! I thought it was just a &amp;quot;prebuilt&amp;quot; mode that QBasic provided to &amp;quot;script kiddies&amp;quot;. XD&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean about those fifteen colors and how &amp;quot;They appear to match the old text mode 16 colour palette&amp;quot;. I checked QBasic&#039;s idea of what the default mode 7 palette should look like (mode 7 being a sixteen color only version of mode 13, but with multiple &amp;quot;screens&amp;quot; you could flip in and out of the display buffer - guess you could call it EGA?) and it doesn&#039;t match the colors in any of UFO&#039;s palettes. But, I dunno if the palettes QBasic used followed any real standard, or if I even know what I&#039;m talking about. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:56, 12 June 2007 (PDT)&lt;br /&gt;
: Xcom was built for mode 13h with a 6 bit ramdac, (hence the 0-64 color values). This was one of the few modes which was widely available and worked the same on all early pc&#039;s. It was started via interrupt 13h also called MCGA and the bios did all the setup work. I don&#039;t think there was a default mcga palette, but it could be the default EGA palette.&lt;br /&gt;
: The palette animation could be done either way, I will check on this, but it might just be easier to switch the pal to grayscale, and take a screenshot during the animation. Then look at the color values. In the windows version the palettes are entirely faked anyway so doing it via code wouldn&#039;t be any slower.--[[User:Darkfred|Darkfred]] 07:58, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;palette faking&amp;quot;... I know that if you take a screenshot in the CE version of the game (F12), the resulting image will be a 256 color job using whatever palette the game was supposed to be using at the time.&lt;br /&gt;
&lt;br /&gt;
Hence my thought was to just take multiple screenshots of the animation, and check to see what the palette looked like. Sure enough, colors 112 through to 127 (16 in all) cycle through shades of green, whereas the image itself doesn&#039;t actually change.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 17:53, 12 June 2007 (PDT)&lt;br /&gt;
: Good work! Very cool. &lt;br /&gt;
: This may be boring but I will explain what I meant by palette faking. Its interesting but not terribly useful unless you wanna mod the exe.&lt;br /&gt;
: Palette Faking: The CE version of UFO is actually rendered in 32bit color at 640x400. You can take a screenshot of this version using the PrnScn key on your keyboard. The image you get when you press F12 is from UFO&#039;s fake internal MCGA buffer. &lt;br /&gt;
: When UFO was converted to a windows application the developers cheated, they made a copy of the mode13h memory in the executable, which they use as if it was the actual screen. They also make a fake copy of the palette. Then after each frame is drawn they copy this into the 32bit DirectDraw surface. They convert from the MCGA format into 32bit and run an upsampling filter (2x to 640x400). This is why the edges of letters look smoother in-game then in screenshots. &lt;br /&gt;
: The upshot is that the CE game is the exact same game code, only wrapped with a mode13 emulator. Cool huh. This is what allows the Exe Splitter and filter changing mods to work, 90% of the work is already done. --[[User:Darkfred|Darkfred]] 22:03, 12 June 2007 (PDT)&lt;br /&gt;
:: It also implies that those who did the Windows conversion were not the same programs who made the game. The original programmers would have done it seemlessly rendering into the DirectX buffer. The CE programmers may not have even had the sourcecode, the hack could be done without it. (although audio might not be so easy I donno). --[[User:Darkfred|Darkfred]] 22:07, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::I believe the programmers that did the Win32 port may have had access to the source of the original executables. Lots of constants and other tables for both the executables seem to be lumped together at the end, which is why you can&#039;t always get a rough match for some variable offsets in the dos version and the executable version. They aren&#039;t just both of the original executables mushed together with a bit tacked on the end(or front) to get it to work with Direct X, as I originally thought.  &lt;br /&gt;
&lt;br /&gt;
:::Come to think of it, pressing print screen in the CE does take screenshots, but the palette information isn&#039;t carried over, so the bitmap that ends up on the clipboard is ruined. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
::::My UFO version is calling DirectDraw and requesting a 640x400x32bit display mode. It also makes nice 32bit screenshots when i press printscreen, I just verified this. It may be that there is some difference between our versions?  --[[User:Darkfred|Darkfred]] 23:34, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s not the game. I think it might just be the way some implementations of Windows handles screen captures. For lots of players, the screenshots palette will not be captured, and because the individual pixel index colours aren&#039;t saved, the image on the clipboard is ruined and cannot be recovered. I guess your clipboard works a lot better than most of us! (Or I suppose it could be your display mode). Using Printscreen with the dos version of the game works fine though, and the palette information isn&#039;t destroyed. My old copy of Windows 95 used to doubled the dos screen&#039;s pixels as well. Oh well. For now, the Collectors Edition&#039;s special F12 screen capture key for UFO/TFTD is still the most reliable method to capture screenshots. No matter how the game is displayed, the screenshot is stored as a 320x200x8 TGA file in the game directory- [[User:NKF|NKF]] 00:36, 13 June 2007 (PDT)&lt;br /&gt;
:::::: I don&#039;t see how the palette could be the problem though, my version of the game simply has NO palette. It is all converted to 32bit being put on the screen. And the screen doubling is using the SuperSai algorithm, which only works on 32bit buffers. The only thing I can think of is that perhaps it is receiving a 8bit buffer instead of the 32bit one it requests, but this doesn&#039;t make any sense. The most likely explanation is that the color problem is either a difference in our versions or a bug in your video drivers. --[[User:Darkfred|Darkfred]] 07:29, 13 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I doubt it -- it&#039;s almost certainly a matter of exact environment.  UFO/CE/W2K with the graphics fixup loader against NVidia drivers is palette-corrupted (just tested), so any chance of PrintScreen working normally on this platform is from using PrintScreen against an emulator. --[[User:Zaimoni|Zaimoni]] 16:28, 13 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::::::I am beginning to think that my highres 32bit version is the result of one of the mods I installed, i just don&#039;t know which. This would explain why the code is done in this way, stubbed into the beginning of the executable. Come to think of it I don&#039;t have any flashing screen problems like I did before either. hmmm. Well it works and I really don&#039;t care at this point. --[[User:Darkfred|Darkfred]] 16:40, 13 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11948</id>
		<title>LEASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11948"/>
		<updated>2007-06-13T15:10:33Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have some preliminary information on this file. Donno how accurate this is still testing. --[[User:Darkfred|Darkfred]] 08:08, 13 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
 0-1 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 2-3 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 6-7 X rotation of Geoglobe 0-2880&amp;lt;BR&amp;gt;&lt;br /&gt;
 ?&lt;br /&gt;
 12-13 Zoom of geoglobe 0, 180, 360, 720&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11947</id>
		<title>LEASE.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LEASE.DAT&amp;diff=11947"/>
		<updated>2007-06-13T15:08:30Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: preliminary info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have some preliminary information on this file. Donno how accurate this is still testing. --[[User:Darkfred|Darkfred]] 08:08, 13 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
 0-1 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 2-3 ?&amp;lt;BR&amp;gt;&lt;br /&gt;
 3-4 X rotation of Geoglobe 0-2880&amp;lt;BR&amp;gt;&lt;br /&gt;
 4-5 Y rotation of Geoglobe? 0-2880&amp;lt;BR&amp;gt;&lt;br /&gt;
 6-7 Zoom of geoglobe 0, 180, 360, 720&amp;lt;BR&amp;gt;&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11946</id>
		<title>Talk:PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11946"/>
		<updated>2007-06-13T14:29:02Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for a bit of general --[[User:Darkfred|Darkfred]] 07:29, 13 June 2007 (PDT)information, it might be worth mentioning that some of the palette entries are used for colour cycling. For example the radar pings on the intercept console. That&#039;s achieved by shifting a whole block of palette entries to give the effect of movement. (Think KITT&#039;s chasing lights) The image doesn&#039;t change, but the colour that you see does. It results in a wave movement. If anyone remembers the shifting colours on ye olde Windows startup screens, this was achieved in the same way. &lt;br /&gt;
&lt;br /&gt;
Other palette swaps include the greyscale background bitmaps that are used in the Geoscape screens. They keep the same palette entry, and the game only needs to shift these entries to different shades to change the shades of the backgrounds. &lt;br /&gt;
&lt;br /&gt;
Come to think of it, anyone know what conditions change the normal backgrounds from red to purple? It seems to vary. &lt;br /&gt;
&lt;br /&gt;
Also another random technical tidbit, the game uses mode 13h for its display. In other words 320x200x256clr VGA mode. It used to come standard on all SVGA cards as a safe mode to revert to. The first fifteen colours after the transparency were probably left behind for use by the console. They appear to match the old text mode 16 colour palette. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
In the case of the background images, the palette swaps are pulled from [[BACKPALS.DAT]], but I never realised the intercept radar was a palette cycle, though it does make sense - I assume that&#039;s handled entirely by the executable.&lt;br /&gt;
&lt;br /&gt;
Oooh, I didn&#039;t know mode 13 was a *real* display mode! I thought it was just a &amp;quot;prebuilt&amp;quot; mode that QBasic provided to &amp;quot;script kiddies&amp;quot;. XD&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean about those fifteen colors and how &amp;quot;They appear to match the old text mode 16 colour palette&amp;quot;. I checked QBasic&#039;s idea of what the default mode 7 palette should look like (mode 7 being a sixteen color only version of mode 13, but with multiple &amp;quot;screens&amp;quot; you could flip in and out of the display buffer - guess you could call it EGA?) and it doesn&#039;t match the colors in any of UFO&#039;s palettes. But, I dunno if the palettes QBasic used followed any real standard, or if I even know what I&#039;m talking about. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:56, 12 June 2007 (PDT)&lt;br /&gt;
: Xcom was built for mode 13h with a 6 bit ramdac, (hence the 0-64 color values). This was one of the few modes which was widely available and worked the same on all early pc&#039;s. It was started via interrupt 13h also called MCGA and the bios did all the setup work. I don&#039;t think there was a default mcga palette, but it could be the default EGA palette.&lt;br /&gt;
: The palette animation could be done either way, I will check on this, but it might just be easier to switch the pal to grayscale, and take a screenshot during the animation. Then look at the color values. In the windows version the palettes are entirely faked anyway so doing it via code wouldn&#039;t be any slower.--[[User:Darkfred|Darkfred]] 07:58, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;palette faking&amp;quot;... I know that if you take a screenshot in the CE version of the game (F12), the resulting image will be a 256 color job using whatever palette the game was supposed to be using at the time.&lt;br /&gt;
&lt;br /&gt;
Hence my thought was to just take multiple screenshots of the animation, and check to see what the palette looked like. Sure enough, colors 112 through to 127 (16 in all) cycle through shades of green, whereas the image itself doesn&#039;t actually change.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 17:53, 12 June 2007 (PDT)&lt;br /&gt;
: Good work! Very cool. &lt;br /&gt;
: This may be boring but I will explain what I meant by palette faking. Its interesting but not terribly useful unless you wanna mod the exe.&lt;br /&gt;
: Palette Faking: The CE version of UFO is actually rendered in 32bit color at 640x400. You can take a screenshot of this version using the PrnScn key on your keyboard. The image you get when you press F12 is from UFO&#039;s fake internal MCGA buffer. &lt;br /&gt;
: When UFO was converted to a windows application the developers cheated, they made a copy of the mode13h memory in the executable, which they use as if it was the actual screen. They also make a fake copy of the palette. Then after each frame is drawn they copy this into the 32bit DirectDraw surface. They convert from the MCGA format into 32bit and run an upsampling filter (2x to 640x400). This is why the edges of letters look smoother in-game then in screenshots. &lt;br /&gt;
: The upshot is that the CE game is the exact same game code, only wrapped with a mode13 emulator. Cool huh. This is what allows the Exe Splitter and filter changing mods to work, 90% of the work is already done. --[[User:Darkfred|Darkfred]] 22:03, 12 June 2007 (PDT)&lt;br /&gt;
:: It also implies that those who did the Windows conversion were not the same programs who made the game. The original programmers would have done it seemlessly rendering into the DirectX buffer. The CE programmers may not have even had the sourcecode, the hack could be done without it. (although audio might not be so easy I donno). --[[User:Darkfred|Darkfred]] 22:07, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::I believe the programmers that did the Win32 port may have had access to the source of the original executables. Lots of constants and other tables for both the executables seem to be lumped together at the end, which is why you can&#039;t always get a rough match for some variable offsets in the dos version and the executable version. They aren&#039;t just both of the original executables mushed together with a bit tacked on the end(or front) to get it to work with Direct X, as I originally thought.  &lt;br /&gt;
&lt;br /&gt;
:::Come to think of it, pressing print screen in the CE does take screenshots, but the palette information isn&#039;t carried over, so the bitmap that ends up on the clipboard is ruined. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
::::My UFO version is calling DirectDraw and requesting a 640x400x32bit display mode. It also makes nice 32bit screenshots when i press printscreen, I just verified this. It may be that there is some difference between our versions?  --[[User:Darkfred|Darkfred]] 23:34, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::::It&#039;s not the game. I think it might just be the way some implementations of Windows handles screen captures. For lots of players, the screenshots palette will not be captured, and because the individual pixel index colours aren&#039;t saved, the image on the clipboard is ruined and cannot be recovered. I guess your clipboard works a lot better than most of us! (Or I suppose it could be your display mode). Using Printscreen with the dos version of the game works fine though, and the palette information isn&#039;t destroyed. My old copy of Windows 95 used to doubled the dos screen&#039;s pixels as well. Oh well. For now, the Collectors Edition&#039;s special F12 screen capture key for UFO/TFTD is still the most reliable method to capture screenshots. No matter how the game is displayed, the screenshot is stored as a 320x200x8 TGA file in the game directory- [[User:NKF|NKF]] 00:36, 13 June 2007 (PDT)&lt;br /&gt;
:::::: I don&#039;t see how the palette could be the problem though, my version of the game simply has NO palette. It is all converted to 32bit being put on the screen. And the screen doubling is using the SuperSai algorithm, which only works on 32bit buffers. The only thing I can think of is that perhaps it is receiving a 8bit buffer instead of the 32bit one it requests, but this doesn&#039;t make any sense. The most likely explanation is that the color problem is either a difference in our versions or a bug in your video drivers. --[[User:Darkfred|Darkfred]] 07:29, 13 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11943</id>
		<title>Talk:PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11943"/>
		<updated>2007-06-13T06:34:51Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for a bit of general information, it might be worth mentioning that some of the palette entries are used for colour cycling. For example the radar pings on the intercept console. That&#039;s achieved by shifting a whole block of palette entries to give the effect of movement. (Think KITT&#039;s chasing lights) The image doesn&#039;t change, but the colour that you see does. It results in a wave movement. If anyone remembers the shifting colours on ye olde Windows startup screens, this was achieved in the same way. &lt;br /&gt;
&lt;br /&gt;
Other palette swaps include the greyscale background bitmaps that are used in the Geoscape screens. They keep the same palette entry, and the game only needs to shift these entries to different shades to change the shades of the backgrounds. &lt;br /&gt;
&lt;br /&gt;
Come to think of it, anyone know what conditions change the normal backgrounds from red to purple? It seems to vary. &lt;br /&gt;
&lt;br /&gt;
Also another random technical tidbit, the game uses mode 13h for its display. In other words 320x200x256clr VGA mode. It used to come standard on all SVGA cards as a safe mode to revert to. The first fifteen colours after the transparency were probably left behind for use by the console. They appear to match the old text mode 16 colour palette. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
In the case of the background images, the palette swaps are pulled from [[BACKPALS.DAT]], but I never realised the intercept radar was a palette cycle, though it does make sense - I assume that&#039;s handled entirely by the executable.&lt;br /&gt;
&lt;br /&gt;
Oooh, I didn&#039;t know mode 13 was a *real* display mode! I thought it was just a &amp;quot;prebuilt&amp;quot; mode that QBasic provided to &amp;quot;script kiddies&amp;quot;. XD&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean about those fifteen colors and how &amp;quot;They appear to match the old text mode 16 colour palette&amp;quot;. I checked QBasic&#039;s idea of what the default mode 7 palette should look like (mode 7 being a sixteen color only version of mode 13, but with multiple &amp;quot;screens&amp;quot; you could flip in and out of the display buffer - guess you could call it EGA?) and it doesn&#039;t match the colors in any of UFO&#039;s palettes. But, I dunno if the palettes QBasic used followed any real standard, or if I even know what I&#039;m talking about. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:56, 12 June 2007 (PDT)&lt;br /&gt;
: Xcom was built for mode 13h with a 6 bit ramdac, (hence the 0-64 color values). This was one of the few modes which was widely available and worked the same on all early pc&#039;s. It was started via interrupt 13h also called MCGA and the bios did all the setup work. I don&#039;t think there was a default mcga palette, but it could be the default EGA palette.&lt;br /&gt;
: The palette animation could be done either way, I will check on this, but it might just be easier to switch the pal to grayscale, and take a screenshot during the animation. Then look at the color values. In the windows version the palettes are entirely faked anyway so doing it via code wouldn&#039;t be any slower.--[[User:Darkfred|Darkfred]] 07:58, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;palette faking&amp;quot;... I know that if you take a screenshot in the CE version of the game (F12), the resulting image will be a 256 color job using whatever palette the game was supposed to be using at the time.&lt;br /&gt;
&lt;br /&gt;
Hence my thought was to just take multiple screenshots of the animation, and check to see what the palette looked like. Sure enough, colors 112 through to 127 (16 in all) cycle through shades of green, whereas the image itself doesn&#039;t actually change.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 17:53, 12 June 2007 (PDT)&lt;br /&gt;
: Good work! Very cool. &lt;br /&gt;
: This may be boring but I will explain what I meant by palette faking. Its interesting but not terribly useful unless you wanna mod the exe.&lt;br /&gt;
: Palette Faking: The CE version of UFO is actually rendered in 32bit color at 640x400. You can take a screenshot of this version using the PrnScn key on your keyboard. The image you get when you press F12 is from UFO&#039;s fake internal MCGA buffer. &lt;br /&gt;
: When UFO was converted to a windows application the developers cheated, they made a copy of the mode13h memory in the executable, which they use as if it was the actual screen. They also make a fake copy of the palette. Then after each frame is drawn they copy this into the 32bit DirectDraw surface. They convert from the MCGA format into 32bit and run an upsampling filter (2x to 640x400). This is why the edges of letters look smoother in-game then in screenshots. &lt;br /&gt;
: The upshot is that the CE game is the exact same game code, only wrapped with a mode13 emulator. Cool huh. This is what allows the Exe Splitter and filter changing mods to work, 90% of the work is already done. --[[User:Darkfred|Darkfred]] 22:03, 12 June 2007 (PDT)&lt;br /&gt;
:: It also implies that those who did the Windows conversion were not the same programs who made the game. The original programmers would have done it seemlessly rendering into the DirectX buffer. The CE programmers may not have even had the sourcecode, the hack could be done without it. (although audio might not be so easy I donno). --[[User:Darkfred|Darkfred]] 22:07, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::I believe the programmers that did the Win32 port may have had access to the source of the original executables. Lots of constants and other tables for both the executables seem to be lumped together at the end, which is why you can&#039;t always get a rough match for some variable offsets in the dos version and the executable version. They aren&#039;t just both of the original executables mushed together with a bit tacked on the end(or front) to get it to work with Direct X, as I originally thought.  &lt;br /&gt;
&lt;br /&gt;
:::Come to think of it, pressing print screen in the CE does take screenshots, but the palette information isn&#039;t carried over, so the bitmap that ends up on the clipboard is ruined. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
::::My UFO version is calling DirectDraw and requesting a 640x400x32bit display mode. It also makes nice 32bit screenshots when i press printscreen, I just verified this. It may be that there is some difference between our versions?  --[[User:Darkfred|Darkfred]] 23:34, 12 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11941</id>
		<title>Talk:PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11941"/>
		<updated>2007-06-13T05:07:43Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for a bit of general information, it might be worth mentioning that some of the palette entries are used for colour cycling. For example the radar pings on the intercept console. That&#039;s achieved by shifting a whole block of palette entries to give the effect of movement. (Think KITT&#039;s chasing lights) The image doesn&#039;t change, but the colour that you see does. It results in a wave movement. If anyone remembers the shifting colours on ye olde Windows startup screens, this was achieved in the same way. &lt;br /&gt;
&lt;br /&gt;
Other palette swaps include the greyscale background bitmaps that are used in the Geoscape screens. They keep the same palette entry, and the game only needs to shift these entries to different shades to change the shades of the backgrounds. &lt;br /&gt;
&lt;br /&gt;
Come to think of it, anyone know what conditions change the normal backgrounds from red to purple? It seems to vary. &lt;br /&gt;
&lt;br /&gt;
Also another random technical tidbit, the game uses mode 13h for its display. In other words 320x200x256clr VGA mode. It used to come standard on all SVGA cards as a safe mode to revert to. The first fifteen colours after the transparency were probably left behind for use by the console. They appear to match the old text mode 16 colour palette. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
In the case of the background images, the palette swaps are pulled from [[BACKPALS.DAT]], but I never realised the intercept radar was a palette cycle, though it does make sense - I assume that&#039;s handled entirely by the executable.&lt;br /&gt;
&lt;br /&gt;
Oooh, I didn&#039;t know mode 13 was a *real* display mode! I thought it was just a &amp;quot;prebuilt&amp;quot; mode that QBasic provided to &amp;quot;script kiddies&amp;quot;. XD&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean about those fifteen colors and how &amp;quot;They appear to match the old text mode 16 colour palette&amp;quot;. I checked QBasic&#039;s idea of what the default mode 7 palette should look like (mode 7 being a sixteen color only version of mode 13, but with multiple &amp;quot;screens&amp;quot; you could flip in and out of the display buffer - guess you could call it EGA?) and it doesn&#039;t match the colors in any of UFO&#039;s palettes. But, I dunno if the palettes QBasic used followed any real standard, or if I even know what I&#039;m talking about. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:56, 12 June 2007 (PDT)&lt;br /&gt;
: Xcom was built for mode 13h with a 6 bit ramdac, (hence the 0-64 color values). This was one of the few modes which was widely available and worked the same on all early pc&#039;s. It was started via interrupt 13h also called MCGA and the bios did all the setup work. I don&#039;t think there was a default mcga palette, but it could be the default EGA palette.&lt;br /&gt;
: The palette animation could be done either way, I will check on this, but it might just be easier to switch the pal to grayscale, and take a screenshot during the animation. Then look at the color values. In the windows version the palettes are entirely faked anyway so doing it via code wouldn&#039;t be any slower.--[[User:Darkfred|Darkfred]] 07:58, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;palette faking&amp;quot;... I know that if you take a screenshot in the CE version of the game (F12), the resulting image will be a 256 color job using whatever palette the game was supposed to be using at the time.&lt;br /&gt;
&lt;br /&gt;
Hence my thought was to just take multiple screenshots of the animation, and check to see what the palette looked like. Sure enough, colors 112 through to 127 (16 in all) cycle through shades of green, whereas the image itself doesn&#039;t actually change.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 17:53, 12 June 2007 (PDT)&lt;br /&gt;
: Good work! Very cool. &lt;br /&gt;
: This may be boring but I will explain what I meant by palette faking. Its interesting but not terribly useful unless you wanna mod the exe.&lt;br /&gt;
: Palette Faking: The CE version of UFO is actually rendered in 32bit color at 640x400. You can take a screenshot of this version using the PrnScn key on your keyboard. The image you get when you press F12 is from UFO&#039;s fake internal MCGA buffer. &lt;br /&gt;
: When UFO was converted to a windows application the developers cheated, they made a copy of the mode13h memory in the executable, which they use as if it was the actual screen. They also make a fake copy of the palette. Then after each frame is drawn they copy this into the 32bit DirectDraw surface. They convert from the MCGA format into 32bit and run an upsampling filter (2x to 640x400). This is why the edges of letters look smoother in-game then in screenshots. &lt;br /&gt;
: The upshot is that the CE game is the exact same game code, only wrapped with a mode13 emulator. Cool huh. This is what allows the Exe Splitter and filter changing mods to work, 90% of the work is already done. --[[User:Darkfred|Darkfred]] 22:03, 12 June 2007 (PDT)&lt;br /&gt;
:: It also implies that those who did the Windows conversion were not the same programs who made the game. The original programmers would have done it seemlessly rendering into the DirectX buffer. The CE programmers may not have even had the sourcecode, the hack could be done without it. (although audio might not be so easy I donno). --[[User:Darkfred|Darkfred]] 22:07, 12 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11940</id>
		<title>Talk:PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11940"/>
		<updated>2007-06-13T05:03:04Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: cool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for a bit of general information, it might be worth mentioning that some of the palette entries are used for colour cycling. For example the radar pings on the intercept console. That&#039;s achieved by shifting a whole block of palette entries to give the effect of movement. (Think KITT&#039;s chasing lights) The image doesn&#039;t change, but the colour that you see does. It results in a wave movement. If anyone remembers the shifting colours on ye olde Windows startup screens, this was achieved in the same way. &lt;br /&gt;
&lt;br /&gt;
Other palette swaps include the greyscale background bitmaps that are used in the Geoscape screens. They keep the same palette entry, and the game only needs to shift these entries to different shades to change the shades of the backgrounds. &lt;br /&gt;
&lt;br /&gt;
Come to think of it, anyone know what conditions change the normal backgrounds from red to purple? It seems to vary. &lt;br /&gt;
&lt;br /&gt;
Also another random technical tidbit, the game uses mode 13h for its display. In other words 320x200x256clr VGA mode. It used to come standard on all SVGA cards as a safe mode to revert to. The first fifteen colours after the transparency were probably left behind for use by the console. They appear to match the old text mode 16 colour palette. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
In the case of the background images, the palette swaps are pulled from [[BACKPALS.DAT]], but I never realised the intercept radar was a palette cycle, though it does make sense - I assume that&#039;s handled entirely by the executable.&lt;br /&gt;
&lt;br /&gt;
Oooh, I didn&#039;t know mode 13 was a *real* display mode! I thought it was just a &amp;quot;prebuilt&amp;quot; mode that QBasic provided to &amp;quot;script kiddies&amp;quot;. XD&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean about those fifteen colors and how &amp;quot;They appear to match the old text mode 16 colour palette&amp;quot;. I checked QBasic&#039;s idea of what the default mode 7 palette should look like (mode 7 being a sixteen color only version of mode 13, but with multiple &amp;quot;screens&amp;quot; you could flip in and out of the display buffer - guess you could call it EGA?) and it doesn&#039;t match the colors in any of UFO&#039;s palettes. But, I dunno if the palettes QBasic used followed any real standard, or if I even know what I&#039;m talking about. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:56, 12 June 2007 (PDT)&lt;br /&gt;
: Xcom was built for mode 13h with a 6 bit ramdac, (hence the 0-64 color values). This was one of the few modes which was widely available and worked the same on all early pc&#039;s. It was started via interrupt 13h also called MCGA and the bios did all the setup work. I don&#039;t think there was a default mcga palette, but it could be the default EGA palette.&lt;br /&gt;
: The palette animation could be done either way, I will check on this, but it might just be easier to switch the pal to grayscale, and take a screenshot during the animation. Then look at the color values. In the windows version the palettes are entirely faked anyway so doing it via code wouldn&#039;t be any slower.--[[User:Darkfred|Darkfred]] 07:58, 12 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean by &amp;quot;palette faking&amp;quot;... I know that if you take a screenshot in the CE version of the game (F12), the resulting image will be a 256 color job using whatever palette the game was supposed to be using at the time.&lt;br /&gt;
&lt;br /&gt;
Hence my thought was to just take multiple screenshots of the animation, and check to see what the palette looked like. Sure enough, colors 112 through to 127 (16 in all) cycle through shades of green, whereas the image itself doesn&#039;t actually change.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 17:53, 12 June 2007 (PDT)&lt;br /&gt;
: Good work! Very cool. &lt;br /&gt;
: This may be boring but I will explain what I meant by palette faking. Its interesting but not terribly useful unless you wanna mod the exe.&lt;br /&gt;
: Palette Faking: The CE version of UFO is actually rendered in 32bit color at 640x400. You can take a screenshot of this version using the PrnScn key on your keyboard. The image you get when you press F12 is from UFO&#039;s fake internal MCGA buffer. &lt;br /&gt;
: When UFO was converted to a windows application the developers cheated, they made a copy of the mode13h memory in the executable, which they use as if it was the actual screen. They also make a fake copy of the palette. Then after each frame is drawn they copy this into the 32bit DirectDraw surface. They convert from the MCGA format into 32bit and run an upsampling filter (2x to 640x400). This is why the edges of letters look smoother in-game then in screenshots. &lt;br /&gt;
: The upshot is that the CE game is the exact same game code, only wrapped with a mode13 emulator. Cool huh. This is what allows the Exe Splitter and filter changing mods to work, 90% of the work is already done. --[[User:Darkfred|Darkfred]] 22:03, 12 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11936</id>
		<title>Talk:PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:PALETTES.DAT&amp;diff=11936"/>
		<updated>2007-06-12T14:58:14Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just for a bit of general information, it might be worth mentioning that some of the palette entries are used for colour cycling. For example the radar pings on the intercept console. That&#039;s achieved by shifting a whole block of palette entries to give the effect of movement. (Think KITT&#039;s chasing lights) The image doesn&#039;t change, but the colour that you see does. It results in a wave movement. If anyone remembers the shifting colours on ye olde Windows startup screens, this was achieved in the same way. &lt;br /&gt;
&lt;br /&gt;
Other palette swaps include the greyscale background bitmaps that are used in the Geoscape screens. They keep the same palette entry, and the game only needs to shift these entries to different shades to change the shades of the backgrounds. &lt;br /&gt;
&lt;br /&gt;
Come to think of it, anyone know what conditions change the normal backgrounds from red to purple? It seems to vary. &lt;br /&gt;
&lt;br /&gt;
Also another random technical tidbit, the game uses mode 13h for its display. In other words 320x200x256clr VGA mode. It used to come standard on all SVGA cards as a safe mode to revert to. The first fifteen colours after the transparency were probably left behind for use by the console. They appear to match the old text mode 16 colour palette. &lt;br /&gt;
&lt;br /&gt;
- [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
In the case of the background images, the palette swaps are pulled from [[BACKPALS.DAT]], but I never realised the intercept radar was a palette cycle, though it does make sense - I assume that&#039;s handled entirely by the executable.&lt;br /&gt;
&lt;br /&gt;
Oooh, I didn&#039;t know mode 13 was a *real* display mode! I thought it was just a &amp;quot;prebuilt&amp;quot; mode that QBasic provided to &amp;quot;script kiddies&amp;quot;. XD&lt;br /&gt;
&lt;br /&gt;
Not sure what you mean about those fifteen colors and how &amp;quot;They appear to match the old text mode 16 colour palette&amp;quot;. I checked QBasic&#039;s idea of what the default mode 7 palette should look like (mode 7 being a sixteen color only version of mode 13, but with multiple &amp;quot;screens&amp;quot; you could flip in and out of the display buffer - guess you could call it EGA?) and it doesn&#039;t match the colors in any of UFO&#039;s palettes. But, I dunno if the palettes QBasic used followed any real standard, or if I even know what I&#039;m talking about. :)&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 04:56, 12 June 2007 (PDT)&lt;br /&gt;
: Xcom was built for mode 13h with a 6 bit ramdac, (hence the 0-64 color values). This was one of the few modes which was widely available and worked the same on all early pc&#039;s. It was started via interrupt 13h also called MCGA and the bios did all the setup work. I don&#039;t think there was a default mcga palette, but it could be the default EGA palette.&lt;br /&gt;
: The palette animation could be done either way, I will check on this, but it might just be easier to switch the pal to grayscale, and take a screenshot during the animation. Then look at the color values. In the windows version the palettes are entirely faked anyway so doing it via code wouldn&#039;t be any slower.--[[User:Darkfred|Darkfred]] 07:58, 12 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=IGLOB.DAT&amp;diff=11933</id>
		<title>IGLOB.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=IGLOB.DAT&amp;diff=11933"/>
		<updated>2007-06-12T07:17:41Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: found more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The file &#039;&#039;&#039;IGLOB.DAT&#039;&#039;&#039; in each save game directoy stores the current date and time and for some versions the difficulty setting. It is either 60 or 64 bytes long, and each value is stored as a 4 byte numeric field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Offset&amp;lt;br/&amp;gt;dec (hex)&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;&#039;&#039;&#039;Meaning&#039;&#039;&#039;&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;0  (0x00)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Month (0-12)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4  (0x04)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weekday (0-6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;8  (0x08)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Days (0-31)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;12 (0x0C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hours (0-24)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16 (0x10)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Minutes (0-60)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 (0x14)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seconds, all values multiples of 5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;24 (0x18)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;28 (0x1C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,1,2,3,4)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;32 (0x20)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 (0x24)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 (0x28)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,2)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;44 (0x2C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,2,3,4,6)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;48 (0x30)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;52 (0x34)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 0,1)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;56 (0x38)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Unknown (Values 128,146)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60 (0x3C)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;If present indicates the difficulty, see below&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;
Note that changing the days, minutes, hours or seconds do not change the values seen in the Load/Save game screen, but do change the values when you actually load the game. The values seen in the Load/Save screen is read from [[SAVEINFO.DAT]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty Setting==&lt;br /&gt;
&lt;br /&gt;
Difficulty setting is not always present, for more information see the [[Known_Bugs#Difficulty_Bug|known bug]] caused by this. If it is the value should be interpreted as:&lt;br /&gt;
&lt;br /&gt;
0 = Beginner&amp;lt;br&amp;gt;&lt;br /&gt;
1 = Experienced&amp;lt;br&amp;gt;&lt;br /&gt;
2 = Veteran&amp;lt;br&amp;gt;&lt;br /&gt;
3 = Genius (EU)&amp;lt;br&amp;gt;&lt;br /&gt;
4 = Superhuman (EU), Genius (TFtD)&amp;lt;br&amp;gt;&lt;br /&gt;
5 - never used&amp;lt;br&amp;gt;&lt;br /&gt;
6 = Superhuman (TFtD)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(TFtD uses the same labels for two hardest levels, but their internal values are higher than in EU)&lt;br /&gt;
&lt;br /&gt;
If the file is only 60 bytes long, then it must have been saved with DOS version of EU, not patched by [[XcomUtil]]. In this case, original difficulty setting is lost, and will be restored as 0 (Beginner) when you load.&lt;br /&gt;
&lt;br /&gt;
Above information on difficulty taken from a post by Quantifier on the xcomufo forums&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Saved Game Files]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=LOC.DAT&amp;diff=11932</id>
		<title>LOC.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=LOC.DAT&amp;diff=11932"/>
		<updated>2007-06-12T06:22:19Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: /* Structure */ added more bit flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;LOC.DAT has a row width of 20 bytes. There are a total of 50 records (not all of them necessarily used) for a fixed file size of 1,000 bytes. Most of this info is from [[User:NKF|NKF]] (thanks a lot) and some was ripped from [http://www.stonepool.com/xcom/hacking/index.html Hatfarm / Chris Voss&#039;s great pages]&lt;br /&gt;
==Structure==&lt;br /&gt;
&#039;&#039;&#039;00:&#039;&#039;&#039; Object type:&lt;br /&gt;
    00 - Unused entry&lt;br /&gt;
    01 - Alien Ship&lt;br /&gt;
    02 - X-Com Ship&lt;br /&gt;
    03 - X-Com Base&lt;br /&gt;
    04 - Alien Base&lt;br /&gt;
    05 - Crash Site&lt;br /&gt;
    06 - Landed UFO&lt;br /&gt;
    07 - Waypoint&lt;br /&gt;
    08 - Terror Site&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;01:&#039;&#039;&#039; Object table reference - Possible values - 00 to FF - Just a reference. This just shows how many there are of this type on the geoscape. (UFOs and X-COM craft are both type ship and will both increment this number.) This is used for determining base number, for use in other files.&lt;br /&gt;
:&#039;&#039;What&#039;s the last sentence suppose to mean? The next base number for Alien Bases? I thought that was in [[UIGLOB.DAT]] --[[User:Pi Masta|Pi Masta]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;02-03:&#039;&#039;&#039; Horizontal starting coordinates (low bit then high bit respectively). 0 - 2880&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;04-05:&#039;&#039;&#039; Vertical starting coordinates (low bit then high bit respectively). -720 - 720&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Ships don&#039;t land on the exact place that the alien ship is, that&#039;s why there will be discrepancies between the alien and x-com ship destination info.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;06-07:&#039;&#039;&#039; Horizontal destination coordinates (low bit then high bit respectively). 0 - 2880&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;08-09:&#039;&#039;&#039; Vertical destination coordinates (low bit then high bit respectively). -720 - 720&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: The maximum and minimum values for the coordinates is assumed to be the same as [[WORLD.DAT]] (which makes sense). They haven&#039;t actually been tested. (&#039;&#039;I&#039;m too lazy for that --[[User:Pi Masta|Pi Masta]]&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0A-0B:&#039;&#039;&#039; Appears to be the &#039;count suffix&#039; of the item, eg: Skyranger-&#039;&#039;&#039;1&#039;&#039;&#039; or Crash Site-&#039;&#039;&#039;47&#039;&#039;&#039;. It appears to have no meaning for XCOM Bases, but for other types where it is set, the next byte (0B) always seems to be 0, and is probably the high byte but I&#039;ve never gotten over 255 UFO&#039;s or crafts to test this. &#039;&#039;--[[User:Pi Masta|Pi Masta]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0C-0F:&#039;&#039;&#039; NEED HELP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10:&#039;&#039;&#039; Something to do with visibility, not really sure however.&lt;br /&gt;
 Possible bit field? --[[User:Pi Masta|Pi Masta]] 16:55, 13 March 2007 (PDT)&lt;br /&gt;
 bit&lt;br /&gt;
 2 (value 4) seen this change on alien crafts when I targeted it for the first time&lt;br /&gt;
 1 (value 2) Alien craft always have this flagged, for Xcom craft 0 - At base or patrolling, 1 - Moving (moving bit field?)&lt;br /&gt;
 0 (value 1) not visible/detected field, 0 - visible, 1 - not visible&lt;br /&gt;
&lt;br /&gt;
 For Alien Bases&lt;br /&gt;
 1 (value 1) Base is freshly discovered and will be revealed on next month end.&lt;br /&gt;
 --[[User:Darkfred|Darkfred]] 23:22, 11 June 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11-13:&#039;&#039;&#039; NEED HELP&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;NOTE&#039;&#039;&#039;: Other files (e.g., [[CRAFT.DAT]]) reference the entry number for the base. For example, if the value is 0A then that base is in entry 10 of this file.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BASE.DAT]] - Contains information about Xcom bases&lt;br /&gt;
* [[CRAFT.DAT]] - Contains information on the crafts&lt;br /&gt;
* [[GEODATA.DAT]] - Contains information about what crafts and terrain a battle should use&lt;br /&gt;
* [[WORLD.DAT]] - Defines the zones and terrain on the globe&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BACKPALS.DAT&amp;diff=11923</id>
		<title>BACKPALS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BACKPALS.DAT&amp;diff=11923"/>
		<updated>2007-06-11T19:15:32Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file contains palettes used to draw [[BACK01.SCR-BACK17.SCR|background images]]. These small 16 color palettes replace the final 16 entries of the [[PALETTES.DAT|primary palettes]] in game. They are used to display the background images of bordered windows as well as the background of the load game screens, and the terror site announcement window. They are stored using the same 3 byte RGB format as the primary palettes. This file contains eight, 16 color palettes. 128 colors in total. 384 bytes in all.&lt;br /&gt;
&lt;br /&gt;
[[image:BackPals.Png|center|frame|Palettes used for background images.]]&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[PALETTES.DAT]] - Contains the five primary palettes.&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=11922</id>
		<title>GEODATA</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GEODATA&amp;diff=11922"/>
		<updated>2007-06-11T19:10:40Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;50%&amp;quot; {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;File&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BACKPALS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Palettes used by some [[BACK01.SCR-BACK17.SCR|background images]].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[BIGLETS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Large text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[COS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated cosine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[ENGLISH2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape English language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[FRENCH2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape French language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Geoscape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[GERMAN2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape German language text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[INTERWIN.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Intercept screen and control panel.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG1.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;French Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LANG2.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;German Geoscape control panel overlay.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[LOFTEMPS.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3-D Info on Map Objects&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[OBDATA.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Object data.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[PALETTES.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Color information used in the game.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SCANG.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Battlescape map graphics.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SINE.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pre-calculated sine table.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[SMALLSET.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Font file. Normal text.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[WORLD.DAT]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Global terrain/depth divisions.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pi_Masta&amp;diff=11920</id>
		<title>User:Pi Masta</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pi_Masta&amp;diff=11920"/>
		<updated>2007-06-11T15:23:24Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: /* Files to be Decoded */  added some guesses as to missing files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alright I finally created this page. Tired of seeing so much red on the Recent Changes page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, I like computers and math (hence Pi) and of course XCOM or I wouldn&#039;t be here. Just something about the gameplay and concept of the game intrigues me.&lt;br /&gt;
&lt;br /&gt;
==PyXcom==&lt;br /&gt;
I&#039;m hoping to get a possible &#039;free-for-all&#039; editor going in python. I had success getting an old version of Python to work in DOSBox, though it&#039;s not very stable. I&#039;m working on a &#039;back-end&#039; (currently dubbed PyXcom) for all the saved game files so applications would just have to worry about what values to put in and not formatting the file correctly, giving it a more &#039;pythonic&#039; interface. Could still use work, but I have a simple class that can read and write .DAT files (really any fixed-length files), and is somewhat simple to add new fields as values in files are discovered.&lt;br /&gt;
&lt;br /&gt;
From this I could make a Tk/Tcl version that would require a much later version of Python to do editing on modern machines (including *nix, and probably Mac). This would probably do more in depth editing, of say the bases, stats of objects or soldiers, etc. &lt;br /&gt;
&lt;br /&gt;
Before that I think I&#039;ll make a DOS friendly version (aka command prompt, maybe keyboard selection) that could implement changes (I&#039;m thinking of making a better soldier equip screen that runs before going into tactical, downside is I don&#039;t it will be easy to display images). &lt;br /&gt;
&lt;br /&gt;
Another idea I have is to make a Monitoring program (PyXMon?) that can watch the save game and MISSDAT directories and apply patches to them automattically. The main use this would have is renaming soldiers since it is impossible to have an App, like XcomUtil,rename them after combat (GEOSCAPE updates the stats then), instead you could save your game, possibly wait a second or 2 and then reload it. The monitoring program will catch the new save game and apply the fix. This would also go with the &#039;Finished&#039; Dirt Modules bug, though handling that between battles would probably be enough. Another application would be for Data Miners to have the scripts automattically output data from files (in a more readable format) on saves, for instance Zombie&#039;s initial Funds data could have had a script written in python to automatically append a file with the data about the countries.&lt;br /&gt;
&lt;br /&gt;
I have too many ideas, and most likely I won&#039;t complete these projects, but I hope to get close. I&#039;m updating this Wiki for the most part on the files, and trying to crack some of the others.&lt;br /&gt;
&lt;br /&gt;
===Current Status===&lt;br /&gt;
I have almost all decoded files supported (with the exception of graphic files which I don&#039;t intend to directly load) and I&#039;ve started on making a layer on top of it. Namely BaseInfo, SoldierInfo, LocInfo, and CraftInfo that can all be connected together and I have made a &#039;master&#039; module to do this given a directory for it to load from. Let me give some examples:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t = Geoscape(&#039;missdat&#039;)&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t.base[0].name&lt;br /&gt;
 &#039;Main&#039;&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; for x in t.base[0].soldiers:&lt;br /&gt;
         print x&lt;br /&gt;
 D Likhachev (r)aBRst (Rookie)&lt;br /&gt;
 F Robinson (r)aRbr (Rookie)&lt;br /&gt;
 Evans TU (C)C-AC*ST* (Captain)&lt;br /&gt;
 .......&lt;br /&gt;
 Sarah Watson (r)arbrst (Rookie)&lt;br /&gt;
 Ed Kemp SACK (Rookie)&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; for x in t.loc.used:&lt;br /&gt;
         print x, &#039;:&#039;,  x.data	&lt;br /&gt;
 Loc[0] - XCOM Base : Base 0: Main&lt;br /&gt;
 Loc[1] - XCOM Ship : Skyranger-1&lt;br /&gt;
 Loc[2] - XCOM Ship : Interceptor-1&lt;br /&gt;
 Loc[3] - XCOM Ship : Interceptor-4&lt;br /&gt;
 Loc[4] - XCOM Base : Base 1: Asia&lt;br /&gt;
 Loc[5] - Crash Site : Large Scout-51&lt;br /&gt;
 Loc[6] - XCOM Base : Base 2: America&lt;br /&gt;
 Loc[7] - XCOM Ship : Interceptor-5&lt;br /&gt;
 ... &lt;br /&gt;
 Loc[15] - Alien Base : None&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t.loc[5].data.damage #The crashed large scout&lt;br /&gt;
 150&lt;br /&gt;
&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; for x in t.loc[1].data.soldiers: #Skyranger 1&#039;s soldiers&lt;br /&gt;
         print x, &#039;;&#039;,	&lt;br /&gt;
 D Likhachev (r)aBRst (Rookie) ; F Robinson (r)aRbr (Rookie) ; Evans TU (C)C-AC*ST* (Captain) ; Robinson TU (Co)ACrbr*ST* (Colonel);&lt;br /&gt;
 C Dodge (S)*AC*Rbrst (Seargent) ; Yuzo Kojima SACK (Rookie) ; K Okamoto (r)W-ACr (Rookie) ; Yataka Shoji (r)C-st (Rookie) ; &lt;br /&gt;
 Austin King SACK (Rookie) ; Y Matsumara (r)C-W-ACR (Rookie) ;&lt;br /&gt;
&lt;br /&gt;
And now to show that you can chain these together. This one get&#039;s the second LOC.DAT entry (which is skyranger-1), grabs its data (the skyranger craft itself), gets the craft&#039;s second soldier (remember is all 0-based), then his/her base, that base&#039;s location, that location&#039;s data (which just goes back to the base), that base&#039;s last soldier, and then that soldier&#039;s name.&lt;br /&gt;
 &amp;gt;&amp;gt;&amp;gt; t.loc[1].data.soldiers[1].base.loc.data.crafts[0].soldiers[-1].name&lt;br /&gt;
 &#039;Y Matsumara (r)C-W-ACR&#039;&lt;br /&gt;
&lt;br /&gt;
This is all just the tip of the iceberg!&lt;br /&gt;
&lt;br /&gt;
Right now I just have mostly Geoscape stuff made for use. The Tactical saves can be manipulated but there&#039;s no referencing other files or what not. So far there is no GUI. This is intentional as it is mean to run at the command prompt with XCOM if possible. I might whip up a generated GUI using tkinter, one that just makes fields based on the information from these class objects (read: not going to look pretty). But right now I think I&#039;m going to get on to the Tactical files (the main ones, OBREF, UNITREF, etc).&lt;br /&gt;
&lt;br /&gt;
Oh and I do have a stat string generator that is very customizeable, although probably not as simplistic.&lt;br /&gt;
&lt;br /&gt;
I also now have a simple graphical soldier equipment utility to possibly replace the ingame initial equipment screen.&lt;br /&gt;
&lt;br /&gt;
===As a tool===&lt;br /&gt;
I&#039;ve whipped up a handy file monitoring script that will run a function when a file is modified. With this I can have it automatically apply patches or fix issues whenever a game is saved. Also it could be possible with modification of the batch file that switches between Tactical and Geoscape to have it add or even replace parts of the game. (I&#039;m trying to get a soldier editor, but there&#039;s a few issues I have to work out)&lt;br /&gt;
&lt;br /&gt;
Mainly though, I can use this monitoring process to help figure out what certain bytes mean. For example when I was looking for what offset 12 does for [[OBPOS.DAT]], I simply monitored one of my save folder&#039;s obpos.dat file. Whenever it changed my script would parse the information and compare it to the last known information (rather quickly too might I add), it then printed to a seperate console the results as well as appending it to a log file. I even added more functionality by having it read the [[SAVEINFO.DAT]] file to get the save name, thus I could put some comments on what I did while I saved. Put this all together and I could see what happened to the files (or what parts I want to know about) as often as I saved, no need to alt-tab out and run a script.&lt;br /&gt;
&lt;br /&gt;
==[[LEASE.DAT]]==&lt;br /&gt;
some working notes on lease.dat&lt;br /&gt;
&lt;br /&gt;
fixed length of 180 bytes, prime factorization of 180:&lt;br /&gt;
 2^2 * 3^2 * 5, &lt;br /&gt;
&lt;br /&gt;
factors of 180: (probable line widths)&lt;br /&gt;
 2, 3, 4, 5, 6, 9, 10, 12, 15, 18, 20, 30, 36, 45, 60, 90, 180&lt;br /&gt;
&lt;br /&gt;
only offsets that seem to change (out of about 14 files) (&#039;&#039;compared from 1st to 14 others, but not 2nd or 3rd etc with the other 14 so could be more&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
 0-1,  5-17,  20-23,  26-28,  32-35,  38-41,  44-47,  50-53,  56-59,  62-65,  68-71,  74-77,  80-83,  86-89,  &lt;br /&gt;
 92-95,  98-101,  104-107,  110-113,  116-119,  122-125,  128-131,  134-137,  140-142,  146-149,  152-155,  &lt;br /&gt;
 158-161,  164-167,  170-173,&lt;br /&gt;
&lt;br /&gt;
There is a lot of symmetry in this format, lots of double 0&#039;s will line up at the line widths of the factors, with the exception of the very first byte, almost as if the first record is somehow different...&lt;br /&gt;
&lt;br /&gt;
* 13 Seems to be 0 for saves, 1 after combat and in missdat, 2 only for before combat, but I&#039;ve seen this number change in Geoscape saves, particularly when intercepting craft&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
LEASE as the name of this file makes me think of it pertaining to either:&lt;br /&gt;
* Purchased craft monthly (shouldn&#039;t need this much data)&lt;br /&gt;
* Base monthly costs&lt;br /&gt;
The &#039;orange&#039; set of values seems to be the most popular and &#039;simple&#039;.&lt;br /&gt;
&lt;br /&gt;
From tests using PyXCOM of over 70 saves, this file seems to change most often when a UFO is detected or an interceptor is launched at it. &lt;br /&gt;
&lt;br /&gt;
==Base Items store space==&lt;br /&gt;
I dug into GEOSCAPE.EXE and found the pattern of sizes like that listed on the stores page (offset 0x5DB34). However it different some areas, namely the HWP ammo was not with the actual HWPs. Also interesting was that there were gaps of 0&#039;s between some items, usually from the different groups like craft weapons, to agent weapons, to alien weapons, etc.&lt;br /&gt;
&lt;br /&gt;
I got to looking at [[PURCHASE.DAT]] as this seemed to be the only logical place for size information to be. Of particular interest was the so called &#039;sort&#039; order offset. I really doubted the programmers devoted a byte to help &#039;sort&#039; the information for display, but given what could be gleaned from that file alone it was a good guess. I&#039;m pretty sure it&#039;s an index (which technically does sort it) to at least one array (I surmise others below). I used some python scripts to read in a Purchase.dat file and a hex editor to find the pattern in geoscape.exe. &lt;br /&gt;
&lt;br /&gt;
Simply by placing the values in an array and having each item in purchase.dat use it&#039;s &#039;sort&#039; value to fetch the record in the array, everything matched up, well almost. The plasma beam and Fusion Ball Launcher were backwards (plasma had 20 space while fusion had 12). I almost gave up but then I thought what if the order is wrong? There isn&#039;t much info linking to what item a record is in that file, but I looked at the sell price. Turns out I was right, the sell price of the Fusion Ball Launcher is well known as it&#039;s the second runner up for [[Manufacturing Profitability]].&lt;br /&gt;
&lt;br /&gt;
===Other Possibilities===&lt;br /&gt;
These items have to index to English.dat somewhere (probably in the executable). My guess is that it is near the array that I found. There is probably other information such as the craft weapon statistics. The gaps between these indexes might make it possible to add new items to the game as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[INTER.DAT]]==&lt;br /&gt;
Took a stab at this file. I believe it deals with interceptions based on the name and that it changed whenever I attacked a UFO with an interceptor. However it is 568 bytes with a factorization of:&lt;br /&gt;
 2 * 2 * 2 * 71&lt;br /&gt;
Which baffles me because 71, 142, or 248 seem like weird lengths. I don&#039;t know of anything relating to these numbers in X-COM.&lt;br /&gt;
&lt;br /&gt;
I observed one set of changes that is interesting:&lt;br /&gt;
 0246: 000 ( 0) -&amp;gt; 008 ( 8)&lt;br /&gt;
 0248: 000 ( 0) -&amp;gt; 090 (5A)&lt;br /&gt;
 0388: 000 ( 0) -&amp;gt; 008 ( 8)&lt;br /&gt;
 0390: 000 ( 0) -&amp;gt; 090 (5A)&lt;br /&gt;
 0530: 000 ( 0) -&amp;gt; 008 ( 8)&lt;br /&gt;
 0532: 000 ( 0) -&amp;gt; 090 (5A)&lt;br /&gt;
&lt;br /&gt;
This appeared right after I downed a UFO in Brazil (Snakeman Large Scout on Retaliation) along with some other changes, but this set caught my eye because of the repetition, but more when I found that 388 - 246 = 142, and 530 - 388 = 142, with the significance of 142 being one of the factors of file size (2*71 = 142 -&amp;gt; 142 * 4 = 568)&lt;br /&gt;
&lt;br /&gt;
Also observed offsets 32 and 33 jump from 0&#039;s to 254 and 255 respectively and back. 30 and 31 changed somewhat but appears unrelated with the value of 32 and 33. So my guess is 4 sets of 142 bytes, with 71 2-byte values inside of each set. &lt;br /&gt;
&lt;br /&gt;
Perhaps this file is suppose to save the state of interceptions as they happen so they could be restored upon loading (which we all know crashes the game). Perhaps an adjustment could be made to this file to allow it to work, just like with the Difficulty bug and &lt;br /&gt;
&lt;br /&gt;
I might have to check this, but I think the maximum number of interceptions you can have minimized is 4, so possibly this file keeps track of each one.&lt;br /&gt;
[[IGLOB.DAT]].&lt;br /&gt;
&lt;br /&gt;
== Files to be Decoded ==&lt;br /&gt;
Here I&#039;m going to list some files that need values to be decoded. Some of them it might not be possible as a lot of the values are set to 0. Namely the MISDATA, MISSION, MISSION2 as they all use the same format but are used at different stages of the game.&lt;br /&gt;
&lt;br /&gt;
* [[MISDATA.DAT]] (and [[MISSION.DAT]], [[MISSION2.DAT]]) - probably should combine into 1 page with sections detailing what is and is not in each name&lt;br /&gt;
* [[GEODATA.DAT]] - 92 Bytes, but we only have about 10 of them decoded. I think this is what is used to generate new battlescapes, but I think it&#039;s GEOSCAPE that actually generates the [[MAP.DAT]] file - &amp;lt;i&amp;gt;Interestingly, the map only gets saved to disk if you manually save the game. Hence the GeoScape engine never touches it, though it &amp;lt;b&amp;gt;does&amp;lt;/b&amp;gt; dictate where your craft ends up. - [[User:Bomb Bloke|Bomb Bloke]] 21:22, 9 June 2007 (PDT)&amp;lt;/i&amp;gt;&lt;br /&gt;
* [[LOC.DAT]] - Some unknown values&lt;br /&gt;
* &#039;&#039;&#039;Little to nothing known&#039;&#039;&#039;&lt;br /&gt;
** [[XBASES.DAT]] - Alien Base Info? - Initial tests suggest not, maybe a constant file? Never changed upon a new Alien base being made.&lt;br /&gt;
:::: Each entry is 4 bytes long, and consists of 2 seperate 2 byte values. What do they do, no idea. --[[User:Darkfred|Darkfred]] 08:23, 11 June 2007 (PDT)&lt;br /&gt;
** [[INTER.DAT]] - Stores info on interceptions? - Pretty sure on this&lt;br /&gt;
:::: 4 entries each 142 bytes. I think byte 0 of each is a boolean that closes the intercept window, need to test. --[[User:Darkfred|Darkfred]] 08:23, 11 June 2007 (PDT)&lt;br /&gt;
** [[AKNOW.DAT]] - Perhaps what the Aliens Know, as in which bases for retals&lt;br /&gt;
** [[LEASE.DAT]]&lt;br /&gt;
:::: My Guess, current position and zoom of the geoscape map ball. I remember testing this a while back and bytes 12-13 seemed to control zoom, but only if set to specific values. 120, 720 etc. --[[User:Darkfred|Darkfred]] 08:23, 11 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BACKPALS.DAT&amp;diff=11919</id>
		<title>BACKPALS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BACKPALS.DAT&amp;diff=11919"/>
		<updated>2007-06-11T14:47:10Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: more accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These palettes replace the final 16 entries of the [[PALETTES.DAT|primary palettes]] in game. They are used to display the background images of bordered windows as well as the background of the load game screens, and the terror site announcement window. 384 bytes in all. They are stored using the same 3 byte RGB format as the primary palettes. These eight &amp;quot;mini-palettes&amp;quot; contain sixteen colors each (128 colors in total). &lt;br /&gt;
&lt;br /&gt;
[[image:BackPals.Png|center|frame|Palettes used for background images.]]&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[PALETTES.DAT]] - Contains the five primary palettes.&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=PALETTES.DAT&amp;diff=11918</id>
		<title>PALETTES.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=PALETTES.DAT&amp;diff=11918"/>
		<updated>2007-06-11T14:42:53Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: /* Usage */ more accurate, final 16 of each palette are replaced by backpals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back in the days of low video memory, storing each pixel as a multi-byte color value (such as in today&#039;s &amp;quot;High Color&amp;quot; and &amp;quot;True Color&amp;quot; modes common under MS Windows) was not practical. Instead, a common method for was to create a palette of 256 different colors (usually of 3 bytes each), and then use single byte values to index into that. The ability of a video card to use such a palette was known as &amp;quot;VGA compatibility&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This dramatically decreased the memory requirements of an given image, though it lowered the amount of colors that could be used at any given moment.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There are a total of five &amp;quot;complete&amp;quot; palettes in UFO, each for a different situation. Each is made up of the standard 256 colors, stored as three byte RGB records (A value for Red, a value for Green, and a value for Blue). This makes a total of 768 bytes per palette.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Each RGB value has a maximum intensity of 63/x3F (making a total of 262,144 shades available, which seems to be standard for VGA), as opposed to 255/xFF (which would have provided 16,777,216). Each palette has a six byte &#039;buffer&#039; following it. While their meanings are unknown, they are:&lt;br /&gt;
&lt;br /&gt;
 Pal1: B7 13 FF 76 FE 50&lt;br /&gt;
 Pal2: A1 E8 13 0B 06 E6&lt;br /&gt;
 Pal3: 01 00 8B 46 FA 0B&lt;br /&gt;
 Pal4: FF 76 10 FF 76 0E&lt;br /&gt;
 Pal5: C8 1E 00 00 1E B8&lt;br /&gt;
&lt;br /&gt;
Five palettes of 768 bytes each, plus five buffers of 6 bytes each, &lt;br /&gt;
makes 3,870 bytes in Palettes.Dat.&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
Color 0 is not used in the game, it instead represents &amp;quot;transparency&amp;quot; (ie. Pixels which should not be drawn to the screen).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The UFOpedia either uses the second or fifth palette. Although it displays items used in the Battlescape. Because of this, there are two different sets of item images, each bearing the title &amp;quot;[[BIGOBS.PCK|BigObs]]&amp;quot;: Those used in the UFOpedia (stored in a collection of 57 PCK files in the [[UFOGRAPH]] folder), and those used in the Tactical display (stored in a PCK archive in the [[UNITS]] folder).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The final 16 colors of each palette are reserved. They are replaced in-game by the colors from the appropriate [[BACKPALS.DAT]] palette. These last 16 colors are used to draw the backgrounds of the bordered windows. Where there are no background images these entrys are unused.&lt;br /&gt;
&lt;br /&gt;
=Color Indexes=&lt;br /&gt;
[[image:1_GeoScapePal.Png|center|frame|1. GeoScape Palette.]]&lt;br /&gt;
[[image:2_UnknownPal.Png|center|frame|2. Unknown Usage. UFOpedia?]]&lt;br /&gt;
[[image:3_GraphPal.Png|center|frame|3. Graph Views.]]&lt;br /&gt;
[[image:4_ResearchPal.Png|center|frame|4. Research Displays.]]&lt;br /&gt;
[[image:5_BattleScapePal.Png|center|frame|5. Tactical Palette.]]&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BACKPALS.DAT]] - Contains the supplementary palettes.&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=FRENCH.DAT&amp;diff=11905</id>
		<title>FRENCH.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=FRENCH.DAT&amp;diff=11905"/>
		<updated>2007-06-10T21:00:31Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: attempt to fix table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is [[GeoScape String Files|one of the files]] containing the strings used by the [[GEOSCAPE.EXE|geoscape game engine]]. Each string is terminated by a null character (x00). Line breaks are defined by x0A. Every now and then x02 pops up, not sure why, probably something to do with the large font.&lt;br /&gt;
&lt;br /&gt;
There are 972 entries in all, not all of which are used by the release version of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Table looks broken at 177, will probably need to regen the whole thing again...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{StdDescTable}}&lt;br /&gt;
|- {{StdDescTable_Heading}}&lt;br /&gt;
! Index !! French.Dat (52672 Bytes)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;000/x000&amp;lt;/b&amp;gt; || VAISSEAU DE TRANSPORT ET DE COMBAT. LA DERNIERE REPLIQUE DE LA TECHNOLOGIE ALIENNE. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;001/x001&amp;lt;/b&amp;gt; || COMBAT AERIEN AVEC MOTEURS A DETONATION A IMPULSIONS DOUBLES ET DES SYSTEMES ELECTRONIQUES AVEC PROTECTION SPECIALE. LA TECHNOLOGIE TERRESTRE LA PLUS SOPHISTIQUEE. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;002/x002&amp;lt;/b&amp;gt; || VAISSEAU DE TRANSPORT ET DE COMBAT. UNE REPLIQUE GROSSIERE MAIS EFFICACE DES SYSTEMES DE PROPULSION ALIENS. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;003/x003&amp;lt;/b&amp;gt; || TRANSPORTEUR DE TROUPES. LE PLUS RAPIDE DANS SON GENRE, AVEC CAPACITE DE DECOLLAGE ET D&#039;ATTERRISSAGE A LA VERTICALE (C.D.A.V). &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;004/x004&amp;lt;/b&amp;gt; || VAISSEAU DE COMBAT. CE CHASSEUR MONOPLACE EST LA REPLIQUE DE LA SOUCOUPE VOLANTE ALIENNE CLASSIQUE, AVEC UNITE CENTRALE DE PROPULSION. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;005/x005&amp;lt;/b&amp;gt; || MISSILE AIR-AIR SOPHISTIQUE AVEC DES SYSTEMES ELECTRONIQUES SPECIALEMENT PROTEGES. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;006/x006&amp;lt;/b&amp;gt; || MISSILE AIR-AIR A TETE NUCLEAIRE, MAIS D&#039;UN POIDS TRES ELEVE. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;007/x007&amp;lt;/b&amp;gt; || CANON TRES PUISSANT QUI TIRE DES BALLES CAPABLES DE PERCER DES ARMURES ET DE PENETRER DANS DE L&#039;ACIER DE 40 CM. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;008/x008&amp;lt;/b&amp;gt; || CE LANCEUR TIRE UN MISSILE, DE LA FORME D&#039;UNE BALLE, GRACE A LA REACTION ANTI-MATIERE. LA BALLE DETRUIT LA CIBLE AVEC UNE IMPLOSION D&#039;ONDES GRAVITATIONNELLES. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;009/x009&amp;lt;/b&amp;gt; || CE RAYON LASER CONVENTIONNEL EST ACTIVE PAR UNE CHAMBRE A REACTION ANTI-MATIERE. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;010/x00A&amp;lt;/b&amp;gt; || LE  RAYON GRAVITATIONNEL PRODUIT UN CHAMP GRAVITATIONNEL A IMPLOSION CANALISEE. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;011/x00B&amp;lt;/b&amp;gt; || La hi‚rarchie secto‹de va des soldats aux leaders ayant d&#039;importantes comp‚tences psioniques. Ces pouvoirs psioniques peuvent ˆtre utilis‚s pour d‚moraliser les soldats durant le combat, ou mˆme pour prendre possession de leur esprit. Ils ont tendance … s&#039;adonner aux enlŠvements d&#039;humains et … la mutilation du b‚tail. L&#039;enlŠvement permet l&#039;extraction de codes g‚n‚tiques pour le croisement de races et le d‚veloppement de clones afin d&#039;infiltrer la soci‚t‚ humaine. Cette race semble vouloir d‚velopper des hybrides g‚n‚tiques sup‚rieurs. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;012/x00C&amp;lt;/b&amp;gt; || L&#039;autopsie montre des organes digestifs atrophi‚s et une structure simple. Le cerveau et les yeux sont trŠs bien d‚velopp‚s. La structure suggŠre une modification g‚n‚tique ou une mutation. La petite bouche et le nez semblent n&#039;avoir que peu de fonctions. Les doigts palm‚s, et les pieds plats suggŠrent des origines aquatiques. Il n&#039;y a pas d&#039;organes reproducteurs, et aucun indice sur la fa‡on dont cette espŠce se reproduit. C&#039;est certainement une espŠce cr‚‚e g‚n‚tiquement. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;013/x00D&amp;lt;/b&amp;gt; || Cette race s&#039;est d‚velopp‚e dans un environnement extrˆmement hostile. Ils sont trŠs forts et peuvent r‚sister … d&#039;extrˆmes variations de temp‚rature. Leur mobilit‚ est bas‚e sur un &#039;pied&#039; g‚ant de la forme d&#039;un serpent qui protŠge tous les organes vitaux. Leurs objectifs semblent ˆtre purement et simplement ceux de pr‚dateurs et ils semblent ob‚ir … une autre intelligence qui dicte leurs incursions de style militaire sur la Terre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;014/x00E&amp;lt;/b&amp;gt; || La peau est extrˆmement dure et r‚sistante … la chaleur. Le systŠme cardio-vasculaire fait partie du systŠme musculaire qui utilise le principe hydraulique pour cr‚er un mouvement. Le seul vrai muscle est le &#039;coeur&#039;. Le systŠme de reproduction semble trŠs efficace. La reproduction est asexu‚e, et chaque homme-serpent porte jusqu&#039;… cinquante oeufs … la fois dans son corps. Si cette espŠce n&#039;‚tait pas combattue, elle repr‚senterait une grave menace pour la vie sur la Terre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;015/x00F&amp;lt;/b&amp;gt; || Cet ˆtre a un pouvoir mental terrifiant permettant la communication t‚l‚pathique et la capacit‚ t‚l‚kin‚tique. Les capacit‚s physiques apparemment faibles de cette cr‚ature sont compens‚es par son pouvoir mental. Nous ne savons pas comment fonctionne ce pouvoir t‚l‚kin‚tique, car il semble d‚fier les lois de la physique telles que nous les connaissons. Ces ˆtres sont extrˆmement dangereux dans toute situation de combat o— ils s&#039;en remettent … leur pouvoir mental. Ils apparaissent rarement sur Terre car ils semblent compter sur d&#039;autres races pour poursuivre leurs objectifs. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;016/x010&amp;lt;/b&amp;gt; || Cet ˆtre est physiquement retard‚ et semble incapable de continuer … vivre. Ses muscles sont s‚vŠrement atrophi‚s et les organes internes semblent sous-d‚velopp‚s. Les organes sensoriels, y compris les yeux, semblent ne pas fonctionner du tout. Le cerveau, cependant, est bien d‚velopp‚ et utilise une grande quantit‚ du sang du corps. Comment cette cr‚ature peut continuer … vivre sans aide ext‚rieure, cela reste un mystŠre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;017/x011&amp;lt;/b&amp;gt; || Cette cr‚ature humano‹de est physiquement puissante et intelligente. Elle appr‚cie tout particuliŠrement la viande crue, dont elle a besoin pour vivre, comme les carnivores terriens. Elle semble ob‚ir aux ordres t‚l‚pathiques d&#039;une race appel‚e les &#039;Ethereals&#039;. Si ce lien t‚l‚pathique vient … se rompre, son systŠme mental est d‚truit et elle meurt. Les implants cybern‚tiques sont utilis‚s pour renforcer sa performance au combat. Elle est de toute ‚vidence au service d&#039;une intelligence sup‚rieure. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;018/x012&amp;lt;/b&amp;gt; || La &#039;peau&#039; de cette cr‚ature semble ˆtre une armure de protection organique greff‚e sur le corps. Il y a de nombreux implants cybern‚tiques utilis‚s pour renforcer le systŠme cardio-vasculaire et les sens. Les organes de reproduction semblent avoir ‚t‚ enlev‚s par op‚ration chirurgicale. A l&#039;‚vidence, ces pauvres cr‚atures sont limit‚es … une vie de guerre et de conquˆte. Les munitions permettant de percer les armures ne sont pas trŠs efficaces contre leur peau renforc‚e. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;019/x013&amp;lt;/b&amp;gt; || Cette forme de vie a la myst‚rieuse capacit‚ naturelle de flotter dans l&#039;air. Elle semble d‚tecter les ondes du cerveau humain et se dirige vers une cible humaine mˆme bien cach‚e. Une fois la cible d‚tect‚e, le Celatid atterrit et tire des petites bulles de venin extrˆmement corrosif. La cr‚ature a la capacit‚ de se multiplier … un rythme affolant. Cette race accompagne la race Muton dans ses d‚placements. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;020/x014&amp;lt;/b&amp;gt; || Le coeur contient un petit systŠme bio-m‚canique qui semble ˆtre un systŠme de propulsion anti-gravit‚ s&#039;‚tant d‚velopp‚ naturellement. Le sac de venin est l&#039;organe le plus grand et il ne semble pas y avoir de structure c‚r‚brale s‚par‚e. Il n&#039;y a pas de systŠme digestif ou de reproduction visible. Un petit organe contient des embryons qui peuvent se d‚velopper rapidement en un nouvel ˆtre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;021/x015&amp;lt;/b&amp;gt; || Cette forme de vie … base de silicone g‚nŠre une ‚norme quantit‚ de chaleur. Elle a la force d&#039;‚craser des rochers qui peuvent ensuite ˆtre ing‚r‚s par le coeur chaud. Elle a une et peut ˆtre contr“l‚e par des implants ou par des ˆtres t‚l‚pathiques. Elle travaille avec la race alienne Muton. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;022/x016&amp;lt;/b&amp;gt; || Le coeur de cette cr‚ature est extrˆmement chaud et semble ˆtre la base d&#039;un systŠme digestif. Son systŠme musculaire unique a une ‚norme puissance et une vitesse trŠs grande. Sa peau, semblable … du roc, est invuln‚rable au feu ou aux munitions incendiaires. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;023/x017&amp;lt;/b&amp;gt; || Les pinces de cette cr‚ature sont une arme puissante dans le combat rapproch‚. Le m‚tabolisme puissant et la force de cette cr‚ature lui donnent de la vitesse et de la dext‚rit‚. Au lieu de tuer sa victime, elle l&#039;imprŠgne d&#039;un oeuf et injecte un venin qui la transforme en un mort-vivant. Un nouveau Chryssalid sortira de la victime peu aprŠs. Les Chryssalids sont associ‚s … la race des hommes-serpents. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;024/x018&amp;lt;/b&amp;gt; || L&#039;exosquelette de cette cr‚ature est trŠs dur, mais ‚tonnamment vuln‚rable aux munitions explosives. Le cerveau est bien d‚velopp‚, et le taux de croissance de ses cellules est trŠs rapide. La cr‚ature porte vingt oeufs qu&#039;elle pond dans d&#039;autres organismes. Cette cr‚ature est une arme de terreur trŠs efficace.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;025/x019&amp;lt;/b&amp;gt; || Les Flottants sont avant tout des soldats et des agents de terreur. Ce sont des pr‚dateurs naturels, des produits g‚n‚tiques qui sont cybern‚tiquement renforc‚s pour faire d&#039;exceptionnels guerriers. La partie inf‚rieure de leur corps et la plupart des organes internes sont enlev‚s par une op‚ration chirurgicale, et un systŠme de survie est install‚. Cet implant contient une unit‚ anti-gravitationnelle qui permet … la cr‚ature de flotter, mˆme avec difficult‚, dans l&#039;air. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;026/x01A&amp;lt;/b&amp;gt; || La cr‚ature a ‚t‚ trŠs fortement modifi‚e par la chirurgie. L&#039;appareil qui semble former le coeur du corps est un systŠme de survie, ayant … la fois les fonctions de coeur, de poumons et de systŠme digestif. Cela permet … la cr‚ature de survivre dans des environnements extrˆmement hostiles. Le cerveau est plus petit que le n“tre, mais les organes sensoriels sont bien d‚velopp‚s. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;027/x01B&amp;lt;/b&amp;gt; || Ce carnivore bipŠde a des mƒchoires puissantes et un app‚tit vorace. Il a plusieurs implants c‚r‚braux qui sont utilis‚s pour contr“ler son activit‚. Les instincts primitifs de pr‚dateur de cette cr‚ature sont de peu d&#039;utilit‚ si ce n&#039;est pour terroriser et d‚truire. Les Reapers sont g‚n‚ralement associ‚s aux Flottants. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;028/x01C&amp;lt;/b&amp;gt; || Le Reaper possŠde deux &#039;cerveaux&#039; et deux &#039;coeurs&#039; qui lui permettent de fonctionner mˆme lorsqu&#039;il est gravement bless‚. Cependant, sa fourrure est hautement inflammable, ce qui le rend vuln‚rable aux armes incendiaires. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;029/x01D&amp;lt;/b&amp;gt; || Les Sectopodes sont des robots poss‚dant une arme … rayon … plasma trŠs puissante. Ces bˆtes m‚caniques sont contr“l‚es par les Ethereals par lien t‚l‚pathique. Les Sectopodes repr‚sentent l&#039;arme de terreur la plus puissante des forces aliennes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;030/x01E&amp;lt;/b&amp;gt; || Le robot est solidement construit avec une armure puissante capable de r‚sister … la plupart des formes d&#039;attaque, en particulier aux armes … plasma. Cependant, le systŠme sensitif semble particuliŠrement vuln‚rable aux armes laser. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;031/x01F&amp;lt;/b&amp;gt; || La soucoupe volante miniature est une arme de terreur automatique munie d&#039;un puissant rayon … plasma. La propulsion anti-gravitationnelle lui donne un avantage certain en terrain difficile. Sa fonction essentielle est la destruction et la terreur au service de la race secto‹de. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;032/x020&amp;lt;/b&amp;gt; || Le Cyberdisc est bien prot‚g‚ et r‚siste particuliŠrement bien aux munitions explosives. Le systŠme anti-gravitationnel principal est trop endommag‚ pour que l&#039;on puisse comprendre son fonctionnement. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;033/x021&amp;lt;/b&amp;gt; || La source d&#039;‚nergie du vaisseau alien est un r‚acteur anti-matiŠre qui utilise de l&#039;Elerium (‚l‚ment 115) pour g‚n‚rer des ondes puissantes de gravit‚ ainsi que d&#039;autres formes d&#039;‚nergie. La conversion de la matiŠre en ‚nergie est, chose incroyable, efficace … 99%, et de petites quantit‚s d&#039;Elerium peuvent donc produire une quantit‚ ‚norme d&#039;‚nergie. Cette unit‚ peut ˆtre facilement reproduite avec les alliages aliens. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;034/x022&amp;lt;/b&amp;gt; || Le vaisseau alien utilise des ordinateurs sophistiqu‚s pour naviguer sur la Terre et dans l&#039;espace. Le systŠme est bas‚ sur des processeurs optiques install‚s en r‚seaux. L&#039;interface de contr“le est relativement simple: le navigateur contr“le la direction des ondes de gravit‚ g‚n‚r‚es par la source d&#039;‚nergie pour d‚placer le vaisseau dans n&#039;importe quelle direction. Ce systŠme peut facilement ˆtre utilis‚ par les humains, et peut ˆtre reproduit en utilisant les alliages aliens et d&#039;autres composants. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;035/x023&amp;lt;/b&amp;gt; || Le vaisseau alien est constitu‚ de trois composants principaux: une source d&#039;‚nergie, un systŠme de navigation et une coque faite d&#039;alliages aliens. La coque est sp‚cialement con‡ue pour que les ondes de gravit‚ puissent ˆtre contr“l‚es. De plus, une petite quantit‚ d&#039;Elerium est n‚cessaire pour alimenter la source d&#039;‚nergie. Une fois que les principes de construction ont ‚t‚ compris, et que l&#039;on connaŒt les fonctions de chaque composant, il est alors possible de construire ce type de vaisseau. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;036/x024&amp;lt;/b&amp;gt; || Ces chambres contiennent plusieurs enzymes utilis‚es pour dig‚rer les parties du corps du b‚tail, d&#039;autres animaux et mˆme des humains. Le liquide est ensuite consomm‚ comme aliment d‚j… dig‚r‚, et est probablement directement inject‚ dans le systŠme sanguin. Cela suggŠre une certaine d‚pendance sur la Terre vis-…-vis de la nourriture, une symbiose entre la Terre et la soci‚t‚ alienne. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;037/x025&amp;lt;/b&amp;gt; || Ces chambres contiennent des foetus aliens. La forme de ces containers semble sugg‚rer que les aliens qui utilisent ceproc‚d‚ d‚pendent totalement de la reproduction en laboratoire. Les aliments riches assurent le d‚veloppement rapide du foetus. Cette reproduction … la chaŒne peut g‚n‚rer des milliers de clones aliens en trŠs peu de temps. Le proc‚d‚ pourrait facilement ˆtre appliqu‚ pour la reproduction humaine, ou pour des hybrides aliens-humains. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;038/x026&amp;lt;/b&amp;gt; || La fonction la plus probable de ces sphŠres est une fonction r‚cr‚ative. Le circuit psionique stimule plusieurs centres du cerveau. L&#039;effet est similaire aux drogues hallucinogŠnes. C&#039;est la seule preuve qui montre que les aliens ont des passe-temps et une vie culturelle. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;039/x027&amp;lt;/b&amp;gt; || Cet ‚quipement chirurgical utilise des couteaux laser pour extraire des parties du corps du b‚tail et d&#039;autres animaux. Les mutilations r‚pandues du b‚tail sont dues … cette activit‚ ‚trange des aliens. Il est vraisemblable que ces morceaux sont utilis‚s … des fins nutritionnelles ou g‚n‚tiques. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;040/x028&amp;lt;/b&amp;gt; || Dans le pass‚, des milliers de gens ont pr‚tendu avoir ‚t‚ enlev‚s par des aliens, et quelque fois … plusieurs reprises. La v‚rit‚ est beaucoup plus horrible encore. Les humains sont enlev‚s, ‚tudi‚s et contr“l‚s. On enlŠve des codes g‚n‚tiques aux  meilleurs sp‚cimens. On implante des foetus humains-aliens … des femmes, et on les enlŠve plusieurs mois aprŠs. Qui connaŒt le but sinistre poursuivi par les aliens? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;041/x029&amp;lt;/b&amp;gt; || Le vaisseau alien est compos‚ d&#039;alliages sp‚ciaux aux propri‚t‚s uniques. Ils sont extrˆmement l‚gers et solides, et peuvent ˆtre model‚s grƒce … des m‚thodes ‚lectro-magn‚tiques. Ces m‚taux peuvent ˆtre reproduits et utilis‚s dans de nombreux proc‚d‚s de fabrication. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;042/x02A&amp;lt;/b&amp;gt; || Vous devez ‚tudier&amp;lt;br&amp;gt;	 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;043/x02B&amp;lt;/b&amp;gt; || Cet ‚l‚ment … une propri‚t‚ inhabituelle: il g‚nŠre de l&#039;‚nergie anti-matiŠre lorsqu&#039;on le bombarde de certaines particules. Cela cr‚e des ondes de gravit‚ et d&#039;autres formes d&#039;‚nergie. Cet ‚l‚ment ne se trouve pas naturellement dans notre systŠme solaire et ne peut ˆtre reproduit. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;044/x02C&amp;lt;/b&amp;gt; || Il est clair que nous nous engageons dans une bataille perdue d&#039;avance sur la Terre. Les hordes aliennes sont beaucoup plus nombreuses. La meilleure chose … faire est de ralentir leur progression. Le seul espoir pour l&#039;humanit‚ est de combattre les aliens … la source. Nos recherches semblent nous indiquer une base d&#039;op‚rations toute proche dans notre systŠme solaire. Les aliens considŠrent cet endroit comme le centre d&#039;une ancienne civilisation, ant‚rieure … l&#039;histoire humaine. Nous devons localiser cette base le plus t“t possible. Cependant, il nous faut capturer et interroger un leader alien pour obtenir plus d&#039;informations. Les OVNIS les plus grands contiennent probablement au moins un leader alien. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;045/x02D&amp;lt;/b&amp;gt; || Nos recherches nous indiquent maintenant que Mars est la base des op‚rations aliennes. La base est bien cach‚e, et contient tous les proc‚d‚s de fabrication et de clonage n‚cessaires … l&#039;infiltration de la Terre. Elle semble ‚galement poss‚der un ordinateur de contr“le responsable de toute l&#039;op‚ration. Il semble que la soci‚t‚ alienne, organis‚e comme une ruche, ait une sorte de reine. C&#039;est leur point faible: si nous pouvons ‚liminer le &#039;cerveau&#039;, alors le corps mourra. Pour progresser, nous devons capturer les aliens les plus hauts plac‚s - les commandants - qui r‚sident dans les bases aliennes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;046/x02E&amp;lt;/b&amp;gt; || Il est maintenant clair que les hordes aliennes sont contr“l‚es d&#039;une base souterraine … Cydonia, qui est une zone ‚trange de Mars comprenant des pyramides … cinq c“t‚s et une large formation ressemblant … un visage humain. Il y a des millions d&#039;ann‚es de cela, la civilisation cydonianne ‚tait florissante sur Mars, mais nous ne savons pas pourquoi elle s&#039;est ‚teinte, ou quel est le lien avec l&#039;activit‚ alienne qui y rŠgne aujourd&#039;hui. Quelle que soit l&#039;explication, nous devons envoyer une exp‚dition … Cydonia. C&#039;est le seul moyen de vaincre les aliens. Nous devons d‚truire le &#039;cerveau&#039; contr“lant toute l&#039;op‚ration. Il nous faut ‚quiper un vaisseau Avenger avec les armes de destruction les plus puissantes que nous ayons. Nous ne pouvons rien apprendre de plus ici. Il nous faut attendre le r‚sultat de l&#039;attaque cydonianne. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;047/x02F&amp;lt;/b&amp;gt; || Site de Terreur- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;048/x030&amp;lt;/b&amp;gt; || CENTRER SUR SITE-TEMPS=5 Sec &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;049/x031&amp;lt;/b&amp;gt; || ANNULER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;050/x032&amp;lt;/b&amp;gt; || Rien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;051/x033&amp;lt;/b&amp;gt; || Inconnu &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;052/x034&amp;lt;/b&amp;gt; || M‚diocre &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;053/x035&amp;lt;/b&amp;gt; || Moyen &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;054/x036&amp;lt;/b&amp;gt; || Bon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;055/x037&amp;lt;/b&amp;gt; || Excellent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;056/x038&amp;lt;/b&amp;gt; || BUDGET&amp;gt; $ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;057/x039&amp;lt;/b&amp;gt; || CONSTRUIRE NOUVELLE BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;058/x03A&amp;lt;/b&amp;gt; || INFORMATIONS SUR LA BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;059/x03B&amp;lt;/b&amp;gt; || EQUIPER VAISSEAU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;060/x03C&amp;lt;/b&amp;gt; || CONSTRUIRE INSTALLATIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;061/x03D&amp;lt;/b&amp;gt; || RECHERCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;062/x03E&amp;lt;/b&amp;gt; || FABRICATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;063/x03F&amp;lt;/b&amp;gt; || TRANSFERT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;064/x040&amp;lt;/b&amp;gt; || ACHAT/RECRUTEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;065/x041&amp;lt;/b&amp;gt; || VENDRE/RENVOYER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;066/x042&amp;lt;/b&amp;gt; || GEOSCAPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;067/x043&amp;lt;/b&amp;gt; || Bases XCom &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;068/x044&amp;lt;/b&amp;gt; || Nom &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;069/x045&amp;lt;/b&amp;gt; || Zone &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;070/x046&amp;lt;/b&amp;gt; || Construire Nouvelle Base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;071/x047&amp;lt;/b&amp;gt; || Annuler &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;072/x048&amp;lt;/b&amp;gt; || PRIX&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;073/x049&amp;lt;/b&amp;gt; || TEMPS DE CONSTRUCTION&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;074/x04A&amp;lt;/b&amp;gt; || Jours &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;075/x04B&amp;lt;/b&amp;gt; || ENTRETIEN&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;076/x04C&amp;lt;/b&amp;gt; || OK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;077/x04D&amp;lt;/b&amp;gt; || Installation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;078/x04E&amp;lt;/b&amp;gt; || RECHERCHE ACTUELLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;079/x04F&amp;lt;/b&amp;gt; || Savants Disponibles&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;080/x050&amp;lt;/b&amp;gt; || Savants Affect‚s&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;081/x051&amp;lt;/b&amp;gt; || Espace Labo Disponible&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;082/x052&amp;lt;/b&amp;gt; || PROJET DE RECHERCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;083/x053&amp;lt;/b&amp;gt; || SAVANTS AFFECTES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;084/x054&amp;lt;/b&amp;gt; || DECOUVERTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;085/x055&amp;lt;/b&amp;gt; || Nouveau Projet &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;086/x056&amp;lt;/b&amp;gt; || NOUVEAUX PROJETS DE RECHERCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;087/x057&amp;lt;/b&amp;gt; || SAVANTS DISPONIBLES&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;088/x058&amp;lt;/b&amp;gt; || ESPACE LABO DISPONIBLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;089/x059&amp;lt;/b&amp;gt; || Hausse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;090/x05A&amp;lt;/b&amp;gt; || Baisse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;091/x05B&amp;lt;/b&amp;gt; || COMMENCER PROJET &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;092/x05C&amp;lt;/b&amp;gt; || PRODUCTION ACTUELLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;093/x05D&amp;lt;/b&amp;gt; || Ing‚nieurs Disponibles&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;094/x05E&amp;lt;/b&amp;gt; || Ing‚nieurs Affect‚s&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;095/x05F&amp;lt;/b&amp;gt; || Espace Ateliers Disponible&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;096/x060&amp;lt;/b&amp;gt; || Budget Actuel &amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;097/x061&amp;lt;/b&amp;gt; || OBJET &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;098/x062&amp;lt;/b&amp;gt; || Ing‚nieurs&amp;lt;br&amp;gt;Affect‚s &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;099/x063&amp;lt;/b&amp;gt; || Unit‚s&amp;lt;br&amp;gt;Produites &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;100/x064&amp;lt;/b&amp;gt; || Total …&amp;lt;br&amp;gt;Produire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;101/x065&amp;lt;/b&amp;gt; || Co–t&amp;lt;br&amp;gt;par&amp;lt;br&amp;gt;Unit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;102/x066&amp;lt;/b&amp;gt; || Jours&amp;lt;br&amp;gt;Restants &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;103/x067&amp;lt;/b&amp;gt; || Nouvelle Production &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;104/x068&amp;lt;/b&amp;gt; || Objets … Produire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;105/x069&amp;lt;/b&amp;gt; || CATEGORIE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;106/x06A&amp;lt;/b&amp;gt; || COMMENCER PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;107/x06B&amp;lt;/b&amp;gt; || Jours d&#039;ing‚nieur pour produire une unit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;108/x06C&amp;lt;/b&amp;gt; || Co–t par unit‚&amp;gt;$ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;109/x06D&amp;lt;/b&amp;gt; || Espace de Travail N‚cessaire&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;110/x06E&amp;lt;/b&amp;gt; || MATERIAUX SPECIAUX NECESSAIRES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;111/x06F&amp;lt;/b&amp;gt; || OBJET&amp;lt;br&amp;gt;NECESSAIRE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;112/x070&amp;lt;/b&amp;gt; || UNITES&amp;lt;br&amp;gt;NECESSAIRES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;113/x071&amp;lt;/b&amp;gt; || UNITES&amp;lt;br&amp;gt;DISPONIBLES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;114/x072&amp;lt;/b&amp;gt; || ARRETER PRODUCTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;115/x073&amp;lt;/b&amp;gt; || INGENIEURS DISPONIBLES&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;116/x074&amp;lt;/b&amp;gt; || ESPACE ATELIERS DISPONIBLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;117/x075&amp;lt;/b&amp;gt; || Ing‚nieurs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;118/x076&amp;lt;/b&amp;gt; || Affect‚s  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;119/x077&amp;lt;/b&amp;gt; || HAUSSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;120/x078&amp;lt;/b&amp;gt; || BAISSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;121/x079&amp;lt;/b&amp;gt; || Unit‚s … &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;122/x07A&amp;lt;/b&amp;gt; || Produire  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;123/x07B&amp;lt;/b&amp;gt; || Acheter/Engager du Personnel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;124/x07C&amp;lt;/b&amp;gt; || Budget Actuel&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;125/x07D&amp;lt;/b&amp;gt; || Prix d&#039;Achat&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;126/x07E&amp;lt;/b&amp;gt; || COUT PAR UNITE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;127/x07F&amp;lt;/b&amp;gt; || QUANTITE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;128/x080&amp;lt;/b&amp;gt; || PERSONNEL DISPONIBLE: PERSONNEL TOTAL&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;129/x081&amp;lt;/b&amp;gt; || Soldats &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;130/x082&amp;lt;/b&amp;gt; || Ing‚nieurs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;131/x083&amp;lt;/b&amp;gt; || Savants &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;132/x084&amp;lt;/b&amp;gt; || ESPACE UTILISE: ESPACE DISPONIBLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;133/x085&amp;lt;/b&amp;gt; || Quartiers d&#039;Habitation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;134/x086&amp;lt;/b&amp;gt; || Entrep“ts &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;135/x087&amp;lt;/b&amp;gt; || Laboratoires &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;136/x088&amp;lt;/b&amp;gt; || Ateliers &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;137/x089&amp;lt;/b&amp;gt; || Hangars &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;138/x08A&amp;lt;/b&amp;gt; || D‚tection Courte Port‚e &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;139/x08B&amp;lt;/b&amp;gt; || Force de D‚fense &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;140/x08C&amp;lt;/b&amp;gt; || TRANSFERTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;141/x08D&amp;lt;/b&amp;gt; || Transferts &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;142/x08E&amp;lt;/b&amp;gt; || Temps d&#039;Arriv‚e (heures) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;143/x08F&amp;lt;/b&amp;gt; || Prix&amp;gt;$ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;144/x090&amp;lt;/b&amp;gt; || Zone&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;145/x091&amp;lt;/b&amp;gt; || Nom de la Base? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;146/x092&amp;lt;/b&amp;gt; || SELECTIONNER POSITION DE L&#039;ASCENSEUR D&#039;ACCES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;147/x093&amp;lt;/b&amp;gt; || Transfert &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;148/x094&amp;lt;/b&amp;gt; || NOMBRE A&amp;lt;br&amp;gt; TRANSFERER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;149/x095&amp;lt;/b&amp;gt; || S‚lectionner Base de Destination &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;150/x096&amp;lt;/b&amp;gt; || Budget Actuel&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;151/x097&amp;lt;/b&amp;gt; || Prix &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;152/x098&amp;lt;/b&amp;gt; || En entrant dans la piŠce, vous voyez le cerveau alien, objet de votre quˆte. Avant que vous ayez eu le temps de tirer, il vous parle … travers un ‚cran plac‚ … sa base. Il vous implore de l&#039;‚pargner et d&#039;‚couter ses arguments avant que vous d‚cidiez d&#039;appuyer sur la d‚tente... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;153/x099&amp;lt;/b&amp;gt; || Le cerveau parle: &#039;Il y a des millions d&#039;ann‚es de cela, la planŠte que vous appelez Mars ‚tait vivante. Cette vie fut apport‚e … une planŠte st‚rile par notre civilisation comme ce fut le cas pour vous. Pendant des millions d&#039;ann‚es, nous avons visit‚ votre planŠte et d‚velopp‚ g‚n‚tiquement votre espŠce. Vous ne pouvez pas nous tuer, vous faites partie de nous... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;154/x09A&amp;lt;/b&amp;gt; || Vous ˆtes ici au centre de la civilisation martienne - les pyramides construites il y a des millions d&#039;ann‚es avant vous - par une espŠce qui est en fait votre ancˆtre. Aucune planŠte n&#039;est hors de port‚e de notre pouvoir. Ce pouvoir pourrait devenir le v“tre bient“t. Tout ce que nous demandons, c&#039;est votre coop‚ration... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;155/x09B&amp;lt;/b&amp;gt; || Les aliens essaient d&#039;exterminer l&#039;humanit‚ tout entiŠre, d‚truisant les villes et empoisonnant l&#039;air et la mer. La r‚sistance des arm‚es terrestres est futile face … une technologie hautement sup‚rieure. Les g‚n‚rations survivantes souffrent de mutations horribles alors qu&#039;elles fuient la destruction alienne. Elles sont parqu‚es dans des camps d&#039;esclavage destin‚s … faire de la Terre une colonie alienne soumise … quelque empire inconnu. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;156/x09C&amp;lt;/b&amp;gt; || La connaissance amass‚e grƒce au projet XCom est … jamais perdue. Vous n&#039;avez pas r‚ussi … sauver la Terre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;157/x09D&amp;lt;/b&amp;gt; || Le cerveau alien est interrompu par une explosion de plasma chaud, et toute la force alienne est vaincue. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;158/x09E&amp;lt;/b&amp;gt; || Une fois que les aliens ont perdu Mars, ils ont perdu la Terre. Bient“t, la recherche XCom permettra … l&#039;humanit‚ de prosp‚rer … nouveau, et de revendiquer la propri‚t‚ de Mars. La menace alienne a disparu, mais pour combien de temps, personne ne le sait... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;159/x09F&amp;lt;/b&amp;gt; || Vous n&#039;avez pas r‚ussi … stopper l&#039;attaque alienne. L&#039;une aprŠs l&#039;autre, les nations qui vous finan‡aient signent des pactes avec les aliens, qui leur offrent la technologie, la prosp‚rit‚ et la paix. Cependant, il devient rapidement ‚vident que les aliens ont d&#039;autres plans... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;160/x0A0&amp;lt;/b&amp;gt; || TOTAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;161/x0A1&amp;lt;/b&amp;gt; || Revenu &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;162/x0A2&amp;lt;/b&amp;gt; || D‚penses &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;163/x0A3&amp;lt;/b&amp;gt; || Entretien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;164/x0A4&amp;lt;/b&amp;gt; || Solde &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;165/x0A5&amp;lt;/b&amp;gt; || Activit‚ des OVNIS par R‚gion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;166/x0A6&amp;lt;/b&amp;gt; || Activit‚ des OVNIS par Pays &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;167/x0A7&amp;lt;/b&amp;gt; || Activit‚ XCom par R‚gion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;168/x0A8&amp;lt;/b&amp;gt; || Activit‚ XCom par Pays &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;169/x0A9&amp;lt;/b&amp;gt; || Finances &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;170/x0AA&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;171/x0AB&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;172/x0AC&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;173/x0AD&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;174/x0AE&amp;lt;/b&amp;gt; || Pas assez de mat‚riaux sp‚ciaux pour produire&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;175/x0AF&amp;lt;/b&amp;gt; || Pas assez d&#039;argent pour produire&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;176/x0B0&amp;lt;/b&amp;gt; || Production Termin‚e&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;177/x0B1&amp;lt;/b&amp;gt; || Production de&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;178/x0B2&amp;lt;/b&amp;gt; || … &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;179/x0B3&amp;lt;/b&amp;gt; || est termin‚e &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;180/x0B4&amp;lt;/b&amp;gt; || OK - 5 sec &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;181/x0B5&amp;lt;/b&amp;gt; || Recherche Termin‚e &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;182/x0B6&amp;lt;/b&amp;gt; || VOIR RAPPORTS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;183/x0B7&amp;lt;/b&amp;gt; || Nous pouvons maintenant ‚tudier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;184/x0B8&amp;lt;/b&amp;gt; || Nous pouvons maintenant produire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;185/x0B9&amp;lt;/b&amp;gt; || DIMANCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;186/x0BA&amp;lt;/b&amp;gt; || LUNDI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;187/x0BB&amp;lt;/b&amp;gt; || MARDI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;188/x0BC&amp;lt;/b&amp;gt; || MERCREDI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;189/x0BD&amp;lt;/b&amp;gt; || JEUDI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;190/x0BE&amp;lt;/b&amp;gt; || VENDREDI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;191/x0BF&amp;lt;/b&amp;gt; || SAMEDI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;192/x0C0&amp;lt;/b&amp;gt; || Pas assez  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;193/x0C1&amp;lt;/b&amp;gt; ||  pour ravitailler  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;194/x0C2&amp;lt;/b&amp;gt; ||  pour r‚armer  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;195/x0C3&amp;lt;/b&amp;gt; ||  …  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;196/x0C4&amp;lt;/b&amp;gt; || L&#039;OVNI n&#039;a pas ‚t‚ r‚cup‚r‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;197/x0C5&amp;lt;/b&amp;gt; || L&#039;OVNI a ‚t‚ r‚cup‚r‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;198/x0C6&amp;lt;/b&amp;gt; || Le vaisseau est perdu &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;199/x0C7&amp;lt;/b&amp;gt; || La terreur continue &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;200/x0C8&amp;lt;/b&amp;gt; || Aliens vaincus &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;201/x0C9&amp;lt;/b&amp;gt; || La vaisseau est perdu &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;202/x0CA&amp;lt;/b&amp;gt; || La base est perdue &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;203/x0CB&amp;lt;/b&amp;gt; || La base est sauv‚e &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;204/x0CC&amp;lt;/b&amp;gt; || La base est perdue &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;205/x0CD&amp;lt;/b&amp;gt; || Base alienne toujours intacte &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;206/x0CE&amp;lt;/b&amp;gt; || Base alienne d‚truite &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;207/x0CF&amp;lt;/b&amp;gt; || Le vaisseau est perdu &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;208/x0D0&amp;lt;/b&amp;gt; || ALIENS TUES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;209/x0D1&amp;lt;/b&amp;gt; || CORPS ALIENS RECUPERES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;210/x0D2&amp;lt;/b&amp;gt; || ALIENS VIVANTS RECUPERES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;211/x0D3&amp;lt;/b&amp;gt; || OBJETS ALIENS RECUPERES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;212/x0D4&amp;lt;/b&amp;gt; || CONTROLE DE BASE ALIENNE DETRUIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;213/x0D5&amp;lt;/b&amp;gt; || CIVILS TUES PAR DES ALIENS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;214/x0D6&amp;lt;/b&amp;gt; || CIVILS TUES PAR DES AGENTS XCOM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;215/x0D7&amp;lt;/b&amp;gt; || CIVILS SAUVES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;216/x0D8&amp;lt;/b&amp;gt; || AGENTS XCOM TUES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;217/x0D9&amp;lt;/b&amp;gt; || AGENTS XCOM S&#039;ETANT RETIRES APRES BLESSURES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;218/x0DA&amp;lt;/b&amp;gt; || AGENTS XCOM DISPARUS PENDANT L&#039;ACTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;219/x0DB&amp;lt;/b&amp;gt; || TANKS DETRUITS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;220/x0DC&amp;lt;/b&amp;gt; || VAISSEAU XCOM PERDU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;221/x0DD&amp;lt;/b&amp;gt; || RECUPERATION OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;222/x0DE&amp;lt;/b&amp;gt; || RECUPERATION BASE ALIENNE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;223/x0DF&amp;lt;/b&amp;gt; ||  sous attaque! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;224/x0E0&amp;lt;/b&amp;gt; || DEFENSES DE LA BASE ACTIVEES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;225/x0E1&amp;lt;/b&amp;gt; || LE BOUCLIER DE GRAVITE REPOUSSE L&#039;OVNI! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;226/x0E2&amp;lt;/b&amp;gt; || TIR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;227/x0E3&amp;lt;/b&amp;gt; || TOUCHE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;228/x0E4&amp;lt;/b&amp;gt; || OVNI DETRUIT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;229/x0E5&amp;lt;/b&amp;gt; || RATE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;230/x0E6&amp;lt;/b&amp;gt; || Vendre Objets/Renvoyer Personnel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;231/x0E7&amp;lt;/b&amp;gt; || PRIX DE VENTE&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;232/x0E8&amp;lt;/b&amp;gt; || BUDGET&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;233/x0E9&amp;lt;/b&amp;gt; || Vendre/Renvoyer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;234/x0EA&amp;lt;/b&amp;gt; || Valeur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;235/x0EB&amp;lt;/b&amp;gt; || OVNI- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;236/x0EC&amp;lt;/b&amp;gt; || VAISSEAU&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;237/x0ED&amp;lt;/b&amp;gt; || RECUPERATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;238/x0EE&amp;lt;/b&amp;gt; || Avertissement - Il peut y avoir des agents dans l&#039;OVNI ou autour du lieu du crash.  La mission sera r‚ussie quand toutes les unit‚s ennemies auront ‚t‚ ‚limin‚es ou neutralis‚es.  La r‚cup‚ration des restes de l&#039;OVNI, des objets et des corps aliens pourra alorscommencer. Pour annuler la mission, ramenez les agents XCom au v‚hicule de transport et cliquez sur l&#039;ic“ne &#039;Annuler Mission&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;239/x0EF&amp;lt;/b&amp;gt; || ATTAQUE AU SOL DE L&#039;OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;240/x0F0&amp;lt;/b&amp;gt; || Explorez le lieu de l&#039;atterrissage et, si possible, entrez dans l&#039;OVNI. La mission sera r‚ussie quand toutes les unit‚s ennemies auront ‚t‚ ‚limin‚es ou neutralis‚es.  La r‚cup‚ration de l&#039;OVNI, des objets et des corps aliens pourra alors commencer. Pour annuler la mission, ramenez les agents XCom au v‚hicule de transport et cliquez sur l&#039;ic“ne &#039;Annuler Mission&#039;. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;241/x0F1&amp;lt;/b&amp;gt; || DEFENSE DE LA BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;242/x0F2&amp;lt;/b&amp;gt; || BASE&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;243/x0F3&amp;lt;/b&amp;gt; || Un vaisseau alien a atterri tout prŠs.  Notre base court un grand danger. Selon la proc‚dure habituelle, tout le personnel non-combattant et les vaisseaux XCom ont ‚t‚ evacu‚s.  Les unit‚s aliennes vont entrer dans la base par les portes du hangar ou par l&#039;ascenseur d&#039;accŠs. D‚fendez la base et ses installations vitales … tout prix - c&#039;est un combat … mort. Si vous cliquez sur l&#039;ic“ne &#039;Annuler Mission&#039;, vous serez vaincu et perdrez la base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;244/x0F4&amp;lt;/b&amp;gt; || ATTAQUE DE LA BASE ALIENNE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;245/x0F5&amp;lt;/b&amp;gt; || VAISSEAU&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;246/x0F6&amp;lt;/b&amp;gt; || Les agents XCom ont p‚n‚tr‚ dans une base alienne.  Le centre de contr“le doit ˆtre d‚truit pour rendre la base inop‚rante.  La mission sera termin‚e quand tous les ennemis auront ‚t‚ ‚limin‚s, ou quand votre escouade sera revenue … la zone verte de sortie (cliquez sur l&#039;ic“ne &#039;Annuler Mission&#039; pour sortir). &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;247/x0F7&amp;lt;/b&amp;gt; || Vous ˆtes arriv‚ … Cydonia. Vous p‚n‚trez dans un grand complexe souterrain prŠs du Sphinx martien.  Vous devez d‚truire le Cerveau Alien qui contr“le toute l&#039;activit‚ alienne.  Le sort de l&#039;humanit‚ est entre vos mains.... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;248/x0F8&amp;lt;/b&amp;gt; || SITE DE TERREUR- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;249/x0F9&amp;lt;/b&amp;gt; || MISSION DE TERREUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;250/x0FA&amp;lt;/b&amp;gt; || La mission sera r‚ussie lorsque toutes les unit‚s ennemies auront ‚t‚ ‚limin‚es ou neutralis‚es. Vous devez essayer de sauver les vies de tous les civils de la r‚gion en neutralisant la menace alienne. Pour annuler la mission, ramenez les agents XCom au v‚hicule de transport et cliquez sur l&#039;ic“ne &#039; Annuler Mission&#039; . &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;251/x0FB&amp;lt;/b&amp;gt; || PAS DE HANGAR DE LIBRE POUR LA PRODUCTION DE VAISSEAU!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Tout vaisseau affect‚ … une base, transf‚r‚ … une base, achet‚ ou construit, a besoin d&#039;un hangar.  Construisez un nouveau hangar ou transf‚rez un vaisseau … une autre base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;252/x0FC&amp;lt;/b&amp;gt; || PAS DE HANGAR DE LIBRE POUR L&#039;ACHAT!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Tout vaisseau affect‚ … une base, transf‚r‚ … une base,  achet‚ ou construit, a besoin d&#039;un hangar. Construisez un nouveau hangar ou transf‚rez un vaisseau … une autre base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;253/x0FD&amp;lt;/b&amp;gt; || PAS DE HANGAR DE LIBRE POUR LE TRANSFERT!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Tout vaisseau affect‚ … une base, transf‚r‚ … une base, achet‚ ou construit, a besoin d&#039;un hangar. Construisez un nouveau hangar ou transf‚rez un vaisseau … une autre base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;254/x0FE&amp;lt;/b&amp;gt; || IMPOSSIBLE DE CONSTRUIRE ICI!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Vous devez  construire … c“t‚ d&#039;une installation d‚j… existante. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;255/x0FF&amp;lt;/b&amp;gt; || PAS DE LOGEMENT DE LIBRE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;La base de destination n&#039;a pas assez de place dans les quartiers d&#039;habitation. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;256/x100&amp;lt;/b&amp;gt; || PAS ASSEZ D&#039;ESPACE DE TRAVAIL!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Construisez un nouvel atelier ou r‚duisez le travail sur d&#039;autres projets. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;257/x101&amp;lt;/b&amp;gt; || PAS ASSEZ D&#039;ARGENT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;258/x102&amp;lt;/b&amp;gt; || PAS ASSEZ DE TRANSFERTS!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Attendez que des transferts en cours ou des achats arrivent … destination. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;259/x103&amp;lt;/b&amp;gt; || NE PLUS ACCEPTER DE SOLDATS!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Vous avez d‚j… recrut‚ le nombre maximum de soldats. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;260/x104&amp;lt;/b&amp;gt; || PAS ASSEZ DE PLACE POUR STOCKER!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Construisez un nouvel entrep“t ou transf‚rez les stocks existants vers d&#039;autres bases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;261/x105&amp;lt;/b&amp;gt; || PAS ASSEZ D&#039;ESPACE VITAL!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Construisez de nouveaux quartiers d&#039;habitations ou transf‚rez du personnel vers d&#039;autres bases. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;262/x106&amp;lt;/b&amp;gt; || NE PLUS CHARGER D&#039;EQUIPEMENT A BORD!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Vous n&#039;avez droit qu&#039;… un maximum de 80 objets pour les missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;263/x107&amp;lt;/b&amp;gt; || TROP DE BOUTONS! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;264/x108&amp;lt;/b&amp;gt; || LANCER INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;265/x109&amp;lt;/b&amp;gt; || VAISSEAU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;266/x10A&amp;lt;/b&amp;gt; || STATUT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;267/x10B&amp;lt;/b&amp;gt; || BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;268/x10C&amp;lt;/b&amp;gt; || PRET &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;269/x10D&amp;lt;/b&amp;gt; || ABSENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;270/x10E&amp;lt;/b&amp;gt; || REPARATIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;271/x10F&amp;lt;/b&amp;gt; || RAVITAILLEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;272/x110&amp;lt;/b&amp;gt; || REARMEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;273/x111&amp;lt;/b&amp;gt; || CIBLE:  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;274/x112&amp;lt;/b&amp;gt; || BASE ALIENNE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;275/x113&amp;lt;/b&amp;gt; || LIEU DU CRASH- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;276/x114&amp;lt;/b&amp;gt; || SITE D&#039;ATTERRISSAGE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;277/x115&amp;lt;/b&amp;gt; || CIBLE: POINT DE REPERE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;278/x116&amp;lt;/b&amp;gt; || Etes-vous s–r de vouloir envoyer ce vaisseau en mission … Cydonia? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;279/x117&amp;lt;/b&amp;gt; || OUI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;280/x118&amp;lt;/b&amp;gt; || NON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;281/x119&amp;lt;/b&amp;gt; || SELECTIONNER&amp;lt;br&amp;gt;DESTINATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;282/x11A&amp;lt;/b&amp;gt; || CYDONIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;283/x11B&amp;lt;/b&amp;gt; || SELECTIONNER SITE POUR NOUVELLE BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;284/x11C&amp;lt;/b&amp;gt; || RETOUR A LA BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;285/x11D&amp;lt;/b&amp;gt; || SELECTIONNER NOUVELLE CIBLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;286/x11E&amp;lt;/b&amp;gt; || PATROUILLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;287/x11F&amp;lt;/b&amp;gt; || STATUT&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;288/x120&amp;lt;/b&amp;gt; || ENDOMMAGE - RETOUR A LA BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;289/x121&amp;lt;/b&amp;gt; || CARBURANT BAS - RETOUR A LA BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;290/x122&amp;lt;/b&amp;gt; || PATROUILLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;291/x123&amp;lt;/b&amp;gt; || POURSUITE DE L&#039;OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;292/x124&amp;lt;/b&amp;gt; || INTERCEPTION DE L&#039;OVNI- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;293/x125&amp;lt;/b&amp;gt; || RETOUR A LA BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;294/x126&amp;lt;/b&amp;gt; || DESTINATION: BASE ALIENNE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;295/x127&amp;lt;/b&amp;gt; || DESTINATION: LIEU DU CRASH- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;296/x128&amp;lt;/b&amp;gt; || DESTINATION: SITE D&#039;ATTERRISSAGE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;297/x129&amp;lt;/b&amp;gt; || DESTINATION: POINT DE REPERE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;298/x12A&amp;lt;/b&amp;gt; || BASE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;299/x12B&amp;lt;/b&amp;gt; || VITESSE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;300/x12C&amp;lt;/b&amp;gt; || VITESSE MAXIMUM&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;301/x12D&amp;lt;/b&amp;gt; || ALTITUDE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;302/x12E&amp;lt;/b&amp;gt; || TRES BASSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;303/x12F&amp;lt;/b&amp;gt; || BASSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;304/x130&amp;lt;/b&amp;gt; || HAUTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;305/x131&amp;lt;/b&amp;gt; || TRES HAUTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;306/x132&amp;lt;/b&amp;gt; || CARBURANT&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;307/x133&amp;lt;/b&amp;gt; || ARME-1&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;308/x134&amp;lt;/b&amp;gt; || RIEN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;309/x135&amp;lt;/b&amp;gt; || MUNITIONS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;310/x136&amp;lt;/b&amp;gt; || ARME-2&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;311/x137&amp;lt;/b&amp;gt; || HOSTILE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;312/x138&amp;lt;/b&amp;gt; || NEUTRE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;313/x139&amp;lt;/b&amp;gt; || AMICAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;314/x13A&amp;lt;/b&amp;gt; || ENGAGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;315/x13B&amp;lt;/b&amp;gt; || OPTIONS DE JEU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;316/x13C&amp;lt;/b&amp;gt; || CHARGER JEU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;317/x13D&amp;lt;/b&amp;gt; || SAUVEGARDER JEU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;318/x13E&amp;lt;/b&amp;gt; || VAISSEAU D&#039;INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;319/x13F&amp;lt;/b&amp;gt; || Base&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;320/x140&amp;lt;/b&amp;gt; || NOM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;321/x141&amp;lt;/b&amp;gt; || STATUT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;322/x142&amp;lt;/b&amp;gt; || MUNITIONS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;323/x143&amp;lt;/b&amp;gt; || EQUIPAGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;324/x144&amp;lt;/b&amp;gt; || EQUIPEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;325/x145&amp;lt;/b&amp;gt; || ARMURE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;326/x146&amp;lt;/b&amp;gt; || MAXI&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;327/x147&amp;lt;/b&amp;gt; || Nouvelle Recrue &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;328/x148&amp;lt;/b&amp;gt; || DeuxiŠme Classe &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;329/x149&amp;lt;/b&amp;gt; || Sergent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;330/x14A&amp;lt;/b&amp;gt; || Capitaine &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;331/x14B&amp;lt;/b&amp;gt; || Colonel &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;332/x14C&amp;lt;/b&amp;gt; || Commandant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;333/x14D&amp;lt;/b&amp;gt; || S‚lectionner Escouade pour  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;334/x14E&amp;lt;/b&amp;gt; || ESPACE DISPONIBLE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;335/x14F&amp;lt;/b&amp;gt; || ESPACE UTILISE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;336/x150&amp;lt;/b&amp;gt; || GRADE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;337/x151&amp;lt;/b&amp;gt; || VAISSEAU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;338/x152&amp;lt;/b&amp;gt; || BLESSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;339/x153&amp;lt;/b&amp;gt; || Equipement pour  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;340/x154&amp;lt;/b&amp;gt; || Armer  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;341/x155&amp;lt;/b&amp;gt; || Valeur D‚fensive &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;342/x156&amp;lt;/b&amp;gt; || Pourcentage de Touch‚s  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;343/x157&amp;lt;/b&amp;gt; || prˆt …&amp;lt;br&amp;gt;atterrir prŠs de &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;344/x158&amp;lt;/b&amp;gt; || Commencer Mission? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;345/x159&amp;lt;/b&amp;gt; || S‚lectionner Armement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;346/x15A&amp;lt;/b&amp;gt; || MUNITIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;347/x15B&amp;lt;/b&amp;gt; || ARMEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;348/x15C&amp;lt;/b&amp;gt; || DISPONIBLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;349/x15D&amp;lt;/b&amp;gt; || N.D. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;350/x15E&amp;lt;/b&amp;gt; || SELECTIONNER ARMURE POUR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;351/x15F&amp;lt;/b&amp;gt; || TYPE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;352/x160&amp;lt;/b&amp;gt; || ARMURE PERSONNELLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;353/x161&amp;lt;/b&amp;gt; || COMBINAISON D&#039;ENERGIE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;354/x162&amp;lt;/b&amp;gt; || COMBINAISON DE VOL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;355/x163&amp;lt;/b&amp;gt; || S‚lectionner Armure &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;356/x164&amp;lt;/b&amp;gt; || ARMURE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;357/x165&amp;lt;/b&amp;gt; || NORD      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;358/x166&amp;lt;/b&amp;gt; || NORD EST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;359/x167&amp;lt;/b&amp;gt; || EST       &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;360/x168&amp;lt;/b&amp;gt; || SUD EST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;361/x169&amp;lt;/b&amp;gt; || SUD      &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;362/x16A&amp;lt;/b&amp;gt; || SUD OUEST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;363/x16B&amp;lt;/b&amp;gt; || OUEST       &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;364/x16C&amp;lt;/b&amp;gt; || NORD OUEST &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;365/x16D&amp;lt;/b&amp;gt; || SELECTIONNER ACTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;366/x16E&amp;lt;/b&amp;gt; || CONTINUER L&#039;INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;367/x16F&amp;lt;/b&amp;gt; || POURSUIVRE SANS INTERCEPTION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;368/x170&amp;lt;/b&amp;gt; || TRES GRAND &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;369/x171&amp;lt;/b&amp;gt; || GRAND &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;370/x172&amp;lt;/b&amp;gt; || MOYEN &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;371/x173&amp;lt;/b&amp;gt; || PETIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;372/x174&amp;lt;/b&amp;gt; || TRES PETIT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;373/x175&amp;lt;/b&amp;gt; || SOL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;374/x176&amp;lt;/b&amp;gt; || TRES BASSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;375/x177&amp;lt;/b&amp;gt; || BASSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;376/x178&amp;lt;/b&amp;gt; || HAUTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;377/x179&amp;lt;/b&amp;gt; || TRES HAUTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;378/x17A&amp;lt;/b&amp;gt; || D‚tect‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;379/x17B&amp;lt;/b&amp;gt; || TAILLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;380/x17C&amp;lt;/b&amp;gt; || ALTITUDE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;381/x17D&amp;lt;/b&amp;gt; || CAP &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;382/x17E&amp;lt;/b&amp;gt; || VITESSE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;383/x17F&amp;lt;/b&amp;gt; || CENTRAGE SUR OVNI-TEMPS=5 Sec &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;384/x180&amp;lt;/b&amp;gt; || OVNI DISPARU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;385/x181&amp;lt;/b&amp;gt; || REDIRIGER VAISSEAU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;386/x182&amp;lt;/b&amp;gt; || ALLER A LA DERNIERE POSITION CONNUE DE L&#039;OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;387/x183&amp;lt;/b&amp;gt; || OVNI- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;388/x184&amp;lt;/b&amp;gt; || VAISSEAU- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;389/x185&amp;lt;/b&amp;gt; || BASE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;390/x186&amp;lt;/b&amp;gt; || BASE ALIENNE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;391/x187&amp;lt;/b&amp;gt; || LIEU DU CRASH- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;392/x188&amp;lt;/b&amp;gt; || SITE D&#039;ATTERRISSAGE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;393/x189&amp;lt;/b&amp;gt; || POINT DE REPERE- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;394/x18A&amp;lt;/b&amp;gt; || SITE DE TERREUR- &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;395/x18B&amp;lt;/b&amp;gt; || a atteint &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;396/x18C&amp;lt;/b&amp;gt; || Destination &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;397/x18D&amp;lt;/b&amp;gt; || En patrouille &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;398/x18E&amp;lt;/b&amp;gt; || Origines Aliennes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;399/x18F&amp;lt;/b&amp;gt; || La Solution Martienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;400/x190&amp;lt;/b&amp;gt; || Cydonia ou rien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;401/x191&amp;lt;/b&amp;gt; || OVNIp‚die &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;402/x192&amp;lt;/b&amp;gt; || VAISSEAUX &amp;amp; ARMEMENT XCOM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;403/x193&amp;lt;/b&amp;gt; || PLATES-FORMES D&#039;ARMES LOURDES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;404/x194&amp;lt;/b&amp;gt; || ARMES ET EQUIPEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;405/x195&amp;lt;/b&amp;gt; || OBJETS ALIENS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;406/x196&amp;lt;/b&amp;gt; || INSTALLATIONS DE BASE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;407/x197&amp;lt;/b&amp;gt; || FORMES DE VIE ALIENNES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;408/x198&amp;lt;/b&amp;gt; || RECHERCHE SUR LES ALIENS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;409/x199&amp;lt;/b&amp;gt; || COMPOSANTS DES OVNIS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;410/x19A&amp;lt;/b&amp;gt; || OVNIS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;411/x19B&amp;lt;/b&amp;gt; || SELECTIONNER ARTICLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;412/x19C&amp;lt;/b&amp;gt; ||  autopsie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;413/x19D&amp;lt;/b&amp;gt; || VITESSE MAXIMUM&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;414/x19E&amp;lt;/b&amp;gt; || ACCELERATION&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;415/x19F&amp;lt;/b&amp;gt; || CAPACITE DE CARBURANT&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;416/x1A0&amp;lt;/b&amp;gt; || NACELLES D&#039;ARMES&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;417/x1A1&amp;lt;/b&amp;gt; || CAPACITE DE DEGATS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;418/x1A2&amp;lt;/b&amp;gt; || CONTENANCE DE LA SOUTE&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;419/x1A3&amp;lt;/b&amp;gt; || CAPACITE PAL&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;420/x1A4&amp;lt;/b&amp;gt; || D‚gƒts................... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;421/x1A5&amp;lt;/b&amp;gt; || Port‚e...................... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;422/x1A6&amp;lt;/b&amp;gt; ||  km &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;423/x1A7&amp;lt;/b&amp;gt; || Pr‚cision............... &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;424/x1A8&amp;lt;/b&amp;gt; || Temps de recharge........ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;425/x1A9&amp;lt;/b&amp;gt; || s &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;426/x1AA&amp;lt;/b&amp;gt; || PER€AGE D&#039;ARMURE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;427/x1AB&amp;lt;/b&amp;gt; || INCENDIAIRE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;428/x1AC&amp;lt;/b&amp;gt; || EXPLOSIVE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;429/x1AD&amp;lt;/b&amp;gt; || RAYON LASER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;430/x1AE&amp;lt;/b&amp;gt; || RAYON A PLASMA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;431/x1AF&amp;lt;/b&amp;gt; || ASSOMMER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;432/x1B0&amp;lt;/b&amp;gt; || 6-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;433/x1B1&amp;lt;/b&amp;gt; || 7-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;434/x1B2&amp;lt;/b&amp;gt; || 8-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;435/x1B3&amp;lt;/b&amp;gt; || 9-? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;436/x1B4&amp;lt;/b&amp;gt; || TYPE DE TIR&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;437/x1B5&amp;lt;/b&amp;gt; || PRECISION&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;438/x1B6&amp;lt;/b&amp;gt; || COUT UT&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;439/x1B7&amp;lt;/b&amp;gt; || DEGATS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;440/x1B8&amp;lt;/b&amp;gt; || MUNITIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;441/x1B9&amp;lt;/b&amp;gt; || Auto &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;442/x1BA&amp;lt;/b&amp;gt; || Instantan‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;443/x1BB&amp;lt;/b&amp;gt; || Vis‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;444/x1BC&amp;lt;/b&amp;gt; || Temps de Construction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;445/x1BD&amp;lt;/b&amp;gt; || jours &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;446/x1BE&amp;lt;/b&amp;gt; || Co–t de Construction &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;447/x1BF&amp;lt;/b&amp;gt; || Co–t d&#039;Entretien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;448/x1C0&amp;lt;/b&amp;gt; ||  autopsie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;449/x1C1&amp;lt;/b&amp;gt; || - &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;450/x1C2&amp;lt;/b&amp;gt; || Basse &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;451/x1C3&amp;lt;/b&amp;gt; || Moyenne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;452/x1C4&amp;lt;/b&amp;gt; || Haute &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;453/x1C5&amp;lt;/b&amp;gt; || Haute &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;454/x1C6&amp;lt;/b&amp;gt; || Arme du Vaisseau &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;455/x1C7&amp;lt;/b&amp;gt; || Munitions du Vaisseau &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;456/x1C8&amp;lt;/b&amp;gt; || Plate-Forme d&#039;Arme Lourde &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;457/x1C9&amp;lt;/b&amp;gt; || Arme &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;458/x1CA&amp;lt;/b&amp;gt; || Munitions &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;459/x1CB&amp;lt;/b&amp;gt; || Equipement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;460/x1CC&amp;lt;/b&amp;gt; || Corps Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;461/x1CD&amp;lt;/b&amp;gt; || Composant d&#039;OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;462/x1CE&amp;lt;/b&amp;gt; || Armure Personnelle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;463/x1CF&amp;lt;/b&amp;gt; || MatiŠres PremiŠres &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;464/x1D0&amp;lt;/b&amp;gt; || Obus PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;465/x1D1&amp;lt;/b&amp;gt; || Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;466/x1D2&amp;lt;/b&amp;gt; || Secto‹de &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;467/x1D3&amp;lt;/b&amp;gt; || Homme-Serpent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;468/x1D4&amp;lt;/b&amp;gt; || Ethereal &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;469/x1D5&amp;lt;/b&amp;gt; || Muton &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;470/x1D6&amp;lt;/b&amp;gt; || Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;471/x1D7&amp;lt;/b&amp;gt; || Celatid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;472/x1D8&amp;lt;/b&amp;gt; || Silaco‹de &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;473/x1D9&amp;lt;/b&amp;gt; || Chryssalid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;474/x1DA&amp;lt;/b&amp;gt; || Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;475/x1DB&amp;lt;/b&amp;gt; || Sectopode &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;476/x1DC&amp;lt;/b&amp;gt; || Cyberdisc &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;477/x1DD&amp;lt;/b&amp;gt; ||  Commandant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;478/x1DE&amp;lt;/b&amp;gt; ||  Leader &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;479/x1DF&amp;lt;/b&amp;gt; ||  Ing‚nieur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;480/x1E0&amp;lt;/b&amp;gt; ||  Docteur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;481/x1E1&amp;lt;/b&amp;gt; ||  Navigateur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;482/x1E2&amp;lt;/b&amp;gt; ||  Soldat &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;483/x1E3&amp;lt;/b&amp;gt; ||  Terroriste &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;484/x1E4&amp;lt;/b&amp;gt; || Source d&#039;‚nergie OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;485/x1E5&amp;lt;/b&amp;gt; || Navigation OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;486/x1E6&amp;lt;/b&amp;gt; || Construction OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;487/x1E7&amp;lt;/b&amp;gt; || Nourriture Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;488/x1E8&amp;lt;/b&amp;gt; || Reproduction Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;489/x1E9&amp;lt;/b&amp;gt; || Divertissement Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;490/x1EA&amp;lt;/b&amp;gt; || Chirurgie Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;491/x1EB&amp;lt;/b&amp;gt; || Salle d&#039;examen &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;492/x1EC&amp;lt;/b&amp;gt; || Alliages Aliens &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;493/x1ED&amp;lt;/b&amp;gt; || Habitat Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;494/x1EE&amp;lt;/b&amp;gt; || Armure Personnelle &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;495/x1EF&amp;lt;/b&amp;gt; || Combinaison d&#039;Energie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;496/x1F0&amp;lt;/b&amp;gt; || Combinaison de Vol &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;497/x1F1&amp;lt;/b&amp;gt; || Roquettes PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;498/x1F2&amp;lt;/b&amp;gt; || Bombe … Fusion PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;499/x1F3&amp;lt;/b&amp;gt; || Armes Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;500/x1F4&amp;lt;/b&amp;gt; || Nouveau Chasseur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;501/x1F5&amp;lt;/b&amp;gt; || Nouveau Chasseur-Transporteur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;502/x1F6&amp;lt;/b&amp;gt; || Vaisseau Suprˆme &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;503/x1F7&amp;lt;/b&amp;gt; || Pistolet Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;504/x1F8&amp;lt;/b&amp;gt; || Revolver Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;505/x1F9&amp;lt;/b&amp;gt; || Laser Lourd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;506/x1FA&amp;lt;/b&amp;gt; || Canon Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;507/x1FB&amp;lt;/b&amp;gt; || Canon … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;508/x1FC&amp;lt;/b&amp;gt; || Missile … Fusion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;509/x1FD&amp;lt;/b&amp;gt; || D‚fense Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;510/x1FE&amp;lt;/b&amp;gt; || D‚fense … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;511/x1FF&amp;lt;/b&amp;gt; || D‚fense … Fusion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;512/x200&amp;lt;/b&amp;gt; || Bouclier de Gravit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;513/x201&amp;lt;/b&amp;gt; || Bouclier de l&#039;Esprit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;514/x202&amp;lt;/b&amp;gt; || Psi-Labo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;515/x203&amp;lt;/b&amp;gt; || D‚codeur d&#039;Hyper-Ondes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;516/x204&amp;lt;/b&amp;gt; || PAS UTILISE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;517/x205&amp;lt;/b&amp;gt; || PAS UTILISE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;518/x206&amp;lt;/b&amp;gt; || PAS UTILISE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;519/x207&amp;lt;/b&amp;gt; || Construction OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;520/x208&amp;lt;/b&amp;gt; || Origines Aliennes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;521/x209&amp;lt;/b&amp;gt; || La Solution Martienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;522/x20A&amp;lt;/b&amp;gt; || Cydonia ou rien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;523/x20B&amp;lt;/b&amp;gt; || Scanner de Mouvement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;524/x20C&amp;lt;/b&amp;gt; || Trousse de Soins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;525/x20D&amp;lt;/b&amp;gt; || Tank/Canon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;526/x20E&amp;lt;/b&amp;gt; || Tank/Lance-Roquettes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;527/x20F&amp;lt;/b&amp;gt; || Tank/Canon Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;528/x210&amp;lt;/b&amp;gt; || Hovertank/Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;529/x211&amp;lt;/b&amp;gt; || Hovertank/Lanceur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;530/x212&amp;lt;/b&amp;gt; || Lanceur de Stingray &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;531/x213&amp;lt;/b&amp;gt; || Lanceur d&#039;Avalanche &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;532/x214&amp;lt;/b&amp;gt; || Canon &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;533/x215&amp;lt;/b&amp;gt; || Lanceur de Boules de Fusion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;534/x216&amp;lt;/b&amp;gt; || Canon Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;535/x217&amp;lt;/b&amp;gt; || Rayon … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;536/x218&amp;lt;/b&amp;gt; || Missile Stingray &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;537/x219&amp;lt;/b&amp;gt; || Missile Avalanche &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;538/x21A&amp;lt;/b&amp;gt; || Munitions de Canon (x50) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;539/x21B&amp;lt;/b&amp;gt; || Boule de Fusion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;540/x21C&amp;lt;/b&amp;gt; || Soldat &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;541/x21D&amp;lt;/b&amp;gt; || Savant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;542/x21E&amp;lt;/b&amp;gt; || Ing‚nieur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;543/x21F&amp;lt;/b&amp;gt; || Am‚rique du Nord &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;544/x220&amp;lt;/b&amp;gt; || Arctique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;545/x221&amp;lt;/b&amp;gt; || Antarctique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;546/x222&amp;lt;/b&amp;gt; || Am‚rique du Sud &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;547/x223&amp;lt;/b&amp;gt; || Europe &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;548/x224&amp;lt;/b&amp;gt; || Afrique du Nord &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;549/x225&amp;lt;/b&amp;gt; || Sud de l&#039;Afrique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;550/x226&amp;lt;/b&amp;gt; || Asie Centrale &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;551/x227&amp;lt;/b&amp;gt; || Asie du Sud-Est &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;552/x228&amp;lt;/b&amp;gt; || Sib‚rie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;553/x229&amp;lt;/b&amp;gt; || Australasie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;554/x22A&amp;lt;/b&amp;gt; || Pacifique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;555/x22B&amp;lt;/b&amp;gt; || Atlantique Nord &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;556/x22C&amp;lt;/b&amp;gt; || Atlantique Sud &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;557/x22D&amp;lt;/b&amp;gt; || Oc‚an Indien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;558/x22E&amp;lt;/b&amp;gt; || Recherche sur les Aliens &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;559/x22F&amp;lt;/b&amp;gt; || Moisson Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;560/x230&amp;lt;/b&amp;gt; || EnlŠvement Alien &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;561/x231&amp;lt;/b&amp;gt; || Infiltration Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;562/x232&amp;lt;/b&amp;gt; || Base Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;563/x233&amp;lt;/b&amp;gt; || Terreur Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;564/x234&amp;lt;/b&amp;gt; || Repr‚sailles Aliennes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;565/x235&amp;lt;/b&amp;gt; || R‚serves Aliennes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;566/x236&amp;lt;/b&amp;gt; || Sources d&#039;Energie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;567/x237&amp;lt;/b&amp;gt; || Vitesse Maximum &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;568/x238&amp;lt;/b&amp;gt; || DECODEUR D&#039;HYPER-ONDES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;569/x239&amp;lt;/b&amp;gt; || SKYRANGER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;570/x23A&amp;lt;/b&amp;gt; || LIGHTNING &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;571/x23B&amp;lt;/b&amp;gt; || AVENGER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;572/x23C&amp;lt;/b&amp;gt; || INTERCEPTOR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;573/x23D&amp;lt;/b&amp;gt; || FIRESTORM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;574/x23E&amp;lt;/b&amp;gt; || OVNI &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;575/x23F&amp;lt;/b&amp;gt; || STINGRAY &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;576/x240&amp;lt;/b&amp;gt; || AVALANCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;577/x241&amp;lt;/b&amp;gt; || CANON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;578/x242&amp;lt;/b&amp;gt; || BOULE DE FUSION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;579/x243&amp;lt;/b&amp;gt; || CANON LASER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;580/x244&amp;lt;/b&amp;gt; || RAYON A PLASMA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;581/x245&amp;lt;/b&amp;gt; || Capacit‚ de D‚gƒts &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;582/x246&amp;lt;/b&amp;gt; || Puissance d&#039;Arme &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;583/x247&amp;lt;/b&amp;gt; || Port‚e d&#039;Arme &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;584/x248&amp;lt;/b&amp;gt; || Ascenseur d&#039;AccŠs &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;585/x249&amp;lt;/b&amp;gt; || Quartiers d&#039;Habitation &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;586/x24A&amp;lt;/b&amp;gt; || Laboratoire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;587/x24B&amp;lt;/b&amp;gt; || Atelier &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;588/x24C&amp;lt;/b&amp;gt; || Petit SystŠme Radar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;589/x24D&amp;lt;/b&amp;gt; || Grand SystŠme Radar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;590/x24E&amp;lt;/b&amp;gt; || D‚fenses Missiles &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;591/x24F&amp;lt;/b&amp;gt; || Entrep“ts &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;592/x250&amp;lt;/b&amp;gt; || D‚tention des Aliens &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;593/x251&amp;lt;/b&amp;gt; || D‚fenses Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;594/x252&amp;lt;/b&amp;gt; || D‚fenses … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;595/x253&amp;lt;/b&amp;gt; || D‚fenses … Fusion &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;596/x254&amp;lt;/b&amp;gt; || Bouclier de Gravit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;597/x255&amp;lt;/b&amp;gt; || Bouclier de l&#039;Esprit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;598/x256&amp;lt;/b&amp;gt; || Laboratoire Psionique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;599/x257&amp;lt;/b&amp;gt; || D‚codeur d&#039;Hyper-Ondes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;600/x258&amp;lt;/b&amp;gt; || Hangar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;601/x259&amp;lt;/b&amp;gt; || U.S.A &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;602/x25A&amp;lt;/b&amp;gt; || RUSSIE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;603/x25B&amp;lt;/b&amp;gt; || R.U. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;604/x25C&amp;lt;/b&amp;gt; || FRANCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;605/x25D&amp;lt;/b&amp;gt; || ALLEMAGNE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;606/x25E&amp;lt;/b&amp;gt; || ITALIE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;607/x25F&amp;lt;/b&amp;gt; || ESPAGNE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;608/x260&amp;lt;/b&amp;gt; || CHINE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;609/x261&amp;lt;/b&amp;gt; || JAPON &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;610/x262&amp;lt;/b&amp;gt; || INDE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;611/x263&amp;lt;/b&amp;gt; || BRESIL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;612/x264&amp;lt;/b&amp;gt; || AUSTRALIE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;613/x265&amp;lt;/b&amp;gt; || NIGERIA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;614/x266&amp;lt;/b&amp;gt; || AFRIQUE DU SUD &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;615/x267&amp;lt;/b&amp;gt; || EGYPTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;616/x268&amp;lt;/b&amp;gt; || CANADA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;617/x269&amp;lt;/b&amp;gt; || Soldat Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;618/x26A&amp;lt;/b&amp;gt; || Navigateur Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;619/x26B&amp;lt;/b&amp;gt; || Docteur Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;620/x26C&amp;lt;/b&amp;gt; || Ing‚nieur Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;621/x26D&amp;lt;/b&amp;gt; || Leader Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;622/x26E&amp;lt;/b&amp;gt; || Commandant Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;623/x26F&amp;lt;/b&amp;gt; || Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;624/x270&amp;lt;/b&amp;gt; || Tank &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;625/x271&amp;lt;/b&amp;gt; || Civil &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;626/x272&amp;lt;/b&amp;gt; || Jan &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;627/x273&amp;lt;/b&amp;gt; || F‚v &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;628/x274&amp;lt;/b&amp;gt; || Mar &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;629/x275&amp;lt;/b&amp;gt; || Avr &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;630/x276&amp;lt;/b&amp;gt; || Mai &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;631/x277&amp;lt;/b&amp;gt; || Jui &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;632/x278&amp;lt;/b&amp;gt; || Jul &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;633/x279&amp;lt;/b&amp;gt; || Ao– &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;634/x27A&amp;lt;/b&amp;gt; || Sep &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;635/x27B&amp;lt;/b&amp;gt; || Oct &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;636/x27C&amp;lt;/b&amp;gt; || Nov &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;637/x27D&amp;lt;/b&amp;gt; || D‚c &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;638/x27E&amp;lt;/b&amp;gt; || Relations Internationales &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;639/x27F&amp;lt;/b&amp;gt; || Pays &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;640/x280&amp;lt;/b&amp;gt; || Budget &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;641/x281&amp;lt;/b&amp;gt; || Diff‚rence &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;642/x282&amp;lt;/b&amp;gt; || SYSTEMES&amp;lt;br&amp;gt;D&#039;ARMES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;643/x283&amp;lt;/b&amp;gt; || EQUIPAGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;644/x284&amp;lt;/b&amp;gt; || PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;645/x285&amp;lt;/b&amp;gt; || DEGATS&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;646/x286&amp;lt;/b&amp;gt; || L&#039;ascenseur d&#039;accŠs permet de transf‚rer l&#039;‚quipement et le personnel aux bases souterraines. C&#039;est toujours la premiŠre installation … ˆtre construite sur un nouveau site. La cage d&#039;ascenseur est vuln‚rable aux intrusions de toute force hostile. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;647/x287&amp;lt;/b&amp;gt; || Chaque bloc d&#039;habitation peut abriter jusqu&#039;… 50 personnes. Cette installation comporte une zone de loisirs, un secteur d&#039;alimentation et des dortoirs. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;648/x288&amp;lt;/b&amp;gt; || Un maximum de 50 savants peuvent travailler dans un laboratoire. Les laboratoires sont ‚quip‚s de la toute derniŠre technologie en matiŠre de recherche de mat‚riaux, de biochimie et de cosmologie. L&#039;accŠs aux meilleurs laboratoires de recherche est privil‚gi‚ dans le monde entier, y compris les ‚tablissements militaires. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;649/x289&amp;lt;/b&amp;gt; || Un atelier contient tout l&#039;‚quipement n‚cessaire … la fabrication de produits bas‚s sur les conceptions des labos scientifiques. Un atelier peut contenir jusqu&#039;… 50 ing‚nieurs, mais les objets en construction prennent ‚galement de la place. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;650/x28A&amp;lt;/b&amp;gt; || Un petit systŠme de d‚tection a une port‚e radar de 300 miles nautiques et est reli‚ … des systŠmes satellites pour les recherches au sol. Chaque systŠme a 5% de chances de d‚tecter un objet de taille moyenne toutes les 10 minutes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;651/x28B&amp;lt;/b&amp;gt; || Un grand systŠme de d‚tection a une port‚e de 450 miles nautiques et est reli‚ … des systŠmes satellites pour les recherches au sol. Chaque systŠme a 5% de chances de d‚tecter un objet de taille moyenne toutes les 10 minutes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;652/x28C&amp;lt;/b&amp;gt; || Les d‚fenses missiles protŠgent des incursions des vaisseaux ennemis qui essaient d&#039;atterrir prŠs de la base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;653/x28D&amp;lt;/b&amp;gt; || Tout l&#039;‚quipement, les systŠmes d&#039;armes, les munitions, le mat‚riel trouv‚ et les plates-formes d&#039;armes lourdes sont plac‚s dans les entrep“ts, … part l&#039;‚quipement destin‚ aux vaisseaux qui se trouve dans les hangars. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;654/x28E&amp;lt;/b&amp;gt; || Les aliens vivants risquent de n‚cessiter un habitat sp‚cial pour maintenir leurs systŠmes de vie. L&#039;installation de d‚tention peut contenir jusqu&#039;… 10 formes de vie aliennes dans des unit‚s ind‚pendantes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;655/x28F&amp;lt;/b&amp;gt; || Les d‚fenses laser protŠgent de l&#039;incursion des vaisseaux ennemis. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;656/x290&amp;lt;/b&amp;gt; || Les rayons … plasma fournissent une protection puissante et efficace contre l&#039;intrusion des vaisseaux ennemis. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;657/x291&amp;lt;/b&amp;gt; || Les missiles de fusion sont la d‚fense la plus efficace contre les attaques aliennes. Ces missiles cr‚ent une implosion anti-matiŠre qui d‚truit tout dans un rayon sp‚cifique. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;658/x292&amp;lt;/b&amp;gt; || Le bouclier de gravit‚ repousse les aliens qui essaient d&#039;atterrir prŠs de la base assez longtemps pour que tous les systŠmes de d‚fense puissent tirer … nouveau. Dans la pratique, ceci double l&#039;efficacit‚ de tous les systŠmes de d‚fense de votre base. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;659/x293&amp;lt;/b&amp;gt; || Comme les vaisseaux aliens d‚tectent les humains grƒce aux ondes c‚r‚brales, la contre-mesure la plus efficace consiste … prot‚ger la base de ces ondes. Ceci r‚duira de fa‡on importante les chances de d‚tection par les vaisseaux aliens. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;660/x294&amp;lt;/b&amp;gt; || Le labo psionique peut ‚valuer le potentiel psionique de tous les soldats de la base et leur donner l&#039;entraŒnement n‚cessaire pour utiliser leurs comp‚tences psioniques. Chaque labo peut entraŒner jusqu&#039;… 10 soldats. L&#039;entraŒnement est attribu‚ … la fin de chaque mois. Les comp‚tences psioniques utilis‚es en association avec un Psi-Amp peuvent ˆtre utilis‚es pour les attaques psioniques pendant le combat. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;661/x295&amp;lt;/b&amp;gt; || Les communications aliennes se font par ondes supra-dimensionnelles qui voyagent presque instantan‚ment. Le d‚codeur intercepte les transmissions d&#039;OVNIS et d‚code l&#039;information. Celle-ci indique le type de l&#039;OVNI, la race alienne et le type d&#039;activit‚. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;662/x296&amp;lt;/b&amp;gt; || Chaque hangar peut contenir un vaisseau.  Il y a des installations pour l&#039;entretien, le ravitaillement et la r‚paration des vaisseaux XCom.  Chaque vaisseau post‚ dans une base doit avoir un hangar libre qui lui est affect‚ et qui ne peut ˆtre utilis‚ par aucun autre vaisseau, mˆme si le premier vaisseau est parti en mission. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;663/x297&amp;lt;/b&amp;gt; || Le pistolet XCom standard est un semi-automatique … forte puissance pouvant contenir 12 cartouches. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;664/x298&amp;lt;/b&amp;gt; || Ce fusil de tir embusqu‚ … haute pr‚cision a un viseur guid‚ au laser et peut contenir 20 cartouches de 6,7mm. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;665/x299&amp;lt;/b&amp;gt; || Le canon lourd est une arme d‚vastatrice mais encombrante. Sa versatilit‚ vient du fait qu&#039;il peut contenir trois types de munitions: … per‡age d&#039;armure, incendiaires et explosives. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;666/x29A&amp;lt;/b&amp;gt; || Le canon automatique combine la versatilit‚ et la puissance d&#039;un canon lourd avec une cadence de tir plus rapide. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;667/x29B&amp;lt;/b&amp;gt; || Le lance-roquettes est un systŠme guid‚ au laser qui peut tirer trois types diff‚rents de missiles. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;668/x29C&amp;lt;/b&amp;gt; || Le pistolet laser est une r‚alisation efficace de la technologie moderne. Il conjugue la commodit‚ d&#039;un pistolet avec un tir plus rapide et plus pr‚cis. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;669/x29D&amp;lt;/b&amp;gt; || Le revolver laser est une version plus puissante et plus pr‚cise du pistolet d‚crit pr‚c‚demment. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;670/x29E&amp;lt;/b&amp;gt; || Le laser lourd est encombrant, mais extrˆmement efficace. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;671/x29F&amp;lt;/b&amp;gt; || Cette grenade standard a un d‚tonateur pr‚cis et   sophistiqu‚, permettant un contr“le de pr‚cision. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;672/x2A0&amp;lt;/b&amp;gt; || Les grenades fumigŠnes sont utiles pour le camouflage durant des combats expos‚s.  A utiliser avec pr‚caution car elles peuvent ‚galement avantager l&#039;ennemi. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;673/x2A1&amp;lt;/b&amp;gt; || Une grenade de proximit‚ peut ˆtre lanc‚e comme une grenade ordinaire mais elle est d‚clench‚e par tout mouvement … proximit‚ aprŠs ˆtre tomb‚e. Il faut beaucoup d&#039;habilet‚ et de pr‚caution pour utiliser correctement ces armes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;674/x2A2&amp;lt;/b&amp;gt; || Cet explosif ne doit ˆtre utilis‚ que pour d‚molir. D‚gagez les lieux de d‚molition. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;675/x2A3&amp;lt;/b&amp;gt; || Cet appareil sophistiqu‚ utilise toutes sortes de d‚tecteurs et d&#039;algorithmes informatiques compliqu‚s pour identifier les mouvements des unit‚s ennemies. Cependant, il faut de l&#039;exp‚rience pour l&#039;utiliser correctement. Cliquez sur l&#039;ic“ne scanner de mouvement sur l&#039;affichage tactique. S‚lectionnez &#039;Utiliser Scanner&#039; dans le menu.  L&#039;affichage Scanner montre une flŠche au centre qui repr‚sente la direction vers laquelle le soldat est tourn‚ (Le Nord est en haut). Les points clignotants montrent les unit‚s qui ont r‚cemment chang‚ de position. Des unit‚s importantes, ou des unit‚s se d‚pla‡ant rapidement, seront repr‚sent‚es par des points plus grands. Les unit‚s statiques ne seront pas d‚tect‚es. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;676/x2A4&amp;lt;/b&amp;gt; || La trousse de soins contient des m‚dicaments, des calmants et des stimulants. Pour utiliser la trousse de soins, vous devez vous tourner vers le soldat ayant besoin d&#039;un traitement. Si le soldat est assomm‚, vous devez vous pencher sur le corps. Cliquez sur l&#039;ic“ne trousse de soins et s‚lectionnez &#039;utiliser trousse de soins&#039; dans le menu.&amp;lt;br&amp;gt;SOIGNER&amp;gt; Les parties du corps en rouge repr‚sentent des blessures. Cliquez sur une partie du corps qui est bless‚e. Cliquez sur le bouton &#039;Soigner&#039;. La blessure sera soign‚e et cela redonnera un peu de sant‚ … la personne bless‚e.&amp;lt;br&amp;gt;STIMULANT&amp;gt; Il redonne de l&#039;‚nergie et fait reprendre conscience aux soldats ayant ‚t‚ assomm‚s. Pour faire reprendre conscience … un soldat assomm‚, penchez-vous directement sur le corps.&amp;lt;br&amp;gt;CALMANT&amp;gt; Il ramŠne le moral des soldats bless‚s … un niveau ‚quivalent … la sant‚ perdue du soldat. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;677/x2A5&amp;lt;/b&amp;gt; || Le Psi-Amp ne peut ˆtre utilis‚ que par des soldats ayant des comp‚tences psioniques. Durant le combat, cliquez sur le Psi-Amp, s‚lectionnez le type d&#039;attaque et une unit‚ cible avec le curseur. Il y a deux types d&#039;attaques psioniques:&amp;lt;br&amp;gt;PANIQUE DE L&#039;UNITE&amp;gt; Si l&#039;attaque r‚ussit, cela r‚duira le moral de la cible et pourra la faire paniquer.&amp;lt;br&amp;gt;CONTROLE DE L&#039;ESPRIT&amp;gt; Si cela marche, vous prendrez alors le contr“le imm‚diat de l&#039;unit‚ ennemie comme si c&#039;‚tait l&#039;une des v“tres (mais vous ne pouvez pas acc‚der … l&#039;‚cran objets). Ce type d&#039;attaque est plus difficile … r‚ussir. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;678/x2A6&amp;lt;/b&amp;gt; || Cet objet ne peut ˆtre utilis‚ que dans le combat rapproch‚. Il permet d&#039;assommer un organisme vivant sans le tuer grƒce … des chocs ‚lectriques. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;679/x2A7&amp;lt;/b&amp;gt; || Le sujet est mort suite au traumatisme de l&#039;interrogatoire. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;680/x2A8&amp;lt;/b&amp;gt; || La sonde d&#039;esprit est une technique de communication alienne qui est utilis‚e pour prendre l&#039;information directement des ondes c‚r‚brales. Les unit‚s XCom peuvent utiliser cette technique durant le combat pour connaŒtre les caract‚ristiques des aliens. Cliquez sur la sonde d&#039;esprit et l&#039;option &#039;utiliser&#039;. Puis, cliquez sur un alien avec le curseur. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;681/x2A9&amp;lt;/b&amp;gt; || Les pistolets … plasma sont une arme alienne fatale bas‚e sur l&#039;acc‚l‚ration des particules … l&#039;int‚rieur d&#039;un minuscule champ anti-gravitationnel. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;682/x2AA&amp;lt;/b&amp;gt; || C&#039;est une arme puissante et d‚vastatrice bas‚e sur l&#039;acc‚l‚ration des particules … l&#039;int‚rieur d&#039;un minuscule champ anti-gravitationnnel. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;683/x2AB&amp;lt;/b&amp;gt; || Taille &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;684/x2AC&amp;lt;/b&amp;gt; || Il faudrait examiner le corps pour un rapport complet d&#039;autopsie. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;685/x2AD&amp;lt;/b&amp;gt; || Pas assez de munitions pour charger &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;686/x2AE&amp;lt;/b&amp;gt; || C&#039;est un lance-missiles guid‚ alien qui tire de puissantes &#039;bombes blaster&#039;. Lorsque vous cliquez pour tirer, vous voyez apparaŒtre les points de repŠre que la bombe blaster suivra.  Lorsque vous avez positionn‚ assez de points de repŠre, cliquez sur l&#039;ic“ne lancement sp‚cial. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;687/x2AF&amp;lt;/b&amp;gt; || Un petit lanceur qui tire des bombes assommantes. TrŠs utile pour capturer des aliens vivants. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;688/x2B0&amp;lt;/b&amp;gt; || Cette arme fonctionne de la mˆme fa‡on qu&#039;une grenade terrestre - mais elle est plus puissante. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;689/x2B1&amp;lt;/b&amp;gt; || Petit Eclaireur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;690/x2B2&amp;lt;/b&amp;gt; || Eclaireur Moyen &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;691/x2B3&amp;lt;/b&amp;gt; || Grand Eclaireur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;692/x2B4&amp;lt;/b&amp;gt; || Moissonneur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;693/x2B5&amp;lt;/b&amp;gt; || Ravisseur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;694/x2B6&amp;lt;/b&amp;gt; || Vaisseau de Terreur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;695/x2B7&amp;lt;/b&amp;gt; || Vaisseau de Combat &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;696/x2B8&amp;lt;/b&amp;gt; || Vaisseau de Ravitaillement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;697/x2B9&amp;lt;/b&amp;gt; || EVALUATION&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;698/x2BA&amp;lt;/b&amp;gt; || TERRIBLE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;699/x2BB&amp;lt;/b&amp;gt; || MEDIOCRE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;700/x2BC&amp;lt;/b&amp;gt; || PASSABLE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;701/x2BD&amp;lt;/b&amp;gt; || BIEN! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;702/x2BE&amp;lt;/b&amp;gt; || EXCELLENT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;703/x2BF&amp;lt;/b&amp;gt; || SCORE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;704/x2C0&amp;lt;/b&amp;gt; || RAPPORT MENSUEL DU PROJET XCOM &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;705/x2C1&amp;lt;/b&amp;gt; || Mois&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;706/x2C2&amp;lt;/b&amp;gt; || Le conseil des nations participant au financement est dans l&#039;ensemble satisfait de vos progrŠs jusqu&#039;ici. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;707/x2C3&amp;lt;/b&amp;gt; || Le conseil des nations participant au financement est trŠs satisfait de vos excellents progrŠs. Continuez comme ‡a. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;708/x2C4&amp;lt;/b&amp;gt; || Le conseil des nations participant au financement n&#039;est pas satisfait de votre travail. Vous devez am‚liorer votre efficacit‚ … combattre la menace alienne, sinon, il risque de mettre fin au projet. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;709/x2C5&amp;lt;/b&amp;gt; || Vous n&#039;avez pas r‚ussi … combattre l&#039;invasion alienne et le conseil des nations participant au financement a malheureusement d‚cid‚ de mettre fin au projet.  Chaque nation va s&#039;occuper elle-mˆme du problŠme comme elle l&#039;entend.  Nous ne pouvons qu&#039;esp‚rer arriver … un accord avec ces forces apparemment hostiles, et souhaiter que la population s&#039;entendra avec les visiteurs aliens. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;710/x2C6&amp;lt;/b&amp;gt; ||  est particuliŠrement satisfait de votre aptitude … combattre la menace localis‚e et est d&#039;accord pour augmenter votre budget. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;711/x2C7&amp;lt;/b&amp;gt; ||  sont particuliŠrement satisfaits de vos progrŠs dans le combat contre les incursions aliennes localis‚es et sont d&#039;accord pour augmenter votre budget. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;712/x2C8&amp;lt;/b&amp;gt; ||  et  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;713/x2C9&amp;lt;/b&amp;gt; ||  n&#039;est pas satisfait de votre aptitude … combattre l&#039;activit‚ alienne sur son territoire et a d‚cid‚ de r‚duire sa participation financiŠre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;714/x2CA&amp;lt;/b&amp;gt; ||  ne sont pas satisfaits de votre aptitude … combattre l&#039;activit‚ alienne sur leur territoire et ont d‚cid‚ de r‚duire leur participation financiŠre. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;715/x2CB&amp;lt;/b&amp;gt; || noeuds &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;716/x2CC&amp;lt;/b&amp;gt; ||  a sign‚ un pacte secret avec des forces aliennes inconnues et s&#039;est retir‚ du projet. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;717/x2CD&amp;lt;/b&amp;gt; ||  ont sign‚ un pacte secret avec des forces aliennes inconnues et se sont retir‚s du projet. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;718/x2CE&amp;lt;/b&amp;gt; || Evaluation Mensuelle&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;719/x2CF&amp;lt;/b&amp;gt; || Diff‚rence de Budget&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;720/x2D0&amp;lt;/b&amp;gt; || Le conseil budg‚taire n&#039;est pas satisfait de votre situation financiŠre. Vous devez r‚duire vos dettes … moins de 2 millions de dollars ou le projet cessera. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;721/x2D1&amp;lt;/b&amp;gt; || LES TRANSMISSIONS D&#039;HYPER-ONDES SONT DECODEES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;722/x2D2&amp;lt;/b&amp;gt; || TYPE DE VAISSEAU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;723/x2D3&amp;lt;/b&amp;gt; || RACE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;724/x2D4&amp;lt;/b&amp;gt; || MISSION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;725/x2D5&amp;lt;/b&amp;gt; || ZONE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;726/x2D6&amp;lt;/b&amp;gt; || S‚lectionner Recherche &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;727/x2D7&amp;lt;/b&amp;gt; || S‚lectionner Fabrication &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;728/x2D8&amp;lt;/b&amp;gt; || New York &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;729/x2D9&amp;lt;/b&amp;gt; || Washington &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;730/x2DA&amp;lt;/b&amp;gt; || Los Angeles &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;731/x2DB&amp;lt;/b&amp;gt; || Montr‚al &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;732/x2DC&amp;lt;/b&amp;gt; || La Havane &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;733/x2DD&amp;lt;/b&amp;gt; || Mexico &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;734/x2DE&amp;lt;/b&amp;gt; || Chicago &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;735/x2DF&amp;lt;/b&amp;gt; || Vancouver &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;736/x2E0&amp;lt;/b&amp;gt; || Dallas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;737/x2E1&amp;lt;/b&amp;gt; || Brasilia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;738/x2E2&amp;lt;/b&amp;gt; || Bogota &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;739/x2E3&amp;lt;/b&amp;gt; || Buenos Aires &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;740/x2E4&amp;lt;/b&amp;gt; || Santiago &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;741/x2E5&amp;lt;/b&amp;gt; || Rio de Janeiro &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;742/x2E6&amp;lt;/b&amp;gt; || Lima &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;743/x2E7&amp;lt;/b&amp;gt; || Caracas &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;744/x2E8&amp;lt;/b&amp;gt; || Londres &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;745/x2E9&amp;lt;/b&amp;gt; || Paris &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;746/x2EA&amp;lt;/b&amp;gt; || Berlin &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;747/x2EB&amp;lt;/b&amp;gt; || Moscou &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;748/x2EC&amp;lt;/b&amp;gt; || Rome &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;749/x2ED&amp;lt;/b&amp;gt; || Madrid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;750/x2EE&amp;lt;/b&amp;gt; || Budapest &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;751/x2EF&amp;lt;/b&amp;gt; || Lagos &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;752/x2F0&amp;lt;/b&amp;gt; || Le Caire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;753/x2F1&amp;lt;/b&amp;gt; || Casablanca &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;754/x2F2&amp;lt;/b&amp;gt; || Pr‚toria &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;755/x2F3&amp;lt;/b&amp;gt; || Nairobi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;756/x2F4&amp;lt;/b&amp;gt; || Le Cap &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;757/x2F5&amp;lt;/b&amp;gt; || Kinshasa &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;758/x2F6&amp;lt;/b&amp;gt; || Ankara &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;759/x2F7&amp;lt;/b&amp;gt; || Delhi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;760/x2F8&amp;lt;/b&amp;gt; || Karachi &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;761/x2F9&amp;lt;/b&amp;gt; || Bagdad &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;762/x2FA&amp;lt;/b&amp;gt; || T‚h‚ran &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;763/x2FB&amp;lt;/b&amp;gt; || Bombay &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;764/x2FC&amp;lt;/b&amp;gt; || Calcutta &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;765/x2FD&amp;lt;/b&amp;gt; || Tokyo &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;766/x2FE&amp;lt;/b&amp;gt; || P‚kin &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;767/x2FF&amp;lt;/b&amp;gt; || Bangkok &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;768/x300&amp;lt;/b&amp;gt; || Manille &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;769/x301&amp;lt;/b&amp;gt; || S‚oul &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;770/x302&amp;lt;/b&amp;gt; || Singapour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;771/x303&amp;lt;/b&amp;gt; || Djakarta &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;772/x304&amp;lt;/b&amp;gt; || Shanghai &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;773/x305&amp;lt;/b&amp;gt; || Hong Kong &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;774/x306&amp;lt;/b&amp;gt; || Novossibirsk &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;775/x307&amp;lt;/b&amp;gt; || Canberra &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;776/x308&amp;lt;/b&amp;gt; || Wellington &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;777/x309&amp;lt;/b&amp;gt; || Melbourne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;778/x30A&amp;lt;/b&amp;gt; || Perth &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;779/x30B&amp;lt;/b&amp;gt; || UFO&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Enemy Unknown &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;780/x30C&amp;lt;/b&amp;gt; || Nouveau Jeu &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;781/x30D&amp;lt;/b&amp;gt; || Charger Jeu Sauvegard‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;782/x30E&amp;lt;/b&amp;gt; || S‚lectionner Niveau de Difficult‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;783/x30F&amp;lt;/b&amp;gt; || 1&amp;gt; D‚butant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;784/x310&amp;lt;/b&amp;gt; || 2&amp;gt; Exp‚riment‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;785/x311&amp;lt;/b&amp;gt; || 3&amp;gt; V‚t‚ran &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;786/x312&amp;lt;/b&amp;gt; || 4&amp;gt; G‚nie &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;787/x313&amp;lt;/b&amp;gt; || 5&amp;gt; Surhumain &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;788/x314&amp;lt;/b&amp;gt; || Heure &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;789/x315&amp;lt;/b&amp;gt; || Date &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;790/x316&amp;lt;/b&amp;gt; || S‚lectionner Jeu … Charger &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;791/x317&amp;lt;/b&amp;gt; || S‚lectionner Position de Sauvegarde &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;792/x318&amp;lt;/b&amp;gt; || ENTRAINEMENT PSIONIQUE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;793/x319&amp;lt;/b&amp;gt; || Capacit‚ du Psi-Labo&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;794/x31A&amp;lt;/b&amp;gt; || Force&amp;lt;br&amp;gt;Psionique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;795/x31B&amp;lt;/b&amp;gt; || Comp‚tence&amp;lt;br&amp;gt;/Progression Psionique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;796/x31C&amp;lt;/b&amp;gt; || Psi-Amp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;797/x31D&amp;lt;/b&amp;gt; || En&amp;lt;br&amp;gt;EntraŒnement? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;798/x31E&amp;lt;/b&amp;gt; || VISE PAR: &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;799/x31F&amp;lt;/b&amp;gt; || ARMES/&amp;lt;br&amp;gt;EQUIPAGE/PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;800/x320&amp;lt;/b&amp;gt; || ABANDONNER JEU &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;801/x321&amp;lt;/b&amp;gt; || Retourner &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;802/x322&amp;lt;/b&amp;gt; || a peu de carburant,&amp;lt;br&amp;gt;retourne … la base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;803/x323&amp;lt;/b&amp;gt; || Liste des Soldats &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;804/x324&amp;lt;/b&amp;gt; || GRADE&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;805/x325&amp;lt;/b&amp;gt; || MISSIONS&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;806/x326&amp;lt;/b&amp;gt; || TUES&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;807/x327&amp;lt;/b&amp;gt; || GUERISON DE BLESSURE&amp;gt;  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;808/x328&amp;lt;/b&amp;gt; || UNITES DE TEMPS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;809/x329&amp;lt;/b&amp;gt; || RESISTANCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;810/x32A&amp;lt;/b&amp;gt; || SANTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;811/x32B&amp;lt;/b&amp;gt; || COURAGE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;812/x32C&amp;lt;/b&amp;gt; || REACTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;813/x32D&amp;lt;/b&amp;gt; || PRECISION AU TIR &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;814/x32E&amp;lt;/b&amp;gt; || PRECISION AU LANCER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;815/x32F&amp;lt;/b&amp;gt; || FORCE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;816/x330&amp;lt;/b&amp;gt; || FORCE PSIONIQUE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;817/x331&amp;lt;/b&amp;gt; || COMPETENCE PSIONIQUE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;818/x332&amp;lt;/b&amp;gt; || NOUVEAU GRADE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;819/x333&amp;lt;/b&amp;gt; || Promotions &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;820/x334&amp;lt;/b&amp;gt; || SOLDATS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;821/x335&amp;lt;/b&amp;gt; || Les plates-formes d&#039;armes lourdes automatiques sont faites pour aider l&#039;escouade XCom. Ces unit‚s, ayant … la fois une grande puissance de feu et un blindage r‚sistant, sont id‚ales pour les combats … terrain ouvert. Assurez-vous que vous avez suffisamment d&#039;obus dans vos stocks pour r‚armer les tanks. Ils s&#039;arment automatiquement lorsque vous les affectez … une escouade. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;822/x336&amp;lt;/b&amp;gt; || Cette plate-forme d&#039;armes lourdes automatiques est arm‚e de puissantes roquettes.  C&#039;est une arme d‚vastatrice pour tout ennemi alien. Assurez-vous que vos stocks sont approvisionn‚s en roquettes PAL. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;823/x337&amp;lt;/b&amp;gt; || Les armes laser sont un compl‚ment utile aux PAL. Elles ont une grande puissance de feu et n&#039;ont pas de limite de munitions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;824/x338&amp;lt;/b&amp;gt; || La technologie alienne a fait revivre les PAL. La maniabilit‚ du voyage a‚rien et la puissance des rayons … plasma est une combinaison mortelle. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;825/x339&amp;lt;/b&amp;gt; || Cet hovertank a un lanceur de boules de fusion  capable de faire d&#039;immenses d‚gƒts. Utilisez-le avec beaucoup de pr‚caution. Il vous faudra fabriquer les boules de fusion pour charger ces PAL. Une boule de fusion est une arme guid‚e intelligente. Pour tirer, vous devez s‚lectionner un certain nombre de &#039;points de repŠre&#039; avec le curseur puis cliquer sur l&#039;ic“ne lancer pour tirer la boule de fusion. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;826/x33A&amp;lt;/b&amp;gt; || Cet objet compact est utilis‚ comme munition pour un canon lourd … plasma. Il contient une petite quantit‚ d&#039;Elerium. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;827/x33B&amp;lt;/b&amp;gt; || Ce petit objet est utilis‚ comme source d&#039;‚nergie pour un fusil … plasma - une arme alienne de puissance moyenne. Contient une petite quantit‚ d&#039;Elerium. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;828/x33C&amp;lt;/b&amp;gt; || Source d&#039;‚nergie pour le petit pistolet … plasma alien. Contient de l&#039;Elerium - source de toute puissance alienne. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;829/x33D&amp;lt;/b&amp;gt; || La bombe assommante est utilis‚e pour capturer des sp‚cimens humains vivants, mais elle peut aussi ˆtre utilis‚e contre la plupart des races aliennes. On la tire d&#039;un petit lanceur. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;830/x33E&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;831/x33F&amp;lt;/b&amp;gt; ||  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;832/x340&amp;lt;/b&amp;gt; || La mission de recherche alienne est faite pour rassembler des donn‚es de base sur la Terre et ses habitants.  Ils utilisent g‚n‚ralement des petits v‚hicules, et atterrissent parfois dans les zones d‚sertes. Ce type d&#039;activit‚ alienne est une moindre menace pour XCom, et ne touche pas beaucoup les gouvernements ou les populations. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;833/x341&amp;lt;/b&amp;gt; || Les aliens utilisent la faune terrienne de diff‚rentes fa‡ons. Les animaux sont secrŠtement enlev‚s, puis ramen‚s aprŠs qu&#039;on leur ait enlev‚ plusieurs organes. Les t‚moignages de mutilations du b‚tail co‹ncident g‚n‚ralement avec des appararitions d&#039;OVNIS. Ce type d&#039;activit‚ alienne pr‚occupe beaucoup les gouvernements et provoque une grande inqui‚tude parmi la population. Ce type d&#039;activit‚ se produit g‚n‚ralement en campagne.  La th‚orie derriŠre cette &#039;moisson alienne&#039; serait que les races aliennes ont … l&#039;origine &#039;ensemenc‚&#039; la planŠte de sa flore et de sa faune, et qu&#039;ils reviennent aujourd&#039;hui pour r‚colter les fruits qu&#039;ils ont sem‚s. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;834/x342&amp;lt;/b&amp;gt; || C&#039;est le type d&#039;activit‚ alienne le plus insidieux.  De nombreux t‚moignages font ‚tat d&#039;enlŠvements par les aliens, et ceci malgr‚ les efforts faits par les aliens pour effacer cette exp‚rience de la m‚moire de leurs victimes. Les personnes enlev‚es disent avoir ‚t‚ soumises … des examens physiques humiliants, et parlent mˆme d&#039;implantations de foetus aliens et d&#039;exp‚riences g‚n‚tiques ‚tranges. Le but de cette activit‚ semble ˆtre li‚ … la mutation g‚n‚tique et … la manipulation du propre code g‚n‚tique des aliens. Cette activit‚ provoque une vive inqui‚tude, et se produit dans les zones peupl‚es ou les villes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;835/x343&amp;lt;/b&amp;gt; || Les gouvernements de la Terre peuvent ˆtre infiltr‚s par des agents aliens ayant une apparence humaine. Cela peut aboutir … des contacts entre aliens et gouvernements au plus haut niveau. Cette activit‚ se caract‚rise … son plus haut point par une intense activit‚ des OVNIS dans les environs des grandes villes. Les aliens vont essayer de signer un pacte avec un gouvernement terrien en lui offrant la connaissance de leur technologie sup‚rieure. En ‚change, le gouvernement permettra aux aliens de continuer leurs activit‚s en toute tranquillit‚. Cette mission alienne repr‚sente la pire menace pour XCom. Si un gouvernement accepte de signer un pacte, alors il cessera de financer XCom.  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;836/x344&amp;lt;/b&amp;gt; || Les aliens vont construire des bases souterraines secrŠtes dans des endroits isol‚s. AprŠs quelques vols de reconnaissance, une intense activit‚ des OVNIS se produira pendant la construction de la base.  On sait que ces bases ont des laboratoires d&#039;exp‚rimentations pour les humains qui ont ‚t‚ enlev‚s, et du ravitaillement pour une activit‚ plus pouss‚e dans la r‚gion. La pr‚sence de bases aliennes va cr‚er une intense activit‚ alienne sans la pr‚sence d&#039;OVNIS. Afin de localiser une base, un vaisseau XCom doit patrouiller dans une r‚gion pendant quelques heures pour avoir une chance de la d‚tecter. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;837/x345&amp;lt;/b&amp;gt; || Pour terroriser une ville, les aliens vont d‚ployer des forces sp‚ciales avec des pouvoirs terrifiants. Les civils seront directement menac‚s, et les gouvernements seront forc‚s d&#039;‚vacuer des zones entiŠres. Le but essentiel de cette activit‚ est de cr‚er suffisamment d&#039;hyst‚rie collective pour que les gouvernements menacent le projet XCom. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;838/x346&amp;lt;/b&amp;gt; || Si les intercepteurs XCom r‚ussissent particuliŠrement bien … abattre des OVNIS, alors les aliens pourraient commettre des actions de repr‚sailles. Cela pourrait aboutir … une attaque directe contre une base XCom.  Cependant, les aliens doivent trouver cette base avant de l&#039;attaquer, et tant que les OVNIS sont tenus … l&#039;‚cart, il y a peu de risque d&#039;une attaque. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;839/x347&amp;lt;/b&amp;gt; || Une fois qu&#039;une base alienne est construite, elle est r‚guliŠrement approvisionn‚e par un vaisseau de ravitaillement sp‚cial. Si l&#039;un de ses vaisseaux est d‚tect‚ lors de son atterrissage, vous pouvez alors ˆtre certain qu&#039;il y a une base alienne … proximit‚. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;840/x348&amp;lt;/b&amp;gt; || Ce minuscule vaisseau est utilis‚ essentiellement pour la reconnaissance ou la recherche. Il pr‚cŠde normalement des vaisseaux plus grands au d‚but d&#039;une mission alienne. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;841/x349&amp;lt;/b&amp;gt; || Un vaisseau ‚claireur de taille moyenne qui ne repr‚sente pas une grande menace pour les forces terrestres. Il apparaŒt normalement avant des vaisseaux plus grands durant les missions. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;842/x34A&amp;lt;/b&amp;gt; || Le vaisseau ‚claireur alien le plus grand est un vaisseau utilis‚ dans tous les types de missions aliennes. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;843/x34B&amp;lt;/b&amp;gt; || Le moissonneur a une trappe … sa base et est ‚quip‚ d&#039;un treuil pour hisser le b‚tail ou d&#039;autres animaux.  Les couteaux laser sont utilis‚s pour extraire les morceaux d‚sir‚s et la carcasse est jet‚e au sol. Il y a ‚galement des conteneurs de stockage pour les parties du corps. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;844/x34C&amp;lt;/b&amp;gt; || Ce vaisseau est ‚quip‚ d&#039;une salle d&#039;examen utilis‚e pour d&#039;horribles exp‚riences sur des sujets humains. La victime est paralys‚e par des pouvoirs t‚l‚pathiques, mais reste consciente sur la table d&#039;op‚ration. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;845/x34D&amp;lt;/b&amp;gt; || Le vaisseau de terreur est ‚quip‚ d&#039;installations lui permettant de transporter de lourdes armes de terreur aliennes ou des cr‚atures. Il est utilis‚ pour transporter ces terroristes aliens jusque dans les zones peupl‚es. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;846/x34E&amp;lt;/b&amp;gt; || Le vaisseau de combat est le vaisseau alien le plus grand et le plus puissant. C&#039;est normalement le vaisseau principal des missions aliennes, il est ‚quip‚ d&#039;armes puissantes et de nombreux membres d&#039;‚quipage. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;847/x34F&amp;lt;/b&amp;gt; || Le vaisseau de ravitaillement est utilis‚ durant la construction de bases aliennes ou pour l&#039;approvisionnement de bases existantes. Il transporte des conteneurs de nourriture alienne et des chambres de reproduction. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;848/x350&amp;lt;/b&amp;gt; || D‚monter &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;849/x351&amp;lt;/b&amp;gt; || INSTALLATION EN UTILISATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;850/x352&amp;lt;/b&amp;gt; || IMPOSSIBLE DE DEMONTER INSTALLATION!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Toutes les installations de la base doivent ˆtre reli‚es … l&#039;ascenseur d&#039;accŠs. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;851/x353&amp;lt;/b&amp;gt; || Transf‚rer objets vers  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;852/x354&amp;lt;/b&amp;gt; || PAS D&#039;INSTALLATION DE DETENTION DES ALIENS POUR TRANSFERER!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;Les aliens vivants ont besoin d&#039;une installation de d‚tention des aliens pour  survivre  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;853/x355&amp;lt;/b&amp;gt; || QUANTITE A&amp;lt;br&amp;gt;DESTINATION &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;854/x356&amp;lt;/b&amp;gt; || L&#039;alien meurt car il n&#039;y a pas d&#039;installation de d‚tention des aliens &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;855/x357&amp;lt;/b&amp;gt; || PAS DE LOGEMENT DE LIBRE!&amp;lt;i&amp;gt;x02&amp;lt;/i&amp;gt;La base de destination n&#039;a pas assez de place dans les quartiers d&#039;habitation pour l&#039;‚quipage affect‚ au vaisseau. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;856/x358&amp;lt;/b&amp;gt; || Les objets arrivent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;857/x359&amp;lt;/b&amp;gt; || Pistolet &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;858/x35A&amp;lt;/b&amp;gt; || Cartouche de Pistolet &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;859/x35B&amp;lt;/b&amp;gt; || Fusil &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;860/x35C&amp;lt;/b&amp;gt; || Cartouche de Fusil &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;861/x35D&amp;lt;/b&amp;gt; || Canon Lourd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;862/x35E&amp;lt;/b&amp;gt; || Munitions CL-PA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;863/x35F&amp;lt;/b&amp;gt; || Munitions CL-E &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;864/x360&amp;lt;/b&amp;gt; || Munitions CL-I &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;865/x361&amp;lt;/b&amp;gt; || Canon Auto &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;866/x362&amp;lt;/b&amp;gt; || Munitions CA-PA &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;867/x363&amp;lt;/b&amp;gt; || Munitions CA-E &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;868/x364&amp;lt;/b&amp;gt; || Munitions CA-I &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;869/x365&amp;lt;/b&amp;gt; || Lance-Roquettes &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;870/x366&amp;lt;/b&amp;gt; || Petite Roquette &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;871/x367&amp;lt;/b&amp;gt; || Grande Roquette &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;872/x368&amp;lt;/b&amp;gt; || Roquette Incendiaire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;873/x369&amp;lt;/b&amp;gt; || Pistolet Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;874/x36A&amp;lt;/b&amp;gt; || Fusil Laser &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;875/x36B&amp;lt;/b&amp;gt; || Laser Lourd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;876/x36C&amp;lt;/b&amp;gt; || Grenade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;877/x36D&amp;lt;/b&amp;gt; || Grenade FumigŠne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;878/x36E&amp;lt;/b&amp;gt; || Grenade de Proximit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;879/x36F&amp;lt;/b&amp;gt; || Explosif &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;880/x370&amp;lt;/b&amp;gt; || Scanner de Mouvement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;881/x371&amp;lt;/b&amp;gt; || Trousse de Soins &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;882/x372&amp;lt;/b&amp;gt; || Psi-Amp &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;883/x373&amp;lt;/b&amp;gt; || Bƒton pour Assommer &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;884/x374&amp;lt;/b&amp;gt; || Canon … Plasma Lourd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;885/x375&amp;lt;/b&amp;gt; || Munition de Canon … Plasma Lourd &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;886/x376&amp;lt;/b&amp;gt; || Fusil … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;887/x377&amp;lt;/b&amp;gt; || Cartouche de Fusil … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;888/x378&amp;lt;/b&amp;gt; || Pistolet … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;889/x379&amp;lt;/b&amp;gt; || Cartouche de Pistolet … Plasma &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;890/x37A&amp;lt;/b&amp;gt; || Lanceur Blaster &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;891/x37B&amp;lt;/b&amp;gt; || Bombe Blaster &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;892/x37C&amp;lt;/b&amp;gt; || Petit Lanceur &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;893/x37D&amp;lt;/b&amp;gt; || Bombe Assommante &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;894/x37E&amp;lt;/b&amp;gt; || Grenade Alienne &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;895/x37F&amp;lt;/b&amp;gt; || Elerium-115 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;896/x380&amp;lt;/b&amp;gt; || Sonde d&#039;Esprit &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;897/x381&amp;lt;/b&amp;gt; || Corps Secto‹de &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;898/x382&amp;lt;/b&amp;gt; || Corps Homme-Serpent &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;899/x383&amp;lt;/b&amp;gt; || Corps Ethereal &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;900/x384&amp;lt;/b&amp;gt; || Corps Muton &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;901/x385&amp;lt;/b&amp;gt; || Corps Flottant &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;902/x386&amp;lt;/b&amp;gt; || Corps Celatid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;903/x387&amp;lt;/b&amp;gt; || Corps Silaco‹de &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;904/x388&amp;lt;/b&amp;gt; || Corps Chryssalid &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;905/x389&amp;lt;/b&amp;gt; || Corps Reaper &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;906/x38A&amp;lt;/b&amp;gt; || Corps Sectopode &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;907/x38B&amp;lt;/b&amp;gt; || Corps Cyberdisc &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;908/x38C&amp;lt;/b&amp;gt; || Pas assez de munitions pour armer PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;909/x38D&amp;lt;/b&amp;gt; || Pas assez de roquettes pour armer PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;910/x38E&amp;lt;/b&amp;gt; || Pas assez de boules de fusion pour armer PAL &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;911/x38F&amp;lt;/b&amp;gt; || Pas assez de mat‚riel pour r‚-‚quiper entiŠrement l&#039;escouade &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;912/x390&amp;lt;/b&amp;gt; || Mars: Atterrissage sur Cydonia &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;913/x391&amp;lt;/b&amp;gt; || Votre vaisseau Avenger a atterri dans la r‚gion de Cydonia, sur la surface de Mars. Nos informations indiquent que l&#039;une des pyramides contient un ascenseur vert menant … un complexe souterrain. Lorsque vous aurez rassembl‚ tous vos soldats prŠs de l&#039;ascenseur, cliquez sur l&#039;ic“ne &#039;Annuler mission&#039; pour passer … l&#039;‚tape suivante. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;914/x392&amp;lt;/b&amp;gt; || Mars: L&#039;assaut final &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;915/x393&amp;lt;/b&amp;gt; || L&#039;ascenseur de la pyramide emmŠne vos soldats fatigu‚s sous la surface de la planŠte. Ils arrivent au coeur d&#039;un grand complexe de tunnels et de salles. Le cerveau alien est cach‚ quelque part dans le labyrinthe. Il doit ˆtre d‚truit si vous voulez sauver la Terre de l&#039;esclavage alien.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bonne chance! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;916/x394&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;pour utiliser ou produire&amp;lt;br&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;917/x395&amp;lt;/b&amp;gt; || Les aliens ont d‚truit la base nond‚fendue  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;918/x396&amp;lt;/b&amp;gt; || Les agents Xcom ont localis‚ une base alien sur  &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;919/x397&amp;lt;/b&amp;gt; || ATTENTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;920/x398&amp;lt;/b&amp;gt; || ATTAQUE PRUDENTE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;921/x399&amp;lt;/b&amp;gt; || ATTAQUE STANDARD &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;922/x39A&amp;lt;/b&amp;gt; || ATTAQUE AGRESSIVE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;923/x39B&amp;lt;/b&amp;gt; || DESENGAGEMENT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;924/x39C&amp;lt;/b&amp;gt; || OVNI TOUCHE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;925/x39D&amp;lt;/b&amp;gt; || OVNI DETRUIT! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;926/x39E&amp;lt;/b&amp;gt; || CRASH DE L&#039;OVNI! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;927/x39F&amp;lt;/b&amp;gt; || R‚duction en mode attente seulement &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;928/x3A0&amp;lt;/b&amp;gt; || L&#039;OVNI REPLIQUE! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;929/x3A1&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;&amp;gt;INTERCEPTEUR ENDOMMAGE&amp;lt;&amp;lt;&amp;lt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;930/x3A2&amp;lt;/b&amp;gt; || &amp;gt;&amp;gt;&amp;gt;INTERCEPTEUR DETRUIT&amp;lt;&amp;lt;&amp;lt; &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;931/x3A3&amp;lt;/b&amp;gt; || L&#039;OVNI DEPASSE L&#039;INTERCEPTEUR! &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;932/x3A4&amp;lt;/b&amp;gt; || TERREUR ALIENNE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;933/x3A5&amp;lt;/b&amp;gt; || D‚tection longue port‚e &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;934/x3A6&amp;lt;/b&amp;gt; || STOCK &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;935/x3A7&amp;lt;/b&amp;gt; || Niveau de difficult‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;936/x3A8&amp;lt;/b&amp;gt; || INTERCEPTER &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;937/x3A9&amp;lt;/b&amp;gt; || BASES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;938/x3AA&amp;lt;/b&amp;gt; || GRAPHIQUES &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;939/x3AB&amp;lt;/b&amp;gt; || OVNIPEDIE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;940/x3AC&amp;lt;/b&amp;gt; || OPTIONS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;941/x3AD&amp;lt;/b&amp;gt; || BUDGET &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;942/x3AE&amp;lt;/b&amp;gt; || 5 s &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;943/x3AF&amp;lt;/b&amp;gt; || 1 mn &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;944/x3B0&amp;lt;/b&amp;gt; || 5 mn &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;945/x3B1&amp;lt;/b&amp;gt; || 30 mn &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;946/x3B2&amp;lt;/b&amp;gt; || 1 heure &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;947/x3B3&amp;lt;/b&amp;gt; || 1 Jour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;948/x3B4&amp;lt;/b&amp;gt; || Tableau de performance Xcom &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;949/x3B5&amp;lt;/b&amp;gt; || Entrer nom &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;950/x3B6&amp;lt;/b&amp;gt; || Evaluation de performance &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;951/x3B7&amp;lt;/b&amp;gt; || Date de victoire &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;952/x3B8&amp;lt;/b&amp;gt; || Leurre ‚lectronique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;953/x3B9&amp;lt;/b&amp;gt; || Ce dispositif compact produit une lumiŠre vive lorsqu&#039;il est lanc‚. Ceci ‚claire les unit‚s ennemies proches du leurre ‚lectronique lors des missions de nuit. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;954/x3BA&amp;lt;/b&amp;gt; || Co–ts mensuels &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;955/x3BB&amp;lt;/b&amp;gt; || Location de vaisseaux &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;956/x3BC&amp;lt;/b&amp;gt; || Salaires &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;957/x3BD&amp;lt;/b&amp;gt; || Entretien de base &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;958/x3BE&amp;lt;/b&amp;gt; || Co–t par unit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;959/x3BF&amp;lt;/b&amp;gt; || Quantit‚ &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;960/x3C0&amp;lt;/b&amp;gt; || Total &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;961/x3C1&amp;lt;/b&amp;gt; || jour &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;962/x3C2&amp;lt;/b&amp;gt; || jours &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;963/x3C3&amp;lt;/b&amp;gt; || En entraŒnement psionique &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;964/x3C4&amp;lt;/b&amp;gt; || Ce dispositif est un missile explosif, ‚quip‚, d&#039;un systŠme de guidage intelligent. Il est tir‚ d&#039;un lanceur blaster. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;965/x3C5&amp;lt;/b&amp;gt; || Veuillez ouvrir votre Manuel de Jeu … la page indiqu‚e ci-dessous et entrer le code … huit chiffres indiqu‚ au bas de la page.&amp;lt;br&amp;gt;EX: Page 13 du Manuel de Jeu  Code: 3994-9668&amp;lt;br&amp;gt;Veuillez Entrer le Code de la Page &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;966/x3C6&amp;lt;/b&amp;gt; || ARMURE AVANT &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;967/x3C7&amp;lt;/b&amp;gt; || ARMURE GAUCHE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;968/x3C8&amp;lt;/b&amp;gt; || ARMURE DROITE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;969/x3C9&amp;lt;/b&amp;gt; || ARMURE ARRIERE &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;970/x3CA&amp;lt;/b&amp;gt; || ARMURE DE DESSOUS &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;971/x3CB&amp;lt;/b&amp;gt; || Cartouches &lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[ENGLISH.DAT]]&lt;br /&gt;
* [[GERMAN.DAT]]&lt;br /&gt;
* [[GEOSCAPE.EXE]] - Uses the strings in this file.&lt;br /&gt;
* [[GEODATA]] - Parent Folder for this file.&lt;br /&gt;
* [[GeoScape String Files]] - A summary of the use of these strings.&lt;br /&gt;
* [[Tactical String Files]] - The BattleScape equivalents of these files.&lt;br /&gt;
* [[Saved Game Files]]&lt;br /&gt;
[[Category:Game Files]]&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:BIGLETS.DAT&amp;diff=11904</id>
		<title>Talk:BIGLETS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:BIGLETS.DAT&amp;diff=11904"/>
		<updated>2007-06-10T20:33:42Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: reply&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The bitmaps contain quite a bit of whitespace at the edges. However, they are drawn in the Game with accurate kerning. These kerning tables are hardcoded in the executable. This prevents any replacement for this font from looking correct without hex editing the executable, or carefully matching the edges of the characters with the old font. - [[User:Darkfred|Darkfred]] 10:52, 25 May 2007 (PDT) &lt;br /&gt;
&lt;br /&gt;
:Are you sure on this? My map editer (which uses this font) seems to provide a fairly accurate reproduction of the usage by checking the actual length of each character to see where the next one should be placed.&lt;br /&gt;
&lt;br /&gt;
:Does a substitute character table really mess up the games use of the font? - [[User:Bomb Bloke|Bomb Bloke]] 04:24, 9 June 2007 (PDT)&lt;br /&gt;
::I am certain that there is a hardcoded kerning table. I have its exe location written down at home. I don&#039;t know exactly how it is used, but it appears to be 4 bytes for left edge positions then 4 bytes for right edge positions for each character. For instance a hypothetical A would have (3, 2, 1, 1),(4, 5, 6, 6). Checking this at runtime must have been too expensive for the machines this game was originally targetted at, note the table is only 4 pixels high so it goes even quicker. I have not played around with this much as my interests lie in game logic. As for replacing the font, As long as it is similar it will work passably well. However large changes cause the edges of characters to overlap. If you have an interest in modding this send me some contact info and I will help you out. --[[User:Darkfred|Darkfred]] 13:33, 10 June 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BIGLETS.DAT&amp;diff=11727</id>
		<title>BIGLETS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BIGLETS.DAT&amp;diff=11727"/>
		<updated>2007-05-25T17:53:58Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An array of Font Glyphs for rendering the large text font. &lt;br /&gt;
&lt;br /&gt;
The file contains 176 bitmaps arranged vertically, the bitmaps are 16x16 pixels. Each pixel is 8bits.&lt;br /&gt;
&lt;br /&gt;
They start at ascii character 33 (&#039;!&#039;)&lt;br /&gt;
&lt;br /&gt;
The bitmaps contain quite a bit of whitespace at the edges. However, they are drawn in the Game with accurate kerning. These kerning tables are hardcoded in the executable. This prevents any replacement for this font from looking correct without hex editing the executable, or carefully matching the edges of the characters with the old font.&lt;br /&gt;
&lt;br /&gt;
(DF) 10:52, 25 May 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=BIGLETS.DAT&amp;diff=11726</id>
		<title>BIGLETS.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=BIGLETS.DAT&amp;diff=11726"/>
		<updated>2007-05-25T17:52:36Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: added infot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An array of Font Glyphs for rendering the large text font. &lt;br /&gt;
&lt;br /&gt;
The file contains 176 bitmaps arranged vertically, the bitmaps are 16x16 pixels. Each pixel is 8bits.&lt;br /&gt;
&lt;br /&gt;
They start at ascii character 33 (&#039;!&#039;)&lt;br /&gt;
&lt;br /&gt;
The bitmaps contain quite a bit of whitespace at the edges. However, they are drawn in the Game with accurate kerning. These kerning tables are hardcoded in the executable. This prevents any replacement for this font from looking correct without hex editing the executable.&lt;br /&gt;
&lt;br /&gt;
(DF) 10:52, 25 May 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=SMALLSET.DAT&amp;diff=11716</id>
		<title>SMALLSET.DAT</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=SMALLSET.DAT&amp;diff=11716"/>
		<updated>2007-05-23T08:09:41Z</updated>

		<summary type="html">&lt;p&gt;Darkfred: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An array of Font Glyphs for rendering the smalltext font. &lt;br /&gt;
&lt;br /&gt;
The file contains 176 bitmaps arranged vertically, the bitmaps are 8x9 pixels. Each pixel is 8bits.&lt;br /&gt;
&lt;br /&gt;
They start at ascii character 33 (&#039;!&#039;)&lt;br /&gt;
&lt;br /&gt;
(DF)--01:09, 23 May 2007 (PDT)&lt;/div&gt;</summary>
		<author><name>Darkfred</name></author>
	</entry>
</feed>